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The other skills are fueled by an Ultra Bar, which fills up as you attack or defend. The fusions only last a few turns but have their own distinct skills.
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The Fusion Dance allows a handful of characters to create a new fighter from two in battle. In battle, there are two kinds of fusion: Fusion Dance and Ultra Fusion. The numbers work in your favor if you defeat enough enemies with Ring Out attacks. Getting new skills is so random that it rarely feels earned when you get something amazing. Before knocking enemies out of the ring, you can knock them into one another or into allies, which bounces them around and does further additional damage.Īdditionally, an enemy who is defeated by a Ring Out may drop a new skill for your party members. This does extra damage and forces them to the start of the attack timeline. Anyone who's hit so hard that they go beyond that edge gets a Ring Out. Knockback is critical because the arena has edges. Ki orbs are needed to fuel your special moves, which can inflict damage effects ranging from the traditional RPG poison to instant-kills. Ki attacks are weaker and don't generate as many Ki orbs, but they can hit multiple opponents, so they're useful if enemies are clustered up. In comparison, ki-focused attacks cannot be blocked except by special barrier/absorbing moves. If they guess correctly, they'll block some of your damage. Any melee attack requires you to choose a direction to attack from, while your opponent chooses a blocking direction. There are two kinds of attacks in Fusions: melee and ki-based ranged attacks. As a result, certain characters are more effective than others. It's a rock-paper-scissors system where speed beats power, which beats technique, which in turn beats speed. Every character has one of three elements: power, speed or technique. Generally, the goal is to lower the enemy team's HP to 0 before they do the same to you. Every character's face appears on a timeline at the bottom of the screen, and they get to act once they reach the end. The game doesn't have random encounters, but you'll see other martial artists flying around and can challenge them to duels, which are interspersed with occasional boss fights.Ĭombat takes place in large arenas, since most battles consist of five-on-five fights. It's neat to have such a huge environment, but it's slightly too big for its own good, and it can be tedious to travel between locations. Each map is a mish-mash of famous Dragon Ball locations separated on floating islands. Most of your time in Fusions is taken up by flying around the world maps. This game won't retain your attention if you're not interested in Super Saiyans and Kamehamehas. Goten, Kid Goku, Kid Trunks and Pan are the only prominent characters in the story, and most others are reduced to cameos. The storyline in Fusions is cute but mostly geared toward Dragon Ball fans. Of course, the strongest fighters in the multiverse aren't just good guys, and some of Dragon Ball's cruelest villains are already looking for a way to take advantage of the tournament to carry out their dastardly plans. The two must form teams of five and enter the tournament to determine who's the strongest. In doing so, they create a "Timespace Tournament" that drags in heroes from across the timelines for the biggest brawl ever. The two friends are looking for a challenging fight and use the Dragon Balls to get their wish. Dragon Ball Fusions is an RPG that takes the concept to its natural conclusion, allowing players to fuse pretty much every character in the Dragon Ball universe.ĭragon Ball Fusions opens up with two young heroes: your custom-named protagonist and a young Saiyan named Pinichi. It made a much more prominent appearance in games, though still only with a handful of characters. Despite the seemingly limitless potential of Fusion, it ended up underutilized in the series, with only two sets of characters ever combining. One of the most iconic elements of Dragon BallZ was Fusion, a special power that let two characters combine into one hero with the powers of both.