Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
Another reason I like it is that the visuals are very likely and yes I grew up with the original DBZ so I love to see the fighters and play them.
I don't need those deeep deeeeeep mechanics some people are talking about. I don't see them and don't feel them.
When you like those games just play them already and leave this game to the people who like it.
Just ignore Schizm. He doesnt understand the meaning of adding value to a conversation. All he knows is to be disruptive. Just a sad online bully. Your classic low life internet dude.
Hey, look its liar. How goes the game design? What about those studies? You going to make up some more lies and get called out on it again then go ♥♥♥♥♥♥♥♥ because you have been caught?
Hows working at ubisoft? Did you know there is scientific studies on how full of ♥♥♥♥ you are, I mean they aren't online they were taught to me by Nintendo.
The speed and flow.
Good for what the game offers. Better than almost any other 2d/2.5d fighter on the market right now. 3v3 combat doesn't really slow down and the rate of exchange between players on an intermediate level is consistent and somewhat intense.
The way the game implements back dashes and air dashes to be mixed with SD set ups and vanish attacks is what I think came of good collaboration between Bandai Namco with their experience in keeping rush elements on simplistic foundations and ArcSystem Works solid air and ground game in a 2d wall bouncer environment. You can cancel out of a low heavy into a vanish, you can cancel out of a forward or backward airdash into a vanish, which has its uses in every match, especially against teams that are able to keep the ground a dangerous place to be with beam and spacing assists like Cell, Frieza or Nappa for a few examples.
The way to really play fast and fun is to trip up the opponent with the best use of defensive moves with bait and rush strategies. Reflect as one example, offers a moments distance from an aggressor that is easy to vanish out of which will put the opponent in one of a few situations where character options and team composition make up the core of whatever variations of defense or offense you have available.
Ki charge is useful but kind of risky if not used correctly. It gives energy which is essential for doing significant damage with assistless combos. Used as a bait into vanish is just one possibility I've found use in if the opponent chooses to launch a projectile and you don't stop in time to reflect and gain some energy back. If you bait them into SD, counter with low heavy. Just an option out of whats available.
Switching in and out with teammates is practically seamless. There is an applicable amount of switch variations like guard cancel switching, super combo switching, super move switches that allow team super attacks for extended damage and a mechanic called snapback which can be used out of dragon rush to force the opponent to switch back to one they may have called in for recovery, depending on which assist button you use.
The game is not hard to pick up and begin to understand within a short amount of time, which makes it accessible to beginners that may not be fans of the fighter genre, but would still like some easy options to get a few hits in on more experienced players. It keeps every character within immediate reach, and still offers a few more advanced combinations to create more mix up variations to keep characters fresher, longer.
Dealing damage is easy. Learning the hit confirm game is key. Dealing big damage and finishing a character in two combos takes a few hours of practice which is rewarding with what its supposed to offer; a higher chance of victory by increasing your options of attack and defense through familiarity with your character and team. Get to know who has which attacks and where they hit and in what amount of time. From there, the game works around a fairly simple but versatile scheme and the core of replayability in the game is where its expected to be, in getting to know the characters and experimenting with matchups.
Last but not least about the topic of speed and flow, this game truly shines in how spectacular it is to look at. The hits come fast, the animation is near flawless and it all looks as good as I expected it to coming from the creators of Naruto Storm games and Guilty Gear's new revamped 2.5d look upgraded from how it looked back in the days of GGACPR. The moves, clashes, flashes and sounds lack no impact from the series so many people know and love.
It's enough to keep almost anyone who likes to explore fighters interested for a while. I recommend it for anyone looking for a decent new fighter to play. I highly recommend it to DBZ fans.
What I find disappointing is how the fundamentally simplistic system locks players out of a more diverse range of free form options
Yeah, man. Me too. I think the game is generally good. My only real gripes with the game remain centered around the seeming fact that the fundamentally simplistic combat system still feels like it's lacking something. Like it's just not complete in some way. It locks players out of a more diverse array of options across attack and defense. Take Trunks for example. In his auto combo sequence, there's a move where he slashes through the opponent and they explode.
Because auto combos are enabled and there is no option to turn them off,(I don't get why it isn't here.It doesn't need to be GG or BB. Its still ArkSys, right?) you can't dash through with the blade and explode the opponent on a separate input right from the get go. You can only access that move through subsequent light attacks. To me, that shaves off a bit of mix up variety as well as general attack options. Not only that, but it makes it that much easier to play against people who play Trunks since it locks him in a predictability box. I think almost every character suffers from this, maybe not so much for Hit.
