You want to play Xenoverse, but you don’t know how? After having my hands on the network test, I will give you this improved and revised version of my breakdown. I hope you enjoy it. You can read the old version here: DragonBall Xenoverse old breakdown

Disclaimer: This is a breakdown of the network test build, some things might change for the final game.

Table of Content

#I. Basic Controls

#II. Battle Screen and Meter System

#III. Basic Movement Options

#IV. Basic Offensive Options

#V. Defensive Options

#VI. Misc. Controls

#VII-a. Special Attacks

#VII-b. Ultimate Attacks

#VIII. Fighting Mechanics and Fighting Technology

#VIII-a. Fighting Mechanics

#VIII-b. Fighting Technology

#IV. Combo. System

#I: Basic Controls



As you can see, the controls for the combat is quite similar to Infinite World, Burst Limit and the Shin Budokai series of DIMPS, with [ ] being a light attack, /\ being a heavy attack and O being a Ki blast. The Block button is mapped to L1, though and this game also added a Jump button, which is also used for ascend and descend. But now to the GUI on your screen.

#II: Battle Screen and Meter System



This is your screen during a battle. Pretty straightforward, isn’t it? Let me explain some things to you.

Special meter/Ki: Your Special Meter (as I will call it Ki from now on, because it’s DBZ) is used for your Special Attack such as Kamehame-Ha, Kienzan/Destructo Disk or Volleyball Fist (depending on move, most moves use 1 bar each, some use 2 bars). An Ultimate Attack such as Super Kamehame-Ha, Final Flash or Makankosappo/Special Beam Cannon uses up 3 bars of your Ki. You can fill it with either attacking the opponent, getting hit, being in a Deadlock/Melee Clash, Insta Guard or Ki charge.

Energy meter/Guard Energy: Your Energy/Guard Energy is used for some movement options, vanishing, blocking certain moves and Escape Moves. If you block, attack or boost dash, your Guard Energy won’t refill.

#III. Basic movement options

Simple movement: Left stick.



During a regular simple movement, you deflect regular Ki Blasts, meaning you’re are invincible aganst them.

Forward/Back/Sidestep: L2+flick left stick.



Just a step in the direction you pressed. It evade moves pretty easily and you can approach your opponent with it.

Jump: tap X

It’s a first for DIMPS DBZ games, but they included a jump, you can jump in any direction and also perform a Jump Attack, also you can cancel some move recoveries/lag with jumps

Ascend: Hold X

It’s your Ascension, aka you fly up, you can combine it with Aura/Boost Dash

Descend: “X X” or “L3” or “L1+X”

Your descend to land on the ground, you have a variety of methods to chose from, so make yourself familiar with it. Also combineable with Aura Dash.

Boost/Aura Dash: L2+hold left Stick



It’s your dash, you use it for fast movement or following up your opponent for a combo. It uses your Guard Energy, though, so be careful.

High Speed Movement/Invisible Jump/Fake Vanish: At the end of a Boost Dash/Step, Jumping forward or sideward











It’s your manual vanish out of neutral. It behaves like an invisible jump, but you can control the direction of your jump during the invisible phase and also attack out of it. It might have some invincibility during the vanish animation.

#IV. Basic offensive options

Light Attack: [ ]

A light attack, which is usually fast, you can chain multiple Light Attacks to form a string or combine it with Heavy Attacks

Heavy Attack: /\

Your Heavy Attack, like the Light Attack, you can chain them with Light or Heavy Attacks. Also most Heavy Attacks drains the opponent Guard meter and if you fully charge a Heavy Attack, you break the guard of the opponent and deplete the complete Guard Energy of your opponent.

Attack Strings:



Each chara share the same string inputs, but the properties of the attack for each chara differs, some moves might be Step cancelled, other Jump cancelled, some moves might have better Guard Draining abilities and more.

Ki Blasts: O



Your basic Ki blasts, a ranged weak attack, which you can use while moving. If you hold your Ki blast button, you shoot multiple Ki Blasts. Some charas have the ability to use a Jumping Ki Blast. They also make a decent Anti-Air Option against jumping opponents.

