Full complete list!!!
Working titles: Dragonball Galactic Conquest, Dragonball Raging Blast 3 or Dragonball GT Sparking of the Absolute!
Hello Namco Bandai and a good day to you! We at "dragonball.namco.com/forum" would like to present some ideas that we all think would make spectacular additions to the next Dragonball Z game. However before we start, we'll just say that we came up with these with the intended idea that there could be two developers, one who would make their own Dragonball Z games for two years in a row, while the other one works on this particular game for three years, so that there would still be a DBZ game released every year.
We at dragonball.namco.com/forum sincerely hope that you read at least some of our ideas and maybe even consider these ideas for the next game that would or could have a longer development cycle.
Speaking of things, while this petition is mostly about the game itself, we want to take a little while to formally and honestly request that the previous two or so games prior to this one could be Role Playing Games. It would be much appreciated if a Dragonball RPG would be made, or maybe two or three of them.
The game in mind would propably be a 3D fighting simulator just like what Spike has done in the past, and the time to develop it would be two to three years long, preferably three years. However, we will not be mentioning any movie exclusives and such, unless they are DLC's(What-if characters can happen through these DLC's, this way they are not included on the game itself).
The game however, will borrow features from Sparking Neo, Sparking Meteor, Tag VS, Raging Blast 2 and Ultimate Tenkaichi. Such as: Raging soul, Manual Lock On/Off, Ultimate Combo, Free weakened Supers while in Max power after pursuit attacks without cutscenes, Cancels, Super/Ultimate/Item Customization and much much more.
This game on the other hand, would be first developed for the PS3 since it is more difficult to port such a game from the Xbox 360 to the PS3, rather than the other way around. After the PS3 version has hit the market, the port to the Xbox 360 could be made within a few weeks.
If the 360 version ends up having multiple discs, then the whole ordeal could be made a little easier if both the PS3/360 versions had an "Install to Hard-drive" feature.
This would make up for some of the longer loading times that both versions might have, and this way you wouldn't need to swap discs at any time, should you need to.
It would also be very nice if this game had monthly patches, in order to make up for some ingame inbalances, misspellings, performance issues, glitches as well as bugs.
Additionally in the Versus mode and in Online, there will be Tag battles and Triangle battles in the battle selection screen.
Furthermore the game uses Zenie as ingame currency in order to purchase things from the ingame shop, known in this game as The Warrior's store.(more on that later) You can obtain Zenies by playing Versus(you will gain a lot more by beating the AI on the harder difficulties), Tournament and Galactic Adventure.
The dragonballs would be obtainable through the "Galactic Adventure" mode, and when all seven has been gathered, Shenlong, Polunga(gives you three) or Black Star Shenlong will appear and give you wishes among the following things:
Raging Soul music options(enables them in the options section)
and some items you can't buy in the shop(Black Star Shenlong only).
Also the Options menu will contain settings for Quicktime events from Ultimate Tenkaichi, as well as an "4-5 seconds Chargeable Super" rule, to certain Quicktime events.
Now the best part to begin this petition with, are the following features. Firstly, the Main menu layout! This is how the main menu would look like on the surface. Secondly, though graphically we don't know whether or not it will have 2D animated models talking on the menu or if it would be made entirely in 3D, though it would be nice to see some villains narrating for once. Anyway, this is how the game's menu would look like as an example:
1. Galactic Adventure.(Explanation: The main story mode for this game is based upon the Character Creation system that is explained at the end of this petition and the Galactic Conquest mode that is located within the Versus menu. The Character Creation system will be explained at length at the end of this petition. When you start this mode you will be able to create your own character for Galactic Adventure and participate in changing the fate of the galaxy through a series of events.
The story itself features some playable characters(due to the plot), ranging from Raditz to Super Yi Xinglong(Omega Shenron). While Galactic Adventure features such pre-set story driven encounters to help further advance the story, it also features random opponents created solely for this mode to encounter randomly and do battle against.
Generally these created characters would have generic names such as Male Saiyan #23/Female Saiyan #8 with different colour and clothing schemes as well as Supers, Ultimates and Signature attacks. A few of these characters could have actual names and a critical place in the mode itself, either with or against the player. Apart from the standard roster and the created characters you might and/or will face in the "GA" mode, Movie/TV Special characters will also be able to be encountered and/or enlisted in your team.
Galactic Adventure also includes a password interface straight from the PSN Store/Xbox Live in order to unlock some free DLC that comes with the game, as well as an uplink to such online stores to purchase DLC.)
Last edited by Zuumaester; 12-18-2011 at 08:41 PM.
2. Galactic Conquest.(Explanation: Galactic Conquest works like this: First, you select how many teams there are on the grid ranging from two to five where you will be participating as one team, and then you can select what colour your team and the others will have.
Secondly, you pick your chosen character as the Leader, preferably your created character, but you can always choose a character from the roster itself. The "Leader" will always be located at the "Core world" and can't move for two of your starting turns. Secondly, you can choose between two and eight characters(your "Leader" being your 3'rd up to 9'th) from the roster that will be placed on "planets" that are located nearby your "Core world".
The characters you choose can not start in their transformed, fused, absorbed, special and alternate forms, although if you transform in battle and should you win that battle, the character that transformed will be transformed on the grid after the battle has concluded, along with any buffs and/or debuffs the character may have prior to the battle. Thirdly, you can only make up to three individual moves with your characters and only once per character each turn, except with your "Leader" character whom has a total of five moves per turn. Lastly, after you have made an attack regardless if you won or lost or how many moves you have made with that character plus if you concluded your turn before doing any other moves during your turn, your turn will end.
Should you attack an opposing players character and win the encounter when it is your turn, the opposing players character will be removed from the board grid and your character will be placed on the opposing players "planet", thus "conquering" it and changing it from their team colour to yours, alongside with a 35% debuff to all stats on all of your characters except your "Leader" until your next turn. However, if you managed to defend the opponents attack where your character used to be, you will push back the opponents character to their initial location prior to their attack, though this will only happen once only for every non-Leader character, and twice for every Leader character, while gaining a 25% buff to defense until the end of your next turn. If yours or your opponents character ends up on a planet that is "dimmed" out, that player will "conquer" that planet without incident.
