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This page covers characters in ''Videogame/DragonballFighterz'' that have been [[TierInducedScrappy disliked by the fanbase]] for being high tier, low tier, or having elements of both.

Due to the [=3v3=] TagTeam mechanics with unique synergies, [[AssistCharacter assist mechanics]], and the fact that Creator/ArcSystemWorks patches the game frequently (with sweeping changes throughout the entire roster at the introduction of a new season), sometimes a character may change tiers multiple times over the course of subsequent patches. Thus, this page no longer assorts by tiers and merely by alphabetical order.

'''NOTE:''' Please remember that Administrivia/ExamplesAreNotRecent -- when wording examples, please refer to the Season and use past tense, instead of words like "right now", "is becoming" or other dated phrasing. Also use '''Bold''' lettering only on the character names.

'''Terminology frequently used on this page:'''

* Cross/Mix-up: The ability to force an opponent to guess, where guessing wrong leads to damage or some other disadvantage.
* L/M/H: "Light", "Medium" and "Heavy" attacks.
* Numbers (1,2,3,4,5,etc.): Each number designates the direction on the joystick/control pad a player (standing on the left side of the screen) must press to execute a move (based on a keyboard's numberpad). For example, 1 is down-left, 5 is no direction, 6 is forward, and 7/8/9 are jumping.
* Oki/Okizeme: Forcing an opponent into a mix-up after being knocked down.
* Option Select: A move or technique that defeats two or more of an opponent's mix-up options, thus removing the need to guess between them.
* Rushdown: The ability to attack at close range frequently, with little chance for the opponent to fight back.
* Zoning/Keep-away: The ability to prevent an opponent from getting close enough to attack.

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[[foldercontrol]]

[[folder: Android 16]]
* '''Android 16''' possesses more command grabs than any other character (especially since there is no normal throw technique for every character to use outside of a Dragon Rush), which sets up opponents for combos and, in Season 1, planted them with a hard knockdown that led into more mix-ups. Despite having a slower walk speed, the game system inherently has so many options for mobility that there's no way to keep him away, thus negating the [[MightyGlacier standard weakness for grapplers in fighters]], and even ''whiffing his air grab'' leads to an inherent mix-up since depending on button strength, he can wind up in front of or behind his opponent. In addition, his Assist is one of the best due to being an OTG [[note]]it knocks opponents "Off the Ground"[[/note]] that can extend his teammates' combos, locks an opponent in place both on hit and on block (although not to the extent of SS Vegeta or Kid Buu's Assists), and reaches deceptively far. He also has the strongest Meteor Attack in the game (and the only one as of this writing that [[OneHitKill is a guaranteed kill]] without any prior setup required like Super Saiyan 4 Gogeta's), meaning that he's a powerful character no matter which order you face him. Unfortunately, he got hit with the nerfs hard especially by removing his hard knockdowns after grabs along with fuzzy potential against 16, relegating him to mid-to-low tier in Season 2.
[[/folder]]

[[folder: Android 17]]
* '''Android 17''' eventually found himself relegated to the very bottom of the tier list. Similar to Krillin, many of 17's normals are stubby, with some, such as 17's jab, having even less range than Krillin's. His neutral game is weak, due to his special projectile needing to be charged first. His wall jump is largely useless, due to being unable to do anything else until landing. His intended design as a mix-up heavy character with his rekka special attack having high and low options might seem intimidating...until you realize that both the real and fake versions of his overhead can be effortlessly countered with a 2H, for which 17's only counter without an assist requires meter and surrendering pressure, turning what was meant to be his strength into a joke. Lastly, his assist is in contention for the worst in the game, starting as a defensive barrier for a bit before doing a blast, on paper providing both offensive and defensive utility, but being mostly useless on both fronts in practice. He would later get some major buffs in the March 2019 update, most notably making it so his pressure no longer loses to a 2H. It wasn't enough to make him particularly good, but it's at least taken him out of the running for the game's worst character.
[[/folder]]

[[folder: Android 21 (Lab Coat)]]
* '''The human version of Android 21''' caused initial surprise that she would be playable. But that surprise quickly turned sour once she was released. Lab Coat 21, simply put, is a MasterOfAll. She has some of the fastest normals in the entire game, several of which are lows. She has extra command normals that add to her insane mixup game and absurd pressure. She has a virtually-instantaneous anti-air, and one of the fastest reversals in the whole game. Her meter gain is very good. She gets [=OTGs=] practically for free. All of her assists are great. Finally, one of her supers is an extremely fast command grab that not only buffs her own damage, but also debuffs whoever it touches for the entire match, with no way to remove it. Not only is Lab Coat 21 considered nearly mandatory, but she's the first character in a long time to be banned in tournaments. This picked up once CEO 2022 [[https://ceogaming.org/ceo/gamerules/#dbfz actually banned her]], and [[https://dashfight.com/dbfz/dragon-ball-figther-z-tier-list-9 she was placed in her own "Broken" tier]] above everyone else. Even after she received a nerf to her command grab super (it's more telegraphed now), she is still considered one of the best characters in the game.
[[/folder]]

[[folder: Bardock]]
* '''Bardock''' has remained one of the strongest post-release DLC characters since his debut. A very strong rushdown character, his combo potential is ridiculous, especially when considering that his Saiyan Spirit Super (which is a fully invincible reversal) can cancel into his Riot Javelin Super ''and'' can be easily looped back into ''another'' Saiyan Spirit with minimal effort (namely well-timed Assists followed by choice normals). His autocombo draws a lot of ire for its ability to suck in opponents thanks to its [[https://v.redd.it/0ungi3a1zqm31 ridiculous hitbox]]. In addition, his mix-up game--one of the strongest factors in this game--is also strong especially after his Meteor Attack which had in an insane Okizeme that sets up a 50-50 mixup and his Assist is reliable. Overall he's a very strong character with a lot of good tools at his disposal including side switch without an assist or vanish with good timing in his aerial combos, until he was eventually nerfed, mainly by ending his Meteor Attack farther away from the opponent and heavily scaling double Super damage. In fact, the community speculated that the developers nerfed double Supers mainly to nerf Bardock, with other characters as collateral damage. Despite getting nothing but nerfs since his release, ''he was still viable in Season 3'', further helped by his new B-assist being among the best in the game. In fact, when a Season 3 tier list was made by top player [=GO1=], Bardock was ''still'' top tier.
[[/folder]]

[[folder: Beerus]]
* '''Beerus''' is a strange case that tends to be ironically a mid-tier character with decent tools and awesome damage, even though his niche as a setplay-projectile-style-type of character tends to really force him to always play as offensively as the rest of the cast no thanks to the overflow of offensive options to bypass them if used correctly (be it Super Dashing through for free, or blowing through them with higher priority projectiles and/or beams). Not helping matters is that he lacks a beam attack despite having a Super Attack projectile with a reasonable size, and overall, his intended playstyle on paper is difficult to achieve despite him being able to hold his own. His Meteor Attack, despite being a command grab, is one of the few that is near impossible (unless through a very specific form of conditioning/setup) to land a guaranteed reset with. However, a patch eventually addressed a few things about him by providing him with a few solid quality of life buffs that at least make him more well-rounded than before, especially when taking the fight to his foe's faces.
[[/folder]]

[[folder: Broly]]
* When he was first put in the game, '''Broly''' was considered fairly average at best. However thanks to a series of buffs and people uncovering his true potential, he has quickly shot up the tier lists and is now considered to be one of the best characters in the game. As a grappler, he has excellent close-range mixups thanks to his Gigantic Claw command grab, which is fast and very easy to tick into from any of his normals, and can combo into both of his supers for good damage. It’s also armored, so mashing out of it is not an option for the opponent. His Ki Blasts are considered to be the best in the game; they’re large, can be rapid-fired and angled to hit jumping opponents, and beat all other Ki Blasts. This, combined with his far-reaching and armored normals give him among the best neutral in the entire cast, meaning in almost all matchups Broly doesn’t have to approach the opponent at all; he can make them come to him! Oh, and if the opponents thinks they can jump to try to get in on Broly or avoid his terrific ground game, they’ll be in for a rude awakening when they get snatched by his Gigantic Strike, a damaging, armored anti-air grab that covers a huge portion of air space. The alternative version of his Meteor Attack, Gigantic Meteor, can be comboed after, enabling highly damaging loops in the corner. His assists are also excellent, and with his great team synergy can fit into just about any position on a team. His only real weakness is the harsh scaling on his armored normals, giving him overall lower damage than the rest of the cast, though this is rectified with meter, Sparking Blast and Limit Break.
[[/folder]]

[[folder: Captain Ginyu]]
* '''Captain Ginyu''', mainly due to a combination of having weak combo potential in how his [[AssistCharacter Ginyu Force call in]] mechanic operates, only having one Super Attack and one Meteor Attack (with the latter being the Body Swap), and having a lower damage output on a whole. While naturally there are many who do good with him, for most players, Ginyu is far too gimmicky to play well and lacks the power many other fighters have. Even adding a new Level 3 Super to his kit in Season 3 didn't do much for Ginyu's tier placement, and he remains closer to the bottom.
[[/folder]]

[[folder: Cell]]
* '''Cell''' possesses corner loops that can take a character from full health to death incredibly quickly. Against a good Cell player, one must avoid getting hit at all costs [[CycleOfHurting lest they never get a chance to play]]. Cell is also considered [[MasterOfAll the best overall character, able to fight evenly in any area]]. He has a decent Assist, since it's relatively safe and hits almost full screen. Its only weakness is that it's very difficult to combo with. He also has strong mix-ups and pressure with his teleports and long reach, excellent zoning tools, and extremely powerful Super and Meteor Attacks. He did fall a bit out of favor in season 2 after the developers nerfed his damage potential and the discoveries of fuzzies against tall character, but he was still a very solid pick.
[[/folder]]

[[folder: Gogeta (SSGSS)]]
* '''Gogeta''' is a strange one because on paper, he seems like he has everything he needs to be a high tier character: long-range normals, high damage, high-low mixups, a command grab, a reversal DP, and Kamehameha beams as his Ki Blasts. Unfortunately what kills him is his abysmal frame data. Most of his normals are slow and have high recovery, making it difficult for him to end pressure safely, leaving him very vulnerable should he fail to open the opponent up. Furthermore, his 5L hits twice, but can only be canceled on the second hit, meaning you’re screwed if your opponent reflects the first hit, causing the second to whiff (though this issue has been addressed in the 3.5 update). His Ki Blasts take the form of Kamehameha beams, which on paper seems really good, but being beams they’re slow and have long recovery, which is something you don’t want in a Ki Blast to use in neutral. Finally, none of his supers grant him any oki should they connect, not helping his already questionable pressure game.
[[/folder]]

[[folder: Gohan (Adult)]]
* '''Adult Gohan''' can easily lock his opponent down in the corner with a standard string into an overhead into Machine Gun Kick special from midair, land and repeat ''ad nauseam''. The opponent can try to deflect or vanish in the few gaps the string has (such as during the overhead) but most of the time an Assist stops them from leaving the corner, letting Gohan continue his near endless pressure. Oh, and pushing the opponent to the corner is not very hard in the first place for Gohan, who can easily perform a hard knockdown anywhere on the screen with his Ultimate Back Attack (which gains tracking properties at Level '''1''' of Potential Unleashed, the same level that grants him Machine Gun Punch, another good tool for pressuring opponents), and then push the opponent on wakeup further back with help from any beam Assist. It must be noted that none of this takes into account how much more difficult it becomes to escape should Gohan ever get a chance to pour all seven bars of meter into Potential Unleashed, granting him combos that would be downright impossible for anyone else due to the Reverse Beat mechanic. His autocombo is the only one that always starts off with a low hit, which turns him into a human blender in terms of high-low mix-ups, and he can side switch without an assist or vanish with good timing in his aerial combos. Season 2 got rid of his hard knockdown after Ultimate Back Attack, but all his other strengths remained.
[[/folder]]

[[folder: Gohan (Teen)]]
* '''Teen Gohan''' is one of the most damaging characters in the game, so once he lands a hit on any opponent, he can beat them to death in only a combo or two. But the problem is, his limbs are so short that finding that hit is going to be tricky and requires that Gohan take risks. Furthermore, Gohan has a very "meh" Assist-in the beta, it was an invincible [[{{Shoryuken}} Dragon Punch]] that vied for being considered the best Assist in the game, but after the invincibility was nerfed in the launch version, it became nowhere near as useful. Eventually he was buffed significantly in Season 2 and was seen as even better than his adult version, since he boasts many of the same benefits while being significantly easier to use and master, and without needing to invest a bar of ki to unlock his best moves. He has an autocombo with insane tracking that follows into the same leg-loops Adult Gohan has with great mix-up potential, a special that allows him to close the distance in an instant, a small hitbox, a level 5 Meteor, great ki blasts both in the air and on ground, and insane damage potential especially if you start a combo with a medium hit or heavy Legs. His detractors like to refer to him as braindead for how he easy he is to use at a high level, and some speculated that he was even better than Bardock.
[[/folder]]

[[folder: Goku (GT)]]
* In the game's Season 2, '''GT Goku''' was considered undisputedly the best character in the game: Great rushdown including an autocombo that beats everyone else's in a clash save Vegito's, relentless pressure which is improved even more with assists, assist and ki free side switch aerial combo, smallest hitbox in the game making him the hardest character to mix-up in a mix-up heavy game, one of the best assists in the game and long yet very damaging combos that can lead to not just insane meter gain, but bonkers mix-up potential that can switch from ground to aerial and vice-versa in an instant after the universally considered best Level 3 in the game. The absurd thing is that he can ''still'' combo after his Level 3 Spirit Bomb ''without'' the double super damage scaling. He is by far the most hated character in the game and plenty of players consider him a Season 1 character in a Season 2 meta and that is ''not'' a compliment. Season 3 got rid of his Spirit Bomb Oki after nearly a year's worth of complete dominance.
[[/folder]]

[[folder: Goku (Super Saiyan)]]
* '''Super Saiyan Goku''' was one of the most ubiquitous characters on the roster from the game's launch through Season 2, owed to him being easy to pick up and play, having a balanced yet solid moveset, and having an extremely useful horizontal beam Assist that only Goku Black had an equivalent to. However this ubiquity also caused many players to grow fatigued with seeing the Super Saiyan so often both online and in tournaments. For better or worse, this status would shift with the Season 3 patch. The Assist change mechanic disrupted the niche Super Saiyan Goku once occupied with his Kamehameha Assist, as many characters would receive Assists that fulfilled the same role. But the most unsuspecting, yet damning change came in the form of his reworked Down Medium (2M) Attack: being severely slowed down in exchange for greater range and active frames. Though initially seeming minor, making the move slow and unsafe on block dealt a significant blow to his mixup and stagger game, especially since his 2M was his ''only'' low-hitting attack. Its former speed and ability to lead into high-damaging combos was so prominent that it was infamously known to many as "The Protagonist Button," and having it nerfed to such a degree meant that Goku lost one of his strongest tools. This would highlight his downfalls as a JackOfAllTrades and master of none to many, and consequently, he fell off rather hard in usage and many player's tier lists. Despite the previous fatigue, many players bemoaned how he felt so much less effective and fun to play; even some of his detractors felt that the change was unnecessary. Patch 1.25 would attempt to alleviate this by slightly reducing the start-up of the 2M while retaining the increased range, but it was still slower than its pre-Season 3 self, and the increased recovery remained. While Super Saiyan Goku would still see some play and success, his status in the meta was still a shadow of its former self throughout Season 3.
[[/folder]]

[[folder: Goku (SSGSS) & Vegeta (SSGSS) (assists)]]
* In terms of assists, '''Goku and Vegeta SSGSS''' (or Blue) are noted as having some of the worst ones in the game. Goku Blue's assist is a dive kick that's too short in length to be useful for anything other than creating sliding knockdowns when a character otherwise wouldn't be able to do one. Vegeta Blue's assist, despite ironically being the same canonical attack as his Super Saiyan version's super, is way too slow to come out and only hits once, making it very hard to use effectively. Season 3 has improved them (as well as fellow terrible assist owners, such as Android 17) by giving the choice to choose from three different assists. Furthermore, Goku Blue's old assist was majorly buffed as it can now induce a ground bounce, greatly boosting its followup potential.
[[/folder]]

[[folder: Goku (Ultra Instinct)]]
* '''Ultra Instinct Goku''' is designed to be a defensive based character who has access to many counters and options on guard, but he can also function as a rushdown character thanks to other exclusive privileges. The first hit of his Light autocombo is the biggest offender of HitboxDissonance in this game, which has ridiculous reach and pushes him back so he can't be punished despite its long recovery time. The second hit functions like Bardock's as it brings down airborne opponents, but it also dodges the enemy's low attacks and command throws since UI Goku automatically jumps when he uses it and it has a huge horizontal range that can catch opponents backdashing. He has a normal DP named Rising Heat that hits both sides and above him, and its input (down down Special) means the game won't be confused if the opponent crosses you as you press the button (meaning you do a quarter circle forward or backward, but the characters switches at the same time, so the game thinks you inputted the other way). Rising Heat is his A assist, and it's also invincible after UI Goku touches down, and its infinite vertical hitbox and insane hitstun makes it both a good defensive assist and an offensive one that you can combo easily off of.His Unencumbered Mind special can link to a move that's plus on block, a command throw, a Kamehameha, or the pseudo DP Transcendence that's invincible from frame 4. And if you think you can punish the pseudo DP like regular ones, you'll get another surprise because it can combo into itself ''even if the first time didn't touch anything.'' Unencumbered Mind itself is no joke as its projectile invincible including Supers and Meteors, and he will always jump around and cross up to three times, and cancel into any of the four follow ups whenever he wants, and there's no way to guess which one he chose until the move hits you. On top of Rising Heat, he has ''another'' DP that can only be used on wakeup. If you think you can punish it by guarding against it then attacking during its recovery frames, he can mix you up by linking it into a counter Super that's active from frame one, Vanishing, or just not doing anything to screw with your expectations. This limits okizeme against UI Goku because he has so many wakeup options that it's near impossible to guess what he's going to do next. Most of his weaknesses such as poor okizeme on his Supers and his poor frame data with slow startup and recovery on most of his moves barely matter because he has so many ways to mix up the enemy. And the kicker is he hits like a truck to boot, meaning any stray hit will lead to him deleting large portions of their healthbars. He's generally regarded as Top 3 to 5 in the game because he has so many options and tools to work with.
[[/folder]]

[[folder: Goku Black]]
* '''Goku Black''' was considered one of the best characters in the game at launch due to having hard-hitting normals, good zoning tools like a Kamehameha (including one that setups with a grab on the enemy from far away), simple yet effective combos, a useful teleport, and one of the better Assists. He's also widely considered to have the best 2H in the game (despite its relatively slow startup), due to its invulnerability frames, range, and [[https://clips.twitch.tv/HeadstrongPluckyPidgeonCharlietheUnicorn very,]] ''[[https://clips.twitch.tv/AmusedBlueSharkHoneyBadger very]]'' [[HitboxDissonance deceptive hitbox]]. That being said, many players caught on to his gameplay due to [[ComplacentGamingSyndrome overuse]] (not unlike, say, [[Franchise/ResidentEvil Wesker]] in ''VideoGame/MarvelVsCapcom3'') and have taken to more dangerous characters. Towards the end of Season 2, Black was considered to be midtier at best and inferior to regular Super Saiyan Goku in all areas. He fell off even more with the advent of Season 3, as the new Z Assist Selection mechanic granted characters like Krillin and Trunks his once-coveted Beam assist, and his buffs did little to improve his ability to open up players with proficient defense. The 1.25 balance patch solidified Black's placement near the bottom of many players' tier lists, as he only received minor buffs to his (barely used) B and C Assists, while other low tiers like Jiren and Videl received much more meaningful changes. As a result, many players even argue that Black is the ''worst'' character in the game.
[[/folder]]

