DBZ Budokai HD Collection: Official On-Going Thread

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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by Bluebolt » Mon Jul 16, 2012 8:47 am

VegettoEX wrote:
Bluebolt wrote:I am aware of the 'somewhat' ''competitive'' budokai scene. But really it's just doing the same thing over and over again.
Have you seen any "pro" Mortal Kombat 9 fights...? They just throw projectiles at each other from across the screen until someone messes up and gives an inch.
I'm going to get lashed for this, but I don't consider MK competitive either, well not as much as KOF, SF, Tekken etc. I remember the old ones were super broken. MK9 doesn't even distinguish individual punches, the only differences are Specials?
Bluebolt wrote:I am aware of the 'somewhat' ''competitive'' budokai scene. But really it's just doing the same thing over and over again. Beats Tenkaichi anyway. But as far as 'real' combos and real FG elements... Budokai doesn't have it. Maybe some but definitely not all of a competitive FG.
The reason why I don't think Budokai is 'real' competitive is:
-Doesn't even differentiate between Crouch, and Standing
-There's no jumping, they even have a pseudo flight control, you'd think they'd have jumping crossovers
-No Normal->special Cancels
-The only cancel present is Guard cancel, then rinse and repeat the same combination
-No EX moves, or Specials (I'm not referring to supers)
-No complex motions for D-pad/Joystick e.g. qcf
-Supers/Ultimates are way too easy too pull off
-No real sense of Balance

I can go on and on, sure they don't necessarily have to have elements from the more popular FGs but there are too many basic arts missing in this, notably special/normal cancels.

DBZ B3 is fun don't get me wrong but calling it competitive... eh I'm going to have to disagree.
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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by Piccolo Daimao » Mon Jul 16, 2012 1:18 pm

I remember pulling off some long combos in Shin Budoukai that I was really proud of, but I'm not sure you could call them complex, because it was relatively easy to cancel and juggle. On the other hand, it's damn hard for me to juggle even once in Super Street Fighter IV, and I remember spending ages in Training Mode just trying to pull off Vega's Bloody High Claw.
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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by Hitiro » Mon Jul 16, 2012 3:57 pm

Bluebolt wrote:The reason why I don't think Budokai is 'real' competitive is:
-Doesn't even differentiate between Crouch, and Standing
-There's no jumping, they even have a pseudo flight control, you'd think they'd have jumping crossovers
-No Normal->special Cancels
-The only cancel present is Guard cancel, then rinse and repeat the same combination
-No EX moves, or Specials (I'm not referring to supers)
-No complex motions for D-pad/Joystick e.g. qcf
-Supers/Ultimates are way too easy too pull off
-No real sense of Balance

I can go on and on, sure they don't necessarily have to have elements from the more popular FGs but there are too many basic arts missing in this, notably special/normal cancels.

DBZ B3 is fun don't get me wrong but calling it competitive... eh I'm going to have to disagree.
I should point out that crouch and standing are just methods placed in certain fighting games to give more of a mix up to force your opponent to actively think between moves otherwise they will be caught in a combo. This element exists in the form of normal and charge attacks, you must be weary of whether a player is going to cancel a charge attack and start attacking with normals or if he's going to continue with the charge attack to break your guard.

Why does a game need Normal->special cancels? There are plenty of combo strings that will allow you to link a super into the works of your combo anyway, not all games need such a thing as normal->special cancels to be competitive. If you really want to do such a thing in the Budokai series(Maybe because a certain string combo doesn't allow you to link a super) then you could always do a guard cancel if you think you have enough frame advantage and then just launch a Super attack. It obtains the same desired effect as what you wanted so it technically is in there.

The guard cancel, while being the only cancel in the games, is quite a difficult cancel to get right. A lot of time needs to go into perfecting the timing of this cancel if you want to get effective results, I suggest you go look at its use with Goku and Gohan as it is used in juggles and you must cancel it perfectly or your opponent will touch the ground and roll out of the combo. I have only once cancelled Goku's dragon fist into another one properly and I haven't been able to do it since. Even normals can be a pain too as you might want to juggle an opponent with >PKK a few times to get your damage, or ki, up before you decide to use another combo string to get other effects.

To be honest I don't see why it needs EX or Specials, Supers and Ultimates are fine for a DBZ game it would just mean more rubbish they'd have to balance out and take into consideration. What would be good is if beam struggles, instead of being a mash-fest, involved the player pressing the same super input to put in more ki into the attack(Like an extra bar) and whoever runs out of bars, or puts in the most ki, wins.

