DBFZ Neutral Awareness v1.0
Focus Recognizing Neutral Spacing
There are many uses for this bot, however the central theme is to help the player train all types of awareness that this game requires. DragonBall FighterZ is an awareness heavy game, therefore this version of the bot is intended to train your awareness on both your opponent and own sides for meter awareness, spacing awareness, assist and switch awareness, and the two player game awareness that comes from watching watch your opponent and taking all other points just listed to use that advantage for attacking your opponent. This is the basis of both offensive and defensive thinking in this game, and as such focuses on it from both sides.
The characters in question are Hit, either Goku (SSGSS), i.e. Goku Blue, Goku (Super Saiyan) or Bardock, and Teen Gohan, in that order.
Bardock is primarily useful when you as a player like to push buttons to get out of trouble, but hate blocking. If your defenses are strong, however, he is not too useful. He is more dangerous applying pressure due to some of his more linear but good moves.
Goku Blue is better against players with good defenses but who need to work on taking advantage of their offensive openings. Goku Blue exposes you to more of Hit's mix ups and stuff from Teen Gohan. Goku Blue can definitely benefit from turning off Action #5, but it is not required.
Super Saiyan Goku is ok for base training and does the job if you don't have access to Goku Blue yet. Against some teams Super Saiyan Goku can be just as if not more useful than Goku Blue due to his beam style assist, causing pushback even when the player is not in range yet, forcing them to reposition and reassess more often. Super Saiyan Goku benefits most from turning off Action #5. Leaving them all on standard is ok if you are a more defensive player, but for more offensive type players who like attacking to solve their problems, turning off this action is required to get the right effect for the training in that case. Even in the case of the defensive player, turning it off is still advantegous to training after they have gotten acquainted with the bot.
You can use the above to decide which to use for this practice. Whichever team you use, while it is not in the point system, for higher intensity training you may also want to add 2H, to hit the incoming opponent's Super Dash when you're at the spacing where you can react to the Super Dash.
- #1: 100%
- #2: 100%
- #3: 50%
- #4: 100%
- #5: 100% or 0%
- #6: 100%
- #7: 100%
- #8: 100%
Health Recovery should be set to 'No Recovery' and Assist Cooldown should be set to 'Normal'. Sparking Blast settings should also be normal.
Settings for 1P are Health - 100% (all characters), Ki Gauge - your preference.
Settings for 2P are Health - 100% (all characters), Ki Gauge - 0-1.
Completing each action gives 1 point. Try to get to 10 points with at least two of your team and without defeating any of the opposing team.
- A - Hit 5M in neutral and make contact (at the Easy difficulty, not even managing to hit unblocked is required).
- B - Hit 5H in neutral as a whiff punish (for slower moves such as the opposing 2H, or some moves Hit does).
- C - Punish any of your opponent's Supers, it is fine to use Vanish if challenging the Easy difficulty, but at higher difficulties, you should either not do this, or set your own Ki Gauge to 0.
- D - After being knocked down and in the corner, get out of the corner without counter-attacking the opponent. Blocking and deflecting are fine. Vanish is also fine, but set Ki Gauge to 0 if you are practicing this using Vanish.
- Easy - Points given for ABCD
- Medium - Points given for ACD only (for Point System A, confirm into 2H, 5H, 2S, or 5S)
- Hard - Points given for A and D only, OR A and C only, whichever is easier (for Point System A, confirm into 2H, 5H, 2S, or 5S)
- Extreme - Points given for A and D only, OR A and C only, whichever is harder (for Point System A, confirm into 2H, 5H, 2S, or 5S)
This team is stressful on a player's awareness due to their strong ability to move quickly and in ways that make them 'invisible' or difficult to visually track. The player must recognize openings very quickly and instantly judge whether or not they are in range for the move they intend to do. This process allows the player to learn the spaces where their judgement of range is incorrect in some way, and which moves they have trouble reacting to in time to land an actual hit.
The methods of approaching or evading are not limited to grounded movement. The player may jump in any direction, or use their character's mobility tools as long as they maintain 'neutral', i.e., neither they nor the opponent was blocking just before the 5M/5H. This however is still difficult particularly on Goku Blue and Hit, since these characters can move so quickly that even a forward jump may not land before the opponent has closed the distance and either landed a hit/forced you to block, or just violated your expectation in some other way.
A similar principle is applied to punishing of opponent's supers, which can be very 'hit or miss', quite literally, based on what appears to be only small changes in spacing for many characters. Keeping your mental focus on all the tiny details of spacing and timing builds up further stress over time and makes it more difficult to pay attention to things like assist cooldown timers, health bars on both sides, or meter available. However in order to get the points at the higher difficulty levels, it is often necessary to track these things as well, if you want to be consistent.