Dragon Ball Legends Advanced PVP Guide

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Advanced PvP Techniques in Dragon Ball Legends

Dragon Ball Legends’ mobile nature belies the depth of its combat system. In a game with a significant PvP element, advanced strategies are a dime a dozen, and they all must be utilized and understood to compete at high ranks.

Here is a collection of common techniques used by top Players to gain the edge in PVP battles.


Movement options in Dragon Ball Legends are surprisingly multifaceted. Even Main Abilities can be considered a movement option in combat. Usage of movements techniques is integral to maintaining advantage.

Dashing Forward

Dashing Forward is situational but very deadly in the right hands. When in a Dash, Fighters can still Vanish and can transition into a Tacke at mid range. Reaching mid range before Vanishing allows for easy Combo opportunities, as no matter what card is Vanished, a Fighter will have enough time to begin a Combo before the opponent is able to act again. This technique is especially useful against enemies that are leveraging their ability to Counter to control the neutral, most notably SP Angry Goku BLU

Dashing Backwards

Dashing Backwards is generally outclassed by drifting as a way to gain distance, but it can be used in certain scenarios. If an opponent has a tendency to Tap Punch after Ki Blast Cancelling, Back-Dashing preemptively can be useful, as it sets up a prime punish opportunity against an enemy Fighter locked into a Tap Punch Combo.

If the enemy Fighter has only Tap Punched once as a precaution, a Tackle from that position can be used if they still have their Vanish, or a Long Range/Arts Card with Blast Armor can be used safely if they do not have full Vanish. 


Tackle is a versatile tool. It can be used at mid-range when an opponent is in the latter half of their sidestep animation to guarantee a Vanish from them, it seamlessly transitions to a Tap Punch Combo allowing for safety in the neutral, and it can be woven into Combos to purposefully stall for time.

Tackle has a distinct animation so it is predictable by observant opponents, so it is best to use it when they are off guard, mainly when they are in the latter half of a Sidestep animation.


There are a few ways to optimally Combo when an opening is secured. Because the optimal method of Comboing depends largely on the Fighter performing the combo and their hand at the time, it is important to know each method.

Chaining Cards Together

Comboing with no bells and whistles is sometimes an optimal strategy. If using Fighters that can Lock enemy switching like SP SSB Vegeta PUR or SP Vegito RED. This methods also slightly increases the Combo’s overall damage, but generally, the opportunity cost of using this method outweighs its benefits.

Side Step

side step

In fighting games, the term "hitstun", refers to the amount of time a Fighter is in recoil after getting hit. If a combatant is hit and their opponent uses a move with a quicker start-up than the remaining duration of that combatant’s hitstun, their attack Combos. In Dragon Ball Legends, Blast Cards induce longer hitstun than Strike Cards, which means that Fighters can get away with using moves with longer start-ups and still maintain their Combos. 

This is relevant because of the Combo methods that are available to players who take advantage of the hitstun dealt by each Card they hold. Strike card hitstun lasts around .4 of a timer count. There is a single optimal option when Comboing after using Strike Cards, sidestepping and using another Card.

Charge Step

charge step

Blast Card hitstun lasts around .6 of a timer count. Blast Cards open up a couple optimal combo routes due to their long hitstun.

After using one, a Fighter can sidestep to recover some of their Vanish before using another Card (notably they can wait longer to use another card after sidestepping after using a Blast Card due to this hitstun differential), one can charge for a second to regain a lot more Ki than would otherwise be gained with sidestep before using another card (this is known as chargestep, and is generally meant to be used when 9-18 Ki restoration is preferable to a percentage of the Vanishing Gauge and 1-4 Ki Restoration). 

Tackle Step

Tackle Step

Tackle can be used to artificially extend Combos at the expense of overall Damage output. In situations where the ability to switch is barred by Substitution Count, it can be beneficial to use Tackle in between each card used to delay the battle. This is situationally useful, but useful nonetheless. 

Ending Combos

There are many, many ways to end Combos. Sometimes it’s necessary to end with a Tackle to gain space, sometimes it’s possible to end with a Main Ability that draws an additional card for Combo extension.

Switching into Main Abilities

Switching and using a main ability takes up about .5 of a timer count, allowing for some interesting ways to extend Combos after using Blast Cards, which induce around .6 seconds of hitstun.

After using a Blast Card, one can switch, use a Main Ability on entrance with new fresh Fighter, and Combo with their drawn Cards. This is only able to be done with Blast Cards, as the .4 second hitstun of a strike card does not allow for a maneuver that lasts approximately .5 of a Count to Combo. 

Breaking Combo Intentionally

Knowing how much hitstun each Card type induces isn’t just useful when it comes to knowing how to Combo successfully, it’s also useful when it comes to knowing what doesn’t.

Fighters with abilities that let them switch into Combos to cut their Damage Sustained or disrupt Combos are everywhere in Dragon Ball Legends, and countering them involves careful prediction and knowledge of timing.

Intentionally waiting past the .4 Count hitstun of Strike Cards and .6 Count hitstun of Blast Cards allows the next attack to be just slow enough to allow the switch to occur, but also just fast enough to prevent the switched opponent from Vanishing. 

Single Tap Punch

Some opponents spam side swipes to Vanish at the soonest possible moment when caught in a Combo. This can be exploited by ending Combos with a Single Tap Punch triggered just as the last used Card’s hitstun elapses.

Using only a Single Tap Punch allows one to still stay in neutral position due to its mercurial cooldown, letting a Fighter maintain their advantage by Vanishing their opponent’s next attack.

This technique is especially useful for Fighters that restore Ki when Vanishing an enemy attack, like SP Gogeta BLU, SP SSJ2 Trunks BLU, SP Angry Goku BLU


About the Author(s) site lead. Childhood Dragon Ball fan, game designer by hobby, forever DM.