[[folder: Gotenks]]
* '''Gotenks''' is another character who's considered a very strong Assist character but weak everywhere else. Like Teen Gohan, he lacks range on his normals and his setups are very predictable. Like Vegeta, he doesn't do enough damage to mount a plausible comeback if he gets snapped in or his teammates die. Even in the Assist department, there are simply other characters that do his task but better. However, in Season 1 he was top tier for one very good reason: Ghost Oki, which functions exactly like Piccolo's Hellzone loops. Gotenks has an alternate Super attack that generates four ghosts, but unlike the normal version he can launch any of them at any time he wants. The uncertainty of when the ghosts would come and the obscuring dust cloud they made upon contact lets Gotenks set up disgusting mixups that the opponent has no way of guarding against. Combine that with the snapback meta Gotenks will generate enough meter to keep it going forever with no hope of escape. Like Piccolo, the meter gain scaling in season 2 after using a Super was meant to cripple Ghost oki loops from continuing forever, but Gotenks is still dangerous if he has a lot of meter on hand.
[[/folder]]

[[folder: Jiren]]
* '''Jiren''', [[GameplayAndStorySegregation ironically enough]], has suffered from the reputation of being near the bottom of the tiers. His normals are mediocre, having only one low hitting attack and the worst 5H (Standing heavy) in the game as a slow grab that loses to jabs. His specials are also mediocre to useless, his Grand charge is invincible to projectiles but lacks in range and his Infinity Rush is unsafe on block without an assist. He also has a lot of counters, and while his physical counters are OK (Especially his Hard/EX version), his projectile counter, the iconic Counter Impact, is one of the worst moves in the game, as it’s easily baited, even by slow level 3 supers like Base Goku or the universal Super Dash. [[note]]This fact became even more embarrassing after the release of Janemba who has a similar move that actually works properly. [[/note]] A decent assist is generally considered his only redeeming trait, but even then there are far better ones available. [[https://www.youtube.com/watch?v=XE9hAZVyRqs This video sums up his dilemma in four minutes while showing how laughably outclassed Jiren is by DBZ Broly, who can do everything Jiren can but better.]] Fortunately, he got massively buffed in a mid-season 3 patch, especially with his previously useless Counter-Impact special getting changed to being an omni-counter that works even against a dragon-rush. While just how much better he became is disputed, he is agreed to no longer be a punchline and is now a credible threat more befitting of his canonical strength.
[[/folder]]

[[folder: Kid Buu]]
* '''Kid Buu''' is dangerous at any range due to his elastic limbs and a full screen beam that transforms the enemy into candy (and can be followed up with a Super/Meteor Attack), while still being more than capable of rushing an opponent down. He has an aerial down heavy followed by superdash that lets him switch sides with lax timing, all his normals are lightning fast, and he really likes abusing the variations of his Mystic Ball (especially the heavy version which is ridiculously fast, has great damage scaling, and can always be followed up by more attacks) in order to generate mixups you have barely have time to react to, and he can chain multiple overhead attacks in a row, forcing the defender to have extremely strict timing and good reads in switching from high to low blocks as Buu can cancel his blockstring and drop to the ground in an instant. In Season 1, his medium range down medium attack (or 2M for short) was ridiculously fast and had medium scaling, basically turning the floor into lava for the enemy, as Buu could start a massive damage combo in an instant if the opponent slacked off on their crouch guard for even an instant. His Mystic Ball could ''crossup'' an opponent as well, making his mixups even more terrifying depending on Buu's setups. Season 2 slowed down his 2M attack and increased the damage scaling, while Mystic Ball can no longer crossup and always remains on the same side as activation. In addition to this, Kid Buu has the ''longest'' lockdown ability in the game in his Assist. No matter if on hit or on block, once Kid Buu's Assist activates, the opponent is completely at his teammate's mercy. Some players abuse his assist to generate true 50-50 mixups, turning reads into a guessing game of chance. Also, his Meteor Attack bypasses Sparking healing, a gimmick only two other characters have since Hit freezes time while using his Meteor Attack while Frieza deals all his damage in one blow instantly after activation. Kid Buu on the other hand has no excuse for freezing Sparking healing while he's busy screaming. It's telling that despite the developers' attempts to nerf him to hell, Kid Buu has stubbornly remained at the top of everyone's tier lists since the beginning of the game.
[[/folder]]

[[folder: Krillin]]
* '''Krillin''' is a trick play and support style character and very useful when he produces a Senzu Bean off his Assist, especially to defensive characters. However, his moveset tends to get blown out by most of the cast. Combine that with his shorter limbs and lackluster combos, and you have a character who seems like he can do more. His rock assist in particular is a frequent target of derision for being completely useless for basically everything. Season 3 buffed it considerably though by having Krillin through two rocks now, and they can no longer be superdashed through like before, as well as giving him an infinite number of Senzu Beans to use.
[[/folder]]

[[folder: Nappa]]
* '''Nappa''' can potentially be a dangerous character with a unique gimmick in the Saibamen: when you think you are allowed to start your combo, a Saibaman can simply come up and knock you out of it. Getting it that way, however, is a different story. Nappa needs time to set up his Saibamen, which his Assists can grant him but when left on his own, he is VERY open to attack. And the Saibamen themselves are very fragile; a single hit will immediately put a stop to their attack, meaning a stray jab, Ki Blast, or Assist call will easily halt their pressure. Not helping matters is Nappa's moveset as a whole. His normal attacks are wanting in both speed and range (the most critical examples being his 2L and 5L), and his ranged tools are mostly ineffective at pressuring opponents. His basic grounded Ki Blast is incredibly slow and reactable as a trade-off for its physical hitbox, and Blazing Storm cannot contest beams and is pierced by most other ranged Specials. Though he does have his qualities; his lacking defense, weak neutral, and major reliance on Assists results in Nappa being held in low regard by many players from launch all the way to Season 3.
[[/folder]]

[[folder: Piccolo]]
* '''Piccolo''' in Season 1 enjoyed a brief period at the top of the tier list next to Gotenks thanks to his Hellzone loops. By using the snapback meta, Piccolo would snap an opponent up and then set up a Hellzone Grenade Super. The Super would force the incoming character to block, and the Super also creates a massive cloud of smoke that obscures the defender. With proper timing it's possible for Piccolo to attack them just as they're landing, further complicated the high-low mixup already obscured by the cloud of smoke since he might go for an aerial or crouching attack at any time. Combine that with the snapback meta for infinite meter gain, and Piccolo can Hellzone loop an entire team to death. Season 2 nerfed this and Gotenks's Ghost oki by scaling meter gain after using a Super, but if Piccolo is loaded with meter, watch out.
[[/folder]]

[[folder: Vegeta (Super Saiyan)]]
* '''Super Saiyan Vegeta''' was indisputably considered to have the single best Assist in the game at launch. Not only does the Assist come out quickly, SS Vegeta is in the air which prevents him from being caught in most attacks. It reaches full screen, does decent amounts of damage, holds the enemy in place both on block and on hit, ''and'' can be used to extend combos; this is a primary example of braindead Assists that can be used to make any blockstring safe and/or punishable at nearly any time. However, Vegeta as a character is considered a decent, but not spectacular, fighter at best, with very low damage, mediocre Super/Meteor Attacks, and not much in the way of mix-ups; his [[{{Shoryuken}} Crusher Knee Kick]] being among the better invincible reversals in a game with rather lousy defensive options is viewed as one of Vegeta's few saving graces. So any team can benefit from having SS Vegeta in the Assist role, but if the teammates he's assisting get taken out, Vegeta is likely in for a world of hurt. Unfortunately, his assist got nerfed mid Season 1 as you can now superdash out of blocking it, whereas before you were forced to block and helpless to do anything about it as your opponent sets up a mixup. It's still a very good assist, just not "must-have" good as it once was before, leading to SS Vegeta phasing out of the meta as others take his place as the anchor in the team.
[[/folder]]

[[folder: Videl]]
* In a more canonically fitting example of low tier, we have '''Videl'''. She actually does have some solid tools, such some solid zoning tools from some of the Great Saiyaman calls and a great 5H that acts as both a decent anti-projectile and excellent tag in option both on block and hit. What kills her viability though, is her spot-dodge in place of the standard reflect. While it does have some rare situational advantages if you can get a read on the opponent, its lack of meter gain and pushback when used successfully means that it's usually just going to keep you in a bad position that a good opponent can ruthlessly exploit. She thus ends up embodying the downfalls of a MechanicallyUnusualFighter, with most holding little hope that it will be changed lest they accidentally make her too strong.
[[/folder]]
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This The following page covers characters in ''Videogame/DragonballFighterz'' that have been [[TierInducedScrappy disliked by the fanbase]] for being high tier, low tier, or having elements of both.

Due to the [=3v3=] TagTeam mechanics with unique synergies, [[AssistCharacter assist mechanics]], and the fact that Creator/ArcSystemWorks patches the game frequently (with sweeping changes throughout the entire roster at the introduction of a new season), sometimes a character may change tiers multiple times over the course of subsequent patches. Thus, this page no longer assorts by tiers and merely by alphabetical order.

'''NOTE:''' Please remember that Administrivia/ExamplesAreNotRecent -- when wording examples, please refer to the Season and use past tense, instead of words like "right now", "is becoming" or other dated phrasing. Also use '''Bold''' lettering only on the character names.

'''Terminology frequently used on this page:'''

* Cross/Mix-up: The ability to force an opponent to guess, where guessing wrong leads to damage or some other disadvantage.
* L/M/H: "Light", "Medium" and "Heavy" attacks.
* Numbers (1,2,3,4,5,etc.): Each number designates the direction on the joystick/control pad a player (standing on the left side of the screen) must press to execute a move (based on a keyboard's numberpad). For example, 1 is down-left, 5 is no direction, 6 is forward, and 7/8/9 are jumping.
* Oki/Okizeme: Forcing an opponent into a mix-up after being knocked down.
* Option Select: A move or technique that defeats two or more of an opponent's mix-up options, thus removing the need to guess between them.
* Rushdown: The ability to attack at close range frequently, with little chance for the opponent to fight back.
* Zoning/Keep-away: The ability to prevent an opponent from getting close enough to attack.

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[[foldercontrol]]

[[folder: Android 16]]
* '''Android 16''' possesses more command grabs than any other character (especially since there is no normal throw technique for every character to use outside of a Dragon Rush), which sets up opponents for combos and, in Season 1, planted them with a hard knockdown that led into more mix-ups. Despite having a slower walk speed, the game system inherently has so many options for mobility that there's no way to keep him away, thus negating the [[MightyGlacier standard weakness for grapplers in fighters]], and even ''whiffing his air grab'' leads to an inherent mix-up since depending on button strength, he can wind up in front of or behind his opponent. In addition, his Assist is one of the best due to being an OTG [[note]]it knocks opponents "Off the Ground"[[/note]] that can extend his teammates' combos, locks an opponent in place both on hit and on block (although not to the extent of SS Vegeta or Kid Buu's Assists), and reaches deceptively far. He also has the strongest Meteor Attack in the game (and the only one as of this writing that [[OneHitKill is a guaranteed kill]] without any prior setup required like Super Saiyan 4 Gogeta's), meaning that he's a powerful character no matter which order you face him. Unfortunately, he got hit with the nerfs hard especially by removing his hard knockdowns after grabs along with fuzzy potential against 16, relegating him to mid-to-low tier in Season 2.
[[/folder]]

[[folder: Android 17]]
* '''Android 17''' eventually found himself relegated to the very bottom of the tier list. Similar to Krillin, many of 17's normals are stubby, with some, such as 17's jab, having even less range than Krillin's. His neutral game is weak, due to his special projectile needing to be charged first. His wall jump is largely useless, due to being unable to do anything else until landing. His intended design as a mix-up heavy character with his rekka special attack having high and low options might seem intimidating...until you realize that both the real and fake versions of his overhead can be effortlessly countered with a 2H, for which 17's only counter without an assist requires meter and surrendering pressure, turning what was meant to be his strength into a joke. Lastly, his assist is in contention for the worst in the game, starting as a defensive barrier for a bit before doing a blast, on paper providing both offensive and defensive utility, but being mostly useless on both fronts in practice. He would later get some major buffs in the March 2019 update, most notably making it so his pressure no longer loses to a 2H. It wasn't enough to make him particularly good, but it's at least taken him out of the running for the game's worst character.
[[/folder]]

[[folder: Android 21 (Lab Coat)]]
* '''The human version of Android 21''' caused initial surprise that she would be playable. But that surprise quickly turned sour once she was released. Lab Coat 21, simply put, is a MasterOfAll. She has some of the fastest normals in the entire game, several of which are lows. She has extra command normals that add to her insane mixup game and absurd pressure. She has a virtually-instantaneous anti-air, and one of the fastest reversals in the whole game. Her meter gain is very good. She gets [=OTGs=] practically for free. All of her assists are great. Finally, one of her supers is an extremely fast command grab that not only buffs her own damage, but also debuffs whoever it touches for the entire match, with no way to remove it. Not only is Lab Coat 21 considered nearly mandatory, but she's the first character in a long time to be banned in tournaments. This picked up once CEO 2022 [[https://ceogaming.org/ceo/gamerules/#dbfz actually banned her]], and [[https://dashfight.com/dbfz/dragon-ball-figther-z-tier-list-9 she was placed in her own "Broken" tier]] above everyone else. Even after she received a nerf to her command grab super (it's more telegraphed now), she is still considered one of the best characters in the game.
[[/folder]]

[[folder: Bardock]]
* '''Bardock''' has remained one of the strongest post-release DLC characters since his debut. A very strong rushdown character, his combo potential is ridiculous, especially when considering that his Saiyan Spirit Super (which is a fully invincible reversal) can cancel into his Riot Javelin Super ''and'' can be easily looped back into ''another'' Saiyan Spirit with minimal effort (namely well-timed Assists followed by choice normals). His autocombo draws a lot of ire for its ability to suck in opponents thanks to its [[https://v.redd.it/0ungi3a1zqm31 ridiculous hitbox]]. In addition, his mix-up game--one of the strongest factors in this game--is also strong especially after his Meteor Attack which had in an insane Okizeme that sets up a 50-50 mixup and his Assist is reliable. Overall he's a very strong character with a lot of good tools at his disposal including side switch without an assist or vanish with good timing in his aerial combos, until he was eventually nerfed, mainly by ending his Meteor Attack farther away from the opponent and heavily scaling double Super damage. In fact, the community speculated that the developers nerfed double Supers mainly to nerf Bardock, with other characters as collateral damage. Despite getting nothing but nerfs since his release, ''he was still viable in Season 3'', further helped by his new B-assist being among the best in the game. In fact, when a Season 3 tier list was made by top player [=GO1=], Bardock was ''still'' top tier.
[[/folder]]

[[folder: Beerus]]
* '''Beerus''' is a strange case that tends to be ironically a mid-tier character with decent tools and awesome damage, even though his niche as a setplay-projectile-style-type of character tends to really force him to always play as offensively as the rest of the cast no thanks to the overflow of offensive options to bypass them if used correctly (be it Super Dashing through for free, or blowing through them with higher priority projectiles and/or beams). Not helping matters is that he lacks a beam attack despite having a Super Attack projectile with a reasonable size, and overall, his intended playstyle on paper is difficult to achieve despite him being able to hold his own. His Meteor Attack, despite being a command grab, is one of the few that is near impossible (unless through a very specific form of conditioning/setup) to land a guaranteed reset with. However, a patch eventually addressed a few things about him by providing him with a few solid quality of life buffs that at least make him more well-rounded than before, especially when taking the fight to his foe's faces.
[[/folder]]

[[folder: Broly]]
* When he was first put in the game, '''Broly''' was considered fairly average at best. However thanks to a series of buffs and people uncovering his true potential, he has quickly shot up the tier lists and is now considered to be one of the best characters in the game. As a grappler, he has excellent close-range mixups thanks to his Gigantic Claw command grab, which is fast and very easy to tick into from any of his normals, and can combo into both of his supers for good damage. It’s also armored, so mashing out of it is not an option for the opponent. His Ki Blasts are considered to be the best in the game; they’re large, can be rapid-fired and angled to hit jumping opponents, and beat all other Ki Blasts. This, combined with his far-reaching and armored normals give him among the best neutral in the entire cast, meaning in almost all matchups Broly doesn’t have to approach the opponent at all; he can make them come to him! Oh, and if the opponents thinks they can jump to try to get in on Broly or avoid his terrific ground game, they’ll be in for a rude awakening when they get snatched by his Gigantic Strike, a damaging, armored anti-air grab that covers a huge portion of air space. The alternative version of his Meteor Attack, Gigantic Meteor, can be comboed after, enabling highly damaging loops in the corner. His assists are also excellent, and with his great team synergy can fit into just about any position on a team. His only real weakness is the harsh scaling on his armored normals, giving him overall lower damage than the rest of the cast, though this is rectified with meter, Sparking Blast and Limit Break.
[[/folder]]

[[folder: Captain Ginyu]]
* '''Captain Ginyu''', mainly due to a combination of having weak combo potential in how his [[AssistCharacter Ginyu Force call in]] mechanic operates, only having one Super Attack and one Meteor Attack (with the latter being the Body Swap), and having a lower damage output on a whole. While naturally there are many who do good with him, for most players, Ginyu is far too gimmicky to play well and lacks the power many other fighters have. Even adding a new Level 3 Super to his kit in Season 3 didn't do much for Ginyu's tier placement, and he remains closer to the bottom.
[[/folder]]

[[folder: Cell]]
* '''Cell''' possesses corner loops that can take a character from full health to death incredibly quickly. Against a good Cell player, one must avoid getting hit at all costs [[CycleOfHurting lest they never get a chance to play]]. Cell is also considered [[MasterOfAll the best overall character, able to fight evenly in any area]]. He has a decent Assist, since it's relatively safe and hits almost full screen. Its only weakness is that it's very difficult to combo with. He also has strong mix-ups and pressure with his teleports and long reach, excellent zoning tools, and extremely powerful Super and Meteor Attacks. He did fall a bit out of favor in season 2 after the developers nerfed his damage potential and the discoveries of fuzzies against tall character, but he was still a very solid pick.
[[/folder]]

[[folder: Gogeta (SSGSS)]]
* '''Gogeta''' is a strange one because on paper, he seems like he has everything he needs to be a high tier character: long-range normals, high damage, high-low mixups, a command grab, a reversal DP, and Kamehameha beams as his Ki Blasts. Unfortunately what kills him is his abysmal frame data. Most of his normals are slow and have high recovery, making it difficult for him to end pressure safely, leaving him very vulnerable should he fail to open the opponent up. Furthermore, his 5L hits twice, but can only be canceled on the second hit, meaning you’re screwed if your opponent reflects the first hit, causing the second to whiff (though this issue
has been addressed in the 3.5 update). His Ki Blasts take the form split between two types of Kamehameha beams, which on paper seems really good, but being beams they’re slow and have long recovery, which is something you don’t want in a Ki Blast to use in neutral. Finally, none of his supers grant him any oki should they connect, not helping his already questionable pressure game.
[[/folder]]

[[folder: Gohan (Adult)]]
* '''Adult Gohan''' can easily lock his opponent down in the corner with a standard string into an overhead into Machine Gun Kick special from midair, land and repeat ''ad nauseam''. The opponent can try to deflect or vanish in the few gaps the string has (such as during the overhead) but most of the time an Assist stops them from leaving the corner, letting Gohan continue his near endless pressure. Oh, and pushing the opponent to the corner is not very hard in the first place for Gohan, who can easily perform a hard knockdown anywhere on the screen with his Ultimate Back Attack (which gains tracking properties at Level '''1''' of Potential Unleashed, the same level that grants him Machine Gun Punch, another good tool for pressuring opponents), and then push the opponent on wakeup further back with help from any beam Assist. It must be noted that none of this takes into account how much more difficult it becomes to escape should Gohan ever get a chance to pour all seven bars of meter into Potential Unleashed, granting him combos that would be downright impossible for anyone else due to the Reverse Beat mechanic. His autocombo is the only one that always starts off with a low hit, which turns him into a human blender in terms of high-low mix-ups, and he can side switch without an assist or vanish with good timing in his aerial combos. Season 2 got rid of his hard knockdown after Ultimate Back Attack, but all his other strengths remained.
[[/folder]]