Jump Attacks: Tap X, the [ ] or /\



Your Jump attack. Depening on character ou can also cross up with your jump attack or use them as keepaway moves.

Dash Attack: During Boost/Aura Dash [ ] or /\



Your dash attack, it has the possibility to break the guard thx to its Guard meter draining properties, but it can be easily evaded, so be careful with it. Dash [ ] has the ability to start an /\ attack on block and hit, Dash /\ knocks your opponent back.

Backattack: Left Stick into a direction + [ ] or /\





Your directional attack, use it to anticipate Snap Vanishes, counter attacks to your back or gain control of a crowd. Each chara has 2 versions of a backattack, the initial backattack, which can be stringed into a [ ] string and the backattack cancel, where you cancel your basic attack strings into a backattack.

Throws: L1+O

If your opponent blocks all day, try to throw him.





#V. Defensive Options

Block/Guard: L1

Your simple Block button, be careful though, because there are certain situations, there you can’t block. I will mention it later, that the block button is not omnipotent. You also won’t realign yourself to your opponent during the block animation, so you can be attacked to your back. Your Guard energy won’t refill, if you hold te Block button.

Vanish: tap X, while being hit or blocking or attacking an opponent while he is blocking/getting hit.



Your vanish, it uses up 2 Energy bars. Although it’s usually used as a defensive tool, you can use it offensively. You can interrupt your own blockstring to attack them to their back (only on block), extend combos after a knockback or escape combos.

Escape Move: L2+R2+X





Your Escape Move. It costs 3 bars of your Guard Energy and the effect of the depends, what you have equipped to your character. It has invicibility frames, you cannot be hit. In this state your opponent cannot drop your Guard Energy with Heavy Attacks, Super/Ultimate Attacks or Charged Melee Attacks. Also can be used to escape combos. Really useful in crowded battles. You can only have one Escape move equipped.

Just Guard/Block (or Parry): time L1 with the attack of your opponent











An advanced blocking technique. Time your block with the incoming attack to perform a Just Guard, which results into a pushback and less blockstun (means you can attack earlier). Also you gain one bar of Ki for each successful Just Guard. If you just block a Guard meter draining attack, your Guard Energy won’t drop in this case. You gain some invicibility frames for a succesful Just Guard.

#VI. Misc. Controls

Scouter: D-Pad Left

Your scouter, you can check stats of your opponents and even his moveset.

Items: D-Pad Right

You can eqip Items to your character before a battle. This shows you a list of useable items, which all have different effects.

Lock On: R1

To target and focus an opponent, you need to lock on an opponent.

Switch target: Right Stick

You want to switch your target? Use your right stick.

#VII-a. Special Attacks

Special Attacks are iconic moves from the series, which all have different effects and costs. The most iconic move is obviously the Kamehame-Ha. They are selectable in the Super move selection screen, which you can access to with R2 and then press the button which the attack is assigned for. You can customise the Special Attacks for everyone to your liking. Each Special move requires one Special move slot and you have 4 Slots available. You can cancel most your basic strings into a special move.

Let’s view some of these:

Kamehame-Ha



The most iconic attack of DragonBall and Goku’s signature move. It’s a basic energy beam, which can be charged and damages your opponent. It drains some Energy meter of your opponent. It costs Special meter.

Close Combat Rush (not actual name)



A furious highspeed rush, which gradually drains your Ki. It drains the Energy of your opponent and is comboable. A versatile tool.

Ki charge



The Ki charge, which returns to the DBZ gaming franchise after its absence in DBZ BOZ, this time as a special move, though. It charges your Ki, although at a slow rate. Also the startup and recovery of the Ki charge is quite long. According to dataminers, there are more effective of Ki charge planned for this game.

Kaioken



A Power up move for Goku. It boosts Goku’s speed, damage output and possible Guard Energy draining abilities. It gradually drains your Guard Energy, though. According to dataminer, there are 3x Kaioken and 20x Kaioken planned.

