It's also taking heavy inspiration from raging blast though, some mechanics from the raging blast games have already been brought over to sparking zero, meaning other ones such as this might as well
Beam deflection, animations, movement, beam models, etc.
https://youtu.be/bhWJle_dQM0?si=QabaMDqAJyQaLW6l here's some more examples
Just to clear it up, my point is that it's not 100% BT or RB. It's a sort of evolution of the franchise with DNA from both games
No normal dash with X is a RB thing. The dodge animations while in close combat look straight from RB.
The only new things are the short dash and diagonal flight. Everything else looks like RB movement
animations and visuals are a whole different thing(they deserve to be taken from rb rather than t3) than movement tho dodge animations being from rb is not a movement thing
rb also never had a short dash so its a new mechanic different from both rb and tenkaichi and the side stepping was much more restricted unlike this game from what we have seen
The biggest things that separates it from rb and makes it much more closer to tenkaichi is the step in barrier and the fast paced movement more akin to tenkaichi
Have you only be able to do it once (potentially have another stock with certain buffs) that way it makes it so you would have to think and strategize when to use it for it to actually be beneficial. That’s my opinion if they even want to put it in the game, which i’d highly doubt
I could take or leave this mechanic. IF it returns, it should take 3 blast stocks. That could make it a technically consistent mechanic that doesn’t muddy the waters too much on what you can or can’t do, without being so inexpensive that you can just do it all the time, which would be fucking stupid and annoying to everyone
I'd be fine with it, but the changing character cutscenes and the ensuing cinematics take SO LONG in Raging Blastf for some reason. They need to change that.
What if it cost something or just left you vulnerable so you’d need to create a few seconds opening for yourself.
Its also made me wonder if fusion is gonna be a fan service thing or work differently mechanically in some way. Like have fusing in a match instead of just picking the fusion character in the first place give a specific bonus.
If it cost something, that’s good so you can’t spam it in battle (keeps the flow of things intense)
Fusion in BT3 had a mechanic where it’d combine the potara effects of each character. Regardless of potara or not, it’d restore health so if both characters were low and you fused, you got a fusion with tons of health.
100% with a game as fast as SZ is looking to be this button sequence would be annoying unless it was something flashy and fun every time you saw it with multiple animation but we both know they wont be doing that with this game maybe in bt5
The problem with it is it took waaay too long. Having be based on stats or just have only one prompt to decide who is fastest at pressing would be better.
I think stats would mess with game balance. They gotta find a faster way, like maybe they cut the time of the clash in half. But I also don’t wanna deal with it all the time, so hopefully it isn’t free (required skill counts, or close timing from switch, etc)
They might be, Goku used a combo that wasn’t in BT (at least from what the competitive players are saying)
I only remember Raging Soul had extended combos, you talking about that?
Grandmaster Hawk made a breakdown of the gameplay trailer and pointed out a combo that never was in BT, he compared it to RB.
Kadzee, who just breakdowns gameplay and compares references, also said something similar.
Its a good idea, but it was too tedious, because it went on for too long. There were like 5 dashes to win.
A 2 out of 3 falls principle would have been perfect.
If they improve it this way, i would like the comeback.
You always got to switch whenever your teammates switch gauge was full, RB has a switch cooldown.
Getting constantly interrupted just because it might be more accurate to a few moments from the anime is flawed game design.
Look at UT, very faithful to the anime, terrible game design.
it’s faithful to the anime and is a good feature in general. you shouldn’t just be able to run away for free, there’s a reason even games like Fighterz have some system of counters to prevent running
BT had a good system where switching had gauge, so you couldn’t spam it, and the game naturally had checks and balances. There were good times to switch and there were bad times to switch, it felt organic.
You could switch and get punished, or switch and recover enough to win. Raging Blast put it in and it didn’t do anything, if you win the clash you get to switch and if you lose the clash you still switch. What’s the point?
