Again, it's not a memory issue, it's a time and resource issue. For the game to look as good as it does the artists have to devote a ton of time to making the cel-shading and animation look like what you'd expect from a 2D show or fighting game. It takes months to be able to make a full character to the standard that they want.
edited 13th Jun '17 8:27:22 AM by Nap1100
Well if Arc bases the games mechanics around Persona 4 Arena Ultimax they will probably have different special abilities like a super mode or having the ability to use a combo breaker depending on the setup you go with as maybe around half the move set be different depending on the form.
Most characters in it had 2 to 3 forms akin to that.
- Original form (had the combo breaker),
- their shadow (had the super mode)
- and if their Persona is disabled in combat or just plain chose to not use one (half their moves changed or were disabled).
edited 13th Jun '17 9:48:13 AM by Memers
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Probably not happening. Sparking, the burst of this game, is both the combo breaker and the super mode, giving regenerating red health for a time and potentially maybe other bonuses(?). Besides, if the game is using the Xrd engine that probably means Team Red is doing it, not Team Blue who did Persona.
@Repeats in Fighters: the previous Arcsys games strictly had transformations all as separate characters. In this game, we see Freeza transform into Golden Freeza as a move performable in gameplay, so it's not likely that we'll be seeing duplicates in the form of slightly different transformations.
Whether we'll be seeing era specific repeats is another matter (like Goku vs Dragonball Goku, or Gohan vs Adult Gohan) is another matter, but I doubt we'll get anywhere near as many as previous.
That said, I don't expect too much from the range of characters in this one. Arcsys may be doing things slightly differently, but they do still have tendencies when it comes to this sort of thing.
My responses to these are mostly hostile.
...just play "Cell Saga Piccolo" and "Buu Saga" Goku.
Most combinations in T3 were some variation of L2, Face Button, Directional Button. Easier than you'd think.
I mean you can, but I don't think it was an issue for Tenkaichi 3. The roster didn't get any smaller. The outfits weren't any less disappointing. Budokai already did this, yes., because Budokai had the best customization and the later games pre-Xenoverse only made it worse with things like Z-Points and Super Armor Rage Modes.
But it was kind of annoying in Budokai because each form relied on your Ki gauge being at a certain level. The Goku v Frieza and Gohan v Cell fights were particularly annoying because they'd knock you out of the form before you could recharge
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Being "locked" into Super Saiyan 2 was a boon for me. Plus you could always press R3 if you wanted to power back down to Super Saiyan for some reason.
edited 13th Jun '17 7:21:04 PM by Soble
I'M MR. MEESEEKS, LOOK AT ME!![]()
both of those examples were characters that don't exist in BT 3. Because of the division.
I'll admit that I was wrong about that particular example, but my memory is awful for not remembering it from a game I haven't played in years with a roster that size? Just swap Makankosappo for Explosive Demon Wave then, they were hypotheticals.
Splitting the roster means you won't be able to have certain combinations available. For no benefit. Saying "well just use the version of the character that has SOME of the things you want" doesn't solve anything.
Which is exactly my point? The combinations are easy to learn, and use, so I am not seeing why it is so hard to avoid using moves you didn't want to.
Well, I guess you don't have much of an argument then.
edited 14th Jun '17 1:48:33 AM by Saiga
I've always thought that Dragon Ball in the form of a balanced fighting game is a terrible idea, and people should just stop trying. Transformations are too integral to the soul of the franchise and the Power Level gaps between characters are too wide to justify balancing them all.
I would be happy if there were never any more Dragon Ball fighting games ever made, and they turned their attentions towards any other genres of game.
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the Power Level gaps between characters are too wide to justify balancing them all.
I fail to see how that's a problem, given that Gameplay and Story Segregation is a thing that exists. Of course, I'm the kind of guy who sees nothing wrong with a fighting game where, say, Batman can get into a fistfight with Superman.
De Romanīs, lingua Latina gloriosa non fuī.Asymmetrical balance. You can have balanced gameplay and transformations/different power levels among characters. I don't think there's any genre of game that could accurately portray the power disparity and still be a fun game, it's enough as long as you can notice the difference and you can still have a balanced game when you have noticeable differences.
I think games like Guilty Gear don't have such differences, but that's fine too.
I don't want to see them go as far as Super Dragon Ball Z, but I think Arc Sys can do a good job creating a competitive fighter that still has the look and feel of Dragon Ball.
Asymmetrical Balance like that is damn near impossible with large casts, MOB As have been trying and failing at it for years and the differences in power and abilities are not nearly as much as a Dragonball game would be let alone a complex fighting game.
As I said they will likely all be equal in power then have some different gauges and specials like the Saiyans can transform for a stat boost or humans can combo break. But no more than that.
edited 14th Jun '17 5:05:07 AM by Memers

Custom special attacks would solves all roster issues in Dragon Ball games, but I'm not sure Ark System Works is the type to do that.