In Galactic Conquest's settings you can select whether you want items to pop up on the grid every now and then, that help power up your characters. These items on the other hand are only active for one battle with that character and must be found if you want to have the effect again. The following few items have a specific symbol that does certain things, though each and every character can only carry one item at a time(excluding Dragonballs in Galactic Adventure):
Crossed swords on red background(round symbol): The playable character gets a 25% increase to Physical attacks and/or any Physical attacks that happens with Signatures, Supers and Ultimates, but only "Physical" hits.
Full-plated shield on blue background(square symbol): The playable character gets a 15% increase to defense against both Physical attacks as well as Super and/or Ultimate attacks.
Double-palms on yellow background(rectangular symbol): The playable character gets a 35% increase to both Ki-based attacks which includes Signatures and combo-oriented attacks that deal such damage.
Star-shape on purple background(triangle symbol): The playable character gets a 40% increase in dealing damage with Super attacks and a 20% increase with Ultimates.
There are also "special" type items that come up from time to time and they are a combination between two separate items from above^ with two arrows, one blue pointing down on the left of the symbol which signifies a decrease and a red one pointing up on the right side of the symbol which is an "increase". How this works is that you choose which of the two stats you want to have the increase for, for example if you chose defense to be increased by 10% you would get your ki-based attacks decreased by 20%).
3. Trial Of Champions.(Explanation: Classic arcade, lets you do battle against 20(not 10 this time) randomized characters with randomly equipped items.
Challenge mode pits you against an undefeatable character you selected for the computer and tasks you with a large variety of challenges, such as hitting a certain number of times, doing a certain amount of damage or more.
Similar to RB1's challenge mode and RB2's Perfect actions, but the tasks are randomized. Vanquish mode is where you have to defeat 3 random opponents in under two minutes.
Ultimate Power Team is where you will fight using Power Limit Point restrictions regarding customization, such as not exceeding power level 45 with two characters or less.
This particular mode also unlocks battles as you progress and goes up to a total of 40 team battles, which will get harder with tighter restrictions the further down the list you go. The last mode is the Z Survival mode, which is similar to Sparking Meteor's version of Survival mode, However you cannot use customized characters in this mode. The limit of enemies is 50 in Z Survival mode, with three difficulties: Average, Very Hard and Ultimate.)
4. Versus.(Explanation: You have Single battle 1v1, Team battle 5v5, Tag battle 2v2, Triangle battle 3 player/4player free-for-all, Tutorial and Practice mode.)
Tutorial is based upon Raging Blast 2's Tutorial but with much more advanced levels of instruction and tips ranging from:
But before you begin the Tutorial you have to select the stage, your character and the computer's, which would serve as the "Master" for the lessons issued(UNLESS if the Master were to be pre-selected by specific limitations).
A demonstration video in this case could be useful to this specific Tutorial, one that allows the player to watch and learn how the various actions is performed like so as to limit the possibility of confusion of said player.
Theoretically if the "Master" that issues the lessons were to have voice-acting, it would limit to "whom" the Master could possibly be. If not, then the Master could be basically any character.
The Practice mode allows you to select wether or not the computer is to be idle or performing actions as if it would be in a Versus match. You can also manipulate the computer's actions while it is set to "stand", like changing the difficulty when set to "computer controlled AI" and using actions like:
Using movement to close the distance between players,
using defensive actions to avoid, block or recover from the player's attacks,
using evasive actions to attempt to avoid the player,
using offensive actions in attempt to deal damage to the player,
using ranged Ki-attacks,
using Ki-based actions,
using Signature skills,
using Supers and Ultimates,
and activating Raging Soul.
5. Tournament(Offline). (World Tournament, Cell Games and Hercules Championship are the tournaments available. WT has ringouts, CG has no refilling health and HC has random maps to fight on.
There are also many more functions that are reminiscent of Raging Blast 2, such as selecting the Tournament participants, Turning on or off commentary as well as tweaking the amount of rounds the Tournament will have before you do battle.)
6. Online. (Explanation: Normal Ranked battle, Custom Ranked battle, Normal Player battle, Custom Player battle, Online World Tournament, Ranking and Titles. Custom Ranked battle will negate the strongest items in use, and Online World Tournament has only WT and CG with the same rules as the offline versions(The person who sets the Tournament room decides the rules).
Custom Player battle will let you use any items with no fear of them being negated. Titles will now only be obtained by increasing your rank as well as having a certain number of wins and losses. Another thing to note about Online Ranked, both Normal and Custom is that some characters or certain forms of characters will have certain "nerfs" affecting them. And sometimes be banned from the list, making them grayed out and unusable even in battle).
7. Customization. (Explanation: Pick a character, select from Custom 1-3, and you'll be taken to the interface: Customize Supers: which will allow you reallocate and change your Supers/Ultimates.
Item Customization, which has 4 slots(7 MAX) in all of the following categories: Physical, Ki, Defense, Super/Ultimate, Special and Accessory. Another thing to note is the Power Limit Points, unlike in BT3/RB2 you can exceed your maximum set of 36 PLP's without being restricted.
Health Up items are split up in three items: Small (10.000), Medium(20.000) and Large(30.000), also the strongest items will always be negated by Online Ranked standards, but not Offline. Note on the Health up Medium item is if you use it in Online Custom Battle, the Small item gets negated if you use it with Medium, but works also fine if Small is alone by itself while you're not having Medium equipped).
Last edited by Zuumaester; 12-28-2011 at 03:02 PM.
8. The Warrior's Store. (Explanation: This is basically where you can purchase characters (Instead of unlocking characters through gameplay, we have thought out that this is a valid choice, certain people might not want to spend hours in the main mode of the game, just to unlock them), costumes, Supers/Ultimates, items and stillshots from the anime(which you can look upon from the Library), and slots for Item Customization.
Note that some items and apparel cannot be purchased through this shop, they need to be unlocked by using the Dragonballs in order to summon Black Star Shenlong).
9. Library. (Explanation: Character Encyclopedia, Music collection, Replays, Movies, Screenshots and Credits(Not a movie, just the ending text with music and some character images). Movies are where you can watch the opening and different endings, DLC Short Animated Specials(If there are any) and a "Behind The Feature" clip with the developers, where they would explain how the game was developed and upon deciding after such time, as well as other things).