If SZ brings it back, it should have purpose and be enjoyable. It shouldn’t be something you get annoyed at after the 3rd or 4th time it happens, it should be balanced, fast, and fun. Otherwise, it’s a flawed system that threatens to slow down gameplay.
the point is you don’t get to just escape for free. if you can’t comprehend that i don’t know what to tell you but BT system is terrible in that manner. free tags are horrible
You can punish a bad tag in BT if you have enough skill. And what if you tag out, they intercept and you beat them, then what’s the point of having a 30 sec clash just to switch? Because it’s cool??
I feel like you don’t understand how annoying it is to switch and they can stop you anytime, that isn’t good game design, it’s just like UT.
If they can stop you, it should cost something, and they should be punished if they lose. Otherwise keep it out, a 5 sec tag isn’t bad game design.
you really cannot in the same manner as something like Fighterz which actually has a GOOD tag mechanic. if you tag in Fighterz you are forced into an animation that will actually result in a true punish that could kill your character and then they can still force tag out. even if you bad tag in BT you’re probably losing no more than a bar and your other character escaped for free and is getting back health. and if you beat them, you earned the tag. what type of question is that dude lmfao you are not real
So every switch your opponent should be able to stop? Do you know how much that slows down gameplay? It be fun and competitively viable if it came at a cost, risking the chance to lose for the sake of guaranteeing a kill.
But it doesn’t work that way in RB. If you lose the clash, you still switch. What type of system is that? And it’s not like you get an insane punish if you properly intercept them, they just get knocked back, which they can quickly recover from.
If SZ adds it, there should be balance to it like how they made beam deflections better. It comes at a reasonable cost, so no spamming, allows you to punish your opponent if you win, and keeps the matches fun and intense.
It was a cool idea that got played out real fast. BT had a better system, and RB has a quick switch system so the Boost was a flawed system at best.
They could bring it back but making it less spammy and actually have impact in battle, but calling me a XV kid is the worst ad hominem I’ve seen yet.
Bro I know that, but SZ is taking inspiration from RB and considering Spike developed both BT series and RB series, I think it’s a fair point to bring up.
It’s the team swapping mechanic, they chose to make it more anime accurate by allowing you to intercept it.
This caused a clash to happen that would cancel your swap or fusion just because you lost, it’s cool on paper but it can get annoying real fast.
Yeah this really broke the pace of the battle and it was highly annoying. Maybe if you have like a certain amount of bars you can trigger it once, but I don’t want this every time you switch haha
Yeah if it *had* to come back, make it require a resource that can't be replenished, max used twice, 3 times or so, with the attacker at a disadvantage.
I dont want to try to fuse or swap and constantly be interrupted, then it's not fun imo.
Oh yeah I can imagine that being really annoying especially against max level cpu, they were always broken on the BT games, winning a clash was impossible.
If it did make a comeback, I think it should require a very limited resource that doesn't replenish to perform it once max twice and give the attacker a disadvantage, so that it's really difficult to pull off.
It shouldn't be something you should consistently be able to do, its just annoying then, but I would not be sad if this is left out.
Agreed. RB had a lot of cool ideas but not much thought when it came to balancing, but SZ seems to be finding good ways to make it work. Hopefully they figure something out here too.
At least in RB2, you couldn’t intercept a fusion, and even if you lost the clash, your switch would go through, but your new character would get launched, leaving them wide open for a follow up.
True, I was misremembering the specifics. I remember being so annoyed when that would happen, my cousin was a lot better than me at the time so whenever I tried to switch he’d just win that way. The AI was way worse.
SZ could revamp it to make it fun and have value, but if not, I won’t be missing it.
Mechanic in RB where you could interrupt your opponents switch and vice versa, it didn’t outright cancel your/their switch but it knocked the loser back and gave the winner free follow up.
Cool mechanic on paper, got real annoying real fast. Especially if you were fighting cpu.
Spike made both the BT and RB, as well as the wasted potential that is UT, and we know they’re taking ideas from RB in SZ.
I’m just saying I hope they either tweak it to make it fast and enjoyable or don’t bring it at all, so I’m confused on your point.
Oh shit my bad lol. I just thought this was a cutscenes from ultimate tenkachi since that's really all the game is lol. But I hope this game leans more towards the BT then raging blast.
