Krackatoa
Painwizard
I really do not like being able to jump cancel DPs, though. If anyone wanted my opinion. I think it should take 100 Kinect Bar at the minimum.
I don't believe it does at all. It affects the strategies you should use (and clears up screen space), but the game doesnt become easier to play. Hiding an enemies resources just means you need a feel of what they should be able to do and how fast they build meter. That takes what, a few minutes in training as a character? All of two matches? I mean if it's well into the round and they're not using a lot of EX moves......they have super. lol
This game's fucking input. I was planning on using my program that generates keyboard inputs from gamepad/fightstick buttons, but that doesn't even work! They appear to get low level keyboard input so that you can map left and right shift/ctrl/alt to different things. The only controller option at the moment really is xbox controllers.Also, playing on keyboard only as both my TE2 and my HRAP aren't supported. Apparently it only works with 360 controllers, which is shit for me since my only 360 controller is a dedicated 6 button custom. Really hope they add 2/3 button options for supers and throws and make it so that it just recognizes any sort of controller plugged into the game.
It's not browser based AT ALL??
No they aren't. RCs do not require you to dash or jump, they just return you to neutral, and they can be done in the air or during otherwise-uncancellable parts of moves. They're FADCs without the (pointless) FA requirement.
QFT because they are also not baitable and you can burst throws.
OK, I'm in.
This is a kind of fighting game that should always exist: execution is as trivial as the next Arkham game, so the strategy of the game is deep and immediate. I'm not trying to bash fighters with difficult execution, just saying that games like Rising Thunder should exist, where anybody can pick it up and play it without having to learn how to do a shoryuken first. I think I'll put some work into this game.
Also Chel is my waifu.
Correction: Easy execution has nothing to do with deep strategy. Immediate, yes.
Requiring the opponent to touch you again in order to kill you always matters as long as combos are 2 hits or higher. You can also burst throws before they deal damage.
Hit 2 special buttons at the same time. Kinda says it right on the How To Play screen...
Fireballs and DPs, 20+ years of exposing scrubs.
It was funny at first.....then it just got sad. I couldn't watch all of it.
Side note, I learned that kinetic deflect is metered burst, which is like... the obvious choice between having FADC/jump cancels and having BURST for the same resource is pretty obvious. The game's direction is not clear right now to me but I need to play it more to learn more about what they're thinking with the game design.
You should have seen the twitter shit-show that followed.
(emphasis mine)This, however, doesn't mean that the more in depth aspects of the game need to be simplified. It's still a fighting game down to its core. I don't think that removing difficult links or tough combos is the intent behind the game, as that wouldn't really make any sense. The idea is to make the game simple to play, allowing new players to get past that first hurdle of learning a fighting game by not requiring them to practice difficult inputs.
or you could just play iron tagger and get the same kind of thing. Cause Talos has a couple of moves that are very similar to Tagger. Not say that it's bad, but Iron Tagger is the more fleshed out idea of the magnetic grappler than Talos is.
True but i didn't like Blazblue that much due to the combo system being really diffirent. (At least for me)