[[folder: Gohan (Teen)]]
* '''Teen Gohan''' is one of the most damaging characters in the game, so once he lands a hit on any opponent, he can beat them to death in only a combo or two. But the problem is, his limbs are so short that finding that hit is going to be tricky and requires that Gohan take risks. Furthermore, Gohan has a very "meh" Assist-in the beta, it was an invincible [[{{Shoryuken}} Dragon Punch]] that vied for being considered the best Assist in the game, but after the invincibility was nerfed in the launch version, it became nowhere near as useful. Eventually he was buffed significantly in Season 2 and was seen as even better than his adult version, since he boasts many of the same benefits while being significantly easier to use and master, and without needing to invest a bar of ki to unlock his best moves. He has an autocombo with insane tracking that follows into the same leg-loops Adult Gohan has with great mix-up potential, a special that allows him to close the distance in an instant, a small hitbox, a level 5 Meteor, great ki blasts both in the air and on ground, and insane damage potential especially if you start a combo with a medium hit or heavy Legs. His detractors like to refer to him as braindead for how he easy he is to use at a high level, and some speculated that he was even better than Bardock.
[[/folder]]

[[folder: Goku (GT)]]
* In the game's Season 2, '''GT Goku''' was considered undisputedly the best character in the game: Great rushdown including an autocombo that beats everyone else's in a clash save Vegito's, relentless pressure which is improved even more with assists, assist and ki free side switch aerial combo, smallest hitbox in the game making him the hardest character to mix-up in a mix-up heavy game, one of the best assists in the game and long yet very damaging combos that can lead to not just insane meter gain, but bonkers mix-up potential that can switch from ground to aerial and vice-versa in an instant after the universally considered best Level 3 in the game. The absurd thing is that he can ''still'' combo after his Level 3 Spirit Bomb ''without'' the double super damage scaling. He is by far the most hated character in the game and plenty of players consider him a Season 1 character in a Season 2 meta and that is ''not'' a compliment. Season 3 got rid of his Spirit Bomb Oki after nearly a year's worth of complete dominance.
[[/folder]]

[[folder: Goku (Super Saiyan)]]
* '''Super Saiyan Goku''' was one of the most ubiquitous characters on the roster from the game's launch through Season 2, owed to him being easy to pick up and play, having a balanced yet solid moveset, and having an extremely useful horizontal beam Assist that only Goku Black had an equivalent to. However this ubiquity also caused many players to grow fatigued with seeing the Super Saiyan so often both online and in tournaments. For better or worse, this status would shift with the Season 3 patch. The Assist change mechanic disrupted the niche Super Saiyan Goku once occupied with his Kamehameha Assist, as many characters would receive Assists that fulfilled the same role. But the most unsuspecting, yet damning change came in the form of his reworked Down Medium (2M) Attack: being severely slowed down in exchange for greater range and active frames. Though initially seeming minor, making the move slow and unsafe on block dealt a significant blow to his mixup and stagger game, especially since his 2M was his ''only'' low-hitting attack. Its former speed and ability to lead into high-damaging combos was so prominent that it was infamously known to many as "The Protagonist Button," and having it nerfed to such a degree meant that Goku lost one of his strongest tools. This would highlight his downfalls as a JackOfAllTrades and master of none to many, and consequently, he fell off rather hard in usage and many player's tier lists. Despite the previous fatigue, many players bemoaned how he felt so much less effective and fun to play; even some of his detractors felt that the change was unnecessary. Patch 1.25 would attempt to alleviate this by slightly reducing the start-up of the 2M while retaining the increased range, but it was still slower than its pre-Season 3 self, and the increased recovery remained. While Super Saiyan Goku would still see some play and success, his status in the meta was still a shadow of its former self throughout Season 3.
[[/folder]]

[[folder: Goku (SSGSS) & Vegeta (SSGSS) (assists)]]
* In terms of assists, '''Goku and Vegeta SSGSS''' (or Blue) are noted as having some of the worst ones in the game. Goku Blue's assist is a dive kick that's too short in length to be useful for anything other than creating sliding knockdowns when a character otherwise wouldn't be able to do one. Vegeta Blue's assist, despite ironically being the same canonical attack as his Super Saiyan version's super, is way too slow to come out and only hits once, making it very hard to use effectively. Season 3 has improved them (as well as fellow terrible assist owners, such as Android 17) by giving the choice to choose from three different assists. Furthermore, Goku Blue's old assist was majorly buffed as it can now induce a ground bounce, greatly boosting its followup potential.
[[/folder]]

[[folder: Goku (Ultra Instinct)]]
* '''Ultra Instinct Goku''' is designed to be a defensive based character who has access to many counters and options on guard, but he can also function as a rushdown character thanks to other exclusive privileges. The first hit of his Light autocombo is the biggest offender of HitboxDissonance in this game, which has ridiculous reach and pushes him back so he can't be punished despite its long recovery time. The second hit functions like Bardock's as it brings down airborne opponents, but it also dodges the enemy's low attacks and command throws since UI Goku automatically jumps when he uses it and it has a huge horizontal range that can catch opponents backdashing. He has a normal DP named Rising Heat that hits both sides and above him, and its input (down down Special) means the game won't be confused if the opponent crosses you as you press the button (meaning you do a quarter circle forward or backward, but the characters switches at the same time, so the game thinks you inputted the other way). Rising Heat is his A assist, and it's also invincible after UI Goku touches down, and its infinite vertical hitbox and insane hitstun makes it both a good defensive assist and an offensive one that you can combo easily off of.His Unencumbered Mind special can link to a move that's plus on block, a command throw, a Kamehameha, or the pseudo DP Transcendence that's invincible from frame 4. And if you think you can punish the pseudo DP like regular ones, you'll get another surprise because it can combo into itself ''even if the first time didn't touch anything.'' Unencumbered Mind itself is no joke as its projectile invincible including Supers and Meteors, and he will always jump around and cross up to three times, and cancel into any of the four follow ups whenever he wants, and there's no way to guess which one he chose until the move hits you. On top of Rising Heat, he has ''another'' DP that can only be used on wakeup. If you think you can punish it by guarding against it then attacking during its recovery frames, he can mix you up by linking it into a counter Super that's active from frame one, Vanishing, or just not doing anything to screw with your expectations. This limits okizeme against UI Goku because he has so many wakeup options that it's near impossible to guess what he's going to do next. Most of his weaknesses such as poor okizeme on his Supers and his poor frame data with slow startup and recovery on most of his moves barely matter because he has so many ways to mix up the enemy. And the kicker is he hits like a truck to boot, meaning any stray hit will lead to him deleting large portions of their healthbars. He's generally regarded as Top 3 to 5 in the game because he has so many options and tools to work with.
[[/folder]]

[[folder: Goku Black]]
* '''Goku Black''' was considered one of the best characters in the game at launch due to having hard-hitting normals, good zoning tools like a Kamehameha (including one that setups with a grab on the enemy from far away), simple yet effective combos, a useful teleport, and one of the better Assists. He's also widely considered to have the best 2H in the game (despite its relatively slow startup), due to its invulnerability frames, range, and [[https://clips.twitch.tv/HeadstrongPluckyPidgeonCharlietheUnicorn very,]] ''[[https://clips.twitch.tv/AmusedBlueSharkHoneyBadger very]]'' [[HitboxDissonance deceptive hitbox]]. That being said, many players caught on to his gameplay due to [[ComplacentGamingSyndrome overuse]] (not unlike, say, [[Franchise/ResidentEvil Wesker]] in ''VideoGame/MarvelVsCapcom3'') and have taken to more dangerous characters. Towards the end of Season 2, Black was considered to be midtier at best and inferior to regular Super Saiyan Goku in all areas. He fell off even more with the advent of Season 3, as the new Z Assist Selection mechanic granted characters like Krillin and Trunks his once-coveted Beam assist, and his buffs did little to improve his ability to open up players with proficient defense. The 1.25 balance patch solidified Black's placement near the bottom of many players' tier lists, as he only received minor buffs to his (barely used) B and C Assists, while other low tiers like Jiren and Videl received much more meaningful changes. As a result, many players even argue that Black is the ''worst'' character in the game.
[[/folder]]

[[folder: Gotenks]]
* '''Gotenks''' is another character who's considered a very strong Assist character but weak everywhere else. Like Teen Gohan, he lacks range on his normals and his setups are very predictable. Like Vegeta, he doesn't do enough damage to mount a plausible comeback if he gets snapped in or his teammates die. Even in the Assist department, there are simply other characters that do his task but better. However, in Season 1 he was top tier for one very good reason: Ghost Oki, which functions exactly like Piccolo's Hellzone loops. Gotenks has an alternate Super attack that generates four ghosts, but unlike the normal version he can launch any of them at any time he wants. The uncertainty of when the ghosts would come and the obscuring dust cloud they made upon contact lets Gotenks set up disgusting mixups that the opponent has no way of guarding against. Combine that with the snapback meta Gotenks will generate enough meter to keep it going forever with no hope of escape. Like Piccolo, the meter gain scaling in season 2 after using a Super was meant to cripple Ghost oki loops from continuing forever, but Gotenks is still dangerous if he has a lot of meter on hand.
[[/folder]]

[[folder: Jiren]]
* '''Jiren''', [[GameplayAndStorySegregation ironically enough]], has suffered from the reputation of being near the bottom of the tiers. His normals are mediocre, having only one low hitting attack and the worst 5H (Standing heavy) in the game as a slow grab that loses to jabs. His specials are also mediocre to useless, his Grand charge is invincible to projectiles but lacks in range and his Infinity Rush is unsafe on block without an assist. He also has a lot of counters, and while his physical counters are OK (Especially his Hard/EX version), his projectile counter, the iconic Counter Impact, is one of the worst moves in the game, as it’s easily baited, even by slow level 3 supers like Base Goku or the universal Super Dash. [[note]]This fact became even more embarrassing after the release of Janemba who has a similar move that actually works properly. [[/note]] A decent assist is generally considered his only redeeming trait, but even then there are far better ones available. [[https://www.youtube.com/watch?v=XE9hAZVyRqs This video sums up his dilemma in four minutes while showing how laughably outclassed Jiren is by DBZ Broly, who can do everything Jiren can but better.]] Fortunately, he got massively buffed in a mid-season 3 patch, especially with his previously useless Counter-Impact special getting changed to being an omni-counter that works even against a dragon-rush. While just how much better he became is disputed, he is agreed to no longer be a punchline and is now a credible threat more befitting of his canonical strength.
[[/folder]]

[[folder: Kid Buu]]
* '''Kid Buu''' is dangerous at any range due to his elastic limbs and a full screen beam that transforms the enemy into candy (and can be followed up with a Super/Meteor Attack), while still being more than capable of rushing an opponent down. He has an aerial down heavy followed by superdash that lets him switch sides with lax timing, all his normals are lightning fast, and he really likes abusing the variations of his Mystic Ball (especially the heavy version which is ridiculously fast, has great damage scaling, and can always be followed up by more attacks) in order to generate mixups you have barely have time to react to, and he can chain multiple overhead attacks in a row, forcing the defender to have extremely strict timing and good reads in switching from high to low blocks as Buu can cancel his blockstring and drop to the ground in an instant. In Season 1, his medium range down medium attack (or 2M for short) was ridiculously fast and had medium scaling, basically turning the floor into lava
Scrappies for the enemy, as Buu could start a massive damage combo in an instant if series:

* [[HighTierScrappy/DragonBallFighterZ High-Tier Scrappy]]
* [[LowTierLetdown/DragonBallFighterZ Low-Tier Letdown]]

Please direct all wicks and inbounds to
the opponent slacked off on their crouch guard for even an instant. His Mystic Ball could ''crossup'' an opponent as well, making his mixups even more terrifying depending on Buu's setups. Season 2 slowed down his 2M attack and increased the damage scaling, while Mystic Ball can no longer crossup and always remains on the same side as activation. In addition to this, Kid Buu has the ''longest'' lockdown ability in the game in his Assist. No matter if on hit or on block, once Kid Buu's Assist activates, the opponent is completely at his teammate's mercy. Some players abuse his assist to generate true 50-50 mixups, turning reads into a guessing game of chance. Also, his Meteor Attack bypasses Sparking healing, a gimmick only two other characters have since Hit freezes time while using his Meteor Attack while Frieza deals all his damage in one blow instantly after activation. Kid Buu on the other hand has no excuse for freezing Sparking healing while he's busy screaming. It's telling that despite the developers' attempts to nerf him to hell, Kid Buu has stubbornly remained at the top of everyone's tier lists since the beginning of the game.
[[/folder]]

[[folder: Krillin]]
* '''Krillin''' is a trick play and support style character and very useful when he produces a Senzu Bean off his Assist, especially to defensive characters. However, his moveset tends to get blown out by most of the cast. Combine that with his shorter limbs and lackluster combos, and you have a character who seems like he can do more. His rock assist in particular is a frequent target of derision for being completely useless for basically everything. Season 3 buffed it considerably though by having Krillin through two rocks now, and they can no longer be superdashed through like before, as well as giving him an infinite number of Senzu Beans to use.
[[/folder]]

[[folder: Nappa]]
* '''Nappa''' can potentially be a dangerous character with a unique gimmick in the Saibamen: when you think you are allowed to start your combo, a Saibaman can simply come up and knock you out of it. Getting it that way, however, is a different story. Nappa needs time to set up his Saibamen, which his Assists can grant him but when left on his own, he is VERY open to attack. And the Saibamen themselves are very fragile; a single hit will immediately put a stop to their attack, meaning a stray jab, Ki Blast, or Assist call will easily halt their pressure. Not helping matters is Nappa's moveset as a whole. His normal attacks are wanting in both speed and range (the most critical examples being his 2L and 5L), and his ranged tools are mostly ineffective at pressuring opponents. His basic grounded Ki Blast is incredibly slow and reactable as a trade-off for its physical hitbox, and Blazing Storm cannot contest beams and is pierced by most other ranged Specials. Though he does have his qualities; his lacking defense, weak neutral, and major reliance on Assists results in Nappa being held in low regard by many players from launch all the way to Season 3.
[[/folder]]

[[folder: Piccolo]]
* '''Piccolo''' in Season 1 enjoyed a brief period at the top of the tier list next to Gotenks thanks to his Hellzone loops. By using the snapback meta, Piccolo would snap an opponent up and then set up a Hellzone Grenade Super. The Super would force the incoming character to block, and the Super also creates a massive cloud of smoke that obscures the defender. With proper timing it's possible for Piccolo to attack them just as they're landing, further complicated the high-low mixup already obscured by the cloud of smoke since he might go for an aerial or crouching attack at any time. Combine that with the snapback meta for infinite meter gain, and Piccolo can Hellzone loop an entire team to death. Season 2 nerfed this and Gotenks's Ghost oki by scaling meter gain after using a Super, but if Piccolo is loaded with meter, watch out.
[[/folder]]

[[folder: Vegeta (Super Saiyan)]]
* '''Super Saiyan Vegeta''' was indisputably considered to have the single best Assist in the game at launch. Not only does the Assist come out quickly, SS Vegeta is in the air which prevents him from being caught in most attacks. It reaches full screen, does decent amounts of damage, holds the enemy in place both on block and on hit, ''and'' can be used to extend combos; this is a primary example of braindead Assists that can be used to make any blockstring safe and/or punishable at nearly any time. However, Vegeta as a character is considered a decent, but not spectacular, fighter at best, with very low damage, mediocre Super/Meteor Attacks, and not much in the way of mix-ups; his [[{{Shoryuken}} Crusher Knee Kick]] being among the better invincible reversals in a game with rather lousy defensive options is viewed as one of Vegeta's few saving graces. So any team can benefit from having SS Vegeta in the Assist role, but if the teammates he's assisting get taken out, Vegeta is likely in for a world of hurt. Unfortunately, his assist got nerfed mid Season 1 as you can now superdash out of blocking it, whereas before you were forced to block and helpless to do anything about it as your opponent sets up a mixup. It's still a very good assist, just not "must-have" good as it once was before, leading to SS Vegeta phasing out of the meta as others take his place as the anchor in the team.
[[/folder]]

[[folder: Videl]]
* In a more canonically fitting example of low tier, we have '''Videl'''. She actually does have some solid tools, such some solid zoning tools from some of the Great Saiyaman calls and a great 5H that acts as both a decent anti-projectile and excellent tag in option both on block and hit. What kills her viability though, is her spot-dodge in place of the standard reflect. While it does have some rare situational advantages if you can get a read on the opponent, its lack of meter gain and pushback when used successfully means that it's usually just going to keep you in a bad position that a good opponent can ruthlessly exploit. She thus ends up embodying the downfalls of a MechanicallyUnusualFighter, with most holding little hope that it will be changed lest they accidentally make her too strong.
[[/folder]]
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* '''The human version of Android 21''' caused initial surprise that she would be playable. But that surprise quickly turned sour once she was released. Lab Coat 21, simply put, is a MasterOfAll. She has some of the fastest normals in the entire game, several of which are lows. She has extra command normals that add to her insane mixup game and absurd pressure. She has a virtually-instantaneous anti-air, and one of the fastest reversals in the whole game. Her meter gain is very good. She gets [=OTGs=] practically for free. All of her assists are great. Finally, one of her supers is an extremely fast command grab that not only buffs her own damage, but also debuffs whoever it touches for the entire match, with no way to remove it. Not only is Lab Coat 21 considered nearly mandatory, but she's the first character in a long time to be banned in tournaments. This picked up once CEO 2022 [[https://ceogaming.org/ceo/gamerules/#dbfz actually banned her]], and [[https://dashfight.com/dbfz/dragon-ball-figther-z-tier-list-9 she was placed in her own "Broken" tier]] above everyone else.

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* '''The human version of Android 21''' caused initial surprise that she would be playable. But that surprise quickly turned sour once she was released. Lab Coat 21, simply put, is a MasterOfAll. She has some of the fastest normals in the entire game, several of which are lows. She has extra command normals that add to her insane mixup game and absurd pressure. She has a virtually-instantaneous anti-air, and one of the fastest reversals in the whole game. Her meter gain is very good. She gets [=OTGs=] practically for free. All of her assists are great. Finally, one of her supers is an extremely fast command grab that not only buffs her own damage, but also debuffs whoever it touches for the entire match, with no way to remove it. Not only is Lab Coat 21 considered nearly mandatory, but she's the first character in a long time to be banned in tournaments. This picked up once CEO 2022 [[https://ceogaming.org/ceo/gamerules/#dbfz actually banned her]], and [[https://dashfight.com/dbfz/dragon-ball-figther-z-tier-list-9 she was placed in her own "Broken" tier]] above everyone else. Even after she received a nerf to her command grab super (it's more telegraphed now), she is still considered one of the best characters in the game.
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* '''The human version of Android 21''' caused initial surprised that she would be playable, but that surprise quickly turned sour once she was released. Lab Coat 21 has ''[[MasterOfAll everything]]'' a top tier character could possibly want and more. She has some of the fastest normals in the entire game, several of which are lows. She has extra command normals that add to her insane mixup game and absurd pressure. She has a virtually-instantaneous anti-air, and one of the fastest reversals in the whole game. Her meter gain is very good. She gets [=OTGs=] practically for free. All of her assists are great. Finally, one of her supers is an extremely fast, nigh-unreactable command grab that not only buffs her own damage, but it also debuffs whoever it touches for the entire match, with no way to remove the debuff. Not only is Lab Coat 21 practically considered a mandatory pick, but she's the first fighting game character in a very long time to be considered as worthy of being banned in tournaments. This picked up once CEO 2022 [[https://ceogaming.org/ceo/gamerules/#dbfz actually banned her]], and [[https://dashfight.com/dbfz/dragon-ball-figther-z-tier-list-9 she was placed in her own "Broken" tier]] above everyone else.