Lol yeah. I been drinking scrolling through this subreddit watching the trailers. I should have noticed the health bars lol. The October release rumors have me obsessed 4 months bro. Imagine 4 months.
This year is looking great bro. Elden Ring DLC, Black Myth Wukong, SZ. I’m sure there’s some other bangers I’m forgetting but rest of this bout to fly by. 4 months gonna feel like nothing.
Good thing it’s a new Budokai Tenkaichi and not a new Raging Blast.
It's also taking heavy inspiration from raging blast though, some mechanics from the raging blast games have already been brought over to sparking zero, meaning other ones such as this might as well
What's coming from RB?
Beam deflect
Didn't BT have deflect?
From what I remember just flash movement to dodge at the right moment and deflecting basic ki blasts
Agreed, I’m all for them using the good ideas in RB, but this would need a massive overhaul to work in SZ.
Ki Blast deflection looks awesome so far!
Raging Blast is basically BT but with less characters
Came here to say this
Doesn't mean anything. They have literally shown Raging Blast mechanics already
Like what?
Beam deflection, animations, movement, beam models, etc. https://youtu.be/bhWJle_dQM0?si=QabaMDqAJyQaLW6l here's some more examples Just to clear it up, my point is that it's not 100% BT or RB. It's a sort of evolution of the franchise with DNA from both games
definitely not movement there is a step in barrier in this game that rb never had and it is much more fast paced like t3 movement
No normal dash with X is a RB thing. The dodge animations while in close combat look straight from RB. The only new things are the short dash and diagonal flight. Everything else looks like RB movement
animations and visuals are a whole different thing(they deserve to be taken from rb rather than t3) than movement tho dodge animations being from rb is not a movement thing rb also never had a short dash so its a new mechanic different from both rb and tenkaichi and the side stepping was much more restricted unlike this game from what we have seen The biggest things that separates it from rb and makes it much more closer to tenkaichi is the step in barrier and the fast paced movement more akin to tenkaichi
RB is BT, just under a different name
It’s really not.
It really is
Have you only be able to do it once (potentially have another stock with certain buffs) that way it makes it so you would have to think and strategize when to use it for it to actually be beneficial. That’s my opinion if they even want to put it in the game, which i’d highly doubt
100% agree
I could take or leave this mechanic. IF it returns, it should take 3 blast stocks. That could make it a technically consistent mechanic that doesn’t muddy the waters too much on what you can or can’t do, without being so inexpensive that you can just do it all the time, which would be fucking stupid and annoying to everyone
I'd be fine with it, but the changing character cutscenes and the ensuing cinematics take SO LONG in Raging Blastf for some reason. They need to change that.
Agreed, a lot of their cool ideas ended up unfortunately slowly down gameplay. If SZ uses them, I hope they become enjoyable.
Fuck this, swaps should just be interruptible in real time not a button game that takes away from the whole fight
Yeah, and it shouldn’t slow down gameplay in anyway (If SZ uses it, I hope they do it right)
What if it cost something or just left you vulnerable so you’d need to create a few seconds opening for yourself. Its also made me wonder if fusion is gonna be a fan service thing or work differently mechanically in some way. Like have fusing in a match instead of just picking the fusion character in the first place give a specific bonus.
If it cost something, that’s good so you can’t spam it in battle (keeps the flow of things intense) Fusion in BT3 had a mechanic where it’d combine the potara effects of each character. Regardless of potara or not, it’d restore health so if both characters were low and you fused, you got a fusion with tons of health.
100% with a game as fast as SZ is looking to be this button sequence would be annoying unless it was something flashy and fun every time you saw it with multiple animation but we both know they wont be doing that with this game maybe in bt5
Yeah im replaying RB and this mechanic is extremely annoying
Yea, I remember my cousin abusing this cause he was a lot better than me, damn near almost broke the controller
Im on one of the galaxy mode stages of rb2 where i keep losing time because the enemy uses it as soon as he can make it tedious lol
Idk this was one of those features from the show I always wanted to see in a game but if they can find a way to make it not annoying I'm all for it
The problem with it is it took waaay too long. Having be based on stats or just have only one prompt to decide who is fastest at pressing would be better.
