Hold…the…phone.
I think I saw some segments where it showed the canon owner of a technique doing the move in front of a custom character, then the custom character used it…
So, you can TRAIN WITH A CANON CHARACTER! FANSERVICE THROUGH THE ROOF!
Hold…the…phone.
I think I saw some segments where it showed the canon owner of a technique doing the move in front of a custom character, then the custom character used it…
So, you can TRAIN WITH A CANON CHARACTER! FANSERVICE THROUGH THE ROOF!
translations of the network test guide the deepest, innovative, revolutionary, and most immersive Dragon Ball fighting game ever!!
part 1
part 2
part3
I did a full breakdown of currently known mechanics of this game (probably wasted my time, but yeah xD)
Hope you enjoy it, also warning, tons of animated gifs and typos:
DB Xenoverse Fighting mechanics
How dare you compare Budokai to Street Fighter, Budokai plays nothing like SF. First of all Budokai is a 3D fighting game, it doesn’t have the fundamentals of a 2D fighter. Budokai is all about rushdown, mindgames and Ki management. You can’t turtle, there’s no projectile zoning, you close the gap between you and your opponent very quickly. Budokai is a unique fighting game and has nothing to do with SF, on the other hand Xenoverse is more of a DBZ simulator and probably won’t be a competitive fighter. Nothing wrong with it, I think it can surpass other next gen DBZ games, def worth playing.
I don’t know. What I saw from the footage, it shapes up to be a quite nice competitive nichee 3D fighter. Tons of combo escape possibility, mixup, I think even ki blast zoning will be possible in Xenoverse. Dat pseudo crossup feature is pretty funny in my eyes, though.
Also they attempted to balance the Super Saiyan transformation, Ultimate Attack, which eats up 1 of 2 available Ultimate Slots, Ki/Special meter Drain, stat boosts and Special Attacks and Ultimate Attacks for 0 Ki/Special meter. Well, it also has few RPG elements in it, so is this an RPG fighter?
Just my 2cents…
Also dat title of this topic o.O
Seeing a write-up of the mechanics is refreshing.
Crossups, parries, bursts, etc.
So far, I’m looking optimistic about this.
I’m actually coming around on this the fighting system looks like a nice hybrid of the Budokai and Tenkaichi styles and the customization actually looks pretty neat
newcomers are learning the controls. http://www.youtube.com/watch?v=ccadmlCDhTI beware of their noob knowledge and beta build glitches (they have plenty of months to polish it.) https://www.youtube.com/watch?v=0F2nExmAJZk
the Scouter is demonstrated. the first person is sooo cool!! Stylish skilled opponents will kick ass while mastering the scouter. https://www.youtube.com/watch?v=1Lsyx85O-G0
I’m making gifs out of my twitch stream atm. Planning to write a ver. 2.0 of my breakdown.
Also this teamwork is pretty sexy:
And that gif clinches it. This is Battle of Z 2: Now with custom characters.
This just may be the worst thing ever.
Just from watching it and reading up on the mechanics and I can see that’s not even close to the case.
So I really wanna know what’s guiding your judgement…
Jump Cancels are hard in this game, especially your attack connects with your opponent (block/hit), because if your timing is wrong, you get a vanish instead. Also wanna tell you, that some moves can be step/boost dash cancelled. Nappa and Radditz have a divekick. Almost every basic melee attack can be cancelled into Ki-Blasts or into a backattack (which is also cancelable into Ki-Blast). Well, here is an example of a step cancel with Nappa.
https://imageshack.com/a/img538/9691/jp2pLw.gif
Also expect a v2.0 of my breakdown tomorrow, if I can finish it.
So at any point you can cancel a basic string?
By the way is there a archive for that stream?
Any basic strings can be cancelled with a Ki Blast, I’m not sure with Jump cancels, because I keep failing them
Also Archive, 4th one is just me testing some stuff offline and figuring out some move properties:
ver2.0 of my breakdown got released: http://monkeydvegetto.tumblr.com/post/99483429399/dragonball-xenoverse-fighting-mechanics-v2-0
The parry system adds another level of depth.
this is becoming the ultimate of the ultimate fighting games!!!
I’ve seen a lot of gameplay for this considering all of the DBZ games have fallen short since Tenkaichi, they’ve just seemed like complete cash grabs apart from Raging Blast which was mediocre.
I trust in DIMPS to make a good DBZ fighting game for the fans. The thing is it will never be as hardcore as other fighting games, take into consideration that their target audience is younger than a lot of the FGC and thus the mechanics aren’t going to be to the level of classic fighters like Street Fighter etc.
I am hype for this though, especially now they’ve announced it for PC. Need to thank SSJ-Luffy for doing all of the lab time and figuring out the more advanced game mechanics!
I don’t really care if it has a big following like more traditional fighting games, just a dedicated fanbase.
After watching some high level play of UNS Revolution, the execution barrier is low but it’s a lot of of mind games and resource management at such a fast pace.
When DBX comes out and ppl start to dig into the mechanics and really start to put all the offensive and defensive tools together its gonna be more than what ppl expected.
The comparisons to BOZ are unfounded as even a minute of gameplay puts that to rest. There’s clearly been some thought put into the mechanics.
Never thought too much of UNS, one button fighters don’t feel satisfying enough even if there is a large amount of mind games during a match.
I can definitely see Xenoverse having a dedicated fanbase, and living on a year or two after it’s release. What scares me is that DIMPS may be rushed into finishing it’s development to fit it’s release window and have some parts of the game feel lackluster, which I would hate to see happen and spoil what could potentially be the best DBZ fighting game to ever release.
is… is it true? it can’t be… is it here? … is it really here T_T …a goohd deebe z gahme? T_T