10. Options. (Long explanation: Graphics settings(which allows you to either increase or decrease the dark or light tones your monitor produces),
Hud settings(where you can select the shape of the hud icons from rectangular, triangle or the default sphere shape, as well as decreasing/increasing the size of said huds and changing the locations where the huds will be seen, such as bottom left and upper right of the screen for either players),
Gameplay settings(Tweaking the difficulty level from these choices: Normal, Hard, Very Hard, Nightmare and Ultimate),
AI Transformations On/Off(Which allows you to turn on or off transformations for the AI.), Damage scaling On/off(It is basically what it sounds like, most standard fighting games have damage scaling, in this case Damage scaling On/Off is always on by default for Online, though for Offline you can turn it off if you don't like it),
Control settings(Unlike the past RB games you couldn't map an action to any button you desired for example: You want to switch your ki-charging button"D-pad down"to the Select button-"NONEXISTENT". In this game you can do so, if it weren't for the fact that Select was now occupied by the Zoom In/Out feature! However you can swap the functions around, or create older system controls. Example: In the RB series R3 was used for Supers/Ultimates, we are going to change that by allowing you to change how it is done! First you must select what button you will hold(L2), if descend"L2" was swapped for ki-charge"D-pad down", then a directional input is neccessary (L3). Finally you press the button that will set off the Super/Ultimate (/\, , X, O or R3 "which doesn't need a directional input") and there you succeed in doing so)
and Altitude and Speed stabilizers On/Off(This is basically controlling the altitudes and speed of ascends and descends. This is off by default, though if you turn it on you will be prompted to enter the Control settings via a Yes or No window, to confirm that ascend/descend is on L2/R2 respectively. Through this you can control how fast you ascend/descend by tilting L2/R2).
Now for the actual gameplay system, and how the controls are based like. As a precaution, if you change certain things in the options menu, you may or may not be able to do certain specific actions that require an already "active" button-set:
"We at dragonball.namco.com/forum are going to explain how the Gameplay system work in great detail! Note that Smash attacks 1-4 are not in the same order for every character. However this way they will not have any duplicate Smash attacks. For example: Smash attack 1 is Heavy Finish and Smash attack 3 is Heavy Finish.
Smash attack 5 on the other hand will never change from character to character and will always be Rush Blaster Wave. Note that this will be explained using the PS3 controller as a default mall for any future ports to other consoles"
 button performs: Rush-attacks, Pursuit attacks when prompted, Charge-attacks(including Lv2, Snap and Max as well as directional ones that sometimes may have different properties with whatever character you might play as), Swaying by tapping it and holding R1, certain Cancels/Chains with other actions, Dash/Super-dash Charge-attack, the Ultimate Combo from Sparking Neo that can be done from Max power by hitting X one to three times(to get to your opponent faster, but all you need is to press X only once), then pressing /\ to stun your opponent and rapidly pressing  to do this(Note that it will drain your ki very quickly), Sidestep Strikes by tapping L3 twice in any chosen direction while pressing  and Assault Chases.
/\ button performs: Ki-blasts, Charged Ki-blasts(including Snap and Max), Smash attacks(most can be charged, except Smash 3: Rapid flurry) when timed with the  button, Instant Rush Blaster Wave by holding D-pad down"Ki-charge" and /\, Counter-stance while holding R1, Stun smash after Super-dash, certain Cancels/Chains with other actions and Assault Chases.
O button performs: Signature attacks(Varies for every character but not every form, whether you are on the ground or in the air and what direction you are inputting), Throws by pressing O while holding R1, certain Cancels/Chains with other actions and Assault Chases.
X button performs: Dashes when pressed once, directional dashes when in motion with L3, Super-dashes after pressing X three times(pressing it twice will cause you to stop), entering Super-dash when in Super Rising(L1-L2 at the same time), Super jump while pressing L1 and X at the same time when you are on the ground, Manual Vanish by holding R1, engaging Rush Blow Exchange with your opponent, carthwheels/sidesteps when in the opponents vicinity, Certain Cancels/Chains with other actions and Assault Chases.
L1 button performs: Jumps, Jump-attacks with the  button(can be charged), Jump-blasts with the /\ button(Rush or charged Ki-blasts), Ascends, Quick-ascends while holding the X button, Movement-ascends by tilting L3 while holding L1, Super jump while pressing X and L1 at the same time when you are on the ground, Super Rising with pressing L2 at the same time and certain Cancels/Chains with other actions.
L2 button performs: Descends, Quick-descends while holding the X button, Movement-descends by tilting L3 while holding L1, Super-descend while pressing L2 and Select at the same time and Super Rising with pressing L1 at the same time.
L3 performs: Movement by tilting L3 in any direction, Running by moving L3 while on the ground, directional inputs during some moves, Movement-ascend/descend while holding either L1/L2 and by tilting L3 in any direction, Manual Lock On/Off with the Select button, Sidestep Strikes by tapping L3 twice in any chosen direction while pressing  and certain Cancels/Chains with other actions.
R1 button performs: Guard, Guard-moving by tilting L3 anywhere while holding L3, Aura-guard by holding D-pad down along with R1, Swaying by tapping  and holding R1, Counter-stance by pressing /\ while holding R1, Throws by pressing O while holding R1, Super-deflection by holding R1 and tilting L3 back and forth, Snap-vanishing by pressing R1 when the enemy attack hits, Manual Vanish by pressing X while holding R1 and certain Cancels/Chains with other actions.
R2 button performs: Transformations/Team switches and Fusions by holding R2, and tilting left/right with the D-pad while pressing one of the four Face buttons.
R3 performs: Supers/Ultimates by tilting the stick up/right/down/left or by pressing it. As well as certain Cancels/Chains with other actions.
Select button performs: Camera Zoom In/out, Super-descend while pressing L2 and Select at the same time and Manual Lock On/Off by pressing up/down on L3.
D-pad performs: Camera tilting left/right(self explanatory), Raging Soul/Hyper mode when you hit Max power/High tension by pressing up on the d-pad when you have charged your ki to max and Ki-charge with D-pad down.
Start button pauses the game(Will not pause the game Online) and lets you see your movelist and select whether or not you want to return to character selection, map selection or simply exit to menu.
Now that the battle controls have been described, let's move on to what actual features that exist in the game:
1. Improved stage destruction: Almost like Ultimate Tenkaichi, the destruction during Qte's will be pre-determined, but instead of just one unique destruction event per Qte Super/Ultimate you will have at least three unique ones. Each one happens at random.
