• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

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 game that's slower than sf4. Is this what people want to play?

I'm sure a lot of people feel the same way about Skullgirls. Not much point in getting frustrated over other people enjoying a game you think is bad.

That doesn't stop me from giving my opinion though.
 
well it's like SF4... the ambiguous crossups are too real. other than that... er... it's okay. Just like SF4 in my brain... on the slowish side and makes me more likely to fall asleep during a match.
 
ambiguous crossups that are DP safe stress me the FUCK out
i might as well be playing crow for all my reversal does me
 
Does Crow have knockdown > Invisibility Bubble > Oki setups? If so fuck this game.
 
Here's my scrub hour-1 time with this game.

I got into the alpha a lot faster than I thought I was going to. Like a day after I registered.

Went in with no expectations.
Did training mode for a bit, did some ranked a bit, won some, lost some.
Spent about an hour total, maybe.

I don't like it.

Hate cooldowns.
Game's too stiff.
No reliable AAs.
Can't chain normals.
Can't cross up (all my jump-in attempts in training mode never did).
Don't like how the kinetic bar is on the bottom and the super bar is on top.
Game/Rounds visual display was confusing. It's just 2 numbers above the health bar as opposed to having round icons below with "Games won" above the health bars.

How do you even use Kinetic deflect?

Maybe I'm being a scrub and can't figure out some of the stuff I don't like, but this was my first impression of the game.
Feels like a worse version of SF4, and I didn't even like SF4 all that much.

Does Crow have knockdown > Invisibility Bubble > Oki setups? If so fuck this game.
Most likely, yes.
 
Last edited:
I don't get the "no footsies". Unless you're talking about Crow. He's AE Ibuki

He's potentially a lot worse than AE Ibuki (regarding vortex not neutral) since there seems to be no HKD in this game aka no reliable god-tier oki.

That said, I agree with you. I don't get the 'no footsies' thing either. I'm guessing people are getting too much mileage out of mashing DPs still?
 
Does Crow have knockdown > Invisibility Bubble > Oki setups? If so fuck this game.
Yes, Yes he does. Just Watch Sonic Fox play Rising Thunder, it's mean. Cause he can do 360+ damage / 600 stun combos that end in a hardknock down into bubble.
 
No, no he doesn't...

You can quick rise every knockdown in the game (it seems). Despite what ninja says, there is zero HKD in the game (possibly super?).

Also, quick rise is fast enough that if you were to throw a disc for oki, you can get thrown out of it. So no, there is literally not enough time to get a bubble up + oki. There's likely not enough time to even get a bubble up.

I've moved up fairly quickly using Crow (as quick as I can with a new baby taking up tons of my time), and a lot of that is simply due to inexperience vs his options (not making a statement about his relative skill level).
 
really? then how come I saw Sonic Fox smashing in fools with setups like that? cause I didn't really see anyone do a quick rise off of Crow's B special. I don't play Crow so... rip me. My excuse is that I play Talos, so most of my moves is the command grab or a combo ending in a sweep.
 
Because fools are still learning too? Because this was found literally yesterday by Tomo.

Without training, things are moving pretty slowly.

I mean the shit I was getting away with was pure filth even though it was completely punishable (2M > S2.1), and I was getting fully oki off of S2.1 which is 100% not a hkd. It actually took me going against another Crow blowing my oki up hard to realize that.

Here's Tomo's post on the game's forums.
yeah there are 2 types of getup other than staying down.

1) Tech, press A before landing you will go invincible and move backward. Seems inconsistent though?

2) Quick Getup, press a normal WHILE lying down, you will rise immediately, just found this yesterday and it completely messes with oki.

@worldjem

Not saying you'll like it, but figured I might clear somethings up just in case you try it again.

No reliable AAs. - Most of the 'reliable' AA are specials... and they are probably a bit too reliable. Dauntless also has a dope uppercut in 2H.

Can't chain normals - The game has both links and target combos. They vary character to character, but they are there. Crow, for example, can 5M, 2H (link) or 5M > 5M (chain). It definitely isn't as chain heavy as most though.

Can't cross up (all my jump-in attempts in training mode never did). - This is interesting. Cross-up is a command normal. j.2H. I'm not sure if anything else in the game crosses up.
 
Cross-up is a command normal. j.2H. I'm not sure if anything else in the game crosses up.

woah every character has a command normal crossup? i thought it was a chel only thing why the fuck am I still playing chel lmao
 
Chel's far and close fierce is a really good anti air. Her close fierce is straight up guile's c.fierce.
 
woah every character has a command normal crossup? i thought it was a chel only thing why the fuck am I still playing chel lmao

That sweep > fireball nonsense?
 
i don't actually like fireball stuff but I liked her sweep and I thought that command crossup was her thing
 
As Spencer said, I found out about the second type of getup only a couple of days ago, completely changed how I play Crow.

It affects all characters pretty significantly, I actually kinda hope they change it to make some moves have a real hard knockdown.

I also wish I knew what allowed you to use the A special tech, it seems so very inconsistent.
 
  • Like
Reactions: Spencer
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 linear neutral.
 
  • Like
Reactions: Tomo009
As Spencer said, I found out about the second type of getup only a couple of days ago, completely changed how I play Crow.

It affects all characters pretty significantly, I actually kinda hope they change it to make some moves have a real hard knockdown.