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* '''The human version of Android 21''' caused initial surprised surprise that she would be playable, but playable. But that surprise quickly turned sour once she was released. Lab Coat 21 has ''[[MasterOfAll everything]]'' 21, simply put, is a top tier character could possibly want and more.MasterOfAll. She has some of the fastest normals in the entire game, several of which are lows. She has extra command normals that add to her insane mixup game and absurd pressure. She has a virtually-instantaneous anti-air, and one of the fastest reversals in the whole game. Her meter gain is very good. She gets [=OTGs=] practically for free. All of her assists are great. Finally, one of her supers is an extremely fast, nigh-unreactable fast command grab that not only buffs her own damage, but it also debuffs whoever it touches for the entire match, with no way to remove the debuff. it. Not only is Lab Coat 21 practically considered a mandatory pick, nearly mandatory, but she's the first fighting game character in a very long time to be considered as worthy of being banned in tournaments. This picked up once CEO 2022 [[https://ceogaming.org/ceo/gamerules/#dbfz actually banned her]], and [[https://dashfight.com/dbfz/dragon-ball-figther-z-tier-list-9 she was placed in her own "Broken" tier]] above everyone else.
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* While people were initially surprised that the human version of Android 21 would be playable, that surprise quickly turned sour once her gameplay was revealed and especially once she actually released. Lab Coat 21 is, without question, the most controversial character ever released for the game. How, you ask? Simply put, she has ''[[MasterOfAll everything]]'' a top tier character could possibly want and more, ''and she does it all better than them''. She has some of the fastest normals in the entire game, several of which are lows. She has extra command normals that add to her insane mixup game and absurd pressure. She has a virtually-instantaneous anti-air and one of the fastest reversals in the whole game. Her meter gain is very good. She gets [=OTGs=] practically for free. All of her assists are great. And last but certainly not least, one of her supers is an extremely fast, nigh-unreactable command grab that not only buffs her own damage, but it also ''debuffs whoever it touches'' '''for the entire match'''. No, not until she takes out a character. The '''ENTIRE MATCH'''. She is so unbelievably powerful that not only is she practically considered a mandatory pick on teams, outclassing every other character in the game to ''that'' much of an extent, but she's the first fighting game character in a very long time to outright be considered as worthy of being ''banned'' in tournaments.

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* While people were initially surprised that the '''The human version of Android 21 21''' caused initial surprised that she would be playable, but that surprise quickly turned sour once her gameplay she was revealed and especially once she actually released. Lab Coat 21 is, without question, the most controversial character ever released for the game. How, you ask? Simply put, she has ''[[MasterOfAll everything]]'' a top tier character could possibly want and more, ''and she does it all better than them''.more. She has some of the fastest normals in the entire game, several of which are lows. She has extra command normals that add to her insane mixup game and absurd pressure. She has a virtually-instantaneous anti-air anti-air, and one of the fastest reversals in the whole game. Her meter gain is very good. She gets [=OTGs=] practically for free. All of her assists are great. And last but certainly not least, Finally, one of her supers is an extremely fast, nigh-unreactable command grab that not only buffs her own damage, but it also ''debuffs debuffs whoever it touches'' '''for touches for the entire match'''. No, not until she takes out a character. The '''ENTIRE MATCH'''. She is so unbelievably powerful that not match, with no way to remove the debuff. Not only is she Lab Coat 21 practically considered a mandatory pick on teams, outclassing every other character in the game to ''that'' much of an extent, pick, but she's the first fighting game character in a very long time to outright be considered as worthy of being ''banned'' banned in tournaments. This picked up once CEO 2022 [[https://ceogaming.org/ceo/gamerules/#dbfz actually banned her]], and [[https://dashfight.com/dbfz/dragon-ball-figther-z-tier-list-9 she was placed in her own "Broken" tier]] above everyone else.
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* While people were initially surprised that the human version of Android 21 would be playable, that surprise quickly turned sour once her gameplay was revealed and especially once she actually released. Lab Coat 21 is, without question, the most controversial character ever released for the game. How, you ask? Simply put, she has ''[[MasterOfAll everything]]'' a top tier character could possibly want and more, ''and she does it all better than them''. She has some of the fastest normals in the entire game, several of which are lows. She has extra command normals that add to her insane mixup game and absurd pressure. She has a virtually-instantaneous anti-air and one of the fastest reversals in the whole game. Her meter gain is very good. She gets [=OTGs=] practically for free. All of her assists are great. And last nut certainly not least, one of her supers is an extremely fast, nigh-unreactable command grab that not only buffs her own damage, but it also ''debuffs whoever it touches'' '''for the entire match'''. No, not until she takes out a character. The '''ENTIRE MATCH'''. She is so unbelievably powerful that not only is she practically considered a mandatory pick on teams, outclassing every other character in the game to ''that'' much of an extent, but she's the first fighting game character in a very long time to outright be considered as worthy of being ''banned'' in tournaments.

to:

* While people were initially surprised that the human version of Android 21 would be playable, that surprise quickly turned sour once her gameplay was revealed and especially once she actually released. Lab Coat 21 is, without question, the most controversial character ever released for the game. How, you ask? Simply put, she has ''[[MasterOfAll everything]]'' a top tier character could possibly want and more, ''and she does it all better than them''. She has some of the fastest normals in the entire game, several of which are lows. She has extra command normals that add to her insane mixup game and absurd pressure. She has a virtually-instantaneous anti-air and one of the fastest reversals in the whole game. Her meter gain is very good. She gets [=OTGs=] practically for free. All of her assists are great. And last nut but certainly not least, one of her supers is an extremely fast, nigh-unreactable command grab that not only buffs her own damage, but it also ''debuffs whoever it touches'' '''for the entire match'''. No, not until she takes out a character. The '''ENTIRE MATCH'''. She is so unbelievably powerful that not only is she practically considered a mandatory pick on teams, outclassing every other character in the game to ''that'' much of an extent, but she's the first fighting game character in a very long time to outright be considered as worthy of being ''banned'' in tournaments.
Is there an issue? Send a MessageReason:
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* While people were initially surprised that the human version of Android 21 would be playable, that surprise quickly turned sour once her gameplay was revealed and especially once she actually released. Lab Coat 21 is, without question, the most controversial character ever released for the game. How, you ask? Simply put, she has ''[[MasterOfAll everything]]'' a top tier character could possibly want and more, '''and she does it all better than them'''. She has some of the fastest normals in the entire game, several of which are lows. She has extra command normals that add to her insane mixup game and absurd pressure. She has a virtually-instantaneous anti-air and one of the fastest reversals in the whole game. Her meter gain is very good. She gets [=OTGs=] practically for free. And last nut certainly not least, one of her supers is an extremely fast, nigh-unreactable command grab that not only ''debuffs any character it touches, but it also buffs her own damage'' '''and lasts for the entire match'''. No, not until she takes out a character. The '''ENTIRE MATCH'''. She is so unbelievably powerful that not only is she practically considered a mandatory pick on teams, outclassing every other character in the game to that much of an extent, but she's the first fighting game character in a very long time to outright be considered as worthy of being straight-up ''banned'' in tournaments.

to:

* While people were initially surprised that the human version of Android 21 would be playable, that surprise quickly turned sour once her gameplay was revealed and especially once she actually released. Lab Coat 21 is, without question, the most controversial character ever released for the game. How, you ask? Simply put, she has ''[[MasterOfAll everything]]'' a top tier character could possibly want and more, '''and ''and she does it all better than them'''.them''. She has some of the fastest normals in the entire game, several of which are lows. She has extra command normals that add to her insane mixup game and absurd pressure. She has a virtually-instantaneous anti-air and one of the fastest reversals in the whole game. Her meter gain is very good. She gets [=OTGs=] practically for free. All of her assists are great. And last nut certainly not least, one of her supers is an extremely fast, nigh-unreactable command grab that not only buffs her own damage, but it also ''debuffs any character whoever it touches, but it also buffs her own damage'' '''and lasts for touches'' '''for the entire match'''. No, not until she takes out a character. The '''ENTIRE MATCH'''. She is so unbelievably powerful that not only is she practically considered a mandatory pick on teams, outclassing every other character in the game to that ''that'' much of an extent, but she's the first fighting game character in a very long time to outright be considered as worthy of being straight-up ''banned'' in tournaments.
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Added DiffLines:

[[folder: Android 21 (Lab Coat)]]
* While people were initially surprised that the human version of Android 21 would be playable, that surprise quickly turned sour once her gameplay was revealed and especially once she actually released. Lab Coat 21 is, without question, the most controversial character ever released for the game. How, you ask? Simply put, she has ''[[MasterOfAll everything]]'' a top tier character could possibly want and more, '''and she does it all better than them'''. She has some of the fastest normals in the entire game, several of which are lows. She has extra command normals that add to her insane mixup game and absurd pressure. She has a virtually-instantaneous anti-air and one of the fastest reversals in the whole game. Her meter gain is very good. She gets [=OTGs=] practically for free. And last nut certainly not least, one of her supers is an extremely fast, nigh-unreactable command grab that not only ''debuffs any character it touches, but it also buffs her own damage'' '''and lasts for the entire match'''. No, not until she takes out a character. The '''ENTIRE MATCH'''. She is so unbelievably powerful that not only is she practically considered a mandatory pick on teams, outclassing every other character in the game to that much of an extent, but she's the first fighting game character in a very long time to outright be considered as worthy of being straight-up ''banned'' in tournaments.
[[/folder]]
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Capitalization was fixed from TierInducedScrappy.Dragonball Fighterz to TierInducedScrappy.Dragon Ball Fighter Z. Null edit to update page.
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* OptionSelect: A move or technique that defeats two or more of an opponent's mix-up options, thus removing the need to guess between them.

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* OptionSelect: Option Select: A move or technique that defeats two or more of an opponent's mix-up options, thus removing the need to guess between them.

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'''Terminology frequently used on this page:'''

* Cross/Mix-up: The ability to force an opponent to guess, where guessing wrong leads to damage or some other disadvantage.
* L/M/H: "Light", "Medium" and "Heavy" attacks.
* Numbers (1,2,3,4,5,etc.): Each number designates the direction on the joystick/control pad a player (standing on the left side of the screen) must press to execute a move (based on a keyboard's numberpad). For example, 1 is down-left, 5 is no direction, 6 is forward, and 7/8/9 are jumping.
* Oki/Okizeme: Forcing an opponent into a mix-up after being knocked down.
* OptionSelect: A move or technique that defeats two or more of an opponent's mix-up options, thus removing the need to guess between them.
* Rushdown: The ability to attack at close range frequently, with little chance for the opponent to fight back.
* Zoning/Keep-away: The ability to prevent an opponent from getting close enough to attack.



* '''Android 16''' possesses more command grabs than any other character (especially since there is no normal throw technique for every character to use outside of a Dragon Rush), which sets up opponents for combos and plants them with a hard knockdown that leads into more mix-ups. Despite having a slower walk speed, the game system inherently has so many options for mobility that there's no way to keep him away, thus negating the [[MightyGlacier standard weakness for grapplers in fighters]], and even ''whiffing his air grab'' leads to an inherent mix-up since depending on button strength, he can wind up in front of or behind his opponent. In addition, his Assist is one of the best due to being an OTG [[note]]it knocks opponents "Off the Ground"[[/note]] that can extend his teammates' combos, locks an opponent in place both on hit and on block (although not to the extent of SS Vegeta or Kid Buu's Assists), and reaches deceptively far. He also has the strongest Meteor Attack in the game (and the only one as of this writing that [[OneHitKill is a guaranteed kill]] without any prior setup required like Super Saiyan 4 Gogeta's), meaning that he's a powerful character no matter which order you face him. Unfortunately, he got hit with the nerfs hard especially by removing his hard knockdowns after grabs along with fuzzy potential against 16, relegating him to mid-to-low tier in Season 2.

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* '''Android 16''' possesses more command grabs than any other character (especially since there is no normal throw technique for every character to use outside of a Dragon Rush), which sets up opponents for combos and plants and, in Season 1, planted them with a hard knockdown that leads led into more mix-ups. Despite having a slower walk speed, the game system inherently has so many options for mobility that there's no way to keep him away, thus negating the [[MightyGlacier standard weakness for grapplers in fighters]], and even ''whiffing his air grab'' leads to an inherent mix-up since depending on button strength, he can wind up in front of or behind his opponent. In addition, his Assist is one of the best due to being an OTG [[note]]it knocks opponents "Off the Ground"[[/note]] that can extend his teammates' combos, locks an opponent in place both on hit and on block (although not to the extent of SS Vegeta or Kid Buu's Assists), and reaches deceptively far. He also has the strongest Meteor Attack in the game (and the only one as of this writing that [[OneHitKill is a guaranteed kill]] without any prior setup required like Super Saiyan 4 Gogeta's), meaning that he's a powerful character no matter which order you face him. Unfortunately, he got hit with the nerfs hard especially by removing his hard knockdowns after grabs along with fuzzy potential against 16, relegating him to mid-to-low tier in Season 2.



* Of all of the DLC characters released so far, '''Bardock''' is by far the strongest one. A very strong rushdown character, his combo potential is ridiculous, especially when considering that his Saiyan Spirit Super (which is a fully invincible reversal) can cancel into his Riot Javelin Super ''and'' can be easily looped back into ''another'' Saiyan Spirit with minimal effort (namely well-timed Assists followed by choice normals). His autocombo draws a lot of ire for its ability to suck in opponents thanks to its [[https://v.redd.it/0ungi3a1zqm31 ridiculous hitbox]]. In addition, his mix-up game--one of the strongest factors in this game--is also strong especially after his Meteor Attack which had in an insane Okizeme that sets up a 50-50 mixup and his Assist is reliable. Overall he's a very strong character with a lot of good tools at his disposal including side switch without an assist or vanish with good timing in his aerial combos, until he was eventually nerfed, mainly by ending his Meteor Attack farther away from the opponent and heavily scaling double Super damage. In fact, the community speculated that the developers nerfed double Supers mainly to nerf Bardock, with other characters as collateral damage. Despite getting nothing but nerfs since his release, ''he's still viable in Season 3'', further helped by his new B-assist being among the best in the game. In fact, when a Season 3 tier list was made by top player [=GO1=], Bardock was ''still'' top tier.

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* Of all of the DLC characters released so far, '''Bardock''' is by far has remained one of the strongest one.post-release DLC characters since his debut. A very strong rushdown character, his combo potential is ridiculous, especially when considering that his Saiyan Spirit Super (which is a fully invincible reversal) can cancel into his Riot Javelin Super ''and'' can be easily looped back into ''another'' Saiyan Spirit with minimal effort (namely well-timed Assists followed by choice normals). His autocombo draws a lot of ire for its ability to suck in opponents thanks to its [[https://v.redd.it/0ungi3a1zqm31 ridiculous hitbox]]. In addition, his mix-up game--one of the strongest factors in this game--is also strong especially after his Meteor Attack which had in an insane Okizeme that sets up a 50-50 mixup and his Assist is reliable. Overall he's a very strong character with a lot of good tools at his disposal including side switch without an assist or vanish with good timing in his aerial combos, until he was eventually nerfed, mainly by ending his Meteor Attack farther away from the opponent and heavily scaling double Super damage. In fact, the community speculated that the developers nerfed double Supers mainly to nerf Bardock, with other characters as collateral damage. Despite getting nothing but nerfs since his release, ''he's ''he was still viable in Season 3'', further helped by his new B-assist being among the best in the game. In fact, when a Season 3 tier list was made by top player [=GO1=], Bardock was ''still'' top tier.



* '''Cell''' possesses corner loops that can take a character from full health to death incredibly quickly. Against a good Cell player, one must avoid getting hit at all cost [[CycleOfHurting lest they never get a chance to play]]. Cell is also considered [[MasterOfAll the best overall character, able to fight evenly in any area]]. He has a decent Assist, since it's relatively safe and hits almost full screen. Its only weakness is that it's very difficult to combo with. He also has strong mix-ups and pressure with his teleports and long reach, excellent zoning tools, and extremely powerful Super and Meteor Attacks. He did fall a bit out of favor in season 2 after the developers nerfed his damage potential and the discoveries of fuzzies against tall character.

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* '''Cell''' possesses corner loops that can take a character from full health to death incredibly quickly. Against a good Cell player, one must avoid getting hit at all cost costs [[CycleOfHurting lest they never get a chance to play]]. Cell is also considered [[MasterOfAll the best overall character, able to fight evenly in any area]]. He has a decent Assist, since it's relatively safe and hits almost full screen. Its only weakness is that it's very difficult to combo with. He also has strong mix-ups and pressure with his teleports and long reach, excellent zoning tools, and extremely powerful Super and Meteor Attacks. He did fall a bit out of favor in season 2 after the developers nerfed his damage potential and the discoveries of fuzzies against tall character.character, but he was still a very solid pick.




[[/folder]][[folder: Gogeta (SSGSS)]]
* '''Gogeta''' is a strange one because on paper, he seems like he has everything he needs to be a high tier character: long-range normals, high damage, high-low mixups, a command grab, a reversal DP, and Kamehameha beams as his Ki Blasts. Unfortunately what kills him is his abysmal frame data. Most of his normals are slow and have high recovery, making it difficult for him to end pressure safely, leaving him very vulnerable should he fail to open the opponent up. Furthermore, his 5L hits twice, but can only be canceled on the second hit, meaning you’re screwed if your opponent reflects the first hit, causing the second to whiff (though this issue has been addressed in the 3.5 update). His Ki Blasts take the form of Kamehameha beams, which on paper seems really good, but being beams they’re slow and have long recovery, which is something you don’t want in a Ki Blast to use in neutral. Finally none of his supers grant him any oki should they connect, not helping his already questionable pressure game.

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\n[[/folder]][[folder: [[folder: Gogeta (SSGSS)]]
* '''Gogeta''' is a strange one because on paper, he seems like he has everything he needs to be a high tier character: long-range normals, high damage, high-low mixups, a command grab, a reversal DP, and Kamehameha beams as his Ki Blasts. Unfortunately what kills him is his abysmal frame data. Most of his normals are slow and have high recovery, making it difficult for him to end pressure safely, leaving him very vulnerable should he fail to open the opponent up. Furthermore, his 5L hits twice, but can only be canceled on the second hit, meaning you’re screwed if your opponent reflects the first hit, causing the second to whiff (though this issue has been addressed in the 3.5 update). His Ki Blasts take the form of Kamehameha beams, which on paper seems really good, but being beams they’re slow and have long recovery, which is something you don’t want in a Ki Blast to use in neutral. Finally Finally, none of his supers grant him any oki should they connect, not helping his already questionable pressure game.



* '''Adult Gohan''' can easily lock his opponent down in the corner with a standard string into an overhead into Machine Gun Kick special from midair, land and repeat ''ad nauseam''. The opponent can try to deflect or vanish in the few gaps the string has (such as during the overhead) but most of the time an Assist stops them from leaving the corner, letting Gohan continue his near endless pressure. Oh, and pushing the opponent to the corner is not very hard in the first place for Gohan, who can easily perform a hard knockdown anywhere on the screen with his Ultimate Back Attack (which gains tracking properties at Level '''1''' of Potential Unleashed, the same level that grants him Machine Gun Punch, another good tool for pressuring opponents), and then push the opponent on wakeup further back with help from any beam Assist. It must be noted that none of this takes into account how much more difficult it becomes to escape should Gohan ever get a chance to pour all seven bars of meter into Potential Unleashed, granting him combos that would be downright impossible for anyone else due to the Reverse Beat mechanic. His autocombo is the only one that always starts off with a low hit, which turns him into a human blender in terms of high-low mixups, and he can side switch without an assist or vanish with good timing in his aerial combos. Season 2 got rid of his hard knockdown after Ultimate Back Attack, but all his other strengths remain.

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* '''Adult Gohan''' can easily lock his opponent down in the corner with a standard string into an overhead into Machine Gun Kick special from midair, land and repeat ''ad nauseam''. The opponent can try to deflect or vanish in the few gaps the string has (such as during the overhead) but most of the time an Assist stops them from leaving the corner, letting Gohan continue his near endless pressure. Oh, and pushing the opponent to the corner is not very hard in the first place for Gohan, who can easily perform a hard knockdown anywhere on the screen with his Ultimate Back Attack (which gains tracking properties at Level '''1''' of Potential Unleashed, the same level that grants him Machine Gun Punch, another good tool for pressuring opponents), and then push the opponent on wakeup further back with help from any beam Assist. It must be noted that none of this takes into account how much more difficult it becomes to escape should Gohan ever get a chance to pour all seven bars of meter into Potential Unleashed, granting him combos that would be downright impossible for anyone else due to the Reverse Beat mechanic. His autocombo is the only one that always starts off with a low hit, which turns him into a human blender in terms of high-low mixups, mix-ups, and he can side switch without an assist or vanish with good timing in his aerial combos. Season 2 got rid of his hard knockdown after Ultimate Back Attack, but all his other strengths remain.remained.



