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PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#4201: Nov 8th 2018 at 11:46:59 PM

Okay, I know Cell is still one of the best characters in the game, even with his nerfs, and any suggestion of buffing him should be met with derision, buuuuuuuuut.... here are my ideas for some new moves he should have.

Cell should have a move where he spawns a Cell Jr like how Nappa spawns Saibamen.

Cell and Piccolo should both have a move where they regenerate a segment of blue health in exchange for a bar of ki. The move requires a bit of start-up time beforehand.

Chariot King of Anime Since: Jul, 2014
King of Anime
#4202: Nov 9th 2018 at 5:31:23 AM

Hey, I'm considering getting this for Switch. How well does it holds up in handheld/tabletop mode? I'm specifically thinking in terms of for someone like me who isn't the best at/familiar with fighting games.

PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#4203: Nov 10th 2018 at 3:41:04 AM

Last page, I asked about how Ultra Instinct Goku's dodge could be implemented in Fighterz. I've been giving it some time to think, and I've ironed out a rough concept. Tell me what you think, and please point out any obvious glaring flaws I've overlooked:

If UIO Goku isn't taking any actions aside from moving and jumping, he will automatically dodge incoming attacks. Goku dodges each hit of an attack individually, and each dodge drains a set amount of ki from Goku. Goku cannot stop dodging if the opponent doesn't leave any openings in their attacks. Goku can dodge while moving and jumping, but he stops moving, aside from retaining a bit of momentum, and the initial dodge drains more ki than if he were just standing still.

Goku stops dodging if his ki meter falls below 1 bar, and this is shown by Goku losing the Ultra Instinct aura. UI Goku can attack while dodging to counter-attack, though that drains a lot of ki. Goku doesn't dodge attacks if he's attacked while in start-up frames or the end-lag of his attacks. Goku also doesn't dodge until a few frames after he stops blocking or parrying.

KnownUnknown Since: Jan, 2001
#4204: Nov 10th 2018 at 7:49:36 AM

Complete invulnerability? Ehh...

On that note:

Characters already don't take chip damage

Yes, they do. You can't die from it in this game, but special moves do deliver chip damage, and some do more than normal.

Given that, I still think having Ultra Instinct Goku take no chip damage is a good idea. Combined that with moves that allow him mobility without getting hit, like invulnerable command dashes, and that gives the impression of being unhittable without actually making him invulnerable.

Edited by KnownUnknown on Nov 10th 2018 at 8:08:57 AM

"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.
PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#4205: Nov 10th 2018 at 8:09:13 AM

Well, "complete invulnerability" is a strong way of putting it. The way I worded it, UI Goku's dodge would basically be blocking, but less risky and it drains ki. I imagined that it would drain ki at such a high rate that blocking well would still be a preferable alternative.

Maybe this is a bit too strong, though.

KnownUnknown Since: Jan, 2001
#4206: Nov 10th 2018 at 8:12:54 AM

As you described it, he's completely invulnerable when he's standing (not moving), but drains ki at a faster rate. This would him increasingly broken the better the player is at managing their motion and alternating between moving and standing - it'd be ridiculous at high level play, where micromanaging the way you move is standard.

And it would also practically impossible to fight against him in the corner. For a game that's all about ridiculous blockstrings, making it harder to fight back when the opponent does drop those blockstrings isn't a great idea.

On that note, though, it might be a cool idea to have UI Goku take significantly less blockstun.

Edited by KnownUnknown on Nov 10th 2018 at 8:20:37 AM

"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.
unnoun Since: Jan, 2012
#4207: Nov 10th 2018 at 8:27:12 AM

As cool as Ultra Instinct Goku is (-Sign- or otherwise), and as much as I love it, (and the theme song,) I'm increasingly of the opinion that he's a bad idea as fighting game characters go. Just too imbalanced.

Like, something something waves to make everyone's power levels equal is one thing, I'm not talking about that. But the way Ultra Instinct moves, where I'm not sure Ultra Instinct ever really gets hit by anyone, is a bit too much.

At best, -Sign- could sorta work, with the thing where it's not able to fully bring Ultra Instinct to bear while attacking. Maybe during an attack you're more vulnerable, or your attacks dont actually do much damage, or something.

PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#4208: Nov 10th 2018 at 8:31:54 AM

Well, my idea for "Omen" transitioning into Mastered Ultra Instinct was this:

Starts as Ultra Instinct “Omen”, which is fast but doesn't hit very hard. Every point of damage UIO Goku does increases the damage of all of his attacks by 0.001%, rounded, and he transforms into Ultra Instinct Goku once he's inflicted 16,000 damage. Maximum “Omen” Goku hits 16% harder than minimum “Omen”. UI Goku is even faster than UIO Goku and hits even harder, 20% harder than minimum “Omen”.

The actual numbers and percentage values aren't really important, the idea is that the better you are with UIO Goku, the better the character rewards you, and if you master Ultra Instinct, Goku also does and he becomes overpowered as hell once he's mastered it.

Edited by PushoverMediaCritic on Nov 10th 2018 at 9:33:21 AM

NesClassic Inheritor of the Wing from Flyover Country Since: Dec, 2012 Relationship Status: In another castle
Inheritor of the Wing
#4209: Nov 10th 2018 at 8:41:08 AM

@4202: My brother got FighterZ on the Switch recently, and from what I've seen in car rides it runs smoothly in handheld. Not sure if that still applies when online comes into the mix, but the single player modes and hitting the lab should both run without any hitches.

🏳️‍⚧️she/her | Vio Rhyse Alberia
unnoun Since: Jan, 2012
#4210: Nov 10th 2018 at 8:43:07 AM

the idea is that the better you are with UIO Goku, the better the character rewards you, and if you master Ultra Instinct, Goku also does and he becomes overpowered as hell once he's mastered it.

Ooh. I really like that,

I feel like damage bonus should reset if Goku ever actually takes any damage. And, maybe for even more of a balance, make it depend somewhat on being able to increase your combo or. I dunno some measure of actual finesse or skill or something. Not just damage.

...Honestly, maybe UI Goku's actual health and defense are low or non-existent or something, because UI Goku actually ever getting hit is. I don't remember it happening?

UI Goku should basically literally require you to perfect fights. Maybe if you take damage it knocks you into base Goku or something. Or one hit KO or. I dunno.

PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#4211: Nov 10th 2018 at 8:48:13 AM

Nah, Jiren hit Goku plenty of times in Round 2. Remember when he pinned Goku to that tiny rock at the bottom of the stage, right before Goku went full Ultra Instinct? Jiren put Goku there by hitting him with a sick combo. Jiren also landed quite a few hits after Jiren broke his own limits. UI just makes Goku have maxed out combat skill, people just as fast as him can still hit him, it just requires skill on their part.

agent-trunks IHE from Every-where, but there Since: Apr, 2015
IHE
#4212: Nov 10th 2018 at 5:13:32 PM

@4202: My brother got Fighter Z on the Switch recently, and from what I've seen in car rides it runs smoothly in handheld. Not sure if that still applies when online comes into the mix, but the single player modes and hitting the lab should both run without any hitches.

Online always felt like ass anyways. From what I can tell & heard the Switch runs just fine dock or not.

I'm kinda bummed that I've given up on this game. Can't believe all of my friends stop playing it.

PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#4213: Nov 10th 2018 at 8:10:55 PM

Okay, so if Ultra Instinct Goku automatically dodging attacks in exchange for ki is too overpowered, how about just giving him an invincible dodge move? Like how characters in Smash Bros have a forward dodge, a backward dodge, a spot dodge, and an air dodge, just give Ultra Instinct Goku the unique ability (among Fighterz characters) to do that. Would that work?

KnownUnknown Since: Jan, 2001
#4214: Nov 10th 2018 at 9:10:46 PM

That's what I said earlier. Give him a command dash - maybe even one with multiple directions - that's invulnerable (or at the very least immune to most things), no chip damage, less blockstun (to simulate avoiding rather than blocking attacks). This makes him defensively a lot more powerful, and extremely mobile, which hits what UI Goku is all about pretty well.

Edited by KnownUnknown on Nov 10th 2018 at 9:12:23 AM

"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.
PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#4215: Nov 10th 2018 at 9:17:19 PM

That sounds good, though I think the importance of having a spot-dodge and air-dodge shouldn't be understated. Also, when Goku is in complete Ultra Instinct, he automatically counter-attacks if he's attacked while dodging.

PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#4216: Nov 12th 2018 at 4:01:22 AM

Okay, here's my idea for an Ultra Instinct Goku moveset.

