I always thought Budokai 3 was really accessible but there was a heck of a lot of depth. Proper combos, cancels, and teleporting sorta acted as a way to do crossovers. It was great! I just hope when they say they have the same control scheme, they just mean that punches, kicks, grabs etc are all the same. I really hope it doesn't mean every character's combos are the same.Kendamu wrote:The controls are supposed to be pretty accessible in this new game with all the characters having the same control schemes (like the most Dragon Ball fighters). So, while there will probably be some variance in pacing as well as strengths and weaknesses of the characters, it's not gonna play like Street Fighter II where there's one set of characters that control one way and another set that controls another way.KentalSSJ6 wrote:Exactly why I find the BT series to be overrated.Once you've mastered one character, you've mastered them all. They all play essentially the same.
"Dragon Ball XENOVERSE" Official Discussion Thread
Re: "Dragon Ball: Xenoverse" (PS4/XB1/PS3/360) Official Thre
Follow me on Twitter for countless shitposts.
Deadtuber.
Deadtuber.
- Kendamu
- Born 'n Bred Here
- Posts: 7000
- Joined: Wed Nov 23, 2005 10:31 am
- Location: The Martial Arts World
Re: "Dragon Ball: Xenoverse" (PS4/XB1/PS3/360) Official Thre
In Budokai 3, the character controls schemes are pretty much the same. I asked the guy giving the presentation about the controls. He showed me a standard/weak attack button, a strong attack button, a ki button, and I believe the dodge/defense button was a face button as well. I didn't really go into the shoulder buttons or ki charging controls. It might not even have been implemented yet. It was a very, very early build as most games just announced at E3 don't usually have gameplay available.AjayLikesGaming wrote:I always thought Budokai 3 was really accessible but there was a heck of a lot of depth. Proper combos, cancels, and teleporting sorta acted as a way to do crossovers. It was great! I just hope when they say they have the same control scheme, they just mean that punches, kicks, grabs etc are all the same. I really hope it doesn't mean every character's combos are the same.Kendamu wrote:
The controls are supposed to be pretty accessible in this new game with all the characters having the same control schemes (like the most Dragon Ball fighters). So, while there will probably be some variance in pacing as well as strengths and weaknesses of the characters, it's not gonna play like Street Fighter II where there's one set of characters that control one way and another set that controls another way.
Re: "Dragon Ball: Xenoverse" (PS4/XB1/PS3/360) Official Thre
Did they say how long is in development?Kendamu wrote:In Budokai 3, the character controls schemes are pretty much the same. I asked the guy giving the presentation about the controls. He showed me a standard/weak attack button, a strong attack button, a ki button, and I believe the dodge/defense button was a face button as well. I didn't really go into the shoulder buttons or ki charging controls. It might not even have been implemented yet. It was a very, very early build as most games just announced at E3 don't usually have gameplay available.
- kbrooksgohan
- Beyond Newbie
- Posts: 154
- Joined: Tue Oct 05, 2010 5:21 pm
Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa
@Kendamu
I hope that means that each character has different animations which I'm fairly certain they will. Burst Limit had the same commands but different animations and properties for each characters combos and attacks which I liked a lot. I would love to see more differences though. If they can redo their super attacks system to be closer to the show that would be great. I would to see more supers like Raging Blast/Tenkaichi. They can do without generic attacks like Volleys and Explosive Waves but if it's apart of a character's signature moves then I think they should have them. Vegeta seems to have some sort of energy volley based off that trailer. I also hope that they add some of their attack mini games for certain Super and Ultimate attacks. Not everything needs to be real time and not every character needs to have a real time beam attack. I mean they can be hybrid of beam/cinematic for certain ones I just don't want all non-cinematic attacks. Or how about some counter attacks or short range attacks or long range etc? Ish like that is what I want.
I think that it makes the character's to similar. I think the more differences the better. Here's an example of what I mean:
Vegeta - Base
Attacks
After-Image - the true after-image - tricks opponent
Galic Gun - Beam - standard attack
Energy Volley - Volley of Blasts - a signature move of Vegeta
Explosive Wave - Defense/Offense - Vegeta actually uses this quite a bit in the series - can be used to make a combo
Genocide Blaster - physical attack rush - Short range attack - Could be a Super Finisher
Ultimate Attacks
1.Double Galic Gun - move used on Pui Pui - short range Ultimate Attack
2.Final Burst Cannon - Beam attack - Real Time with Cinematic ending
3.Dirty Fireworks - Reworked to be more like Spike - Real Time - Cinematic
4.Final Galic Cannon - Move used on Zarbon - Button Command Cinematic
I really hope they dig deep with the content. It's going to help differentiate the characters.
