Dragon Ball FighterZ: Legendary Saiyans Edition

But runaway could still be strong in the games with no assists. That said, chipping install supers are something I hope this game has.

In any case, the argument was about adding subsystems that encouraged or discouraged certain playstyles, not just negative penalty.

the only which you addressed was negative penalty which I shot down with that ET footage. What other mechanic do you want to be wrong about?

Only if you think 4 frames of constantly varying input lag is “good” I don’t.

4 frames of delay is the best I’ve gotten in rev2. But it’s varies between that and 7-8 frames usually.

It’s pretty unplayable. Anything over 2 frames of lag can’t be considered serious, and if you throw high end variation in there, it’s even worse.

i will assume the button layouts will be light mid heavy, which is the norm for 2D anime fighters like arcana heart, GG, melty blood, etc…with two buttons for both assists and perhaps a launcher button.
i seriously doubt it’ll be lp hp lk hk like MvC2. seriously doubt that. there’ll prob be a high speed dodge/evade/teleport button if there is no block button.

3f delay Rev2 has the same amount of input delay as SFV, pc you can get the native input delay down to 1f which makes a 3f connect the same as console offline.

people i play in socal i get 1-2f of delay to, and i get 3f to norcal/pnw generally.

I’m really hoping for better netcode, but xrd’s is mostly fine.

I have no idea if this is actually real, but I laughed when I saw it.

2 button dash/air dash is fine, Skullgirls does a great job at this. Having access to buttons for dash still allows the depth in gameplay but mostly removes the physical execution required for IAD - great for newcomers in my opinion.

Negative penalty is also fine in my opinion, since it doesn’t disallow zoning like what was explained earlier. Typically in this system, moving forward increases your meter. Meter is usually a big deal in Dbz games (charging up ki for example).

that tweet is from when they spoiled the same mvci trailer again, so now people are using it for memes.

Buu special move turns Goku into chocolate?
or graham cracker? candy regardless.

http://i.imgur.com/bg9LmG9.jpg

Evo 2k18

http://i.imgur.com/nRQ7Sj5.png

No, I am not giving Max the acknowledgement of a view.

Max controls everything.

>Maxishillian doing breakdowns of a fighting game

Show me how you can do true loops (ground sequence, into air sequence, into same ground sequence, and same air sequence) in Skullgirls, despite IPS existing (and not counting double snap infinites). For those who don’t know, IPS has been redundant since Encore onwards added an undizzy meter. The mechanic exists simply because Mike wants to encourage creative combos. Which is my thing, I’d rather not have mechanics solely meant to encourage or discourage certain things. Yes, you can play around it, and the style may not totally be un-viable, but you still get the sense that the devs would rather you not play that way, and that you may likely see it patched down the line.

GG uses 5 buttons, all for normals

The Skullgirls have IBS? They have medication for that, but what do you expect with a diet like Filia’s?

I hope this game paves the way for an all stars 2D jump fighter. This is how marvel vs capcom started right? With the xmen?

and arcana uses 4 attack buttons

Anything to let Capcom know they can be replaced.