Yea I agree but its still early so hopefully when they are at Evo they are willing to take feedback and make changes. They should have a Stylish mode like in Revelator which gives you auto combos but still gives option for harder combos.
I donāt think that any of the characters of that build was played optimally. Frieza (or anyone) could be a zoner, but since zoning isnāt the most intuitive (or easy) playstyle, we didnāt saw any zoning attempts because people are trying the game for the very first time.
I think that P4A could give you an idea of what they could try to do in terms of accessibility, since that game was tailored to be accessible. And we know that some of the ideas from that game are coming back, like the auto combo when pressing a button multiple times, although now it seems that you can combine the auto combos to make your own stuff, like 2L and then 2M for example.
It seems that DBFZ will work like the stylish mode from BB and GG.
Only thing Iām worried about is finding a 3rd character to fit with my goku, piccolo team
Itās a crazy 3v3 assist fighter, so there are going to be a lot of abare situations where combos will most likely differ a good bit of the time. Probably going to be some crazy tag in combos as well.
Lol I might have to do that if he gets in. Wasnāt ssj 1 goku an unlockable in one of the snes games or was that final bout. I feel like they might take that route with ssb as a throwback.
pretty sure im thinking about the orignal super butouden, where the ssj versions of characters were all secret characters
Not liking Dragon Ball Z puts me in an awkward position of who to choose when I play. I donāt want to be a tier whore just because of that and I do really like the look of the game and want to play it. I guess I will just look at who plays the most like characters I play in BB, Marvel and GG as we learn more of it. Wish the beta was coming to PC as well but at least when it happens we will learn more of the game and its inner workings. Exciting.
Hi you must be new to ASW fighter. Outside of thier black sheep game ( Battle fantasia) most of asw game favors aggresive play and fsvor rush down with few notable zoning with intent close in safly and shift to rushdown again.
aggression was favored in BF too. all the charactersā Heat Up let them exert a ton of pressure in diff ways. I think it just feels that way because it was ground based and had SF-like footsies
This video does seem to confirm that Goku only turns SSJ3 during Meteor Smash if he is at low health. It also does more damage so itās not just cosmetic.
Finally got my hands on the game over the weekend at AX. There was a long line so matches were only best of 1. I spent about 2 hours in and out of line getting about 5 or so games in per day. The build seems to be the E3 build, I guess the Trunks build is being saved up for Evo. It seems like most the people I went up against had no Marvel/Guilty Gear experience so they did not know about assist or tag mechanics.
As promised a little while ago here is the raw footage. I had some games that were more competitive but sadly I mounted my GoPro poorly and the bottom fourth of the screen was cut off. Footage is ordered chronologically.
-You can tag-hyper without having to DHC, saving you a bar and being safer(?) than a raw tag. This also works if you want to swap characters mid-combo.
-Assist cooldowns feel too long, like 2x or even more than MvC3
-There seems to be a bit of blocking leniency when it comes to assists. I tried to open my opponent up by crossing them up during Vegetaās āCold Starā assist but it was completely blocked
-Each character besides Majin Buu had a very similar chain/magic series/gatling combo of L,M,H -> Homing Dash -> j.L, j.M, j.H
-Buuās medium attack (or was it forward medium?) is a headbutt that doesnāt chain from his light
-Guilty Gear-style air dashes and IADās felt kind of wonky or I just suck at using an XBone pad
-Charging super gauge is very slow at first, then the speed increases dramatically after like 1 or 2 seconds. Itās not worth it and I ate many a homing dash -> combo punish trying to make it work.
-I couldnāt seem to find a reliable air-to-ground and the homing dash felt too prevalent for approach. I often fell into the trap of overusing it.
-For level 3ās it seems like only Vegetaās is air-ok
-Buuās level 3 actually eats the opponent on KO
-There is another land-scorching animation when you do a kill someone with something like Friezaās death ball after Namek has already been destroyed
-Warp strikes spend 1 bar of meter, which is a little too much imo
-Homing dashes can follow up a warp strike (ie j.L, j.M, j.H ->warp strike -> homing dash -> j.L, j.M, jH etc.
Bonus: Sean Schemmel and Chris Sabat were ahead of me in line the second day of AX and they seemed to be filming a segment where they talk smack/commentate with their character voices behind people playing the game.
PS: @Saitsu They did have the Dragonball Super Starter decks for sale at AX for $15ish. Did I get you one? No, because I didnāt want to sweat the logistics of finding a way to deliver it to some random dude on a forum, sorry dude.