Because complex motions makes a competitive game? Not really. The Budokai series is all about fast pace inputs and you must cancel as fast as you can too in order to get the most frame advantage for your moves. The games make up for their lack of complex motions in this way as well as methods for forcing standing states, or deliberate whiffs to extend ground combos. Saving combo strings which deliberately force your opponent from being juggled in the air to a standing state on the ground is something you'll have to work around as if you don't save these combos then their force state effects become useless the second time you input the combo string. Timing the back dash for deliberate whiffs can also be a chore as unless you've practised it a bit your probably going to mess it up. The timing on such things can be really tight.

Once again I see no problem with this, if your going to let off Supers or Ultimates off during a fights without any regard because they are "easy to pull off" you are going to be punished. A ki-centred metagame is in place which discourages such actions as you will end up at a disadvantage so Supers and Ultimates should be used sparingly no matter how easy they are to pull off.

Balance if of a slight issue but the games have come far and it isn't like there are any god like characters in the game, all of the characters have good methods of dealing with each other and two people of the same skill level won't be overly effected by the characters they choose. I would agree with you if, for example, player A always wins because he is using Goku. The only thing I would consider a problem from a balance perspective is the item customisation you can give to your characters in order to make them better. But if I were to play B3 competitively I would suggest Transformation and Super/Ultimate attacks only when customising a character.

In terms of the improvement on the Budokai mechanics Shin Budokai and Shin Budokai: Another Road have included quite a few other cancel methods which is good if your looking for more variety in cancelling but as I said a game doesn't need a lot of one element to be competitive. I believe Street Fighter only has 3 cancel methods but that doesn't mean that's why the game is so competitive.

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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by SparkyPantsMcGee » Mon Jul 16, 2012 9:28 pm

Bluebolt wrote:
I'm going to get lashed for this, but I don't consider MK competitive either, well not as much as KOF, SF, Tekken etc. I remember the old ones were super broken. MK9 doesn't even distinguish individual punches, the only differences are Specials?
sigh...Let me go get my whip. :lol:

...As for that video, I never thought of using Gohan's back special as a juggling move like that. Inventive.
...Wait what are you doing? Are you still reading this? I finished what I had to say, why don't you move on to the next post?

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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by goku the krump dancer » Mon Jul 16, 2012 10:14 pm

Here some combos from Ermac ( Mortal Kombat 9) for all the none believers lol http://www.youtube.com/watch?v=ZPVyD0x8DZo .

Now compare that to so this http://www.youtube.com/watch?v=n1lvkgmSJCo .

Now those DBZ combos may have looked nice but really all that really was was just punch punch punch punch, X, kick kick kick kick, X, Punch punch punch punch, Kamehameha as apposed to those MK combos witch were only from ONE of the 26+ characters.

If by some awful prank from God that the MK combos wasnt enough to convince you that the budokai games arent that "deep" then here are some combos from other games that you could feast your eyes upon

Tekken 6 http://www.youtube.com/watch?v=Z4YBt1Nmyu0

Bloody Roar Primal fury/ Extreme and 3 http://www.youtube.com/watch?v=GelsgUZ8rE4

Dead or Alive 2 http://www.youtube.com/watch?v=IHJjPwT3QCk

BlazBlue http://www.youtube.com/watch?v=uF-eRzO2kr0

Street Fighter 4 http://www.youtube.com/watch?v=FwRzYT5A3EI

Again all those vids comprise of combos from just one character so it gets a lot more insane than that witch I'm sure all of you know. Even though I dont think street fighter is the deepest thing ever but eh it is hard as hell to juggle though.
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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by Hitiro » Mon Jul 16, 2012 11:03 pm

goku the krump dancer wrote:Here some combos from Ermac ( Mortal Kombat 9) for all the none believers lol http://www.youtube.com/watch?v=ZPVyD0x8DZo .

Now compare that to so this http://www.youtube.com/watch?v=n1lvkgmSJCo .

Now those DBZ combos may have looked nice but really all that really was was just punch punch punch punch, X, kick kick kick kick, X, Punch punch punch punch, Kamehameha as apposed to those MK combos witch were only from ONE of the 26+ characters.

If by some awful prank from God that the MK combos wasnt enough to convince you that the budokai games arent that "deep" then here are some combos from other games that you could feast your eyes upon

Tekken 6 http://www.youtube.com/watch?v=Z4YBt1Nmyu0

Bloody Roar Primal fury/ Extreme and 3 http://www.youtube.com/watch?v=GelsgUZ8rE4

