I figured I’d talk about controls today, after all, Burst Limit is a fighting game and the controls are pretty much what the whole game is about. First off, let me tell you that if you are a button masher, don’t worry, you can still see all the cool stuff like super moves or aura smash attacks and you can string together some pretty sweet combos from just frantic button presses or the light and heavy attacks. All of the Super Moves are done with a very simple directional button press (such as- up, down, left or right) and the Ki button (A button on 360, Circle on the PS3) and you will unleash some pretty sweet-looking Ultimate Attacks if you have enough Ki stored. As I said combos can be strung together by simply using the light or heavy attacks. Throw some Ki blasts in there and you’ve got a pretty respectable fighting style that is easily attainable by anyone who can press the buttons! So as you can see, even if you aren’t a hardcore fighting enthusiast we’ve got you covered.
So now you may ask, “What about the hardcore fighting enthusiast you just mentioned, what do you have for them?” Well I’ll tell you what we have. We have what I feel is one of the most balanced and skill/timing-based fighters on the market. Everything in the game has a counter or escape maneuver. Is your opponent constantly stringing together multi hit combos on you? Well if you tap the guard button at the exact moment a hit is about to land on you, you will simply sway out of the way like a prize fighter taking no damage and completely nullifying those combos. How about if your opponent is always nailing you with Kamehamehas or similar Ki blast attacks, what then? Well, if this is the case you can wait until the blast is about to hit you and press forward plus the guard button and you will teleport behind him so you can deliver some punishment of your own. Or if your timing is good enough you can fire right back at him to initiate a beam struggle. Is your opponent throwing you too much? Well you can again time that guard button press and break out of the throw before taking any damage.
If your opponent is blocking too much you can press a right trigger/shoulder button and your heavy smash attack to initiate an unblockable attack. All of these things I speak about can obviously be turned right back around on you if your opponent is ready for them, and this is the balance I speak of. There are even counters to counters! What I mean by this is, say your opponent fires a blast at you, and you counter with a teleport behind him, if he is ready for you to do this, he can initiate a teleport right back at you thus countering your counter! If you get two players together who can utilize the fighting system to its fullest, it is an amazing thing to watch. Lightning fast combos, dodges, teleports and Ki blasts along with what I feel is the best looking DBZ game to date, put it all together and it looks amazing.

Dragon Ball Z at its core has always been about the awesome fights and crazy powers the characters have. What better way to recreate that experience on the next-gen systems than through a fighting game? That was the feeling everyone on the team expressed when Burst Limit came into being. The thought was to take the series back to its roots with Dimps (developers of Budokai 1, 2 and 3) and then improve it any way we could. Dimps has always been known for their great fighting systems for DBZ, and Burst Limit is no different. They have taken everything that worked well from previous games and come up with some small but important improvements for this newest entry; Dragon Ball Z: Burst Limit. Sound Good?! Good!
Ok, Dimps set out to make sure this game was very well balanced and also catered to any style of gameplay. For the sake of the discussion I normally group people who play fighting games into 3 basic playstyle categories: The "Defensive Player" (or “turtles,” as I like to call them), The "Offensive" or “Aggressive” player and the almighty "Button Masher." Burst Limit works well for any of these styles! For the defensive players we have teleport counters, melee sway (duck and weave in and out of attacks, taking no damage), sidesteps and back flips, all of these help you minimize damage and choose when to strike. For our friends who like a more offensive style of play we have unblockable attacks, throws and smash-through attacks, any of which will help you bust through a good defense and win your match. As for our less sophisticated but always enthusiastic button mashing friends, Burst Limit offers ease-of-play and simple combinations, and the super moves are very easy to pull off. So even if you don't know how to play Burst Limit you can still make it look good!
As I was saying, the combos are very easy to pull off, requiring only two buttons for most. There is a light attack button and a heavy attack button. You can string those two buttons together in rapid succession and pull off some pretty sweet looking combos. Throw in some Ki blasts (again only one button press) and Burst Limit really starts to shine. As for the Super Moves they are all done with a directional press (usually forward, back, up or down) and the Ki Button. So for instance, if you were playing Goku and had a full Ki bar you could press up+ki button to execute the "Spirit Bomb". Simple, fast, effective- and most of all...Looks awesome! We wanted this game to come down to a skill/reflex-based fighter, not a memory game requiring you to learn an encyclopedia's worth of moves in order to see the coolest looking stuff.
We got what we were looking for. This game is blazing fast from the get go and I think you will be impressed. Every character can perform teleportation counters, one second you can go from firing a massive Kamehameha at your opponent and thinking you were going to completely own him, to the next second lying face-first in the dirt because he teleported behind you and cleaned your clock. Again though, one of the best parts of this game is its balance- so if you were expecting that teleport, you could do it right back to him! When both players truly understand the counters and moves, it is at that point that this game can go so fast it’s incredible. Multi-hit combos completely dodged, Ki blasts interrupted mid-stream by a smashing teleport counter, intense beam struggles and unblockable slowed-down smash-through attacks. You will see all of this and much much more in Burst Limit! I hope you all enjoy it as much as I do.
