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Combatants attack each other by means of a ball of energy. The players must 'tag' the ball and keep it charged for it to be their weapon.
EXTRA INFO - READ EVEN IF YOU ARENT NEW TO ZBALL
BallType Option varies the ball's weight and damage-scale.
May get a white-screen period whilst loading due to music. Be patient.
If you keep the ball at its peak charge (>80%) you CANNOT lose your combo points unless you are injured.
You can theoretically chain an infinite combo, provided you dont get hurt. Perhaps in next version, when you recover from injury using spacebar, you get your comboscore back?
Also if the enemy tags the ball, your combo score will still carry on until you are hurt, or the ball becomes weak and bounces. NOTE using the shield successfully will also end your current rally.
Try not to rely solely on the ForceBlade for combos, because it doesnt actually add any energy to the ball, it just knocks it up&towards you with random force, try to master its new movement so that you can use it to link all your actions. The amount of times that blades saved my ass...
For those having trouble with combos--
This is hackysack.... Aim straight up and tap the mousebutton when you need to hit the ball - doing this alone you can get a 30 hit combo
IF YOU ARE REPORTING A BUG, PLEASE DETAIL EVERYTHING YOU WERE DOING AT THE TIME
Arcade Mode overhaul; feedback system; larger enemy animation library; multi-tier arenas; map hazards; more special moves; secret character/character selection; bonus modes; story/pathways/cinematic
Check out my other works here on Newgrounds!
ZBall is in its prototype stages, any and all feedback is greatly appreciated. Contact me for ideas &/or help on playing ZBall.
Audio credits :
SFX - Dragonball(Toei) & StreetFighter(Capcom)
BGM - Arcade & Practice; Rising Winds(ZBall mix) by KYnetiK (self-authored) &
MainMenu; resampled from 'DBZ - Back to the Lab' by Bruce Faulconer