Dead or Alive 2 http://www.youtube.com/watch?v=IHJjPwT3QCk

BlazBlue http://www.youtube.com/watch?v=uF-eRzO2kr0

Street Fighter 4 http://www.youtube.com/watch?v=FwRzYT5A3EI

Again all those vids comprise of combos from just one character so it gets a lot more insane than that witch I'm sure all of you know. Even though I dont think street fighter is the deepest thing ever but eh it is hard as hell to juggle though.
You should really learn more about Budokai games if you think its just "punch punch punch punch, X, kick kick kick kick, X, Punch punch punch punch, Kamehameha." If you do the same input in a combo you will send a person up into the air in an unfavourable juggling position. That means when you combo you have to make use of P >P <P >>P K >K <K >>K all through your combo string to prevent this from happening. There are instances where, for example, Goku can use >PKK and cancel it into >PKK again but these cancels require insane timing to the point where you need to guard cancel on first few charge frames and instantly let go of the cancel button to follow up with the next combo string. All the characters in the Budokai series have 23 frames of charge on any of their charge moves with which you can guard cancel with but to do what I just said you must cancel so fast that you don't even see the guard cancel.

Here is a video showing guard cancel speed:
Guard cancel speed

Take notice that after the first KPK the instant he launches the next KPK it sends his opponent up into the air slightly, typically you'd want to use an actually decent input command that will send your opponent further up into the air for some nice juggling. People like Saiyanjin2 however make use of the back dash to increase their ground combos further, an example is in this video. As you can see he deliberately back dashes so that he can whiff on the first command input, this means that he either saves that command input for later or if he actually goes through with the command input then he doesn't have to worry about knocking the opponent up into the air for an unfavourable position. An example would be Goku using >PKK you would then back dash and use >PPPPP missing out the >P to extent your combo by an extra 4 hits on the ground(Probably a bad example as >PPPPP would actually send his opponent up in the air anyway as there is an uppercut in that combo string but you get the idea).

Another example is this video, though I am unsure as to whether it matters where the similar input command is in the string is. I have done KKKK- <PPK- with Gohan but that just knocks them up into the air in an unfavourable position because the last K in both combos is similar, I am unsure where I'm going wrong really.

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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by SparkyPantsMcGee » Mon Jul 16, 2012 11:35 pm

This is awesome! I'm learning some new tricks.
...Wait what are you doing? Are you still reading this? I finished what I had to say, why don't you move on to the next post?

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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by goku the krump dancer » Tue Jul 17, 2012 12:00 am

Hitiro wrote:
goku the krump dancer wrote:Here some combos from Ermac ( Mortal Kombat 9) for all the none believers lol http://www.youtube.com/watch?v=ZPVyD0x8DZo .

Now compare that to so this http://www.youtube.com/watch?v=n1lvkgmSJCo .

Now those DBZ combos may have looked nice but really all that really was was just punch punch punch punch, X, kick kick kick kick, X, Punch punch punch punch, Kamehameha as apposed to those MK combos witch were only from ONE of the 26+ characters.

If by some awful prank from God that the MK combos wasnt enough to convince you that the budokai games arent that "deep" then here are some combos from other games that you could feast your eyes upon

Tekken 6 http://www.youtube.com/watch?v=Z4YBt1Nmyu0

Bloody Roar Primal fury/ Extreme and 3 http://www.youtube.com/watch?v=GelsgUZ8rE4

Dead or Alive 2 http://www.youtube.com/watch?v=IHJjPwT3QCk

BlazBlue http://www.youtube.com/watch?v=uF-eRzO2kr0

Street Fighter 4 http://www.youtube.com/watch?v=FwRzYT5A3EI

Again all those vids comprise of combos from just one character so it gets a lot more insane than that witch I'm sure all of you know. Even though I dont think street fighter is the deepest thing ever but eh it is hard as hell to juggle though.
You should really learn more about Budokai games if you think its just "punch punch punch punch, X, kick kick kick kick, X, Punch punch punch punch, Kamehameha." If you do the same input in a combo you will send a person up into the air in an unfavourable juggling position. That means when you combo you have to make use of P >P <P >>P K >K <K >>K all through your combo string to prevent this from happening. There are instances where, for example, Goku can use >PKK and cancel it into >PKK again but these cancels require insane timing to the point where you need to guard cancel on first few charge frames and instantly let go of the cancel button to follow up with the next combo string. All the characters in the Budokai series have 23 frames of charge on any of their charge moves with which you can guard cancel with but to do what I just said you must cancel so fast that you don't even see the guard cancel.

Here is a video showing guard cancel speed:
Guard cancel speed

Take notice that after the first KPK the instant he launches the next KPK it sends his opponent up into the air slightly, typically you'd want to use an actually decent input command that will send your opponent further up into the air for some nice juggling. People like Saiyanjin2 however make use of the back dash to increase their ground combos further, an example is in this video. As you can see he deliberately back dashes so that he can whiff on the first command input, this means that he either saves that command input for later or if he actually goes through with the command input then he doesn't have to worry about knocking the opponent up into the air for an unfavourable position. An example would be Goku using >PKK you would then back dash and use >PPPPP missing out the >P to extent your combo by an extra 4 hits on the ground(Probably a bad example as >PPPPP would actually send his opponent up in the air anyway as there is an uppercut in that combo string but you get the idea).