%VII-b. Ultimate Attacks

The Ultimate attack is an the finishing blow of your character. They deal an insane amount of damage, but each of them consumes 3 bars of Ki. There are some oddballs Ultimate Attacks, though. You can have 2 Ultimate Attacks equipped each match.

It’s also interesting to note, that most Ultimate Attacks have Armor properties on startup at least, which has the same properties as block. You can be Guard breaked during the execution of an Ultimate move, though.

Super Kamehame-Ha



An enhanced version of Goku’s Kamehame-Ha

Final Flash



Vegeta’s finisher against Cell, a very devestating Beam. Looks awesome, does it?

Maximum Gohan (Not actual name)



Gohan’s Charge headbutt attack, only that he continously headbutts the opponent. Also note that the opponent tries to hit Gohan, but he still executes the move.

Makankosappo/Special Beam Cannon



Piccolo’s Finisher, which he used against Radditz in the DB series. Devistating Attack.

Scatter Kamehame-Ha



Krillin’s Ultimate attack, which he used to defeat multiple Saibamen. It’s a good move to control the crowd. Also note the Armor properties of this Ultimate attack.

Super Saiyan transformation



And here it is, the Super Saiyan transformation. It slowly drains your Ki, but it boost your abilities and also it let you use Special Attacks and Ultimate Attacks for practically 0 cost. Also your Ki won’t increase in this state and you fall back to base state, if you run out of Ki. It uses up an Ultimate slot, though, so you need to know, if you either want 2 Ultimate Attacks, one Super Saiyan state and one Ultimate Attack or 2 different Super Saiyan transformations.

Ki draining during Super Saiyan state



Special Attack not consuming Ki and reverting back to base:



Ultimate Attack not consuming Ki:



Ultimate Attack Warning

If an opponent performs an Ultimate Attack, you will warned with a character face shot of said Character and the aprroximate direction of your opponent. Let’s be said that it can be pretty chaotic in a 3vs3 battle, though.



#VIII. Fighting Mechanics and Fighting Technology



#VIII-a. Fighting Mechanics

The Guard Break State:



The Guard Break state is achieved by blocking a Guard Energy Draining attack and drop your Guard Energy this way to 0. In this state, you cannot block, use any escape moves, Aura Dash, step and snap vanish. Know when to block and when to avoid an attack by dodging. Also your Guard Energy will refill, but you won’t able to access it until it’s fully filled again.

The Lockdown/Melee Clash:



You trigger a Melee clash by 2 people trying to hit each other with a basic close range move at the same time. It will result into a little cutscene, which will refill your Ki and your Guard Energy.

Jump/Ascend/Descend cancel:





The recoversies of some moves can be cancelled with a Jump/Ascend/Descend and you can continue to pressure your opponent with it or extend combos. You press/hold X during an attack animation to jump cancel, but you need to hold a direction and need to time the Jump/Ascend/Descend

Step/Boost Dash cancels:





Certain moves can be cancelled into a step/boost dash into any direction. It’s a useful tool to continue your offense, extending combos or resetting the neutral game. Or you can just Invisible Jump your step cancel.

Ki-Blast Cancel:



Most melee Attack can be cancelled into a basic Ki Blast.

Properties of an Ultimate Attack:

An Ultimate Attack counts as Attacking and Blocking simultaniously, which means, you can’t be hurt during an Ultimate Attack unless you get Guard Breaked. Guard Energy draining attacks will still drains your Guard Energy, so be careful to have enough Guard Energy.

An Ultimate Attack gets Guard breaked



Unblockables vs Ultimate Attacks:



An Unlockable Attack won’t disrupt the opponent from performing an Ultimate Attack, but it will still damage the opponent. In this example, the unlockable Makankosappo/Special Beam cannon hits the player character during her execution of her Ultimate attack, but the player character still perfors the move, although she takes some damage. It is unknown if it’s a bug, which will patched out in the final game, or a feature.

Reviving a party member:



In a team battle, you can attemot to revive a fallen party member. You have to lock on the fallen member first to revive him.