* '''Teen Gohan''' is one of the most damaging characters in the game, so once he lands a hit on any opponent, he can beat them to death in only a combo or two. But the problem is, his limbs are so short that finding that hit is going to be tricky and requires that Gohan take risks. Furthermore, Gohan has a very "meh" Assist-in the beta, it was an invincible [[{{Shoryuken}} Dragon Punch]] that vied for being considered the best Assist in the game, but after the invincibility was nerfed in the launch version, it became nowhere near as useful. Eventually he was buffed significantly in Season 2 and is seen as even better than his adult version, since he boasts many of the same benefits while being signficantly easier to use and master, and without needing to invest a bar of ki to unlock his best moves. He has an autocombo with insane tracking that follows into the same leg-loops Adult Gohan has with great mixup potential, a special that allows him to close the distance in an instant, a small hitbox, a level 5 Meteor, great ki blasts both in the air and on ground, and insane damage potential especially if you start a combo with a medium hit or heavy Legs. His detractors like to refer to him as braindead for how he easy he is to use at a high level, and some speculate he's even better than Bardock.

to:

* '''Teen Gohan''' is one of the most damaging characters in the game, so once he lands a hit on any opponent, he can beat them to death in only a combo or two. But the problem is, his limbs are so short that finding that hit is going to be tricky and requires that Gohan take risks. Furthermore, Gohan has a very "meh" Assist-in the beta, it was an invincible [[{{Shoryuken}} Dragon Punch]] that vied for being considered the best Assist in the game, but after the invincibility was nerfed in the launch version, it became nowhere near as useful. Eventually he was buffed significantly in Season 2 and is was seen as even better than his adult version, since he boasts many of the same benefits while being signficantly significantly easier to use and master, and without needing to invest a bar of ki to unlock his best moves. He has an autocombo with insane tracking that follows into the same leg-loops Adult Gohan has with great mixup mix-up potential, a special that allows him to close the distance in an instant, a small hitbox, a level 5 Meteor, great ki blasts both in the air and on ground, and insane damage potential especially if you start a combo with a medium hit or heavy Legs. His detractors like to refer to him as braindead for how he easy he is to use at a high level, and some speculate he's speculated that he was even better than Bardock.



* In the game's Season 2, '''GT Goku''' is considered undisputedly the best character in the game: Great rushdown including an autocombo that beats everyone else's in a clash save Vegito's, relentless pressure which is improved even more with assists, assist and ki free side switch aerial combo, smallest hitbox in the game making him the hardest character to mix-up in a mix-up heavy game, one of the best assists in the game and long yet very damaging combos that can lead to not just insane meter gain, but bonkers mix-up potential that can switch from ground to aerial and vice-versa in an instant after the universally considered best Level 3 in the game. The absurd thing is that he can ''still'' combo after his Level 3 Spirit Bomb ''without'' the double super damage scaling. He is by far the most hated character in the game and plenty of players consider him a Season 1 character in a Season 2 meta and that is ''not'' a compliment. Season 3 at least got rid of his Spirit Bomb Oki, which was long overdue after nearly a year's worth of complete dominance.

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* In the game's Season 2, '''GT Goku''' is was considered undisputedly the best character in the game: Great rushdown including an autocombo that beats everyone else's in a clash save Vegito's, relentless pressure which is improved even more with assists, assist and ki free side switch aerial combo, smallest hitbox in the game making him the hardest character to mix-up in a mix-up heavy game, one of the best assists in the game and long yet very damaging combos that can lead to not just insane meter gain, but bonkers mix-up potential that can switch from ground to aerial and vice-versa in an instant after the universally considered best Level 3 in the game. The absurd thing is that he can ''still'' combo after his Level 3 Spirit Bomb ''without'' the double super damage scaling. He is by far the most hated character in the game and plenty of players consider him a Season 1 character in a Season 2 meta and that is ''not'' a compliment. Season 3 at least got rid of his Spirit Bomb Oki, which was long overdue Oki after nearly a year's worth of complete dominance.



* '''Jiren''', [[GameplayAndStorySegregation ironically enough]], has suffered from this reputation. His normals are mediocre, having only one low hitting attack and the worst 5H (Standing heavy) in the game as a slow grab that loses to jabs. His specials are also mediocre to useless, his Grand charge is invincible to projectiles but lacks in range and his Infinity Rush is unsafe on block without an assist. He also has a lot of counters, and while his physical counters are OK (Especially his Hard/EX version), his projectile counter, the iconic Counter Impact, is one of the worst moves in the game, as it’s easily baited, even by slow level 3 supers like Base Goku or the universal Super Dash. [[note]]This fact became even more embarrassing after the release of Janemba who has a similar move that actually works properly. [[/note]] A decent assist is generally considered his only redeeming trait, but even then there are far better ones available. [[https://www.youtube.com/watch?v=XE9hAZVyRqs This video sums up his dilemma in four minutes while showing how laughably outclassed Jiren is by DBZ Broly, who can do everything Jiren can but better.]] Fortunately, he got massively buffed in a mid-season 3 patch, especially with his previously useless Counter-Impact special getting changed to being an omni-counter that works even against a dragon-rush. While just how much better he became is disputed, he is agreed to no longer be a punchline and is now a credible threat more befitting of his canonical strength.

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* '''Jiren''', [[GameplayAndStorySegregation ironically enough]], has suffered from this reputation.the reputation of being near the bottom of the tiers. His normals are mediocre, having only one low hitting attack and the worst 5H (Standing heavy) in the game as a slow grab that loses to jabs. His specials are also mediocre to useless, his Grand charge is invincible to projectiles but lacks in range and his Infinity Rush is unsafe on block without an assist. He also has a lot of counters, and while his physical counters are OK (Especially his Hard/EX version), his projectile counter, the iconic Counter Impact, is one of the worst moves in the game, as it’s easily baited, even by slow level 3 supers like Base Goku or the universal Super Dash. [[note]]This fact became even more embarrassing after the release of Janemba who has a similar move that actually works properly. [[/note]] A decent assist is generally considered his only redeeming trait, but even then there are far better ones available. [[https://www.youtube.com/watch?v=XE9hAZVyRqs This video sums up his dilemma in four minutes while showing how laughably outclassed Jiren is by DBZ Broly, who can do everything Jiren can but better.]] Fortunately, he got massively buffed in a mid-season 3 patch, especially with his previously useless Counter-Impact special getting changed to being an omni-counter that works even against a dragon-rush. While just how much better he became is disputed, he is agreed to no longer be a punchline and is now a credible threat more befitting of his canonical strength.



* In a more canonically fitting example, we have '''Videl'''. She actually does have some solid tools, such some solid zoning tools from some of the Great Saiyaman calls and a great 5H that acts as both a decent anti-projectile and excellent tag in option both on block and hit. What kills her viability though, is her spot-dodge in place of the standard reflect. While it does have some rare situational advantages if you can get a read on the opponent, its lack of meter gain and pushback when used successfully means that it's usually just going to keep you in a bad position that a good opponent can ruthlessly exploit. She thus ends up embodying the downfalls of a MechanicallyUnusualFighter, with most holding little hope that it will be changed lest they accidentally make her too strong.

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* In a more canonically fitting example, example of low tier, we have '''Videl'''. She actually does have some solid tools, such some solid zoning tools from some of the Great Saiyaman calls and a great 5H that acts as both a decent anti-projectile and excellent tag in option both on block and hit. What kills her viability though, is her spot-dodge in place of the standard reflect. While it does have some rare situational advantages if you can get a read on the opponent, its lack of meter gain and pushback when used successfully means that it's usually just going to keep you in a bad position that a good opponent can ruthlessly exploit. She thus ends up embodying the downfalls of a MechanicallyUnusualFighter, with most holding little hope that it will be changed lest they accidentally make her too strong.strong.
[[/folder]]

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Since character shift tiers so frequently, and because we've had a few issues where which tier a character should be grouped in has been disputed, it seems practical to stop listing by tiers altogether. After all, most of the cast should technically be in "both" at this point anyway.


Due to the [=3v3=] TagTeam mechanics with unique synergies, [[AssistCharacter assist mechanics]], and the fact that Creator/ArcSystemWorks patches the game frequently (with sweeping changes throughout the entire roster at the introduction of a new season), sometimes a character may change tiers multiple times over the course of subsequent patches.

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Due to the [=3v3=] TagTeam mechanics with unique synergies, [[AssistCharacter assist mechanics]], and the fact that Creator/ArcSystemWorks patches the game frequently (with sweeping changes throughout the entire roster at the introduction of a new season), sometimes a character may change tiers multiple times over the course of subsequent patches.
patches. Thus, this page no longer assorts by tiers and merely by alphabetical order.



!! High Tier
[[folder: Adult Gohan]]
* '''Adult Gohan''' can easily lock his opponent down in the corner with a standard string into an overhead into Machine Gun Kick special from midair, land and repeat ''ad nauseam''. The opponent can try to deflect or vanish in the few gaps the string has (such as during the overhead) but most of the time an Assist stops them from leaving the corner, letting Gohan continue his near endless pressure. Oh, and pushing the opponent to the corner is not very hard in the first place for Gohan, who can easily perform a hard knockdown anywhere on the screen with his Ultimate Back Attack (which gains tracking properties at Level '''1''' of Potential Unleashed, the same level that grants him Machine Gun Punch, another good tool for pressuring opponents), and then push the opponent on wakeup further back with help from any beam Assist. It must be noted that none of this takes into account how much more difficult it becomes to escape should Gohan ever get a chance to pour all seven bars of meter into Potential Unleashed, granting him combos that would be downright impossible for anyone else due to the Reverse Beat mechanic. His autocombo is the only one that always starts off with a low hit, which turns him into a human blender in terms of high-low mixups, and he can side switch without an assist or vanish with good timing in his aerial combos. Season 2 got rid of his hard knockdown after Ultimate Back Attack, but all his other strengths remain.
[[/folder]]



[[folder: Android 17]]
* '''Android 17''' eventually found himself relegated to the very bottom of the tier list. Similar to Krillin, many of 17's normals are stubby, with some, such as 17's jab, having even less range than Krillin's. His neutral game is weak, due to his special projectile needing to be charged first. His wall jump is largely useless, due to being unable to do anything else until landing. His intended design as a mix-up heavy character with his rekka special attack having high and low options might seem intimidating...until you realize that both the real and fake versions of his overhead can be effortlessly countered with a 2H, for which 17's only counter without an assist requires meter and surrendering pressure, turning what was meant to be his strength into a joke. Lastly, his assist is in contention for the worst in the game, starting as a defensive barrier for a bit before doing a blast, on paper providing both offensive and defensive utility, but being mostly useless on both fronts in practice. He would later get some major buffs in the March 2019 update, most notably making it so his pressure no longer loses to a 2H. It wasn't enough to make him particularly good, but it's at least taken him out of the running for the game's worst character.
[[/folder]]



[[folder: Beerus]]
* '''Beerus''' is a strange case that tends to be ironically a mid-tier character with decent tools and awesome damage, even though his niche as a setplay-projectile-style-type of character tends to really force him to always play as offensively as the rest of the cast no thanks to the overflow of offensive options to bypass them if used correctly (be it Super Dashing through for free, or blowing through them with higher priority projectiles and/or beams). Not helping matters is that he lacks a beam attack despite having a Super Attack projectile with a reasonable size, and overall, his intended playstyle on paper is difficult to achieve despite him being able to hold his own. His Meteor Attack, despite being a command grab, is one of the few that is near impossible (unless through a very specific form of conditioning/setup) to land a guaranteed reset with. However, a patch eventually addressed a few things about him by providing him with a few solid quality of life buffs that at least make him more well-rounded than before, especially when taking the fight to his foe's faces.
[[/folder]]



[[folder: Captain Ginyu]]
* '''Captain Ginyu''', mainly due to a combination of having weak combo potential in how his [[AssistCharacter Ginyu Force call in]] mechanic operates, only having one Super Attack and one Meteor Attack (with the latter being the Body Swap), and having a lower damage output on a whole. While naturally there are many who do good with him, for most players, Ginyu is far too gimmicky to play well and lacks the power many other fighters have. Even adding a new Level 3 Super to his kit in Season 3 didn't do much for Ginyu's tier placement, and he remains closer to the bottom.
[[/folder]]



[[folder: Goku (GT)]]
* In the game's Season 2, '''GT Goku''' is considered undisputedly the best character in the game: Great rushdown including an autocombo that beats everyone else's in a clash save Vegito's, relentless pressure which is improved even more with assists, assist and ki free side switch aerial combo, smallest hitbox in the game making him the hardest character to mix-up in a mix-up heavy game, one of the best assists in the game and long yet very damaging combos that can lead to not just insane meter gain, but bonkers mix-up potential that can switch from ground to aerial and vice-versa in an instant after the universally considered best Level 3 in the game. The absurd thing is that he can ''still'' combo after his Level 3 Spirit Bomb ''without'' the double super damage scaling. He is by far the most hated character in the game and plenty of players consider him a Season 1 character in a Season 2 meta and that is ''not'' a compliment. Season 3 at least got rid of his Spirit Bomb Oki, which was long overdue after nearly a year's worth of complete dominance.

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[[folder: Goku (GT)]]
[[/folder]][[folder: Gogeta (SSGSS)]]
* In the game's Season 2, '''GT Goku''' '''Gogeta''' is considered undisputedly the best character in the game: Great rushdown including an autocombo that beats everyone else's in a clash save Vegito's, relentless strange one because on paper, he seems like he has everything he needs to be a high tier character: long-range normals, high damage, high-low mixups, a command grab, a reversal DP, and Kamehameha beams as his Ki Blasts. Unfortunately what kills him is his abysmal frame data. Most of his normals are slow and have high recovery, making it difficult for him to end pressure safely, leaving him very vulnerable should he fail to open the opponent up. Furthermore, his 5L hits twice, but can only be canceled on the second hit, meaning you’re screwed if your opponent reflects the first hit, causing the second to whiff (though this issue has been addressed in the 3.5 update). His Ki Blasts take the form of Kamehameha beams, which on paper seems really good, but being beams they’re slow and have long recovery, which is improved even more with assists, assist and ki free side switch aerial combo, smallest hitbox in the game making him the hardest character to mix-up something you don’t want in a mix-up heavy game, one of the best assists Ki Blast to use in the game and long yet very damaging combos that can lead to not just insane meter gain, but bonkers mix-up potential that can switch from ground to aerial and vice-versa in an instant after the universally considered best Level 3 in the game. The absurd thing is that he can ''still'' combo after his Level 3 Spirit Bomb ''without'' the double super damage scaling. He is by far the most hated character in the game and plenty of players consider him a Season 1 character in a Season 2 meta and that is ''not'' a compliment. Season 3 at least got rid neutral. Finally none of his Spirit Bomb Oki, which was long overdue after nearly a year's worth of complete dominance.supers grant him any oki should they connect, not helping his already questionable pressure game.




[[folder: Goku (Ultra Instinct)]]
* '''Ultra Instinct Goku''' is designed to be a defensive based character who has access to many counters and options on guard, but he can also function as a rushdown character thanks to other exclusive privileges. The first hit of his Light autocombo is the biggest offender of HitboxDissonance in this game, which has ridiculous reach and pushes him back so he can't be punished despite its long recovery time. The second hit functions like Bardock's as it brings down airborne opponents, but it also dodges the enemy's low attacks and command throws since UI Goku automatically jumps when he uses it and it has a huge horizontal range that can catch opponents backdashing. He has a normal DP named Rising Heat that hits both sides and above him, and its input (down down Special) means the game won't be confused if the opponent crosses you as you press the button (meaning you do a quarter circle forward or backward, but the characters switches at the same time, so the game thinks you inputted the other way). Rising Heat is his A assist, and it's also invincible after UI Goku touches down, and its infinite vertical hitbox and insane hitstun makes it both a good defensive assist and an offensive one that you can combo easily off of.His Unencumbered Mind special can link to a move that's plus on block, a command throw, a Kamehameha, or the pseudo DP Transcendence that's invincible from frame 4. And if you think you can punish the pseudo DP like regular ones, you'll get another surprise because it can combo into itself ''even if the first time didn't touch anything.'' Unencumbered Mind itself is no joke as its projectile invincible including Supers and Meteors, and he will always jump around and cross up to three times, and cancel into any of the four follow ups whenever he wants, and there's no way to guess which one he chose until the move hits you. On top of Rising Heat, he has ''another'' DP that can only be used on wakeup. If you think you can punish it by guarding against it then attacking during its recovery frames, he can mix you up by linking it into a counter Super that's active from frame one, Vanishing, or just not doing anything to screw with your expectations. This limits okizeme against UI Goku because he has so many wakeup options that it's near impossible to guess what he's going to do next. Most of his weaknesses such as poor okizeme on his Supers and his poor frame data with slow startup and recovery on most of his moves barely matter because he has so many ways to mix up the enemy. And the kicker is he hits like a truck to boot, meaning any stray hit will lead to him deleting large portions of their healthbars. He's generally regarded as Top 3 to 5 in the game because he has so many options and tools to work with.

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\n[[folder: Goku (Ultra Instinct)]]
Gohan (Adult)]]
* '''Ultra Instinct Goku''' is designed '''Adult Gohan''' can easily lock his opponent down in the corner with a standard string into an overhead into Machine Gun Kick special from midair, land and repeat ''ad nauseam''. The opponent can try to be a defensive based character who deflect or vanish in the few gaps the string has access to many counters (such as during the overhead) but most of the time an Assist stops them from leaving the corner, letting Gohan continue his near endless pressure. Oh, and options on guard, but he can also function as a rushdown character thanks pushing the opponent to other exclusive privileges. The the corner is not very hard in the first hit of place for Gohan, who can easily perform a hard knockdown anywhere on the screen with his Light Ultimate Back Attack (which gains tracking properties at Level '''1''' of Potential Unleashed, the same level that grants him Machine Gun Punch, another good tool for pressuring opponents), and then push the opponent on wakeup further back with help from any beam Assist. It must be noted that none of this takes into account how much more difficult it becomes to escape should Gohan ever get a chance to pour all seven bars of meter into Potential Unleashed, granting him combos that would be downright impossible for anyone else due to the Reverse Beat mechanic. His autocombo is the biggest offender of HitboxDissonance in this game, which has ridiculous reach and pushes him back so he can't be punished despite its long recovery time. The second hit functions like Bardock's as it brings down airborne opponents, but it also dodges the enemy's low attacks and command throws since UI Goku automatically jumps when he uses it and it has a huge horizontal range that can catch opponents backdashing. He has a normal DP named Rising Heat that hits both sides and above him, and its input (down down Special) means the game won't be confused if the opponent crosses you as you press the button (meaning you do a quarter circle forward or backward, but the characters switches at the same time, so the game thinks you inputted the other way). Rising Heat is his A assist, and it's also invincible after UI Goku touches down, and its infinite vertical hitbox and insane hitstun makes it both a good defensive assist and an offensive only one that you can combo easily always starts off of.His Unencumbered Mind special can link to with a move that's plus on block, a command throw, a Kamehameha, or the pseudo DP Transcendence that's invincible from frame 4. And if you think you can punish the pseudo DP like regular ones, you'll get another surprise because it can combo low hit, which turns him into itself ''even if the first time didn't touch anything.'' Unencumbered Mind itself is no joke as its projectile invincible including Supers and Meteors, a human blender in terms of high-low mixups, and he will always jump around and cross up to three times, and cancel into any of the four follow ups whenever he wants, and there's no way to guess which one he chose until the move hits you. On top of Rising Heat, he has ''another'' DP that can only be used on wakeup. If you think you can punish it by guarding against it then attacking during its recovery frames, he can mix you up by linking it into a counter Super that's active from frame one, Vanishing, side switch without an assist or just not doing anything to screw vanish with your expectations. This limits okizeme against UI Goku because he has so many wakeup options that it's near impossible to guess what he's going to do next. Most good timing in his aerial combos. Season 2 got rid of his weaknesses such as poor okizeme on hard knockdown after Ultimate Back Attack, but all his Supers and his poor frame data with slow startup and recovery on most of his moves barely matter because he has so many ways to mix up the enemy. And the kicker is he hits like a truck to boot, meaning any stray hit will lead to him deleting large portions of their healthbars. He's generally regarded as Top 3 to 5 in the game because he has so many options and tools to work with.other strengths remain.