Another example is this video, though I am unsure as to whether it matters where the similar input command is in the string is. I have done KKKK- <PPK- with Gohan but that just knocks them up into the air in an unfavourable position because the last K in both combos is similar, I am unsure where I'm going wrong really.
Meh, Undelordtico and those other guys are good at the Budokai games but IMO that doesnt take away from the fact that those games just aren't that deep. Budokai will never be Evo quality though thats not particularly how I judge a game's depth but still.
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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by Hitiro » Tue Jul 17, 2012 12:17 am

goku the krump dancer wrote:Meh, Undelordtico and those other guys are good at the Budokai games but IMO that doesnt take away from the fact that those games just aren't that deep. Budokai will never be Evo quality though thats not particularly how I judge a game's depth but still.
That is your opinion but to blatantly state it when you don't know that much about the game is a bit arrogant. To say the game hasn't got any depth when it has quite a few mechanics that make it stand out from other fighters isn't really fair. As I've said in other posts the Budokai series have a rich ki-centred metagame which has been adopted into the Shin Budokai series also. Managing your ki to keep your advantage over your opponent is a fundamental element to the Budokai series and it challenges you in this aspect because you must think about how much ki should you use up and how much you should keep to make sure you have something to fall back if your opponent starts attacking back. I agree there isn't much depth in comparison to other games such as SF4, MvC3 or Skull Girls but there is still some depth to the game. And I would say the Shin Budokai games have taken that further with a more refined Budokai combat system and other methods of cancelling which broadens your options of combos. Also if the game doesn't have any depth then there wouldn't be much difference between you and, for instance, Underlordtico. But I would think that if you played against him or any of the other good players you wouldn't do very well, you may even be perfected.

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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by goku the krump dancer » Tue Jul 17, 2012 12:33 am

Hitiro wrote:
goku the krump dancer wrote:Meh, Undelordtico and those other guys are good at the Budokai games but IMO that doesnt take away from the fact that those games just aren't that deep. Budokai will never be Evo quality though thats not particularly how I judge a game's depth but still.
That is your opinion but to blatantly state it when you don't know that much about the game is a bit arrogant. To say the game hasn't got any depth when it has quite a few mechanics that make it stand out from other fighters isn't really fair. As I've said in other posts the Budokai series have a rich ki-centred metagame which has been adopted into the Shin Budokai series also. Managing your ki to keep your advantage over your opponent is a fundamental element to the Budokai series and it challenges you in this aspect because you must think about how much ki should you use up and how much you should keep to make sure you have something to fall back if your opponent starts attacking back. I agree there isn't much depth in comparison to other games such as SF4, MvC3 or Skull Girls but there is still some depth to the game. And I would say the Shin Budokai games have taken that further with a more refined Budokai combat system and other methods of cancelling which broadens your options of combos. Also if the game doesn't have any depth then there wouldn't be much difference between you and, for instance, Underlordtico. But I would think that if you played against him or any of the other good players you wouldn't do very well, you may even be perfected.
Um, I happily own every PS2 era DBZ game except Sagas and I know enough about each one to properly judge them. That being said I know for a fact that I probably would be beaten pretty badly by some of those YouTube guys I never said I was beast at those games even still though theres not much strategy behind the fighting even in the most updated version of the engine which is Burst Limit. A Jin vs Jin match in Tekken would have eons more strategy on how one player would go against the other than say Goku vs Broly in Burst Limit two characters who on paper are vastly different from each other yet in Burst Limit which is the most refined version of the Dimps/Budokai engine have virtually the same approach.
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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by Hitiro » Tue Jul 17, 2012 1:17 am

goku the krump dancer wrote:Um, I happily own every PS2 era DBZ game except Sagas and I know enough about each one to properly judge them. That being said I know for a fact that I probably would be beaten pretty badly by some of those YouTube guys I never said I was beast at those games even still though theres not much strategy behind the fighting even in the most updated version of the engine which is Burst Limit. A Jin vs Jin match in Tekken would have eons more strategy on how one player would go against the other than say Goku vs Broly in Burst Limit two characters who on paper are vastly different from each other yet in Burst Limit which is the most refined version of the Dimps/Budokai engine have virtually the same approach.
You should know that many players shy away from Burst Limit because of the direction it took the ki system in, although, another major factor was the terrible netcode the game had. And there is plenty of strategy in a Goku vs Broly fight in Budokai 3, Infinite World and the Shin Budokai games. For starters, in Budokai 3, Goku has great start-up(Arguably the best in the game overall) on his attacks so whoever is playing Broly will lose out unless they initiate an attack earlier. Goku also has a higher damage output than Broly so that is also against Broly's favour. Other than that Broly has some great reach and approach options including his back super which is pretty quick, he also has the advantage on transformations as his LSSJ is permanent I believe so if Goku's trans is reset it will be much more in Broly's favour.

