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

Didn’t know there was an SRK thread for this. Cool

I think Froztey commented on the character roster before and unfortunately, that’s expected of Dimps by now. They make odd roster choices which always seems to baffle me. In Budokai 3, they left out Bebi who was the main reason Goku went SSJ4 yet put in Omega and SSJ4 Vegeta. Understandable in a way but then you look at Shin Budokai AR. SSJ4 Goku was an unlockable character (IIRC he had his own character slot) yet there wasn’t a single other GT character. Seems weird to add him and not even a GT villain or SSJ4 Vegeta to fight “on par” with him. It was always GT related but now they’re apparently missing Majin Vegeta, SSJ1/2 Adult Gohan (despite the amount of work they put in to recreating Movie 10), base Teen Gohan despite not wanting transformations to be permanent, etc.

I think they said they dont want permanent transformations bc they weren’t really permanent in the show…but they kinda were. Not sure if it was filler or not, but Goku made Gohan and himself stay in SSJ for a full day to condition their bodies to it. After that, you never really hear SSJ being a strain on the body except for when Goku goes SSJ3. Speaking of transformations, the game being rushed would explain why Namekians don’t have any Sync with X or Fuse with Y transformations. They could have used the character creator even, made two specific Namekians, and made it so that they’re in the story for nothing but giving you a transformation. They wouldn’t need movelists or anything. Maybe just a few lines and that’s it.

Although I do feel like this game was rushed, I’ll buy it in hopes that it sells well enough to make a second one where it isn’t as rushed since the core game will already be done.

The Syncing/Fusing was more of a Piccolo thing than a Namekian thing, so I can see why they wouldn’t have it. Besides, it’s not something you can turn on and off. Once you sync/fuse, that’s it. The way it was portrayed in past games was incorrect, just like Unlock Potential. I can’t think of a way to implement it as a temporary transformation that wouldn’t be dumb.

Season Pass/DLC announcement killed the game for me. So glad I didn’t jump the boat.

SSJ1/2 Adult Gohan is around, I’ve watched gameplay of him transforming into both. The point you made about SSJ Teen Gohan is exactly the reason I think it’s retarded too, they’ve been going back on what they say and tripping over previous statements during the games reveal stages, not drastically but in small ways that make me think “They were just making excuses for the lack of this/that.”

I feel like it’s rushed also, but as we’ve seen from previous DBZ titles the first is usually the “worst” of the bunch. Tenkaichi/Budokai for the prime examples of this. First game usually lays down a foundation for the second to build upon, with a third pseudo-“perfecting” the formula. But even so it shouldn’t take 3 installments to make a truly great game, that only shows incompetence from the game developers.

Thing is NB didn’t give DIMPS that chance with Burst Limit (which I would have preferred); I hope they don’t fuck them over again.

Burst Limit was the perfect direction to go in…but they made Raging Blast instead.

What made Burst Limit so special? I generally thought that they were all button mashers (not a diss).

Didn’t it fail commercially? Even though it was a great game and my favourite on the last-gen consoles if it didn’t sell well it’s hard for a publisher to up and say “Yeah try again we’ll burn more money for you” I think RB1 didn’t do TOO badly as far as I’m aware…I’ll go check on the sales numbers at some point.

The mechanics in the game make it more similar to a traditional fighter with a DBZ twist as opposed to a 3D plain-fighter like Tenkaichi and Raging Blast, it played really well but it had a few flaws; namely roster and some “meh” gameplay mechanics like the assist system it had which I guess I can compare to Street Fighter x Tekken’s Gem system a little bit, only slightly though. Thing is it was slightly harder to play well than Tenkaichi/Budokai and I can imagine the younger audience weren’t particularly happy with more complex combo systems in a DBZ game, they’re meant to be easy access fun after all.

It lacked if you were buying for a single-player experience and the character roster was really tiny. So in the end because of it’s slight learning curve and lack of content, I can only assume it failed because of that because the game itself was great fun to play.

Disagree. Burst Limit is no where near how DBZ class fighting should be designed. Burst Limit is just a street fighter clone in comparison to things like Raging Blast and Budokai Tenkaichi. Tradition is sorely overrated and too depended upon.
Traditional fighters should not be used as a measuring stick for all fighting games,
just like a single religion should not monopolize nor dictate how all cultures and people should think and live.

This is entirely better and DBZ authentic fighting: Xenoverse is a more perfect direction for this videogame fighting franchise.
of course not will all agree, but fans that want something else can go back to Burst Limit if that is their cup of tea. :slight_smile:

Lol… Burst Limit plays NOTHING like Street Fighter.

Raging Blast is doo doo, just like Ultimate Tenkaichi. Can’t support games that barely let you play.

I’ve recorded some ranked gameplay from fuji3san on twitch, sadly some stuff is really unbalanced at the moment, like Deathball infinite or Kid Boo’s Planet Destroyer:
https://www.youtube.com/channel/UCNpmaJ-34eQ8MqrucBXu8ow/videos

I will rework on my breakdown once the game comes out in EU

EDIT: I recorded this interesting match from the stream, it was literally footsies

Human regenerate Ki over time and the movelist was focused on fast hitting ki blasts with afterimage strike for the mixup

Raging Blast actually did worse than Burst Limit, not by much but still worse. Burst Limit was the best selling game on PS3 in Japan for a couple months believe it or not.

