Dragon Ball Z: Hyper Dimension: Difference between revisions

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= Introduction =
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'''Dragon Ball Z: Hyper Dimension''' is a 2D fighting game that was released in 1996.
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{{Content Box|header='''Introduction'''|content=
'''Dragon Ball Z: Hyper Dimension''' is a 2D fighting game that was released in 1996. Anyone familiar with the Super Butoden games (also developed by TOSE) will be right at home with the control layout for this game, Hyper Dimension being considered a spiritual successor of sorts to the games on SNES. Though a lot of fans and fighting gamers alike compare this game to be similar to that of the early King of Fighters games
}}
{{Content Box|header='''Story'''|content=
Hyper Dimension features a story similar to that of the Dragon Ball Z anime, taking place from the late Frieza Saga through the Kid Buu Saga, where we relive the legendary battles that took place with some fun spins on them than what we were used to reliving. Examples include Piccolo fighting Frieza in his final form and Goku being the one to defeat Cell as a Super Saiyan 2. There are also a handful of what-if scenarios/special battles.
}}
{{Content Box|header='''Wanna help out?'''|content=
The game's community has been dormant for a long time, and there haven't been many efforts to fix the wiki. So slowly but surely there will be more and more progress updates as time goes on. So any help would be great here if possible, a new discord will be made at some point.
}}


= Game Mechanics =
{{Navbox-DBZHD}}
Anyone familiar with other SNES DBZ games made by TOSE such as the Butouden series will be right at home with the control layout for this game:<br>
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{{Infobox Game
B = Kick<br>
| gamename    = Dragon Ball Z: Hyper Dimension
Y = Punch<br>
| abbreviation = DBZ HD, HD, Hyper Dimension
A = Generic Fireball<br>
| image        = HyperDimensionBoxArt.png
X = Special Function / Throw<br>
| developer    = TOSE
L and R = Dash<br>
| system      = SNES <br> JP: March 29, 1996 <br> EU: February 14, 1997
 
| website      =  
Punches and kicks work like KOF normals. There are close standing normals, far standing normals and crouching normals. Double tapping and then holding [[File:f.gif]] or [[File:b.gif]] will result in a short ranged hop. Holding [[File:f.gif]] or [[File:b.gif]] while holding down L or R will cause the player to dash. Special "3D attacks" can be performed by pressing B or Y while holding down L or R. If you are on the left side, use R, If you are on the right side use L. 3D attacks shift your character into the background as they charge towards the opponent, bypassing all attacks. The X button serves a few purposes. X by itself is an attack that can swat away light projectiles, including generic fireballs and level 1 "Kamehameha" attacks. [[File:f.gif]] or [[File:b.gif]] + X is throw. On hit, [[File:qcf.gif]]X launches both players into the sky battle stage, if available. [[File:qcb.gif]]X sends both players back down to the ground stage. [[File:f.gif]][[File:b.gif]][[File:f.gif]]X sends the opponent flying into the corresponding neighboring stage, if available. The stage chosen on character select determines which stage layout will be used. Game mechanics change drastically during sky battles, so for the purpose of this wiki, unless stated otherwise, all information presented here will assume players are playing on the ground.<br>
| website2    =  
 
| netcode      = Rollback (via [https://www.fightcade.com/ Fightcade])
In Hyper Dimension, all close range standing punches and kicks can be cancelled into any other normal or special, including a special launcher attack. Launchers can be performed by pressing B+Y during a combo chain, regardless of whether the opponent is blocking or being hit. Launchers cannot be performed outside of combo chains. Some specials also launch the opponent. When hit by a launcher, the opponent will be propelled into the air in an untechable juggle state. After the launch, you can hit the opponent with any attack, for a maximum of 3 hits before hard knockdown is forced.<br>
| resources    = [https://www.flickr.com/photos/kami_sama_explorer/albums/72157624581079020/with/4828598990 Japanese Manual]
 
| community    =
Contrary to the Butouden series, there is no ki meter in this game. Instead, health and ki are are combined into one bar, meaning most special ki attacks will detract from your health when performed. To compliment this, powering up (by holding B+Y) will regenerate your health by 5 points per tick. When your health falls below 81, you gain access to your character's unique "Desperation Attack", which costs nothing to perform and can be done as often as you like.<br>
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Hyper Dimension also sports a "Guard Counter" system. When blocking an attack, a small blue circle will appear where the attack connected. If you input a special move when the circle is full, the screen will momentarily freeze and darken, your character will light up, and the special move will come out during blockstun. There is no cost to doing this, the only requirement is good timing. This mechanic alone can invalidate quite a few pressure tactics which involve blockstrings.<br>
 
