Dragon Ball FighterZ

Got a phone and WiFi? That's two connections. PingAim routes DBFZ through whichever is most stable — while everything else stays on your default network. In rollback netcode, jitter on your side directly increases rollback frame depth mid-combo; a clean dedicated connection eliminates that variable.

2D Fighter Arc System Works, 2018

Does PingAim Help in Dragon Ball FighterZ?

Compatible — EAC does not block PingAim
More about Easy Anti-Cheathow it works · what it blocks · known conflicts
Kernel-levelBlocks DLL injectionBlocks unsigned driversBlocks WinDiverttolerated

Dragon Ball FighterZ uses EasyAntiCheat (EAC), owned by Epic Games. EAC installs a kernel-level driver that runs during online play. The game can be launched offline with EAC disabled — community guides exist for this. EAC's presence in a P2P fighting game is largely a publisher requirement: rollback netcode only synchronizes input frames between two clients, so client-side manipulation causes desync and disconnection rather than a gameplay advantage. EAC is primarily there to satisfy Bandai Namco's publishing policies rather than solve a meaningful cheating vector for this genre.

VPN and network optimizers

Network optimizers using WFP (not WinDivert or DLL injection) are tolerated by EAC. WTFast officially supports Dragon Ball FighterZ and users report no ban issues. https://www.wtfast.com/en/games/dragon-ball-fighterz/ However, as a P2P game, a GPN or VPN can only optimize your path to the Bandai Namco lobby/matchmaking server — it cannot reroute the direct P2P connection to your opponent, which is the actual match latency path.

Known software conflicts

  • [object Object]
  • Anti-cheatEAC
  • ProtocolUDP
  • Tick rate60 HZ
  • ConnectionPeer-to-peer
  • HostingBandai Namco Entertainment (lo…
  • EngineUnreal Engine 4
  • NATModerate

Why ping matters in Dragon Ball FighterZ

Latency sensitivity High

Ping noticeably shapes the experience.

Dragon Ball FighterZ is a 60 fps team-based fighting game where frame-perfect execution matters significantly. Each frame is 16.67ms — combo routes, assist call timing, vanish attack counters, and guard pressure all operate on 1-5 frame windows. The rollback netcode (PC/PS5/Xbox Series) changes how latency manifests: instead of added input delay, you get visual corrections (rollback). At 50ms you have approximately 3 rollback frames — nearly imperceptible. At 150ms you have about 9 rollback frames — combos and reaction-based play are noticeably disrupted. The game is rated 'high' rather than 'critical' because: (1) the rollback implementation is a retrofit and slightly less polished than GG Strive, meaning jitter has a bigger impact; (2) team-based assists and high-damage combos create more tolerance for brief visual corrections compared to pure 1v1 games; (3) the large portion of the playerbase on PS4/Switch still uses delay-based netcode, making cross-platform player expectation management relevant.

About Dragon Ball FighterZbackground, studio, esports scene

Dragon Ball FighterZ is a 2.5D team-based fighting game developed by Arc System Works and published by Bandai Namco Entertainment. It was released on January 26, 2018, for PlayStation 4, Xbox One, and Windows, with a Nintendo Switch version following in September 2018. PlayStation 5 and Xbox Series X|S upgrades with rollback netcode arrived on February 29, 2024. The game is based on the Dragon Ball franchise and features a roster of 45 playable characters — 21 in the base game plus 24 released as paid DLC across multiple FighterZ Passes. Android 21, the game's main antagonist, is an original character designed by series creator Akira Toriyama.

Gameplay is built around 3-vs-3 team combat: each player selects three characters and switches between them freely during matches. The system emphasizes high-speed aerial combos, assist calls from bench characters, and mechanics such as the Vanish Attack (a teleport counter), Dragon Rush (a guard-breaking move), Super Dash (a homing approach), and the Sparking Blast system that temporarily powers up a character. Seven Dragon Balls can be collected during a match to summon Shenron for powerful special effects. The game runs on Unreal Engine 4 and was widely praised at launch for bringing Arc System Works' signature cel-shaded animation style — refined in Guilty Gear Xrd — to the Dragon Ball IP.

