I'm still unclear on the "launching" thing. Can you only get launched by someone else, and is it a kind of attack or what?
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I'm still unclear on the "launching" thing. Can you only get launched by someone else, and is it a kind of attack or what?
I think if you pushed a shoulder button you got launched. Then both characters go into a flight mode. I had a little fun while I was over at my local game store. Used Goku, smacked Vegeta a few times did a combo that launched him, turned Super Saiyajin then shot a beam at him. I was impressed.
Heh, you're not very hard to please.
Well... yeah. I guess. I was impressed by how fluid it was, don't get me wrong it's not a breakthrough game. It's better than GT, but a loading screen is better than GT. It didnt seem terribly masher friendly, but again, without knowing any of the moves I did what I posted above.
As a Toriyama (Dr. Slump) and fighting game fan, I also thought the game was suprisingly good. Dimps focused on keeping the game fluid. Maybe not that hard given the anime inspiration, but they had their priorities straight for a fighting game. I do think that they kept the fighting engine simple on purpose since the target audience was kids.
The control layout is like VF3 with Energy replacing Evade. You sidestep by combining up/down with Guard. From what I can tell, that's about the only use for up/down. I'd describe it as VF on one axis. So what's that, VF1/4 ? I haven't seen many capsules yet, but they also give you moves. Including basic stuff like G+P throws. While I think depth was sacrificed for it, I can understand the appeal that the capsule system offers in terms of "building" your own characters. Don't know if there's more to Burst Mode than pure mashing.
All in all I'm finding the game to be quite a bit of fun. And smashing your opponents into other environments fits better here than in DOA. So I agree with Zerodash that this game will sell well. The groudwork has been laid in terms of establishing the fighting and rendering engines, so it would be a no brainer use some of the ommitted story elements on a sequel. Hopefully, Dimps will see fit to add a bit more depth next time around.
Well, my girlfriend bought me this as a present, and I've got to say, I'm thoroughly enjoying it. The story mode is dead on with the show, and it's pretty fun to re-enact all of it.
I don't want to touch off one of the interminable "this game is deep" v. "no, it's not" debates that inevitably pop up around every fighting game, but there are a number of subtleties in there to keep you playing. Certainly more to it than the initial impression of "dial-a-combo into supermove, then block" gameplay.
The manual mentions that you can hold P+K for a charged unblockable attack (the ones that glow). But it doesn't mention that a number of strings for each character end with a similar attack. You can hold the button for the last attack in those strings to charge the final shot and make it unblockable. Some of these even lead into specials. For instance, hold E when executing Yamcha's Wolf Fang Fist to charge it. And hold the final punch in Trunks' F+K,P,P,P to break a block, then tack on E for a Buster Cannon. These string-based power strikes will trigger Burst Mode just like a normal P+K.
All falls can be tech-rolled out of with G, U+G or D+G. This is tremendously important because it -saves transformations-. If you transform, then drop below the Ki level required for the transformation, you'll be knocked out of the form as soon as you're knocked to the ground. But tech-roll out of the knockdown, and you stay in the form. Given how much more powerful say, SSJ Goku is over normal form, this makes a world of difference.
Dash attacks with P or K (but not P+K) will disrupt a guard, but will not penetrate it. Instead they stagger the opponent, opening the door for a string.
Tech rolls are not available if the character is laid prone in mid-air. Also, certain strings perform differently in mid-air. Therefore, keeping the fight on the ground or not may be a tactical decision for some fighters.
There appears to be a damage reduction formula for juggles. More experimentation is called for.
There's plenty of other stuff at work too, even before you start really playing with the system via the capsules and custom fighters. Don't sell the fighting engine too short, though VF4 this ain't.
-Dan
I have one question, does it have voice acting and if so is it any good? One of the worst things about the USA Dragon Ball GT (amoung other things ;)) was the english voices they had for the characters... Vegeta was one of the worst I ever heard :p
Well, they got EVERYBODY from the US show to do their respective voices.
That's good to hear :)Quote:
Originally posted by Chux
Well, they got EVERYBODY from the US show to do their respective voices.