For example number 1: Qte Super Kamehameha is fired and hits the enemy, after that the mountain in the background has had a trench dug through it.
Example 2: The same Super in question is fired at the enemy in a different battle where no pre-determined destruction has happened yet on the same stage. Attack hits and the mountain is completely destroyed instead of a trench being dug through it.
Example 3: Just like number 2, the same stage but a different battle with no destruction that has happened prior to this event. After hitting the enemy with the Qte Kamehameha, the mountain will have a circular shaped hole that glows with heat straight through the mountain and into the background, much like a drill that has carved out the center of the mountain.
2. Weather of the elements/Stage hazards: In our honest opinions this entire thing about weather for the stages of the game could be optional, and doesn't need to be included, but if it is, then it would be greatly appreciated!
If you guys at Namco Bandai decides to implement weather such as snow, rain and hail in this game, you might as well add stage hazards to it: Lightning strikes(during Thunderstorms in rainy events on certain stages that could have this feature, there exist a 5% chance every 30 seconds of getting hit by Lightning strikes and suffer a moderate amount of set damage "2500-7000".), Magma boulders(this feature should only come into play when you are near a destroyed stage with lava lakes or volcanoes. The boulders fall from the sky occasionally at random intervalls and could hit one of the players, thus causing a small amount of damage plus guard breaking them in the progress.) and Hail shards(this can only occur on stages with lots of snow and ice, preferably stages like: Glacier and Muscle tower. When a Hail storm hits a player on the stage, that player becomes slowed down and "Brittle", which you can use to your advantage by using a Charge-attack, Smash-attack, Signature attack or just about any Super/Ultimate attack to break the "Brittle" status, and deal some 50% increased damage to your opponent.).
3. Improved matchmaking system for Online: Particular example: You have just logged into Online and want to do some Ranked Normal battles while you are rank "G", hoping to raise your status Online. Then this player enters your room with an "S++" status, and you mistake that player to be just as good as you regardless of rank. Battle ensues and the "S++" ranked player wins at the end with hardly any effort, this could be solved, so that your Online room has settings to ignore those of higher or lower rank than you, and they should not be able to enter your room even if they tried. And even if you didn't tweak the settings, there should also be a "Kick opponent from room" option.
4. Ki/Fatigue/Spirit Stock System: The Ki-system is used for many things such as performing various Dashes, Swaying, using Counter-Stance, firing Ki-Blasts and Signatures amongst many others. Using such functions will decrease the total amount of Ki remaining in the Ki-gauge until either you run out of Ki, or you don't have enough of it. The Fatigue system is a special gauge that will increase over time as you either use particular abilities such as Snap-Vanishing, Manual Vanish, Raging Soul or take hits from Signatures, Snap-Charges, Smash-Attacks and specific Quicktime Events.
When the Fatigue-gauge is completely filled, all it takes is one single hit from your opponent and you will lose all of your Ki, thus entering a state known as "Exhausted". In order to recover from "Exhausted", the player has to repeatedly press , /\, X, O and/or rotate L3 as fast as the player can in order to get out of the state. When recovered, the Fatigue-gauge will be empty and half of the player's total Ki-gauge is restored.
Aura Guard along with its defensive capabilities, can also decrease the Fatigue-gauge, provided you have enough Ki to do so. The Spirit Stock-system is basically a merger between the Blast Stocks of Sparking Meteor and the Spirit gauge from Ultimate Tenkaichi, and it is what is used to pay for using Super and Ultimate attacks. Unlike Ultimate Tenkaichi where the only way to gain Spirit energy was to use the Pursuit attacks on your opponent in order to build it up. This game also does that with the Spirit Stock-gauge, but it is not the main way to gain Stocks.
Over time the Stock-meter will gradually increase slowly over time and when it has filled all the way up, a Spirit Stock is added to the gauge. This procedure takes about 25 seconds by just standing still. You can also increase the speed of the meter by deflecting Ki-Blasts, and by performing Assault Chases. One last thing to note, there is no "Spirit High" with this system, since your opponent will be more or less equal overall in terms of Spirit Stocks, so when you intend to use your Ultimate then they can also respond by doing the same if they have enough Spirit Stocks.
However if you have enough Spirit Stocks to use two or more Supers in a row, then you won't be able to do that, since in order to filter away spam of such moves, a cooldown of 30 seconds for each Super/Ultimate would have to be used in order to balance it out. This means you won't be able to spam Supers at all.
5. Fighting animations/Character specific combos/Overall style: We would very much like to
see some variation to the "x5" generic combos that every character seemed to share in the
previous games, so in this particular way, the bodysizes Tiny, Small, Adult and Huge may
vary a great deal from character to character.
Note that all characters have two strings of Rush-attacks and two strings of Smash-attacks, but not the same amount of total hits in regards to the rushes. Also some of the more generic Rush-attacks may have different properties against certain actions. Whilst others may have some advantages upon Guarding, quicker startup times, harder stuns, attack recovery, linkable between certain actions and many more.
From now on we will be calling Rush-attacks, Charge-attacks, Smash-attacks and etc as:
SA1-5, SAH/L(Smash-attack high/low), Sig(Signature attack), SnC(Snap-Charge), KA(Knockdown
attacks), RS1(Rush string one), RS2(Rush string two), KB(Ki-Blast), CKB(Charged Ki-Blast)
and L3F/U/R/D/L(L3 Forward-Up-Right-Down-Left).
We however, have decided to go through only with Super Janemba as an example. Any other
characters intended for this purpose and this would take forever to explain, but the
thought is still there, certain uniqueness in combat apart from the previous games:
Super Janemba by himself is an awesome character but if he's not balanced properly he can
be quite broken. Though it does look that he can be a fun character to play as. He uses
his arms a little more than his legs & he's got an Ogre Club as a sword, which can be
used at your leisure for a small cost of ki.
RS1. x5 - Janemba punches with a straight left, then does a high with his right knee
& swings his right palm upwards to the opponent's jaw, causing a heavier stun on the
opponent, followed by a right-handed slap to the left arm. And finally does a left arm
tackle which works like a CAL2 and can be followed up with Assault chases or by stepping
in for RS2 with the X button. The rhythm is somewhat dull in speed and slows down
on the third strike, so if the third hit is blocked or swayed, the rest can be sidestepped/swayed.
