about 0:14
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about 0:14
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Actually you can get seriously punished for that now because if you option select with mk you can get a 3 hit combo plus a launch.
Yes of course OS can deal with backdashes - but OS requires specific setups, thus limiting the ways to attack a grounded opponent. And OS doesn’t really solve the issue of backdashing to “escape” footsies.
Well see SF4 would be retarded without invincible backdashes. Even moreso than it is with them. Abel without meter couldn’t get out of meaty FA3. Often backdash is the only reversal option characters have.
Backdashes limit offense but things like OS sweep make it pretty easy to deal with. Oh no, in order to OS a backdash with Yun you have to do cr.lk -> s.lp. That’s not even a sacrifice.
You can’t backdash to escape footsies. Your opponent can just walk forwards and then you’re at the same spacing.
Mashing jab causes more limitations on offense than backdash does once you learn how to deal with it.
An invincible backdash that can’t be punished easily really isn’t any worse than O Ken’s safe lp SRK in ST. Just my two cents.
I see combos and a damage buff, that’s it?
Some notes from the latest gameplay breakdown trailer: http://www.youtube.com/watch?v=XIpzeZqI93k&feature=player_embedded
-Dash canceling the “EX” level of a charged special will make your next attack an auto-counter hit.
-Launchers straight-up beat low attacks
-Cross Rush combos leave more recoverable life on the victim.
-Cross Cancels (Forward+MP+MK): Spend a meter to cancel your block stun with a (what i assume to be predetermined) special counterattack.
Remember how everyone thought Special Charge was going to be a worthless mechanic? They improved the fuck out of it over time.
I played the game at NYCC a couple of times and tested some things that I had questions about but hadn’t seen answered before.
Found out that you cannot switch your team’s order before a round so the order that you pick is the order you stay with.
I thought at one point you could burn an EX stock to tag out safely when knocked down at one point? That definitely wasn’t in this build.
Some characters seemed to be able to cancel out of chains. I let a guy using Ryu test it on me and he canceled to Super Art no problem. I was playing mostly new/Tekken characters and therefore kept forgetting supers but I was able to LP-MP-HPxxSA with Chun and I think Raven. Didn’t work on the Cross Arts though, it just did the EX Switch Cancel.
Somewhat random but someone did the Cross Assault on me and I hit one of the characters (probably CPU) with Chun’s SA which ends in a cinematic. I have no idea how much invincibility she has but the other player couldn’t hit me out of it even though his other character was trying to stop me, he just had to watch his partner eat legs.
YES, I just saw that. They finally implemented a way to stop unfinishing combos (at a price of course), that’s awesome.
whats the deal with chains and links in this game? ive seen some complaints about linking into specials from chains and am curious as to why people are unhappy with it. how does it differ from sf4? cheers
Having to link into a special is exactly like SFIV which is the problem. The difference here is that every character can chain into a cross art, super art, sweep or cross rush which does even things up. Also it seems characters will be given Target Combos/Strings that allow them to chain into specials though.
Is it a problem because people don’t want more tricky execution requirements in a game that supposed to be more accessible to the general gamer? or does it just not work well with the cross rush system?
I think its the fact that links seem boring to some people and we want to get far away from SFIV with its links and the fact that chains are in makes it more accessible to everyone.
I seen people do 3x:lp: cr:mk: into tatsu. If you go through the full :lp::mp::hp:: you probably just have to delay that :hp: a bit. also it depends if that normal can be cancel into a special. both near and far attacks
cheers guys.
im hoping that links are made easier or that you can chain into specials. Im okay with learning links its just a bit more time consuming and doesn’t really fit in with what this game is trying to be (the BASEketball of fighting games:D).
Also my friends that might get this game may be put off with learning links (there already a bit put off by the gem system and all the other systems that keep popping up. so much for it attracting more general gamers lol o_O).
barrel roll
Links are boring and tedious IMHO
so, does this game use damage scaling or proration?
Hard to tell, but there is definitely something going on with the gravity. Also looks like if you do cross rush your combo’s get heavily scaled( you get to recover a ton of life back). Doesn’t seem like meter get scaled like it does in sf4 if the combo is long
whats is the button configuration for this game lp mp hp lk mk hk or is it like marvel blaz blue abc luanch. its getting confusing i want to know to scrap my pre order or not , google cant find me the info and i cant seem to find it buried on the site , i know it here or a few have play tested it