So Goku will have to work hard to get in to fight Broly, the only good tool he has for this is >PKK because its the combo with the best reach and approach option for him. If Goku is SSJ4 is base ki is higher than LSSJ Broly so throwing a ki blast if they are around their base ki levels would be great to force a teleport counter or put a little pressure on him if he is approaching. Of course if Broly is mid range he can just tank through the ki blast and charge at Goku, if Goku doesn't have enough ki or he doesn't react fast enough thats probably 700 ish damage just there. If Goku does teleport counter he will be at a disadvantage because at mid range Broly will out-distance the teleport counter. Also Goku loses 3 bars from teleporting and Broly only loses 2 bars from his back super. 1 more bar than Goku would be great for Broly as ki management is something very important in the Budokai series. But Goku can also use his back super to close the distance also but it lacks range compared to Broly's back super so they will have to be much closer to use it for the attack not to be punished. It may be close to Broly's maximum melee range, I am not sure. That's just stuff off the top of my head and I haven't had any sleep so I'm not going to bother going any further than this.

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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by goku the krump dancer » Tue Jul 17, 2012 1:35 am

Hitiro wrote:
goku the krump dancer wrote:Um, I happily own every PS2 era DBZ game except Sagas and I know enough about each one to properly judge them. That being said I know for a fact that I probably would be beaten pretty badly by some of those YouTube guys I never said I was beast at those games even still though theres not much strategy behind the fighting even in the most updated version of the engine which is Burst Limit. A Jin vs Jin match in Tekken would have eons more strategy on how one player would go against the other than say Goku vs Broly in Burst Limit two characters who on paper are vastly different from each other yet in Burst Limit which is the most refined version of the Dimps/Budokai engine have virtually the same approach.
You should know that many players shy away from Burst Limit because of the direction it took the ki system in, although, another major factor was the terrible netcode the game had. And there is plenty of strategy in a Goku vs Broly fight in Budokai 3, Infinite World and the Shin Budokai games. For starters, in Budokai 3, Goku has great start-up(Arguably the best in the game overall) on his attacks so whoever is playing Broly will lose out unless they initiate an attack earlier. Goku also has a higher damage output than Broly so that is also against Broly's favour. Other than that Broly has some great reach and approach options including his back super which is pretty quick, he also has the advantage on transformations as his LSSJ is permanent I believe so if Goku's trans is reset it will be much more in Broly's favour.

So Goku will have to work hard to get in to fight Broly, the only good tool he has for this is >PKK because its the combo with the best reach and approach option for him. If Goku is SSJ4 is base ki is higher than LSSJ Broly so throwing a ki blast if they are around their base ki levels would be great to force a teleport counter or put a little pressure on him if he is approaching. Of course if Broly is mid range he can just tank through the ki blast and charge at Goku, if Goku doesn't have enough ki or he doesn't react fast enough thats probably 700 ish damage just there. If Goku does teleport counter he will be at a disadvantage because at mid range Broly will out-distance the teleport counter. Also Goku loses 3 bars from teleporting and Broly only loses 2 bars from his back super. 1 more bar than Goku would be great for Broly as ki management is something very important in the Budokai series. But Goku can also use his back super to close the distance also but it lacks range compared to Broly's back super so they will have to be much closer to use it for the attack not to be punished. It may be close to Broly's maximum melee range, I am not sure. That's just stuff off the top of my head and I haven't had any sleep so I'm not going to bother going any further than this.
Its nice to know that you spent an awful lot of time mastering the Budokai games however, all that you stated may seem like a lot in text but having played enough Budokai I know it isn't much of a site on screen but I know your opinion isn't changing and neither is mine so like you said its best not to go any further because we'll end up repeating ourselves which we've probably done already :).
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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by Hitiro » Tue Jul 17, 2012 1:41 am

goku the krump dancer wrote:Its nice to know that you spent an awful lot of time mastering the Budokai games however, all that you stated may seem like a lot in text but having played enough Budokai I know it isn't much of a site on screen but I know your opinion isn't changing and neither is mine so like you said its best not to go any further because we'll end up repeating ourselves which we've probably done already :).
What I mean is I'm not going any further in explaining the strategy behind a Goku vs Broly fight, lol. Needless to say, it isn't lacking as much as you seem to believe. Saying that Tekken would have eons more strategy on how one player would go against another compared to any of the Budokai games is really an overstatement of Tekken or any other fighter. The Budokai games are not eons behind in strategy as you think they are. :P

