Some Suggestions from your friendly neighborhood writer

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Well, lately, I've been watching through the DBZ series, and I've been considering some things that should be added to ESF which would make it more akin to the actual series. For the ease of reading, and possible implementation, each suggestion is broken down into how it might fit well into the current game engine.

Alternative blocking methods
1) Ki Shield- Seen very infrequently in Dragon Ball Z, Kami uses it in his fight against Garlic Junior, and Future Gohan uses it in his battle against the Artificial Humans in the alternate timeline. It is a projection of one's KI in a circular shape, which instantly forms, absorbing the brunt of an oncoming attack. The stronger the attack, the less effective the shield.
In game: KI Shield can be toggled via the touch of a key, and it takes a second to form. A set amount of KI is pulled from your KI pool, and the shield is created. The shield absorbs a portion of the damage, and the rest of the damage is directed onto the player. It's fast, and effective to a point.

2) Aura- In many times throughout DBZ, a persons' KI can be directed into a field of energy, more commonly referred to as an aura. This aura generally appears when a person is powering up, or intending to use it to move/push an object. Cell uses it to stop oncoming attack in the Cell games, and Vegeta uses it most noticeablly against Majin Buu, attempting to crush him with rocks.
In game: By activating the aura, you begin to slowly drain away at your pool of available KI. However, this begins to work like a powerstruggle when an oncoming beam moves your way. The aura will hold back the beam momentarily, allowing one to pour more KI into the aura in order to push the oncoming attack away. In addition, because the aura surrounds your form, you can push multipul attacks away from multipul directions. It does, however, rapidly drain your KI, and is best used against mulitpul incoming projectiles.

3) Advanced Blocking- Seen in almost all of the DBZ battles, an oncoming attack can be dodged, or simply blocked. However, in more advanced combat, you can't simply sit back and let the other person pound away at you. In the more notable battles of Young Trunks vs. Goten, and SSJ Vegeta vs. SSJ Goku, attacks are parried, resulting in greatly reducing the damage done to you. It proved to allow a fighter to last longer in combat.
In Game: Simply hitting a generic 'block' button is perhaps one of your options. But a slightly more advanced combat system could be in place. By giving a second melee option, a 'block' system, a person can switch back and forth between actually attacking and blocking. Seemingly difficult, it's a bit easier than it sounds, as a player can set a hotkey to instantly switch back and forth between the last weapon used. Applying the system in game is a tad bit more difficult, but can work like the rock paper scissor system. By hitting primary fire for the block melee, you can deflect a normal blow, and take much less damage than you would of had you used the generic blocking. If the other person used a kick attack (secondary attack), and you didn't hit the corresponding melee block button, you take the full damage. It would make melee combat a bit more complex, and a bit more realistic, as it would require a person to rely on instinct to properly survive battle.

4) Exploding Attacks- While not entirely seen on the series, it is seen a bit more prominently within the Dragon Ball Z Fighting games. By directing a portion of your KI at an oncoming attack, you detonate it, resulting in you taking no damage.
In Game: At the touch of a button, a large portion of your KI it taken away, and you send you a burst of energy. Any attacks within a limited radius are instantly detonated. This, of course, proves to be a double edged sword, as you will take minor damage from the blast radius of the explosion. It's best used if you're in a hurry to stop multipul attacks, and don't want to waste energy on a lengthy power battle with another attack or an aura.

5) Deflecting Attacks- Seen a few times, but easily remembered from the Frieza vs. Trunks encounter. By expending a bit of your KI outward, you can knock away an oncoming attack that is fairly weak. Only useful against weak attacks such as a KI blast.
In Game: A toggled option; you must first activate the ability to deflect oncoming attacks. Once toggled, you will automatically begin deflecting oncoming KI Blasts. You will use a bit of KI every time you deflect the attack, but it will do you no damage. You can not move while this is toggled.

Miscellaneous Additions
1) Self Destruction- Seen several times in the series, used by Chao-tzu, Cell, and Vegeta to name a few. In a final spiteful action, a person gathers all their energy until their body reaches the breaking point, killing themselves as the energy is released in a horric explosion.
In game: For the sake of a fair game, this attack can only be used by a person when their HP hits 10 or below. This is the point in which their maximum power level begins to rapidly drop. When used, the attack instantly kills the player, but all of their remaining KI Pool is channeled into an explosion around the person, resulting in large amounts of damage based on their current KI. Obviously, if you are within a close radius, you take more damage.
 
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cool ideas now maybe with all these blocking type thing the annoying sad gits who just move might block some more i hope these are put in the game they rule
also so people do try and block more make it that if u explode the attack in the air it covers a wider area so more people will be forced to block and it will be great and like dbz COOL IDEADS
 
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damn, that are some real kewl id's. :)
hope they can implent(or something:)) some of those id's in the next release.
but for deflecting attacks? why should you need a special key? if we have a advanced meleesystem, you could just use a button to smash, or kick it away. would look nice :D
 
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can't you just "explode" attacks by canceling out of a power struggle? The other ideas are top notch though.
 

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