Taking the issue to the defensive side, look at the vanish. By no means is it useless, but its only functions as far as I'm aware are to dodge, and for attack purposes, wall bounce for combos. This was not hard to get used to, but I'd like to see the vanish as just a vanish. It'd be amazing if vanish was a combo cancel that basically reset your animations, put you on another side of the opponent and allowed you to not only continue or finish a combo, but to start a completely new one over off of any attack save for specials, so long as you timed the cancel properly when an enemy is stunned, grounded and sliding, or launched, less they block the next blow.
But all the vanish does is kick into the wall. You don't get any other options out of it. That's not saying the system is bad or anything in particular about the game is bad. Maybe except for the story mode, its just not engaging. But I just think they could have done more by giving more freedom within the limits of character ability. Currently, I'm trying to see if the game has advancing guard. I'd like to be able to air dash and guard while sailing forward. If it turns out I can,I think that'll add a lot more of the depth to the game I'm looking for in terms of how you learn to play around what other characters have on offer.
The more defensive and advancing options a character has along with the scale of how uniquely they function, the more depth it brings to how each player learns their own characters and how they stack up against others. In order for a fighter to seem "complete" and have "depth" I feel like it needs not only combos, but tactics and fighter archetypes too. This game doesn't fall flat in terms of either. I'd give it an 8, but...I'm used to what I could only say feels like 10. I understand this is a Bamco game, but it's also an ArcSys game. So i don't think it's unfair at all to compare it to BlazBlue or the features available in previous DBZ titles.
It seems like the only reason they decided to model after MvC is because of how popular it was and it seems to have a bigger player base than standard anime 2d fighters. It's not a bad game to model after, I just feel like someone like ArcSys could have done a lot more with that foundation.
Auto combos actually serve a major purpose in DBZ unlike GG and BB. Some people call it a "Psuedo jump", but doing parts of an auto combo in the air let you float up and pull off things you couldn't do other wise, or not do them and float down. The unique auto combo moves are no different then target combos locking you into a specific string.
If vanish could be canceled like that the game would break, like I'm not even kidding it would break. 1 bar for a reaction based punish? Also vanish is used to set up dragon rush mid combo these lets to swap there assists. You can vanish and extend combos, did you know if you vanish mid combo you can extend it via a character swap? Its great for team setups. It also resets assists if you swaped during a combo.
This is an arc system game btw, all there games have the issue with everyone kinda plays the rush down game. GG everyone was rush down, they just did it slightly differently, its the same here, in fact GG is worst because it punishes you for not being aggressive, while DBZ just rewards aggression more. You can actually play a decent zoning game in DBZ. This is also a team game so half of how you play is how you build you're team. I play as 16, Piccolo, and Tien. I don't go for long damaging combos nor do I rush down particularly hard. I get a hit in and then I go for resets, mix ups, and Vortexs.
You should also look up all the crazy ♥♥♥♥ people are doing with the deflect. Like ♥♥♥♥♥♥♥♥♥ its crazy.
However, the vanish does act close to what you'd like when you activate sparking blast, as you can use it without actually adding in the kick, simply acting as a teleport behind the enemy with you being able to use any input you would normally be able to while in midair, leading to some crazy combo potential as well as mix ups when in sparking blast... which is funny enough really as many more of the games complexities come with sparking blast as it changes the limits forced upon characters, for example you can air dash out of nearly anything while in this mode, and for characters like Tien this is monstrous with his fast buttons, as well as the super dash leaving you going forward after being blocked rather than being bounced back so to speak.
As for doing an advancing guard of sorts, dashing forward and blocking at the same time, im not necessarily sure you can do both in the same motion, though I know if you decide to block at any point during said dash, at least in my case, you will be able to block, has baited several Vanishes and random supers, not to mention most any other type of offense as long as I didn't decide to push a button somewhere within that space.
In all honesty, most of this game currently revolves around comboing enemies into setups/vortexes currently, as generally finishing off most combos with a super (unless you know it will kill or will make them low on health or leaves you in an advantageous position) isn't really cost effective, something I don't always follow since it can really feel great to just let those puppies loose and blast someone into next year, even if the damage scaling brings it down greatly. Deflect also is having some pretty insane uses when used in the right situations, considering it can literally repel anything from what I've seen including supers when used right.
With the perspective that you came into this game with, I can definitely see why you might feel it lacks in certain regards, but this game just builds upon what I found to be an already amazing platform, and simply makes it better, making an "X-Factor" mechanic that isn't just an insane power up and has actual complexities to it, as well as making a game that, for me anyways, highly encourages constant swapping when the opportunity is right, something I personally felt wasn't too strongly focused on in MvC3, but this, as well as MvCI even made it far more of a focus and are better for it.