Goku's intro starts as a large pillar of light erupts from the ground. Goku rises from the center of the pillar, slowly. The pillar dissipates and Goku is standing there in Ultra Instinct "Omen", facing away from the opponent. He slowly turns dramatically to face the opponent.

Starts as Ultra Instinct "Omen", which is fast but doesn't hit very hard. Every point of damage UIO Goku does increases the damage of all of his attacks by 0.001%, rounded, and he transforms into Ultra Instinct Goku once he's inflicted 16,000 damage. Maximum "Omen" Goku hits 16% harder than minimum "Omen". UI Goku is even faster than UIO Goku and hits even harder, 20% harder than minimum "Omen".

Goku roars when he yells.

Goku transforming into Ultra Instinct is shown by his aura expanding into a galaxy. Goku absorbs the galaxy into his body and he glows white. The glow breaks off his body in chunks, revealing UI Goku. This also shreds Goku's shirt.

Goku's ki charge is a giant pillar of energy.

Ultra Instinct "Omen" Goku can dodge like characters in Smash Bros do, with a forward dodge, backward dodge, spot dodge, and directional air dodge. Ultra Instinct Goku uses a counter-attack if he's attacked while dodging.

Goku's grounded ki blast is a transparent pulse. Goku can fire three of these in succession while in UIO, and he can fire three clusters of three pulses when in UI. Goku can also angle this upwards or straight up.

Goku has an aerial ki blast which is the big beam he fired at the end of Round 1 against Jiren. He can fire this either sideways or downwards, and it pushes Goku back in the opposite direction.

Goku can jump to and off a wall like 17 can. His jump off is faster, but he can't convert it into as many moves as 17 can. He can combo into this from his aerial ki blast's knockback.

Goku has a dashing special move. He can use it in the air or on the ground, and he can dash sideways or angle it upwards or downwards in the air. The dash ends in a punch that can continue into combos. Physical attacks clash with the punch, but if Goku is hit by ki attacks, he creates ki balls in his hands and beneath his feet to push off them without taking any damage. If the ki attack is a beam, Goku slides down it with a ki ball in his hands, like in the fight with Kafla. Doing this gives Goku a speed and distance boost in the dash, also increasing the damage of the punch slightly.

Goku has another special move where he flies forward or at an angle for a powerful punch. This is one of the moves Goku can use from the wall jump. The EX version is even stronger and faster.

Goku has a rekka Level 1, based on those moments in his fight with Jiren where he got angry and got faster and stronger. Works like base Goku's Kaioken, except it focuses more on speed than damage. UIO can do 4 consecutive hits before the finisher. UI can do 6. UI Goku can use a different Level 1 finisher. ~2,300 max damage at minimum "Omen". ~2,670 max damage at maximum "Omen". ~3,000 max damage in UI with the Level 1. ~3,500 max damage in UI with the Level 1+1.

Supreme Kamehameha is his Level 3. It is a cutscene super triggered in functionally identical ways between forms. While in "Omen", the move starts with Goku appearing in front of the opponent and kicking them away. Goku jumps towards the opponent, dodging their attacks while charging up a massive Kamehameha. Goku jumps up right in front of the opponent and fires it directly in their face. In UI, the move starts with Goku yelling and hitting the opponent in the face with a Silver Dragon Flash. Goku lays into the opponent with a vicious attack combo before finishing them off with a massive Kamehameha directly in their face. 4,000 damage at minimum "Omen". 4,640 damage at maximum "Omen". 4,800 damage in UI.

PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#4217: Nov 15th 2018 at 5:54:27 AM

Decided to make a Cabba moveset, since some doubt my ability to:

Cabba's intro is him transforming into a Super Saiyan.

Cabba is agile. He's only a bit taller than Krillin, but his scrawny build and long limbs give him a thin hurtbox and long hitboxes to work with. His fighting style also allows him to get in better than Krillin can, since Cabba makes good use of his body when fighting to extend his reach.

Cabba's ki blast is a sideways Galick Cannon beam attack, based on the one he did against Vegeta.

Cabba has an aerial ki blast where he does a twirl and kicks his feet, firing three attacks downwards. Cabba shoots two blades of wind out of the first two kicks, and a narrow beam of ki from the third.

Cabba can fire a small beam from a knocked-down position. He fires the beam sideways across the ground, and it propels Cabba backward, hopefully out of danger.

Cabba has a punching rush special move.

