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Rising Thunder [PC]

I think it's a perfectly fun game. It's got some issues, but many of which I don't hate any more than a lot of issues in other games. It also has some design issues that I dislike... but again, no more than any other game.

I also think it has depth that isn't being realized by most people. Praise for it from both Valle and ChrisG speak to that, I believe.

For my money, the reasons I play this game: I prefer the 1v1 format to team games. I prefer playing on my PC to my PS3 (otherwise I'd probably try to make Xrd my primary game). The population is one of the best out there (beats all fighters except SFIV and MKX to the best of my knowledge). It is free. You can start cutting your teeth without training mode (though admittedly, I miss a good training mode). It's already got a framework in place for progression (rank). It's got phenomenal netcode. With dramatically limited time recently, it's the easiest to jump into and get some good matches. I fucking love the two match format. I could probably go on.

Note: don't take this as my singing its praises because I think it is perfect. I'm just as likely to vent about shit like DPs encouraging mashing and KA on Ultra (which is fucking dumb, dumb) or DPs.

Just thought I'd say why I like it.
 
I just want the game to focus on one gameplay gimmick, burst or advancing combos. pick one. Cause the bursts don't really force neutral or turn momentum. and Advancing combos makes good resets or makes shit safe for no reason. ... sigh. i'm going to play SF4 vanilla
 
It just feels so... average? I dunno nothing about it stands out very much to me.

That's absolutely fair. I think the CDs change things up (Chel whiffs her DP? You get a free jump-in.), and I hope to like the variant system. But it is admittedly fairly average-ish.

It really goes to show that there is a market for a 1v1 fighter on PC with good net code. It's directly competing with big name IPs like SFIV and MKX (I still can't understand why this game is popular...). I don't know what the user count is now, but if memory serves, it was averaging a cool 600-700 (for some reason it's not showing in my client anymore).
 
if memory serves, it was averaging a cool 600-700 (for some reason it's not showing in my client anymore).
For a newly introduced free game, that's not a fantastic number. :^(
 
Is it really known outside of the FGC? I mean, MKX and SF4 are pretty consistent between 1k and 1.4k, but they're the big dogs as far as name recognition goes. Yata's rocking a massive 15, and KOF is consistently under 100.
 
For a newly introduced free game, that's not a fantastic number. :^(

For a game in alpha (I know plenty of people that won't even touch a game until it is launched) not on Steam that's not been advertised outside of EVO and the FGC, I think it's not too shabby at all.

Talking peaks, Yata launched on Steam with a high of 440. GGXXAC had about the same. Hell, KoF peaked at 1k.

Right now, it is literally the third most popular fighter on PC. If they play their cards right (and admittedly, they may not), I think they have the potential to really compete.

That said, unlike SG which doesn't have a direct competitor (in the form of MvC-esque), RT will have to compete vs SFV and KI when those both launch which could be a disaster for it.
 
It also launched keys in waves, it wasn't completely open to the public.
Oh, right I forgot that. That's a standard artificially-increase-demand-by-forcing-scarcity tactic.
 
http://forum.risingthunder.com/discussion/1727/multi-hit-grabs-dont-kill#latest

Apparently dying to grabs doesn't feel good for the person that got grabbed, so you can't kill with most of them.

This is incredibly telling to me the kind of design decisions that are going into this game. I'm simultaneously baffled and depressed, I really want this game to be good. It's like they read srubquotes and took it as legitimate feedback.
 
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aw no, aw no no no no no no no... was that really their reasoning behind it all? Maaaaaaaan... They should just nix the fall damage all together and just have grabs do the full damage but have slightly higher scaling if KA-ed out of. This shit bugged me when ever I would cancel out of a S1 from Talos losing 75 damage and then having the combo scaled to 60%.
 
So I finally got around to playing this game...
UUUUGH.
This game goes against everything I've grown used to as far as game mechanics. It's honestly a complete antithesis for me. As some of you may know, I am making my own fighter, Invocation. The way that game has been shaping up, and things I've learned and come to consider important for a balanced fighter, completed contradict this game. From the way bursts work to damage scaling to combo setup. Most of it has been addressed here already, but just from their attitude, it seems like some of the important aspects THEY SHOULD KNOW are either being thrown out the window or concessions are forcefully being made due to publishers or focus groups or some other ridiculousness.