Dragon Ball FighterZ became a major competitive title immediately upon release. At EVO 2018, it attracted 2,530 entrants and an all-time EVO viewership record of approximately 258,000 concurrent Twitch viewers. Bandai Namco ran an official FighterZ World Tour circuit from 2018 through the 2024-2025 season. The game shipped with delay-based netcode but received a rollback netcode update on PC, PS5, and Xbox Series in February 2024 — a highly anticipated upgrade that arrived after an August 2022 announcement. Despite a rocky rollout with visual bugs at launch, the rollback implementation was patched through 2024. As of 2026, the game continues to receive balance patches and new characters, with Super Saiyan 4 Goku (Daima) planned for Spring 2026.

Developer
Arc System Works
Publisher
Bandai Namco Entertainment
Released
2018
Platforms
Windows, playstation4, playstation5, xbox_one, xbox_series, nintendo_switch
Engine
Unreal Engine 4
Esports
Tier 2 — established scene

PingAim detects Dragon Ball FighterZ automatically

No manual config. PingAim identifies Dragon Ball FighterZ by process name and routes it through your fastest connection using a kernel-level WFP driver.

When does PingAim help — and when doesn't it?

PingAim helps when...

  • You have a phone with 5G/LTE — tether via USB to isolate DBFZ from household congestion
  • You have both WiFi and Ethernet — route DBFZ through the more stable interface
  • You download or stream while playing — separate game and background traffic across connections
  • Your WiFi is congested at peak hours — bypass it by routing game traffic over 5G tethering
  • You have two ISPs or a dual-WAN router
  • Windows picks the wrong interface and DBFZ uses a congested adapter by default
  • Evening congestion causes jitter that increases rollback frame depth mid-match

Won't help when...

  • You only have one network connection with no way to add a second
  • Your only connection is already fast and stable (under 20ms, no jitter)
  • Opponent has high ping — P2P means their connection is the other variable, not yours
  • Rollback frames are caused by opponent's connection quality, not yours
  • FPS drops or CPU stutter (not network related — UE4 shader compilation and high particle effects are common performance causes in DBFZ)
  • Using delay-based netcode mode on PC — delay-based adds fixed input delay, not dependent on jitter reduction
  • Steam Download Region mismatch bug — this is a configuration issue (fix: match Steam Download Region to in-game region in Steam settings)
  • Region mismatch — playing on Asia servers from South America adds fundamental geographic latency PingAim cannot overcome

Recent Updates

See all Dragon Ball FighterZ updates →

Community & Official Resources

Where players talk and where the publisher posts updates.

Glossary14 terms used on this page
Bufferbloat
Router/ISP queuing excess packets, inflating latency under load — common on consumer connections
Delay-based
Older netcode that adds fixed frames of input delay to synchronize both players — feels sluggish at high ping
EAC
Easy Anti-Cheat — kernel-level anti-cheat by Epic Games, runs when the game launches online
ISP
Internet Service Provider — the company providing your internet connection
Jitter
Variation in packet arrival times — causes inconsistent rollback depth even at low average ping
ms
Milliseconds — 1/1000 of a second. Lower = better for gaming
P2P
Peer-to-peer — match traffic goes directly between the two players, not through a central server
Rollback
Netcode technique that predicts opponent inputs and corrects if wrong, instead of adding input delay
Rollback frames
How many frames the game had to rewind and re-simulate — higher = more visual corrections
Sparking Blast
Power-up mechanic that boosts damage and enables tag combos — activation timing matters in pressure
Super Dash
Homing aerial approach that tracks the opponent — rollback corrections can cause it to miss online
UDP
User Datagram Protocol — fast network protocol used for game traffic (no retransmission)
Vanish Attack
DBFZ teleport counter that costs 1 bar — timing is frame-sensitive and affected by rollback depth
WFP
Windows Filtering Platform — Windows kernel API for network traffic filtering. Used by PingAim
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