RS2. x2 - Janemba does a double arm strike to both sides of the opponent
inflicting double hits, this attack has armour properties. Then he sends them flying
upwards as if they've been hit with a CAUM, with a high left foot strike aimed for
the head. The attacks in RS2 do less damage but they are much harder to sway
since they are quicker and fewer in numbers.
Sidestep Strikes works almost as you would expect them to, but here it is required
of you to double tap L3 in the direction you desired, before you can even do them.
Up+Up+ - Janemba leaps forward and does a headbutt with his horns against
the opponents forehead, causing heavy stun but the attack is somewhat sluggish.
Takes about a half second to happen after your input, can not be swayed, unfortunately.
Left+Left+ - Janemba uses a mid left legsweep to hit the opponent in the abs.
Right+Right+ - Janemba sends a high right claw attack to the chest. This attack
is quick but does low damage and have priorities against Charge-Attacks.
Down+Down+ - Janemba uses his tail and strikes downward on the opponent's left shoulder.
Very slow but does huge damage. It can not be swayed but it can be countered using Counter-stance.
Charge-Attacks all have the same animation regardless of how long you charge the
attack, though they do have different attack animations apart from eachother and
each and every character, for example Left+ is not Right+. Charge-Attack Lv 1
just causes the traditional heavy stun, while Lv 2 breaks their Guard and knocks
them away, rolling, and can be followed up on.
Snap-Charge ignores guard and does even more damage than MAX-Charge, though you have to release the attack at the right time. MAX-Charge if performed through a Step-in/Cartwheel animation will ignore Guard but do less damage than normal. Standard MAX-Charge will also send them Flying.
 - Janemba strikes the opponent with his right knee in their gut.
Up+ - Janemba does a backwards somersault and strikes across the torso with his tail.
Left+ - Janemba goes with a roundhouse left-sided kick to the neck with his right leg.
Right+ - Janemba uses his right elbow to strike his enemy in his right shoulder.
Down+ - Janemba smacks his enemy above the head with a double fistpound.
Smash-Attacks are done by pressing  a certain number of times(you can't use a Smash-Attack
if it is the last hit in the Rush-String, unless they are part of Assault Chases) followed
up by pressing and or holding /\. Each "SA" does something different from eachother and
have various uses in battle. Rush Blaster Wave is one particular "SA" that can't be placed
anywhere in either "SA1" or "SA2", and it is automatically the last "SA" before the final
"RS2" Rush-hit. Super Janemba has different attack animations upon using these SA's.
"RS1". x4+/\ - Rolling Hammer. Janemba has the ability to turn the opponent's main
direction with either a high altitude kick to the opponent's head with his right leg, or a
backhanded right hook to the opponent's right cheek(Janemba pulls his right hand to his
chest before he smacks the enemy in the face). Rolling Hammer has a 50% chance of using
either animation but you can manually control the direction by tilting L3 either left/right.
"RS1". x2+/\ - Rapid Flurry. Janemba uses his tail to slap the enemy three times in his
face. The first hit comes from(the opponents perspective) the upper right and strikes
downwards to the left. The second hit strikes upwards across the jaw, and the third strike
smacks the opponent above the head.
"RS1". x1+/\ - Kiai Cannon. Janemba pulls his left fist to his right side(can be charged)
and then he fires the attack in the opponent's torso with his palm. Kiai Cannon ignores
Guard but does less damage than other "SA's".
"RS1". x3+/\ - Heavy Finish. Janemba pulls his left leg backwards and
slams his knee in the opponent's gut. Heavy Finish has three different Charge
levels: LV 1 just stuns the enemy similar to a "CA1". Snap ignores Guard and
does double the damage compared to MAX-Charge, thought its timing is
difficult to achieve. MAX-Charge breaks the opponent's Guard and puts them into
a state of "Heavy Stun", giving you time to do other things.
"RS2". x1+/\ (OR) Up+X+/\ - Rush Blaster Wave. Janemba charges up some Ki in his mouth and
then sprays it on his opponent. "Rush Blaster Wave" Has its own little Assault Chase all for
its own. By fully charging "RBW" and pressing /\++/\ after it has finished, Janemba will
go forth with "CAU"(/\), then with "CAD"() to send his opponent to the ground, after that
he will fire free 20 less damaging Ki-Blasts(/\).
"RS1/RS2". ""+L3D+/\ - Leg Sweep. Janemba flips the opponent by striking their legs with
his right arm. "BONUS" R1+L3D+O - Knockdown Attack. Janemba will cube-teleport from a short
distance above the "KA'd" opponent and grab their left leg and chuck them upwards.
"RS1/RS2". ""+L3U+/\ - Lift Strike. Janemba does an aimed high right punch to the
underside of the opponent's jaw, which sends them flying upwards.
X+ (OR) X+XX+ (OR) L3U/L/R/D+X+ - Dash Charge-Attacks has the same attack animations
and properties of the standard "CA's", and unfortunately this is the same for every other
character, so it is only a matter of copy and paste and you're set to go. One thing to note,
Snap-Charge is not available in "DCA's" but they do have LV 1, LV 2 and MAX-Charge
properties if you hold  long enough.
Janemba however, splits into tiny cubes when he starts his Dashes/Super Rising/Super Descending/Quick Ascends/Quick Descends and then rematerializes when he has arrived or stopped at his intended destination.
X+/\ (OR) X+XX+/\ - Dash Stun-Charge. Whether or not this attack was used on the opponent's
front and/or backside, Janemba will do one of the two following things: 1(Front). Janemba
flexes out his body as if he was doing a much larger version of his Kiai Cannon "SA", the
attack doesn't send the enemy rolling but puts them in a state of Heavy Stun. 2(Backside).
Janemba kicks vertically between the opponent's shoulder blades with his right
"BONUS" - X+/\+"" (OR) X+XX+/\+""(Only in High Tension) - Ultimate Combo. A
returning feature from Sparking Neo that can only be done in High Tension/Max Power. After
either version of the "DSC" you can repeatedly and rapidly tap  for a huge number of hits
that do a very small amount of damage individually, but are unscaled in damage since they do
so little even together. The Ultimate Combo however consumes ki very quickly, and if you run
out without stopping on your own, your character will be "Exhausted" and suffer a 20% decrease in defense.