I hope that means that each character has different animations which I'm fairly certain they will. Burst Limit had the same commands but different animations and properties for each characters combos and attacks which I liked a lot. I would love to see more differences though. If they can redo their super attacks system to be closer to the show that would be great. I would to see more supers like Raging Blast/Tenkaichi. They can do without generic attacks like Volleys and Explosive Waves but if it's apart of a character's signature moves then I think they should have them. Vegeta seems to have some sort of energy volley based off that trailer. I also hope that they add some of their attack mini games for certain Super and Ultimate attacks. Not everything needs to be real time and not every character needs to have a real time beam attack. I mean they can be hybrid of beam/cinematic for certain ones I just don't want all non-cinematic attacks. Or how about some counter attacks or short range attacks or long range etc? Ish like that is what I want.
I think that it makes the character's to similar. I think the more differences the better. Here's an example of what I mean:
Vegeta - Base
Attacks
After-Image - the true after-image - tricks opponent
Galic Gun - Beam - standard attack
Energy Volley - Volley of Blasts - a signature move of Vegeta
Explosive Wave - Defense/Offense - Vegeta actually uses this quite a bit in the series - can be used to make a combo
Genocide Blaster - physical attack rush - Short range attack - Could be a Super Finisher
Ultimate Attacks
1.Double Galic Gun - move used on Pui Pui - short range Ultimate Attack
2.Final Burst Cannon - Beam attack - Real Time with Cinematic ending
3.Dirty Fireworks - Reworked to be more like Spike - Real Time - Cinematic
4.Final Galic Cannon - Move used on Zarbon - Button Command Cinematic
I really hope they dig deep with the content. It's going to help differentiate the characters.
Re: "Dragon Ball: Xenoverse" (PS4/XB1/PS3/360) Official Thre
It's just a shame that all of the characters played the same. It was still fun and all of the customization gave it a ton of replay value, but still. A lot of the characters moves were at least superficially different, so I thought it was a good window to have a lot of guys have moves/styles that made different uses of the controls, like weaker guys having movesets that consist more of punch/kick based moves rather than everything being the same combo+energy.AjayLikesGaming wrote:
I always thought Budokai 3 was really accessible but there was a heck of a lot of depth. Proper combos, cancels, and teleporting sorta acted as a way to do crossovers. It was great! I just hope when they say they have the same control scheme, they just mean that punches, kicks, grabs etc are all the same. I really hope it doesn't mean every character's combos are the same.
Yamcha: Do you remember the spell to release him - do you know all the words?
Bulma: Of course! I'm not gonna pull a Frieza and screw it up!
Master Roshi: Bulma, I think Frieza failed because he wore too many clothes!
Cold World (Fanfic)
"It ain't never too late to stop bein' a bitch." - Chad Lamont Butler
Bulma: Of course! I'm not gonna pull a Frieza and screw it up!
Master Roshi: Bulma, I think Frieza failed because he wore too many clothes!
Cold World (Fanfic)
"It ain't never too late to stop bein' a bitch." - Chad Lamont Butler
- kbrooksgohan
- Beyond Newbie
- Posts: 154
- Joined: Tue Oct 05, 2010 5:21 pm
Re: "Dragon Ball: Xenoverse" (PS4/XB1/PS3/360) Official Thre
Interesting idea. Yeah I hope they do more to make the character's more unique in their combos and melee.jjgp1112 wrote:It's just a shame that all of the characters played the same. It was still fun and all of the customization gave it a ton of replay value, but still. A lot of the characters moves were at least superficially different, so I thought it was a good window to have a lot of guys have moves/styles that made different uses of the controls, like weaker guys having movesets that consist more of punch/kick based moves rather than everything being the same combo+energy.AjayLikesGaming wrote:
I always thought Budokai 3 was really accessible but there was a heck of a lot of depth. Proper combos, cancels, and teleporting sorta acted as a way to do crossovers. It was great! I just hope when they say they have the same control scheme, they just mean that punches, kicks, grabs etc are all the same. I really hope it doesn't mean every character's combos are the same.
