ドラゴンボール ファイターズ

ドラゴンボール ファイターズ

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DBFZ... Where the hell is the fighting game? Did ArcSys do this or someone else?
Hey man, like, I'm trying to get down on this new figther with all my friends. But like, yo, where are my just inputs? Where is my dash and grab? Where is my flawless defense? Where is my once per round barrier burst to escape a dangerous combo at just the right time? Where is my input on hit frame? Where is the variety in character playstyle? Where is my combo cancel? Even ♥♥♥♥♥♥ Naruto Ult Nin Storm 4 had ♥♥♥♥♥♥♥ cancels.

WHERE IS THE ♥♥♥♥♥♥♥♥♥ CHARACTER ROSTER? I HAVE TO PICK 3 EVERY TIME? REALLY?! I ONLY LIKE THE ONE DUDE THOUGH. I DON'T CARE ABOUT THE OTHER ONES! WELL IF I HAVE TO PICK AND MY OPPONENT HAS TO PICK 3, WHERE ARE THE REST?! I WANT TO LEARN SOMEONE ELSE! Why is anti air so easy? Why is hit confirm off block so easy? Why does every character have the same gap close options and the exact same intercept options? Why do I have 7 ♥♥♥♥♥♥♥ ki bars and I only need to fill up to lvl 3 and hit a special counter 2 times after a medium combo to finish any character? Aren't DBZ people known for being extremely tanky? Why does the ki bar fill up so fast? Why is it so damned easy to spam special attacks? Why do you get so many per round? Why don't fights last long enough?

Is this how bandwagon 2d team fighters play? Was MVC like this? No one gets a decent health bar because we have 3 characters to go through? Do I really need to wait until everyone in my group masters assist attacks, the perfect ♥♥♥♥♥ form of fighting where we can juggle each other for a sec and call in some invincible bastard to stack on some very free and extremely safe damage right quick? Why isn't there a 1v1 mode? Why aren't there any other modes aside from the standard and the 3v3 which is the only way to feel like you're playing a 1v1? Why is there a buff in arcade mode to make the NPC's do insane damage with ordinary auto mash combos? Why is there a tournament mode where you encounter the same teams of 3 at least 25 times? Why is this game like this? Why?

Who is responsible for this?

There doesn't seem to be enough depth in this game. They call it easy to pick up and hard to master. I stay away from games with descriptions like that. They tend to lack any real depth and any attention to detail. Yes, it is easy to pick up a game that practically plays itself on a beginner level. Yes it is hard to master a lack of a complete system and make do with what you have in order to make it at least look like a fully fleshed out fighter like Guilty Gear and Blaz Blue...Super ♥♥♥♥♥♥♥♥♥ bored with this game. Super ♥♥♥♥♥♥♥♥♥ disappointed. Why the hell am I still playing thoouuuuuuugh?

I want to stop. But I don't want to want to stop.
投稿主: Lunar Shower:
Best advice I could say is just stick to Guilty Gear, this game is an entirely different beast with things only beginning to open up honestly, similar to MvC2 and 3, both games that, on the surface look simple enough, but in practice have a much, much higher skill ceiling. Personally the game manages to have a pretty decent and fulfilling learning curve as compared to fighters like Tekken and Guilty Gear where you spend the early hours of the game as a punching bag for the most part, not to say there is anything wrong with being mechanically intensive, especially considering that, from an objective stand point, Guilty Gear Xrd Revelator is probably one of the best fighting games of all time just in the sheer complexity and uniqueness the game has. There is a few things to keep in mind however, most importantly, Guilty Gear is a series which is about, if not, two decades old, so similar to something like Tekken for example, there are plenty of things they can carry over, while getting rid of what people dislike or just falls flat in the game, while keeping the more familiar mechanics and legacy abilities for characters that fans will enjoy.