L1+ - Jump Attack. Just like anybody, L1 causes Janemba to jump straight up a short
distance(you can use L3 to select the direction of the jump). And "JA" makes him somersault
forward and slam his tail into the opponent's back or head(depending if you are behind or
infront of the enemy).
L1+"/\" (OR) L1+/\ - Jump Blast. Janemba jumps up and fires Ki-Blasts up to six times or
performs a Charged-Blast with the same properties as a standard one. "JB" can be linked with
"JA" immediately after "JB" has been done by holding the  button.
/\x6 - Standard Ki-Blasts. Janemba fires them with his right hand.
"/\"x3 - Charged Ki-Blasts. Janemba charges up the Ki-Blast with his left hand to his right
side and shoots it at his opponent by holding and releasing the "/\" button, this can be
done three times in a row and they all have "Paralyzation" properties, except for the
There are three levels of the "CKB": Lv 1(which is just a normal one), Snap
(which is the fastest and does the most damage) and MAX-Charge(which lengthens
the time the opponent is in the "Paralyzation" state).
O - Toggle Ogre Club On/Off(Ogre Club is Janemba's dimensional sword). Toggling the Ogre
Club uses up a small amount of Ki, and it changes Janemba's overall "RS1 and RS2" to its
own, as well as your "KB's and CKB's". While the Ogre Club doesn't possess any "SA's,
CA's(apart from Jump-attacks), Sidestep Strikes or Assault Chases", it allows you to
inflict double the amount of damage your normal "RS's" do, however each hit inflicted on the
opponent will drain a significant amount from your Ki-Gauge.
When you run out of ki, Janemba will unequip the Ogre Club and resume with his standard attacks. Your "KB's" will change from regular projectiles to crescent shaped waves emitted from the dimensional sword, and while your "CKB's" loses the Paralyzation effect while wielding the "Ogre Club" as well as the Snap-Charge function, it will ignore your opponent's Guard. Janemba's "Ogre Club" can not be swayed due to its wide range, unfortunately.
When toggled (O) - RS1. x3 - Janemba starts slashing his opponent with his right hand, the
first strike is aimed at the torso from the upper left and swiping down towards the lower
right. The second strike is swung across the chest from the right to the left. Third strike
is used with both hands and Janemba swings the Ogre Club upwards, hitting them cleanly
across the body, sending them rolling upwards as if they've been hit by a "CAU2". If the X
button is pressed you can initiate "RS2".
When toggled (O) - RS2. x4 - For the first two hits, Janemba performs a double stab to the
opponent's legs, and the third hit delivers an upwards slash to the face. The final hit is a
360 degree circular swipe which sends the foe flying as if they've been hit by a "CAFM".
When toggled (O) - /\x5 - Swipes up to five crescent shaped "KB's" with the directions from
the right hand from Janemba's "POV": West, Northeast, Southwest, East and a circular upwards
slash to the North. The last "KB" is bigger, faster and more damaging than the others.
When toggled (O) - "/\"x2 - Janemba can charge up to two of these larger crescent shaped
blasts and they all travel through obstacles, such as destructible debris as well as the map
itself. While they don't posses any "Snap-Charge", they reach across the entire stage and do
massive chipping damage even if the opponent succeeds on guarding against the attack. The
"CKB's" of the "Ogre Club" can not however, be deflected.
When toggled (O) - L1+"" - When Janemba has his "Ogre Club" activated he can perform the
"Jump Attack/JA" by pressing "L1" and holding "". Janemba strikes downwards with his
sword. The "JA" can not be guarded, but it can be Snap-Vanished, or you can use the
Counter-Stance to counter it.
When toggled (O) - L1+/\x3 - When Janemba has his "Ogre Club" activated he can fire up to
three "KB's" when he jumps. The "KB's" can not be deflected and does more damage, however
they use up a lot of ki.
When toggled (O) - L1+"/\" - When "Ogre Club" is active, Janemba can fire a single crescent
shaped "CKB". It has a much shorter reach than the standard "CKB's", but it travels faster.
R1+O - Throw. Janemba chucks his unfortunate victim up in the air with his left hand, and on
the way down he wraps his tail around the opponent's waist, and then proceeds to throw
him/her down to the ground.
X+O (OR) X+XX+O - Dash Throw. It doesn't matter whether or not the opponent is standing or
flying. Janemba grabs the opponent and proceeds to throw him/her to the ground, but not
after delivering a knee strike to the gut.
Supers by default:
Up+R3 - Super Mouth Breath(Beam-Type). Cost: 5 Spirit Stocks(min 3, max 7). Janemba charges up a lightgreen energy wave in his mouth, which he then later fires on his opponent, inflicting a great deal of damage.
Right+R3 - Lightning Shower Rain(Barrage-type). Cost: 5 Spirit Stocks(min 4, max 6). Janemba fires thirty shards of dimensional energy at his opponent. Each individual hit do a small amount of damage, but with the overall amount of shards heading your way, expect great chipping damage.
Left+R3 - Brutal Destruction(Command-type: x2+/\). Cost: 4 Spirit Stocks(min 4, max 6). Janemba begins with a punch to the face, then a left roundhouse kick followed by a left hook to the chest and finally, a continous blast to the face.
Down+R3 - Full Power(Power up-type). Cost: 6 Spirit Stocks(can not manipulate Spirit Stock usage). Janemba flexes out with his entire body and yells his demonic scream at the same time a pink flare aura envelops him.
Ultimates by default:
R3 when pressed - Dimensional Sword Attack(Dash-type). Cost: 8 Spirit Stocks(min 8, max 10).
Janemba performs the same Ultimate that he did in Raging Blast 2, but as an added twist, when Janemba uses the mouthblast at the end, he will destroy the stage and fire off a beam that leaves the planet.
6. Hit detection/Hair physics: Speaking of hit detection, in the past games all the way up
to Ultimate Tenkaichi, the hit detection have gotten worse and worse with each passing game
in the franchise, and Ultimate Tenkaichi was no different apart from the longer hairstyles.
