Optimization issue, a lot of people have to lower the resolution and turn the graphical settings down. Though, maybe not that much…
How people feel about the game seems to depend on which characters they play-
Chel has the best fireball and DP in the game. Her DP has fast startup and a lot of invulnerable frames, and tends to auto-correct. Even when it doesn’t auto correct, it hits on both sides, so you can really bait it with jumps. Her fireball has almost no cooldown time, cancels to super, and can be done in the air.
By comparison Vlad’s DP only hits in front, and he loses invulnerability by the time he leaves the ground, so he’ll trade fairly often. His fireball cooldown is about three times longer than Chel’s. So, relative to most of the other characters, life for Chel is pretty easy.
as an edge player I would have no problem with the run slide being less safe… having said that ive played against a few diamond tier edge players who only “abuse” run slide/OH and I have no problem beating them in edge mirror matches.
Well, I wouldn’t say top tier as there is still the Edge problem. I can’t find a gameplan against this character, everything I can do he either beats or does better.
Edge slide seems to be safe? every time I counter poke it, it trades. and it is extremely fast, I pretty much just whiff c.M until it works. Chel’s DP being that invincible and starting combos is funny. Her jump does extremely weird stuff in the corner as well and her crossup works so deep it’ll turn a front jump into a crossup even at the last second. Vlad being a mixup character with a DP is pretty funny too.
never seen so many double perfects in a game, not even Hokuto no Ken … I thought after SF4 everyone would have seen what a bad idea it is to have DP cancels into more damage or mixups, but this game’s DPs make vanilla SF’s look completely fair. think I’m out until they make major tweaks to the balance and system changes.
I guess technical alpha is just supposed to show the online and matchmaking works, and good god does it ever. easily, by a hundred miles, best online FG ever. but they need to do some serious, serious work on the actual gameplan
Lol, how can you say this when games over 90ms of ping are down right unplayable because of lag/frame skip ?
Seriously with my fiber I’d rather play Yata*/Fightcade/SG than this. I don’t know if it is people having card board computer or what (mine can run it at 59.something fps in matchs on average according to their stats), but it is really frustrating.
I seriously wonder if I’m not playing players from east coast through the ocean in these games.
Even KOF13 is smoother, smh.
*On this game I have little freezes here and there even below 20ms but it’s still better then RT.
I got bored of Talos as he just doesn’t feel complete and decided to try out some other characters. First up was Chel; her zoning feels super meter reliant for KA canceling fireballs at about half screen or so. Quite frankly I’m having a lot more fun playing her as a pressure character with that crazy crossup and S3.2 comboing out of everything. I’m hoping that her eventual S1 alternative helps this playstyle and lets her be more of a Ken or Sakura than Ryu.
oh yeah we totally have the same experience in an online game … shake your head at yourself. Internet 101 is “your results may vary.” It is better than all of those games, in my experience, and absolutely better than that laughable garbage KoFXIII got. you are reaching so so hard there
Ping isn’t really a problem for me up until 120 ping, where it starts to get spotty. The general consensus on the RisingThunder forums seems to be that the online is great (though people complain when they end up playing matches that are 200-300 ping, for obvious reasons).
Chel’s first DP, should probably have its hitbox fixed. The second one is fine IMO since it doesn’t act as a meterless combo starter.
Also, I still think people are sleeping on KD, especially with Chel. Playing zoning, getting a life lead, and then using KD if your opponent somehow get’s in can be quite salt inducing.
Anything higher than those stated numbers and then the game starts feeling wonky. Instead of just rollbacks, it actually ends up stuttering for awhile (and dropping inputs).
EDIT: Honestly, I believe the playerbase in general just suffers from a majority of players having “SFIV syndrome” where as soon as they get a knockdown, they want to do some sort of safe jump or cross up. That was never going to be really effective in a game where you don’t have hard knockdowns (press any normal to quick rise, alpha to backroll), on top on invulnerable backdashes. IMO, if players started approaching oki more like 3rd Strike, then we’d see less of these complaints about Chel’s DP, or invulnerable DPs in general.
Yeah. I can run the game at 720p60 with everything turned off. But it’ll still stutter every now and then. So I go as low as 800x600 or even 640x480 just to be sure. In any case, picking “fullscreen windowed” makes the client stretch the screen to 16:9.
The robot thing is kind of turning me off though. Why did they go for robots if they want this to be a MOBA format game? Doesn’t that just severely limit the kind of designs they can go for?
yeah it hits too far out, too far behind, and too far above all too quickly. I was trying to empty jump from almost full screen with Crow and her DP will still catch you. and then it does what, 200 damage on an optimal combo and puts you back fullscreen? Fair.
KD is good, as both Chel and Crow. dunno about the other characters, I think Talos needs KA too much to increase his combo damage. Edge probably doesn’t need KD. Vlad who knows, hardly ever run into him.
it is looking to me like oki simply doesn’t exist in any meaningful way in this game because there are too many options on wakeup, especially because you can quick getup whenever you want so your wakeup timing is endlessly variable. the character on the ground has all the options. maybe intentional, but why would oki function like that in a game that has Crow in it since he is supposed to be an oki character, as far as I can tell?
a status update from the Rising Thunder team would be nice so we can gauge what their plans are. that I can usually match in < 15 seconds in a game that has probably only about 100 people on it and the match is perfectly playable 95% of the time would count as a resounding success to me, but I’d like to know how they plan to progress to a beta
You can build all kinds of (fantasy) robots though. Ones that represent any kind of animal/imaginary beast or any kind of vehicle and of course the humanoid looking ones that they’re already doing. Yeah it will all still be “robots”, but really for the most part that’s just anything you can think of… except with a metal body.
It really just depends on how far they want to go with it, because once you get into these other character types and attributes you drastically affect how space control will be in the game.
KA feels really good on Chel because it builds way faster than KD and thus if used in a defensive manner probably saves more life thanks to KAing fireballs and DPs.
Crow is all about the KA, otherwise he’s giving up mad damage, stun, and resets
Talos on one hand gets a lot more damage off his KA… but I think he might still be negative on a Spartan Kick KADF, and he’s just not scary at minus frames due to his command grab being kind of shitty and having no way to blow up jab pressure, so I’ll have to try out some KD. Probably not that workable against Edge and Vlad as you can’t do his airthrow combos for positioning and resets so you have to use KA to combo off of S2
Dauntless seems to mainly use KA to get pressure after a blocked S1, so thanks to his awesome buttons KD might be a decent choice
Edge gets to combo off his S1.2 with KA, so if you’re running that you need it
Vlad is the posterchild of KD; I pretty much never see them with KA
How do you even tech-roll in this game?
I get pretty good pressure going on most characters even people that are diamond or legend ranked.
Haven’t seen a lot of people quick rising and wondered if that is even in the game.
Honestly, as someone who just spent a bunch of hours straight playing Talos last night after getting a key, I feel like people who just keep jumping into anti-airs simply aren’t playing correctly. I quickly learned to stop doing that, instead staying on the ground unless I was sure I could jump over a fireball safely, when fighting Chel. Its a patient approach, but that’s kinda the key, isn’t it? People are too eager to go on the offensive right away.
I fought some people who bounced around like a rubber ball. Thats a bad idea in SF, and this game simply doubles down on how bad of an idea that is. That’s probably a good thing for teaching people to STAY ON THE DAMN GROUND.