"Dragon Ball XENOVERSE" Official Discussion Thread

Discussion of all things related to Dragon Ball video games (console and portable games, arcade versions, etc.) from the entire franchise's history.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by Super Saiyajin Luffy » Thu Sep 18, 2014 1:52 pm

DongHyun wrote:http://ruliweb.daum.net/news/view/65097.daum

[TSG] Dragon Ball Xenoverse
Trying to do some breakdown from the video linked in the URL.
For mobile users, one of the many mirrors: http://www.youtube.com/watch?v=Puad5STyM7Q

game 1 (0:00) Goku vs Vegeta:
0:15 maximum meter increased to 6 on both sides
0:16 aura dash consumes gradually green meter
0:29 normal Kamehame-Ha uses 1 yellow bar now
0:35 dash attack into jump/dodge cancel?
0:37 attempted charged punch
0:48 attempted charged attack, which got interrupted by a Vegeta grab or special attack?
0:58 Super Kamehame-Ha consumes 3 bars

game 2 (1:05) Goku vs Vegeta:
1:10 teleport consumes 2 green bars, not sure if it was out of hitstun or not
1:16 preset string into teleport, also consumes 2 green bars
1:40 Dragon Fist/whatever fist consumes 1 yellow bar
1:50 Kaioken? Kanji seems different, might be "GIMME ENERGY!", consumes 3 yellow bar

game 3 (2:20) Gohan vs Piccolo:

2:36 Masenko and Headbutt Charge both consumes 1 yellow bar
2:47 Gohan's grab I would assume, doesn't combo into Masenko
2:51 some skill, which I can't translate
2:55 combo cinematic, looks nice, has somewhat a feel of the SPIKE DBZ games
3:17 defensive move, consumes 3 green bars
3:21 Gohan can shoot multiple Ki blasts while moving (Goku only can while standing still)
3:25 some recovery cancel stuff with flying/block/sidestep to extend combos according to combo meter
3:53 Gohan activates his ultimate, consumes 3 yellow bars, has startup invicibility/armor, Piccolo's melee attacks doesn't harm Gohan during startup, Continous Headbutt tracks opponent fairly well

game 4 (4:40) Gohan vs Piccolo:
4:13 Gohan standard string into Masenko, might be an unblockable, but probably that Piccolo wasn't pressing the block button
4:17 OTG reset combo
4:37 Headbutt either whiffed or got blocked, has lot of recovery because of backflip
4:42 crazy range on that Piccolo grab, either usual grab or command grab
4:51 usage of the defensive move again, has invicibility/armor frames on startup

game 5 (5:30) Krillin vs Nappa:
5:33 jab range looks insanely long, followed up by a string into launcher and failed manual vanish/teleport combo
5:40 Nappa attempted counter? Krillin charged kick into a small stun combo
5:46 Kienzan, slow, 1 yellow bar, lots of hitstun to combo from, also Krillin taunting
5:49 not sure what happened, probably 2 attacks with armor properties connected and caused this small close combat cutscene, it was present in Budokai 3
6:02 Kienzan combo into some stuff
6:10 Krillin's defensive move, retreating Machine Ki-Blasts, consumes 3 green bars
6:18 dashing stuff, attacks Nappa sideways, land hits on the back despite the fact Nappa was blocking, seems like hits into the back aren't blockable and block button doesn't realign you fast enough for this string
6:22 Krillin's ultimate, "Bullet Rain" :D , 3 yellow bars, no vulnerable after shooting the bullets

Breakdown finished, might do it to other videos with decent gameplay, the Goku vs Goku footage is meh, though :D
DragonBall Xenoverse Fighting Mechanics breakdown
The DragonBall Xenoverse pre-release Q&A and general information post
Rukura about Sparking Omega wrote:I'm imagining people from Namco Bandai looking at these big sites talking about the announcement and them going "Wait....what?! Did we do that? Are we doing that? *turns to Spike* Are you people doing that?"
DB Xenoverse is not a DBZ simulator with fighting elements, it's a semi competent fighting/action game with DBZ simulation elements.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by ZombieVito » Thu Sep 18, 2014 2:11 pm

What's up with that image from Piccolo in the V-Jump scan? Looks so weird haha.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by Super Saiyajin Luffy » Thu Sep 18, 2014 2:14 pm

Also following information from this footage: https://www.youtube.com/watch?v=zTPw74SX6kA
Local multiplayer confirmed, doesn't seem to have lock on function. You can see it from the health/meter bar design for the 2nd player and the Super move options.
DragonBall Xenoverse Fighting Mechanics breakdown
The DragonBall Xenoverse pre-release Q&A and general information post
Rukura about Sparking Omega wrote:I'm imagining people from Namco Bandai looking at these big sites talking about the announcement and them going "Wait....what?! Did we do that? Are we doing that? *turns to Spike* Are you people doing that?"
DB Xenoverse is not a DBZ simulator with fighting elements, it's a semi competent fighting/action game with DBZ simulation elements.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by SingleFringe&Sparks » Thu Sep 18, 2014 2:22 pm

Nickolaidas wrote:Plus, I don't know if I'm right, but I think this is the first DBZ game that really nailed Nappa's size. He looks like a giant in front of Krillin.
Well Burst limit got it right where he was maybe a size under broly; but was still really bulky to the likeness. Its mainly just the Spike games that always got him wrong from the shape of his head to his size compared to Goku.

