{"id":39211,"date":"2026-04-21T16:27:18","date_gmt":"2026-04-21T20:27:18","guid":{"rendered":"https:\/\/overcentral.com\/en\/?p=39211"},"modified":"2026-04-21T16:28:37","modified_gmt":"2026-04-21T20:28:37","slug":"dragon-ball-fighterz-ver-1-50-patch-notes-key-balance-changes-system-adjustments","status":"publish","type":"post","link":"https:\/\/overcentral.com\/en\/dragon-ball-fighterz-ver-1-50-patch-notes-key-balance-changes-system-adjustments\/","title":{"rendered":"Dragon Ball FighterZ Ver.1.50 Patch Notes: Key Balance Changes &amp; System Adjustments"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">The latest balance adjustment update for\u00a0<em><a href=\"https:\/\/overcentral.com\/en\/dragon-ball-fighterz-gets-daima-dlc-sparking-zero-expansion-arrives-in-summer-2026\/\" title=\"Dragon Ball FighterZ Gets Daima DLC, Sparking Zero Expansion Arrives in Summer 2026\">Dragon Ball FighterZ<\/a><\/em>, patch Ver.1.50, is now live <a href=\"https:\/\/overcentral.com\/en\/no-mans-sky-6-24-patch-fixes-driverless-vehicles-and-refiner-stability-across-all-platforms\/\" title=\"No Man&#8217;s Sky 6.24 Patch Fixes Driverless Vehicles and Refiner Stability Across All Platforms\">across all platforms<\/a>, 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\u2019s health is already at zero\u2014a 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)\u2019s 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.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Detailed Character Breakdowns<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">System Mechanics \u2013 Limit Breaking Power<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">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\u2014and this closes a small but exploitable loophole.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Goku (Super Saiyan) \u2013 Dragon Flash Fist Adjustments<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Two changes affect Goku\u2019s iconic Dragon Flash Fist:<\/p>\n\n\n\n<ol start=\"1\" class=\"wp-block-list\">\n<li><strong>Light version blockstun adjusted<\/strong>\u00a0\u2013 While the exact frame data isn\u2019t specified, \u201cadjusted\u201d typically implies a normalization to prevent infinite blockstrings or unintended frametraps. Expect slightly tighter pressure resets.<\/li>\n\n\n\n<li><strong>Grounded version now counts as a jumping attack<\/strong>\u00a0\u2013 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.<\/li>\n<\/ol>\n\n\n\n<h3 class=\"wp-block-heading\">Krillin &amp; Android 17 \u2013 Simple Dash Input Fix<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">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.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Vegeta \u2013 Galaxy Breaker Pushback Immunity<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">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.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Jiren \u2013 Counter Impact End-of-Match Fix<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Jiren\u2019s 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\u2019s core gameplay.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Videl \u2013 Justice Revenge Improvements<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Two fixes for Videl:<\/p>\n\n\n\n<ol start=\"1\" class=\"wp-block-list\">\n<li><strong>Great Saiyaman visual glitch<\/strong>\u00a0\u2013 Under certain conditions, Great Saiyaman would remain on-screen indefinitely after Justice Revenge. This has been resolved.<\/li>\n\n\n\n<li><strong>Powered-up state hitbox adjustment<\/strong>\u00a0\u2013 The area that hits opponents\u00a0<em>behind<\/em>\u00a0Videl has been adjusted. This likely expands or refines the move\u2019s 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.<\/li>\n<\/ol>\n\n\n\n<h3 class=\"wp-block-heading\">Goku (GT) \u2013 Super Ultra Spirit Bomb Combo Scaling Nerf<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">This is the most impactful change in the patch. The minimum guaranteed damage of Super Ultra Spirit Bomb now&nbsp;<strong>decreases when used twice or more in the same combo<\/strong>. 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.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Overall Competitive Impact<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">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)\u2019s damage nerf and Goku (Super Saiyan)\u2019s 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\u2019s Galaxy Breaker buff and Videl\u2019s hitbox adjustment offer modest improvements for their respective mains.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">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.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Patch 1.50 shows that the developers are still paying <a href=\"https:\/\/overcentral.com\/en\/use-storytelling-for-your-game-to-win-the-attention-war\/\" title=\"Use Storytelling for Your Game to Win the Attention War\">attention<\/a> to\u00a0<em>Dragon Ball FighterZ<\/em>\u2019s competitive ecosystem, even if the changes are conservative. No new mechanics or massive overhauls are present\u2014just 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.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Dragon Ball FighterZ Ver.1.50 Patch Notes<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The balance adjustment update patch&nbsp;Ver.1.50 is now live!<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">System Mechanics<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Limit Breaking Power<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Removed autofill of the Ki Gauge when limit-breaking power activates while opponent&#8217;s health is 0.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Goku<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dragon Flash Fist (Light)<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Adjusted blockstun of Goku (Super Saiyan)&#8217;s Dragon Flash Fist (Light) attack.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Dragon Flash Fist<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The grounded version of Goku (Super Saiyan)&#8217;s Dragon Flash Fist attack now counts as a jumping attack.\u00a0<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Krillin<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jumping Unique Attack<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed an issue in which connecting with Krillin&#8217;s jumping unique attack when performed after a Simple Dash input would result in a Super Dash.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Vegeta<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Galaxy Breaker<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Vegeta can no longer be pushed back by an opponent during the Galaxy Breaker move.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Android 17<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jumping Unique Attack<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed an issue in which connecting with Android 17&#8217;s jumping unique attack when performed after a Simple Dash input would result in a Super Dash.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Jiren<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Counter Impact<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Changed Jiren&#8217;s Counter Impact to not transition into an attack at the end of a match.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Videl<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Justice Revenge<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed an issue in which Great Saiyaman would remain on-screen under certain conditions during Videl&#8217;s Justice Revenge.<\/li>\n\n\n\n<li>Adjusted the area that hits opponents behind the character when using Videl&#8217;s Justice Revenge in a powered-up state.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Goku (GT)<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Super Ultra Spirit Bomb<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The minimum guaranteed damage of Goku (GT)&#8217;s Super Ultra Spirit Bomb now decreases when used twice or more in the same combo.<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>Dragon Ball FighterZ Ver.1.50 patch notes: Goku GT nerf, system fixes &#038; balance changes. Full breakdown inside.<\/p>\n","protected":false},"author":7,"featured_media":86020,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/cards.overcentral.com\/cards\/en\/39211.png","fifu_image_alt":"Dragon Ball FighterZ Ver.1.50 Patch Notes: Key Balance Changes &amp; System Adjustments","footnotes":""},"categories":[2],"tags":[],"class_list":["post-39211","post","type-post","status-publish","format-standard","has-post-thumbnail","category-videogames"],"fifu_image_url":"https:\/\/cards.overcentral.com\/cards\/en\/39211.png","fifu_image_alt":"Dragon Ball FighterZ Ver.1.50 Patch Notes: Key Balance Changes &amp; System Adjustments","_links":{"self":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts\/39211","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/comments?post=39211"}],"version-history":[{"count":0,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/posts\/39211\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/media\/86020"}],"wp:attachment":[{"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/media?parent=39211"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/categories?post=39211"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/overcentral.com\/en\/wp-json\/wp\/v2\/tags?post=39211"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}