- Hellspawn28
- Patreon Supporter
- Posts: 15742
- Joined: Mon Sep 07, 2009 9:50 pm
- Location: Maryland, USA
Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa
Maybe, but they could save them for a possible sequel. The franchise as a whole is simply called "Dragon Ball" which is why some DBZ games don't have the Z in the title.cesarcoronel07 wrote:I'm curious to know why the "Z" wasn't included in the title... Could it mean Dragon Ball and Dragon Bal GT characters will finally make an appearance? (Which I doubt will happen)
She/Her
PS5 username: Guyver_Spawn_27
PS5 username: Guyver_Spawn_27
- DBZGTKOSDH
- Namekian Warrior
- Posts: 12401
- Joined: Sat Jul 02, 2011 7:45 pm
- Location: Greece
Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa
It's not something new, ever since 2009, every Z game was simply called "Dragon Ball" in Japan, and "Dragon Ball Kai" in a few cases, except for BoZ.cesarcoronel07 wrote:I'm curious to know why the "Z" wasn't included in the title... Could it mean Dragon Ball and Dragon Bal GT characters will finally make an appearance? (Which I doubt will happen)
Dragon Ball Z: Infinite World (last Z game until BoZ, every other Z game before that had the "Z" in its title)
Dragon Ball Kai: Dragon Battlers (originally called Dragon Ball Z: Dragon Battlers, later renamed into Kai)
Dragon Ball Kai: Attack of the Saiyans
Dragon Ball: Raging Blast
Dragon Ball: Tag VS
Dragon Ball: Raging Blast 2
Dragon Ball Kai: Ultimate Butōden
Dragon Ball: Zenkai Battle Royale
Dragon Ball: Ultimate Blast
Dragon Ball: Tap Battle
Dragon Ball Z: Battle of Z
Dragon Ball: Ultimate Swipe
Dragon Ball: Xenoverse
Of course, the games based on the original Dragon Ball anime, Dragon Ball Online, Dragon Ball Heroes, and Dragon Ball Evolution didn't have the "Z" or "Kai" in their titles.
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.
- dbboxkaifan
- Banned
- Posts: 8906
- Joined: Wed Nov 02, 2011 11:32 pm
Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa
No it isn't. They've been doing it since PS2 for Saint Seiya.Saiga wrote:DIMPS is back?I am so fucking hyped right now. Choo-choo!
Surprised to see they're making a 3D game. Since it's their first game in that style, that might be problematic. Hopefully they're able to do well though!
Saint Seiya: The Sanctuary - PS2


Saint Seiya: Sanctuary Battle - PS3


FUNimation 2015 Releases I want:
- Kai 2.0 on Blu-ray
- Kai 2.0 on Blu-ray
Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa
sanctuary for ps2 wasn't full 3D
- dbboxkaifan
- Banned
- Posts: 8906
- Joined: Wed Nov 02, 2011 11:32 pm
Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa
It still counts as it was the beginning of it, and I could've listed the Shin Budokai games because they too allow a 3D-ish view although it's still stuck to side-by-side battles.Drev wrote:sanctuary for ps2 wasn't full 3D
I'm quite happy that Dimps released Sanctuary Battle as Brave Soldiers was nothing more than another bland Dynasty Warriors' game.
FUNimation 2015 Releases I want:
- Kai 2.0 on Blu-ray
- Kai 2.0 on Blu-ray
Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa
brave soldiers is storm like, maybe you mean "senki". Yeah senki was dynasty warriors like, but boss battle were "tenkaichi like". Did you really play the game?dbboxkaifan wrote:It still counts as it was the beginning of it, and I could've listed the Shin Budokai games because they too allow a 3D-ish view although it's still stuck to side-by-side battles.Drev wrote:sanctuary for ps2 wasn't full 3D
I'm quite happy that Dimps released Sanctuary Battle as Brave Soldiers was nothing more than another bland Dynasty Warriors' game.
- dbboxkaifan
- Banned
- Posts: 8906
- Joined: Wed Nov 02, 2011 11:32 pm
Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa
I did but I just wasn't pleased with the Dynasty Warriors introduced to it as I'm sickened to death about it, same goes with Tenkaichi/RB.
FUNimation 2015 Releases I want:
- Kai 2.0 on Blu-ray
- Kai 2.0 on Blu-ray
- Careless Saiyajin
- Regular
- Posts: 748
- Joined: Wed Jun 11, 2014 8:39 pm
- Location: New Jersey
- Contact:
Re: "Dragon Ball: Xenoverse" (PS4/XB1/PS3/360) Official Thre
Although i loved playing Budokai 3, I think jjgp1112 made a good point about characters playing the same. Battle of Z (despite the flaws it arguably had), featured characters with individual purpose, strengths and weaknesses, each character harnessing different purpose made it worth while for me. (not that the actual controls were very different featuring a melee button and a blast button practically). And so i would hope Dragon Ball XENOVERSE would feature charecters with different purpose and or at the very least play differently.jjgp1112 wrote:It's just a shame that all of the characters played the same. It was still fun and all of the customization gave it a ton of replay value, but still. A lot of the characters moves were at least superficially different, so I thought it was a good window to have a lot of guys have moves/styles that made different uses of the controls, like weaker guys having movesets that consist more of punch/kick based moves rather than everything being the same combo+energy.AjayLikesGaming wrote:
I always thought Budokai 3 was really accessible but there was a heck of a lot of depth. Proper combos, cancels, and teleporting sorta acted as a way to do crossovers. It was great! I just hope when they say they have the same control scheme, they just mean that punches, kicks, grabs etc are all the same. I really hope it doesn't mean every character's combos are the same.