It had better scores and sold better (if only by a little) than Raging Blast yet they ditched BL and greenlit a RB sequel with the swiftness.

I don’t buy the complex combos thing. BL has base combos (the ones in the command list) that are easy for young kids. The same way you don’t have to touch FADCs, tick throws, option-selects, 1-frame link combos etc. in SF4, you don’t have to delve into the more complex stuff in BL to enjoy it. Nothing about the base game is hard.

Hell, I have literally zero idea then. Maybe it was DIMPS who didn’t like the idea of being contracted by them for a sequel? I never looked into the sales numbers, but hey you answered it for me.

When I say complex I mean almost literally anything that isn’t just mashing the controller a bunch, the Tenkaichi-styled games you can easily get away with “spam square, charge ki, super/ultimate” and play competently, no learning curve at all. Much easier to access when you compare it to Burst Limit which to me was less of a cheese-off. This is from my personal experience in RB2 and literally nobody I played online knowing how to work the cancel system and mainly just charged ki for supers and ultimates…save for easily less than 10 opponents in the year I played that game. So complex in the sense that it’s being played by anybody around the ages of 8-13 as that’s what I’d assume a big portion of the demographic was, kids.

I’d love a new reworked breakdown, both of your previous ones have been outstanding. You’ve been a huge contributor for me personally, keep up being awesome dude.

I don’t think Affinity meant a true Street Fighter clone but rather that Burst Limit was nothing but a traditional fighter (like SF) with DBZ characters and tbh, that’s how I’ve always seen the Budokai/BL games. They’re great fighters but the Tenkaichi/RB/Xenoverse games are DBZ simulators. They give you a better sense of what a DBZ fight would be like than a 2D series could ever do.

I loved Shin Budokai: AR but tbh, Burst Limit had characters that felt really heavy IIRC. Like I cant explain it besides that the characters felt sluggish. Besides that, I’d love for a console version of Shin Budokai with more characters and all that.

Gonna watch SSJLuffy’s vids.

I understand what you’re saying; RB is easier than BL and that’s true. Still, at they’re base levels both games are still piss easy for their target demo.

Also I agree with you in that DIMPS probably didn’t want to be contractually obligated for a sequel but damn I tear up at what could have been for a sequel. A lot of BL’s problems were easy fixes. Bringing back Aura Burst to replace Aura Spark and slightly increasing forward dash speed would have fixed the insane turtling in BL with Aura Burst being great offensively and defensively.

Ugh I’ll just keep praying we’ll get it one day (with good net this time).

Holy fuck, why does Death Ball do so much damage?


1:50

I wish I could buy the JPN PS3 version just to see how to counter that. I heard charged melee attacks work against deathball spammers but super explosive wave(?) pushes you out as far as I can tell. And he definitely tried to dash out of the way.

Because it’s a Death Ball :wink:.

Seriously, though… I think the damage is due to the character’s stats. That’s ridiculous and something they definitely need to address. If not, this game will be dead on arrival.

This move is Kid Boo’s planet destroyer, it’s mostly due stats, but also because of the move.
SSJ letting you using super and ultimates for no Ki cost is seriously no good idea, wished they would add some cooldown on Ultimates.

Also there is this Z-Soul, which revives you on down with 25% health and infinite Ki.

Also you see Deathball comboes into itself, yeah, a cooldown on Ultimates or another nerf is seriously needed.

What happened to only having 2 ultimate uses per match? I’m sure that was spoken about at some point before it released.

Here’s what I know so far about Death Ball:
[list=1]
[] There’s two - the Namek version and the one used against Bardock/Planet Vegeta. The Namek one is smaller. I believe the one in the vid is the Bardock one.
[
] Blocking it drains all your stamina (didn’t say how many bars it actually drains) so against a inf. Ki spammer, the next one will hit you.
[*] Supers have super armor during startup (that can be broken with charged melee(?) attacks) but are invincible after being launched.
[/list]

IIRC, there’s no stat that directly correlates to your defense which is odd. Players say you can Just Guard Death Ball and other supers which won’t decrease your stamina and gives you ki but I haven’t seen it.
Stats and Max Level

[details=Spoiler] Speaking of stats, it seems there’s 237 points total (level cap is 80 so 3x79)

So far, AFAIK each multiple of 5 points in Ki gives you one extra ki bar. So 5 points = 1 Ki bar, 25 points = 2 Ki bars, etc. Not sure how it works for stamina and everything else[/details]

Nonetheless, I’ve actually been starting to wonder if this game will even be played competitively 1v1. I mean, look at a game like Gundam EXVS. Sure, you can play 1v1, but the majority (if not all) of the competitive community play 2v2. There’s a chance that this game may be super unbalanced 1v1 but having a partner that compensates for your weaknesses in 2v2 or 3v3 may be a better way to play the game.

Lastly, this video was released

https://www.youtube.com/watch?v=zi6DUCxqMnI

Probably worded or said wrong. You can only choose two ultimates (SSJ, SSJ2, and SSJ3 count as an ultimate). Haven’t heard anything about there being a limit on how many you can do.

And yeah, a cooldown would work wonders.