= Basic Strategy =
Hyper Dimension is a very jump-heavy game. Think of it like older KOF entries; hops are fast and even have some invincibility during startup, air normals are fast, and most anti-airs are slow and not invincible. In contrast, walk speed and dash speed is quite slow. This is not to say that you can't play an effective ground game, it largely depends on your character, but the risk/reward for playing a grounded game is often much worse than playing the aerial aggressor. This is because most anti-air and air-to-air attacks do not lead into significant damage or loss of positioning, whereas most air-to-ground attacks lead to huge, often fatal damage.<br>
 
Contrary to what you might initially think, playing a basic fireball game is not viable in Hyper Dimension. Generic fireballs are slow and have extremely long recovery, so unless your character has unique projectile specials, a proactive long-range game is often ill-advised. This is a fast-paced, up-close style of fighting game. Try your best to control the air, use hops to get on top of your opponent and land a clean jump-in for explosive damage.<br>
 
= Advanced Strategy =
 
== Tier List ==
'''Top Tier'''<br>
Goku, Vegito, Piccolo<br>
 
'''High Tier'''<br>
Frieza, Vegeta, Kid Buu<br>
 
'''Mid Tier'''<br>
Gotenks<br>
 
'''Low Tier'''<br>
Cell, Gohan<br>
 
'''Bottom Tier'''<br>
Fat Buu<br>
 
= Game Versions =
 
= The Characters =
 
[[Category:Dragon Ball Z: Hyper Dimension]]
* [[Goku (HD)|Goku]]
* [[Vegeta (HD)|Vegeta]]
* [[Gotenks (HD)|Gotenks]]
* [[Gohan (HD)|Gohan]]
* [[Vegito (HD)|Vegito]]
* [[Piccolo (HD)|Piccolo]]
* [[Fat Buu (HD)|Fat Buu]]
* [[Kid Buu (HD)|Kid Buu]]
* [[Frieza (HD)|Frieza]]
* [[Cell (HD)|Cell]]

Latest revision as of 04:36, 17 June 2025

Introduction

Dragon Ball Z: Hyper Dimension is a 2D fighting game that was released in 1996. Anyone familiar with the Super Butoden games (also developed by TOSE) will be right at home with the control layout for this game, Hyper Dimension being considered a spiritual successor of sorts to the games on SNES. Though a lot of fans and fighting gamers alike compare this game to be similar to that of the early King of Fighters games

Story

Hyper Dimension features a story similar to that of the Dragon Ball Z anime, taking place from the late Frieza Saga through the Kid Buu Saga, where we relive the legendary battles that took place with some fun spins on them than what we were used to reliving. Examples include Piccolo fighting Frieza in his final form and Goku being the one to defeat Cell as a Super Saiyan 2. There are also a handful of what-if scenarios/special battles.

Wanna help out?

The game's community has been dormant for a long time, and there haven't been many efforts to fix the wiki. So slowly but surely there will be more and more progress updates as time goes on. So any help would be great here if possible, a new discord will be made at some point.

Game Navigation

General
Controls
HUD
FAQ
Mechanics
Characters
Goku
Vegeta
Gotenks
Gohan
Vegito
Piccolo
Majin Buu
Kid Buu
Freeza
Cell
Dragon Ball Z: Hyper Dimension
(DBZ HD, HD, Hyper Dimension)
HyperDimensionBoxArt.png
Developers

TOSE

Systems

SNES
JP: March 29, 1996
EU: February 14, 1997

Online Play

Rollback (via Fightcade)

Player Resources

Japanese Manual