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David Hochoy
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What would you think if Dragon Ball: FighterZ had this roster

This is meant to be a serious, dedicated roster for the upcoming DBZ game called Dragon Ball: FighterZ so most of the choices are obvious, safe picks but some oddball choices and newcomers to spice things up. Now here's the roster I think that'll please everyone:

How would this do for the final roster?

Base roster
Goku (Super Saiyan, Super Saiyan Blue)
Gohan (Super Saiyan 2)
Vegeta (Super Saiyan, Super Saiyan Blue)
Piccolo
Krillin
Trunks (Super Saiyan, Super Saiyan Rage)
Yamcha
Tien
Master Roshi
Chi-Chi
Hercule
Videl
Gotenks (Super Saiyan 3)
Frieza (True Form, Golden Form)
#16
#17
#18
Cell (Perfect Form)
Majin Buu
Super Buu (Base, ~Gotenks~ Absorbed, ~Gohan~ Absorbed)
Kid Buu
Beerus
Hit
Goku Black (Super Saiyan Rose)
Broly (Legendary Super Saiyan)
Janemba (Final Form)



DLC
Caulifla (Super Saiyan 2)
Kale (Super Saiyan, Lesbian Super Saiyan)
Jiren
Bardock

Omega Shenron


It's just enough to keep the casuals' eyes without feeling bloated to the hardcore.



>I would add Vegito but I'd rather him be a tag team install for Goku and Vegeta (you can count him as a separate character if you want). Gotenks is on the roster because it's the only way to justify the kids being on the roster.
>Have Jiren, Omega Shenron, Bardock, etc. as DLC to keep the base roster at a reasonable size and ArcSystem would make a killing that way. It also gives them time to balance and diversify their movesets especially Caulifla, Kale, and Jiren.
>Roshi, Hercule, Videl, or Chi-Chi are the oddballs here.
>Master Roshi is an OG
>Hercule is the token joke character (ala Dan Hibiki)
>Videl fills the pure melee-based character niche with only one ki-based attack (super move) for pressure and female representation.
>Chi-Chi is "weak" but fast and agile (ala Chun-Li and Ling Xiaoyu) with good zoning thanks to the Bansho Fan (which ties into her Princess Iron Fan influence) and Power Slugger (based on the boomerang blade she used as a kid only made with pure energy). Also, more female and OG Dragon Ball representation.
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Post has shared content
What would you think if Dragon Ball: FighterZ had this roster

This is meant to be a serious, dedicated roster for the upcoming DBZ game called Dragon Ball: FighterZ so most of the choices are obvious, safe picks but some oddball choices and newcomers to spice things up. Now here's the roster I think that'll please everyone:

How would this do for the final roster?

Base roster
Goku (Super Saiyan, Super Saiyan Blue)
Gohan (Super Saiyan 2)
Vegeta (Super Saiyan, Super Saiyan Blue)
Piccolo
Krillin
Trunks (Super Saiyan, Super Saiyan Rage)
Yamcha
Tien
Master Roshi
Chi-Chi
Hercule
Videl
Gotenks (Super Saiyan 3)
Frieza (True Form, Golden Form)
#16
#17
#18
Cell (Perfect Form)
Majin Buu
Super Buu (Base, ~Gotenks~ Absorbed, ~Gohan~ Absorbed)
Kid Buu
Beerus
Hit
Goku Black (Super Saiyan Rose)
Broly (Legendary Super Saiyan)
Janemba (Final Form)



DLC
Caulifla (Super Saiyan 2)
Kale (Super Saiyan, Lesbian Super Saiyan)
Jiren
Bardock

Omega Shenron


It's just enough to keep the casuals' eyes without feeling bloated to the hardcore.



>I would add Vegito but I'd rather him be a tag team install for Goku and Vegeta (you can count him as a separate character if you want). Gotenks is on the roster because it's the only way to justify the kids being on the roster.
>Have Jiren, Omega Shenron, Bardock, etc. as DLC to keep the base roster at a reasonable size and ArcSystem would make a killing that way. It also gives them time to balance and diversify their movesets especially Caulifla, Kale, and Jiren.
>Roshi, Hercule, Videl, or Chi-Chi are the oddballs here.
>Master Roshi is an OG
>Hercule is the token joke character (ala Dan Hibiki)
>Videl fills the pure melee-based character niche with only one ki-based attack (super move) for pressure and female representation.
>Chi-Chi is "weak" but fast and agile (ala Chun-Li and Ling Xiaoyu) with good zoning thanks to the Bansho Fan (which ties into her Princess Iron Fan influence) and Power Slugger (based on the boomerang blade she used as a kid only made with pure energy). Also, more female and OG Dragon Ball representation.
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What would you think if Dragon Ball: FighterZ had this roster

This is meant to be a serious, dedicated roster for the upcoming DBZ game called Dragon Ball: FighterZ so most of the choices are obvious, safe picks but some oddball choices and newcomers to spice things up. Now here's the roster I think that'll please everyone:

How would this do for the final roster?

