Dragon Ball Z: Hyper Dimension/Controls: Difference between revisions

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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>
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>
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Latest revision as of 04:36, 17 June 2025

B = Kick
Y = Punch
A = Fireball
X = Special Function / Throw
L and R = Dash

Punches and kicks work like KOF normals. There are close standing normals, far standing normals and crouching normals. Double tapping and then holding F.gif or B.gif will result in a short ranged hop. Holding F.gif or 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. F.gif + X is throw. On hit, Qcf.gifX launches both players into the sky battle stage, if available. Qcb.gifX sends both players back down to the ground stage. F.gifB.gifF.gifX 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.

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.

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.

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.

Game Navigation

General
Controls
HUD
FAQ
Mechanics
Characters
Goku
Vegeta
Gotenks
Gohan
Vegito
Piccolo
Majin Buu
Kid Buu
Freeza
Cell