I’m sure people will find uses for KD, but KA is so damn good. It makes reversals safe, keeps pressure on after Spartan Kicks, extends combos, gets hard knockdowns or resets; the possibilities are there! Chel with meter should basically never get a fireball jumped over, Crow can stun in two touches, and Talos turns his command grab into a huge combo.
Maybe I could take it on Talos if I’m willing to be super safe with my Spartan Kicks (as you can convert off one into an airthrow into combo), but it generally just seems like a losing proposition.
vlad is the lowest tier in the game who can’t zone or rush down. Just block low (high when he is close and starts flying) while zoning, mash if he attempts to get close to grab or dp (since his attacks are 200% slower than the rest, u can usually even block in time after mashing when he goes for the yolo dp in the face) and dp the “instant overheads” from flight. For all the white knights who claim he can instant cross up, say hello to the “generous” auto correcting in this game. Prove me wrong.
So is the game good? It looks cool but i see a lot of complaining about projectiles (i know this is usually a scrub complaint, I’m just asking about the validity of it). What’s this KD and KA system? I’m really interested in what the game is like due to its simple style control scheme, someone finally did it in a traditional fighter setting so I’m really interested in what people think of it.
It has to be part of the game. Fighting games are largely about execution over knowledge. It’s more like a physical sport in that sense, where you have to be able to throw or kick or swing properly. I would say the other side of the scale is chess, where the execution is basically nonexistent but you have to be able to consider dozens and hundreds of possible scenarios several steps ahead of where you are right now. There’s no way to make that burden of knowledge easier for new players, they have to learn because that is what the game is.
I think trimming unnecessary complications like pretzel motions and 720s is a nice idea, and I’m really impressed with MikeZ’s design philosophy, but I think something like P4 autocombo is going too far. I don’t know where I would put a line between “helpful to new players” and “damaging to the game”, but I do think that line exists somewhere. I haven’t made up my mind about Rising Thunder yet.
Been playing Dauntless for a week, here are my thoughts:
-Universal crossups are super good. They have huge hitboxes and dont require any spacing. Encourages players to jump nonstop.
-Invincible attacks are extremely dangerous, especially Chels dragonpunch: its fast, has a huge hitbox, even if it doesnt autocorrect the hitbox extends so far behind it will always hit you. Even if you can manage to bait it out she can still make it safe with Kinect Advance
-kinectic advance is overpowered and kinectic deflect is almost useless by comparison. They should remove the ability to KA on block and make KD on block more like an alpha counter.
I so much think you are completly wrong. Execution is a needed base. You can’t play the game without it. But it doesn’t make, at all, the interest of the game.
Normal, it is the top tier of this game IMO. He as everything you would like. Great reversal, safe pressure, good normals (only char that can whiff punish reliably AFAIK), great specials (that slide >ç<), and somehow he might the best character to win against Talos that should theorically be his counter lol
This is just theoryfighting + ~30hours of play knowledge. So take it with a heavy dose of salt.
does anyone here really understand how KDeflect works?
i threw someone as crow and he KD’d me - and i’m pretty sure i took about a jab’s worth of damage from it. is that just my eyes playing tricks on me or what, because i can’t test it in training.
if that is the case, can it KO? if you’re at a pixel and the other guy has KD, are you basically fucked?
how fast does it activate (eg. will fast multi-hit normals trigger it?)
what kind of recovery does it have (eg. if you whiff it can i punish at all?)
can do you anything weird like super-cancel the burst?
does it always knock you the same distance away?
it seems really really slept on right now IMO. 2 bursts in round 3 that can’t be totally baited (eg. i run up, you flinch and burst and i punish) is crazy when you think about it.