I also wish I knew what allowed you to use the A special tech, it seems so very inconsistent.

Effects Vlad less. Standing mixups. Kappa. Sputnik Oki is also very easy to time.
 
Yes, I've suspected since the start that Edge and Vlad are top tier and that is probably further cemented though.

I would still run deflect on Edge at least, though.
 
Working on the s.H xx Sputnik > s.H link right now. Easier on some characters.

Also s.H xx Sputnik FAJC Quick-Fly > j.H > s.H xx Fly > j.H > s.H sequence is fun to do.
 
okay... I just beat JOHN CENA (Edge/ Gold Tier 3)

Me (Talos/ Carbon Tier 5 -> Bronze Tier 1)

WHERE IS YOUR GOD NOW?!


(what what the match was like in a nutshell)
 
  • Like
Reactions: Spencer and Wenzel
I actually played against him earlier, my bronze II chel got trashed though
 
Speaking of Talos, why are most of them so gimmicky?

I know, I know, wrestlers in sf-esque games are gimmicky already, but this doesn't explain one using the donkey kick as an approach tool.
 
Talos doesn't have many solid approach options. It's either that or jump ins.
 
I've been impressed with his air-dash on read. It was catching my fireball throwing Chell at impressive ranges.
 
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 linear neutral.
dude, try makoto in any sf sometime, you'll see what is "no walk speed"
 
Reposting here cuz lol:

Mmmmmmmmmmm. Safejump Option-selects vs. DP.

I might be incorrect, because I can't really test outside of feel, but it seems that buffered attacks override buffered dashes if the attack is valid. This is important because Safejump OS was super fucking hard due to the buffer system. This makes it way easier. (I could be wrong, and I'm just hitting the timing correctly for the OS regardless of the buffer system, but I've been getting it so consistently that it seems to be the case).

You can do a jump-in, buffer backdash and immediately hit your grounded normal. If someone does wakeup DP, your jump-in whiffs and you get a backdash. If your attack connects or is blocked, you get your grounded normal.

This means if you can get safejump timing vs. reversal options, you'll backdash if someone does something invincible (Obviously you both backdash if the defender backdashes on wakeup).

Due to quickrise, the application is limited, but I feel this can be VERY important for Vlad, who gets safejump timing vs. DPs during his s.H pressure on block.
 
  • Like
Reactions: dead
Oh good, the dumbest thing in any fighting game is in RT
 
every piece of tech discovered in this game makes me want to play it even less
 
safejump os is present in many more fighting games than sf4 and RT, and is far from the "worst thing"

play fighting games already
 
It is also insanely hard to safe jump with the sheer amount of wakeup timings available in this game.

I think it actually helps Crow a lot. because I can get away from a lot more situations than I could before.
 
It is also insanely hard to safe jump with the sheer amount of wakeup timings available in this game.

I think it actually helps Crow a lot. because I can get away from a lot more situations than I could before.

Well, just like in SFIV, you do safejump vs. quickrise then take bog-standard honest oki if they don't. They have to commit to their wakeup timing before they can see you go for the safejump sooo...

Also, the notable thing here is that the OS is far more lenient than other games. I thought it was going to be super impossible due to the buffer system, but it turns out due to how inputs are prioritized, it's even easier.

Also, also, Vlad can make use of this off s.H xx Fly > j.H (Do the OS) > cr.L in pressure and get a DP to whiff completely if it's on deck while continuing pressure if they block/get hit.

Also, also, also Crow is fucked no matter how this plays out because SFIV-style OSs vs. Backdash are in the game due to input priority (Buffer cr.L and cr.H at the same time, get a sweep. Input your cr.L string like this and you'll sweep them if your cr.Ls whiff for some reason. Also works with specials, IIRC).

Y'all gonna have to learn how to block and mash DP in smarter places.
 
Personally i am more interrested what actually improved with GGPO3. Was GGPO1 or GGPO2 the first commercial version? Does anyone know?
 
The more I play this, the less I understand why some of the bigger names in the FGC are praising and clinging to it so hard atm.
 
  • Like
Reactions: dead and Pickles
The more I play this, the less I understand why some of the bigger names in the FGC are praising and clinging to it so hard atm.
cause they like Seth and SF4. Rose tinted glasses here might be a factor.

Edit: and let's be honest, it's not the WORST fighting game out there. I'd put it on the same lvl as TMNT Tourny Fighter which was SF2 with some slight fighting mechanics changed but overall everything else was the same. Rising Thunder is like SF4 in the combo system, there is just a few things changed to make it a tiny bit different (Busts are okay but they don't really change how you play, you can't bait em so the opponent has no risk in using their burst and the knock back of the burst doesn't really change the pace of the match giving only a tiny bit of time in neutral). Those changes is what people like JWong, FChamp, and others really focus on because they already understand the core gameplay of this game.

Double Edit: Also the game freaks the fudge out if you KO someone and the clock times out at the same time. It takes forever to go to the next round and on the start of that next round who ever won will be doing their win animation for the next 5 seconds.
 
Last edited:
The more I play this, the less I understand why some of the bigger names in the FGC are praising and clinging to it so hard atm.

It does something very important, and does it well. Obviously there's issues, and the game is kind of kusoge, but that doesn't stop people from enjoying it for what it is, doesn't stop people from supporting it.

It's new. It's an interesting thing (Because it's so accessible). And it looks nice. And it has amazing netplay.