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Ideas for a possibly new Budokai game

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Re: Ideas for a possibly new Budokai game

Post by Guest on Tue Dec 08, 2009 10:42 am

TrollCapAmerica wrote:Some of these ideas are workable but alot of them havent been thought through enough

For instance the LAST thing we need in the game is less damage.In IW the damage seems to averaging 13-1400 damage thats even factoring in RTUs and DM infinites.

Why I liked he BL system, no infinites, an attack does 1 dmg after the 30th hit.

RTU?
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Re: Ideas for a possibly new Budokai game

Post by Thalès76 on Wed Dec 09, 2009 5:20 am

Piccolo and Yamcha have an infinite in BL, though idk if VSE is really an infinite.
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Re: Ideas for a possibly new Budokai game

Post by Soriphen on Wed Dec 09, 2009 10:06 am

Nah, \/SE- has a limit. It's around 11 hits or a bit more. The reason is because of the movement of Piccolo is slower than the movement of the airborne opponent...as in the opponent goes farther the more you hit them because you won't be able to catch up...or else you'll risk them losing height.

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Re: Ideas for a possibly new Budokai game

Post by Guest on Wed Dec 09, 2009 10:22 am

No there is a new type of infinite Saiyan discovered in BL and only for BL. It's ridiculous.
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Re: Ideas for a possibly new Budokai game

Post by GVgogeta102 on Wed Dec 09, 2009 11:56 am

I do believe that they should have leave the shin budokai-aura abilities to it.
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Re: Ideas for a possibly new Budokai game

Post by Soriphen on Wed Dec 09, 2009 5:21 pm

So true, the aura bursting stuff is what mainly sets SBAR apart.

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Re: Ideas for a possibly new Budokai game

Post by GVgogeta102 on Thu Dec 10, 2009 5:41 pm

Graphics
1. I’d rather see the character moving his/her mouth for winning or losing a fight.
2. I dislike the look of the kamehameha’s: The feedback from it is kind of dull. The super
kamehameha also fades at the wrong point.

Game-play
1. The beams should be alot faster; being slow makes them
so much more easy to dodge(as if they weren’t easy already) .
2. I rather it be only one way to block Ultimates and its
by using “aura burst block”.
3. Ultimates should not be block-able, only for a
selected few: Broly-because it’s small. Gogeta-because it’s slow and small.
Father-son kamehameha- Because it really is unblock-able .
4. I’ve always disliked the part were the character flies
up to the opponent during the TC (teleport counter), it always slow down the
gameplay.
5. Specials should be change-able, making the game alot
better.
6. Utimate attacks that needs charging shouldn’t be
stopped by simply firing a ki blast, like in tenkaichi 3 when doing specials.
7. Remove the booster cards and use the capsule system or
some other systems.
8. Transformations seems useless because even though the
opponent is stunned, hitting him/her will just put him/her in a low juggle
state.

Story(main mode)-
1. No more cities.
2. RPG style would work alot better like in ‘Buu’s Fury’
but having the normal budokai style fighting.(I’m sure you can all imagine)
3. Only a bit of voice acting.(spare the UMD space for
characters)
4. The fights should have special requirements like:
Fighting while goku is under heart attack.

Extra’s
1. Survival
2. Time attack
3. Dragon ball Trivia(?)-I just thought of this as a easy
way to make money, were the ask random questions about DBZ.
4. Dragon Rush- Fight against opponents with very high
health-decreasing level
5. Dragon ball mode- Collect dragonballz by winning
fights. The amount of people you fight is the amount of stars in the ball.EG-7
stars, seven opponents.
6. Tournament- Go here to win money and extra’s. Win
extra specials for the characters here and some other stuff.

Fusion characters-
1. Fusion characters are supposed to overwhelm other
characters in terms of stats; In that case, gogeta should only be usable if you
equip him like how you would equip the potara and then fuse during the fight.
2. The fusion- I’m thinking of conserving memory so all I
would like to see is goku standing and then teleport and the fusion character
replaces him. (that idea seems to suck so do a better one without cut scenes.
3. There shouldn’t be much need for recoiling while
fused, meaning normal hits shouldn’t have much of an effect(janemba vs gogeta).

Specials-
1. Big bang kamehameha- it shouldn’t be limited by range.
2. Angry kamehameha- It should have darn you and should
only be done by super saiyan 1 goku, in fact, its his final attack so it should
be one of his change-able ultimates (as I mentioned).

