Ultimate Blast/Tenkaichi Game Play (Post-Release Discussion)

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Vegeta1056
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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by Vegeta1056 » Tue Nov 08, 2011 10:52 pm

Alright I've been watching gameplay of the story mode and in cutscenes WHY DOES IT CHANGE BETWEEN LINDA YOUNG AND CHRIS AYERS!? IT'S ANNOYING!

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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by Sinestro » Wed Nov 09, 2011 10:41 am

KingSsjvegeta122 wrote:Is anyone else pissed off that during the opening video towards the end when Goku is fighting Omega shenron Goku just randomly turns into ssj4. That pissed me off because Goku and Vegeta can't turn ssj4 and they didn't do the fusion dance. Other than that the game isn't too bad other than the fact that in some scenes of the game when they tried to add a windy looking effect the character shakes. Also the giant bosses are freaking hard.
I'm not. It was just an opening. It reminded me of Budokai 3, where SSJ3 Goku turned into SSJ4.

There was more than enough in the game itself to irk me.

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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by Phred » Wed Nov 09, 2011 12:06 pm

DBZGTKOSDH wrote:OK, so I saw the complete Hero Mode from YouTube (here it is for those who don't have the game: http://www.youtube.com/playlist?list=PL2B82272ADE25A21A) and my worst fears came true about the story. We didn't learned how the Saiyan came to Earth. He was just a random guy who wanted to save the Earth. We didn't learned how Yi Xing Long came to exist. He just appeared and took the Ultimate Dragon Balls to grand his wish. The Ultimate Dragon Balls scatered to the Earth, instead of the universe (maybe because of Yi Xing Long's influense?). Ultimate Shen Long can't grand any wish. The DBZ/GT villains being on Earth must be because of Yi Xing Long's wish, and the Z-Fighters(exept Piccolo) being there must be for gameplay reasons, as they do not affect the story. Seriously, WTF?
There isn't a whole lot to explain, is there?
The opening narration explains this all takes place in a universe parallel to the one we know from the anime, different in many ways, the primary difference being the fact that you exist in it.
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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by Son Geeko » Wed Nov 09, 2011 6:45 pm

Vegeta1056 wrote:Alright I've been watching gameplay of the story mode and in cutscenes WHY DOES IT CHANGE BETWEEN LINDA YOUNG AND CHRIS AYERS!? IT'S ANNOYING!
This reminds me, has anyone who owns the game checked the credits? Does Freeza's voice actor list both Chris Ayers and Linda Young? Or does it just credit "Chris Ayers"?
Last edited by Son Geeko on Wed Nov 09, 2011 10:24 pm, edited 1 time in total.

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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by Hellspawn28 » Wed Nov 09, 2011 10:24 pm

I found it annoying that they switch voices and reused the same from dialogue the past two games. It could be that Bandai Namco did not feel like paying the voice actors to record new dialogue and would be easy to reuse older dialogue.
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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by Cold Skin » Thu Nov 10, 2011 4:38 pm

Other things you might want to know if you don't know already:

- Your characters aren't set in stone, so you won't ever need to erase them: you can change EVERYTHING about them, including their voice, name, etc. So you don't need to think too much about them before starting your adventure on Hero Mode thinking "once I start, there's no going back", as you can change your mind later if you want to create a whole new character or recreate an existing character at any time, keeping all that you've acquired for that specific slot. However, each of the three slots acts independently, so what you've won forever for your medium character doesn't mean your tiny character will access it. You have to go through the story and train each of the three kinds of character to the max. Then, what you've acquired for them is kept forever, even if you change everything about them, so don't worry too much!

- With enough knowledge of the tricks you can pull and the way giant bosses react, you don't even have to train to get your character to the end of the scenario and access all the look items you want (neither with Masters to gain technics, nor with random enemies to level up). You can just rush through the scenario quite easily once you master the gameplay.
Saiga wrote:Thanks for the info Cold Skin, was very helpful! I won't be playing until the weekend, but it's good to know this stuff in advance. I'm a little confused, what do ki-drop combos and power-up combos mean and how are they done? And what's an intro combo?
Since I'm French, I'm playing with the French translation, so having possibly different names for stuff in the game (and not remembering them anyway), I tried to find ways to explain as much as I could, without refering to any system's control (cause I don't know what's the controller for the Xbox is like...).

You start it all with what I called an intro combo: it's the beginning of any combo that leads to a janken game giving you a choice on what the continuation of your attack will be like, depending on your priorities. You just push the small attack buttons repeatedly until the janken game begins. When it happens, you can choose between two types of combos, but if your adversary finds out about what you want to do and selects the same thing, he will counter-attack and cancel your intro-combo altogether, returning you to normal battle.

