Hitiro wrote:I have to apologise, once again I am not sure what you are trying to get at. It's probably my fault to be honest but what to you mean by "Budokai 1 and 2 require transformations to do so"? Do you mean that combos can only really be pulled off by characters with transformations?
Whoa! Wow, that must of come out wrong. What I meant to say is that transformations are the only thing I can think of in the first two games- since teleports don't exist- that could allow someone to break out of a longer combo if they're still on the ground to use it. If I'm wrong there than I would really like hear the alternative.
Hitiro wrote:Because as long as you cancel well and use decent juggles any character can produce a good combo string. Saiyan's, like Goku, indeed have a great deal of transformations in the game. But I should point out that transformations apply a damage modifier to the character so they can do more damage, but some characters who don't have transformations, for example, Kid Buu, receive a flat damage modifier at the beginning of the fight.
I am aware of these. I found it funny that each Super Sayain form only boosted incrementally, at least in B2 (I remember Super Sayain 3 giving no more than a 30%- I need to check that), and how appropriate but fair it was that Kid Buu (Cell and Freeza as well in B2, I believe, being stuck in their final forms) get a 10% power boost right off the bat. Main villains, after all.
Hitiro wrote:This means that while characters like Goku can increase their damage by an extra 45% that only happens when, and if they can transform. Kid Buu would start the fight with the 45% damage modifier and keep it all the way through the fight while Goku must work for his damage modifier and if he is hit when his ki is red or enters fatigue he will have to start from the beginning. Also characters like Freeza, Broly and Cell have permanent transformations so that even if they get hit when their ki is red or if they enter fatigue they will keep the damage modifier. So really this balances it out even more against characters who have a great deal of transformations like Goku.
I'm really kind of surprised I hadn't factored that in before, particularly forgetting about fatigue since I haven't played Budokai 3 in a while. It makes the "Super Sayain stun juggle" (Which I think is hilarious) feel a little less haxy. The problem I have, which I suppose is a mark of skill, is Goku players going straight to Super Sayain 4 and Super Dragon Fisting their way to the win.
Hitiro wrote:On to your ki management portion, yes, the game plays out exactly how you explained. Ki management is an important aspect of control in any fight. As for pokes, well, most characters have certain moves that just flat out have good reach. One such example is Goku's >PKK which is a great string that can be cancelled at the end and has good priority, it would be pretty hard for a person to get their attack to come out in between the startup frames of that string as they are only 5-10 frames long also because the last K is a charge attack you can absorb a hit if they try to get one off. Other characters, like Raditz I believe, have some strings which are great pokes because they have the ability to absorb the first hit, which charge attacks can also do. Other than these you have generic ki blasts which can be very useful as a poke, if you have enough ki to chance it. It forces your opponent to either deflect it or side step it, basically pressuring them. Also obviously they will take damage if they don't react. In budokai 3 they have the option of teleporting behind you to avoid it but that just means you will have the advantage as the first one to teleport will be the first one to run out of ki.
The best part of this is is that I actually played B2 a couple hours ago and within ten minutes I was consistenly knockdown kicking Buu with Supreme Kai of all people- story appropriate, but no reach. Not entirely safe, but it's certainly something of a poke. I finally tried Gero's deflect R & D as well, which removes the ki blast option.
Hitiro wrote:Actually there is another way of extending and that is to stop short of doing the full combo string. Some strings have really good stun on them so finishing half way through is beneficial because you have the frame advantage to recover and finish your startup frames before your opponent does. Some charge attacks also provide you some really good frame advantage, if you have a decent amount of frame advantage some very good players can back dash and hit you with another combo string.
I was trying stopping on the third hit, not sure if I've got it working, and I've seen back dash attacking but I've never tried it myself.
Hitiro wrote:I suppose a lot of the easier dial combos are but isn't that a bit silly wanting them to be harder and have more advantageous options on the easier dial combos? Why should you be provided with easy dial combos that give you a good advantage over dial combos that you have to work for to get a good advantage.
Agree, I agree, I was being pissy about my inability to get cancel combos.
Rukura wrote:Bluebolt wrote:I just want to know as a percentage of fans, how many actually want a traditional fighter over a dbz simulator?
Given the hype that the "Sparking! OMEGA" rumor got within 24 hours, that seems like as much of an answer as we're going to get. Traditional fighting game fans that are also Dragon Ball fans (and even some that aren't so much into fighting games) would prefer a Super Dragon Ball Z 2...but I imagine it's a much smaller group.
The "2D Fighting should have died in the 90's" sentiment is certainly a thing.