[[folder: Kid Buu]]
* '''Kid Buu''' is dangerous at any range due to his elastic limbs and a full screen beam that transforms the enemy into candy (and can be followed up with a Super/Meteor Attack), while still being more than capable of rushing an opponent down. He has an aerial down heavy followed by superdash that lets him switch sides with lax timing, all his normals are lightning fast, and he really likes abusing the variations of his Mystic Ball (especially the heavy version which is ridiculously fast, has great damage scaling, and can always be followed up by more attacks) in order to generate mixups you have barely have time to react to, and he can chain multiple overhead attacks in a row, forcing the defender to have extremely strict timing and good reads in switching from high to low blocks as Buu can cancel his blockstring and drop to the ground in an instant. In Season 1, his medium range down medium attack (or 2M for short) was ridiculously fast and had medium scaling, basically turning the floor into lava for the enemy, as Buu could start a massive damage combo in an instant if the opponent slacked off on their crouch guard for even an instant. His Mystic Ball could ''crossup'' an opponent as well, making his mixups even more terrifying depending on Buu's setups. Season 2 thankfully slowed down his 2M attack and increased the damage scaling, while Mystic Ball can no longer crossup and always remains on the same side as activation. In addition to this, Kid Buu has the ''longest'' lockdown ability in the game in his Assist. No matter if on hit or on block, once Kid Buu's Assist activates, the opponent is completely at his teammate's mercy. Some players abuse his assist to generate true 50-50 mixups, turning reads into a guessing game of chance. Also, his Meteor Attack bypasses Sparking healing, a gimmick only two other characters have since Hit freezes time while using his Meteor Attack while Frieza deals all his damage in one blow instantly after activation. Kid Buu on the other hand has no excuse for freezing Sparking healing while he's busy screaming. It's telling that despite the developers' attempts to nerf him to hell, Kid Buu has stubbornly remained at the top of everyone's tier lists since the beginning of the game.

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[[folder: Kid Buu]]
Gohan (Teen)]]
* '''Kid Buu''' '''Teen Gohan''' is dangerous at any range due to his elastic limbs and a full screen beam that transforms one of the enemy into candy (and can be followed up with a Super/Meteor Attack), while still being more than capable of rushing an opponent down. He has an aerial down heavy followed by superdash that lets him switch sides with lax timing, all his normals are lightning fast, and he really likes abusing the variations of his Mystic Ball (especially the heavy version which is ridiculously fast, has great damage scaling, and can always be followed up by more attacks) in order to generate mixups you have barely have time to react to, and he can chain multiple overhead attacks in a row, forcing the defender to have extremely strict timing and good reads in switching from high to low blocks as Buu can cancel his blockstring and drop to the ground in an instant. In Season 1, his medium range down medium attack (or 2M for short) was ridiculously fast and had medium scaling, basically turning the floor into lava for the enemy, as Buu could start a massive damage combo in an instant if the opponent slacked off on their crouch guard for even an instant. His Mystic Ball could ''crossup'' an opponent as well, making his mixups even more terrifying depending on Buu's setups. Season 2 thankfully slowed down his 2M attack and increased the damage scaling, while Mystic Ball can no longer crossup and always remains on the same side as activation. In addition to this, Kid Buu has the ''longest'' lockdown ability in the game in his Assist. No matter if on hit or on block, once Kid Buu's Assist activates, the opponent is completely at his teammate's mercy. Some players abuse his assist to generate true 50-50 mixups, turning reads into a guessing game of chance. Also, his Meteor Attack bypasses Sparking healing, a gimmick only two other most damaging characters have in the game, so once he lands a hit on any opponent, he can beat them to death in only a combo or two. But the problem is, his limbs are so short that finding that hit is going to be tricky and requires that Gohan take risks. Furthermore, Gohan has a very "meh" Assist-in the beta, it was an invincible [[{{Shoryuken}} Dragon Punch]] that vied for being considered the best Assist in the game, but after the invincibility was nerfed in the launch version, it became nowhere near as useful. Eventually he was buffed significantly in Season 2 and is seen as even better than his adult version, since Hit freezes time he boasts many of the same benefits while using being signficantly easier to use and master, and without needing to invest a bar of ki to unlock his Meteor Attack while Frieza deals all his best moves. He has an autocombo with insane tracking that follows into the same leg-loops Adult Gohan has with great mixup potential, a special that allows him to close the distance in an instant, a small hitbox, a level 5 Meteor, great ki blasts both in the air and on ground, and insane damage in one blow instantly after activation. Kid Buu on the other hand has no excuse potential especially if you start a combo with a medium hit or heavy Legs. His detractors like to refer to him as braindead for freezing Sparking healing while how he easy he is to use at a high level, and some speculate he's busy screaming. It's telling that despite the developers' attempts to nerf him to hell, Kid Buu has stubbornly remained at the top of everyone's tier lists since the beginning of the game. even better than Bardock.



[[folder: Piccolo]]
* '''Piccolo''' in Season 1 enjoyed a brief period at the top of the tier list next to Gotenks thanks to his Hellzone loops. By using the snapback meta, Piccolo would snap an opponent up and then set up a Hellzone Grenade Super. The Super would force the incoming character to block, and the Super also creates a massive cloud of smoke that obscures the defender. With proper timing it's possible for Piccolo to attack them just as they're landing, further complicated the high-low mixup already obscured by the cloud of smoke since he might go for an aerial or crouching attack at any time. Combine that with the snapback meta for infinite meter gain, and Piccolo can Hellzone loop an entire team to death. Season 2 nerfed this and Gotenks's Ghost oki by scaling meter gain after using a Super, but if Piccolo is loaded with meter, watch out.

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[[folder: Piccolo]]
Goku (GT)]]
* '''Piccolo''' in In the game's Season 1 enjoyed a brief period at 2, '''GT Goku''' is considered undisputedly the top of best character in the tier list next to Gotenks thanks to his Hellzone loops. By using game: Great rushdown including an autocombo that beats everyone else's in a clash save Vegito's, relentless pressure which is improved even more with assists, assist and ki free side switch aerial combo, smallest hitbox in the snapback meta, Piccolo would snap an opponent up and then set up a Hellzone Grenade Super. The Super would force game making him the incoming hardest character to block, mix-up in a mix-up heavy game, one of the best assists in the game and the Super also creates a massive cloud of smoke long yet very damaging combos that obscures the defender. With proper timing it's possible for Piccolo can lead to attack them not just as they're landing, further complicated the high-low mixup already obscured by the cloud of smoke since he might go for an aerial or crouching attack at any time. Combine that with the snapback meta for infinite insane meter gain, but bonkers mix-up potential that can switch from ground to aerial and Piccolo vice-versa in an instant after the universally considered best Level 3 in the game. The absurd thing is that he can Hellzone loop an entire team to death. ''still'' combo after his Level 3 Spirit Bomb ''without'' the double super damage scaling. He is by far the most hated character in the game and plenty of players consider him a Season 1 character in a Season 2 nerfed this meta and Gotenks's Ghost oki by scaling meter gain that is ''not'' a compliment. Season 3 at least got rid of his Spirit Bomb Oki, which was long overdue after using nearly a Super, but if Piccolo is loaded with meter, watch out.
year's worth of complete dominance.



!!Low Tier
[[folder: Android 17]]
* '''Android 17''' eventually found himself relegated to the very bottom of the tier list. Similar to Krillin, many of 17's normals are stubby, with some, such as 17's jab, having even less range than Krillin's. His neutral game is weak, due to his special projectile needing to be charged first. His wall jump is largely useless, due to being unable to do anything else until landing. His intended design as a mix-up heavy character with his rekka special attack having high and low options might seem intimidating...until you realize that both the real and fake versions of his overhead can be effortlessly countered with a 2H, for which 17's only counter without an assist requires meter and surrendering pressure, turning what was meant to be his strength into a joke. Lastly, his assist is in contention for the worst in the game, starting as a defensive barrier for a bit before doing a blast, on paper providing both offensive and defensive utility, but being mostly useless on both fronts in practice. He would later get some major buffs in the March 2019 update, most notably making it so his pressure no longer loses to a 2H. It wasn't enough to make him particularly good, but it's at least taken him out of the running for the game's worst character.

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!!Low Tier
[[folder: Android 17]]
Goku (Super Saiyan)]]
* '''Android 17''' eventually found himself relegated to the very bottom '''Super Saiyan Goku''' was one of the tier list. Similar to Krillin, many of 17's normals are stubby, with some, such as 17's jab, having even less range than Krillin's. His neutral game is weak, due to his special projectile needing to be charged first. His wall jump is largely useless, due to being unable to do anything else until landing. His intended design as a mix-up heavy character with his rekka special attack having high and low options might seem intimidating...until you realize that both the real and fake versions of his overhead can be effortlessly countered with a 2H, for which 17's only counter without an assist requires meter and surrendering pressure, turning what was meant to be his strength into a joke. Lastly, his assist is in contention for the worst in the game, starting as a defensive barrier for a bit before doing a blast, on paper providing both offensive and defensive utility, but being mostly useless on both fronts in practice. He would later get some major buffs in the March 2019 update, most notably making it so his pressure no longer loses to a 2H. It wasn't enough to make him particularly good, but it's at least taken him out of ubiquitous characters on the running for roster from the game's worst character.launch through Season 2, owed to him being easy to pick up and play, having a balanced yet solid moveset, and having an extremely useful horizontal beam Assist that only Goku Black had an equivalent to. However this ubiquity also caused many players to grow fatigued with seeing the Super Saiyan so often both online and in tournaments. For better or worse, this status would shift with the Season 3 patch. The Assist change mechanic disrupted the niche Super Saiyan Goku once occupied with his Kamehameha Assist, as many characters would receive Assists that fulfilled the same role. But the most unsuspecting, yet damning change came in the form of his reworked Down Medium (2M) Attack: being severely slowed down in exchange for greater range and active frames. Though initially seeming minor, making the move slow and unsafe on block dealt a significant blow to his mixup and stagger game, especially since his 2M was his ''only'' low-hitting attack. Its former speed and ability to lead into high-damaging combos was so prominent that it was infamously known to many as "The Protagonist Button," and having it nerfed to such a degree meant that Goku lost one of his strongest tools. This would highlight his downfalls as a JackOfAllTrades and master of none to many, and consequently, he fell off rather hard in usage and many player's tier lists. Despite the previous fatigue, many players bemoaned how he felt so much less effective and fun to play; even some of his detractors felt that the change was unnecessary. Patch 1.25 would attempt to alleviate this by slightly reducing the start-up of the 2M while retaining the increased range, but it was still slower than its pre-Season 3 self, and the increased recovery remained. While Super Saiyan Goku would still see some play and success, his status in the meta was still a shadow of its former self throughout Season 3.



[[folder: Captain Ginyu]]
* '''Captain Ginyu''', mainly due to a combination of having weak combo potential in how his [[AssistCharacter Ginyu Force call in]] mechanic operates, only having one Super Attack and one Meteor Attack (with the latter being the Body Swap), and having a lower damage output on a whole. While naturally there are many who do good with him, for most players, Ginyu is far too gimmicky to play well and lacks the power many other fighters have. Even adding a new Level 3 Super to his kit in Season 3 didn't do much for Ginyu's tier placement, and he remains closer to the bottom.

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[[folder: Captain Ginyu]]
Goku (SSGSS) & Vegeta (SSGSS) (assists)]]
* '''Captain Ginyu''', mainly due to a combination In terms of assists, '''Goku and Vegeta SSGSS''' (or Blue) are noted as having weak combo potential in how his [[AssistCharacter Ginyu Force call in]] mechanic operates, only having one Super Attack and one Meteor Attack (with some of the latter worst ones in the game. Goku Blue's assist is a dive kick that's too short in length to be useful for anything other than creating sliding knockdowns when a character otherwise wouldn't be able to do one. Vegeta Blue's assist, despite ironically being the Body Swap), and having a lower damage output on a whole. While naturally there are many who do good with him, for most players, Ginyu is far too gimmicky to play well and lacks the power many other fighters have. Even adding a new Level 3 same canonical attack as his Super Saiyan version's super, is way too slow to his kit in come out and only hits once, making it very hard to use effectively. Season 3 didn't do much for Ginyu's tier placement, and he remains closer to has improved them (as well as fellow terrible assist owners, such as Android 17) by giving the bottom.choice to choose from three different assists. Furthermore, Goku Blue's old assist was majorly buffed as it can now induce a ground bounce, greatly boosting its followup potential.



[[folder: Jiren]]
* '''Jiren''', [[GameplayAndStorySegregation ironically enough]], has suffered from this reputation. His normals are mediocre, having only one low hitting attack and the worst 5H (Standing heavy) in the game as a slow grab that loses to jabs. His specials are also mediocre to useless, his Grand charge is invincible to projectiles but lacks in range and his Infinity Rush is unsafe on block without an assist. He also has a lot of counters, and while his physical counters are OK (Especially his Hard/EX version), his projectile counter, the iconic Counter Impact, is one of the worst moves in the game, as it’s easily baited, even by slow level 3 supers like Base Goku or the universal Super Dash. [[note]]This fact became even more embarrassing after the release of Janemba who has a similar move that actually works properly. [[/note]] A decent assist is generally considered his only redeeming trait, but even then there are far better ones available. [[https://www.youtube.com/watch?v=XE9hAZVyRqs This video sums up his dilemma in four minutes while showing how laughably outclassed Jiren is by DBZ Broly, who can do everything Jiren can but better.]] Fortunately, he got massively buffed in a mid-season 3 patch, especially with his previously useless Counter-Impact special getting changed to being an omni-counter that works even against a dragon-rush. While just how much better he became is disputed, he is agreed to no longer be a punchline and is now a credible threat more befitting of his canonical strength.

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[[folder: Jiren]]
Goku (Ultra Instinct)]]
* '''Jiren''', [[GameplayAndStorySegregation ironically enough]], '''Ultra Instinct Goku''' is designed to be a defensive based character who has suffered access to many counters and options on guard, but he can also function as a rushdown character thanks to other exclusive privileges. The first hit of his Light autocombo is the biggest offender of HitboxDissonance in this game, which has ridiculous reach and pushes him back so he can't be punished despite its long recovery time. The second hit functions like Bardock's as it brings down airborne opponents, but it also dodges the enemy's low attacks and command throws since UI Goku automatically jumps when he uses it and it has a huge horizontal range that can catch opponents backdashing. He has a normal DP named Rising Heat that hits both sides and above him, and its input (down down Special) means the game won't be confused if the opponent crosses you as you press the button (meaning you do a quarter circle forward or backward, but the characters switches at the same time, so the game thinks you inputted the other way). Rising Heat is his A assist, and it's also invincible after UI Goku touches down, and its infinite vertical hitbox and insane hitstun makes it both a good defensive assist and an offensive one that you can combo easily off of.His Unencumbered Mind special can link to a move that's plus on block, a command throw, a Kamehameha, or the pseudo DP Transcendence that's invincible from this reputation. His normals are mediocre, having frame 4. And if you think you can punish the pseudo DP like regular ones, you'll get another surprise because it can combo into itself ''even if the first time didn't touch anything.'' Unencumbered Mind itself is no joke as its projectile invincible including Supers and Meteors, and he will always jump around and cross up to three times, and cancel into any of the four follow ups whenever he wants, and there's no way to guess which one he chose until the move hits you. On top of Rising Heat, he has ''another'' DP that can only one low hitting attack be used on wakeup. If you think you can punish it by guarding against it then attacking during its recovery frames, he can mix you up by linking it into a counter Super that's active from frame one, Vanishing, or just not doing anything to screw with your expectations. This limits okizeme against UI Goku because he has so many wakeup options that it's near impossible to guess what he's going to do next. Most of his weaknesses such as poor okizeme on his Supers and his poor frame data with slow startup and recovery on most of his moves barely matter because he has so many ways to mix up the worst 5H (Standing heavy) enemy. And the kicker is he hits like a truck to boot, meaning any stray hit will lead to him deleting large portions of their healthbars. He's generally regarded as Top 3 to 5 in the game as a slow grab that loses to jabs. His specials are also mediocre to useless, his Grand charge is invincible to projectiles but lacks in range because he has so many options and his Infinity Rush is unsafe on block without an assist. He also has a lot of counters, and while his physical counters are OK (Especially his Hard/EX version), his projectile counter, the iconic Counter Impact, is one of the worst moves in the game, as it’s easily baited, even by slow level 3 supers like Base Goku or the universal Super Dash. [[note]]This fact became even more embarrassing after the release of Janemba who has a similar move that actually works properly. [[/note]] A decent assist is generally considered his only redeeming trait, but even then there are far better ones available. [[https://www.youtube.com/watch?v=XE9hAZVyRqs This video sums up his dilemma in four minutes while showing how laughably outclassed Jiren is by DBZ Broly, who can do everything Jiren can but better.]] Fortunately, he got massively buffed in a mid-season 3 patch, especially with his previously useless Counter-Impact special getting changed tools to being an omni-counter that works even against a dragon-rush. While just how much better he became is disputed, he is agreed to no longer be a punchline and is now a credible threat more befitting of his canonical strength.work with.



[[folder: Krillin]]
* '''Krillin''' is a trick play and support style character and very useful when he produces a Senzu Bean off his Assist, especially to defensive characters. However, his moveset tends to get blown out by most of the cast. Combine that with his shorter limbs and lackluster combos, and you have a character who seems like he can do more. His rock assist in particular is a frequent target of derision for being completely useless for basically everything. Season 3 buffed it considerably though by having Krillin through two rocks now, and they can no longer be superdashed through like before, as well as giving him an infinite number of Senzu Beans to use.

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[[folder: Krillin]]
Goku Black]]
* '''Krillin''' is '''Goku Black''' was considered one of the best characters in the game at launch due to having hard-hitting normals, good zoning tools like a trick play and support style character and very Kamehameha (including one that setups with a grab on the enemy from far away), simple yet effective combos, a useful when he produces a Senzu Bean off teleport, and one of the better Assists. He's also widely considered to have the best 2H in the game (despite its relatively slow startup), due to its invulnerability frames, range, and [[https://clips.twitch.tv/HeadstrongPluckyPidgeonCharlietheUnicorn very,]] ''[[https://clips.twitch.tv/AmusedBlueSharkHoneyBadger very]]'' [[HitboxDissonance deceptive hitbox]]. That being said, many players caught on to his Assist, especially gameplay due to defensive [[ComplacentGamingSyndrome overuse]] (not unlike, say, [[Franchise/ResidentEvil Wesker]] in ''VideoGame/MarvelVsCapcom3'') and have taken to more dangerous characters. However, Towards the end of Season 2, Black was considered to be midtier at best and inferior to regular Super Saiyan Goku in all areas. He fell off even more with the advent of Season 3, as the new Z Assist Selection mechanic granted characters like Krillin and Trunks his moveset tends once-coveted Beam assist, and his buffs did little to get blown out by most of improve his ability to open up players with proficient defense. The 1.25 balance patch solidified Black's placement near the cast. Combine bottom of many players' tier lists, as he only received minor buffs to his (barely used) B and C Assists, while other low tiers like Jiren and Videl received much more meaningful changes. As a result, many players even argue that with his shorter limbs and lackluster combos, and you have a Black is the ''worst'' character who seems like he can do more. His rock assist in particular is a frequent target of derision for being completely useless for basically everything. Season 3 buffed it considerably though by having Krillin through two rocks now, and they can no longer be superdashed through like before, as well as giving him an infinite number of Senzu Beans to use.the game.



[[folder: Nappa]]
* '''Nappa''' can potentially be a dangerous character with a unique gimmick in the Saibamen: when you think you are allowed to start your combo, a Saibaman can simply come up and knock you out of it. Getting it that way, however, is a different story. Nappa needs time to set up his Saibamen, which his Assists can grant him but when left on his own, he is VERY open to attack. And the Saibamen themselves are very fragile; a single hit will immediately put a stop to their attack, meaning a stray jab, Ki Blast, or Assist call will easily halt their pressure. Not helping matters is Nappa's moveset as a whole. His normal attacks are wanting in both speed and range (the most critical examples being his 2L and 5L), and his ranged tools are mostly ineffective at pressuring opponents. His basic grounded Ki Blast is incredibly slow and reactable as a trade-off for its physical hitbox, and Blazing Storm cannot contest beams and is pierced by most other ranged Specials. Though he does have his qualities; his lacking defense, weak neutral, and major reliance on Assists results in Nappa being held in low regard by many players from launch all the way to Season 3.

