parece q se adelanta la fecha para europa
para el 16 de junio:
http://www.atari.com.au/news/details.do?newsId=743
Super DBZ is an entirely new fighting experience not to be missed by DBZ fans. Atari Australia has just had their first in-depth look into this awesome adaptation that has thus so far proved to be a sensational fighting experience. Moving away from the path of Budoaki, Super DBZ mainly focuses on the combat elements from the DBZ series which has now been designed with an all-new fighting engine from the creative talent behind Street Fighter II. The characters now have their own unique fighting techniques, giving DBZ fans more skills and moves to master. There really isn't a Story Mode in Super DBZ as all the action takes place around cell games, with an emphasis on pure fighting.
As we entered into the game there were several options to choose from including Original Mode, Z Survivor and Versus Mode. Original Mode is essentially the arcade version of Super DBZ where players must defeat a series of opponents through individual rounds. Initially there were only around 12 characters available with several more unlockable and all come with 4-6 distinctive special moves. Each character is defined by four components which are Attack, Throw, KI and Action. These are highlighted at the character selection screen and determine each characters fighting ability. You will notice that the characters fight differently from each other. A good example of this is that you may find Android 16 has very powerful damage attacks but will be slower than the other characters. Then you have characters like Krillin that is very fast but causes less damage with his attacks.
The controller layout is similar to arcade fighting games where two buttons are reserved for strong and weak attacks. The Square button is used for a light attack while the triangle is used for a strong attack. The X button is used for guarding and Cricle is used for jumping. Shoulder buttons are also utilised and serve as probably the most important functions. The L1 button is used for executing devastating throw attacks that are distinct for every character. L2 is used for a dashing while R1 and R2 are used for a homing attack. Since every character is different you will need to pay special attention to the way they move and execute combos. The characters are all able to perform their trademark moves and transformations; and after earning enough experience points, players can trade special attacks between the available characters. So if you want your character to have a Kamehameha attack, all you have to do is trade the skill from Goku to whichever character you would like.
Onscreen you will notice three meters which are your Health, KI and Action meter. Your KI meter will build as you land and take attacks which is similar to other fighting games. As you build this meter, players can unleash special devastating attacks. There is also a separate action meter at the bottom of the screen that governs your usage of movement. As well as ground-based combat, Super DBZ has also been designed with mid-air fighting but once the action meter runs out your character will fall straight to the ground.
All of the characters and backgrounds have been meticulously crafted to reflect DBZ's traditional style. The stages include plenty of breakable objects from brick walls to surrounding trees with many stages being multi-layered so you can move between different areas. Some of the more memorable settings were Planet Namek and Wasteland but our favourite would have to be the World Tournament setting. The area was surrounded by cemented walls in which we could utilise with our attacks. Characters and levels are once again Cel-Shaded utilising an array of colours.