Squire Grooktook
The wind blew all day long
I miss anti-comeback mechanics like Dizzy.
Based on my little experience with mobas, and with SFIV.
Been looking at footage of games and the gameplay doesn't interest for some reason I don't quite know but feel. Some of the models look great talos, crow and a few others, but for Chel I couldn't tell she was a boxer until I looked at her pose. I'm just here looking for something to catch my eyes besides some of the models. Don't mind me :L
I feel Rising thunder is trying to appeal to moba fans.
With the game being free to play and having 1 button skills that have cooldown.
Not to mention they want players to think alot more strategic and manage their resources, kinda like a moba.
Edit:Also if someone that is an esports player or just in general a moba player they could probably run the game just fine.
I definitely agree with this, but I think how you can meter would have to change, since (unless I am mistaken) it appears that Advance meter is gained from attacking while Deflect meter is gained from taking damage, the latter being part of what makes Deflect suck in my opinion.
...It already is both, sorta. You can deflect a blockstring just like you deflect a combo.
- Combos should be easy because you already did the interactive part, which is landing a hit at neutral, so your reward should be as easy as the game designers can make it.
- Basic defense that doesn't come with high rewards should also be easy. Most games get this right, you don't have to tap Back within 5f of getting hit just to block the hit.
- Reversals should be hard(er) because a reversal is not basic defense. If my opponent is skilled enough to leave only a 1 frame gap, which takes precision, then I should also have to be skilled to take advantage of that gap. I can choose to perform basic defense, which does not require timing, or I can go for more advanced defense (instant block, parry, red parry, reversal). Advanced defense should require good timing on my part, because the reward is higher and the situations that it overcomes already required good timing from my opponent to initiate. The effort required from the defender to do something besides passively defend should be at LEAST equal to, if not higher than, the effort required by the attacker to put them in that situation.
Incorrect. Stun only turns up the damage against YOU when YOU do poorly.
I don't really know how you can think that. Bursts are just about the most powerful mechanic in fighting games, the bursts in Rising Thunder are cheap cheap cheap.
They're easy but they don't really do anything except reset to neutral, and you had to take a bunch of damage to build up the kinetic meter to use them in the first place, so you're still at a disadvantage if you're losing. Advance, meanwhile, builds up from attacking, so you're rewarded for a strong offense by being able to do more offense, and the potential payoff to using the cancels is obvious. Advance has no downside whatsoever, while Deflect is fairly perilous to accomplish for little relative reward.
these forums man
More combo damage, better pressure, and more opportunities to use Advance since it's built by attacking>one burst a round at the cost of getting my butt whooped, imo.
You don't have to man. I'm in there. dying... slowly dying as I see the ignorance spread like wild fire.
You skipped a big difference: Skullgirls bursts are specifically designed to avoid the scenarios that make bursts pretty much the most powerful tool in fighting games.
That's kinda my point. And it honestly makes the stun issue less of an issue imo. It won't mean much to new comers, but being aware of how much stun someone has (or could have) can make a difference in higher level matches.