Unlock-able Characters(Z)-

Saiyan saga-
1. Raditz-Beat him using goku-------------1
2. Goku- Kaioken (after beating nappa and is also a
starter character)--2
3. Tien-(starter character)--------------3
4. Yamcha-(starter)-------------------4
5. Nappa-after beating nappa while using goku---------5
6. Vegeta-After beating vegeta while using goku--------6
7. Gohan(kid)- (starter)----------7
8. Krillin-(starter)----------8
9. Piccolo-(starter)-------------9

Ginyu force saga-
1. Racoom-Defeat him while using goku-----------10
2. Captain ginyu-Defeat him while using goku------------11
3. Unlocked potential gohan(kid)-Defeat racoom while
using krillin
4. Unlocked potential krillin-defeat racoom while using
krillin





Freeza saga-
1. Freeza-Defeat him while using super saiyan Goku.----------12
2. Goku super saiyan- defeat freeza

Android saga-
1. future Trunks- Beating super saiyan goku(after he returns from YARDRAT)-13
2. #19- Defeat while using super saiyan vegeta-----------14
3. Super saiyan vegeta- Defeat #19
4. #17- Defeat him while using piccolo(fused whith kami)---------15
5. Piccolo fused with nail- Defeat #17
6. #18-Defeat using piccolo---------------16

Cell saga-
1. Piccolo fused with kami- Defeat imperfect cell
2. Imperfect cell- Defeat him while using piccolo--------------17
3. Trunks saiyan outfit-Defeat imperfect cell using trunks
4. Teen gohan-teen gohan super saiyan(piccolo
outfit)-defeat goku in hyperbolic time chamber--------18

Perfect cell saga-
1. Teen gohan’s goku outfit-Defeat perfect cell using super saiyan teen gohan
2. Perfect cell- Beat him while using super saiyan 2 gohan
3. Gohan super saiyan 2- Defeat perfect cell

World tournament-
1. Goten+super saiyan goten-Defeat gohan---------19
2. Gohan+super saiyan-Defeat super saiyan goten---------20
3. Trunks(kid)+super saiyan-Defeat vegeta-----------21

Only 21 characters and a few costumes.
OPINIONS all the way (Yes, the big word)>OPINIONS
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Re: Ideas for a possibly new Budokai game

Post by Soriphen on Thu Dec 10, 2009 7:15 pm

GVgogeta102 wrote:
Game-play
1. The beams should be alot faster; being slow makes them
so much more easy to dodge(as if they weren’t easy already) .
2. I rather it be only one way to block Ultimates and its
by using “aura burst block”.
3. Ultimates should not be block-able, only for a
selected few: Broly-because it’s small. Gogeta-because it’s slow and small.
Father-son kamehameha- Because it really is unblock-able .
4. I’ve always disliked the part were the character flies
up to the opponent during the TC (teleport counter), it always slow down the
gameplay.
5. Specials should be change-able, making the game alot
better.
6. Utimate attacks that needs charging shouldn’t be
stopped by simply firing a ki blast, like in tenkaichi 3 when doing specials.
7. Remove the booster cards and use the capsule system or
some other systems.
8. Transformations seems useless because even though the
opponent is stunned, hitting him/her will just put him/her in a low juggle
state.


I know it's your opinion...but, you never found transformations useful? Did you know when you transform near them and stun them, you can prevent them from going into a low juggle state by waiting for the right time to hit them so that it hits them, but, they won't be able to escape AND they stay on the ground? It's explained in the Goryus guide for SB...you have to wait till' their second foot touches the ground. It's a viable metagame tactic as well. Transformations are like the Burst (from Guilty Gear) of SBAR! Another thing...customizing specials would unbalance the game more...unless you mean it as a seperate option. I'm pretty sure it wouldn't be allowed in competitive play. Anyway, there is a lot I'd disagree with...but, opinion is opinion ;P. Just remember to keep balance in mind.

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Re: Ideas for a possibly new Budokai game

Post by GVgogeta102 on Thu Dec 10, 2009 8:24 pm

I knew that but I would just wanna beat the crap outa them as soon as they are stunned XD and I didn't actually mean to remake the special, I mean't to choose another to replace the other.
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Re: Ideas for a possibly new Budokai game

Post by Soriphen on Fri Dec 11, 2009 12:08 am

Ahh lmao I see.

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Re: Ideas for a possibly new Budokai game

Post by GVgogeta102 on Fri Dec 11, 2009 1:15 pm

WHy don't you tell me what you disagree with and why ?
(OPINIONS can DIFFER)
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Re: Ideas for a possibly new Budokai game

Post by Soriphen on Fri Dec 11, 2009 5:28 pm

Meh, I feel like I won't be able to influence you anyway ;P. I'm also too lazy to get into details right now LOL!