Base roster
Goku (Super Saiyan, Super Saiyan Blue)
Gohan (Super Saiyan 2)
Vegeta (Super Saiyan, Super Saiyan Blue)
Piccolo
Krillin
Trunks (Super Saiyan, Super Saiyan Rage)
Yamcha
Tien
Master Roshi
Chi-Chi
Hercule
Videl
Gotenks (Super Saiyan 3)
Frieza (True Form, Golden Form)
#16
#17
#18
Cell (Perfect Form)
Majin Buu
Super Buu (Base, ~Gotenks~ Absorbed, ~Gohan~ Absorbed)
Kid Buu
Beerus
Hit
Goku Black (Super Saiyan Rose)
Broly (Legendary Super Saiyan)
Janemba (Final Form)



DLC
Caulifla (Super Saiyan 2)
Kale (Super Saiyan, Lesbian Super Saiyan)
Jiren
Bardock

Omega Shenron


It's just enough to keep the casuals' eyes without feeling bloated to the hardcore.



>I would add Vegito but I'd rather him be a tag team install for Goku and Vegeta (you can count him as a separate character if you want). Gotenks is on the roster because it's the only way to justify the kids being on the roster.
>Have Jiren, Omega Shenron, Bardock, etc. as DLC to keep the base roster at a reasonable size and ArcSystem would make a killing that way. It also gives them time to balance and diversify their movesets especially Caulifla, Kale, and Jiren.
>Roshi, Hercule, Videl, or Chi-Chi are the oddballs here.
>Master Roshi is an OG
>Hercule is the token joke character (ala Dan Hibiki)
>Videl fills the pure melee-based character niche with only one ki-based attack (super move) for pressure and female representation.
>Chi-Chi is "weak" but fast and agile (ala Chun-Li and Ling Xiaoyu) with good zoning thanks to the Bansho Fan (which ties into her Princess Iron Fan influence) and Power Slugger (based on the boomerang blade she used as a kid only made with pure energy). Also, more female and OG Dragon Ball representation.
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Dragon Ball Z: Budokai Tenkaichi 2 Review - The 360° power movement still goes on
Release(s): October 5, 2006 (Japan) November 3, 2006 (Europe) November 7, 2006 (North America) November 9, 2006 (Australia) Platform(s): Playstation 2, Nintendo Wii Genre(s): Fighting Developer(s): Spike Publisher(s):       Bandai (Japan/Europe)       Atari...

Post has shared content
Dragon Ball Z: Budokai Tenkaichi 2 Review - The 360° power movement still goes on
Release(s): October 5, 2006 (Japan) November 3, 2006 (Europe) November 7, 2006 (North America) November 9, 2006 (Australia) Platform(s): Playstation 2, Nintendo Wii Genre(s): Fighting Developer(s): Spike Publisher(s):       Bandai (Japan/Europe)       Atari...

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Dragon Ball Z: Budokai Tenkaichi 2 Review - The 360° power movement still goes on
Release(s): October 5, 2006 (Japan) November 3, 2006 (Europe) November 7, 2006 (North America) November 9, 2006 (Australia) Platform(s): Playstation 2, Nintendo Wii Genre(s): Fighting Developer(s): Spike Publisher(s):       Bandai (Japan/Europe)       Atari...
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Do you think Xenoverse made way for a new era of modern DBZ games?

As we all know Budokai and Budokai Tenkaichi have, for better or worse, set the standards for DBZ games since their debuts. After a long list of mediocre (or worse) DBZ games, Budokai was something of a revelation when it first came out... not for being a great fighting game that could compete with the likes of Virtua Fighter, Mortal Kombat, or even Dead or Alive... but for being the first DBZ game in recent memory that wasn't just another cheap cash-in. It was a competent fighter on top of being a love-letter to fans of the series. A so-so sequel later and Budokai 3 came... which proved to be a quality product regardless of it's license, pushing DBZ games from the "Fans-Only" to a full-fledged AA video game franchise. The Tenkaichi games were floating on a similar boat only they took the spectacle to a whole other level. They had an "over-the-shoulder" camera style and 360 degree movement which made them even closer to the combat of the series than ever before.

Now with Xenoverse... it seems to have employed the ideas of later DBZ games but it brings the license back to it's roots and turned out the most hyped DBZ game since BT3. Xenoverse ain't perfect but it's certainly a step up from the DBZ games being released in the past 8 or so years.

Now what do y'all think?
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