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Dragon Ball FighterZ - Characters, Specials, and Stages Discussion

FSLink

Banned
It's solid conceptually but I am concerned they won't have enough characters to avoid homogeneity.

This is a game archetype that demands like 40 characters and we may have as few as half that based on what we know about ArcSys and how long it takes them to animate characters in this style.

Yeah, especially if certain characters become good as an assist AND on point, people will naturally gravitate towards those characters over characters that are just good as assists.
 

Spman2099

Member
Kind of annoying you can't turn off auto combos or pick a mode without them.

I suspected that this would be the case, but since I know a lot of people get down on the auto combo I was hoping they would provide an option to turn it off. That being said, as much as I know it is a negative for some people, some excellent fighting games have had the auto combo and it did nothing to stand in the way of those games being awesome.
 

Slaythe

Member
Eh. They're in KOF and I never see it come up ever that someone accidentally got an auto combo

This has auto combos from lows, light, and mediums.

Pretty terrible, considering you can't turn them off.

I suspected that this would be the case, but since I know a lot of people get down on the auto combo I was hoping they would provide an option to turn it off. That being said, as much as I know it is a negative for some people, some excellent fighting games have had the auto combo and it did nothing to stand in the way of those games being awesome.

But it adds nothing. You literally gain nothing by having this system in place. The game would work just as well without it. Other games also didn't shove it down your throat anywhere as much as DBFZ does.

So the only reason it exists is to make the game a dumb button masher and make sure casuals don't feel excluded or judged by picking a simple mode when they go fight better players.

I think it should be a mode selection, i don't see why it is forced upon us. I have nothing against people using it, everybody do what they want, it's all good. I personally don't want it though, it adds nothing good for me, so I don't see why I can't remove it.
 
You know, there are no hard knockdowns are there?

Yeah! I noticed that too. but I can't tell if that's by design or we just don't know what leads to hard knockdowns. but I mean if it's not super it's hard to imagine what it could be.

I wouldn't be surprised if this was by design though to keep the gameplay fast paced

Are we really pretending it's not?

The games known mechanics are almost entirely ripped right out of Marvel 2/3. It's not hard to see how one worked and use that to predict the other.

The games tag mechanics are. The battle mechanics are entirely their own thing and nothing like Marvel's.

Going back to assists, they're a big deal in Marvel because there's character inequality by design. You have some characters with incredible mobility. Air dashes, tri dashes and double jumps. Some characters have incredible long range/zoning. and then there are characters that don't have either one. That's why assists were such a big factor into matchups. Without them some characters just have no way to fight others.

I don't think DBZF has that problem because it has universal options across the entire cast. At least so far. Everyone so far has double jump. Everyone can dash through their opponents zoning with homing dash. Right now it's hard to imagine a matchup scenario where a character NEEDS a certain type of assist to fight.

It's solid conceptually but I am concerned they won't have enough characters to avoid homogeneity.

This is a game archetype that demands like 40 characters and we may have as few as half that based on what we know about ArcSys and how long it takes them to animate characters in this style.

I don't really think you can say roster size correlates with character variety in these games given how Marvel 2 ended up.
 

Asd202

Member
So I just read the full interview. RE: Characters working better as assists:



I actually like the idea of emphasising the support aspect in a team based game, though it doesn't mean they'll necessarily be ass on point as I do trust they'll make it all work. Not many seem to be very keen on this but I'm honestly looking forward to seeing how they play it out.

I really like their approach.
 

Balfour

Member
This thread's tone had changed a bit

I don't care for auto combos though

I am also certain it just means in a slugfest, Goku will always beat Krillin. It's not that you can't take out people with a Krilin, but you'll just need to land more hits. He will revolve around unique attacks and powerful assists.

How I see it, the base 6 fighters are meant to be your pure power characters and their worth is in dealing damage. Aside from Frieda, their assists are easy to read. If Krillin can come in and stun with Solar Flare, that could be a lot stronger in the long run than a Kamehameha assist
 

delta_reg

Member
This thread's tone had changed a bit

I don't care for auto combos though

I am also certain it just means in a slugfest, Goku will always beat Krillin. It's not that you can't take out people with a Krilin, but you'll just need to land more hits. He will revolve around unique attacks and powerful assists.