The first type of continuation you can choose is what I called a Ki-drop combo: it is symbolized by three little fists and you unleash it with the square button on PS3. Though it raises your Power gauge (which gives you special attacks) a tiny little bit (almost nothing, really), its main objective is to make your opponent's Ki gauge drop, cancelling any way he can defend himself until he charges up again. The hits are a little more harmful, but most importantly, you'll use it if you have a special attack in store and you see that the opponent could dodge it. That's the only real advantage of it, as it keeps decreasing your gauge if you're in Strike Booster mode in-between animations.

The second type of continuation to an intro combo is what I called a Power-up combo: it is symbolized by one big fist and you unleash it with the triangle button on PS3. It increases your Power meter, giving you access to your special attacks (and ultimate attacks when one of the fighters is near death), and is therefore the combo you'll be using the most, and the one you should fear from your opponents. Undoubtedly, the opponent will try to start the fight by inflicting you a Power-up combo to have access to their special attacks, and use a special attack against you immediately after, before you could gather any Ki to defend yourself. So it's probably the type of attack you should try to counter everytime, unless you notice that your adversary is especially keen on using Ki-drop combos. It's also the kind of combo worth doing: not only it gives you your special attacks, which is ideal to inflict great damages, but it stops the decrease of your Ki gauge for the whole combo when you're in Strike Booster mode, which is really neat to hurt the opponent a lot without wasting Ki in the meantime.

Knowing that, read back my advice, you should have a better understanding of the whole thing. :) Also, check out the trick given by Phred, which I quoted right below this reply you're reading right now. 8)
Phred wrote:Oh, and if you're in a real bind, try getting high up directly above them in blast range.
Their Ki blasts will be unable to track you at such an extreme angle, and for some reason they rarely seem to try backing off or moving up.
If you have the right fight style, your large Ki Blasts should be able to hit them. Get a nice style that shoots more than one at once, and you can spam fully charged Ki blasts for a while until you have the Spirit to use a special.
That helped me get a little bit in over my head.
And back out again!
That's a very good trick that I found out this week, and it can save the day! As far as I'm concerned, I use it to increase my Ki to the max when it's empty, often to go Strike Booster again right after my previous Strike Booster has ended. The AI isn't clever enough to fly up to you, so it's really convenient to be facing that invisible wall where his little balls can't reach you. It gives you that quiet moment you might be looking for when you want to charge up your Ki but your opponent never lets you do so. To get to the right position, the Power-up combo upwards finish (when you attack your opponent so fast you can only see shock waves and not your character) is ideal, as it sends him right under you while keeping you far up in the air, so you only have to move an inch forward to be facing the "invisible wall of quiet time".

I hadn't thought about your way of using it but it's a great trick too (and it teaches me that what I keep calling the Power gauge in my posts might actually be called Spirit meter for you all :)).
Saiga wrote:
LeprikanGT wrote:Does anyone know if you can give your hero avatar super ghost kamikaze as an ultimate? Seems like it would be complex.
From what I've read the "Light hero" gets it.
I guess so too, though I couldn't check it out yet, but what I know for sure is that Gotenks is one of the final three Masters with the small hero, so it's likely that he'll teaches the hero his Super Ghost Kamikaze Attack, along with all his other attacks.

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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by Saiga » Thu Nov 10, 2011 5:55 pm

Thanks, it's really helpful info! I play PS3 as well so I know exactly what you're talking about now.
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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by SRB2Unleashed » Thu Nov 10, 2011 6:51 pm

On Hero Mode, I'm stuck on Zarbon (to get the 2nd dragon ball after Omega Shenron scatters them)

Please tell me others had trouble on this part, they disabled Super Saiyan on that fight, too.
GT isn't bad, just sucks ass in comparison to the other 2 animes.

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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by Cold Skin » Thu Nov 10, 2011 8:26 pm

SRB2Unleashed wrote:On Hero Mode, I'm stuck on Zarbon (to get the 2nd dragon ball after Omega Shenron scatters them)

Please tell me others had trouble on this part, they disabled Super Saiyan on that fight, too.
Some opponents did cause me trouble the first time I played Hero Mode when the Dragon Balls were scattered again. But if it can make you feel better, it is just a matter of time before you master the gameplay so that you can kick his ass even with a totally untrained character. You can level-up to make it easier thanks to enemies around the map or follow my advice below (or do both I guess 8)).

