Hypothetical DBX Sequel: Combat discussion

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Hypothetical DBX Sequel: Combat discussion

Post by Captain Strawberry » Sun Apr 24, 2016 3:03 am

Xenoverse had 6 combos. It would be awesome if you had like 15-17 instead. Maybe as the hierarchy such as Frieza, Cell, Buu, Beerus, then the combos increase so example: Beerus has like 19 combos and SSJB Goku has 18.

They should let you pick combos from Mentors. I love Cells combos and his grab from X1.

This would be a perfect opportunity to buy original combos from the shops that aren't from original characters so you could buy 15 new original combos.
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Re: Hypothetical DBX Sequel: Combat discussion

Post by Zenkashuu » Sun Apr 24, 2016 8:31 am

It needs a complete rework cause Xenoverse's is trash tier.

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Re: Hypothetical DBX Sequel: Combat discussion

Post by Colonel Silver » Sun Apr 24, 2016 10:39 am

It definitely needs a complete rework! I hate absolutely everything about this game's fighting system. One of my major gripes was how clunky and loose everything is in battle. Like for instance, you fly over to your opponent, locked on, and your character just flails everywhere but the direction of your enemy. Its so damn spastic and random, I don't remember that ever happening in Tenkaichi or Raging Blast. Then there are characters with awesome unique normal attack animations, but their combos DON'T WORK because of these flashy animations either because its too slow or because the hitboxes don't match up with what your character's doing. Opponents fall out, They can grab you out of your combos, its stupid. Your opponent already has so many ways to escape combos they don't need that bonus, it's insanely frustrating.

Then you have all the standard complaints about the battle system like hit detection and strike supers being underwhelming compared to beams. Sheesh, they need to go back to the drawing board.

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Re: Hypothetical DBX Sequel: Combat discussion

Post by TekTheNinja » Mon Apr 25, 2016 11:22 am

Earning new combo sets is a must-have. In Xenoverse I always wanted to use different character's combo sets or grabs, but was stuck with the default.

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Re: Hypothetical DBX Sequel: Combat discussion

Post by emperior » Mon Apr 25, 2016 4:38 pm

Colonel Silver wrote:It definitely needs a complete rework! I hate absolutely everything about this game's fighting system. One of my major gripes was how clunky and loose everything is in battle. Like for instance, you fly over to your opponent, locked on, and your character just flails everywhere but the direction of your enemy. Its so damn spastic and random, I don't remember that ever happening in Tenkaichi or Raging Blast. Then there are characters with awesome unique normal attack animations, but their combos DON'T WORK because of these flashy animations either because its too slow or because the hitboxes don't match up with what your character's doing. Opponents fall out, They can grab you out of your combos, its stupid. Your opponent already has so many ways to escape combos they don't need that bonus, it's insanely frustrating.

Then you have all the standard complaints about the battle system like hit detection and strike supers being underwhelming compared to beams. Sheesh, they need to go back to the drawing board.
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Re: Hypothetical DBX Sequel: Combat discussion

Post by Lord Beerus » Mon Apr 25, 2016 5:02 pm

I think DIMPS should go back to basics and return to what they do best and have 2.5D style of combat in Xenoverse 2. I'm getting quite burned on 3D Dragon Ball fighting games.

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Re: Hypothetical DBX Sequel: Combat discussion

Post by Quebaz » Mon Apr 25, 2016 6:49 pm

Completely discard the current system, copy this with DBZ characters...PROFIT!

On a more serious note:
-Completely rework movement system, as it is now, it's too easy to fly off the entire match by dashing and it doesn't bring anything substancial to the fighting: let me fire-off Ki-Blasts while dashing, 360 my way trough ala Kaioken X3, use it during a combo to continue it, etc. Essentially take a page from Sparking Meteor.

