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Intercepts are the most difficult to execute, and they come with the highest risk for failure since botching an intercept means taking more damage than just being hit with the attack. Evade lets you sidestep the attack and avoid damage altogether, and intercept lets you counter the attack and use your opponent’s energy against him. Block lets the attack hit you at significantly reduced damage, and is the easiest to pull off. When a super attack is coming your way, you are presented with three choices: block, evade, and intercept. Being on the receiving end of a super attack is one of the only times Ultimate Tenkaichi feels engaging. There is a fundamental disconnect between performing a single button press and seeing your attack from orbit because that’s the only way to witness the entire explosion. At this point clicking the right stick will unleash super attacks. When one fighter loses enough health both fighters gain access to their spirit gauges. Signature moves, like regular combat, look impressive but are too easy to execute to feel rewarding. Clashes ought to be the potential outcome of a successful block which rewards the defender instead of a string of successful attacks which punish the attacker. The clash mechanic isn’t a terrible idea, but have it triggered by the attacker makes no sense. If the choices match, your combo is broken, your opponent automatically lands a counterattack and the bout continues. If the choices differ, your attack lands, you damage your opponent, and the bout continues. Land enough hits in a row, and you’ll advance on your opponent automatically and engage in a clash.Įach combatant picks one of two options. Melee and ranged combat feel exactly the same, and the player is actively punished for doing well. Where everything falls flat is actually playing those fights. There are waves of energy, giant explosions, and huge boss encounters throughout the story mode. They capture the feel of the anime perfectly. The fights in Ultimate Tenkaichi look great. It’s an action game made out of a fighting game. Dragon Ball Z: Ultimate Tenkaichi, then, is not a fighting game. You have to practice until you know his moves inside-out and can pull off an aerial block that cancels into a super with your eyes closed. You don’t just level up your guy to make fighting easier. series), but they need a sense of fairness and reward to keep the player motivated.įighting games are heavily skill-based. Fighters with simplified controls can still be fun (e.g., Nintendo’s Super Smash Bros. Players can create their own customized characters, choosing body type, hair, facial features, and attire, as well as fighting style.The appeal of fighting games is easy to see: formulate a better strategy than your opponent in single combat to win bragging rights, continued play, or the ability to advance the story. As in the earlier Budokai Tenkaichi games, for Xbox and PS2, a combat-driven story mode is available, featuring 15 super-sized boss fights, along with pick-up-and-play versus battles starring dozens of Dragon Ball Z characters. An extensive selection of camera angles helps to highlight the big hits (and misses) in the style of the cartoon series.
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The game's "Impact Break" system emphasizes the enormity of the exaggerated hand-to-hand action, with attacks so powerful that they the tear apart the landscape itself, leaving crevasses and craters that stretch across the earth. As in the anime, fights often feature two combatants racing toward one another for a furious bout of action, followed by a moment of recovery at a distance, and then another rush together, until only one remains standing. The over-the-top fighting plays out in three dimensions, often high above the ground, and is characterized by long-range attacks, crushing blows, fearless charges, and last-moment counters. High-impact, supernaturally infused, anime-inspired martial arts duels are fought, in high-def, throughout the combat arenas and adventuresome realms of Dragon Ball Z Ultimate Tenkaichi.