How I see it, the base 6 fighters are meant to be your pure power characters and their worth is in dealing damage. Aside from Frieda, their assists are easy to read. If Krillin can come in and stun with Solar Flare, that could be a lot stronger in the long run than a Kamehameha assist
Right, or Tien could do the Solar Flare since it's his move and Krillin could have a destructo disk as an assist which could be an unblockable. I think the possibility is there to make a fun balance, but it won't be easy. It would've been easier to make fighters more on even ground with each other and have multiple assists, but what they apparently are trying to do from their words seems more difficult but potentially pretty darn cool, imo. I just hope they execute right.
 
The game looks beautiful, but the gameplay doesn't look really interesting atm.

And i don't like the whole "Some characters have to be weak" thing. It sucks. They should look some MvC2 videos, godlike assist + weak character isnt the way to go.

Curious to try out the beta and see what's up.

Edit : @Maximilian, i know you're reading the topic sometimes, is the homing attack that good ? Because i see everybody spamming the hell out of it and the neutral looks pretty bad atm.
 

Balfour

Member
Right, or Tien could do the Solar Flare since it's his move and Krillin could have a destructo disk as an assist which could be an unblockable. I think the possibility is there to make a fun balance, but it won't be easy. It would've been easier to make fighters more on even ground with each other and have multiple assists, but what they apparently are trying to do from their words seems more difficult but potentially pretty darn cool, imo. I just hope they execute right.

Well ArcSys has made plenty of characters in other games that lack damage power but their overly unique toolset made them really strong. Like Rachel in BlazBlue may not have hard damage, but the more skillful use of her had her as one of the best because she can controller the whole stage. Jack-O in GGXrd is another example of this
 

Spman2099

Member
So I just read the full interview. RE: Characters working better as assists:



I actually like the idea of emphasising the support aspect in a team based game, though it doesn't mean they'll necessarily be ass on point as I do trust they'll make it all work. Not many seem to be very keen on this but I'm honestly looking forward to seeing how they play it out.

This is the thing I am the most worried about. I hope they make sure to be very, very careful. However, I have faith. Worst case scenario, if they balance it super poorly, they can adjust things with a patch.

So the only reason it exists is to make the game a dumb button masher and make sure casuals don't feel excluded or judged by picking a simple mode when they go fight better players.

Come on, man. It isn't going to make the game a "dumb button masher". Look at Persona, using the auto combo doesn't do you any favors. The combos are crazy unoptimized and it makes you super predictable. Sure, new players use them a lot, but that only leads to their downfall. I am not going to pretend the mechanic is something I love: it isn't. If I had my say, I would remove auto combos from DBFZ. However, I don't think they are going to ruin the game.

I do still agree that they should make it something you can turn off, so I still get your frustration, but I still think you are maybe taking it a little too hard.
 

LeMaximilian

Alligator F*ck House
The game looks beautiful, but the gameplay doesn't look really interesting atm.

And i don't like the whole "Some characters have to be weak" thing. It sucks. They should look some MvC2 videos, godlike assist + weak character isnt the way to go.

Curious to try out the beta and see what's up.

Edit : @Maximilian, i know you're reading the topic sometimes, is the homing attack that good ? Because i see everybody spamming the hell out of it and the neutral looks pretty bad atm.

It's really damn good. Safe on block, combo on hit. It can be interrupted by supers and DPs tho. This build felt mostly the same as E3. I'm sure it'll get touched up before the beta.
 

Lulubop

Member
The game looks beautiful, but the gameplay doesn't look really interesting atm.

And i don't like the whole "Some characters have to be weak" thing. It sucks. They should look some MvC2 videos, godlike assist + weak character isnt the way to go.

Curious to try out the beta and see what's up.

Edit : @Maximilian, i know you're reading the topic sometimes, is the homing attack that good ? Because i see everybody spamming the hell out of it and the neutral looks pretty bad atm.

where I'm at.
 

TreIII

Member
I really like their approach.

I'm keeping an open mind, because it definitely looks like there's more they can't talk about indepth until they start revealing more characters and showing us exactly what they mean by all this. One saving grace is that it could up the chances of someone like Videl/Saiyawoman appearing on the roster, because her tools and assist may be quite different from other characters.

Hell, barring one really goo Buu player yesterday, we barely see anybody touch the surface of what the big guy is capable of. And he's the most "out there" of the 6 that they put into this build.
 

Kyzon

Member
I'm keeping an open mind, because it definitely looks like there's more they can't talk about indepth until they start revealing more characters and showing us exactly what they mean by all this. One saving grace is that it could up the chances of someone like Videl/Saiyawoman appearing on the roster, because her tools and assist may be quite different from other characters.