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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by SparkyPantsMcGee » Tue Jul 17, 2012 11:23 am

I think it's fair to say that while the game might not be as deep as Street Fighter or Tekken, Hitiro has done a great job showing that there is in fact some advanced strategy to the gameplay mechanics. The Budokai series never meant to compete with other more predominant fighting games but it does serve as a nice bridge to those types of games all while still giving it's own rich experience. They have easy to learn mechanics and button layouts but I think it's been proven that not all characters are exactly the same and if you care to look hard enough there is a deeper more advanced style of gameplay. Hell, I've been playing Budokai 3 for about 8 years and I never thought to try those quick cancels.
...Wait what are you doing? Are you still reading this? I finished what I had to say, why don't you move on to the next post?

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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by DBZGTKOSDH » Tue Jul 17, 2012 11:35 am

Funny... Dragon Ball Z (Budokai) & Dragon Ball Z (Budokai) 3 are the only new video games that were advertised in the DBoxes (not counting the old video game ads).
James Teal (Animerica 1996) wrote:When you think about it, there are a number of similarities between the Chinese-inspired Son Goku and that most American of superhero icons, Superman. Both are aliens sent to Earth shortly after birth to escape the destruction of their homeworlds; both possess super-strength, flight, super-speed, heightened senses and the ability to cast energy blasts. But the crucial difference between them lies not only in how they view the world, but in how the world views them.

Superman is, and always has been, a symbol for truth, justice, and upstanding moral fortitude–a role model and leader as much as a fighter. The more down-to-earth Goku has no illusions about being responsible for maintaining social order, or for setting some kind of moral example for the entire world. Goku is simply a martial artist who’s devoted his life toward perfecting his fighting skills and other abilities. Though never shy about risking his life to save either one person or the entire world, he just doesn’t believe that the balance of the world rests in any way on his shoulders, and he has no need to shape any part of it in his image. Goku is an idealist, and believes that there is some good in everyone, but he is unconcerned with the big picture of the world…unless it has to do with some kind of fight. Politics, society, law and order don’t have much bearing on his life, but he’s a man who knows right from wrong.

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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by goku the krump dancer » Tue Jul 17, 2012 12:34 pm

SparkyPantsMcGee wrote:I think it's fair to say that while the game might not be as deep as Street Fighter or Tekken, Hitiro has done a great job showing that there is in fact some advanced strategy to the gameplay mechanics. The Budokai series never meant to compete with other more predominant fighting games but it does serve as a nice bridge to those types of games all while still giving it's own rich experience. They have easy to learn mechanics and button layouts but I think it's been proven that not all characters are exactly the same and if you care to look hard enough there is a deeper more advanced style of gameplay. Hell, I've been playing Budokai 3 for about 8 years and I never thought to try those quick cancels.
Agreed. But that does kinda go with out saying for almost anything. I myself didnt start playing the DBZ games competitively until I got my ass handed to me in Tenkaichi 3 a few years ago by one of my friends who borrowed it for a mere two weeks as opposed to me who had the game since Christmas. Even with games like Smash Bros. Brawl now me being a long time fan of the series I didnt even know pulling off combos were possible until I played it over another friends house.

I guess I got into the competitive leagues too late.. at least with DBZ games anyway because the quality of the games started to go down the toilet after BT3.
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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by DonieZ » Tue Jul 17, 2012 12:57 pm

Hitiro wrote:As I've said in many of my other posts a genre of a game is defined if its the main aspect of the mechanics or depth of the game, in this case Tenkaichi only provides a simulation of the DBZ battles with some slight fighting mechanics. The Budokai series has evolved to the point that it is the strongest series as a fighter. I agree that Super DBZ does provide some good combat mechanics and I haven't personally played it myself, it seems a lot like BL in some aspects but BL suffered from the action bar at the bottom as teleportation had no cost and you always had enough energy in the action bar to do whatever you wanted to. If BL had better net code and a ki-centred metagame like the Budokai series of games it would have been a game for the competitive scene but it suffered from changing that to a similar mechanic like Super DBZ. However I don't know if this mechanic worked very well in Super DBZ, you've obviously played it so I guess you would know.
Go look up the Tenkaichi and Raging Blast games, tell me what genre they are listed under. Only the creator can dictate what they intended their product to be; the most you or anyone can say is that it doesn't do what it's supposed to very well.

I don't get one thing though. How does calling the Tenkaichi-styled games a 'simulator' make it any different or better? In the end the games are mediocre. You can't say they are poor fighting games but magnificent/great 'DBZ-simulating' games at the same time. That's like saying a slow runner is bad at coming top three but good at coming last; in the end the dude's terrible. Before you say anything, I know you aren't trying to give the games more credit or anything, but saying that you 'love' them for being simulators but not fighting games indirectly gives them a lot of undeserved credit. They're mediocre simulators just as they are mediocre fighting games (at best).