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[[folder: Nappa]]
Gotenks]]
* '''Nappa''' '''Gotenks''' is another character who's considered a very strong Assist character but weak everywhere else. Like Teen Gohan, he lacks range on his normals and his setups are very predictable. Like Vegeta, he doesn't do enough damage to mount a plausible comeback if he gets snapped in or his teammates die. Even in the Assist department, there are simply other characters that do his task but better. However, in Season 1 he was top tier for one very good reason: Ghost Oki, which functions exactly like Piccolo's Hellzone loops. Gotenks has an alternate Super attack that generates four ghosts, but unlike the normal version he can potentially be launch any of them at any time he wants. The uncertainty of when the ghosts would come and the obscuring dust cloud they made upon contact lets Gotenks set up disgusting mixups that the opponent has no way of guarding against. Combine that with the snapback meta Gotenks will generate enough meter to keep it going forever with no hope of escape. Like Piccolo, the meter gain scaling in season 2 after using a Super was meant to cripple Ghost oki loops from continuing forever, but Gotenks is still dangerous character with if he has a unique gimmick in the Saibamen: when you think you are allowed to start your combo, a Saibaman can simply come up and knock you out lot of it. Getting it that way, however, is a different story. Nappa needs time to set up his Saibamen, which his Assists can grant him but when left meter on his own, he is VERY open to attack. And the Saibamen themselves are very fragile; a single hit will immediately put a stop to their attack, meaning a stray jab, Ki Blast, or Assist call will easily halt their pressure. Not helping matters is Nappa's moveset as a whole. His normal attacks are wanting in both speed and range (the most critical examples being his 2L and 5L), and his ranged tools are mostly ineffective at pressuring opponents. His basic grounded Ki Blast is incredibly slow and reactable as a trade-off for its physical hitbox, and Blazing Storm cannot contest beams and is pierced by most other ranged Specials. Though he does have his qualities; his lacking defense, weak neutral, and major reliance on Assists results in Nappa being held in low regard by many players from launch all the way to Season 3. hand.



[[folder: Videl]]
* In a more canonically fitting example, we have '''Videl'''. She actually does have some solid tools, such some solid zoning tools from some of the Great Saiyaman calls and a great 5H that acts as both a decent anti-projectile and excellent tag in option both on block and hit. What kills her viability though, is her spot-dodge in place of the standard reflect. While it does have some rare situational advantages if you can get a read on the opponent, its lack of meter gain and pushback when used successfully means that it's usually just going to keep you in a bad position that a good opponent can ruthlessly exploit. She thus ends up embodying the downfalls of a MechanicallyUnusualFighter, with most holding little hope that it will be changed lest they accidentally make her too strong.

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[[folder: Videl]]
Jiren]]
* In '''Jiren''', [[GameplayAndStorySegregation ironically enough]], has suffered from this reputation. His normals are mediocre, having only one low hitting attack and the worst 5H (Standing heavy) in the game as a slow grab that loses to jabs. His specials are also mediocre to useless, his Grand charge is invincible to projectiles but lacks in range and his Infinity Rush is unsafe on block without an assist. He also has a lot of counters, and while his physical counters are OK (Especially his Hard/EX version), his projectile counter, the iconic Counter Impact, is one of the worst moves in the game, as it’s easily baited, even by slow level 3 supers like Base Goku or the universal Super Dash. [[note]]This fact became even more canonically fitting example, we have '''Videl'''. She embarrassing after the release of Janemba who has a similar move that actually does have some solid tools, such some solid zoning tools from some of the Great Saiyaman calls and a great 5H that acts as both a works properly. [[/note]] A decent anti-projectile and excellent tag assist is generally considered his only redeeming trait, but even then there are far better ones available. [[https://www.youtube.com/watch?v=XE9hAZVyRqs This video sums up his dilemma in option both on block and hit. What kills her viability though, four minutes while showing how laughably outclassed Jiren is her spot-dodge in place of the standard reflect. While it does have some rare situational advantages if you by DBZ Broly, who can get a read on the opponent, its lack of meter gain and pushback when used successfully means that it's usually just going to keep you do everything Jiren can but better.]] Fortunately, he got massively buffed in a bad position that a good opponent can ruthlessly exploit. She thus ends up embodying the downfalls of a MechanicallyUnusualFighter, mid-season 3 patch, especially with most holding little hope that it will be his previously useless Counter-Impact special getting changed lest they accidentally make her too strong.to being an omni-counter that works even against a dragon-rush. While just how much better he became is disputed, he is agreed to no longer be a punchline and is now a credible threat more befitting of his canonical strength.




[[folder: Goku (SSGSS) & Vegeta (SSGSS) (assists)]]
* In terms of assists, '''Goku and Vegeta SSGSS''' (or Blue) are noted as having some of the worst ones in the game. Goku Blue's assist is a dive kick that's too short in length to be useful for anything other than creating sliding knockdowns when a character otherwise wouldn't be able to do one. Vegeta Blue's assist, despite ironically being the same canonical attack as his Super Saiyan version's super, is way too slow to come out and only hits once, making it very hard to use effectively. Thankfully, Season 3 has improved them (as well as fellow terrible assist owners, such as Android 17) by giving the choice to choose from three different assists. Furthermore, Goku Blue's old assist was majorly buffed as it can now induce a ground bounce, greatly boosting its followup potential.

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\n[[folder: Goku (SSGSS) & Vegeta (SSGSS) (assists)]]
Kid Buu]]
* In terms of assists, '''Goku '''Kid Buu''' is dangerous at any range due to his elastic limbs and Vegeta SSGSS''' a full screen beam that transforms the enemy into candy (and can be followed up with a Super/Meteor Attack), while still being more than capable of rushing an opponent down. He has an aerial down heavy followed by superdash that lets him switch sides with lax timing, all his normals are lightning fast, and he really likes abusing the variations of his Mystic Ball (especially the heavy version which is ridiculously fast, has great damage scaling, and can always be followed up by more attacks) in order to generate mixups you have barely have time to react to, and he can chain multiple overhead attacks in a row, forcing the defender to have extremely strict timing and good reads in switching from high to low blocks as Buu can cancel his blockstring and drop to the ground in an instant. In Season 1, his medium range down medium attack (or Blue) are noted as having some of 2M for short) was ridiculously fast and had medium scaling, basically turning the worst ones floor into lava for the enemy, as Buu could start a massive damage combo in an instant if the opponent slacked off on their crouch guard for even an instant. His Mystic Ball could ''crossup'' an opponent as well, making his mixups even more terrifying depending on Buu's setups. Season 2 slowed down his 2M attack and increased the damage scaling, while Mystic Ball can no longer crossup and always remains on the same side as activation. In addition to this, Kid Buu has the ''longest'' lockdown ability in the game in his Assist. No matter if on hit or on block, once Kid Buu's Assist activates, the opponent is completely at his teammate's mercy. Some players abuse his assist to generate true 50-50 mixups, turning reads into a guessing game of chance. Also, his Meteor Attack bypasses Sparking healing, a gimmick only two other characters have since Hit freezes time while using his Meteor Attack while Frieza deals all his damage in one blow instantly after activation. Kid Buu on the other hand has no excuse for freezing Sparking healing while he's busy screaming. It's telling that despite the developers' attempts to nerf him to hell, Kid Buu has stubbornly remained at the top of everyone's tier lists since the beginning of the game. Goku Blue's assist is a dive kick that's too short in length to be useful for anything other than creating sliding knockdowns when a character otherwise wouldn't be able to do one. Vegeta Blue's assist, despite ironically being the same canonical attack as his Super Saiyan version's super, is way too slow to come out and only hits once, making it very hard to use effectively. Thankfully, Season 3 has improved them (as well as fellow terrible assist owners, such as Android 17) by giving the choice to choose from three different assists. Furthermore, Goku Blue's old assist was majorly buffed as it can now induce a ground bounce, greatly boosting its followup potential.



!!Both
[[folder: Beerus]]
* '''Beerus''' is a strange case that tends to be ironically a mid-tier character with decent tools and awesome damage, even though his niche as a setplay-projectile-style-type of character tends to really force him to always play as offensively as the rest of the cast no thanks to the overflow of offensive options to bypass them if used correctly (be it Super Dashing through for free, or blowing through them with higher priority projectiles and/or beams). Not helping matters is that he lacks a beam attack despite having a Super Attack projectile with a reasonable size, and overall, his intended playstyle on paper is difficult to achieve despite him being able to hold his own. His Meteor Attack, despite being a command grab, is one of the few that is near impossible (unless through a very specific form of conditioning/setup) to land a guaranteed reset with. However, a patch eventually addressed a few things about him by providing him with a few solid quality of life buffs that at least make him more well-rounded than before, especially when taking the fight to his foe's faces.

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!!Both
[[folder: Beerus]]
Krillin]]
* '''Beerus''' '''Krillin''' is a strange case that tends to be ironically a mid-tier trick play and support style character with decent tools and awesome damage, even though his niche as a setplay-projectile-style-type of character tends to really force him to always play as offensively as the rest of the cast no thanks to the overflow of offensive options to bypass them if used correctly (be it Super Dashing through for free, or blowing through them with higher priority projectiles and/or beams). Not helping matters is that he lacks a beam attack despite having a Super Attack projectile with a reasonable size, and overall, his intended playstyle on paper is difficult to achieve despite him being able to hold his own. His Meteor Attack, despite being a command grab, is one of the few that is near impossible (unless through a very specific form of conditioning/setup) to land useful when he produces a guaranteed reset with. However, a patch eventually addressed a few things about him by providing him with a few solid quality of life buffs that at least make him more well-rounded than before, Senzu Bean off his Assist, especially when taking to defensive characters. However, his moveset tends to get blown out by most of the fight to cast. Combine that with his foe's faces.shorter limbs and lackluster combos, and you have a character who seems like he can do more. His rock assist in particular is a frequent target of derision for being completely useless for basically everything. Season 3 buffed it considerably though by having Krillin through two rocks now, and they can no longer be superdashed through like before, as well as giving him an infinite number of Senzu Beans to use.



[[folder: Gotenks]]
* '''Gotenks''' is another character who's considered a very strong Assist character but weak everywhere else. Like Teen Gohan, he lacks range on his normals and his setups are very predictable. Like Vegeta, he doesn't do enough damage to mount a plausible comeback if he gets snapped in or his teammates die. Even in the Assist department, there are simply other characters that do his task but better. However, in Season 1 he was top tier for one very good reason: Ghost Oki, which functions exactly like Piccolo's Hellzone loops. Gotenks has an alternate Super attack that generates four ghosts, but unlike the normal version he can launch any of them at any time he wants. The uncertainty of when the ghosts would come and the obscuring dust cloud they made upon contact lets Gotenks set up disgusting mixups that the opponent has no way of guarding against. Combine that with the snapback meta Gotenks will generate enough meter to keep it going forever with no hope of escape. Like Piccolo, the meter gain scaling in season 2 after using a Super was meant to cripple Ghost oki loops from continuing forever, but Gotenks is still dangerous if he has a lot of meter on hand.

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[[folder: Gotenks]]
Nappa]]
* '''Gotenks''' is another '''Nappa''' can potentially be a dangerous character who's considered with a very strong Assist character unique gimmick in the Saibamen: when you think you are allowed to start your combo, a Saibaman can simply come up and knock you out of it. Getting it that way, however, is a different story. Nappa needs time to set up his Saibamen, which his Assists can grant him but weak everywhere else. Like Teen Gohan, he lacks range when left on his normals and his setups own, he is VERY open to attack. And the Saibamen themselves are very predictable. Like Vegeta, he doesn't do enough damage fragile; a single hit will immediately put a stop to mount their attack, meaning a plausible comeback if he gets snapped in stray jab, Ki Blast, or his teammates die. Even in the Assist department, there call will easily halt their pressure. Not helping matters is Nappa's moveset as a whole. His normal attacks are simply wanting in both speed and range (the most critical examples being his 2L and 5L), and his ranged tools are mostly ineffective at pressuring opponents. His basic grounded Ki Blast is incredibly slow and reactable as a trade-off for its physical hitbox, and Blazing Storm cannot contest beams and is pierced by most other characters that do ranged Specials. Though he does have his task but better. However, qualities; his lacking defense, weak neutral, and major reliance on Assists results in Nappa being held in low regard by many players from launch all the way to Season 1 he was top tier for one very good reason: Ghost Oki, which functions exactly like Piccolo's Hellzone loops. Gotenks has an alternate Super attack that generates four ghosts, but unlike the normal version he can launch any of them at any time he wants. The uncertainty of when the ghosts would come and the obscuring dust cloud they made upon contact lets Gotenks set up disgusting mixups that the opponent has no way of guarding against. Combine that with the snapback meta Gotenks will generate enough meter to keep it going forever with no hope of escape. Like Piccolo, the meter gain scaling in season 2 after using a Super was meant to cripple Ghost oki loops from continuing forever, but Gotenks is still dangerous if he has a lot of meter on hand.3.



[[folder: Gogeta (SSGSS)]]
* '''Gogeta''' is a strange one because on paper, he seems like he has everything he needs to be a high tier character: long-range normals, high damage, high-low mixups, a command grab, a reversal DP, and Kamehameha beams as his Ki Blasts. Unfortunately what kills him is his abysmal frame data. Most of his normals are slow and have high recovery, making it difficult for him to end pressure safely, leaving him very vulnerable should he fail to open the opponent up. Furthermore, his 5L hits twice, but can only be canceled on the second hit, meaning you’re screwed if your opponent reflects the first hit, causing the second to whiff (though thankfully this issue has been addressed in the 3.5 update). His Ki Blasts take the form of Kamehameha beams, which on paper seems really good, but being beams they’re slow and have long recovery, which is something you don’t want in a Ki Blast to use in neutral. Finally none of his supers grant him any oki should they connect, not helping his already questionable pressure game.

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[[folder: Gogeta (SSGSS)]]
Piccolo]]
* '''Gogeta''' is '''Piccolo''' in Season 1 enjoyed a strange one because on paper, he seems like he has everything he needs to be a high brief period at the top of the tier character: long-range normals, high damage, list next to Gotenks thanks to his Hellzone loops. By using the snapback meta, Piccolo would snap an opponent up and then set up a Hellzone Grenade Super. The Super would force the incoming character to block, and the Super also creates a massive cloud of smoke that obscures the defender. With proper timing it's possible for Piccolo to attack them just as they're landing, further complicated the high-low mixups, a command grab, a reversal DP, and Kamehameha beams as his Ki Blasts. Unfortunately what kills him is his abysmal frame data. Most of his normals are slow and have high recovery, making it difficult for him to end pressure safely, leaving him very vulnerable should he fail to open the opponent up. Furthermore, his 5L hits twice, but can only be canceled on the second hit, meaning you’re screwed if your opponent reflects the first hit, causing the second to whiff (though thankfully this issue has been addressed in the 3.5 update). His Ki Blasts take the form of Kamehameha beams, which on paper seems really good, but being beams they’re slow and have long recovery, which is something you don’t want in a Ki Blast to use in neutral. Finally none of his supers grant him any oki should they connect, not helping his mixup already questionable pressure game.obscured by the cloud of smoke since he might go for an aerial or crouching attack at any time. Combine that with the snapback meta for infinite meter gain, and Piccolo can Hellzone loop an entire team to death. Season 2 nerfed this and Gotenks's Ghost oki by scaling meter gain after using a Super, but if Piccolo is loaded with meter, watch out.



[[folder: Goku (Super Saiyan)]]
* '''Super Saiyan Goku''' was one of the most ubiquitous characters on the roster from the game's launch through Season 2, owed to him being easy to pick up and play, having a balanced yet solid moveset, and having an extremely useful horizontal beam Assist that only Goku Black had an equivalent to. However this ubiquity also caused many players to grow fatigued with seeing the Super Saiyan so often both online and in tournaments. For better or worse, this status would shift with the Season 3 patch. The Assist change mechanic disrupted the niche Super Saiyan Goku once occupied with his Kamehameha Assist, as many characters would receive Assists that fulfilled the same role. But the most unsuspecting, yet damning change came in the form of his reworked Down Medium (2M) Attack: being severely slowed down in exchange for greater range and active frames. Though initially seeming minor, making the move slow and unsafe on block dealt a significant blow to his mixup and stagger game, especially since his 2M was his ''only'' low-hitting attack. Its former speed and ability to lead into high-damaging combos was so prominent that it was infamously known to many as "The Protagonist Button," and having it nerfed to such a degree meant that Goku lost one of his strongest tools. This would highlight his downfalls as a JackOfAllTrades and master of none to many, and consequently, he fell off rather hard in usage and many player's tier lists. Despite the previous fatigue, many players bemoaned how he felt so much less effective and fun to play; even some of his detractors felt that the change was unnecessary. Patch 1.25 would attempt to alleviate this by slightly reducing the start-up of the 2M while retaining the increased range, but it was still slower than its pre-Season 3 self, and the increased recovery remained. While Super Saiyan Goku would still see some play and success, his status in the meta was still a shadow of its former self throughout Season 3.

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[[folder: Goku Vegeta (Super Saiyan)]]
* '''Super Saiyan Goku''' Vegeta''' was one of indisputably considered to have the most ubiquitous characters on the roster from the game's launch through Season 2, owed to him being easy to pick up and play, having a balanced yet solid moveset, and having an extremely useful horizontal beam single best Assist that in the game at launch. Not only Goku Black had an equivalent to. However this ubiquity also caused many players to grow fatigued with seeing does the Super Saiyan so often both online and in tournaments. For better or worse, this status would shift with the Season 3 patch. The Assist change mechanic disrupted come out quickly, SS Vegeta is in the niche Super Saiyan Goku once occupied with his Kamehameha Assist, as many characters would receive air which prevents him from being caught in most attacks. It reaches full screen, does decent amounts of damage, holds the enemy in place both on block and on hit, ''and'' can be used to extend combos; this is a primary example of braindead Assists that fulfilled the same role. But the most unsuspecting, yet damning change came can be used to make any blockstring safe and/or punishable at nearly any time. However, Vegeta as a character is considered a decent, but not spectacular, fighter at best, with very low damage, mediocre Super/Meteor Attacks, and not much in the form way of mix-ups; his reworked Down Medium (2M) Attack: [[{{Shoryuken}} Crusher Knee Kick]] being severely slowed down in exchange for greater range and active frames. Though initially seeming minor, making among the move slow and unsafe on block dealt better invincible reversals in a significant blow to his mixup and stagger game, especially since his 2M was his ''only'' low-hitting attack. Its former speed and ability to lead into high-damaging combos was so prominent that it was infamously known to many game with rather lousy defensive options is viewed as "The Protagonist Button," and one of Vegeta's few saving graces. So any team can benefit from having it SS Vegeta in the Assist role, but if the teammates he's assisting get taken out, Vegeta is likely in for a world of hurt. Unfortunately, his assist got nerfed mid Season 1 as you can now superdash out of blocking it, whereas before you were forced to such a degree meant that Goku lost one of his strongest tools. This would highlight his downfalls as a JackOfAllTrades block and master of none helpless to many, and consequently, he fell off rather hard in usage and many player's tier lists. Despite the previous fatigue, many players bemoaned how he felt so much less effective and fun to play; even some of his detractors felt that the change was unnecessary. Patch 1.25 would attempt to alleviate this by slightly reducing the start-up of the 2M while retaining the increased range, but do anything about it was as your opponent sets up a mixup. It's still slower than its pre-Season 3 self, and the increased recovery remained. While Super Saiyan Goku would still see some play and success, his status in a very good assist, just not "must-have" good as it once was before, leading to SS Vegeta phasing out of the meta was still a shadow of its former self throughout Season 3.as others take his place as the anchor in the team.