Cabba has Impulse Rush as a combo special move. Cabba kicks the opponent's legs out from under them with a low kick, then he does a handstand and kicks them into the air. He appears above them and slams them into the ground with a double ax-hand. The EX version has Cabba follow up by pelting the opponent with a barrage of tiny ki blasts.

Cabba's Level 1 is a giant sideways Galick Cannon beam attack, based on the one he did against Freeza. Does 2,296 damage, same as base and SSB Vegeta's Level 1 Galick Guns.

Cabba's Level 3 is the scene of him going SS2 against Monna. Cabba goes SS2 and rushes forward to punch the opponent. He uppercuts them in the face into the sky and then blasts them with a Final Flash-like beam fired upwards. Does 4,200 damage.

Edited by PushoverMediaCritic on Nov 15th 2018 at 6:56:31 AM

Moth13 Since: Sep, 2010
#4218: Nov 15th 2018 at 5:59:57 AM

Making Cabba a kick focused character seems the best way to make him stand out among all the other saiyans.

slimcoder The Head of the Hydra Since: Aug, 2015
The Head of the Hydra
#4219: Nov 15th 2018 at 6:10:15 AM

Well we got Hit who makes a point of mostly using punches so making Cabba the kick guy could be fun.

Now if only DB inputs more real-life martial arts in its characters, you can make him like the capoeira Guy.

"I am Alpharius. This is a lie."
KnownUnknown Since: Jan, 2001
#4220: Nov 15th 2018 at 2:16:33 PM

So, Hit is Balrog and Cabba is Chun Li?

Edited by KnownUnknown on Nov 15th 2018 at 2:16:46 AM

"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.
PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#4221: Nov 16th 2018 at 10:38:38 PM

I wish ArcSys would make a One Piece fighting game just like FighterZ, just so that we can have this again, but on a scale people will actually pay attention to:

It'd make sense, too, since Extreme Butoden was basically the alpha version of FighterZ, Great Pirate Coloseum can be the alpha version of this hypothetical One Piece game.

ZeroDozer Incinerate! ONE HUNDRED PERCENT!! from Santo André, SP, Brazil Since: Jan, 2015 Relationship Status: Owner of a lonely heart
Incinerate! ONE HUNDRED PERCENT!!
#4222: Nov 16th 2018 at 10:42:00 PM

I'm seeing people didn't start to talk about this yet, so... The game got an Updated Re-release announced for PS4. Thoughts on it?

Edited by ZeroDozer on Nov 16th 2018 at 4:43:02 PM

Growing up, it's like a civil war, don't turn away, it's something you can't ignore...
agent-trunks IHE from Every-where, but there Since: Apr, 2015
IHE
#4223: Nov 17th 2018 at 4:14:18 AM

I already bought the game. Hell, I'm still seriously considering buying the game because of the local multi player.

[up] [up]

I doubt that's ever going to happen. Not that I wouldn't mind being prove wrong.


I still can't believe out of the 3 Saiyans Cabba is the least wanted. So much for least controversy being a good thing.

ZeroDozer Incinerate! ONE HUNDRED PERCENT!! from Santo André, SP, Brazil Since: Jan, 2015 Relationship Status: Owner of a lonely heart
Incinerate! ONE HUNDRED PERCENT!!
#4224: Nov 17th 2018 at 7:25:00 AM

Funny, I'd like Kyabe in there. Kale was just a crying loser outside being the first canon Legendary Super Saiyan (Yes, the Wikia gave that the same name as Broly's transformation, which somehow Vegeta recognized in the anime (I am watching the dubbed ToP on CN, and her mastered form of this is recognized as a a canon Legendary Super Saiyan 2...). Kyabe/Cabba? We got to watch quite the character development from him in both tournaments, from a boy with no ambitions to someone willing to go to all lengths to protect his friends and become stronger like Vegeta, who in turn may be admitting that he's his master.

Growing up, it's like a civil war, don't turn away, it's something you can't ignore...
VeryMelon Since: Jul, 2011 Relationship Status: Anime is my true love
#4225: Nov 17th 2018 at 7:42:34 AM

Fighting games commonly get re-releases with all the DLC and balance changes already added to them, so it's not surprising that Fighterz got one as well.

I'm just wondering how the season 2 DLC will play out in that case, unless I'm mistaken about the game getting one.

Edited by VeryMelon on Nov 17th 2018 at 10:45:47 AM


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