Rising Thunder - FIGHTING ROBOTS

Yeah I’m aware, which is why I didn’t write out any sort of explanation. The thing is, I’m pretty sure I already know what the cooldown is going to do to the game and how it’s going to change how people play the game, and I’ll try the game out, and basically all I’m going to find out is to which degree I don’t like the mechanic, whether it just bothers me or I actively hate it. Best case scenario I enjoy everything else about the game like I do now and I begrudgingly put up with cooldowns, or worst case scenario I like everything else about the game but cooldowns actively make me quit.

Yep, my thoughts exactly. I’m unsure why exactly it was implemented universally(maybe to teach newcomers not to mash and land their specials at opportune moments?) but if I treat this game as a “training wheels” fighter that teaches newcomers how to properly utilize a character then even though I personally won’t be playing it, I can respect it’s overall goal. I just don’t see myself wanting to play this long-term due to some restricting mechanics, but it might be fun for a week like Rise of Incarnates was.

Still, all theory. I might love it, who knows.

It’s gonna be like DFO 1v1…but with robots…on a 2-d plane.

Its not that simple. The specials that have long cooldowns really are like ex moves. I.E. Chels DP is invincible AND causes grounbounce leading to combo (basically a meterless EX messiah kick), therefor long cooldown. Her fireball on the otherhand doesnt allow followup unless you kinetic cancel so the cooldown is short and you can spam fireballs pretty rapidly.

Technical Alpha Primer

I really hope they give Throw and Overdrive macro options in the final game.

No, it is that simple. It’s not an EX move. End of story. It doesn’t matter what the properties of the move are, you don’t spend meter to use it, you aren’t limited to how many times you can do it, you don’t build a resource to do it, it is not an EX move.

It really does matter what the properties of the moves are and they decided to limit usage with cooldowns instead of a meter resource. So technically no it isn’t an EX move OBVIOUSLY, but there are some conceptual parallels. Not everything is so black and white.

Anyone got their keys yet? I’ve seen posts on Twitter of people saying that they’ve gotten theirs.

Streaming here before work:

The parallels are a stretch at best. You compared Chel’s DP to an EX Messiah, but those two things are not the same even remotely. Rufus is limited to 4 EX Messiahs before he needs to build meter to do it again, and he needs to build 3 bar to be able to combo off of it once because he gets massive damage off of it. He is directly being limited in a hard fashion to how many times he can do the move and how often he can combo off of it. Chel is not, Chel just has a cooldown that stops her from doing it twice in a row or more. So even in this instance, the developers have decided that regardless of the move properties, Chel shouldn’t be limited in how many times you can do the move. You’re lucky to get 2 EX Messiah FADC combos in an entire game, getting it once is even lucky sometimes, despite how good of a move it is. Chel’s DP is also a good move, but you also have access to it at any point in the match besides immediately after you have already used it.

So no, the move properties DON’T matter. What matters is how often you can use the move and how many times you are limited to a move. Cooldowns BARELY scratch the surface of how often you can use the move but do not address the main design of an EX move in regards to how many times you are capable of doing the move. There is no limit, only a frequency speed, and that is not an EX move. Once again, it is that simple, it is not an EX move, end of story.

I heard the first round of invites should be going out right around now, with more throughout the day. really hoping I get in on one of them soon.

I wish I could watch. But the stream just lags. Any way to watch this other than in Source quality?

NVM, after lagging forever, Twitch is finally letting me watch this in lower quality.

So, apparently certain controllers don’t work yet.

hope i’ll get an invite soon =( i subscribed when they revealed it at evo

All these worriws about dps on cooldown, do you not anti air with normals? Fucking hell.

Do you reversal with normals?

dies inside cause no keys

Just created account today, didn’t know about this game til I saw the article on front page of SRK. Anyways very interesting, challenging the status quo trying something new. You know that the vast majority of people who play video games at all are extremely excited and thrilled when they see a fighting game. Yet most will never play it, Seth is right on the dot here, cause they fear the amount of work involved to just control your character. People here may laugh at what he says about special move inputs, cause we’ve got all those down to muscle memory and for a long time. Many fighting games are very similar in special move inputs and even super move inputs, so most here can just jump into a new fighting game and can do all the specials. We just need to learn when to use them, and of course combos usually take work to grind out. However think of the countless people who never learned a fighting game, they would have to spend time just to be able to do those special move inputs consistently, by consistent I mean able to do it in real matches in just about any situation…on a dime and almost never mess the motion up.

What Seth is doing with this game, means if people see this game and think ‘cool!’ like they do with many other fighting games, they may actually try it out, and actually stick around cause…wow they can at the very least do their character’s moves consistently.

Got into the beta, although there’s nothing other than Ranked match yet so it’ll be sheer luck to find any of you guys for a match.

Trying out Edge so far, weird having a run without a run stop but I guess you could do run>special 1>dash cancel for additional pressure. Trying to figure out what he can do in terms of juggles, it seems like if you hit them out of the air after run>H for the wall bounce, they just get put in a reset flip. Run>L feels so much faster than Guy’s slide, maybe it’s just because people aren’t used to it yet but damn. Also not sure if j.M is supposed to cross up or not, so far not having any luck getting it to, but it LOOKS like it’s supposed to.

If anyone else has any Edge notes to share let me know.