Super Dragon Ball Z Arcade

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The default control layout for Super DBZ is four buttons are [L]ight Attack, [H]eavy Attack, [G]uard and [J]ump respectively.

Walk: Push the joystick in any direction. Characters in SDBZ are capable of walking in all eight cardinal directions around the arena.

Dash: Double tap a direction, or press G+J while holding a direction. You can dash up, down, left or right, but not in the diagonals. Dashing uses a portion of the Action Gauge.

Jump: Press the J button, along with a direction to jump in the specified direction. Press Jump along with an upward direction to perform a High Jump.

Flight: Press G or J while airborne. Flying allows you to move and perform attacks as if you were on the ground, but it continually drains the Action Gauge. Pressing Jump while flying will end flight, returning you to a normal jumping state -- this is often referred to as a Fly Cancel (FC).

Throw: Performed by pressing L+H. Throws have a visible startup animation, but cannot be broken or softened in any way.

Dashing Attack: All characters are able to perform attacks out of their dashes by pressing an attack button. Dash L is a universal launcher, while Dash H is a universal ground bounce. Each move can only be used once per combo.

Homing Attack: Performs an attack while dashing directly towards the opponent. All characters in SDBZ have access to two homing attacks -- Light Homing Attack (LHA) with L+G, and Heavy Homing Attack (HHA) with H+G. Light Homing can be cancelled into special moves, while Heavy Homing cannot. Any normal attack that can be special cancelled can also cancel into a Homing Attack. Homing Attacks can also be cancelled before making contact by tapping G, referred to as a Homing Attack Cancel (HAC).

Ki Blast: Performed by pressing 6L or 6H. Fires a generic ki projectile towards the opponent. You must tap 6 and L/H at the same time in order to get the ki blast.

Reflect: Performed by inputting 46 while guarding. Reflects basic ki projectiles, and nullifies stronger ones.

On the ground, every character is able to walk in eight directions around the arena. Characters are also able to dash in each of the four cardinal directions by either tapping the desired direction (66, 44, 22, 88) or by holding the desired drection and pressing the Guard and Jump buttons (6/4/2/8G+J).

Characters are able to jump by pressing the Jump button. Characters can jump in place, forwards and backwards (5/6/4J). Additionally, it is possible to high jump by pressing J alongside any upward direction (8J for neutral high jump, 9J for forward high jump and 7J for backward high jump).

All characters are able to fly by pressing either G or J at any point during a jump. While flying, characters gain access to most grounded movement and attack options. Pressing the J button while flying will cancel flight, returning the character to a regular jumping state. This is often referred to as a Fly Cancel (FC for short), and is an extremely important part of combos and general offense.

The Action Gauge is the meter at the bottom of the screen which regulates Super Dragon Ball Z's movement options. The Action Gauge is comprised of between 3 and 5 stocks depending on the character.

The Action Gauge will refill over time when it is below full and no movement options are being used. If the Action Gauge is completely emptied, then movement options other than walking and jumping will become unavailable until the Action Gauge has been adequately refilled - meaning any amount for flight, but at least one stock for everything else. Also note that running out of Action Gauge while flying will force the character out of flight and back into jumping status.

Every character is able to perform generic Ki Blasts by pressing 6L or 6H. These Ki Blasts will be fired directly towards the opponent, and are often a useful poking and zoning tool from midrange. Note that Ki Blasts cannot be performed by holding 6 and then tapping L or H - it can be useful to consider the input as being closer to 56L/H in this respect.

The Super Meter is displayed below the life bar. It holds up to three stocks, and is spent primarily on Super Attacks and, for some characters, Dragon Finishes. The Super Meter is filled by landing attacks, performing special moves and taking damage, landing attacks builds the most meter, performing special moves builds slightly less, and taking damage building the least meter. In general, the Super Meter fills faster when playing aggressively. In addition to this, the player who lands the first hit in every round will be given First Attack Bonus, granting them 30 points of the Super Meter.

The game uses IC Cards to customize your character skin and equips, but is not supported yet.

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