Both of these also create a new issue in general though, piled on top of Arc Sys general poor decisions in DLC/expansions, they set a higher bar for entry than many games... not to mention the fact that Guilty Gear is already an anime fighter, further making it even more of a niche title among all the main stream fighters. Being simple to pick up, but hard to master in general is the best way to play things, and to say a games learning curve/ceiling is already met within the first month of its release is pretty short sighted. In any case though, there are quite a few points I agree with you on... the arcade mode for example, it feels like a cheap way to simply extend play time, and I personally believe the tournament mode could have been MUCH better for Singleplayer purposes... but, then again, thats not really why it exists. Not to mention the lobby acting as a menu is pretty meh. If they did ever go the route of something like KoF though with less characters being an option, I'd be all up for it, but seeing as how this game is VERY inspired by MvC, I doubt that will happen, and I am just fine with that since UMvC3, for all its shortcomings, was one of the best fighting games to date just on the sheer fun factor and how far you could really push yourself and stand out among other players of the said same characters, something this game has done fairly well so far as well, despite each character have very same-y elements outside of a select few (Hit, Frieza, and Yamcha come to mind, as they have very unique and different combo paths compared to the standard.). Though, I will say, there are certain characters that feel like they have a higher ceiling/curve while being same-y (18, 16, Cell, Beerus), and of course, the most standard fare of standard (Goku, Vegeta).

In any case, rambling a bit here, but I'd say give the game some time, or even take the survey/offer your thoughts up to Arcsys/Bamco, might effect future updates or future games even, as I for some reason doubt this will be the last Dragon Ball game by ArcSys with how successful it has turned out.
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61-71 / 71 のコメントを表示
What a senseless ramble... I like the game. It's fast, not overcomplicated in tactics and mostly a test of reaction and doing the right things at the right time. That's it for me, not more.
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.
Tip of the day:
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.
最近の変更はHead Trackerが行いました; 2018年2月10日 2時25分
Schizm 2018年2月10日 10時51分 
󠀡󠀡󠀡󠀡󠀡󠀡 の投稿を引用:
Tip of the day:
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.

最近の変更はSchizmが行いました; 2018年2月10日 11時00分
So I've gotten in maybe 20 matches online since last night with a mix of ring matches and the lobby arena matches. Let's start with the generalized pros of the game. Going to try and make this easy to follow.

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.
最近の変更はBrototypeHが行いました; 2018年2月12日 17時08分
My only real gripes with the game remain even after fooling around with the system long enough to pick up a few big damage assistless combos. In my opinion and from what I thought would be a Bandi Namco x ArkSys lovechild god baby, the combat system feels like it's lacking. Assistless combos are my favorite thing about the game because characters like Hit and Cell, maybe even more than that, can pull off pretty much a 5k combo all by themselves but need a 3 bar super to land it.

What I find disappointing is how the fundamentally simplistic system locks players out of a more diverse range of free form options

The Black Swordsman の投稿を引用:
Well, definitely didn't expect to see this discussion to still be ongoing really. Since I'm here though, might as well add some thoughts onto the discussion and main point at hand really: Dragon Ball FighterZ.

Mostly in relevance to this thread, I think coming from games like Blazblue and Guilty Gear it is pretty fair to feel like things are far more simple and streamlined, because, in a sense, they are, at least in the idea that many characters can be played decently with more or less the same style of play and combo structure with some minor tweaks for various supers/specials that act a tad different (Android 18's lvl 1 vs Goku's teleport lvl 1, if you immediately do the super with 18, you'll miss, if you teleport super almost immediately with Goku, you'll land it.). On a mechanical level, I truly don't think this game will match something akin to Guiltry Gear Xrd, but that is far from a bad thing, and the fact that GG is a highly complex, diverse game is far from bad itself as well, just different tastes for different strokes.

