Control issues with Dragon Ball Z: Budokai Tenkaichi 2 |
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The Wiimote has revolutionized game controls and it seems that some players are simply asking too much. Take Dragon Ball Z: Budokai Tenkaichi 2.
Some of the gameplay videos featured making the same movements with the Wiimote as the blonde gravity-defying haired Goku and the rest of his buff friends. Some complain that the movements aren't as faithful to the real movements. The Kamehameha could be done by holding down Z on the Nunchuk and the B button while moving the Wiimote back then forward. Far cry from the hadoken-like hand gesture. Some expressed disappointed at the "bland controls".
The dash control also came under fire as it is done by shaking the nunchuk. Since the dash is primarily used for evasion and combos, the shaking motion would be troublesome if you are to start a counterattack or a combo. Some beg to differ, however, as the game is perfect for them as is. They argue that those who find the controls inappropriate should just plug in a GameCube or a VC controller.
Well, you can't please everybody.
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Comments [refresh]
to see the problem. You have the option of using three different controllers. And as most all people know (or would fail to admit) the snes controller was one of the best for Street Fighter 2. The VC controller is very similar to the snes controller which feels perfect for this kind of game. If all three are available then I don't see why anyone would reccomend buying the PS2 version over the wii version.
As for the motion controls... well I like them to a point. The cursor can be a little annoying but you can rest your arm and keep it on the screen which makes it a lot easier. I just keep my arm on my knee. Standing up it easy to hold the cursor centered holding the wiimote like your firing from the hip. Super moves are cake to do and kind of rewarding. Although there are only 6 super blasts and 6 possible controller motions to do a super blast, this is actually a good thing when playing free battle or using multiple characters. If every character had unique motions it would take alot of time to look up each characters super blast. you can cycle through the six different motions easily, especially cursor up/down/left/right. I still have problems exucuting some combos. I think maybe there is something I don't get.
Can anyone help me with the following:
I can hold A and send the opponent flying. I can then press B and teleport behind the person and hit them again. That is easy. There is the ability to hit and teleport three (or more) times while fighting (up close I think) but I can't figure out how to do this with the wiimote.
Most of the moves I got down but there are some combos I can't get down. If anyone knows how to do the multiple teleport hit combo (the 3 or more one) please let me know.
I've played and beat the entire game. 100% been through the training 2 and I also still have no Idea how to teleport and hit combo more than once like the above guy said. Actually I did it and hit a character twice on accident and have never been able to do it more than once since. Besides that they could have added another scenario like something after the DBGT ended for us DBZ faitful instead of some gay chapter about zarbon. Some more fighting in SSJ4 would have been ALOT better. How did they not think of that??? If you have tips let us know.
Um except the Genesis/Saturn pad was 10x better for SFII. Shoulders = no good.
you have to press B as the person as flying away
how do you transform using the gamecube controlleR?