So I finally got around to trying the game. Already knew that I will be playing Vegeta and Yamcha, since they are my favourite characters. For the last spot I was thinking of Hit (I don’t watch super but he looks really cool), but after trying him out he feels really weird. So now I’ve switched him to Cell, even though it seems like everyone and their mother already plays Cell+SS Vegeta. But hey, if I’m having fun who cares?
So now my team order is 1. Cell 2. Yamcha 3. SS Vegeta. Is this a good order? Or should I change some things around?
I knew I wasn’t just imagining things while playing. His 2H actually is retarded. How much do I need to pay Bamco to delete this character from the game?
I’ve actually been asking myself if there are reasons to play SSJ Goku over Black. I think Black’s for the most part just better than SSJ (air kamehameha aside, which is thankfully a great reason to play SSJ), but I really don’t want to change, I don’t like Black’s design at all
Also, changes to mechanics.
Something to stop while running would be great. FD has been mentioned. I would approve.
FD would perhaps allow changes in the pressure game as well.
I don’t like the high scaling you get from common mixup options or starting combos with assists. Changes there would be welcomed.
Assists. I don’t mind having a single assist per character, but some of them need way shorter cooldowns to be worth it. The gap between the best assists (Vegeta, Kid Buu, Goku, etc) and everyone else is pretty large, a cooldown reduction for the not-top assists would be an easy way to fix it. Some assists have more fundamental problems, but that’s… kinda how it is.
Changed input for quick change has been mentioned. Yes please.
That’s it, really. I don’t mind super dashes at all. They’re decently easy to beat and they don’t provide huge rewards when they hit, while countering an SD gives pretty good rewards. It’s hard to use them against a competent player without telegraphing them, unless you’ve conditioned people to think about other approach options. It’s also possible build teams that are very good at just pre-emptively stopping super dashes.
Don’t get me wrong, they’re still a very powerful option and probably the single most impactful movement tool when it comes to shaping how the DBFZ neutral is played, but being stupid about them will get you killed.
I was watching Lord Knight and he usually just blocks super dashes then presses like a crouching L or M button which seemed to usually stuff whatever the opponent was trying to press from the air afterwards. Not sure if that’s consistent or has counters to it, but that was what he did and something that was different from “press c.H before you get derped on”. Something that doesn’t require you to react to them wanting to go HAM.
I’ve already said some stuff, but I’m still generally not a fan of how like most anime games, everyone moves about the screen nearly the same way. For a VS style game, there’s almost no real super jump height aerial play. Everything is just towards the lower half of the screen like any other regular fighting game. Even Guilty Gear has a character that can’t air dash, but in this game everyone can do it (same typical ADF/ADB) and has other generic movement options that are only for moving forward/closing the gap in linear ways. Chipp is Magneto compared to everyone in this game as far as air actions and movement. Really wish there was done more to make such an IP/series revolve less around the lower half of the screen.
Assist cool downs are pretty long for the lack of strength a lot of them have. Even the kamehameha chaining you can do with Cell. That pretty much locks out 1 or both of your assists for a long time to do up to 30 percent at most if you spend 3 bars. The game will likely revolve around who can chain the best stuff together in combos without having to burn their assist so that you can keep it in play for neutral. The ones that are good for neutral any way.
The game has the basics for what’s competitive and interesting for a VS type of game, but it doesn’t really do anything that those games haven’t done for the most part. There’s some characters that have character specific unique tools, but the game itself overall just reminds me of a more cracked out 3v3 Arcana Heart. It’s cool that a VS style game can finally be the big game out there that people play again, but just not something I personally am really excited about. I’ll just play it to learn it.
Yea cr.m seems to be a good answer after a blocked super dash. Probably character dependant but a lot of characters seem to have smaller hurtboxes on their cr.m’s
first fighting game i get headache from playing.
all the time some shit happens and you have no air to breath…maybe i am to old for this title…
didnt had that feeling in mvci or bb…