Hell, barring one really goo Buu player yesterday, we barely see anybody touch the surface of what the big guy is capable of. And he's the most "out there" of the 6 that they put into this build.

He's really good. That's who I used for my stream match. Crazy mixup game.
 
Edit : @Maximilian, i know you're reading the topic sometimes, is the homing attack that good ? Because i see everybody spamming the hell out of it and the neutral looks pretty bad atm.

It's not. 2H is universally air invincible on all characters rn. Should stuff homing attack every time since it doesn't look like you can alter the trajectory much at all. Just right now no one knows the game. Tournament was one round and alot of people were playing for the first time.(On xbox pad even)

Wait for beta for people to form more complete perspectives on the game. Right now people are calling Max winning off a raw cross up(?) super hype and (relatively) higher level play lol
 
It's not. 2H is universally air invincible on all characters rn. Should stuff homing attack every time since it doesn't look like you can alter the trajectory much at all. Just right now no one knows the game. Tournament was one round and alot of people were playing for the first time.(On xbox pad even)

Wait for beta for people to form more complete perspectives on the game. Right now people are calling Max winning off a raw cross up(?) super hype and (relatively) higher level play lol

"Goku's Lvl3 is UNBLOCKABLE!!"
~All of chat yesterday
 

TreIII

Member
He's really good. That's who I used for my stream match. Crazy mixup game.

I just loved how somebody already found good setups into Candy Beam.

Not able to watch now, cuz I'm out, but looking forward to seeing what I may have missed.
 

SAB CA

Sketchbook Picasso
With the idea of some characters being best in assist spots, the concept doesn't bother me. It's the execution of it that really means something in the end. Like in UMVC3, fantastic point characters get fantastic assist options, mediocre points often get... mediocre assist. They eventually did a horrible job at making a character slot feel as if "assist only" characters were fully justifiable. Partially because out of 3 assist per character, fantastic points always had fantastic assist skills too.

If having 1 assist here lets them focus on making the characters fit into great archetypes and slots, then more power too them. It's basically the theme of the current Super episodes played out in game form: power isn't everything, tactics are the more important aspect.

I like the way gameplay looks here so far. GG and BB are mostly fun for me, but something about them always feels a bit boring, or too heavily leaned on systems that don't gel with me as much as I'd like. This feels a bit more like a fusion of ASW design flare, a bit of their innovation, with some more grounded, common fighting mechanics.

Future Trunks characters could totally throw that off, as could even certain assist types. Like I wonder if they'll have assist that buff the point characters stats, give them super armor, allow for unlimited healing, use meter to strengthen their support, or hold concerts in the background while the fight goes on (such as in Aquapazza)?

It's really interesting to see what'll happen from here. This really isn't the game's final form, at all...
 

RocBase

Member
New information confirmed for July 21st on V-Jump!

Plan to introduce 2 new characters.

From the Aksysnation stream where the producer is currently there being interviewed.
 

RedEther

Member
New information confirmed for July 21st on V-Jump!

Plan to introduce 2 new characters.

From the Aksysnation stream where the producer is currently there being interviewed.

Trunks is already confirmed so I hope he isn't part of the two new characters being revealed.

I have a feeling one of the two new characters will be a female character.
 
You know, there are no hard knockdowns are there?

Watching more of the stream I think only ground combos are untechable. Anything done in the air can be air or ground teched.

but stuff like ending an air combo with something grounded like Cell's bear hug, seems to lead to an untechable knockdown.
 

RocBase

Member
Trunks is already confirmed so I hope he isn't part of the two new characters being revealed.

I have a feeling one of the two new characters will be a female character.

I'm pretty sure we'll get a trailer sometime this weekend for Trunks, so he's def off the table.

Also another interesting note from the interview is how apparently lots of members from all the different teams at Arc are working on this. They also teased that they're actively making a packed, dense game, which gives me reason to think we may see a bigger starting roster than what we previously assumed. I could settle with a number in the late 20s/early 30s.
 

Neoxon

Junior Member
Trunks is already confirmed so I hope he isn't part of the two new characters being revealed.

I have a feeling one of the two new characters will be a female character.
There aren't a lot of prominent female Dragon Ball characters to choose from besides 18. Maybe they could do something for Chi Chi or Videl, and it's too soon for Caulifla or Kale.
 
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