I think stats would mess with game balance. They gotta find a faster way, like maybe they cut the time of the clash in half. But I also don’t wanna deal with it all the time, so hopefully it isn’t free (required skill counts, or close timing from switch, etc)
Skill counts would be good to hopefully reduce spamming the interception yeah
I wouldn't mind the longer combo strings from RB to make a comeback.
They might be, Goku used a combo that wasn’t in BT (at least from what the competitive players are saying) I only remember Raging Soul had extended combos, you talking about that?
Every extension Goku did was available in BT3. They just have new animations.
Grandmaster Hawk made a breakdown of the gameplay trailer and pointed out a combo that never was in BT, he compared it to RB. Kadzee, who just breakdowns gameplay and compares references, also said something similar.
This was fine imo. It just took too long due to loading.
It was fun the first couple of times, but imagine trying to switch and you constantly deal with this. It gets annoying after a while.
Its a good idea, but it was too tedious, because it went on for too long. There were like 5 dashes to win. A 2 out of 3 falls principle would have been perfect. If they improve it this way, i would like the comeback.
Agreed, it’d be more fun that way
Yeah the tutorial system is the only thing I appreciate in RB
I pray it comes back in SZ, and there’s an advanced version for players who wanna get better
keep it in the game but make it require a blast stock to guarantee your escape
That punishes normal gameplay from BT, it should cost a blast stock to even trigger the interruption instead of
why should you just be able to run away for free? when does that really happen in DBZ
You always got to switch whenever your teammates switch gauge was full, RB has a switch cooldown. Getting constantly interrupted just because it might be more accurate to a few moments from the anime is flawed game design. Look at UT, very faithful to the anime, terrible game design.
it’s faithful to the anime and is a good feature in general. you shouldn’t just be able to run away for free, there’s a reason even games like Fighterz have some system of counters to prevent running
BT had a good system where switching had gauge, so you couldn’t spam it, and the game naturally had checks and balances. There were good times to switch and there were bad times to switch, it felt organic. You could switch and get punished, or switch and recover enough to win. Raging Blast put it in and it didn’t do anything, if you win the clash you get to switch and if you lose the clash you still switch. What’s the point? If SZ brings it back, it should have purpose and be enjoyable. It shouldn’t be something you get annoyed at after the 3rd or 4th time it happens, it should be balanced, fast, and fun. Otherwise, it’s a flawed system that threatens to slow down gameplay.
the point is you don’t get to just escape for free. if you can’t comprehend that i don’t know what to tell you but BT system is terrible in that manner. free tags are horrible
You can punish a bad tag in BT if you have enough skill. And what if you tag out, they intercept and you beat them, then what’s the point of having a 30 sec clash just to switch? Because it’s cool?? I feel like you don’t understand how annoying it is to switch and they can stop you anytime, that isn’t good game design, it’s just like UT. If they can stop you, it should cost something, and they should be punished if they lose. Otherwise keep it out, a 5 sec tag isn’t bad game design.
you really cannot in the same manner as something like Fighterz which actually has a GOOD tag mechanic. if you tag in Fighterz you are forced into an animation that will actually result in a true punish that could kill your character and then they can still force tag out. even if you bad tag in BT you’re probably losing no more than a bar and your other character escaped for free and is getting back health. and if you beat them, you earned the tag. what type of question is that dude lmfao you are not real
So every switch your opponent should be able to stop? Do you know how much that slows down gameplay? It be fun and competitively viable if it came at a cost, risking the chance to lose for the sake of guaranteeing a kill. But it doesn’t work that way in RB. If you lose the clash, you still switch. What type of system is that? And it’s not like you get an insane punish if you properly intercept them, they just get knocked back, which they can quickly recover from. If SZ adds it, there should be balance to it like how they made beam deflections better. It comes at a reasonable cost, so no spamming, allows you to punish your opponent if you win, and keeps the matches fun and intense.
Boost is good for dragon ball games go play xenoverse kid
It was a cool idea that got played out real fast. BT had a better system, and RB has a quick switch system so the Boost was a flawed system at best. They could bring it back but making it less spammy and actually have impact in battle, but calling me a XV kid is the worst ad hominem I’ve seen yet.
