No one’s trying to “justify” anything. They already said why there wasn’t one, they’re patching it in. Nothing that we or they can do about it. You were given a solution to your problem.
Don’t like it? Too bad, that’s all you get for now.
Not getting paper and printer is much lazier.
Especially when it WILL be included soon any way (15 dollar indie game remember). They spent too much time putting in things that other fighting games have been too lazy to even ATTEMPT for years. That alone makes it plenty justified.
Posts like that show the actual GOOD things that can happen from people discovering things on their own.
I requested this way back then and Mike said that technically it’s not very difficult. Also it would be cool if you’ll be able to scroll through those animations frame-by-frame. It will be OOOOOOOHsome.
Unless I"m doing it wrong, be nice when you search for a match and fail it auto retries. I keep going back and researching manually.
Agreed on More training options and movelists.
Frame Advance or something similar in training would be incredibly awesome and would make the hitbox viewer so much more helpful.
Ability to create an input list frame-by-frame with some kind of UI in training instead of just recording yourself would be amazing. Could make cool tool-assisted snippets, both for combo videos and just to test stuff. This might be complicated, I have no idea :P, I know some KoF game did it (but also allowed it on a button in normal gameplay, very very bad).
Context-sensitive activation for recordings sound really cool too: on wakeup, after blockstun, after hitstun.
I think the portraits for secondary characters are kind of small and sometimes hard to differentiate between, maybe an option to change them to the character icons instead of portraits?
Fully random team, including team size, assists and colors. ReRandom on stages is already cool, ReRandom on characters would be fun too.
Microsoft and/or Sony require you to restart manually. There’s probably something I’m missing on the technical side, but to the average user I don’t really see the point.
Slightly on the more obscure side of training mode stuff, how about the ability to turn off corners so you can practice your midscreens all day. Alternatively, being able to set a point, then when you restart training mode (please have a start+select restart training mode thing by the way) it will bring you back to that point. Replays, input display, training mode options, etc. are already in the works/made so those are nice, too. Hopefully movelists will incorporate the frame data that’s being gathered by good ol’ whatshisface in Mike Z’s basement.
Being able to see the player I’m playing online, my win-loss ratio, and PSN avatars.
Blind picks for ranked play I guess, because it just came up
I’d like a online game replay saver. Sos I can learn from past mistakes and study other player tactics.
This is a change that I think would piss off a lot of players since they’re used to the controls (already) but. Parasoul has an overlapping motion with her overhead. QCB + kick overlaps with the overhead. I was having trouble with that on the tutorial too. I think the overhead should be toward+kick instead… give up a charge / for an overhead? sounds fair. I don’t think i’d ever use that overhead without being in the middle/after a blockstring though. It’s about as slow as ryu’s overhead in ST. and I can react to that… with a blockstring I can at least make it slightly harder to react to by changing when they have to look for it…
Not a change that’s needed, It’s just annoying because I expected to have no overlapping inputs. Other than the already mentioned dp/fireball from before release.
I recall someone made a suggestion if spectating mode is diffficult to have a “lobby playlist” for recorded matches… that would be great, especially if you could choose replays/share them with others, or be able to pick which replays you want to watch.
edit: Oh, also. I’d like to see a numerical number for my rating, rather than guess at what’s affecting my rank on the leaderboard (which i mentioned in a few other threads I believe there’s something wrong with, a numerical value would confirm/deny)) … It’s the main reason why I even bothered to try and climb the leaderboard in this game when I don’t in others. There’s no sign of progression otherwise. (in mvc3.umvc3 you would raise/fall a level if you won lots of games or lost a certain number). It’s a another tool I use to guage my progress. a long with win/loss ratios/ recorded videos and periodic rematches against players
Online lobbies.
Something i noticed while playing today.
Make chicken blocking a little easier. This is a personal preference thing, but It’s annoying when painwheel puts out a j.HK miles above you and you try to up-back, but you’re stuck in blocking animation the entire time. hit 87 instead of just 7…
I guess try to make it so people aren’t stuck in block animation if they try to jump while not in blockstun?
More regions for matchmaking.
It’s that way so you can cancel into her specials, RC soldier being extremely useful to combo after bHK
Australia, please god…
I like the tutorial for hit-confirming. It’s great and all, but there are a lot of problems…
You can’t replicate the hit-confirming trial in training mode (no random guard option), and you can’t simply play the tutorial over and over because
- when you complete a tutorial, there’s no option to do it again. You have to go back to the menu, pick which tutorial you want to do, and endure two loading screens (which are atrocious on 360 if you haven’t heard).
- it’s too easy. You only have to do three confirms until the tutorial says “good enough” and sends you along to the next one. I would much rather there be a hard mode option where you must do 50 in a row to proceed.
- even if you do choose to go with the “play the tutorial over and over until you’re good” route, you also have to waste time doing the first two parts of the tutorial to get to business.
I think any other feature I’d ask for will probably be asked for many times over.
I would love it if there were some way for a solo character to heal some recoverable damage. Cerebella’s super does tons of damage to compensate for how it does it all as recoverable damage… which means nothing to a solo character.
Also I think adding a tutorial on character weight would be helpful to a new player as it is a large part of the game.
I noticed this while trying do do a TK j.LK~Hairball with Filia while being approached by a slow walking peacock bomb. I thought it was me at first doing it wrong but i tried it in 2 player with a friend and if you do this too late (or when the bomb is close enough) you will just be stuck there blocking while you try to TK, and then end up with a ground hairball straight into it.
God yes, this 1000 times over. I hope the next patch is to far away.