Teleport Counters - A bad mechanic in Dragon Ball fighting games?

DBZAOTA482

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Teleporting has been a staple universal mechanic in Dragon Ball fighting games since Budokai 3. In many cases, they serve as a "get-out-of-jail free" though the general concept of a counter system allows a player to escape an opponent's attack dates back (as far as recent memory foretells) to Killer Instinct with the famous "C-C-C-COMBO BREAKER!!!!".

The reason I made this thread is because I saw people have complained about the mechanic being broken in various DBZ games.

Budokai

I've actually gotten into debates with some people who argued teleporting in Budokai is cheap because you can teleport out of any attack as long as you have ki making battles come down to who has the highest ki level. I disagreed but never really went in depth as to why.

One thing about teleport counters in Budokai is that it requires ki and lots of it. One teleport alone takes 3 bars which nearly half the entire ki gauge and veteran Budokai players follow this unspoken rule "first to teleport loses" because not only can the opponent easily turn the tables with better ki management but there are several attacks that are safe agaimst a teleport counter including pokes (like most characters' neutral P in B3 especially Cell's), attacks with extended reach, any ax kick cancel, and attacks that outright negate TC (in the case of #17 and Cell's Energy Field) so teleports should be used sparingly.

Anither thing is teleporting does require timing. It's not super strict or anything but it isn't as simple as just pressing the G button and forward. It has to timed accordingly with an opponent's attack so you can confuse an opponent out of using TC like take Kid Buu for example who has wild and unpredictable fast chains. His weakness is that his starters are very slow (the slowest besides maybe Broly) but a good number of hus strings can be charged and he has great reach (thanks to his elastic body structure) so he can put the opponent in a variety of guessing situations.

Budokai Tenkaichi

Tenkaichi also has a mechanic that allows you to teleport from an opponent's attack only you don't move behind the opponent and while it doesn't require ki like in Budokai, the timing is much stricter. You have to tap the guardc button the exact moment when a specific attack lands whuch are either a smash attack, vanish attack, or a super/ultimate move. BT3 introduces a second teleport counter that actually does have you move behind the opponent and send them flying, but it requires some ki and the timing is really strict- must be done before the attack even lands.

Several people have argued that teleporting in these games is broken because you can escape any combo with little penalty, which Spike does kinda address by simplifying the execution for Z-counters but it can only be done before the opponent lands the first hit re dering it pretty much unreliable.

Xenoverse

Despite it's combat overall being closer to Tenkaichi, teleport counters in XV works more like the one in Budokai only the execution is even easier (you can teleport out of a hitstun regardless if you're getting hit or not) and it consumes stamina instead of ki. One teleport takes only one stamina bar but there is no way of manually replenishing that outside those supplementary items for it and once you use all your stamina, you have to wait for a while before it's restored so you can TC again.

Not only is teleporting simplified in XV but the methods to countering it are as well. An universal attack allows you to strike from behind by pressing backward and the light attack button with every character and there are various moves that either negate TC or break stamina so the opponent can't teleport.


Outside these games, other DBZ games feature teleporting but not as a "get-out-of-jail free" mechanic. In Battle of Z, it can performed while guarding as a strafing manuveur and FighterZ has it as an offensive to pressure opponents.
 

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