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  1. D

    Rising Thunder [PC]

    There's a huge difference, it changes how reactable the supers are. Why shouldn't random supers work? if you don't respect it or dont notice the startup you should get hit. They're all whiff punishable or unsafe on block. I also don't think supers should be invincible like they are in RT to make...
  2. D

    Rising Thunder [PC]

    you're going to have to enlighten me, it doesn't make perfect sense to me. A move should be dictated by it's frame data not by cinematics. If it were up to me they would do away with cinematics all together.
  3. D

    Rising Thunder [PC]

    it basically makes your 16 frame super into a 16 frame super with a 60 frame reactable window (however long the flash takes) and makes it very easy to react to. For instance, in the talos mirror match you can super their super on reaction and the person that went second gets the grab. It's bad...
  4. D

    Rising Thunder [PC]

    The super flash is insulting.
  5. D

    Rising Thunder [PC]

    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...
  6. D

    Rising Thunder [PC]

    "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"
  7. D

    Rising Thunder [PC]

    supers are horribly implemented, the startup frames come after the flash. It's ridiculous.
  8. D

    Rising Thunder [PC]

    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...
  9. D

    Rising Thunder [PC]

    Talos doesn't have many solid approach options. It's either that or jump ins.
  10. D

    Rising Thunder [PC]

    When I say no footsies I mean that characters aren't fast enough to walk in and out of the opponents range to bait a whiff. You basically spend the match either throwing projectiles or in vortex, there's no middle ground. I have no problem with vortex but I do have a problem with incredibly...
  11. D

    Rising Thunder [PC]

    Top players are buying into the hype and laying on the praise when they should be picking the game apart. I can't believe anyone is happy with the awful walkspeed. The game claims to let players experience the meat of fighting games but there's no footsies to speak of. I never thought I'd play a...
  12. D

    Rising Thunder [PC]

    I don't think comboing from lights is inherently bad, Yatagarasu does it and the game's really good...
  13. D

    Rising Thunder [PC]

    And what sucks is not only does it work a lot of the time, but it's also the only way to get any real damage.
  14. D

    Rising Thunder [PC]

    Okay but you're claiming things like there's tight links when there are none, anyone that claims otherwise is very wrong. What the game is trying to be is intertwined with what it is, I don't know why you would form an opinion without trying it yourself. Talos has a highly punishable armored...
  15. D

    Rising Thunder [PC]

    I had someone defend the overly long cinematic supers because "the game is about patience" and that "some of us can appreciate the hard work that has gone into making these cool animations."
  16. D

    Rising Thunder [PC]

    I'm a little more optimistic, I would say that there is a solid game there that is obscured by some poor design choices, and if they accept the communities feedback it will be a very good game, or at least a good tool for indoctrinating new players. I'm pretty sure he can sign up for the alpha...
  17. D

    Rising Thunder [PC]

    After playing decent chels that use burst, I think I agree with mike. They send the opponent to the other side of the screen and they're totally unpunishable. I don't think bursts are universally better though, characters like crow can't even function without meter. I really hope they combine...
  18. D

    Rising Thunder [PC]

    I've been thinking the exact same thing, meter management is practically non existant. You just use it if you have it but theres no reason to hang onto it.
  19. D

    Rising Thunder [PC]

    At least let me see it in bar form. It's not encouraging at all if I cant see how much stun they have left, at least yata lets you see the bar. Speaking of yata I wish the walkspeed was better the more I play the more simple and stubby the footsies feel.
  20. D

    Rising Thunder [PC]

    Stun is such a worthless mechanic. Okay so you lay a big beatdown and now you get to lay down a little more... why? What gameplay does that even serve? @Ninja I couldn't replicate your stun results.