Rising Thunder - FIGHTING ROBOTS

Day 2. No code.

Dying inside.

Chel’s and crow’s fireballs as well as Edge’s command dash change based on direction.

And its good design to just leave that design space open for future updates.

The thirst is real :’(

hey how do you use the kinetic meter? im having a little hard time trying to figure out how to cancel

If you chose burst, press 2 special buttons while blocking or getting hit. If you chose roman cancels, you can cancel a move that connects (or projectile that doesn’t) by either dashing forward, dashing back, or jumping.

ok i get it know you have to pick combo breakers or roman cancels i was wondering why i wasnt getting it

Got my code! Rushing home from work to play RIGHT NOW >:O

Arrrrrrrrg! My life!

Game is mad fun. Crow seems crazy right now. Too bad the game runs at like 10 fps on the lowest settings, who the fuck was in charge of optimization?

Abort, problem solved, thx guys!

We could probably have just a pair of buttons if we added in motions before pressing them. The goal is simplicity, however. :stuck_out_tongue:
IMO, one button per function is probably easier for people to process in general when functioning at high speeds, rather than having them run into j2H,H,4Hx44,6,FUCKWHICHDIRECTIONISMAGNETICBUSTERAGAINWHARGARRRBLLL!!!~11etc, for example. All a matter of opinion, though, and likely dependent on the player.

I’d prefer 3S/SF4 throws to be throw and 3S/SF4 taunt to equal super, but I can’t really do that with j2k. Also, 2 Specials = burst.

Also, I’d love if there was only 1 special button as well, but there are more limitations that way so I’m totally fine with this. I just really wish there were two-button throws and two-button supers. I hate using that many buttons. I think if VF5 was garbage I’d still play it just because I love only having three buttons. :stuck_out_tongue:

it sucks i got the key but i keep getting stuck at testing connection

Game needs some optimization. Supers drop the game to sub-10FPS for me on lowest settings.

Playing on keyboard is bung. I hope they get stick compatibility up soon. Actually, they should just get whatever it is that Mike Z used for Skullgirls since that just accepts whatever controller you plug in.

At least for Edge, he can cr.L x3 into SP1, or link cr.L>cl.M into whatever.

Some other stuff that wasn’t automatic for me but seems simple as fuck now, his overhead out of run can cancel into SP1 or 2. Been pressuring with run>overhead>SP1 dash cancel into whatever, it doesn’t seem like an airtight frame trap though. His command overhead f.M can also cancel into uppercut, it’s the only thing he seems to get off it combo wise. Great way to land super if you have the full 3 stocks.

Still terrible on defense, and still can’t make the crossup command work consistently. If they could cut the game down to 6 buttons I could play on stick, neither keyboard or my shitty Xbox pad is really working well for me. They aren’t bad options, just not comfortable for me.

I can’t for the life of me figure out why cooldowns exist or the thought that goes into each of their time periods

Why does Chel’s fireball cd even exist if it barely last as long as the animation?
Why is my reward for correctly using my best AA as Talos the inability to use it for an enormous amount of time?
Why can I not see what my opponents cds are or if they have enough kinetic to burst?

I’ve been playing a fair bit on Rising Thunder and my first impressions of it are…

Can we get some of that SF5 damage in here please?

Like, combos that end in Super aren’t even worth it since half the time the damage scales so much that raw super could do more damage lol :stuck_out_tongue:

Are you totally unable to do anything during that recovery phase when you flip out of maxed out juggle? Because if so, then Chel has a way to possibly reset into a guaranteed super.

Chel’s fireball cool down is longer if you whiff the fireball. If the fireball hits or is blocked then the cool down goes away.

If Talos’ best AA is a special then it’s probably a balancing mechanism to the fact that it’s a one button press. From watching several streams, DPs that aren’t kinetic cancelled have a decent amount of cool down time, which I believe is to balance out the fact they are just one button. There are other ways to balance this as well but it’s probably just one concept they are playing around with at the moment. Talos also has other AA options at his disposable such as his f+Heavy from what I was seeing.