I rather my fight games give me more opportunities for a comeback, rather then getting bodied in a single combo string.
Gave it a quick play yesterday, apologies in advance for anyone who wanted to play it more than me. Not really a fan, I like how the game looks and I actually enjoy watching it a little but when I play it I can’t really get into it like I do with other fighters, just really not fond of cool-downs and single button pushes for specials. I wish all the best for the game, it looks like most people are really enjoying it and I’d like to see this run at tournaments now and again.
Also, Vlad > everyone.
IMO, this should be applied to all the moves.

Killey:
MasterBP:
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?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.
IMO, this should be applied to all the moves.
How do you applied this to moves that don’t have whiff animation? remember their going to be moves that have passive effects like invincibility and power ups. Yeah they can force cool down but then they’ll have to adjust the command system to accommodate those move set and im sure that alot more head ache then they want to deal with . Not to mention cool down is also use for special that deem “very strong” or the fact their may be moves that can act like combo filler being re looped to possible infinite.
Maybe they can do what arcana 3 does for thier homing gauge. The arcana gauge refills it self but it wont start refilling until the combo that use the super ends first.

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
Then don’t end long combos with a super.

Then don’t end long combos with a super.
Do you anti air with normals and block on wake up too? Tataki biggest shitlord.

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
Where have you been? Most combo damage is done in between and super are use to either squeeze little extra or get knockdown, ect. This been the trend for a while now.

CyberPhoenix0252:
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
Where have you been? Most combo damage is done in between and super are use to either squeeze little extra or get knockdown, ect. This been the trend for a while now.
I’m guessing he’s spoiled by the SFV beta where supers reset the damage scaling to 50%.

d3v:
Killey:
MasterBP:
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?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.
IMO, this should be applied to all the moves.
How do you applied this to moves that don’t have whiff animation? remember their going to be moves that have passive effects like invincibility and power ups. Yeah they can force cool down but then they’ll have to adjust the command system to accommodate those move set and im sure that alot more head ache then they want to deal with . Not to mention cool down is also use for special that deem “very strong” or the fact their may be moves that can act like combo filler being re looped to possible infinite.
Maybe they can do what arcana 3 does for thier homing gauge. The arcana gauge refills it self but it wont start refilling until the combo that use the super ends first.
Apply the reduced cooldown only to moves that hit/whiff.
As for dealing with infinites, the game already has a hard juggle limit and SFIV scaling that goes all the way down to 20% to deal with those.
Every character can do near 400 damage and some are 500+. Pretty considerable. Just have to maximize your combos.
When’s the tutorial?
This has got to be a troll post or the stupidest criticism I’ve ever read for a FG:
There’s a huge design issue with this game: There’s a reason why traditional FGs have motions, such as fireball, tatsumaki, or even DP motion: these are actually supposed to emulate the character’s movements.
Let’s say I want to throw a fireball with Ryu: when I press the down-forward motion, my character actually points his hands downwards in order to charge his fireball, then moves his hands forward in order to actually throw it. Removing motions totally breaks immersion, and prevents the player from identifying with the character.
Also these robots definitely suffer from bland chara design.
I don’t recall getting immersed into Geese Howard trying to do a fucking pretzel motion for Raging Storm.

This has got to be a troll post or the stupidest criticism I’ve ever read for a FG:
There’s a huge design issue with this game: There’s a reason why traditional FGs have motions, such as fireball, tatsumaki, or even DP motion: these are actually supposed to emulate the character’s movements.
Let’s say I want to throw a fireball with Ryu: when I press the down-forward motion, my character actually points his hands downwards in order to charge his fireball, then moves his hands forward in order to actually throw it. Removing motions totally breaks immersion, and prevents the player from identifying with the character.
Also these robots definitely suffer from bland chara design.
I don’t recall getting immersed into Geese Howard trying to do a fucking pretzel motion for Raging Storm.
Even if people were to follow with what he was saying, it makes sense that robots have single button specials, because they simply execute commands instead of following human motions.
I think I sound kinda dumb

CyberPhoenix0252:
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
Then don’t end long combos with a super.
Not even long combos.
With Edge for example, I can do: Heavy ->Special 3 (forget what this is called -> Backdash (Roman Cancel IIRC) -> Super.
Just does over 300 damage (Sometimes I get anywhere between 300 - 330)
Has anyone else been having problems getting their stick to work?
Neither of mine will do anything, even with xpadder.

Has anyone else been having problems getting their stick to work?
Neither of mine will do anything, even with xpadder.
Would probably help if you list the make and model of your stick. AFAIK, PS4 sticks such as the Mad Catz TE2 and Hori Real Arcade Pro 4 Kai don’t work with the game but older stick models from those vendors do.

tataki:
CyberPhoenix0252:
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
Then don’t end long combos with a super.
Not even long combos.
With Edge for example, I can do: Heavy ->Special 3 (forget what this is called -> Backdash (Roman Cancel IIRC) -> Super.
Just does over 300 damage (Sometimes I get anywhere between 300 - 330)
Don’t forget to do slide or run>uppercut after your super as well.
Anyone found a way to punish Vlad’s special 3 with Edge? Pushes him out of range of any of his pokes to reach outside of sweep, which is too slow. Pretty sure uppercut doesn’t reach either maybe I’m wrong.
yo for real how the fuck do you use the kinetic meter? ive tried to dash and jump cancel stuff but nothing happens? do i need to push other buttons?

yo for real how the fuck do you use the kinetic meter? ive tried to dash and jump cancel stuff but nothing happens? do i need to push other buttons?
It tells you at the splash screen. =|
Kinetic Advance allows you to dash- or jump-cancel most moves. 44 or 66 to dash.
Kinetic Deflect is a burst that you activate by pressing two S buttons simultaneously.
edit: You can select which one of those you want on your character by clicking on Change Loadout.

Rabbit2k7:
yo for real how the fuck do you use the kinetic meter? ive tried to dash and jump cancel stuff but nothing happens? do i need to push other buttons?
It tells you at the splash screen. =|
Kinetic Advance allows you to dash- or jump-cancel most moves. 44 or 66 to dash.
Kinetic Deflect is a burst that you activate by pressing two S buttons simultaneously.edit: You can select which one of those you want on your character by clicking on Change Loadout.
i didnt know i had to select one. thats stupid.
If you want to end with a super keep your combo really short.