Note that you just have one adversary to face, it's a great advantage cause you can go all-out without the slightest hesitation, which means you can go crazy with the Strike Booster. You're gonna have to find some time to completely fill your Ki gauge, that's the most difficult part of the fight actually. Try to perform a smash combo upwards until it works, and once you've made it, just stay in the air and move forward to face an invisible wall: Zabon won't ever fly up to you and won't be able to hit you with his blasts either, you'll be able to fill your Ki gauge completely. If Zabon definately doesn't let you combo him, try to quickly gather a tiny bit of Ki to change range by double-tapping the dash button, then go for the invisible wall. (You have to be above your opponent for it to work, it doesn't work below because the AI does know how to fly down despite not knowing how to fly up).

Once it's done, fly down to him so that you're at close range again, and immediately go Strike Booster. Whatever he does, he won't be able to stop your combos, even if he starts to combo you, so you just have to go for a smash combo and special attack, then you rush towards him and again smash combo and special attack, and so on... If you see that your Ki meter is coming to an end, try to go in front of the invisible wall again (by dash-flying upwards and forwards after a special attack for example). Be patient, wait til you can charge up again and fill your Ki meter, and start it all again

You should have no difficulty once you unleash the Strike Booster and go Smash combo + Special attack and so on. It should take two Strike Booster modes at most to defeat him, and he might not even manage to put you in the yellow zone of your health. Hope that will help you.

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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by DragonBoxZTheMovies » Fri Nov 11, 2011 6:48 am

Ha, ha, that's pretty neat:
http://www.youtube.com/watch?v=pCbxP1lCET0
Has anyone else done this for the other characters that got cut out of this game?

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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by Saiga » Fri Nov 11, 2011 6:52 am

DragonBoxZTheMovies wrote:Ha, ha, that's pretty neat:
http://www.youtube.com/watch?v=pCbxP1lCET0
Has anyone else done this for the other characters that got cut out of this game?
I've seen someone make a long haired Trunks, Uub, and Adult Gohan. Along with some others that I can't remember right now.
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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by mysticboy » Fri Nov 11, 2011 11:52 am

DragonBoxZTheMovies wrote:Ha, ha, that's pretty neat:
http://www.youtube.com/watch?v=pCbxP1lCET0
Has anyone else done this for the other characters that got cut out of this game?
I'm holding on doing that until I have enough supers unlocked.

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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by Animefreak1325 » Sat Nov 12, 2011 4:24 am

DragonBoxZTheMovies wrote:Ha, ha, that's pretty neat:
http://www.youtube.com/watch?v=pCbxP1lCET0
Has anyone else done this for the other characters that got cut out of this game?
I made Goku Jr.

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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by Saiga » Sat Nov 12, 2011 6:06 am

Saw a pretty cool SSj Bardock, they couldn't get the armour the same so they just made their own which looked good.
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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by funrush » Sat Nov 12, 2011 10:34 am

http://www.youtube.com/watch?v=QEE0raw9 ... re=related
These cutscenes kick Kai's ass.

Sorry if these have already been posted.

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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by SSJmole » Sat Nov 12, 2011 3:56 pm

I hated the Tenkaichi/raging blast series. however I said I'd get this for 2D story scenes. By far this is this the best one in my opinion. Not as good as the Budokai/burst limit series. But it's still very very fun. I've not had fun with a DBZ game for years, this is very pleasant surprise.

I love how they made it so you can't just spam beam moves and ultimates. It actually makes you think unlike the other Tenkaichi/raging blast games. I'm glad I got it.

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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by Saimaroimaru » Sat Nov 12, 2011 8:47 pm

SSJmole wrote:I hated the Tenkaichi/raging blast series. however I said I'd get this for 2D story scenes. By far this is this the best one in my opinion. Not as good as the Budokai/burst limit series. But it's still very very fun. I've not had fun with a DBZ game for years, this is very pleasant surprise.

I love how they made it so you can't just spam beam moves and ultimates. It actually makes you think unlike the other Tenkaichi/raging blast games. I'm glad I got it.
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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by mysticboy » Sun Nov 13, 2011 2:01 am

I like it too.

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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by Animefreak1325 » Sun Nov 13, 2011 4:54 am

Same here. This game is one of my favorite Dragon Ball games.

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Re: Ultimate Blast/Tenkaichi Game Play (Post-Release Discuss

Post by DarkGokuZ » Sun Nov 13, 2011 9:17 am

I also like it really much. :D but I liked RB1 and RB2 too.
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