They also got Gohan's model right. Hes finally the right size of tiny; where as in Tenkaichi he was just stumpy yet large compared to Vegeta like a giant baby. His hair is now ridged and not flat like it was in Raging Blast. Thankfully.


dbgtFO wrote:I'm genuinely intrigued by this storyline, but I don't know, if I'll end up buying the game.
Gotta wait to next year to see, if I'm interested by then.
This makes it more likely that there will be the masked-Bardock incarnation. I hope we get the arc with the evil Bardock vs Z-warriors. That should be an OVA in itself.
Last edited by SingleFringe&Sparks on Thu Sep 18, 2014 3:15 pm, edited 2 times in total.
Zephyr wrote:The fandom's collective fetishizing of "moments" is also ridiculous to me. No, not everyone needs a fucking "shine" moment. If that's all you want, then all you want is fanservice, rather than an actual coherent story. And of course those aren't mutually exclusive; you could have a coherent story with "shine" moments! But if a story is perfectly coherent (and I'm really not seeing any compelling arguments that this one is anything but, despite constantly recurring, really poorly reasoned, attempts to argue otherwise), and you're bemoaning the lack of "shine" moments as a reason for the story's poor quality, then you're letting your thirst for "shine" moments obfuscate your ability to detect basic storytelling when it's right in front of you.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by DarkPrince_92 » Thu Sep 18, 2014 2:53 pm

A couple things I noticed. The wasteland map is beautiful. It looks more like an actual place instead of a plain grass field with random pillars or rock inserted throughout. And the camera still looks like It makes Player 1 the priority. I'm curious how a versus match looks.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by omegalucas » Thu Sep 18, 2014 3:08 pm

Rukura wrote: As far as the commands...well...having played Ultimate Tenkaichi, takes one good look to see that this is nothing like Ultimate Tenkaichi.
I think he means the commands showing up in the screen like they did during Super and Ultimate Blasts in UT.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by SingleFringe&Sparks » Thu Sep 18, 2014 3:22 pm

I'm really glad the combat system now is more close-quarter oriented more similar to Shin Budokai rather than the pursuit & knock-away oriented stuff Raging Blast was.

I'm still stuck on the Camera. They really need to look into it. Especially on the tournament stage, when Nappa and Krillin were in that corner it just got chaotic.
Last edited by SingleFringe&Sparks on Thu Sep 18, 2014 5:07 pm, edited 2 times in total.
Zephyr wrote:The fandom's collective fetishizing of "moments" is also ridiculous to me. No, not everyone needs a fucking "shine" moment. If that's all you want, then all you want is fanservice, rather than an actual coherent story. And of course those aren't mutually exclusive; you could have a coherent story with "shine" moments! But if a story is perfectly coherent (and I'm really not seeing any compelling arguments that this one is anything but, despite constantly recurring, really poorly reasoned, attempts to argue otherwise), and you're bemoaning the lack of "shine" moments as a reason for the story's poor quality, then you're letting your thirst for "shine" moments obfuscate your ability to detect basic storytelling when it's right in front of you.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by Nickolaidas » Thu Sep 18, 2014 3:22 pm

omegalucas wrote:
Rukura wrote: As far as the commands...well...having played Ultimate Tenkaichi, takes one good look to see that this is nothing like Ultimate Tenkaichi.
I think he means the commands showing up in the screen like they did during Super and Ultimate Blasts in UT.
Thank you.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by TheGmGoken » Thu Sep 18, 2014 3:55 pm

Not sure if it was talked about.

So, I woke up this morning to find that chaospunishment uploaded the theme for the Xenoverse title screen:
https://www.youtube.com/watch?v=_jYtw0CYBhc
Xenoverse Title Theme
Do any of you notice a striking resemblance to Metallica's No Leaf Clover? You think Yamamoto would have learned by now:

https://www.youtube.com/watch?v=8MlohhJSmG4No Leaf Clover: by Metallica

Source:
http://dbzf.co.uk/topic/8501781/

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by EA575 » Thu Sep 18, 2014 4:12 pm

I don't know if they're still using Yamamoto this time around. Is he even allowed to do anything Dragon Ball anymore?

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by Ryuman » Thu Sep 18, 2014 4:15 pm

TheGmGoken wrote:Not sure if it was talked about.
It's not a new track, it was in Burst Limit. Comparisons between those songs were made a long time ago.
It's not as if Yamamoto would ever be allowed to work with the series again anyway.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by TheAldella » Thu Sep 18, 2014 4:21 pm

It seems you can shoot a kamehameha DIRECTLY down now...