- SingleFringe&Sparks
- I'm, pretty, cozy, here...
- Posts: 1642
- Joined: Mon Dec 09, 2013 10:55 pm
- Location: Mt. Paozu/East District
Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa
I'm sure those people who obess over big roster will still be there, but at least if this game is successful for competive, balanced play then at least we'll have that underneath the main community. Someway to wean that mindset out of the fanbase would be hard to do. Though I'm sure so long as the main characters of each arc is added it would be enough for even them I'd hope. A roster like W-Impact sounds pretty good. Its basically Budokai 3 and Infinite World with all the missing characters from Budokai 1 included. That to me is a solid roster, not to big, not too small and nobody is deemingly useless but just essential.Kendamu wrote:I'm hoping that the Zenkai Battle Royale-esque over-the-shoulder open arena combat will deter that line of thinking from fans of the Sparking series.
What I wonder is if there will be boss battles.
Thats the one thing Dimps fell in, there was hardly ever any real game modes after storymode was over. Burst limit was only near unreplayable for me through boredom with it as a game. Every mode in the game felt the same. Storymode itself was just one long prolonged arcade mode. At least Tenkaichi 3 and RB1 were able to provide variety in things to do even if it was all just fighting.goku the krump dancer wrote:See I'm not worried about the hand to hand combat from Dimps since that's not what made Burst Limit a failure in the long run. Solid fast paced fighting aside Burst Limit failed in every other department namely the content one.
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.
Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa
That may be part of an attack. The hits leading up to the ki blast volley were from a rush Vegeta used on Ginyu.kbrooksgohan wrote:Vegeta seems to have some sort of energy volley based off that trailer.
- Rukura
- I'm, pretty, cozy, here...
- Posts: 1848
- Joined: Thu Feb 03, 2011 4:29 pm
- Location: Space Lisbon, Space Portugal
Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa
So, for the sake of showing how Xenoverse seems to be bringing in the best parts of previous games, I thought I'd go through the trailer (and demo gameplay) and compare the trailer footage to elements found in other fan favorite Dragon Ball games. And maybe compile them in one video or something.
One thing I found through the Goku vs Freeza gameplay portion of the trailer was...the exact same combo being performed in Burst Limit. I mean that as a good thing.
Burst Limit: http://youtu.be/mbQvn-xqwEo?t=2m6s
Xenoverse: http://youtu.be/2iBqy2uUOz0?t=49s
One thing I found through the Goku vs Freeza gameplay portion of the trailer was...the exact same combo being performed in Burst Limit. I mean that as a good thing.
Burst Limit: http://youtu.be/mbQvn-xqwEo?t=2m6s
Xenoverse: http://youtu.be/2iBqy2uUOz0?t=49s
Full checklist of all Xenoverse clothing pieces, accessories and Z-Souls (Many thanks to jrdemr for the Z-Souls sheet): https://www.dropbox.com/s/u8vxc8m0fehev ... .xlsx?dl=0
- kbrooksgohan
- Beyond Newbie
- Posts: 154
- Joined: Tue Oct 05, 2010 5:21 pm
Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa
That's not the same combo.
Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa
It's the usual 2 punches-2 kicks-*insert end motion based on which game* you see in every DiMPS game ever, however Burst Limit updated the animations a bit and so does Xenoverse.kbrooksgohan wrote:That's not the same combo.
On another note, the little rush Vegeta does reminds me a lot of the teleport attack in Shin Budokai 2, you throw someone to the air, you chase after them, teleport 2 times and do a energy move, It seems to be more fleshed out this time around as well.
Last edited by Quebaz on Thu Jun 12, 2014 5:52 pm, edited 1 time in total.
- kbrooksgohan
- Beyond Newbie
- Posts: 154
- Joined: Tue Oct 05, 2010 5:21 pm
Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa
Yeah but that's not the same combo though. I'm just correcting him. Besides I would not be surprised if they aren't finished animating them.
I want them to make more interesting looking combo animations. Burst Limit and Budokai are really claustrophobic. I think the combo's could be more exciting.
I want them to make more interesting looking combo animations. Burst Limit and Budokai are really claustrophobic. I think the combo's could be more exciting.
Last edited by kbrooksgohan on Thu Jun 12, 2014 5:50 pm, edited 1 time in total.