In comparison between Raging Blast 2 and Ultimate Tenkaichi, UT does a far worse job in
correcting this. It even looks way off when characters of a certain bodysize uses a Super or
Ultimate that was not made for their size at all! This also doesn't help the fact that in UT
your physical attack animations seems to have a longer range than the "Throw" mechanic in
RB2, which makes the attacks hit the opponent, but not connect with them physically in any
If you guys at Namco Bandai could help fix this issue it would be really appreciated. Clipping issues such as hair and/or arms going through the shoulder parts of certain costumes still existed, although the longer hairstyles were raised more on end this
didn't really solve the problem overall. One possible way to fix this issue is to make an "invisible" barrier that prevents hair/arms to interact and go through each other, so that they bend away, or around from one another and gives them a sense of "solidness".
7. Character Creator: Upon entering the Character Creator you will first have to select your character's playable race. After that, you select what gender your character will be. If you select Female for example, Namekian's or Frieza-kin will be unavailable. If you got further beyond you can select your character's body size(note that if your character has a transformation, you can also select different body sizes for those as well). Then you get to select and tweak your character's looks and appearance at your leisure.
After that, you get to choose your character's hairstyle and head appendages, as well as using the "E,T,S, ET" to further tweak specific features to your standards. Moving on and you get to the "Colouring Selection", which lets you colour multiple parts of your character. Beyond that and we have: Fighting Style Set, Cancel Set, Master Skill, Default Aura, Super/Ultimate/Signature Attack Selection and Colour Customization, Transformations/Fusions/Special Forms and Name Your Character Selection.
However if you create your character for the "Galactic Conquest" mode apart from outside of that mode, you might be restricted to a specific race with limited options designed to keep your character "in story", so to speak.
A. Playable Races: Human, Android(There are two types of Androids: Eternal Energy Android like #18, #17 and #13. And Energy Absorption Android like #19 and Dr. Gero. BONUS: If you select Eternal Energy Android you will be prompted by selecting what type of battle damage your Android might sustain in battle: Biological damage or Mechanical damage), Saiyan, Namekian, Majin, Frieza-kin and Other.
("Other" can be applied to create a character from the model of one selected playable race of your choice. But the main difference about "Other" is that you can edit and change your character's appearance and overall look a lot more, than if you did select that specific race in the first place)
B. Gender Selection: Male and/or Female(Note that Namekian does not have an option for Female gender. And for some unknown reason, Frieza-kin does not have a Female option either, since we have not seen, or do not know how one would look like, yet).
C. Body Sizes: Tiny(Child sized, like Kid Gohan/Chiaotzu and Saibamen), Short(Teen Gohan/Krillin and Tarble sized), Adult(Has three differently sized options: Vegeta short size, Goku average size and Broly tall size) and Huge(Has three differently sized options: Super Trunks 2 size, Full Power Bojack size and Legendary Super Saiyan Broly size. As an additional note, if you select "Huge" body size while your character is a Female, she will be taller and more athletic rather than being a hulk compared to Males).
D. Face Shapes/Eye Shapes/Eyebrows and Clothing Selection: This is where you can select
what eyeset your character has, your choice of eyebrows as well as different shapes
for your character's face and your choice of apparel. These are the face shapes you
can select for your character's base form, though for transformations and bigger/smaller
bodysizes there are others you can select from, otherwise the standard choice you made for the base form is the default one.
If you select "Other" or different races such as Majin, Namek and Frieza-kin as your playable race, there will be a lot more shapes that you can select from that are not listed here, mostly because they would not neccessarily fit with the preset character choice and/or your character in question is a different body size compared to the Adult size.
and Male Berserker.
and Female Berserker.
You can also apply different clothing attires to your character, while you can't "remove" clothes from your character's body, you can mix and match parts from other character's attires. Example: I pick Goku's basic Orange Gi as the main costume(note that if you select a costume from a pre-existing character as a whole, not separate parts, you will end up with the whole costume) and then i swap his wristbands with Saiyan gauntlets.
After that i add Potara earrings to his ears, and after that we swap Goku's upper Gi with Future Trunks's sleeveless jacket and undershirt(the sword is optional if you don't want it). Finally we swap Goku's shoes with Broly's boots and give him Male Berserker's sash. For different races there will be different attires, but most of the clothes can be used by the playable races:
E. Hair Styles/Head Appendages: Selecting what hairstyle you want your character to have, can only be used for Saiyans, Androids and Humans. Out of all the pre-existing character's hairstyles, all of their "base form" hairstyles can be selected for your character.
Transformations such as Super Saiyan 2 and above however, will have their own variant based on character's that already achieved them in the Anime/Manga, or through what-ifs. But those variants are only generally suited for Gotenks, Goku, Trunks, Vegeta and Broly.
Note that certain hairstyles can't be used by certain races. Example: Saiyans can only select spiky and pointy hair, whilst Humans and Androids can select from every hairstyle.
Out of all the hairstyles that exist in the game, these ones are among those you can select from, with many more not included in this list:
Broly 1&2 hairstyle,
Vegeta 1&2 hairstyle,
Dr. Gero hairstyle,
Android 16 hairstyle,
Tarble 1&2 hairstyle,
Future Trunks 1-3 hairstyle,
Kid Gohan 1-3 hairstyle,
Teen Gohan 1&2 hairstyle,
Adult Gohan hairstyle,
Future Gohan hairstyle,
Mystic Gohan hairstyle,
Bebi Vegeta 1-3 hairstyle,
Super 17 hairstyle,
Android 17 hairstyle, Android 18 hairstyle,
Videl 1&2 hairstyle,
Android 13 hairstyle,
Android 14 hairstyle, Yamcha 1-3 hairstyle,
Krillin(Buu Saga) hairstyle,
Kid Trunks hairstyle,
Mr. Satan 1&2 hairstyle,
Male&Female Hero hairstyle,
Male&Female Elite hairstyle,
Male&Female Berserker hairstyle,
and Seripa hairstyle.
If your playable character race is Majin, you will get "head appendages" to place on your character, instead of different hairstyles. Although if you selected "Other" as the starting choice, this can be bypassed so that you can place hair on your Majin character. Also if you picked Frieza-kin as your playable race you won't be able to place hair on your character even if you selected "Other" as the starting choice.
Maybe it is due to that the "head shapes" and styles of Frieza-kin are so radically different from the other races. Nameks are also one particular race that you can't use the various hairstyles with, since they have antennae instead.
