Dragon Ball FighterZ (Super Warrior Arc Ch2: Come to, Warriors! Earth Needs You!
In the main story in Dragon Ball FighterZ, Android 16 plays a prominent role - having mysteriously been revived, along with a "mysterious army" of Super Androids who look like the Z Fighters, and then the Z Fighters are taken down left and right.
Android 21, an all-new female character, also plays a major role in the story.
There are three story scenarios: the Super Warrior Arc where Goku is the main character, the Enemy Warrior Arc where Frieza is the main character and the Android 21 Arc, where Androids 18 and 21 are the main characters.
Each arc features a similar but somewhat different story.
The main plot of the game is revealed in the Android 21 Arc.
The gameplay borrows concepts from several other fighting games, primarily the Marvel vs. Capcom series' control scheme and team mechanics, with three primary attack buttons and one unique action button plus a few others.
Unlike the Arc System Works-developed Extreme Butoden, FighterZ plays out in a scheme much closer to many other of the traditional Arc System Works-developed fighting games (via running on the same graphics as Guilty Gear Xrd).
The three primary attack buttons unlike in other fighting games come with a twist; light attacks are the same as in other games, while medium attacks are a mix of both traditional medium and heavy attacks, while a heavy attack is a move that knocks the opponent away with a heavy blow.
The unique action button by itself, or with a direction or special move motion allows for a ki blast or ki-based special moves to be performed.
Players each select three characters to form a team. One character is controlled, and can be switched with one of the other characters at any time.
Players can also call one of their other characters to perform an "Assist" move, allowing simultaneous attacks and combos with the entire team.
All three of a team's characters must be defeated for a match to end.
The universal "Vanish" and "Sparking Blast" moves resemble the Roman Cancel system commonly found in Arc System Works games and the Guilty Gear series' Dust attacks respectively (styled akin to both before Xrd and after Xrd), while the "Super Dash" move resembles the Homing system of Arcana Heart and is akin to the Homing dashes seen in other Dragon Ball fighting games.
Just like in the said classic Dragon Ball fighting games, characters can "Ki Charge" to raise their power level akin to other fighting game mechanics that allow for gauge-charging.
Also added are the ability to deflect Ki blasts or other projectiles via a parry mechanic, as well as being able to use a Dragon Rush that acts akin to a basic throw that launches the victim away while the attack flight-dashes after them.
Other mechanics involve the usage of the auto-combo system utilized by fighting games as of Persona 4: Arena (tap one button for an automatic preset combo), which now also applies to the medium attack button as well (giving all characters two auto-combos).
Forward + medium attack is also a universal overhead attack for all characters, which cannot be chained out of.
Nearly all characters are also planned to have differing playstyles/archetypes apart from each other akin to more contemporary fighting games as opposed to using recycled base movesets such as in the Budokai series.
The characters’ teammate selections may affect the changes on some of their Supers, such as Android 18’s Accel Dance if one of her two teammates is Krillin, and Adult Gohan’s Potential Unleashed Super Saiyan Form during Ultimate Kamehameha if Gotenks is not one of his two selected teammates or Adult Gohan himself not body swap with Captain Ginyu.
An Instant Kill-like cutscene known as “Dramatic Finish” is only for two certain characters on certain stages, if one of them won the match with standing Heavy attack button as an ender.
"Destructive Finish!" can also be triggered whenever a character finishes another off with a huge attack.
It has no direct impact on gameplay and is purely for aesthetics.
The story modes explanation for why all fighters are able to fight on even grounds power-wise and thus must rely on technique (or the player's soul inhabiting them to allow them to use more power) to win is due to the waves that inhibit strong people down to a set level.
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