If anything, in all honesty, this game I feel should be treated more or less like an improved/altered UMvC3, the gameplay is fairly similar yet a bit toned down in how fast and crazy things can be... while still being an insane game as far as just how many different scenario's one can find themselves in due to tons of rogue elements like assists, Z-flashes, super dashes, and all the other things that just make this game over the top, and in my opinion, in excellent fashion... then again its basically just what I wanted in MvCI, an enjoyable roster albeit small, and crazy, fun mechanics for a 3 v 3 tag game, and honestly, I think a lot of the players who are highly enjoying this game and seeing the depth to it are people who enjoy the VS series, and are perhaps even a little let down by MvCI as I am, considering there is about 2 characters in that whole game I am interested in learning/playing.

Of course, that's not to say this game hasn't had a good few speed bumps preventing it from reaching the upper echelon of say a 10/10, for starters the menu system itself feels pretty bizarre and limits the game greatly, something that was painfully made aware the first couple days just after release, though it is less of a problem now. The frequent online disconnects many players had before the maintenance, some of which are still having those issues now, is never a good sign either albeit being something I personally have encountered rarely. In truth, the whole online infrastructure of the game is pretty mind boggling, I like that ArcSys was trying something different, and it was nowhere NEAR as bad as other games that have tried Lobby styled menus in the past (Fable 3 anyone?), but it still seems like a bizarre design choice considering how well they have been doing with Blazblue/Guilty Gear.

All in all, to sum up most of my feelings, this game is generally good, much above average compared to other fighting games out on the market, and for me, is damn near perfection since its combines one of my favorite franchies growing up, igniting a new passion for it, while also implenting my FAVORITE style of fighting game, 3v3 tag ala MvC, particularly MvC3 which is a game I spent waaaay more time on then I would like to admit. However, its definitely had its missteps here and there, and will probably even have a few more down the line, particularly if the DLC datamine turns out to be real (do we really need base Goku/Vegeta?), but as far as the gameplay goes itself, I'd say give this game a few months, if not till EVO, a lot of the crazier things in this game are only being tapped into just now, particularly the wild combos and ridiculous synergies/combinations of characters are just barely being tapped I feel, in a manner similar to UMvC3.... and its a great feeling to think of just how different, and diverse combos could wind up being among the cast in the future, let alone more defined play styles outside of the basic ones showing up even in intermediate/advanced play right now. All in all, have high hopes for the game, and will definitely be here for the long run, my biggest gripes with the game on a gameplay level would really just boil down to having only one assist per character, would have loved to see different types for each character based on their specials, and the lack of a push block is something I personally dislike being so used to MvC3, but in truth I just need to learn and better integrate the reflect appropriately. Oh, and allow the swapping of the starting character before matches online and not only in local/offline play, why this even needs to be brought up is rather bizarre in my opinion... lets add onto the mind games already present in game!

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.
最近の変更はBrototypeHが行いました; 2018年2月12日 18時32分
Schizm 2018年2月12日 21時01分 
Life_Leshen の投稿を引用:
My only real gripes with the game remain even after fooling around with the system long enough to pick up a few big damage assistless combos. In my opinion and from what I thought would be a Bandi Namco x ArkSys lovechild god baby, the combat system feels like it's lacking. Assistless combos are my favorite thing about the game because characters like Hit and Cell, maybe even more than that, can pull off pretty much a 5k combo all by themselves but need a 3 bar super to land it.

What I find disappointing is how the fundamentally simplistic system locks players out of a more diverse range of free form options

The Black Swordsman の投稿を引用:
Well, definitely didn't expect to see this discussion to still be ongoing really. Since I'm here though, might as well add some thoughts onto the discussion and main point at hand really: Dragon Ball FighterZ.

Mostly in relevance to this thread, I think coming from games like Blazblue and Guilty Gear it is pretty fair to feel like things are far more simple and streamlined, because, in a sense, they are, at least in the idea that many characters can be played decently with more or less the same style of play and combo structure with some minor tweaks for various supers/specials that act a tad different (Android 18's lvl 1 vs Goku's teleport lvl 1, if you immediately do the super with 18, you'll miss, if you teleport super almost immediately with Goku, you'll land it.). On a mechanical level, I truly don't think this game will match something akin to Guiltry Gear Xrd, but that is far from a bad thing, and the fact that GG is a highly complex, diverse game is far from bad itself as well, just different tastes for different strokes.