[[folder: Vegeta (Super Saiyan)]]
* '''Super Saiyan Vegeta''' was indisputably considered to have the single best Assist in the game at launch. Not only does the Assist come out quickly, SS Vegeta is in the air which prevents him from being caught in most attacks. It reaches full screen, does decent amounts of damage, holds the enemy in place both on block and on hit, ''and'' can be used to extend combos; this is a primary example of braindead Assists that can be used to make any blockstring safe and/or punishable at nearly any time. However, Vegeta as a character is considered a decent, but not spectacular, fighter at best, with very low damage, mediocre Super/Meteor Attacks, and not much in the way of mix-ups; his [[{{Shoryuken}} Crusher Knee Kick]] being among the better invincible reversals in a game with rather lousy defensive options is viewed as one of Vegeta's few saving graces. So any team can benefit from having SS Vegeta in the Assist role, but if the teammates he's assisting get taken out, Vegeta is likely in for a world of hurt. Unfortunately, his assist got nerfed mid Season 1 as you can now superdash out of blocking it, whereas before you were forced to block and helpless to do anything about it as your opponent sets up a mixup. It's still a very good assist, just not "must-have" good as it once was before, leading to SS Vegeta phasing out of the meta as others take his place as the anchor in the team.
[[/folder]]

[[folder: Teen Gohan]]
* '''Teen Gohan''' is one of the most damaging characters in the game, so once he lands a hit on any opponent, he can beat them to death in only a combo or two. But the problem is, his limbs are so short that finding that hit is going to be tricky and requires that Gohan take risks. Furthermore, Gohan has a very "meh" Assist-in the beta, it was an invincible [[{{Shoryuken}} Dragon Punch]] that vied for being considered the best Assist in the game, but after the invincibility was nerfed in the launch version, it became nowhere near as useful. Eventually he was buffed significantly in Season 2 and is seen as even better than his adult version, since he boasts many of the same benefits while being signficantly easier to use and master, and without needing to invest a bar of ki to unlock his best moves. He has an autocombo with insane tracking that follows into the same leg-loops Adult Gohan has with great mixup potential, a special that allows him to close the distance in an instant, a small hitbox, a level 5 Meteor, great ki blasts both in the air and on ground, and insane damage potential especially if you start a combo with a medium hit or heavy Legs. His detractors like to refer to him as braindead for how he easy he is to use at a high level, and some speculate he's even better than Bardock.
[[/folder]]

[[folder: Goku Black]]
* '''Goku Black''' was considered one of the best characters in the game at launch due to having hard-hitting normals, good zoning tools like a Kamehameha (including one that setups with a grab on the enemy from far away), simple yet effective combos, a useful teleport, and one of the better Assists. He's also widely considered to have the best 2H in the game (despite its relatively slow startup), due to its invulnerability frames, range, and [[https://clips.twitch.tv/HeadstrongPluckyPidgeonCharlietheUnicorn very,]] ''[[https://clips.twitch.tv/AmusedBlueSharkHoneyBadger very]]'' [[HitboxDissonance deceptive hitbox]]. That being said, many players caught on to his gameplay due to [[ComplacentGamingSyndrome overuse]] (not unlike, say, [[Franchise/ResidentEvil Wesker]] in ''VideoGame/MarvelVsCapcom3'') and have taken to more dangerous characters. Towards the end of Season 2, Black was considered to be midtier at best and inferior to regular Super Saiyan Goku in all areas. He fell off even more with the advent of Season 3, as the new Z Assist Selection mechanic granted characters like Krillin and Trunks his once-coveted Beam assist, and his buffs did little to improve his ability to open up players with proficient defense. The 1.25 balance patch solidified Black's placement near the bottom of many players' tier lists, as he only received minor buffs to his (barely used) B and C Assists, while other low tiers like Jiren and Videl received much more meaningful changes. As a result, many players even argue that Black is the ''worst'' character in the game.
[[/folder]]

to:

\n[[folder: Vegeta (Super Saiyan)]]
Videl]]
* '''Super Saiyan Vegeta''' was indisputably considered to In a more canonically fitting example, we have the single best Assist in the game at launch. Not only '''Videl'''. She actually does the Assist come out quickly, SS Vegeta is in the air which prevents him have some solid tools, such some solid zoning tools from being caught in most attacks. It reaches full screen, does some of the Great Saiyaman calls and a great 5H that acts as both a decent amounts of damage, holds the enemy anti-projectile and excellent tag in place option both on block and on hit, ''and'' can be used to extend combos; this hit. What kills her viability though, is a primary example her spot-dodge in place of braindead Assists that can be used to make any blockstring safe and/or punishable at nearly any time. However, Vegeta as a character is considered a decent, but not spectacular, fighter at best, with very low damage, mediocre Super/Meteor Attacks, and not much in the way of mix-ups; his [[{{Shoryuken}} Crusher Knee Kick]] being among the better invincible reversals in a game with rather lousy defensive options is viewed as one of Vegeta's few saving graces. So any team can benefit from having SS Vegeta in the Assist role, but standard reflect. While it does have some rare situational advantages if the teammates he's assisting get taken out, Vegeta is likely in for a world of hurt. Unfortunately, his assist got nerfed mid Season 1 as you can now superdash out of blocking it, whereas before you were forced to block and helpless to do anything about it as your opponent sets up get a mixup. It's still a very good assist, just not "must-have" good as it once was before, leading to SS Vegeta phasing out of read on the meta as others take his place as the anchor in the team.
[[/folder]]

[[folder: Teen Gohan]]
* '''Teen Gohan''' is one of the most damaging characters in the game, so once he lands a hit on any
opponent, he can beat them to death in only a combo or two. But the problem is, his limbs are so short its lack of meter gain and pushback when used successfully means that finding that hit is it's usually just going to be tricky and requires keep you in a bad position that Gohan take risks. Furthermore, Gohan has a very "meh" Assist-in good opponent can ruthlessly exploit. She thus ends up embodying the beta, it was an invincible [[{{Shoryuken}} Dragon Punch]] that vied for being considered the best Assist in the game, but after the invincibility was nerfed in the launch version, it became nowhere near as useful. Eventually he was buffed significantly in Season 2 and is seen as even better than his adult version, since he boasts many downfalls of the same benefits while being signficantly easier to use and master, and without needing to invest a bar of ki to unlock his best moves. He has an autocombo MechanicallyUnusualFighter, with insane tracking that follows into the same leg-loops Adult Gohan has with great mixup potential, a special that allows him to close the distance in an instant, a small hitbox, a level 5 Meteor, great ki blasts both in the air and on ground, and insane damage potential especially if you start a combo with a medium hit or heavy Legs. His detractors like to refer to him as braindead for how he easy he is to use at a high level, and some speculate he's even better than Bardock.
[[/folder]]

[[folder: Goku Black]]
* '''Goku Black''' was considered one of the best characters in the game at launch due to having hard-hitting normals, good zoning tools like a Kamehameha (including one that setups with a grab on the enemy from far away), simple yet effective combos, a useful teleport, and one of the better Assists. He's also widely considered to have the best 2H in the game (despite its relatively slow startup), due to its invulnerability frames, range, and [[https://clips.twitch.tv/HeadstrongPluckyPidgeonCharlietheUnicorn very,]] ''[[https://clips.twitch.tv/AmusedBlueSharkHoneyBadger very]]'' [[HitboxDissonance deceptive hitbox]]. That being said, many players caught on to his gameplay due to [[ComplacentGamingSyndrome overuse]] (not unlike, say, [[Franchise/ResidentEvil Wesker]] in ''VideoGame/MarvelVsCapcom3'') and have taken to more dangerous characters. Towards the end of Season 2, Black was considered to be midtier at best and inferior to regular Super Saiyan Goku in all areas. He fell off even more with the advent of Season 3, as the new Z Assist Selection mechanic granted characters like Krillin and Trunks his once-coveted Beam assist, and his buffs did
most holding little to improve his ability to open up players with proficient defense. The 1.25 balance patch solidified Black's placement near the bottom of many players' tier lists, as he only received minor buffs to his (barely used) B and C Assists, while other low tiers like Jiren and Videl received much more meaningful changes. As a result, many players even argue hope that Black is the ''worst'' character in the game.
[[/folder]]
it will be changed lest they accidentally make her too strong.
----

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Moved Gogeta from “Low-Tier Scrappy” to “Both;” popular consensus is that Gogeta (SSGSS) is about a mid-tier character and generally superior to Goku Black.


[[folder: Gogeta (SSGSS)]]
* '''Gogeta''' is a strange one because on paper, he seems like he has everything he needs to be a high tier character: long-range normals, high damage, high-low mixups, a command grab, a reversal DP, and Kamehameha beams as his Ki Blasts. Unfortunately what kills him is his abysmal frame data. Most of his normals are slow and have high recovery, making it difficult for him to end pressure safely, leaving him very vulnerable should he fail to open the opponent up. Furthermore, his 5L hits twice, but can only be canceled on the second hit, meaning you’re screwed if your opponent reflects the first hit, causing the second to whiff (though thankfully this issue has been addressed in the 3.5 update). His Ki Blasts take the form of Kamehameha beams, which on paper seems really good, but being beams they’re slow and have long recovery, which is something you don’t want in a Ki Blast to use in neutral. Finally none of his supers grant him any oki should they connect, not helping his already questionable pressure game.
[[/folder]]


Added DiffLines:

[[folder: Gogeta (SSGSS)]]
* '''Gogeta''' is a strange one because on paper, he seems like he has everything he needs to be a high tier character: long-range normals, high damage, high-low mixups, a command grab, a reversal DP, and Kamehameha beams as his Ki Blasts. Unfortunately what kills him is his abysmal frame data. Most of his normals are slow and have high recovery, making it difficult for him to end pressure safely, leaving him very vulnerable should he fail to open the opponent up. Furthermore, his 5L hits twice, but can only be canceled on the second hit, meaning you’re screwed if your opponent reflects the first hit, causing the second to whiff (though thankfully this issue has been addressed in the 3.5 update). His Ki Blasts take the form of Kamehameha beams, which on paper seems really good, but being beams they’re slow and have long recovery, which is something you don’t want in a Ki Blast to use in neutral. Finally none of his supers grant him any oki should they connect, not helping his already questionable pressure game.
[[/folder]]
Is there an issue? Send a MessageReason:
Slight edit to 16's folder to reference that Gogeta has a one hit kill


* '''Android 16''' possesses more command grabs than any other character (especially since there is no normal throw technique for every character to use outside of a Dragon Rush), which sets up opponents for combos and plants them with a hard knockdown that leads into more mix-ups. Despite having a slower walk speed, the game system inherently has so many options for mobility that there's no way to keep him away, thus negating the [[MightyGlacier standard weakness for grapplers in fighters]], and even ''whiffing his air grab'' leads to an inherent mix-up since depending on button strength, he can wind up in front of or behind his opponent. In addition, his Assist is one of the best due to being an OTG [[note]]it knocks opponents "Off the Ground"[[/note]] that can extend his teammates' combos, locks an opponent in place both on hit and on block (although not to the extent of SS Vegeta or Kid Buu's Assists), and reaches deceptively far. He also has the strongest Meteor Attack in the game (and the only one as of this writing that [[OneHitKill is a guaranteed kill]]), meaning that he's a powerful character no matter which order you face him. Unfortunately, he got hit with the nerfs hard especially by removing his hard knockdowns after grabs along with fuzzy potential against 16, relegating him to mid-to-low tier in Season 2.

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* '''Android 16''' possesses more command grabs than any other character (especially since there is no normal throw technique for every character to use outside of a Dragon Rush), which sets up opponents for combos and plants them with a hard knockdown that leads into more mix-ups. Despite having a slower walk speed, the game system inherently has so many options for mobility that there's no way to keep him away, thus negating the [[MightyGlacier standard weakness for grapplers in fighters]], and even ''whiffing his air grab'' leads to an inherent mix-up since depending on button strength, he can wind up in front of or behind his opponent. In addition, his Assist is one of the best due to being an OTG [[note]]it knocks opponents "Off the Ground"[[/note]] that can extend his teammates' combos, locks an opponent in place both on hit and on block (although not to the extent of SS Vegeta or Kid Buu's Assists), and reaches deceptively far. He also has the strongest Meteor Attack in the game (and the only one as of this writing that [[OneHitKill is a guaranteed kill]]), kill]] without any prior setup required like Super Saiyan 4 Gogeta's), meaning that he's a powerful character no matter which order you face him. Unfortunately, he got hit with the nerfs hard especially by removing his hard knockdowns after grabs along with fuzzy potential against 16, relegating him to mid-to-low tier in Season 2.
Is there an issue? Send a MessageReason:
None


* In a more canonically fitting example, we have '''Videl'''. She actually does have some solid tools, such some solid zoning tools from some of the Great Saiyaman calls and a great 2H that acts as both a decent anti-projectile and excellent tag in option both on block and hit. What kills her viability though, is her spot-dodge in place of the standard reflect. While it does have some rare situational advantages if you can get a read on the opponent, its lack of meter gain and pushback when used successfully means that it's usually just going to keep you in a bad position that a good opponent can ruthlessly exploit. She thus ends up embodying the downfalls of a MechanicallyUnusualFighter, with most holding little hope that it will be changed lest they accidentally make her too strong.

to:

* In a more canonically fitting example, we have '''Videl'''. She actually does have some solid tools, such some solid zoning tools from some of the Great Saiyaman calls and a great 2H 5H that acts as both a decent anti-projectile and excellent tag in option both on block and hit. What kills her viability though, is her spot-dodge in place of the standard reflect. While it does have some rare situational advantages if you can get a read on the opponent, its lack of meter gain and pushback when used successfully means that it's usually just going to keep you in a bad position that a good opponent can ruthlessly exploit. She thus ends up embodying the downfalls of a MechanicallyUnusualFighter, with most holding little hope that it will be changed lest they accidentally make her too strong.

Added: 854

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[[folder: Goku (SSGSS) & Vegeta (SSGSS) (assists)]]
* In terms of assists, '''Goku and Vegeta SSGSS''' (or Blue) are noted as having some of the worst ones in the game. Goku Blue's assist is a dive kick that's too short in length to be useful for anything other than creating sliding knockdowns when a character otherwise wouldn't be able to do one. Vegeta Blue's assist, despite ironically being the same canonical attack as his Super Saiyan version's super, is way too slow to come out and only hits once, making it very hard to use effectively. Thankfully, Season 3 has improved them (as well as fellow terrible assist owners, such as Android 17) by giving the choice to choose from three different assists. Furthermore, Goku Blue's old assist was majorly buffed as it can now induce a ground bounce, greatly boosting its followup potential.

to:

\n[[folder: Goku (SSGSS) & Vegeta (SSGSS) (assists)]]
Videl]]
* In terms of assists, '''Goku and Vegeta SSGSS''' (or Blue) are noted as having a more canonically fitting example, we have '''Videl'''. She actually does have some solid tools, such some solid zoning tools from some of the worst ones Great Saiyaman calls and a great 2H that acts as both a decent anti-projectile and excellent tag in option both on block and hit. What kills her viability though, is her spot-dodge in place of the game. Goku Blue's assist is standard reflect. While it does have some rare situational advantages if you can get a dive kick that's too short in length to be useful for anything other than creating sliding knockdowns read on the opponent, its lack of meter gain and pushback when a character otherwise wouldn't be able used successfully means that it's usually just going to do one. Vegeta Blue's assist, despite ironically being keep you in a bad position that a good opponent can ruthlessly exploit. She thus ends up embodying the same canonical attack as his Super Saiyan version's super, is way downfalls of a MechanicallyUnusualFighter, with most holding little hope that it will be changed lest they accidentally make her too slow to come out and only hits once, making it very hard to use effectively. Thankfully, Season 3 has improved them (as well as fellow terrible assist owners, such as Android 17) by giving the choice to choose from three different assists. Furthermore, Goku Blue's old assist was majorly buffed as it can now induce a ground bounce, greatly boosting its followup potential.strong.


Added DiffLines:


[[folder: Goku (SSGSS) & Vegeta (SSGSS) (assists)]]
* In terms of assists, '''Goku and Vegeta SSGSS''' (or Blue) are noted as having some of the worst ones in the game. Goku Blue's assist is a dive kick that's too short in length to be useful for anything other than creating sliding knockdowns when a character otherwise wouldn't be able to do one. Vegeta Blue's assist, despite ironically being the same canonical attack as his Super Saiyan version's super, is way too slow to come out and only hits once, making it very hard to use effectively. Thankfully, Season 3 has improved them (as well as fellow terrible assist owners, such as Android 17) by giving the choice to choose from three different assists. Furthermore, Goku Blue's old assist was majorly buffed as it can now induce a ground bounce, greatly boosting its followup potential.
[[/folder]]
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None


[[folder: Super Saiyan Blue Goku & Vegeta (assists)]]

to:

[[folder: Super Saiyan Blue Goku (SSGSS) & Vegeta (SSGSS) (assists)]]



[[folder: Super Saiyan Goku]]
* '''Super Saiyan Goku''' was one of the most ubiquitous characters on the roster from the game's launch through Season 2, owed to him being easy to pick up and play, having a balanced yet solid moveset, and having a beam Assist that was an asset to almost any team. These factors made this Goku an extremely common choice both casually and competitively. However this ubiquity also caused many players to grow fatigued with seeing the Super Saiyan so often both online and in tournaments. For better or worse, this status would shift with the Season 3 patch. For one thing, Assist change mechanic would grant beam Assists to other characters, reducing the niche Super Saiyan Goku once occupied with his Kamehameha Assist. But the most unsuspecting, yet damning change came in the form of his reworked Down Medium (2M) Attack. The move's startup and recovery was severely slowed down in exchange for greater range and active frames. Though initially seeming minor, Super Saiyan Goku's 2M was one of his most important attacks; its former speed and ability to lead into high-damaging combos was so prominent that many would refer to it as "The Protagonist Button." Making it slow and unsafe on block dealt a significant blow to his mixup and stagger game, and losing one of his strongest tools highlighted his downfalls as a JackOfAllTrades and master of none. As such, Super Saiyan Goku fell off rather hard in usage and on many player's tier lists, with many players bemoaning the state he was relegated to. Even some of his detractors felt that the developers had gone a bit too far. Ultra Instinct Goku's release would further cement this, being yet another Goku that fit on any team, was easy to pick up, and was good at just about everything, on top of having flashier animations and powerful, varied tools no other characters could boast. Patch 1.25 would attempt to alleviate this by slightly reducing the start-up of the 2M and retaining the increased range, but it was still slower than its pre-Season 3 self, and the increased recovery remained. While Super Saiyan Goku would still see some play and success, his status in the meta was still a shadow of its former self throughout Season 3.

to:

[[folder: Super Saiyan Goku]]
Goku (Super Saiyan)]]
* '''Super Saiyan Goku''' was one of the most ubiquitous characters on the roster from the game's launch through Season 2, owed to him being easy to pick up and play, having a balanced yet solid moveset, and having a an extremely useful horizontal beam Assist that was an asset to almost any team. These factors made this only Goku Black had an extremely common choice both casually and competitively.equivalent to. However this ubiquity also caused many players to grow fatigued with seeing the Super Saiyan so often both online and in tournaments. For better or worse, this status would shift with the Season 3 patch. For one thing, The Assist change mechanic would grant beam Assists to other characters, reducing disrupted the niche Super Saiyan Goku once occupied with his Kamehameha Assist. Assist, as many characters would receive Assists that fulfilled the same role. But the most unsuspecting, yet damning change came in the form of his reworked Down Medium (2M) Attack. The move's startup and recovery was Attack: being severely slowed down in exchange for greater range and active frames. Though initially seeming minor, Super Saiyan Goku's making the move slow and unsafe on block dealt a significant blow to his mixup and stagger game, especially since his 2M was one of his most important attacks; its ''only'' low-hitting attack. Its former speed and ability to lead into high-damaging combos was so prominent that it was infamously known to many would refer to it as "The Protagonist Button." Making it slow Button," and unsafe on block dealt a significant blow having it nerfed to his mixup and stagger game, and losing such a degree meant that Goku lost one of his strongest tools highlighted tools. This would highlight his downfalls as a JackOfAllTrades and master of none. As such, Super Saiyan Goku none to many, and consequently, he fell off rather hard in usage and on many player's tier lists, with lists. Despite the previous fatigue, many players bemoaning the state bemoaned how he was relegated to. Even felt so much less effective and fun to play; even some of his detractors felt that the developers had gone a bit too far. Ultra Instinct Goku's release would further cement this, being yet another Goku that fit on any team, change was easy to pick up, and was good at just about everything, on top of having flashier animations and powerful, varied tools no other characters could boast.unnecessary. Patch 1.25 would attempt to alleviate this by slightly reducing the start-up of the 2M and while retaining the increased range, but it was still slower than its pre-Season 3 self, and the increased recovery remained. While Super Saiyan Goku would still see some play and success, his status in the meta was still a shadow of its former self throughout Season 3.



[[folder: Super Saiyan Vegeta]]

to:

[[folder: Super Saiyan Vegeta]]Vegeta (Super Saiyan)]]

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