Dragon Ball XENOVERSE revolutionizes Dragon Ball fighting games + there is DBO Character Creation

DLC Pack 2 is focusing on GT more…yay, just what I wanted. Ahem.

No Cooler, Janemba, Pikkon, Turles, Slug, False SSJ Goku. Movie characters plz :c

DLC pack 2 is said to include Towa and Mira as playables. Well Xenoverse really is getting better, though not sure how much they will support it after DLC 3. Though a sequel could double the content. :slight_smile:

I want to like this game, I really do. It’s well made and Xenoverse as an IP should continue as it has a lot of potential. However I’m finding the single player aspects repetitive because of a lack of different enemies to fight and different mission types, the customization needs improving, why can’t we change the colour of every costume in the game? It wouldn’t take HUGE amounts of effort to make that a thing. Xenoverse is a good idea but once again it’s falling short of my expectations, I was hoping the content it offered would make me forget the fact that it isn’t a true fighting game and is more like an arena fighter like J-Stars. I prefer Raging Blast/Tenkaichi/Budokai gameplay mainly because it’s all about the fight and the subsidiary elements are shit, but the gameplay itself is rather fun and nicely paced.

The online isn’t much to brag about, aside from very bad netcode with players stuttering up and down on screen when I knock them back making me drop my combos(for me at least, this is with 5 bar opponents as well) the community itself is just kinda…wow. I’d say around 50% of the builds I play are Ki Attack tanks and I’ve had 50% of my 50 stat health depleted by a single ultimate once. As much as I completely advocate the usage of variety in builds online coming across SSJ > Ultimate > Repeat builds again, and again, and again, and again is really starting to become a drag, as nice as it is to make these players question what they can do when you catch their snapback escape and chase them down all game it can get boring. It’s hard to find a match that ticks every box - 5 bars with minimal lag, decent at the game, has a character of equal level for fairness.

In my honest opinion as a single player game this is great, it’s a good FIRST step and it needs work. They need to add more interesting content that really varies from the same 5 powerful enemies to fight in the game, 6/10 overall. But as an online game when you run out of things to do on your own it gets really bad, and you’re better off just going back and playing one of the Raging Blasts on previous gen, as it offers a better online experience. The only thing this game offers above RB is that it has co-op, which is tedious to do over and over again as you have to finish your quest, walk back to the online quest station and invite your group before starting the quest again. No idea why they didn’t add a play again option, really makes the game drag.

In short - a great game but it’s what I’d expect of a beta. It isn’t the “Holy grail” of DBZ games I was hoping for, there are some bugs and a lack of content, as well as a very barebones combat system with obvious exploits.

That’s my verdict on it after a couple weeks with it, what’s everybody else thinking?

Fuck me to tears. I just typed like 4 paragraphs of text in reply to your post, and it somehow just deleted itself. Fucking forum didnt even save the draft too.

So in short, I like it, but the RNG is some serious bullshit.

Also, top 5 favorite ultimates?

-Perfect kamehameha
-chain destructo disc barrage
-special beam cannon
-ultra fighting bomber
-blue hurricane

My top 5 are…

Crasher Volcano
Super Vanishing Ball
Final Flash
Perfect Kamehameha
Sphere of Destruction

Crasher Volcano
Super Electric Strike
Vacation Delete
Blue Hurricane
Final Flash

Ok, I think I may have found a new favorite ultimate.

Has anyone given super ghost kamikaze attack a try? There’s a super and ult. version. Super is just one ghost, but ult. is a whole 'nother beast.

See, when you cast SGKA, the animation takes forever. Your character has to spit up each individual ghost (5) and then line them up for a quick pose. However, the upside is that you are completely intangible during the entire animation! You literally cant be hit! You could have 3 super kamehamehas hitting you and they’ll just go right through you! Once you activate the move, you cant be knocked out of it, period! You dont even get that “thunk” noise when hit either.

Now on their own, the ghosts do a decent amount of damage, and they fire off in intervals once you get close enough. They’ll even fire off while your being attacked! This isnt something you use for the damage; you use it for it’s utility.

Each ghosts staggers the opponent, opening them up and giving you a chance to get in and do some damage yourself. In this way, they work like rose’s illusion satelitte in SF4; deterring your opponent from getting too close, shifting the momentum of the fight, and creating openings for yourself. The intangibility+long animation can also be used to stall out transformations.

Combine SGKA with a move like instant transmission or shining slash and you can really harass your opponent!

Basically, when you use SGKA, it’s all props to you; the ball is in your court. The ONLY negative is that at the tail end of the animation, when the ghosts line up behind you, they become tangible, and they CAN be destroyed if hit with a large enough attack like super vanishing ball or big bang kamehameha.

I really suggest you guys give it a try if you havent already. This move really shines in PVP.