If these games aren't fighting games, how then do we correctly assess them? Why are the games good, and why are they bad? If any of the reasons for them being bad are to do with anything related to what decent fighting games consist of then you cannot call them not fighting games, otherwise we have no right to say they are bad for lacking these things.

I didn't mean to compare Super DBZ to BL, those two games, aside from BL's inclusion of the 'action bar', are extremely different (even the ki management system is very different). BL didn't suffer from converting to something akin to SDBZ, it suffered because the convertion was not handled successfully. Super DBZ is far better than BL, and also has a more competitive edge to it than Budokai. Budokai may be the strongest 'series' as a fighter, but Super DBZ is the strongest 'game'.


I don't think anyone has said that Budokai has no depth, and is not competitive full stop. Ofcourse the game has some/enough depth, and can be played competitively, I don't think anyone is saying that. It's just that it shouldn't be overrated, the extent to which you can see diverse and interesting matches is really limited. The game mostly revolves around memorising your cancel combos and managing your ki effectively, then trying to pull off your very long combos. Long combos does not make a fighting game good, and as far as I know the aim of (high-level) Budokai is to land your long combos; if you watched the SF4 vid posted then you'd see most of the combos barely passed 8 hits. The game is also flat our boring to watch, even high level. The P and K animations are so bland and undiverse which make Budokai vids so repetitive; and it is for this reason which I give BL a lot of credit and why I would have liked more iterations of the series to see where it could have gone.

Budokai has depth, but it isn't the cradle of competitiveness. Other DBZ games do it much better, including Super DBZ and Hyper Dimension. Heck, this guy blows them all out the roof: http://www.youtube.com/watch?v=yXyI-qiP ... ontext-chv

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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by Hitiro » Tue Jul 17, 2012 4:46 pm

