If I were to complain about the huge buffer, it wouldn’t be about frame perfect reversals, or that it’s technically easier to execute moves. It would be about how it takes away a bit of the visceral experience of playing a fighting game, where normally you hit a button and your character does an attack. Now you hit the first button, then hold the next one until that attack comes out, etc.
The crossup thing is interesting, because when I play ST and I get crossed up whilst performing a special move, several things can happen: the input gets messed up and my character just does a normal attack, the special move comes out, but in the wrong direction, or the special comes out in the right direction. You can actually adjust your inputs and/or timing to get the moves to still come out correctly.
In Pocket Rumble’s case it seems that you just get your db special, in stead of your df special and vice-versa, because of the simplified controls.
I don’t see why though. Just because qcf and qcb inputs are introduced, does not mean you couldn’t keep the ‘if you hold the input button during a move it will come out the first frame possible’. That wouldn’t need any drastic changing.
Sorry for the terrible quality.
Lots of padding in the video with simple combos, because the game isn’t that well known yet. That Tenchi combo where he does the charging antler attack into dp into super was kinda hard to time though, as was the split screen Naomi combo because the finicky controls kept messing up my EX specials.
That meaty DP corner combo is actually pretty cool, because if you 1B immediately after a 1A knockdown in the corner it’s timed perfectly to hit like that. Of course it doesn’t have iframes by then so it loses to reversals, but it’s also safe on block hitting that meaty.
Got the game yesterday and played for awhile. The game is fun, but the button mechanics are annoying. I never truly got comfortable with the inputs since I’ll get accidental specials when I’m just trying to cr. MK for example. It would be nice if we could toggle “easy” and “traditional” inputs.
I’m not sure I agree with it, but the way the inputs are setup right now actually builds in 50/50 setups because you can’t reversal meaty crossups without inputting a reversal in the wrong direction ahead of time (since there is built in input startup for every special and it does not autocorrect). I’ve advocated for at least allowing separate buttons for specials and normals so you can’t accidentally get one over the other. I figure they’re mostly focused on fixing bugs and working on new characters right now though.
All moves are executed the same, this is holding for a bit any downward diagonal, either foward or backward and then pressing a button. All chars are the same.
BTW I just saw that the Kickstarter got ypdated, now Parker is playable. Anyone have used him?
Parker was the character i was waiting for. I like Counter/ def hybrid characters, can anyone give a description of him? I was waiting till he was available locally befor I dive into Pocket rumble.
He seems to copy some of Karin Kanzuki’s moves shot-for-shot.
But other than that I guess he places lightning balls on the screen, and can cause lightning to shoot between two of them. So probably some zoning trickery is intended.