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Re: Ideas for a possibly new Budokai game

Post by GVgogeta102 on Fri Dec 11, 2009 10:48 pm

Just explain =.=
AND get dont get into details
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Re: Ideas for a possibly new Budokai game

Post by THTB on Fri Dec 25, 2009 2:44 am

TrollCapAmerica wrote:Some of these ideas are workable but alot of them havent been thought through enough

For instance the LAST thing we need in the game is less damage.In IW the damage seems to averaging 13-1400 damage thats even factoring in RTUs and DM infinites.
IW's damage was also all over the place...some characters could get only 1000 damage, some got 2000, and then you have the Son family that racks up an absurd amount of damage.

I'm saying the damage should be reduced so that 3000 health is perfect to play. Because of the potential damage in IW, wasn't the standard health raised to 5000 just to compensate? Not to mention, damage outside of combos is crap as is. Throws aren't even really anything to fear in most cases because the damage is so shitty.

I want to see a game where you have more viable options for damage. The best way to do that, IMO, is to reduce combo damage, but buff damage on things like throws, some knockaway attacks, etc.

Also, I thought about 5 bars more...it literally is a much better amount than 7 IMO, especially when you keep ki costs the same. 5 bars means you have to be much more careful with ki...since you don't have 2 teleports on a full gauge anymore. It makes you think about burning your ki more since you just have 1 chance to escape.

So...here's my full list:

-Increase scaling and have it affect DMs and ultimates.
-Buff damage on throws and a few other attacks.
-Reduce ki gauge maximum to 5.
-Keep R/S-style attacks, but heavily reduce the amount of nullification on attacks (Nullification on 99% of S attacks = R attacks are fairly useless outside of combo fillers. Properly tested placement of nullification where a few S attacks have nullification = R/S-style is perfect).
-All projectile DMs should be 1 hit, and projectile ultimates should have less than 5 hits.
-Ki blasts should have different properties for each character.
-Reintroduce ultimate selection from BL (But instead, every character has 3, and each ultimate gives the character different transformations and DMs).

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Re: Ideas for a possibly new Budokai game

Post by GVgogeta102 on Fri Dec 25, 2009 3:25 pm

1 hits is too low for super kamehameha and stuff like that, it'll look cheap and annoying.
It could be only 1 hit but it has to look like it actually did some damage unlike infinite world when teen gohan does a super kamehameha
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Re: Ideas for a possibly new Budokai game

Post by THTB on Sat Dec 26, 2009 3:24 am

Yeah, that's why I only said DMs should be one hit and projectile ultimates multiple hits less than 5.

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Re: Ideas for a possibly new Budokai game

Post by GVgogeta102 on Sat Dec 26, 2009 7:29 pm

All my wants on game-play
-to parry against grabs
-new ki usage system
-goku to have more usable chains
-no infinites
-noob friendly
-fatigue guage

I'm not sure if thats all but...meh

anyone have any idea on a new ki gauge system ?
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Re: Ideas for a possibly new Budokai game

Post by THTB on Wed Dec 30, 2009 3:27 pm

You can tech grabs, actually.

Also, why would you want the game to be noob-friendly...?

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Re: Ideas for a possibly new Budokai game

Post by GVgogeta102 on Wed Dec 30, 2009 3:39 pm

I want it to be noob friendly so that noobs can play it or atleast make a tutorial like they did with burst limit.
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Re: Ideas for a possibly new Budokai game

Post by MOB712 on Wed Dec 30, 2009 4:53 pm

BL was noob & spam friendly

No thanks
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Re: Ideas for a possibly new Budokai game

Post by GVgogeta102 on Wed Dec 30, 2009 8:53 pm

O.K then lets just make a tutorial.
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Re: Ideas for a possibly new Budokai game

Post by Thalès76 on Thu Dec 31, 2009 1:11 am

MOB712 wrote:BL was noob & spam friendly

No thanks

Ppffff, in IW it's a lot easier to cancel
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Re: Ideas for a possibly new Budokai game

Post by Forte on Thu Dec 31, 2009 11:28 am

That has nothing to do with noob friendly. Pretty much nothing about cancelling is noob friendly. Noob friendly is when you have an attack button that completely outprioritizes the other, and free ki moves. Then ultimates that are easy to land due to being teleport safe.
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Re: Ideas for a possibly new Budokai game

Post by GVgogeta102 on Thu Dec 31, 2009 1:22 pm

Thanks
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Re: Ideas for a possibly new Budokai game

Post by Thalès76 on Thu Dec 31, 2009 8:36 pm

I don't know I was never stupid enough to lose to a spammer, my brother is one and he can't do shit.
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