5 | Dragon Ball Z Budokai

When knocked down with 3+ bars of Ki, a player can spend 2 bars to perform a cinematic reversal (e.g., “I’ll never give up!”) that resets neutral with brief invincibility. Usable twice per match to prevent snowballing. 3. Roster Projection (24 playable characters, 8 unlockable) All characters have 3-5 costumes and 2-4 transformation states.

Greenlight prototype development (12 weeks, $500k) to validate the cancel system and rollback netcode. If successful, proceed to full production for a Q4 2026 release. dragon ball z budokai 5

To: Bandai Namco Entertainment – Product Strategy Committee From: R&D Division – Fighting Games Unit Date: [Current Date] Subject: Feasibility & Design Proposal: Dragon Ball Z: Budokai 5 1. Executive Summary Dragon Ball Z: Budokai 5 is proposed as a direct, canonical successor to Budokai 3 (2004), deliberately bypassing the Infinite World (2008) derivative and the Budokai Tenkaichi series. The objective is to recapture the competitive 2.5D fighting game mechanics, cinematic flair, and RPG-lite progression of the PS2-era classic, while modernizing netcode, visuals, and roster depth. This title targets the nostalgia-driven market segment (ages 25–40) while introducing streamlined mechanics for new players. When knocked down with 3+ bars of Ki,

High feasibility with moderate risk. Strong market gap exists between Xenoverse 2 (casual/MMO) and FighterZ (hardcore tag-team). Budokai 5 would fill the traditional 1v1 arena fighter niche. 2. Gameplay Mechanics – Core Pillars Unlike FighterZ , Budokai 5 will retain the 3-plane arena (ground, low air, high air) and linear attack strings (Punch, Kick, Ki, Guard), but modernized. Roster Projection (24 playable characters, 8 unlockable) All

~$21M USD. Break-even estimate: 800k copies sold at $60 (actual expectation: 1.5M lifetime). 8. Risk Assessment | Risk | Probability | Mitigation | |------|-------------|-------------| | Fan expectations vs. FighterZ | High | Explicitly market as “classic Budokai returns – not a tag fighter.” | | Rollback implementation on Switch | Medium | Reduce visual effects in online mode for stable 60fps. | | Roster size complaints (no Super) | High | Announce “Super Season Pass” as post-launch free update if sales >500k. | | Aging combat system | Low | Modern cancel system & Revival Counter add depth without complexity. | 9. Conclusion & Recommendation Dragon Ball Z: Budokai 5 is a viable, low-to-mid budget project with high nostalgia value and a clear market gap. It does not compete with FighterZ (hardcore 2D tag) or Xenoverse 2 (RPG hub), but rather serves the solo competitive player who wants 1v1, transformation-based, cinematic Dragon Ball fighting.

R&D Fighting Games Unit Approved for review: [Executive Name Placeholder] End of Report

| Feature | Implementation | |---------|----------------| | | 4-button face layout: Light/Heavy Attack, Ki Blast, Guard. Triggers: Transform, Ultimate, Dash, Energy Charge. | | Movement | Free step (8-directional), Dragon Dash (homing high-speed pursuit), Vanishing (invincible frame teleport). | | Cancel System | Revamped “Budokai Cancel” – special moves can cancel into dash/jump, enabling creative combos without FighterZ ’s assist dependency. | | Defense | Guard break (heavy charge), Counter (frame-perfect reflect), Evasive Roll (2-bar cost). | | Transformation | Real-time transformation (e.g., Base Goku → SSJ → SSJ2 → SSJ3) with gradual stat boosts and new specials. Transformations drain Ki over time. | | Ultimate Moves | Single-strike cinematic attacks (e.g., Kamehameha) but with directional influence – players can steer beams slightly for mind games. |