EDIT: Here, I’ll explain it. You brought up AE, so I brought in the percentages, 50/50. The word ‘so’ implies a conclusion based on the statement before it, and the fact I included ‘6’ there means it can’t be just AE, so I figured there was no need to specify.
Not gonna lie, the gems look pretty around the meters. Also I like the* CONCEPT *regarding fine tuning your character so it fits your playstyle. I like that you can see what type of gems your opponent has, and I like (If its balanced) that you for example can sacrifice…idk more meter per special for if that means your BNB will do a little more DMG…These changes being VERY minor, so not sacrificing 100 HP for an extra 200 dmg lol. (This would suit more rushdown/players for e.g)
And 45 gems @ preorder or w/e? That means there are a lot of combinations. If done right this could be great. But so far it looks poorly balanced and seems to mess around with the fundamentals and roots/mechanics of the game which I do not like at all. Also dont like the sound of buying for gems cause thatll mean some will be very strong else no one will buy them. So far im turned off…this better be a completely different MODE, like ‘‘team battles’’ in SSF4 or w/e not just an option to turn off.
Cross Cancels look nice because you don’t have to worry about somebody trying to mash out a cr.L or trying to bombard you with the same, tired blockstring all day. Makes the game more strategic IMO, especially since it costs meter.
I’m mad they didn’t take that Cross Assault function out, as it still looks incredibly lame.
Pandora mode giving you unlimited access to EX moves makes it more worthy of use. A true ‘all or nothing’ mechanic, though optional and not really as cheesy as X-Factor BS. Just a guess, essentially the same characters who have good tagout moves (multiple hits) will also be good at chipping away at the opponents health while in Pandora mode.
Launchers have lower body invincibility…wut?
Dashing after a lvl 2 charged move is good because now you’re not just stuck there, but why should the next hit be a counter hit?
The gem thing looks like a completely unnecessary variable right now, but time will tell.
Also, Devil Jin disconfirm is a bummer. I would have liked to see Capcom give him some crazy over-to-the-top super move like E.Ryu or Oni in AE.
This is a case of having too much on your plate. It would have been ok if it was an extra mode or something like world your mode in alpha 3. Hell, im even up for using ur personalised Gem character online, but NOT at the expense of that mode being exclusive. Ono dun fed up IMO, should have kept it simple, street fighter esque whilst giving tekken character street fighterish moves.
Theres nothing wrong with another Street fighter game with characters from another franchies (i.e CvS). Dude just had to keep it simple, have two grooves, one which was SF based and one which was Tekken based. Tsk tsk.
Oh, and NO ALEX!
EDIT: just to add, everything about this game seemed a bit wrong right from near the start. Gameplay based on tag would have been ok but… chains? really? every character having the same jab-strong-fiere-launcher? really? hell, even the shitty lifebars and crappy candy/oil painting colours and presentation was shitty as well.
the only thing ono got right was probably adding some of the older SF characters back, (again a reminder, only 2 rolento and hugo, tho he added poison ill give him credit for that). He should get credit for doing well to convert tekken characters into something more SFish but then undoes all the good working by adding a tonne of unnessary crap.
It was obvious this game was targetted at the casuals from the start.
They needed to add a lot of different “modes” because the game is getting a handheld release. Handheld fighting games are a more personal experience, and I’m sure gems were added with that in mind.