That's an awesome detail! Love it. 😄

I agree with Kenneth with pretty much everything, the only thing I'm unsure about is Ki Waves vs Ki Disks, imo Ki Disks should go through Ki Waves the same way Ki Piercieng attacks do, or something like that.

Gogeta (GT) SSJ4's Big Bang Kamehameha doesn't collide with other Ki Waves.

I tried it with both values (80 and 100), testing ki waves and special attacks, and I think both work great, everything feels balanced and fair. Whichever one you choose is good in my opinion. 😄

After the latest update now the opponent doesn't get stuck on the ground after the third Dash Attack, instead they will bounce off. 😅

Yeah I agree, it should work like if you're in the dead state, once you get hit by a charged Ki Wave or a special attack you regain control immediately.

That's actually the AI spamming Dash Attacks and missing them, that's why the circle is different, you can see how Vegeta gets stunned for a sec before hitting you again (you can see him sweating), so it's not a bug, it's just the AI being super fast at spamming Dash Attacks.

Now that the game is leaning towards this new combat system, and seeing that many players still don't know very well how to do them, I'm going to make a little tutorial showing the 3 basic rules of how to do combos, so that everyone can contribute with their feedback.

1) There are different kinds of Dash Attacks, straight Dash Attacks and diagonal Dash Attacks, this is important because depending on the Dash Attack you use, your opponent will react differently. The Dash Attack we care about right now is the downward diagonal Dash Attack (left/right and down twice), this one being the one that sends your opponent hovering more aggressively and with more speed, making them bounce more and spend more time in the air, giving you more time to connect more Dash Attacks. So the ideal way to start a combo is to use a diagonal Dash Attack.

2) We should always start the combo at the bottom of the map, preferably on the ground, because if we start it at the top, the opponent will bounce directly to the ground, being able to recover immediately, while if we hit them from the ground, it is certain that they will bounce to the top walls of the map a few times, once again, giving us space and time to hit them again before they hit the ground.

3) There is no character in the game that can move as fast as one that is bouncing around the map, so once we have connected the first Dash Attack on the ground, we should not chase our opponent, instead, we should go to the place where we know our opponent will go, in this way ensuring to hit them again. Usually, and because of the speed with which we send our opponent flying, it is enough to just move upwards and we will be in front of our opponent, and since Melee and Dash Attacks automatically move towards our opponents, just by doing them we will have already hit them.

Once your opponent is bouncing off the walls, you can combine and use different attacks, Ki Blasts, Melee or Dash Attacks, while trying to keep them away of the ground, but that's another topic.

Added to all this, the third Dash Attack can be performed from anywhere and at any time before the opponent touches the ground, and it will directly teleport us aside of our opponent and hit them, so once you do the previous steps, now you only have to do a Dash Attack after hitting the opponent the second time to complete the combo, you really only have to connect two Dash Attacks to do it.

Now that you know the basics, you can practice doing something like this to get used to it:

I hope this is useful and helps everyone enjoy this amazing new game mechanic.

I feel like it works great, now you hit the 3rd Dash Attack pretty much always, while still having the randomness spice that distinguishes the game.

I also noticed the AI now lands more combos as well, so maybe there should be an increase in the chances that the AI uses more Ki Waves and Ki Blasts after completing a combo, since most of the time it tries to hit you while you are in the dead state.

Sure.

They stay stuck in the ground if I do the teleport Dash Attack at the top of the map, otherwise this happens.

Actually it's not that the cpu recovers when touching the ground, what I meant is that when I do a dash combo, if I teleport-hit my enemy while we are near the ground, they won't get stuck to the ground but instead they'll bounce off of it and be able to recover. My bad.

And yeah, I mean when they are falling/bouncing through the map.

Not sure if I should send this here. 😅

Sometimes after dying, the game would just stay the same, without showing any death screen, and would allow me to move the camera all over the map, having to manually exit.

The setup of the controls is a little confusing, when I pressed the section called defense, the text above asked me for a button to jump, this meant that sometimes the same key was assigned to jump and to defend, and when I changed the key for another one, it was not shown in the setup but it did change when playing.

I played several games and I didn't clip through the floor.

Hey, I've been playing for a while and I do agree that the camera movements are a bit agressive, specially when you jump, it can make you dizzy if you do it repeatedly.

The new time a character lasts in the dead state seems better, keeps the game fast paced. ⚡️

While I was testing I noticed three things:

CPU instantly recovers almost 100% of the times the last Dash Attack is near the ground.

CPU instantly recovers if I hit them while they are flying, taking away a lot of combo potential.

The time you stay in the dead state after losing a Melee Clash should be lower than when you get knocked by a Dash combo.

Hello again. 😄

The no hit bug is indeed fixed now, and the teleport sound makes it so much clearer to know what's happening.

I was able to test the combo finisher against the cpu, and now it works the intended way. There's one thing though, sometimes when your third Dash Attack is too diagonal or too close to the corners/ground, the enemy will bounce off the ground instead of staying in the dead state.

