What games use the kaioken as a risk/reward skill instead of a generic power up?

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Jord
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What games use the kaioken as a risk/reward skill instead of a generic power up?

Post by Jord » Tue Oct 15, 2019 11:04 am

I really like the Kaioken in the anime and I think it's a shame it was basically gone after Namek. What I specifically like about it is the risk/reward aspect meaning you have to take your chances and can't just spam it.

However in most video games it's just a powered up state without any risk (see: Budokai games) or it is more like a super move (as seen in FighterZ). One game in which it IS a risk/reward thing is in Super Gokuden 2 on the Super Famicon/Snes where you sacrifice a bit of health to MASSIVELY increase your power. However, due to the game multiplies your power and the low health it costs it's extremely exploitable. However it does use Kaikoken in a way reminiscent of the series

Are there any other games that use Kaikoken like this?

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Re: What games use the kaioken as a risk/reward skill instead of a generic power up?

Post by Grimlock » Tue Oct 15, 2019 12:46 pm

Xenoverse 2. Kaio-ken x3 and Kaio-ken x20 consume a lot of stamina, mainly the latter.
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Re: What games use the kaioken as a risk/reward skill instead of a generic power up?

Post by Jord » Tue Oct 15, 2019 1:40 pm

Grimlock wrote: Tue Oct 15, 2019 12:46 pm Xenoverse 2. Kaio-ken x3 and Kaio-ken x20 consume a lot of stamina, mainly the latter.
What do you get in return? Just power?

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Re: What games use the kaioken as a risk/reward skill instead of a generic power up?

Post by DBZAOTA482 » Tue Oct 15, 2019 2:03 pm

In Super Dragon Ball Z, it gave you one bar of the special gauge meter at the cost of some health. In Tenkaichi, it significantly increased your attack power but it drained ki with no way of replenishing it.

All the games have a unique approach to it.
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Re: What games use the kaioken as a risk/reward skill instead of a generic power up?

Post by Fionordequester » Tue Oct 15, 2019 4:55 pm

Dragon Ball Z: Attack of the Saiyans, an RPG, had it so it doubled every one of your stats besides HP & Ki... For 2 Turns. After that, it wore off, took off 10% percent of your max health, and incapacitated Goku for a few turns. The only way to make it viable was to either...

1) Use it only when you know you're about to win.

2) Equip an accessory called "Head-Cha-La", which made you immune to status ailments. That meant that Goku wouldn't be put into stun! He'd just lose the 10% of max HP.

So, pretty creatively balanced, all things considered!
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Re: What games use the kaioken as a risk/reward skill instead of a generic power up?

Post by Koitsukai » Tue Oct 15, 2019 5:25 pm

XV2 has a Kaioken that consumes your health bar in exchange of augmented speed, melee and ki based damage.

The best example is SSB KKx10, life goes out the window like hell but every blow is devastating, and if you fail to deliver you die. I have read analysis regarding just how much stronger SSBKK makes you, I don't recall much more of it, nor can I produce a link.

Like someone else already stated, the lesser versions of KK (x2, x3, x20, that is the Z versions) consume stamina instead of health, and IIRC the damage you can deal with kaioken isn't that much, I would go as far as to say it is indistinguishable.

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Re: What games use the kaioken as a risk/reward skill instead of a generic power up?

Post by Jackalope89 » Tue Oct 22, 2019 12:54 am

Koitsukai wrote: Tue Oct 15, 2019 5:25 pm XV2 has a Kaioken that consumes your health bar in exchange of augmented speed, melee and ki based damage.

The best example is SSB KKx10, life goes out the window like hell but every blow is devastating, and if you fail to deliver you die. I have read analysis regarding just how much stronger SSBKK makes you, I don't recall much more of it, nor can I produce a link.

Like someone else already stated, the lesser versions of KK (x2, x3, x20, that is the Z versions) consume stamina instead of health, and IIRC the damage you can deal with kaioken isn't that much, I would go as far as to say it is indistinguishable.
It does give you speed boost (the higher the form, the more speed), but you also take more damage as well.

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Re: What games use the kaioken as a risk/reward skill instead of a generic power up?

Post by DragonBallLove » Tue Oct 22, 2019 6:04 pm

Nobody has mentioned still my beloved DRAGON BALL ONLINE (DBO), the full-of-Toriyama-input 2010's MMO for Asia markets.

Attack power: +20%
Critical hit chance: Multiplied per power up level of Kaio-Ken.
Attack speed: Doubled and is static.
Movement Speed: Approximately 1.5x faster.
LP: -115 LP multiplied per power up level of Kaio-Ken every 4 seconds
EP: -150 EP every 4 seconds.

As you can see, Kaioken can be activated many times, each time draining more LP (life points, aka HP in other games) and getting easier critical hits.

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