The latest balance adjustment update for Dragon Ball FighterZ, patch Ver.1.50, is now live across all platforms, introducing a focused set of system mechanics tweaks and character-specific fixes aimed at refining competitive integrity. While not a massive overhaul, this update addresses several long-standing technical inconsistencies, most notably removing the Ki Gauge autofill when Limit Breaking Power activates while the opponent’s health is already at zero—a subtle but crucial change for high-level matches where resource management can determine the outcome. On the character front, the patch delivers targeted adjustments to Goku (Super Saiyan), Krillin, Vegeta, Android 17, Jiren, Videl, and Goku (GT), with fixes ranging from unintended Super Dash inputs after Simple Dashes to a significant nerf on Goku (GT)’s Super Ultra Spirit Bomb, which now sees its minimum guaranteed damage decrease when used twice or more in the same combo. Below, we break down every major alteration and what they mean for your gameplay.
Detailed Character Breakdowns
System Mechanics – Limit Breaking Power
The removal of the Ki Gauge autofill when Limit Breaking Power activates against an opponent with zero health is a minor but meaningful competitive fix. Previously, players could unintentionally (or intentionally) trigger a limit break state after a KO, gaining free meter without any risk. This change eliminates that edge case, ensuring that meter management remains deliberate. While this will not affect most rounds, in close high-rank matches or tournaments, every bar of Ki matters—and this closes a small but exploitable loophole.
Goku (Super Saiyan) – Dragon Flash Fist Adjustments
Two changes affect Goku’s iconic Dragon Flash Fist:
- Light version blockstun adjusted – While the exact frame data isn’t specified, “adjusted” typically implies a normalization to prevent infinite blockstrings or unintended frametraps. Expect slightly tighter pressure resets.
- Grounded version now counts as a jumping attack – This is a significant property change. By reclassifying the grounded Dragon Flash Fist as a jumping attack, Goku becomes vulnerable to anti-air punishes and changes how the move interacts with assists and guard cancel mechanics. Players can no longer rely on it as a safe, low-risk mid-screen pressure tool.
Krillin & Android 17 – Simple Dash Input Fix
Both characters suffered from the same bug: performing a jumping unique attack immediately after a Simple Dash input would incorrectly trigger a Super Dash instead. This has been fixed for both. The practical impact is subtle but important for rushdown players who chain dashes into unique normals. Execution will now behave as intended, improving combo consistency.
Vegeta – Galaxy Breaker Pushback Immunity
Vegeta can no longer be pushed back by an opponent during the Galaxy Breaker move. This is a pure buff. Previously, certain attacks or defensive maneuvers could force Vegeta backward, sometimes causing the super to whiff or position him poorly. Now, once Galaxy Breaker activates, Vegeta holds his ground, making the move more reliable as a close-range punishing tool or a round-ending super.
Jiren – Counter Impact End-of-Match Fix
Jiren’s Counter Impact no longer transitions into an attack automatically when the timer reaches zero or the match ends. This was likely a visual or scripting bug that could cause unnecessary post-match animations or, in rare cases, interfere with win/loss determination. The fix cleans up end-of-match behavior without changing Jiren’s core gameplay.
Videl – Justice Revenge Improvements
Two fixes for Videl:
- Great Saiyaman visual glitch – Under certain conditions, Great Saiyaman would remain on-screen indefinitely after Justice Revenge. This has been resolved.
- Powered-up state hitbox adjustment – The area that hits opponents behind Videl has been adjusted. This likely expands or refines the move’s reversal potential, making it harder to cross her up during the powered-up version. Videl mains should test the new range, as this could improve her defensive options significantly.
Goku (GT) – Super Ultra Spirit Bomb Combo Scaling Nerf
This is the most impactful change in the patch. The minimum guaranteed damage of Super Ultra Spirit Bomb now decreases when used twice or more in the same combo. Previously, GT Goku could land two Spirit Bombs in a single long combo for massive, unscaled damage. Now, the second bomb deals significantly less minimum damage, reducing the incentive for repetitive super usage. Players will need to either finish combos with the first bomb or diversify their super routes. This brings GT Goku more in line with the rest of the cast and discourages degenerate combo structures.
Overall Competitive Impact
Ver.1.50 is a quality-of-life and bug-fix patch rather than a meta-redefining update. The most notable competitive shifts come from Goku (GT)’s damage nerf and Goku (Super Saiyan)’s new jumping attack property. Neither change removes these characters from viability, but they do require players to adjust their muscle memory and combo routing. Vegeta’s Galaxy Breaker buff and Videl’s hitbox adjustment offer modest improvements for their respective mains.
For tournament players, the Limit Breaking Power fix removes a rare but real source of unintended meter gain, while the Krillin and Android 17 fixes improve input reliability.
Patch 1.50 shows that the developers are still paying attention to Dragon Ball FighterZ’s competitive ecosystem, even if the changes are conservative. No new mechanics or massive overhauls are present—just careful corrections and small balance tweaks. For most players, the experience will feel identical, but attentive fighters will notice cleaner execution and fairer super scaling.
Dragon Ball FighterZ Ver.1.50 Patch Notes
The balance adjustment update patch Ver.1.50 is now live!
System Mechanics
Limit Breaking Power
- Removed autofill of the Ki Gauge when limit-breaking power activates while opponent’s health is 0.
Goku
Dragon Flash Fist (Light)
- Adjusted blockstun of Goku (Super Saiyan)’s Dragon Flash Fist (Light) attack.
Dragon Flash Fist
- The grounded version of Goku (Super Saiyan)’s Dragon Flash Fist attack now counts as a jumping attack.
Krillin
Jumping Unique Attack
- Fixed an issue in which connecting with Krillin’s jumping unique attack when performed after a Simple Dash input would result in a Super Dash.
Vegeta
Galaxy Breaker
- Vegeta can no longer be pushed back by an opponent during the Galaxy Breaker move.
Android 17
Jumping Unique Attack
- Fixed an issue in which connecting with Android 17’s jumping unique attack when performed after a Simple Dash input would result in a Super Dash.
Jiren
Counter Impact
- Changed Jiren’s Counter Impact to not transition into an attack at the end of a match.
Videl
Justice Revenge
- Fixed an issue in which Great Saiyaman would remain on-screen under certain conditions during Videl’s Justice Revenge.
- Adjusted the area that hits opponents behind the character when using Videl’s Justice Revenge in a powered-up state.
Goku (GT)
Super Ultra Spirit Bomb
- The minimum guaranteed damage of Goku (GT)’s Super Ultra Spirit Bomb now decreases when used twice or more in the same combo.