EDIT: Man, those ultimate attacks are legit. I hope the story mode turns out well...
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by FortuneSSJ » Thu Sep 18, 2014 4:23 pm

Well they have my money. Didnt buy a DB game since Tenkaichi 3.
Seems like the time finally came.
A world without Dragon Ball is just boring.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by Makaioshin » Thu Sep 18, 2014 4:43 pm

They are back and with some new art! I'm really looking forward to hearing their voices.
I'm surprised more people aren't talking about the Kaioshin of Time.
TheDevilsCorpse wrote: Also a fun picture showing the altered history aspect of the game. The blurb next to the Majin and Earthing avatars shows Goku holding Raditz for Piccolo's Makankosappo, but when it is fired, Raditz gets out of the way and only Goku is hit. Interesting.
Neat. That is a lot better than how Online handled it.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by SingleFringe&Sparks » Thu Sep 18, 2014 5:05 pm

Ryuman wrote:
TheGmGoken wrote:Not sure if it was talked about.
It's not a new track, it was in Burst Limit. Comparisons between those songs were made a long time ago.
It's not as if Yamamoto would ever be allowed to work with the series again anyway.
Its a big shame because Yamamoto's selections were some pretty damn good songs, and not just simplistic, generic, high-pitched riffs that Spike's been using. The tune seemed to have some actual weight to it.
Zephyr wrote:The fandom's collective fetishizing of "moments" is also ridiculous to me. No, not everyone needs a fucking "shine" moment. If that's all you want, then all you want is fanservice, rather than an actual coherent story. And of course those aren't mutually exclusive; you could have a coherent story with "shine" moments! But if a story is perfectly coherent (and I'm really not seeing any compelling arguments that this one is anything but, despite constantly recurring, really poorly reasoned, attempts to argue otherwise), and you're bemoaning the lack of "shine" moments as a reason for the story's poor quality, then you're letting your thirst for "shine" moments obfuscate your ability to detect basic storytelling when it's right in front of you.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by omegalucas » Thu Sep 18, 2014 5:13 pm

Super Saiyajin Luffy wrote: game 3 (2:20) Gohan vs Piccolo:

2:51 some skill, which I can't translate
Animation-wise it looks like Ki charging, but the Ki bar doesn't go up.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by SingleFringe&Sparks » Thu Sep 18, 2014 5:31 pm

omegalucas wrote:
Super Saiyajin Luffy wrote: game 3 (2:20) Gohan vs Piccolo:

2:51 some skill, which I can't translate
Animation-wise it looks like Ki charging, but the Ki bar doesn't go up.
It could be an Unlocked Potential state, or a Tenkaichi-styled Buff skill. Though I think its a combination of both.
Zephyr wrote:The fandom's collective fetishizing of "moments" is also ridiculous to me. No, not everyone needs a fucking "shine" moment. If that's all you want, then all you want is fanservice, rather than an actual coherent story. And of course those aren't mutually exclusive; you could have a coherent story with "shine" moments! But if a story is perfectly coherent (and I'm really not seeing any compelling arguments that this one is anything but, despite constantly recurring, really poorly reasoned, attempts to argue otherwise), and you're bemoaning the lack of "shine" moments as a reason for the story's poor quality, then you're letting your thirst for "shine" moments obfuscate your ability to detect basic storytelling when it's right in front of you.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by Rukura » Thu Sep 18, 2014 6:38 pm

SingleFringe&Sparks wrote:
omegalucas wrote:
Super Saiyajin Luffy wrote: game 3 (2:20) Gohan vs Piccolo:

2:51 some skill, which I can't translate
Animation-wise it looks like Ki charging, but the Ki bar doesn't go up.
It could be an Unlocked Potential state, or a Tenkaichi-styled Buff skill. Though I think its a combination of both.
That move was named "Energy Charge" (the english words) so it was probably something like that, if the ki didn't go up.
Nickolaidas wrote:
omegalucas wrote:
Rukura wrote: As far as the commands...well...having played Ultimate Tenkaichi, takes one good look to see that this is nothing like Ultimate Tenkaichi.
I think he means the commands showing up in the screen like they did during Super and Ultimate Blasts in UT.
Thank you.
Those were for defensive stuff, here it's to chose the super moves. I'm also pretty excited for the game, I'm just saying those two things are apples and oranges, that's all.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by KentalSSJ6 » Thu Sep 18, 2014 6:56 pm

SingleFringe&Sparks wrote:
Ryuman wrote:
TheGmGoken wrote:Not sure if it was talked about.
It's not a new track, it was in Burst Limit. Comparisons between those songs were made a long time ago.
It's not as if Yamamoto would ever be allowed to work with the series again anyway.
Its a big shame because Yamamoto's selections were some pretty damn good songs, and not just simplistic, generic, high-pitched riffs that Spike's been using. The tune seemed to have some actual weight to it.
Well if we're lucky we'll get custom soundtracks as a option.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by SSJ6Goku » Thu Sep 18, 2014 8:01 pm

if they didn't include local multiplayer in this game it would have been a major slap in our faces since we all trashed battle of z for not having it

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