I find this game kinda fun, tbh, but I just can't get into it or find a groove. Characters feel too stiff and restricted as far as combos go, since so few things link. It's like Yatagarasu, where only certain things chain, but at least in Yata, you can special cancel all your normals, even if that doesn't guarantee a hit. The bursts are good, but the way you build them up, mixed with damage scaling that's kinda silly, it doesn't feel optimized, but also still feels overly effective compared to a simple style where burst is given to you and then locked away for either a period of time, or until you build it back up. Kinectic Advance also feels odd. Granted, less so than Barrier, but it doesn't feel like the damage I'm getting off the combos is really anything worthwhile. It might just be because my execution is trash, especially with these tight-ish links, but the damage I get off of it just isn't worth it. Rather would have the burst that keeps opponents from killing me as fast.

Can I just say integrating stun AND bursts in the same system feels a bit backwards? Especially since they both fill via you getting beatup.

Damage scaling is kinda ridiculous. I feel you get supers in this, for what they are, a bit too quickly. Granted they're about as effective at times as the ones in Yata, but those build up quickly for the consession of combos or setup with EX moves being better. Here, it's just an ok super for a quickly built up super meter. If you're going to include singular supers, they should be worth building up in the first place. In the case of a singular super per char, that super should mean something, not be just something you tack onto the end of a combo for a tiny bit extra damage given the massive scaling spike. Hell, the Skullgirls supers, which are given out like candy, feel far more worthwhile and useful here just because of how powerful some of them feel, or how effective they are at extending your character's powers. Big Band's Horn Crush, Cerebella's Diamond Dynamo, Filia's Gregor Samson, Beowulf's Gigantic Arm, Peacock's Argus Agony, Double's Car Rushdown. These supers are all really powerful and effective but work different. A lot of the supers we see here are singular hits or multi-hit projectiles that lead either, in the case of the singular hit, to a cinematic quick combo, or in the case of the projectiles, to multi-hit projectiles. They don't feel very unique in all the cases to the character because these supers have been done before in just as flashy a way and been amongst other useful supers. As far as I'm concerned, while a super is something you earn up and then use for extra damage, that super should either be something big or something useful for the character, another tool if you will.

Talos is a worse Tager. I can't get into playing him at all.
Chel is basically another standard Shoto with some interesting things like the sweep>fireball weirdness we've been seeing.
Dauntless doesn't feel like they really have any combos for me to exploit or run with off anything but the lights. Then again, I've spent the shortest of my little 5 hour total playtime using them.
Vlad is fun. Mostly because of the personality, but his flight canceling shenanigans are actually a fun concept. It's done fairly well here with his Shoto moveset. I will give props to that.
Haven't used Edge or Crow and can't speak for them, unfortunately.

So yeah, I have some issues here XD
 
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Crow is either really shitty or the most irritating vortex short of folks like Eddie or Milia, depending on wakeup timings.
 
Can I just say integrating stun AND bursts in the same system feels a bit backwards? Especially since they both fill via you getting beatup.
I didn't think about how ridiculous this is until now-- no other game with bursts has Stun implemented the same way as this; Even Guilty Gear has it set so that you have to be blocking a ton and you have to hit em for it to matter. In RT you can just kind of rail on someone and bursts don't immediately hit you anyways (2 Stages), so it's like do a combo, pull your punch if you see them ready to burst-- it's not like its hard because its 2 stage, then you just combo them again..
 
Crow is either really shitty or the most irritating vortex short of folks like Eddie or Milia, depending on wakeup timings.

Certain things Crow does to keep pressure going are actually super gimmicky, I've found. Things like instant-air j.L xx air.S2 you can DP out of on reaction to j.L as Vlad (He can't avoid the DP if he doesn't special cancel because he did a rising j.L)
 
So the game updated in the middle of one of my matches.
First thing I see when I reboot is a screen asking about my familiarity with fighting games.
Thoughts?

EDIT: I can't cancel Edge's S3 Overhead into Judgement anymore. I guess that got patched.
EDIT2: Dauntless's pilot name now says "Samantha 'Sam' Cooper" instead of "Sam Cooper". Huh.
 
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... :I

give em a list of Anime. Anime counts as fighting games right?


Wow... okay... Talos' new move is complete junk. Can't charge the move to gain armor/damage, can't KA out of it, has practically the same range as his original Alpha special, and does 25 less points of damage. Sooooo why in the fudge would anyone want to use this special? Ohhhhhhhh because it has 1 second less cooldown time. WOW!

somepeople would argue that the 150 damage is guaranteed due to the bullshit extra "Fall Damage" and that if you KA out of Meteor Buster you lose 75 damage but that doesn't matter because it will allow to continue the combo and get more stun/ damage plus a possible setup for a reset. sigh... I was hoping for a grounded grapple move you can combo into. not this...
 