F. E,T,S,ET(Elongating, Thickening, Slimmening, Editor Tool): This tool requires the character to already have hair, horns or head appendages in order to be used. What it does is that you can alter, tweak, thin out or thicken certain pieces of hair/horns/antennae at your leisure. The tool also has a colour dropper and filler which lets you colour separate pieces apart from the whole set, in this case you could end up with a hairstyle which has a similar approach to that of Gotenks's base haircolour.
The general rule is that if you don't like the current hairstyle or headwear as it is, you could move around and bend specific pieces to better make that character look more unique compared to the others, plus if you don't like your Majin only having one "head tentacle" you could split it and place those pieces across that character's head.
G. Colouring Selection: No character creator is complete without a colouring system. With this you can colour individual pieces and/or the whole character's costume using the colours at your disposal.
Or you can use a pre-existing character's own colours of your choice, as your character's colour set. This is also where you can colour your character's eyes, hair and body parts.
H. Voice Selection: Out of all the voices that are recorded for the character creator as well as the pre-existing roster, there will propably only be about five or so selectable voices for Male and Female characters as well as a few odd ones that resemble voices from a Saibaman or a Majin that resembles Kid Buu.
From the few voices that exist for the character creator, These are the choices the Male character has:
And these are the choices that the Female character have:
Also as extra features, there are sliders to where you can alter the tune and pitch of the character voices to better suit your needs.
I. Fighting Style Set Selection: Creating a style that makes your character have different animations apart from other characters might be entirely impossible. However this selection lets you pick from various fighting styles your character might use in combat.
Ranging from Goku all the way up to Super Yi Xinglong. Although you can select a fighting style, you might be unable to pick a specific one, like Frieza's Final Form that requires a tail of similar size, if you don't have the necessary prerequisites that is.
You can on the other hand mix a certain characters Charge/Smash-Attacks with anothers Rush-attack animations to create your own custom fighting style. Although certain attack animation might be slower than others.
J. Cancel Set Selection: This lets you tweak and alter certain specific cancels your character might possess. In short this can create a unique cancel set for your character or let you "borrow" a cancel set from another character if you don't have the patience nor the interest to create one yourself.
K. Master Skill Selection: Master Skills determine what your character is good at. You can select up to three Master Skills at any given time to your character and they will increase in effectivity as you win battles with that character. Each Master Skill affects up to two individual stats, like:
and Super/Ultimate Defense.
It is very easy to increase the level of one Master Skill, but it takes roughly two or three times as much experience if you have two or three of them equipped. However, you can not select two or more Master Skills of the same character.
Master Skills on the other hand, do "not" work outside of Galactic Adventure.
L. Default Aura Selection: The default aura that your character will use in battle, unlike the "Custom Aura Item" you can only change your default colour of the aura and not anything else in that regard.
Though if your character has a transformation or is already transformed by an indication of their "undertitle", this limitation is bypassed and that the player may have any aura style, sound effects, visual effects and colour that they want to use for that character.
M. Super/Ultimate/Signature Attack Selection: This is where you select your character's Supers, Ultimates and their Signature attacks. You can choose from any character and any form that they may have and select from their general list of moves to add to your character.
Granted for some Supers and Ultimates you are required to have a preset body size and/or specific prerequisites, such as long tails, swords, antennae and head appendages in order to be used. You can have up to ten Supers in your favourite movelist and five Ultimates per each character/form. Signature attacks are limited to four per each character/form.
N. Super/Ultimate Colour Customization: If you don't like how the standard choices of Supers and Ultimates looks like, then you can recolour them, give them a different name of your choice, change aesthetic looks on them, alter how many projectiles Barrage-types fire, arrange between different chargeup, firing and usage pose animations as well as various sound effects.
Only Supers/Ultimates of the following types can be altered and/or renamed:
Barrage-types(Supers only unless it is a specific one like Super Destructo Disc),
Explosive wave-types(standard version for Supers only and Super variants for both),
and Powerup-types(Supers only).
Note that you can alter what type of benefit your Powerup-type Super may have. Although if you do that, the cost of Spirit Stocks might increase depending on what type of Powerup it may have.
O. Transformations/Fusions/Special Forms Selection: Here is where you will select wether or not your character will have transformations, fusion forms with other characters(either your own or from the roster) or special forms that normally requires specific conditions before they can be used in battle.
Like your character's base form you can customize, alter and edit your character's transformed and fused forms to help better suit your feeling towards said character as well as naming said forms. One extra thing about the transformed states is that this particular selection lets you pick a "Glowing Hue" colour to your character's appearance.
If you did create a character using the restrictions of Galactic Adventure, then you can't alter the transformations and such for that character because that character is "Plot" protected and is needed for the story of said mode.
If you did not customize your character within the limits of Galactic Adventure then you can pick transformations from other characters instead of creating them yourself.
P. Name Your Character: This is where you can name your character in whatever way you feel like, but this way of naming your character should have a censoring system to either cover up and/or prevent nasty or foul words to be used. Also as a part of this, your name for the character has to start with a capital letter.
Additionally this is also where you can name your character's transformations as well as alternate forms. Your character's transformations or alternate forms has to be also spelled with a capital letter for every word not including symbols or numbers.
Q. Test: Here you can test how well your character performs like, against a non-moving computer controlled random opponent.
R. Begin Galactic Conquest/Finish: By this point you have created your character and can bring him or her into other game modes such as Galactic Conquest, Versus, Tournament or Online, or if you made the character for Galactic Adventure by customizing within the restrictions, can be brought into that mode also.
Additional Notes: Maximum Created Character Slots: 30. Maximum Customized & Named
Supers/Ultimates Slots: 40. Maximum Customized Horns/Head Appendages/Hair Slots: 20.
You aren't seriously gonna send this to them? Well there wouldn't be a point otherwise, but still there's no way on earth they are really going to read all of this, or even consider it.
Then how about all of those moveset ideas for all the characters you guys on Facebook sent to Tony Shoupinou? Aren't all of those more than "one list" and with way more text than this one?!?
Originally Posted by Donie95
I'm not sure if i remember correctly, but i'm pretty sure you didn't explain to Tony "exactly how" you wanted the game to be/look like, only to play like the anime, right?
So how about all those extra fluff you intend to add to your game, hmmm?