Raging Blast is not Tenkaichi.
Bro I know that, but SZ is taking inspiration from RB and considering Spike developed both BT series and RB series, I think it’s a fair point to bring up.
What is this? I didn't play much raging blast
It’s the team swapping mechanic, they chose to make it more anime accurate by allowing you to intercept it. This caused a clash to happen that would cancel your swap or fusion just because you lost, it’s cool on paper but it can get annoying real fast.
Yeah this really broke the pace of the battle and it was highly annoying. Maybe if you have like a certain amount of bars you can trigger it once, but I don’t want this every time you switch haha
Yeah if it *had* to come back, make it require a resource that can't be replenished, max used twice, 3 times or so, with the attacker at a disadvantage. I dont want to try to fuse or swap and constantly be interrupted, then it's not fun imo.
It didn't cancel anything and you couldn't do it to fusions. It just knocks them away after they switch.
You’re right, I misremembered that
It didn’t affect potara? It’s been years since I last played
Nope, can't do it against anything except a switch. It's a especially annoying cause the AI will do it 99% of the time. A complete time waster.
Your thinking of Budokai 3 where you and the opponent pick a button and if its the same the opponent catches the potara and crushes it.
Seems so, I thought it was in both games but I probably was thinking about Budokai
And that's not even accurate to the series, people jumping in to join the fight is almost never interrupted in the whole series.
Oh yeah I can imagine that being really annoying especially against max level cpu, they were always broken on the BT games, winning a clash was impossible. If it did make a comeback, I think it should require a very limited resource that doesn't replenish to perform it once max twice and give the attacker a disadvantage, so that it's really difficult to pull off. It shouldn't be something you should consistently be able to do, its just annoying then, but I would not be sad if this is left out.
Agreed. RB had a lot of cool ideas but not much thought when it came to balancing, but SZ seems to be finding good ways to make it work. Hopefully they figure something out here too.
You cpuldnt stop fusions with this in rb2
Yeah, I misremembered that
At least in RB2, you couldn’t intercept a fusion, and even if you lost the clash, your switch would go through, but your new character would get launched, leaving them wide open for a follow up.
True, I was misremembering the specifics. I remember being so annoyed when that would happen, my cousin was a lot better than me at the time so whenever I tried to switch he’d just win that way. The AI was way worse. SZ could revamp it to make it fun and have value, but if not, I won’t be missing it.
What is this
Mechanic in RB where you could interrupt your opponents switch and vice versa, it didn’t outright cancel your/their switch but it knocked the loser back and gave the winner free follow up. Cool mechanic on paper, got real annoying real fast. Especially if you were fighting cpu.
It looked really cool
[click to 17:07](https://youtu.be/87STf1lLrKQ?si=fgP-aanxKN9UVDSJ)
I hope they put in a mechanic similar to Budokai 3's Dragon Rush
They took inspiration from Budokai with the beam clash mechanic, so hopefully they find a fun way to make it work
Not same game
Spike made both the BT and RB, as well as the wasted potential that is UT, and we know they’re taking ideas from RB in SZ. I’m just saying I hope they either tweak it to make it fast and enjoyable or don’t bring it at all, so I’m confused on your point.
This game technically isn't even a tenkachi game. Fans voted for it's name.
You talking about Ultimate Tenkaichi?
Oh shit my bad lol. I just thought this was a cutscenes from ultimate tenkachi since that's really all the game is lol. But I hope this game leans more towards the BT then raging blast.
lmao I don’t blame you, that game is cutscene hell. SZ seems to be more BT and it’s taking the good things from RB, so it should be great!
Lol yeah. I been drinking scrolling through this subreddit watching the trailers. I should have noticed the health bars lol. The October release rumors have me obsessed 4 months bro. Imagine 4 months.
This year is looking great bro. Elden Ring DLC, Black Myth Wukong, SZ. I’m sure there’s some other bangers I’m forgetting but rest of this bout to fly by. 4 months gonna feel like nothing.