It actually grants you the win if someone legit ragequits on you, so people pretty much know the deal when it cuts to that waiting screen lol.
Really want a proper practice mode so we can see if Edge’s slide really is plus on block, because any kind of attempt to find hard data or factual evidence right now is just losing out to NO IT’S +1 EDGE OP SETH KILLIAN PLS.
Crow has the worst defense in the game. His only reversal is super so keep that in mind. His cloak mode does have some invincibility, but you can definitely punish on follow-up so that being a wake-up option is more of a gimmick. His pressure game is good but there are holes to it especially if there is wrong reads, but when it works, it hurts a lot especially if the opponent is unfamiliar. Want to see a match where you will see many perfects? Watch Crow mirrors. Combine his possibility in setups with someone with bad defense options is a complete blow-up.
From using Crow, personally my hardest match-up has been Edge. He can get-in pretty easily, and given Crow’s defense, it’s pretty much a field day for Edge.
There is somewhat a vortex possibility with him but there are problems due to quick-rise and things like Close 5M not being in range on jump-ins to link into 2H.
From seeing my bro play and here most complaints, a lot of complaints usually has went to Edge (Safe-pressure, practically safe on a lot of his game, can DP cancel into stuff and still be safe, Jump-In is floaty to make certain anti-air [without invincibility] whiff, one of the few characters with a legit scary low game) and Chel (Zoning, DP that can combo into super or combo to sweep for oki [not sure if can be made safe like Edge], great sweep that can cancel to fireball, etc.]
Most people you see will complain about Chel because her zoning is hard to fight against. My only gripe is more on my side of AA’ing characters with Crow. It’s even more the case with Edge because he’s higher in the air and he has great air to ground priority. Close 5H won’t do the job most of the time.
Still waiting on my key. Really interested to see what the lack of execution does to a game (no Marvel jokes).
Was talking to someone who’s already in the alpha and his response was “execution shouldn’t be a barrier anymore”, very similar to S.Kill’s original pitch of the game.
The thing is; is it a barrier? Or, is execution classically part of the game?
Wanna give it a fair shake first, seeing a lot of believers, but I’ve always liked that there’s a dexterity element to fighters that goes beyond knowing the meta.
It’s not as simple, for me, as “oh, execution is just another thing to learn, take it out and all you do is push players forward faster” - there’s a sweetness to execution that can be enjoyed.
Scheduling joystick positions to optimize combos/ reduce number of inputs, trying to hide or fake a charge when playing as Bison, Guile etc. Not to mention overcoming the whole “holy shit, my hands feel like sand” moments when you play in public, or when you’re getting smashed by an old rival.
Open minded, trusting even, seeing who’s behind this game, but I just don’t think execution deserves all this negative press it’s getting haha.
@AceKombat Against Edge play the burst mode. If he wants safe opening you can burst EZPZ. And after dealing next to nothing to you you can outzone him I guess ? I don’t really understand Crow gameplan yet (Seems like do fireball then random jump in from what I could see the other players do). Edges combos do not hit that hard most of the time people spam lights before comboing with him and the scaling is real.
As a Chel player I found the burst mode too strong, your opponent has an hard time hitting you, when he does you just burst … AFAIK there is no way to bait it.
I can’t get joytokey to work also, it’s so annoying to play with 8 buttons.
this game should only have 4 buttons lol, I don’t know why it has so many buttons
I finally got it working. I changed the “internal processing speed” option under preferences to 4x. I still occasionally get a Special 1 instead of a throw, but for the most part it works.
It’s more the absolute basics are accessible. New players can do the fireball/uppercut trap game with Chel (the Ryu clone) without having to sit down for X amount of time working out motions. There’s still some execution involved in combos, though not much. Edge has a couple combos that require a little bit of timing with either juggling into his super off of a full stock s2 or a variety of dash combos off of 5cc or s33. I think the game has a buffer system for links so that 1-frame links aren’t hard? Either that, or the link combos just aren’t 1-frame naturally.
I think I found a fake crossup with Talos his unique buttslam attack (down + MP) after a setup.
Seeing how the opponent is hit and flinched I’m guessing you need to block it as a normal jump, but the momentum of this unique jump still allows for Talos to jump and land behind her.
Does any other character have something similar to this?
I think there needs to be an entry level barrier with execution for fighting games. We don’t need to make combos complicated but I think an entry level of execution with special moves is fine. There’s a subset of balancing that comes from motion inputs like how Sonic Boom and Flash Kicks balance out Guile because we saw what happened when they weren’t in the 3DS version. By removing basic execution levels like that it forces different balancing approaches and possibly remove certain character archetypes and play styles.
I much prefer reversals to have a motion input and actual timing involved to it. I don’t think players should be allowed to mash reversals in block string and should understand when and where to use that reversal and commit to the decision. I also like how players can get creative with their offense and do things to mix up the reversal inputs of their opponent. By having one/multi-button reversals that can auto-correct themselves you lose out on things like that.
There’s a term I like to use called “time to mediocrity.” It’s basically the amount of time it takes for a new player to get to the point where they feel like they could be good at a game. You want to minimize this time, because if it is too long then people will just drop a game for being too hard. This is part of why I’m a big proponent of having characters have multiple tiers of execution requirements. You should make it so that it’s fairly easy to do the basic stuff with a character; their BnBs, conversations, that sort of stuff. But you leave plenty of room for damage optimization, more corner carry, resets, all that fun stuff can be harder to do in order to give players who enjoy the execution something to do. Give the guy who was born with a fightstick in his arms the ability to eek out 10% more damage or do a corner to corner combo while the player who has trouble with anything closer than 3 frame links can still get his confirms and punishes down without too much trouble.
If you play Deflect on Crow vs Edge, you lose the ability to jump cancel your SP1 for crossups, one of the toughest things for Edge to deal with on defense.
i got in, but im getting 5 - 10 fps. I’m not sure if its my specs or if its because im running it over wifi. I guess i’ll test out if its connection related sometime this week.
this is training mode btw, i cant even play matches.
is anyone running this game on a toaster? Just curious to see since it looks like the game was made with unreal
EDIT: i dont have the proper requirements to run the game it seems like. oh well, i guess ill just keep fooling around in training mode.
Crow loses a lot of his potential without KA. The problem is with Edge, he can choose to run slide/overhead with ease and be safe, and there really isn’t much I can contest with him once he’s in to apply pressure. I can Neutral Jump 2H to bait slide, but this loses to both Overhead follow-up and S2.1 (DP) on recovery of slide if he does it early while I jump or as I’m still grounded. Neutral Jump H as far as I’m aware loses to slide and possibly trades with overhead.