Xyex wrote:Izlude wrote:
Xyex wrote:The only thing that needs 'fixed' for the next game is Dragon Rush. It needs more varriation.
I think the Dragon Rush needs to be scrapped, I don't like having scripted battle scenes and losing control over the fight, and I'm sure my oppenent feels the same way. Even if the scripted battle scenes had varriation in them, it won't make it a better playing experience, just a better viewing experience. The Dragon Rush is just way too overpowered and abused, and some characters can destory you with just one Dragon Rush.
To make things worse, even if your lucky to hit the right button to get out of the Dragon Rush, your still taking quite a bit of damage, theres no way to counter attack or prevent it, and if a character ends it with their ultimate, you cant do squat but twiddle your thumb sticks hoping it'll only do half the amount of damage it would normally do. Why cant you escape, deflect their ultimate or counter it?
Final Bout had the right idea with allowing you to counter the Meteo Attack with your own, and you had actions you could take when your oppenent launches a super attack - block it straight on, absorb it, deflect it or counter with your own, all it took was a bit of proper timing and it was really effective.
If its one thing Budokai 3 made up for though was the serious need for tweaks far as control and hit detection go, and the addition of being able to teleport and back dash was nice too, but theres still a lot of room for improvement for the fighting engine itself, namely in the defensive department. I doubt a Budokai 4 will see the day though, unless its just to cash in on all of the GT characters.
I also think the capsule thing needs to be ditched, who wants to load up several capsules of transformations and then one big bad move to end it all but will force you to spend most of the fight just trying to pull it off? Most of the other caps are useless as well. Budokai needs a lot of rehauling, but the 3rd time was way more charming than the 2nd.
Did you not read what I said? I said more varriation. That doesn't refer only to animation. Dragon Rush needs varried animations, yes, but there's more than that. Varraition in it's use would do it a world of good. My idea:
You enter Dragon Rush, input 3 buttons right from the start. If you counter on the first move they take damage and you do not. If you counter on the second you both take damage. If you count on the third only you take damage. If there's no counter at all and they have a Dragon Rush utlimate it starts.
Now, along the top and bottom (top for P1, bottom for P2) a bar shows up with buttons moving across it. Now it's timing based. You push the buttons moving across the screen as it reaches the little 'window' in the center of the bar. The closer you are to being perfect the better. Now, which ever is closer for each push wins that 'phase' of it (6 in all). If they tie it's neutral. (phase discarded).
Now, here's how the results would go:
Defender win 6 Phases: Counter and damage opponent instead.
Defender win 5 Phases: Dodge completely, no more dmg.
Defender win 4 Phases: Deflect and take 1/10th dmg.
Defender win 3 Phases: Block and take 1/5th dmg.
Defender win 2 Phases: Block and take 1/2 dmg.
Defender win 1 Phase: Block and take 3/4 dmg.
Defender win 0 Phases: Direct hit, full dmg.
Defender tie with Attacker: Counter and attack nullifer each other, both take 1/2 dmg.
As for the Capsules, I only think one thing needs improved on that. Transformations shouldn't be capsules, they should part of the character like the grapples are now. Other than that, I like the capsule system. Seriously, other games where everyone is always the same moves and same skills and same strength and defensive ablity... it's the same every time A fights B. At least Budokai has some varriation.