Locked on by opponents:



In a 3vs3 battle, things might get chaotic. Sometimes it seems, that your opponents are ganging up against you, sometimes it’s the opposite? Want to know who are all targeting you? Then you should take note of these small red arrows around your character. It shows, that you’re locked on by characters and shows their approximate location. It doesn’t show you, which character locked you on, though. Also you will notified by a scouter “beep” sound, if someone locks onto you.

Teching knockdowns:



You can attempt to tech knockback attacks and knockdown attacks. If you’re succesful, you can boost dash, if you hold a direction during your tech attempt, otherwise it counts as a step. If you don’t hold a direction, you just tech on place.

Realigning towards to the opponent:





If you’re not facing towards the opponent, you have to realign towards the opponent. Pressing an attack button or attempting to use a Special/Ultimate move will result the fighter to do the slow turning animation. If you move a little bit, you will automaticaly realign towards your opponent.

#VIIIb. Fighting Technology

Here are some ideas on how to approach your opponent, get through your opponent or just escape pressure.

Dash into throw:



Just a simple dash into a throw.

Ki Blast Pressure





You can pressure your opponent with simple Ki Blasts. Be careful not to be predictive with them as your opponent simply can Just Guard or use a Special Attack Beam.

Backattack/Ki-Blast/Jump cancel pressure:



/

You can cancel your basic strings into these things and continue your pressure. Backattack cancel is especially useful against exploding Escape Moves and also it can mess up their timing, if they are attempting a Just Guard.

Just Guard followup:



After a Just Guard, you can attempt to throw an opponent. From my experience a throw seems to be guaranteed (Namekian excluded, because slow throw startup).

Attacking them into their back:





A guarding opponent usually can’t be hit from the front. Their back is vulnerable, though, so sidestep into attacks to their backs or other means are possible. Remember, guarding won’t realign their character to you (aka they don’t spin to face their opponent).

The Crossup:



A special variant of attacking them into their back. You jump over your opponent and attack them with a Jump Attack to their back.

Sneaky step cancel into backattack:



As you can see above, you can slowly attempt by using steps and strings to get into their back

The Guard Break: You can attempt to drop the Block Energy of your opponent to 0, which results them into a Guard Break state. There are multiple ways to perform it. Also you can’t break the Guard of an opponent, who uses an Escape Move.

Heavy Attacks:



Use Heavy Attacks to lower the Guard Energy of your opponent step by step. It can be Insta-Guarded, though.

Charged Heavy Attack:

You charge certain Heavy Attacks to Maximum (the Hormone) drop the Guard Energy instantly to 0 with one hit.

Special/Ultimate Attacks:





Special and Ultimate attacks drains your Guard Energy, if you block them. As you can see above, a Kaioken boosted Full charged Kamehame-Ha drains at least 5 bars of your Guard Energy. Other special attacks will drop your Guard Energy instantly to 0 as you can see with Nappa’s Arm Breaker

Unblockable Attacks:



Another method to get through a blocking opponent is through an Unblockable Attack. Although an Unblockable Attack and a Guard Breaking attack shares similarities, an unblockable attack doesn’t drop the Guard Energy of the opponent. Only known unblockable attacks to my knowledge are atm Makankosappo/Special Beam Cannon, Kienzan/Destructo Disk and Giant Storm (Nappa Finger).

#IV. Combo System

Jump Cancel Combo:



As you can see above, Yamcha can cancel his attacks into Jumps to extend his combos.

Hitstun Combos, Vanishing Combos and Bound Finisher:



In this combo, Goku uses few moves, which deals lots of hitstun and have great recovery, which he chains together. After that he smashes the opponent and vanishes behind the opponent to use his /\,[ ],/\,[ ],/\ string and after the knockown/bound he vanishes again to fire a Kamehame-Ha as a finisher. Note that after a knockback your vanish combo will gives your opponent a weird hitstun animation.

Step Cancel Combo:



In this case Nappa cancel his strings into steps to continue his combo.

Wallslam Combo:



If you slam an opponent against the wall, you can continue to combo out of the wallslam. The opponent has the same properties as standing in this case.

I want to thank Project-G, Thrillerswithbananas, rhymestyle, thundershot69, chaospunishment and many more for uploading their network test footage, so that I could analyze them.