If anything, in all honesty, this game I feel should be treated more or less like an improved/altered UMvC3, the gameplay is fairly similar yet a bit toned down in how fast and crazy things can be... while still being an insane game as far as just how many different scenario's one can find themselves in due to tons of rogue elements like assists, Z-flashes, super dashes, and all the other things that just make this game over the top, and in my opinion, in excellent fashion... then again its basically just what I wanted in MvCI, an enjoyable roster albeit small, and crazy, fun mechanics for a 3 v 3 tag game, and honestly, I think a lot of the players who are highly enjoying this game and seeing the depth to it are people who enjoy the VS series, and are perhaps even a little let down by MvCI as I am, considering there is about 2 characters in that whole game I am interested in learning/playing.

Of course, that's not to say this game hasn't had a good few speed bumps preventing it from reaching the upper echelon of say a 10/10, for starters the menu system itself feels pretty bizarre and limits the game greatly, something that was painfully made aware the first couple days just after release, though it is less of a problem now. The frequent online disconnects many players had before the maintenance, some of which are still having those issues now, is never a good sign either albeit being something I personally have encountered rarely. In truth, the whole online infrastructure of the game is pretty mind boggling, I like that ArcSys was trying something different, and it was nowhere NEAR as bad as other games that have tried Lobby styled menus in the past (Fable 3 anyone?), but it still seems like a bizarre design choice considering how well they have been doing with Blazblue/Guilty Gear.

All in all, to sum up most of my feelings, this game is generally good, much above average compared to other fighting games out on the market, and for me, is damn near perfection since its combines one of my favorite franchies growing up, igniting a new passion for it, while also implenting my FAVORITE style of fighting game, 3v3 tag ala MvC, particularly MvC3 which is a game I spent waaaay more time on then I would like to admit. However, its definitely had its missteps here and there, and will probably even have a few more down the line, particularly if the DLC datamine turns out to be real (do we really need base Goku/Vegeta?), but as far as the gameplay goes itself, I'd say give this game a few months, if not till EVO, a lot of the crazier things in this game are only being tapped into just now, particularly the wild combos and ridiculous synergies/combinations of characters are just barely being tapped I feel, in a manner similar to UMvC3.... and its a great feeling to think of just how different, and diverse combos could wind up being among the cast in the future, let alone more defined play styles outside of the basic ones showing up even in intermediate/advanced play right now. All in all, have high hopes for the game, and will definitely be here for the long run, my biggest gripes with the game on a gameplay level would really just boil down to having only one assist per character, would have loved to see different types for each character based on their specials, and the lack of a push block is something I personally dislike being so used to MvC3, but in truth I just need to learn and better integrate the reflect appropriately. Oh, and allow the swapping of the starting character before matches online and not only in local/offline play, why this even needs to be brought up is rather bizarre in my opinion... lets add onto the mind games already present in game!

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.
最近の変更はSchizmが行いました; 2018年2月12日 21時06分
"Let there be light"....deflected.
Most of that feels like a pretty fair assessment to have really, though in some regards I think you might be missing a bit. The vanish, for all intents and purposes, more or less functions like you say, as a combo extender/escape from a particularly bad situation, though like Schism mentioned above it can be used as a great tool to actually swap characters, something thats increasingly becoming a larger part of the meta as just raw tags will usually wind up with you getting punished, especially if you get predictable with it IE tagging after being put through a combo and sitting on a low HP character, which can lead to a combo/vanish into a dragon rush tagging that character right back in, if not simply mixing up/comboing said tagged character into the dirt like the previous one.

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.
this game desperately needs a measure to escape long combos.. it gets so tired and boring after like the 3rd 40 hit combo.. but considering spam A, spam B, and spam C are legit options Im not sure why I expected otherwise


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.
最近の変更はCosmicBardが行いました; 2018年2月13日 22時21分
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