-Actually decide if you want to be a team or a 1v1 fighter, it seems it's trying to please both camps but it falls flat, every attack being in Real-Time makes sense when there's multiple people on screen but it seems like they completely forgot they were also for 1v1 and consequentely some of the attacks are straight up useless due to it. Then there's other issues, you can't see every lifebar on the enemy team, so goodbye any pre-made team strategy, you also can't switch lock-ons while attacking/being attacked, so if you quickly need to switch targets for some reason (ie: your being attacked by B while you're attacking A), tough luck.

-More combo starters, and by this I don't mean to needlessly add 10 more combo strings, but more combo strings that let you aproach differently than just mindleslly punching and kicking. Dissidia Final Fantasy acomplishes this by making the attacks automatically dash in on the enemy with varying properties while Gundam Extreme VS has a starter for each direction on the D-Pad in where you can aproach from Left, Right, while dashing in, by pressing Down plus Melee gives you an unique melee move, like a divekick or something, Zenkai has this somewhat, but they don't extend into full combos there.

I have more things in mind but I can't put them into words just yet so I'll leave with my big 3.
Last edited by Quebaz on Wed Apr 27, 2016 12:55 pm, edited 1 time in total.
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Re: Hypothetical DBX Sequel: Combat discussion

Post by Zenkashuu » Tue Apr 26, 2016 4:05 am

Lord Beerus wrote:I think DIMPS should go back to basics and return to what they do best and have 2.5D style of combat in Xenoverse 2. I'm getting quite burned on 3D Dragon Ball fighting games.
One of the selling points of the game was playing against/with multiple enemies/allies, how can 2.5D be possible? Rhetorical question. I don't want to be rude but your "idea" is not logical and offtopic.

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Re: Hypothetical DBX Sequel: Combat discussion

Post by Lord Beerus » Tue Apr 26, 2016 8:15 am

Zenkashuu wrote:
Lord Beerus wrote:I think DIMPS should go back to basics and return to what they do best and have 2.5D style of combat in Xenoverse 2. I'm getting quite burned on 3D Dragon Ball fighting games.
One of the selling points of the game was playing against/with multiple enemies/allies, how can 2.5D be possible? Rhetorical question. I don't want to be rude but your "idea" is not logical and offtopic.
That's was Battle Of Z's main selling point, but it didn't stop the game from being a total bore. The main selling points for Xenoverse were the CAC feature and the inclusion Dragon Ball Online plot points and other features, as well as an original story and villain.

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Re: Hypothetical DBX Sequel: Combat discussion

Post by NECPS » Tue Apr 26, 2016 8:20 am

Zenkashuu wrote:
Lord Beerus wrote:I think DIMPS should go back to basics and return to what they do best and have 2.5D style of combat in Xenoverse 2. I'm getting quite burned on 3D Dragon Ball fighting games.
One of the selling points of the game was playing against/with multiple enemies/allies, how can 2.5D be possible? Rhetorical question. I don't want to be rude but your "idea" is not logical and offtopic.
So basically a dragonball game will sell if you have multiplayer fighting multiple enemies at the same time.

This is just excuse to play with internet, it didn't even happen in the series that way , supporting chars with tag change like cyberconnects‘ is much more likely to be good, and it does not matter if it is 3D.

It is a bad time for trademark games anyway, with all this red n blue ssj stuff. Next will be gold n silver, and then sapphire and ruby.

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Re: Hypothetical DBX Sequel: Combat discussion

Post by Rinsankajugin » Tue Apr 26, 2016 9:40 am

How about taking a page from another DB tag-team game? Zenkai Battle?

That particular game manages to make every character (and even different forms of the same characters) have unique movesets, both offensively and defensively. Plus, the stage destruction is huge and permanent.

Here's some more gameplay: 1, 2, 3, 4 and 5.

The crazy thing is that Zenkai Battle only uses the full power of the PS3, so imagine a Xenoverse game like that using the full power of the current gen consoles!

If DIMPS fine-tuned Xenoverse to be as diverse and unique as Zenkai Battle's roster while keeping the customization intact, as well as maybe adding some ideas from their old Budokai games or even their current Street Fighter games, then the next Xenoverse could be something sensational!