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So the game updated in the middle of one of my matches.
First thing I see when I reboot is a screen asking about my familiarity with fighting games.
Thoughts?

EDIT: I can't cancel Edge's S3 Overhead into Judgement anymore. I guess that got patched.
EDIT2: Dauntless's pilot name now says "Samantha 'Sam' Cooper" instead of "Sam Cooper". Huh.

Yeah, Edge took some nerfs:
  • F+M has been overhauled with an updated animation, slightly longer startup and recovery, and more accurate hurt-boxes.
  • S2 block stun reduced to 15 frames.
  • S2 no longer hits opponents behind Edge.
  • S3 slide block stun has been reduced by 2 frames. It is still safe on block, but the opponent has frame advantage.
  • S3 overhead hit is no longer cancelable into specials.- S3 overhead hit stun has been increased by 1 frame

@Ninja

Wouldn't you use it because it's armor starts immediately?
 
So I think I may have found the most irritating thing ever.
I was in a match against Chel. She used a raw super, and I was blocking, so I used a DP.
My invincibility frames ran out during the superflash.
:/
 
So I think I may have found the most irritating thing ever.
I was in a match against Chel. She used a raw super, and I was blocking, so I used a DP.
My invincibility frames ran out during the superflash.
:/

The super has more invuln than your DP by a large margin.
 
supers are horribly implemented, the startup frames come after the flash. It's ridiculous.
 
so how are the graphics? does it leave a huge strain on lower spec PCs?
I'm just wondering considering this game has been trying to be the accessible fighter.
so low PC expectations would probably help the game out exponentially.
 
There's no hit stop during the super flash. Like you can see juggled enemies falling in slow motion. You can see your opponent's whiffed normal recovering and slowly going into block animation when that should have been a punish.
 
so how are the graphics? does it leave a huge strain on lower spec PCs?
I'm just wondering considering this game has been trying to be the accessible fighter.
so low PC expectations would probably help the game out exponentially.
Graphic are kinda greedy. To keep my pc from losing frames online i keep it at medium which is just wow. my pc can tackle large games. It might be that RT is just not optimized quite just yet. So yeah if you have a toaster it's going to burn.
 
There's no hit stop during the super flash. Like you can see juggled enemies falling in slow motion. You can see your opponent's whiffed normal recovering and slowly going into block animation when that should have been a punish.

a la SFIV, no?
 
I've been wondering... How do you think they'll monetize the game?

I mean, cosmeticals are a given but will they be rented or permanent? Will new fighters be free or behind a pay wall, and more importantly: will we be able to fight to our hearts content or forced to wait for stamina or some other bs?
 
Graphic are kinda greedy. To keep my pc from losing frames online i keep it at medium which is just wow. my pc can tackle large games. It might be that RT is just not optimized quite just yet. So yeah if you have a toaster it's going to burn.
well, shit. that sucks.
 
I've been wondering... How do you think they'll monetize the game?

I mean, cosmeticals are a given but will they be rented or permanent? Will new fighters be free or behind a pay wall, and more importantly: will we be able to fight to our hearts content or forced to wait for stamina or some other bs?
from what i know this game said that it'll be "free" so my guess is any and all characters will be free to play at anytime. Cosmetics might be a thing but my guess would be no because what cosmetic would you possibly slap onto a Robot with it looking dumb as shit. Yeah give Talos a Crown of Grape Vines for his head and make him wear a toga, it won't look silly at all.

If they do make a paywall then it will happen off in the distant future when they know they have an audience hooked on this game. There for they can suck the pennies right outa them. And thanks to big time fighting game stars like FChamp, MikeRoss, JWong, and SonicFox people who liked to watch fighting games but never played one will be roped into getting this game because they watch these guys play the game and say kinda nice things about it.

And I think the only reason as to why RT is okay in those guy's book is because they play SF4 which RT takes a ton of pages from. And unfortunately I feel like SF4 is a kinda poor starting point for many beginner players for it does not fully teach the fundamentals of fighters and is way too slow in nature. Where as SF2 is faster and is just as simple with out all of these extra fancy BS to make the game look flashy and cool.
 
Could be, but robots offer A LOT of aesthetical customization options. Look for games like front mission or Hawken. Forget the stats, just see the parts and variants.