As for auto combos, I can definitely see what you are saying, and can only imagine some of the crazy potential with mapping those abilities to a "directional input + button input" sort of method, like Beerus' crossup chop, SSB Goku's overhead, as well as Trunks crossup slash, and I think that would be a great addition really, though I can at least say in not doing so the autocombos do at least have some use, and makes what might otherwise be insanely strong moves far more tame while still being pretty safe (in some cases, Hit for example, FAR too safe.), its a decent balance really functioning as autocombos and something more akin to Persona 4 Arena, while a game I didn't play much, I did find it interesting that it made a different use of its more 'casual' mechanics rather than just doing something cheap and easy like MvCI/KoF14 in just making it a rather basic combo. The way that it is intergral to air combos does make things pretty interesting, though, sometimes rather confusing, but after some getting used to it I quite like it, even if it feels like it could have potentially been unintentional at first, and was something that either slipped through or something they simply kept in to increase combo potential. If there is anything I've found most annoying about auto combos in this game is just how strong some characters are because of them. (Adult Gohan and Hit mostly come to mind.) as they leave the user pretty much safe and are insanely quick, won't lie and its rather sad but the opponent I've had the most trouble with so far pretty much just spammed said auto combos with each character and beat me 4 solid times in a row in ranked, 2 sets with 2 rematches each, and while I can say it did help me learn a bit on how to be more defensive, those two characters in particular are difficult to react against consistenely in that particular situation just due to how many options they have after the auto combo ends, and how generally safe said auto combo leaves each of them.
Its definitely not a perfect game by any measure, and I can understand many of the criticisms being tossed at it, but its still a high 9 in my books on a raw gameplay level, near a 10 really, just a few small nit picks here and there prevent it from reaching that status.
Auto combos actually serve a major purpose in DBZ unlike GG and BB. Some people call it a "Psuedo jump", but doing parts of an auto combo in the air let you float up and pull off things you couldn't do other wise, or not do them and float down. The unique auto combo moves are no different then target combos locking you into a specific string.
If vanish could be canceled like that the game would break, like I'm not even kidding it would break. 1 bar for a reaction based punish? Also vanish is used to set up dragon rush mid combo these lets to swap there assists. You can vanish and extend combos, did you know if you vanish mid combo you can extend it via a character swap? Its great for team setups. It also resets assists if you swaped during a combo.
This is an arc system game btw, all there games have the issue with everyone kinda plays the rush down game. GG everyone was rush down, they just did it slightly differently, its the same here, in fact GG is worst because it punishes you for not being aggressive, while DBZ just rewards aggression more. You can actually play a decent zoning game in DBZ. This is also a team game so half of how you play is how you build you're team. I play as 16, Piccolo, and Tien. I don't go for long damaging combos nor do I rush down particularly hard. I get a hit in and then I go for resets, mix ups, and Vortexs.
You should also look up all the crazy ♥♥♥♥ people are doing with the deflect. Like ♥♥♥♥♥♥♥♥♥ its crazy. [/quote]
Know what? I appreciate this input. See, I knew you knew something I wanted to know. I've been in practice mode but I haven't gone exploring the switch methods beyond what I'd learned in the tutorials which took about 4 mins or less each. I've been focusing on assistless combos to see what limits I can push an individual character to. I like Piccolo too, so far. His hellzone grenade has proven to be a good finisher on a sliding foe that almost seems to go back into a combo starter with room to chase and pressure or even force AA. Its like the whole shebang. That slow moving projectile of his is a lot more versatile than it seems a lot of players I've faced take it for. It's a nice assist combo link too when the opponent bounces off of the wall.
I did not know that I could vanish mid combo and extend into swap. That's something I need to start making use of. Resetting assists sounds like an integral part of team play. That's pretty useful to know.
You're right, the game would be broken as hell if vanish worked how I described. Doubly so if they left the cost as is at 1 bar. At the risk of going off on a mini tangent, I'll only say that I think the idea deflates mainly because of the auto combo system and how hard it is to escape a combo once you slip up on your guard and take a punch. It's just the way the game plays. On that note, I'm loving the reflect so far. It's like a universal reversal button that actually takes some degree of skill to use it right every time. I'll take your advice and look up some things being done with reflect.
Only thing I disagree with is how everyone's rush down in GG. I know there is a lot of rush in GG, this can't be refuted, but some characters really do their best when zoning. Axl Low comes to mind, though he isn't helpless up close with a counter for everything. Dizzy is pretty much good either way, I guess. Potemkin doesn't even have a dash or air dash though. He can't really rush without getting caught in AA. It's just bad to be close to him, but that's also his biggest weakness. There were archetypes in that game that limited some characters from using mechanics others could. IMO that was pretty fun, but let me not derail this too far from DBFZ.
https://twitter.com/ScrubQuotesX/status/963654861916078080