Currently normal throws work exactly the same as SF2, with no dedicated whiff animations.
Also, if there’s something you don’t know, don’t assume or make up answers for yourself- Ask away, as some people have access to the latest build and can easily provide answers.
When the game become available or I muster the drive to become patreon I’m just going to be theory from here. Its still not looking like an appealing thing to me but that ok. IF it accomplishes its goal than bravo to the team. This is their project and I can only hope the best for them and people get an enjoyable product out of it.
I think everything at http://www.fantasystrike.com/ has always been correct, throws have always been towards or away and normal attack button - as per my original post too
The latest Patreon build (not yet on Fig, it should be much improved by the time the Fig build is released) now has a limited version of netplay! I can’t wait to try it tonight
No half decent fighting game player will enjoy this game for more than two days at the very most. Combos are a huge part of the enjoyment for most mid to high level players. So you essentially lost the hardcores and you most likely won’t get the casuals who only buy fighting games when it comes to the most famous franchises.
The day one netcode is superb, despite being totally non-optimised and not fully matchmaking yet, I got amazingly playable matches from UK to California - unreal. I’ve never had that in another FG.
Here’s me getting bodied by a great player from Finland and Sirlin himself:
There was a discussion on the discord yesterday about the technicalities of this. One of the devs explained it “yes, on f5 of the throw, if the throw whiffed it will go into the appropriate normal move’s animation” ie: a forward or backward normal attack.
In spite of the rather uninspired robot designs, Rising Thunder had a great feel to it. It felt good to land a juicy hit and dash/jump cancel combos. It had the good animations, decent effects and the right amount of hitstun+hitpause. It was simplified without dumbing down gameplay too much. And the special move variants added an interesting wrinkle to matchups. I look forward to Radiant’s LOL fighter.
This game on the other hand just looks like pure jank. I can’t really judge the gameplay until I actually play it but it seems they’ve gone too far with simplifying things. At least Rising Thunder had 3 normals and 3 specials, overheads, crouching and dashing…
Tomorrow I will be playing a friend so I’ll know for sure then, but having messed around in training mode and watched matches I’m not worried at all. The grab system is unique and all the characters have cool movement options and ways to combine their moves. There seems to be a lot of depth from what i have mucked around with.
Yep the latest July Patreon build (if you’re still backing on Patreon) has netplay included - see the link above. All Fig backers at the tiers that get it will also get an early-early-access build that will have even better netplay too when Fig concludes.
Thanks. Unfortunately my install doesn’t have that file, possibly because the only version I’ve ever downloaded is the latest. If it’s a small text file, can you paste the contents so I can make my own?