What worries me is if they lock something that could give a competitive advantage (attacks or robots, for example). This isn't a moga where you can make your way through a full hour match to strategize and learn the ropes, if the mech you like isn't the "freebie of the week" (think LoL) , you'll lose over and over and get frustrated really quick
 
the only freemium thing I can see them doing is making all attacks unlocked by paying for it, or you can unlock them yourself.

but even then that's not bad since it's not actually locked behind a paywall, you can still earn them by playing the game, therefore, nothing is stopping you from getting them for free.
 
Generally speaking, good patch today over all. I'm still not thrilled to see some things in it, but good changes over all.

@Ninja

Are you always this negative? Literally every post on this page (except the one describing graphics... but even kind of that one) has been negative.

@SanoBaron

I'd try it out to see. I've a pretty powerful computer, but I've had no issues at max settings. MikeZ earlier said that his toaster had issues at default settings, but that it didn't have issues on lower graphical settings (once he did autodetect).

@DukeMagus

I don't think anyone knows, so it is all speculation right now. That said, renting wouldn't typically go over well in my experience, so I imagine it will be more along LoL style.
 
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I'm negative because I expected more from Seth. not a rehashing of SF4 with a meter system that feels not truly fleshed out, were the only footies game is either jab or sweep. I personally wanted Seth to jump out and make something really engaging, instead he just stuck to what he did back at capcom. Everything just feels bleh to me, characters have direct ties to other fighting game characters (Duantless: Duddly, Chel: Elena/Sakura, Talos: Iron Tagger, Edge: Zero MVC3, Vlad: Ryu with air dashing) this to makes the characters feel unoriginal and watered down. Like I played Talos but his moves were lamer versions of moves that Iron Tagger had, that the magnetism mechanics were limited in range and didn't really throw the opponent around like what Iron Tagger would do. And yeah I'm sorry if I sound pissed off but it's true, I feel like things were kept on the safe side to draw in people. Not to mention that Talos' new move "Meteor Smash" is pathetic, a move that becomes active 2 frames before Meteor Buster but has the same amount of range and recovery frames, has a hit of armor, no magnetism or charging, does 25 less damage than a noncharged Meteor Buster. there is no real reason to use this move unless you want to just walk up grab someone (which will have a 50/50 chance of working because most people will jump if they see Talos walking in close)
 
This game still won't recognize my game pad, which is recognized by every other fighting game I've played.

I wanted to play this game to justify not liking it, and I guess I can't even do that.
 
Not to mention that Talos' new move "Meteor Smash" is pathetic, a move that becomes active 2 frames before Meteor Buster but has the same amount of range and recovery frames, has a hit of armor, no magnetism or charging, does 25 less damage than a noncharged Meteor Buster. there is no real reason to use this move unless you want to just walk up grab someone (which will have a 50/50 chance of working because most people will jump if they see Talos walking in close)
Er. This move is actually amazing and shits all over Vlad. You can use it as an anti-air.
 
This game still won't recognize my game pad, which is recognized by every other fighting game I've played.

I wanted to play this game to justify not liking it, and I guess I can't even do that.
Joytokey works for this game. That's how I got my stick to work.
 
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I'd try it out to see. I've a pretty powerful computer, but I've had no issues at max settings. MikeZ earlier said that his toaster had issues at default settings, but that it didn't have issues on lower graphical settings (once he did autodetect).
.
the thing is, what does Mike consider a toaster? like, was it THE toaster he had for salty cupcakes back in the day, or has there been a new toaster to take it's place?
 
"If anyone's having trouble with x360ce, check that you're using the 64-bit version and put the files inRising Thunder\RadiantGames\Rising Thunder\WindowsNoEditor\RisingThunder\Binaries\Win64"
 
the thing is, what does Mike consider a toaster? like, was it THE toaster he had for salty cupcakes back in the day, or has there been a new toaster to take it's place?

I don't know, man. You might just try it out. It's a free download :P
 
Talos is still garbage. If you use s1.2 you cant do the fakeout with his airgrab so it doesn't have good synergy. It's weird that they made a slow spd so weak when chel has an invincible dp that leads to way more damage. Maybe he'll be decent if the s2.2 has armor, it sucks as an anti air cause it cant trade with anything. He's like gief without his lariat.

Oh and turns out that because you can act after a superflash, you can super the opponents super on reaction in talos mirror matches. I'm getting real sick of the post super flash startup but I'm sure it's intentional for some reason.