Spirit Ball is a nice troll ult.
I thought Neo Tri-Beam was incredible, but it frontloads your build too much.
Perfect Kamehameha is OP.

So how are people finding the competitive aspect of this game? Especially now that “bwahaha thanks for the energy” has been fixed? I’m surprised there isnt more talk about the actual metagame going on.

Like, what do you find yourself using to deal with spammers? Runners? Super armor abusers? What moves are working out for you? Let’s talk strategy here.

Tyrant Lancer has been a great close to mid-range move so far, and works nicely as a combo ender. It comes out quickly, too, so it’s easy to hit with. The blast has a surprisingly long reach.

DIE DIE Missile Barrage is my go-to ranged attack. The blasts have fantastic tracking.

Instant Transmission is just about a must in PVP. It’s utility is unreal. Besides the obvious ability to avoid ki blast ultimates, you can really mess with people who like to dash attack all day. Just the ability to reappear right in your opponent’s face at any given time (or behind if you’re close) is pretty handy.

I mentioned super ghost kamikaze attack before, but another ultimate that compliments it is hellzone grenade. This move catches you no matter where you are and locks you into the move. The only real way to avoid it is by using an evasive move. The tradeoff is that the damage is pretty low for an ultimate. Still, fantastic for stopping runners, and works well with SGKA, as that move is easily avoided by boost dashing, which hellzone completely stops!

You want to body Super/Ultimate spammers?

Change The Future.

Can’t quite get into the meta. Especially considering I heavily dislike the created characters now. I prefer playing as Bardock and sadly I can’t create a custom version of him with differing ki/stamina, one of the flaws in Xenoverse IMO is that the actual characters themselves have been overshadowed completely by the CaC system.

This game died faster than Yamcha.

It’s because they fucked up the online-related stuff. The RNG is one thing, but constant network errors, server drops, lack of options, and other issues are the deciding factors.

I dunno what you guys are talking about. I’ve got 8 created characters with 7 at lv. 80 and all the skills unlocked. Now I’m working towards all z ranks on the PQs, as well as unlocking any missing costumes and z-souls.

Also, they just released an update that upped the level cap to 85, among other things.

I’m getting my moneys worth.

No one said they didn’t enjoy the game or get their money’s worth. We’re just acknowledging its glaring flaws… Things that, if fixed, would make the game a lot better.

Lack of a proper dodging system is getting on my nerves, the game barely promotes blocking. The only viable defence option is just guard which is impossible online because of the shitty netcode.

They’ve supposedly patched some of the annoying ultimates though, Death Ball has no auto-tracking anymore.

Have you tried vanishing? Ya know, the “teleport behind the other guy” move?

And what’s the issue with blocking, exactly? Know your opponents attack range, stay out of it, and block when they get close. Like street fighter, you need to feel your way in, and wait for an opening.

Blocking is also tied to your stamina; the more stamina you have, the more attacks you can block. But unlike street fighter, dodging is usually a better option, as stamina is incredibly important in this game. A lot of people mindlessly teleport out of your basic attack combos and burn their stamina quickly, making it that much harder to defend when they are on the defensive. You block the weak moves (basic attacks/combos), and dodge the strong ones (ki blast supers and ultimates). What exactly is lacking in the “dodging system?”

You also have to choose the right evasive moves to use. Some like angry shout are great on melee builds because you stagger the opponent and gain some ki while staying within melee range, but not so great on a squishy ki user for the exact same reason; you’re still in melee range. Ki blast users should opt for moves that reposition them, like super back jump, because they need some distance to work their magic. Also, evasive moves that reposition you are great if you get caught in an ultimate, whereas angry shout would still leave you in the path of the attack.

You can also tap the dash button + a direction to do a “dash step” in any of the 4 directions. Doing a backwards “dash step” is great for staying just out of your opponents attack range, and I probably dont need to explain the usefulness of hopping left or right.

Another trick is a manual “snap vanish.” It lets you advance via a teleport, which is INVALUABLE when facing ki blast users. You can basically close the distance while avoiding damage. I cant tell you how many ultimates I’ve simply “jumped” through (the non beam ones, that is).


This isnt even considering all of the defensive moves like super guard, instant transmission, and the counter moves (god breaker, change the future, and pressure sign). There are plenty of defensive options, and as I said, you’re usually better off avoiding attacks than blocking them. How you move about the arena and position yourself in relation to your opponent is key.

And as far as netcode goes, I havent had any issues on the 360. Only time I have had an issue is when the other person has a garbage connection. I think I’ve had a total of 1 match that was unplayable since launch, and they had a 1 bar connection anyway.

It still tracks, just not as much.

