Generic fireballs are slow and have extremely long recovery, so unless your character has unique projectile specials, a proactive long-range game is often ill-advised. This is because most anti-air and air-to-air attacks do not lead into significant damage or loss of positioning, whereas most air-to-ground attacks lead to huge, often fatal damage.Ĭontrary to what you might initially think, playing a basic fireball game is not viable in Hyper Dimension. This is not to say that you can't play an effective ground game, it largely depends on your character, but the risk/reward for playing a grounded game is often much worse than playing the aerial aggressor. In contrast, walk speed and dash speed is quite slow. Think of it like older KOF entries hops are fast and even have some invincibility during startup, air normals are fast, and most anti-airs are slow and not invincible. Hyper Dimension is a very jump-heavy game. This mechanic alone can invalidate quite a few pressure tactics which involve blockstrings. There is no cost to doing this, the only requirement is good timing. 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. When blocking an attack, a small blue circle will appear where the attack connected. Hyper Dimension also sports a "Guard Counter" system. 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. To compliment this, powering up (by holding + ) will regenerate your health by 5 points per tick. Instead, health and ki are are combined into one bar, meaning most special ki attacks will detract from your health when performed. After the launch, you can hit the opponent with any attack, for a maximum of 3 hits before hard knockdown is forced.Ĭontrary to the Butouden series, there is no ki meter in this game. When hit by a launcher, the opponent will be propelled into the air in an untechable juggle state. Launchers cannot be performed outside of combo chains. Launchers can be performed by pressing + during a combo chain, regardless of whether the opponent is blocking or being hit. In Hyper Dimension, all close range standing punches and kicks can be cancelled into any other normal or special, including a special launcher attack. 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. The stage chosen on character select determines which stage layout will be used. + sends the opponent flying into the corresponding neighboring stage, if available. + sends both players back down to the ground stage. On hit, + launches both players into the sky battle stage, if available. X by itself is an attack that can swat away light projectiles, including generic fireballs and level 1 "Kamehameha" attacks. 3D attacks shift your character into the background as they charge towards the opponent, bypassing all attacks. If you are on the left side, use R, If you are on the right side use L. Special "3D attacks" can be performed by pressing or while holding down L or R.
Holding or while holding down L or R will cause the player to dash. Double tapping and then holding or will result in a short ranged hop. There are close standing normals, far standing normals and crouching normals.
Special thanks to Nerk for his amazing write up! This is used with permission and was originally hosted on the Wiki which can be found here: Īnyone familiar with other SNES DBZ games made by TOSE such as the Butouden series will be right at home with the control layout for this game: Dragon Ball Z: Hyper Dimension is a 2D fighting game that was released in 1996.