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Re: Hypothetical DBX Sequel: Combat discussion

Post by Zenkashuu » Tue Apr 26, 2016 12:38 pm

Lord Beerus wrote:That's was Battle Of Z's main selling point, but it didn't stop the game from being a total bore. The main selling points for Xenoverse were the CAC feature and the inclusion Dragon Ball Online plot points and other features, as well as an original story and villain.
That's why I said one of the selling points, if you want something entirely new stop looking at Xenoverse's sequel. It's like asking for Burst Limit 2* to be full 3D like Spike's games or Raging Blast 3* to be 2.5D like Dimps' games.

*titles used just for example
NECPS wrote:So basically a dragonball game will sell if you have multiplayer fighting multiple enemies at the same time.

This is just excuse to play with internet, it didn't even happen in the series that way , supporting chars with tag change like cyberconnects‘ is much more likely to be good, and it does not matter if it is 3D.

It is a bad time for trademark games anyway, with all this red n blue ssj stuff. Next will be gold n silver, and then sapphire and ruby.

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I have no idea how you came with such conclusion. Please, show me where I said that nosense you wrote.

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Re: Hypothetical DBX Sequel: Combat discussion

Post by MCDaveG » Tue Apr 26, 2016 5:40 pm

Frankly, Xenoverse's combat was crap. In comparison to the ''hated'' Spike, Sparking! series and Raging Blast had way superior 3D combat, which Dimps was trying to emulate.
But! Dimps had superior combat animations, like the sommersaults and little details, I had the feeling for the first time, that I play a Dragon Ball game, as the characters weren't that stiff.
So I would love precise detection blocks and some usefull combos like in Budokai series.
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Re: Hypothetical DBX Sequel: Combat discussion

Post by iop890 » Wed Apr 27, 2016 2:40 am

Smarter enemy AI.

No more relying on super armor/infinite ki/infinite stamina in order to make enemies difficult.

I know DIMPs is capable of making smart AI, they just need to put in the time.

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Re: Hypothetical DBX Sequel: Combat discussion

Post by Videls_Panties » Wed Apr 27, 2016 11:00 am

Throw out CaC completely until they can figure out a how to make a solid 3D DBZ fighting game.

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Re: Hypothetical DBX Sequel: Combat discussion

Post by iop890 » Thu Apr 28, 2016 12:27 am

Videls_Panties wrote:Throw out CaC completely until they can figure out a how to make a solid 3D DBZ fighting game.
That was the biggest draw of the game.

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Re: Hypothetical DBX Sequel: Combat discussion

Post by Videls_Panties » Thu Apr 28, 2016 7:44 am

iop890 wrote:
Videls_Panties wrote:Throw out CaC completely until they can figure out a how to make a solid 3D DBZ fighting game.
That was the biggest draw of the game.
Well I don't wanna create a character in a game that doesn't even work right for the main cast.

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Re: Hypothetical DBX Sequel: Combat discussion

Post by nato25 » Thu Apr 28, 2016 9:15 pm

Yeah they need to rework the combat big time. Xenoverse was way too basic but it was a start. Ideally you bring the budokai 3 system into a 3D space. That way all our close quarters combat is covered by probably the best 2D fighting system we have had. Then its just a matter of working out how to treat long distance fighting. I think in that case Spikes system worked pretty well there.

I've been saying this for a long time but I'd love the idea of combining ki and health into one gauge as stamina. That way spammers will be punished as their stamina is taking a hit instead of just their rechargeable ki and the cost for each concurrent use of the same attack could take more ki, discouraging spamming further and encouraging variety in fights.

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Re: Hypothetical DBX Sequel: Combat discussion

Post by Videls_Panties » Tue May 03, 2016 3:00 pm

nato25 wrote:I've been saying this for a long time but I'd love the idea of combining ki and health into one gauge as stamina. That way spammers will be punished as their stamina is taking a hit instead of just their rechargeable ki and the cost for each concurrent use of the same attack could take more ki, discouraging spamming further and encouraging variety in fights.
Yeah that would be really cool, it worked really well for hyper dimension.

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