Most special moves are no more complicated than
quarter circle motions or a double down tap.
For example, if you have a move that requires
a quarter circle motion, that can be a quarter circle in any direction.
Not exact matches
That means hardcore players who are used to doing
quarter -
circle motions on their joysticks will notice a difference, sure, but they will have no trouble actually controlling the game.
Combos can be chained by pressing the buttons quickly in turn (such as L, L, M, H), while special moves are generally performed using the normal
quarter -
circle motions in conjunction with an attack button — although you no longer need to worry about whether it's a punch or a kick.
As with the regular specials, these inputs are all fairly simple — usually
quarter -
circle motions with two buttons pressed at the same time.
In the first game, clinching and the ground game was severely hampered by the confusing transition system of
quarter circles, half
circles, dragon
motions, zig zags and scallywags.
That means hardcore players who are used to doing
quarter -
circle motions on their joysticks will notice a difference, sure, but they will have no trouble actually controlling the game.
Doing a
quarter -
circle forward
motion and hitting the attack button very precisely will make the player do a Ko'ouken (or a hadouken with one hand) attack, while doing a shoryuken
motion will make the player do a shoryuken / koho attack.
The inputs might be simpler than Street Fighter's mess of
quarter circles and charge
motions, but you'll still need to memorise them, and get your timing down to stand a chance against real opponents.
In - keeping with the philosophy of easy - to - remember, standardised command inputs, almost every special move in the game is performed via a simple
quarter -
circle fireball
motion.
you only have two basic movements, the
quarter circle forward or backward
motion.
In Dragon Ball FighterZ you only have two basic movements, the
quarter circle forward or backward
motion.
Compare this to other games which have half
circle movements or
quarter circle into a half
circle motion.
The tiny analogue stick isn't all that precise for charge
motions, and it's next to impossible to pull off Street Fighter's signature
quarter circle special moves on the individual directional buttons.