DonieZ wrote:Go look up the Tenkaichi and Raging Blast games, tell me what genre they are listed under. Only the creator can dictate what they intended their product to be; the most you or anyone can say is that it doesn't do what it's supposed to very well.
So other games like The Legend of Zelda which are branded as action-adventure games means they don't have any RPG elements because the creator hasn't dictated that in its genre? Everyone knows that the LoZ games have RPG elements because they are clearly seen within the game.
DonieZ wrote:I don't get one thing though. How does calling the Tenkaichi-styled games a 'simulator' make it any different or better? In the end the games are mediocre. You can't say they are poor fighting games but magnificent/great 'DBZ-simulating' games at the same time. That's like saying a slow runner is bad at coming top three but good at coming last; in the end the dude's terrible. Before you say anything, I know you aren't trying to give the games more credit or anything, but saying that you 'love' them for being simulators but not fighting games indirectly gives them a lot of undeserved credit. They're mediocre simulators just as they are mediocre fighting games (at best).
How does it make it different or better? The Tenkaichi games pull off a better feel of the DBZ universe than any of the Budokai games, the combat simulates that of the show. Perhaps 'love' is too strong a word but what I'm trying to say is that the games are perfectly fine for giving you the feel of a DBZ battle that you can control. The actual fighting may suck, and as I said, that is because it lacks a lot of the elements that would make it a true fighter which is why I classify it as a different genre. It's the same thing with games like Jak and Daxter, those games are depicted as platform games but you play a character who runs around beating up hordes of enemies with his fists. So doesn't that mean there are elements of a beat'em up?
DonieZ wrote:If these games aren't fighting games, how then do we correctly assess them? Why are the games good, and why are they bad? If any of the reasons for them being bad are to do with anything related to what decent fighting games consist of then you cannot call them not fighting games, otherwise we have no right to say they are bad for lacking these things.
As I've said I do not consider these games, fighting games, they lack a lot of the elements necessary to be considered as a fighting game. What the games do well is give you a great imitation of how a DBZ battle would look and control as they make use of large destructible fighting areas and allow you to move and, somewhat, attack like a DBZ character. Though if you really want to be pedantic about this I suggest you look up something called "Earth's Special Forces" this was a Half-Life:Source mod that was made back in 2002 (3 years before the first Tenkaichi game) which is basically what gave the developers the idea for the Tenkaichi games. If you also check the genre it is listed as an Action game, but there are fighting elements in the game.
DonieZ wrote:I didn't mean to compare Super DBZ to BL, those two games, aside from BL's inclusion of the 'action bar', are extremely different (even the ki management system is very different). BL didn't suffer from converting to something akin to SDBZ, it suffered because the convertion was not handled successfully. Super DBZ is far better than BL, and also has a more competitive edge to it than Budokai. Budokai may be the strongest 'series' as a fighter, but Super DBZ is the strongest 'game'.
I should point out that ki management is practically non-existent in burst limit, the only times where you have to be careful is if you let off an ultimate attack or go into hyper mode as you'll drop your action bar down to 0. Ki blasts don't cost any ki, teleports require only a bit of the action bar which is recovered practically the instant you end the teleport and I believe supers don't cost anything either.
DonieZ wrote:I don't think anyone has said that Budokai has no depth, and is not competitive full stop. Ofcourse the game has some/enough depth, and can be played competitively, I don't think anyone is saying that. It's just that it shouldn't be overrated, the extent to which you can see diverse and interesting matches is really limited. The game mostly revolves around memorising your cancel combos and managing your ki effectively, then trying to pull off your very long combos. Long combos does not make a fighting game good, and as far as I know the aim of (high-level) Budokai is to land your long combos; if you watched the SF4 vid posted then you'd see most of the combos barely passed 8 hits. The game is also flat our boring to watch, even high level. The P and K animations are so bland and undiverse which make Budokai vids so repetitive; and it is for this reason which I give BL a lot of credit and why I would have liked more iterations of the series to see where it could have gone.
The comment about seeing diverse and interesting matches isn't really a good one, I have been working on frame data for Infinite world and I have found every character to be unique in terms of reach, start-up frames, recovery, and frame advantage from block stun. As I commented in the post above about how a Goku vs Broly fight could go it just shows a little as to what would make the matches interesting as there are a lot of factors to take into consideration which people take for granted. To say there is little diversity is really an understatement of the game. Each character performs differently and his/her advantages or disadvantages in combat and making use of those advantages to stack the odds in your favour is something all fighting games do, the Budokai games are no different. I do agree with you on the point of some of the animations in the Budokai games they do seem to lack diversity but that isn't a reason to not like the games other strong areas.
DonieZ wrote:Budokai has depth, but it isn't the cradle of competitiveness. Other DBZ games do it much better, including Super DBZ and Hyper Dimension. Heck, this guy blows them all out the roof: http://www.youtube.com/watch?v=yXyI-qiP ... ontext-chv
And how does this show depth or competitiveness? Sorry, but providing a video of one character created through Mugen(Arguably the worst thing to provide an example of depth and competitiveness because of the way you can design rules to fit only one character) is not really a show of depth or competitiveness. In fact, it seems like a downright insult to the Budokai franchise to say that one character in a Mugen game does depth and competitiveness better than an actual fleshed out game. It also seems as though you are saying that because these combos "look" particularly good that means that the depth and competitiveness has to be better than a game which combos don't look as nice. A character one guy created in Mugen isn't going to have as near an amount of a character thought up by a team of games designers, has this guy taken into consideration this Goku character compared to others? Has he been balancing it with other characters he has created to make sure the characters have equal opportunities in attack and defence? Depth and competitiveness are much more than a simple demonstration of combos. The only reason I have provided links of combos and the like is to show examples from them and explain around them, for instance, earlier I was on about how Goku's >PKK will force the player into the air slightly in an unfavourable juggle position is you enter >PKK once more. I also said it was possible to juggle from this position if you can cancel quick enough. Both times I provided videos showing what I mean to get my point across better. You have basically just provided a video and said that it trumps the Budokai games in depth and competitiveness without any information on what or how its achieved this.
Last edited by Hitiro on Tue Jul 17, 2012 9:03 pm, edited 1 time in total.

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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by Taku128 » Tue Jul 17, 2012 8:25 pm

Hitiro wrote:So other games like The Legend of Zelda which are branded as action-adventure games means they don't have any RPG elements because the creator hasn't dictated that in its genre? Everyone knows that the LoZ games have RPG elements because they are clearly seen within the game.
How the hell is Zelda an RPG in any way, outside of Zelda II where you level up stats?
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Re: DBZ Budokai HD Collection: Official On-Going Thread

Post by Hitiro » Tue Jul 17, 2012 8:31 pm

Taku128 wrote:
Hitiro wrote:So other games like The Legend of Zelda which are branded as action-adventure games means they don't have any RPG elements because the creator hasn't dictated that in its genre? Everyone knows that the LoZ games have RPG elements because they are clearly seen within the game.
How the hell is Zelda an RPG in any way, outside of Zelda II where you level up stats?
Did you read what I said? I said the LoZ games are action-adventure games with RPG elements. All throughout the series you can get health upgrades, weapon upgrades, potions and you work through dungeons. It may be missing things like experience bars and other things RPG games have but thats why people say they have RPG elements.
Last edited by Hitiro on Tue Jul 17, 2012 8:43 pm, edited 1 time in total.

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