Now, talking about the time a character lasts in the dead state, I think it's correct, but maybe it could be a bit less, because it's enough to land a full charged Ki Wave but only if you already had the Ki for it, therefore also allowing you to land a full charged special ability if you have it. (Depending on the ability).

I do find a problem though, I think it's too easy to complete, it's a high prize for almost no challenge nor risk, you're technically being able to land a full charged special ability with two moves, but it should be hard to achieve. My suggestion is to increase the Dash Attacks needed to perform it to 5/6, depending on what Dash Attack you consider the first one, cause the first and last one are pretty much free.

Moving on to something else, I noticed that a character also gets stuck in the dead state if they get hit by a large Ki Wave/special attack, and I think this shouldn't happen, because that lets you link together several Ki Waves in a row, and if you connect this with the Dash Attack combo you can easily kill your opponent. I think a character should get stuck in the dead state only after the Dash combo and after losing a Melee Clash.

I would also like to mention that I'd love to know what other players think about this move, whether they think it's easy or hard, I'm very curious about that. 😅

Hey! I've playing today and I noticed some things I missed yesterday, guess I was too sleepy. 😅

I had not noticed that you could actually teleport from anywhere to hit your enemy on the third Dash Attack, even if you're not close, that's sick.

I tried replicating the combo finisher on story mode but it was not possible, for two reasons:

First, the strange bug where you and/or your enemy can't hit each other still happened to me, and second, when the CPU is controlling the enemy, they will instantly recover, not staying on the dead frame and leaving no time for me to hit them with the Ki Wave.

I still recorded some clips on versus mode so you know how it would look like:

I'm glad you liked them!


Ok, so there's actually a few things I want to talk about here.

First of all, the way I got my opponent stuck on the side of the screen is actually very unlikely to happen, as I was trying to force it for the clip, and is also kind of hard to pull off, so I don't even know if you should bother to fix it, but if you do, I also figured out how it works: First, it only works on the left side of the screen, you and your opponent have to be completely stuck to the left wall, and your character has to be below their opponent, and then perform an Up Dash Attack, that way you can easily kill your enemy by spamming Up Dash Attack.

So as I said, it only works on the left side, and the reason why it happens it's because of the interaction between the enemy and the Dash Attack in that part of the map, it should send the enemy flying towards the center of the screen, what does happen on the right side of the map, but instead it sends them straight up.

Second, I tried all the changes you made, and I really like having a finisher move for your combos, but I don't think the game should limit the amount of Dash Attacks you can do against a flying enemy, because that's actually the funniest part, trying to keep your opponent in the air as long as possible before they can recover, and also three times seem too low, because in the same video I sent earlier you can see how I managed to connect more than seven Dash Attacks in the air, and I'm pretty sure you can connect more, so I don't think it's necessary to nerf it because of the corner exploit, as it is the only real issue regarding air Dash Attacks and it's already pretty hard to achieve in a real battle.

But as I said, I really liked the slamming your enemy to the ground part, I tested it and it feels very satisfying to do and extend it with Ki Blasts/Waves, although sometimes the enemy would instantly recover after hitting the ground and would not stay in the dead frame. Despite that, it does mimic the series' classic combos and even the way other DB games handle them, but maybe instead of being the automatic outcome for your combo, it could be a manual move like performing a Down Dash Attack after already having connected three or more air Dash Attacks to the flying enemy, or something like that, but that's up to you.

And third and lastly, while I was trying the new stuff out in story mode, something pretty weird happened after fighting for a while in all battles..

It happens after hitting each other with Melee attacks for some time, my enemies can't Dash Attack or hurt me with Melee attacks, and sometimes I can't hurt them phisically either; they come back to normal after hitting me with a Ki Blast or Ki Wave.

A couple things I would like to add: I would also sometimes encounter characters on the dead frame while stuck in the air and/or after losing a Melee Clash, you can still perform the left wall exploit with Ki Blasts without needing to use more than three Dash Attacks, and I tested all this in Hard and God Difficulty.


Thanks for reading!!

Amazing! I've been playing quite a bit and it works fantastically, I even want to share some play I made while trying story mode:

My only suggestion would be that maybe the only time you can't recover after hitting the ground the first time, is if you hit the ground right after receiving a Dash Attack that knocked you towards the ground, without having hit a wall before, but either way it's awesome.

Si un personaje tiene todas sus barras de Ki llenas, no se cansaría al fallar un Dash Attack, y podría acceder a otros beneficios. Funcionaría como una especie de Max Power, perdería el acceso a estas habilidades tan pronto como gaste algo de Ki y ya no tenga sus barras completas

I just tested it and it doesn't happen with small ki blasts, it doesn't happen with those who can't fire a full ki wave, like Guldo for example, I also tried with special attacks and it happened with some of them:

It seems that it only occurs with ki waves that have a trail behind them, being the case with Vegeta's and Kefla's special attack, although both Kefla's and Gogeta's special attacks had some weird and funny interactions. 😅

And yes! I agree it could be an interesting defensive technique!