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  1. D

    Rising Thunder [PC]

    how is it wrong, if your reversal window is small it makes it hard to mash out of resets and combo drops.
  2. D

    Rising Thunder [PC]

    yeah that makes sense. I assumed the option was in there between the two so bad players could have a crutch bursts while good players could have their resource but now I'm not so sure... Doesn't help that the bursts are totally unbaitable. If they go too loose with inputs and let you burn...
  3. D

    Rising Thunder [PC]

    yeah it's weirdly demanding.
  4. D

    Rising Thunder [PC]

    That's absolutely at the core of the philosophy, difficult links serve no purpose to gameplay and are arguably a bigger wall then motions. That being said I wouldn't call the kinetic combos difficult, and many of the fancier ones are really very useless because of combo scaling. No actually...
  5. D

    Rising Thunder [PC]

    Compared to making all of your attacks safe on block, recharging your specials almost instantly, and the reset and combo opportunities that kinetic advance gives you, I still don't think it's stronger.
  6. D

    Rising Thunder [PC]

    kinetic advance gives you way better pressure and safe neutral, plus when you use it it makes your specials recover faster. Imo combos are too short for bursts to matter.
  7. D

    Rising Thunder [PC]

    Seeing your opponents resources is in line with their core philosophy of ease of use.
  8. D

    Rising Thunder [PC]

    The UI isn't final I'm sure. I really don't like hidden stun, or stun for that matter.
  9. D

    Rising Thunder [PC]

    It's like street fighter 4... But I like it way better. The combo system isn't pointlessly difficult and it doesn't pretend to have more than 3 usable normal buttons. Sure it's got fadc which I hate in sf4... But I kind of feel like forgiving it, idk. If I could change anything it would be to...
  10. D

    Rising Thunder [PC]

    I'm assuming this is a cost cutting measure, the nice thing about using a robot is you don't have to sink money into animating faces and stuff.
  11. D

    Rising Thunder [PC]

    apparently normals have close and far versions.. I wish proximity normals would die they're awful.
  12. D

    Pocket Rumble Thread

    I think it's ok to have more than one move cross up but thats just me.
  13. D

    Rising Thunder [PC]

    I don't understand the attachment to 6 buttons, 8 sounds great to me. It is an alpha though, so maybe they would add a 6 button option if you ask?
  14. D

    Rising Thunder [PC]

    I just hope it doesnt use sf4's combo system otherwise theres no way this will appeal to new players. Links are way more of an entry barrier than inputs.
  15. D

    Pocket Rumble Thread

    i like persona, I don't totally get what the problem is with having strong dps as long as they're really punishable, imo persona works just fine with 1 frame dps. Anyway, it would be preferable to accidentally getting specials when i want normals. Ideally it would just be hdk motions.
  16. D

    Pocket Rumble Thread

    I think we need to wait for the beta before they will accept feedback. The proof's in the pudding and I think they'll come around when we can show them what the game will devolve into.
  17. D

    Pocket Rumble Thread

    If this is one of your design philosophies, please make it a 4 button game, a button for specials and a button for grabs. Attack to grab goes against your statement, as it's one of the oldest option selects in the book. If you really want to make this game simple and inviting to new players...
  18. D

    Pocket Rumble Thread

    To the alpha testers, how does the special system feel? It's one of the things I'm not too keen on, I'd rather have traditional motions or an extra button, does it feel awkward? Do you ever get special attacks out that you dont want? Man I really hope that beta comes out soon, I don't want to...
  19. D

    Beast's Fury - Updates & Discussion

    The dude asked for steps to success and didn't even address them when they were given. I don't know what kind of person would blow off advice from a seasoned developer just because they don't hedge all their criticism, the guy should be on his knees begging for mike's wisdom. The project leader...