I know the mechanics, but appreciate the effort into the explanation of them for others regardless. Vanishing is the go-to option for many players, and I dislike that. Half of the players I come up against don’t even attempt to block, they just snap out of it when I’m midway through. That in itself is enough to show me that blocking wasn’t a mechanic they properly thought out. Vanishing offers too much in comparison to the others. I already know a badly made vanish can be countered with a snap-back attack although doesn’t net anything if they block. Tell me any incentive to block over simply vanishing at any given time, and why blocking as a whole is a well structured mechanic in Xenoverse. Vanish is the holy grail, it gets you out for barely anything, you get put in a great position, AND you can just quickstep/throw out an ultimate afterwards to avoid the snap-back.

As previously stated, I like the concept of Xenoverse but the gameplay isn’t fun for me, and I don’t like it as much as I thought I would. Single player was a great novelty but now I’ve finished it and seen how painfully average it all was, I’m pretty much done with the game now.

A bigger issue now I remember is that you cannot see your opponents stamina bar in matches, so how can I establish when and when not to devote my resources into an attack? It’s just a guessing game at that point. Too many small issues that build up towards one larger problem. Hopefully the next one in the series improves from some of the poorer design choices made in this one.

Snap back? You mean the “backwards attack?” Where you strike behind you? That requires you to read your opponent a little. For me, whenever I start a melee combo, I’m always looking for that vanish sound effect, as well the visual cue, of course. As soon as they vanish, I go for the back attack and it hits them nearly every time. You can absolutely hit them out of it before they have time to block, it just requires practice. Your backwards attack comes out faster than their vanish recovers, and it they block or back off, you’re still in a good position as they just lost 2 bars of stamina just so they could even the playing field. And besides, the vast majority of players I’ve seen always go on the attack after a vanish, so you will have a better shot at catching them then you might think. Just yesterday, I caught this guy with my backwards attack 3 times in a row, all because I knew he wanted to vanish and was prepared for it. Not only did I get off a good chunk of damage, but I got him to waste 6 bars of stamina!

Vanishing does offer a great advantage, but again, it requires 2 stamina bars, and people often abuse it without thinking. Sometimes, the best counter to a vanish is to vanish yourself, and then back off in order to reposition yourself and plan out your next attack.

Plus, I think the naruto ultimate storm games have it way worse with their substitution jutsus.

Because blocking stops you from getting hit and allows you to maintain your position without wasting stamina. I mean, come on, do I really need to explain how blocking is a good idea?

Fighting games are about imposing your will on your opponent. By blocking your opponents attacks, you’re saying “you cant hurt me. I wont budge from this spot. I wont buckle under the pressure you’re putting on me.”

There are ways to get around blocking; a guard break, and throwing, both of which require you to make a read and look for visual cues. If they charge up a guard break, you can see it. If they attempt a throw, you can see it. You need to feel out when you opponent might try something to get around your defense, and react accordingly.

For example, if they attempt a guard break, I can either let go of the block button and take the hit (you loss all of your stamina if your guard is broken), or vanish behind them. If they throw, I can sidestep them, fly up, or take the throw (even if I took the damage, 90% of throws put a fair distance between both players, meaning you are no longer under pressure).

There are very, very few ultimates that start up that quickly. Most take a few seconds to launch, and the game even brings up an indicator for you. If you cant react and dash out of the way in time, that’s your fault. My instinct is to run away as soon as I see that little “they’re doing an ultimate” indicator. And if by some unknown reason, they do catch you in one, use an evasive move. In that case, you got them to waste 2 bars of stamina and 3 bars of ki, while you only lost 3 bars of stamina.

You can hit left on the d-pad to bring up your scouter. Besides seeing all of your opponents moves, you can see how much health and ki they have in numbered form (100 points of ki is 1 bar of ki).

And for stamina, no, it’s not a guessing game; it’s you being required to commit to a move and accept the possible risks/outcomes of that move. “if I go in for a combo, I need to be prepared for the very real possibility that they’ll vanish.” You need to play as if your opponent can outmaneuver you at any time. It keeps you on your toes.

Besides, you can simply keep a mental note of what stamina draining moves they’ve used.

“Ok, he vanished twice. That’s 4 bars of stamina.”
“He used an evasive move. He’s down 3 bars of stamina.”
“He flashes red when he blocks my attacks. He’s got almost no stamina left.”

Unlike the naruto storm games, you cant see how many times your opponent can use their “get out of jail free” move. This works because it makes the game far less defensive. If you knew your opponent had 4 vanishes left while you only had 2, you’d never engage them! And if both players had the same number of vanishes, they’d both be discouraged from committing to a move and you’d have a stalemate.

Started my own series of DB Xenoverse videos, featuring endless battle sessions with my created characters. The first 3 star my original character do not steal “Majin Fuu.”

EDIT: New link. Reuploaded them because I wanted to add a watermark. =P