Yeah I tried button jump for months which felt good to me, but in the end, on a joystick, I prefer up = jump so I’ve gone back to that.
One of the reasons is, when playing against a grappler and I’m wanting to hold “up” to get out of the command grab I can feel is coming, it feels really weird to me to hold down a jump button in that case, but really natural to hold “up” to immediately jump out of wakeup or blockstun etc.
Depends on the scenario. For example air specials are important in this game, so you can either tiger knee them with up~B or by pianoing jump~B. Maybe you’ll find the latter more comfortable when trying to get the lowest to the ground execution.
Plus frames into strike/throw situations, basically. If I recall, Geiger can back throw -> 4A, and it’s plus enough to push buttons or attempt another walk-in throw.
Yeah I can’t see this catching on big even if it somehow makes this goal that it really doesn’t look like it’s going to make it.
Definitely would just watch people like this. The simple controls of Rising Thunder already got me not bothering and this is just, I just literally feel it’s there for people who can’t do regular fighting games. I feel games like SFV and KI already do a good enough job making fighting games simple for people while still requiring some dexterity and reactions. Generally still retaining what is a fighting game. This would just feel like the EO mode in CVS2 being made into a full on fighting game for me and that would just carry 0 interest for me.
Eh, the combo difficulty is such a tiny amount of why a game takes off or not as to be insignificant. I’m a big fan of well scaling combo difficulty, but the important things for catching on are install base, looking good, and feeling good.
That’s what I figured. It seems like standard low-mid mixups should be part of it if people are to get the real fighting game experience. It’s such a basic game mechanic that every fighter shares.