DBZ Budokai Dimps Fighter

[media=youtube]sh1WBXEbuRY]YouTube - DBZ Infinite World: Janemba [me] vs Baby [rambe04] 4 Fights [720p[/media]

I wanted to show this video of mine to show how this game is played in a competitive level. Given that the Dimps Budokai series has pretty much but died thanks to the failure that was Burst Limit on ps3/360. Infinite World came out later for PS2 w/o online and was what Burst Limit was meant to be.

Trying to find support to get this series back up to it’s former glory and with some luck have Atari give the OK for Dimps to develop another Budokai DBZ Fighter in this image.

I love the Dimps’ DBZ Budokai fighting games. I was really excited playing a then new DBZ fighter after the turd that was Final Bout. What killed me even more (with research I’ve done recently) is that FB was suppose to be the last Butouden game at the time. Little did I know back then that Dimps would continue to make a great series. There are 8 entries total so far and they are:
Budokai
Budokai 2
Budokai 3
Shin Budokai
Shin Budokai 2 (SBAR)
Burst Limit
Infinite World
DBE (yes, entry on the PSP based on the movie)

Out of all the them, IW and B3 are great, but SBAR is the best one. Everything in SBAR was just so complete with how the game mechanics worked. IW was a step back in a way. I don’t care if Dimps makes the next entry SB3 or BL2 (or both even ^_^) I just want Dimps to continue the DBZ Budokai series. If they make BL2 though, some things to be done:

  1. The cost for Mega Crash needs to cost more than just 1 bar
  2. Revise the Ki system.
  3. Remove drama pieces (then again, we don’t have to select any at all)

Burst Limit is pretty solid too…I have B3 matches on my account, but they’re before I learned all my useful strings and cancel points :sweat:

glad i find some people who appreciate this battle system. I had recently even sent an email to dimps regarding the matter

to tell u the truth, i’d rather see cyberconnect2 get a crack at the DBZ series.

i’m still really impressed by their narutimate series…and CC2 obviously ripped off the great ideas introduced by Dimps with their budokai series.

the budokai beam battles -became- the jutsu battles in NUN4+5

the dragon rush guesswork with the 4 different button inputs deciding whether or not the animation of attacks continued or not -became-the shadowblur rock-scissors-paper button input guesswork, dictating whether the attack was a hit,miss, or reversal.

the defending yourself against an ultimate attack by button input to see who did a better job of timing adopted by Naruto series…

etc…

Naruto, DragonballZ, OnePiece, Bleach, they are all published by Bandai, they should consider CC2+DIMPS doing huge roster, 2D or 2.5D fighters for all of these shonen shit.

i’d lose my shit if CC2 (with Dimps) was allowed to make a DBZ fighter!

edit: i wonder why no one who’s PC/programmer savy has tried to mugen these characters into one game using the CC2/DIMPS engine?

CC2 have made a great series based on Naruto, but they screwed up on Narutimate Accel 3. The best entries in the series are Narutimate Hero 2, Narutimate Accel 2, Ultimate Ninja Heroes 2.

I wouldn’t mind CC2 making another kick-ass fighter based on an anime.

I wouldn’t mind if they finally just made something decent for ps3/360 other than those crappy Spike games. Even though their last one was decent

You mean NSUNS2? Yeah, I’ve yet to play that one. Although many players are complaining about everything, even the KnJ “glitch” (I don’t think of it as a glitch). If you attack w/o a care, you’ll get what’s coming to ya, free ougi to the face.

On topic, I mind as well post some combos and stuff. Here is one for Bardok for SBAR:
~ = cancel and sidestep

  • = cancel
    -ABR = cancel into Aura Burst Rush
    -ABS = cancel into Aura Burst Slam
    xx = cancel to Super Move (Death Move, etc)
    R = Rush
    S = Slam
    E = Ki

SSE-ABS, /\E, move back a bit, >RRS-(should be behind the opponent), RRS-, >RSS(Ki cancel might be needed), >SE-, /SE-, /Sxx>E

Forgot the damage it does, I do not know how to calculate the Ki gained for the opponent.

This is a combo of Cell for SBAR from my friend Sori

[media=youtube]nizWhIl7MAM[/media]

Oh yeah, I’ve seen that recently. I’ve yet to understand how to use Ki attacks in a combo and cancel them with Ki cancel. I do know, however, that there is alot set ups you can do in SBAR.

Ki cancel is identical to regular guard cancelling, you just hold it down, charge, then guard etc, but you need to have pro speed to make it work in battle and actually connect in combos

They need to release a Budokai on PSN with online play, that would be awesome.

meanwhile we can enjoy great offline gameplay like this one

Shoryuken - DBZ Infinite World: Ultimate CPU Fight By Gogetassj4666/Pijo08el AKA Adrian

[media=youtube]0TA-hagrxk0]YouTube - DBZ Budokai: Ki Management Tutorial PRO Tips by Underlordtico [720p[/media]

nice tutorial you made. heh

all in hopes of teaching people how to play budokai the right way

Very nice tutorial man! This is actually what was needed, especially to teach others about the game series.

thanks man, hopefully if another budokai releases for ps3/360 this can be used as the setting stone for the competitive gameplay

LOl, i was thinking of the people that are so bad at games that the moment they see an infinite they automatically assume you suck or something or that you can’t win w/o them w/o even knowing the game. These noob players which I have encountered so many of them do not realize even after I having explained in many videos that a combo in Budokai has a damage cap at 34 hits so infinites can’t kill u and the damage multipliers decrease as they get closer to a 34 hit combo at which point each hit starts doing 1 point of damage per hit (1000 damage = 1 health bar, so 1000 hits = 1000 damage counting after 34 hits) XD I actually had a user comment that he could do a combo for 1 hour straight 1 point of damage per hit w/o messing up to kill 1 person with full health (7000 damage is 7 bars which is full health, thats at about a 6000 hit combo after damage caps kick in) and that he could do it w/o getting tired of messing up once lol. Considering that’s horrendous to hear I’m quite sure there is a time limit on the fight lol. Now you guys can see the stupidity I have to deal with.

Since infinites got a damage cap at 34 hits, and by 25 hits they are doing very little damage and most ground combos end and start an airborne juggle/infinite sequence after 20 hits infinites are just the same as ground combos and are there just to gain ki/energy bck fast.

plus, u can just teleport out of the combo…as long as you have enough ki.

hey, while playing nun series, i’ve noticed the cpu can cancel out a dash roll.
does anyone know how to do that.
that shit escapes me.

i know how to cancel out of an attack by hitting the projectile kunai/shuriken button while in a punch/kick combo to cancel the combo…but i cant figure out how to cancel a dash roll.
dash roll is when you double jump quickly and your character rolls up into a ball and dashes towards the opponent.

i’ve also seen the cpu cancel an ougi, don’t know how either.

lastly, vegeta and vegito in bud3 have this glitch move where it knocks the opponent waaaaaaaaaay up the screen, almost out of the stage area vertically.
i think its kick,kick, back+kick, then while the opponent is in the air, kick,kick, back+kick…after this last hit the opponent gets launched past the top of the invisible vertical barrier.
anybody know this one?
i think it was k,k,b+k.
its been years since i did it.

eDIT:
Holy shi-
have you seen the SRK homepage?
there’s a new Rurouni Kenshin psp fighter coming out son!

I forgot to say something, it might be a better idea to post anything regarding the Budokai series in this topic than the other one on this site. It just makes sense.

true, but might as well keep both going since more people seem to visit the other section more. Prolly due to laziness from not wanting to scroll down lol