Things happen, though. You can’t account for everything unless you remove all possible variables. And let’s say they do remove all possible variables, if every character gets boiled down into a 2 or 3 hit combo with how limited the move set already is, it’s gonna be a real homogenized game. It’d feel like a case of too much going on to be a casual game like Divekick or Señor Footsies, not enough going on to be taken seriously like SF, KoF, SG, whatever.
The only thing that meter makes unique is how you build and spend meter. I’m not discounting it so much as it doesn’t matter as much as you’d want it to. We’ve already seen games that do that, from KoF98 to CvS2. A different meter choice changes an option here or there, gives you one new situation you didn’t have before takes one situation away from you, but the toolset of the character stays the same. Of course those games give you the choice of your meter where as this game it’s tied to the character, but the idea is the same. Meter does not create drastic differences between characters.
Gah, this is still just closed alpha, I was hoping to try out the game already. I’m really looking forward to it and love the artstyle as well as what I’ve read about some of the changes to the mechanics. I think I cheaped on the backer money so not sure if I’ll get any alpha or beta access.
Knowing that throws work like SF2, one of the first things I plan to try is throw/DP option select to see if that will work the same way too. I suppose that depends on if normals can be cancelled before active or not.
I love this game already from the little bit I played. rewarding neutral game and usage of fundamentals, and obviously has quite a bit of charm to it. I wish I had the alpha to spend more time with it. Tenchi is very “SF” - fireball, DP, fireball super, flash kick, and headbutt type moves along with Chun’s headstomp. Naomi seems a bit more complicated as a KoF-influenced character but should be fun if I can figure her out.
Awesome, I’ve been getting my ass kicked in our Pocket Rumble tournies since I wasn’t able to practice anything (didn’t have the alpha). Just toying around with it now, love the hitbox viewer in training mode and I’ll rope some friends in to try it out outline.
Am I the only one who finds the controls somewhat unresponsive? As in, moves sometimes don’t come out when you want them to, like I’ll be trying to chuck plasma with Tenchi and instead I’ll be getting just his low kick.
Has anyone deciphered how the frame display works? I don’t seem to be able to tell at all, some moves have 2 same coloured pixels vertically and some have different, what does this even mean
I initially thought this was a bug, and reported it. Turns out it’s a feature. They apparently realized that getting a dragon punch when you try to do a normal out of crouch block is is not ideal. So they decided that doing specials requires you to hold a diagonal and hold the button for a longer time, rather than tapping it.
I honestly find this a pretty questionable design decision. The result is that you don’t get the specials when you want them but slightly delayed, and you have to do something that is completely unintuitive for fighting game players. While I understand the sentiment to make the inputs easier, this just makes them more awkward. I really hope they change their minds and start doing specials with qcf and qcb inputs, that’s hardly more difficult if you just write a good input interpreter that also accepts down, forward as a qcf, you’re not shooting keyboard players in the foot either.
complaining that you can queue your inputs is like kind of silly IMO. Does it suck when your opponent has frame perfect reversals every time? sure. But you also have that available to you as well, and the overall ease of execution is there.
If you actually play the game the execution quirks will not even be an issue anymore. The only time i get really messed up is when I get crossed up, and that can happen in any game with your reversal input getting eaten outside of modern capcom games with 3000 dp shortcuts.
Are you replying to someone? Nobody complained about that in this thread. I think the time that you cant expect the opponent to do frame perfect reversals are basically over. Every game has a huge buffer these days. Pocket rumble just has the hugest possible.
I dont think that’s a bad thing, although it sure made for a lot more fluid setplay in games like Alpha 2, where reversals were literally 1 frame, not even piaonoing helped.