Now the timing for this game coming out is pretty good. Not much coming out for fighting game at the moment. Nice timing.
Great, unbiased review if anyone cares to take a look.
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Unfortunately I don’t have anything to capture gameplay atm, but I’ve been tinkering with Drake. The guy plays like Chris Redfield, Guile and Falco all in one.
Stuff I’ve found out (I’m sure others have already):
(I will use :l: = square, =triangle, and :h:=circle/R2)
- Drake Jump Attacks are far better than grounded. Basically Short hop and :f:+:m:, :u:+:m:, and neutral+:h: ad nauseum. By the time you land,your move recovered or the move’s recovery is canceled by the landing (I think prior). Much faster than grounded versions. Basically you can do anything (I prefer to roll away if enemy is too close) as soon as you land. Apply this to his level 3 and you get more shots in a given amount of time. This doesn’t apply to his slower jump attacks like :u:+:l:
- A fairly practical combo (albeit slow opening) is short hop :d:+:l: (land), :f:+:l:, :d:+:l:, (turn), neutral+:m:, :f: (ak run), :l: (rifle butt), which nets like 138 ap.
- Good way to land lvl 1 is throw out barrel, then use lvl 1 if they decide to roll or jump over. Though I’m sure they can air dodge the lvl 1.
- Also been tinkering with wall ( :d:+:h:). This move can effectively be used as a ground parry since Drake ignores block stun in this state. Although the attacks don’t lead to anything special (so far). He can perform punishes otherwise impossible by just blocking. Also the move is normally cancelled/ended by pressing :h: again. But it can be jump cancelled which proves to be faster. Downfall of this move is he can be grabbed or bopped behind or on the head. Cool thing though is he can use lvl 1 supers from this state (not 2 or 3).
-airis a great psuedo airdash the protects your front, usually have enough time before landing to jump or use another air move.
- Neutral stand
into run is a great easy way to confirm to rifle butt. This is probably my most used combo, especially on people who like to roll on wakeup. Just throw out barrel and go into this, easy ap.
- As drake I’ve been having trouble against people who come in with the divekick angle, specifically Raiden. Drake doesn’t have anything to address that 45 degree angle except his lvl 2. Drake also just has trouble against Kratos, who’s attacks outrange most of Drakes, even AK. I also have trouble against Sackboy who is probably the best at zoning and keepaway IMO. His fan and reflect own much of Drake’s moveset.
-The only disadvantage in stick vs pad is the fact that pad can walk and jog (analog stick). I haven’t seen much use for this so I am sticking with stick for now because of double tapping and plinking ability.
Basically Drake is an extremely mobile mid-range zoner. Loving the character though.
Sorry if this is the wrong place to put this stuff as I can’t find anywhere on the web to put this info.
Happy Thanksgiving.
I like the game but one thing really baffled me. It’s highest resolution is 1080i.
Why? Who in their right mind uses 1080i over 720p? I just don’t get it.
I might get this on black friday. This or blops 2. Or both. One of the reasons I’d probably wait is because not many of my friends have it yet and I just started P4G and all so…
Why no on xbox?
just got it, totally awesome.
spike is a boss, will work on some stuff to record.
His right and left circle are roll and dash cancellable.
Because it has a lot of Sony’s flagship characters, Sony published it, and Sony created the development studio that produced it.
can anyone give a synopsis/rundown/breakthrough/breakdown/explanation/informative description on sweet tooth?
I can only give you a quick rundown since I haven’t spent a lot of time with the game, but he’s looking like a melee brawler with some good space control that should try to force the opponent into situations in Sweeth Tooth’s favour. He builds really shitty AP except in the corner, but in general it seems like sacrificing a bit of AP for a knockdown + additional pressure is the way to go, and there are numerous ways to get that knockdown. He can also combo one of his down throw nto AP/damage plus another knockdown, so he seems like he’d be really annoying if you keep guessing when your opponent would try to wake-up roll.
You can use mines to force options away from the opponent, or after a knockdown plant a mine right at them and force them to do something. His projectiles seem to also be about space control… he can throw a machete diagonally in front of him that’s fairly slow-moving, so you could use it to try and stop the opponent from jumping while you move in on the ground, and a molotov that also burns on the ground for a few seconds, which could probably also be used to limit some of your opponent’s options.
Note: I could be full of shit, but that’s what I gathered from the character so far.
As someone who played Sweet Tooth in the beta quite a bit I felt he was the worst character of the 6. Now that there’s even more characters he definitely feels very outclassed by a lot of the cast.
I heard there is no ranking for 1v1, but is there a ranking for 2v2 online? Likely not, but is there at least some form of prevalent 2v2 online, couch co-op or team ups or both? I really wanted to get into the 2v2 aspect of sfxt but it never materialized, but it looks really interesting here.
To my understanding 2v2 online is in. You just need to have two players before connecting to a match online, either via second controller or online invite.
Thanks! Now to just find the most team playeringist characters and embark on a quest of being the game’s best tag player.
Don’t want to judge until I play it, but Cole seems like a solid choice for that kind of play, or Parappa.
That wasn’t meant to be a serious question, lol. It was me being :sad:
Drake can combo his level one from a mid range barrel trip. Too close and you don’t have time to combo, too far away and they recover. After playing hours of 1v1, people tend to stop getting hit by barrels, but watch for it.
Drake can combo his level one from a mid range barrel trip. Too close and you don’t have time to combo, too far away and they recover. After playing hours of 1v1, people tend to stop getting hit by barrels, but watch for it.
Ok Sweet Tooth. First things first, Down+3 in the air and drop a mine, you will chill around this mine. Now, start jumping and throwing molotovs (forward+3) until your opponent tries to run into you, then jump and use your shotgun to push them away. Down+2 hits at a better angle but deals way less damage than foward+2 so try and land the forward shotguns.
I play him like a smash character, constantly in the air. I down grab and combo into forward shotgun which gets good meter. It only takes like three shotgun blasts to build your meter, the only problem I’ve found is that I can’t figure out a good setup for Tooth’s super. It either doesn’t go far enough for me to hit, or the start up takes too long and I get punched so if anyone has any setups please feel free to chip in.
His forward + 1 I believe crumples which you can lv.1 super into with no trouble.
S1 is his forward tackle, what you’re thinking is Shin Breaker (D1) which crumples but has too much recovery to Level 1 after. The only thing Sweet Tooth’s Level 1 combos after is his aN1 which it combos from easily.