If its all the same to you people, I just want a decent weapons based fighter with no “modern” bullshit attached to it. Just a good solid fighter. Especially since we can’t have something meaty like a Weaponlord (Thanks Namco) or a Golden Axe: The Duel (Thanks Sega).
That’s fine. That said, people gotta realize SamSho has certain specifics that make it feel the way it does. It’s not just Street Fighter or KoF with swords.
Hilarious that people were mashing all those years for no reason. I wonder how clashes will be handled in this one. Maybe similar to reversal edge in SC6?
As a guy who played only 4, 5s and 6, can you give me fast rundown about stuff?
I pretty much know that 4 had CD infinites. Found them myself via mashing so I guess they were like week 1 discovery. Other than that loved the game. Played 5S on ggpo and it was ok. Saw some vids about 2 and 3 that looked broken (like some weird physics in 3 and very dumb stuff in 2). So whats the hype about 1 & 2?
2 is the ST of the series. Sure some dumb stuff exists, but that stuff rarely matters in tournaments (similar to how ST also has seemingly questionable shit). It’s slow, deliberate, and methodical, favoring defense, big damage off single pokes, and counter hits over combos and pressure.
Weapon Clash should be turned into a mind game that will lead to several outcome depending on how a player reacts/response to another player button press.
So both of their input correspond to lead into several outcome like
a) both disarm
b) right player disarm (not P1 or P2 depends on location)
c) left player disarm (not P1 or P2 depends on location)
d) weapon catch
e) switch/exchange position of players from left to right no disarm and no free hit.
No weapon destruction
Something like a quickdraw… rock, paper and scissors.
MVC3 Aerial Exchange is interesting in it’s counter feature for something how weapon clash would possibly be redesign.