- Nov 3, 2016
- Reaction score
- Hiro Protagonest
- Hiro Protagonest
Man I'm really late to this, and I'm sure it's not possible to change the gameplay this much at this point, but...
THIS. IS ALL SO GOOD. And now that I've played a proper BlazBlue game I can say that RR did do a good job with the standard moves available and inputs for them.Alrightish, but I don't really like the two finger block or throw. I've found that sometimes my block gets read as a jab and it doesn't always give me throw when I want it.
If I may suggest a possible alternate control scheme, here's what I'd go with:
Divide the screen into left and right half, all actions now use just one finger and are dependent on which side of the screen you touch.
Tap tap tap: Ground chain
x2: Forward attack
, tap tap tap: Launcher and air chain
If we leave it at that, this can just be an option to pick while leaving the existing control scheme in the game too for whichever players prefer. But if this were to be the only control scheme you'd have room to add more things, and as I'll get into in a bit I do think there needs to be more things. Possible ideas:
: Jump, possibly / for direction but if you really want to avoid diagonals it could just always jump forward.
Tap right when attacks hit: Just Defend! I think a JD mechanic would fit in well here to raise the skill ceiling without complicating controls. If it negates chip damage, this would go a long way towards making it possible for underleveled characters to stand a chance as long as you're good enough.
: Room for one more kind of attack. Not sure what sort of generic category to put here, but perhaps instead of something generic you could try and have something more unique for each character. Actually, that'd be best, since everyone feeling too samey is an issue I'll get into next.So we've got ground chain, forward, sweep, launcher into air chain, and throw, plus one special and three supers. Such a tiny, tiny movelist. There's not a whole lot to do at neutral, you're pretty much just gonna poke with either ground chain or forward all the time, with the occasional throw. And combo-wise it doesn't feel like there's very much room to improvise and discover stuff. I can see there's a little more later in the skill tree, but I'm guessing these aren't gonna be massive game changers. If somehow they actually are, then don't save 'em for so late in the game lest people get bored and leave before they ever see them.
And what really stands out to me is that everyone feels pretty much the same, right down to mostly using the same combos. It feels like the only real differences between characters are who can keep going after an air chain, who can combo off of throws and raw tags, and what specials/supers can be comboed into. And that first one stops mattering anyway once you figure out using ground chain after launcher since that appears to just always be better. Maybe there's some more unique stuff I'm missing, but without a training mode it's hard to explore.
If you've seen BlazBlue RR, I feel they really nailed their movelists (unfortunately most everything else about the game they didn't nail, but that's beside the point). They have a very similar tappy tap swipey swipe control scheme to SG Mobile, but not only do they give you a lot more moves to work with, they also managed to make every character vary significantly. They don't all feel like tiny variations on the same template, but faithful adaptations of their playstyles from the original game! Maybe try and take some notes from them, if you can borrow the one thing they got right while actually making the rest of the game good too you'd have a hell of a hit.
Also gonna echo the sentiment earlier about not being able to just dash without automatically attacking, especially since that attack is punishable. If I'm at a distance and they didn't just wakeup super to give me a guaranteed punish, I'm hesitant to go in since that requires me to just cross my fingers and hope the AI lets me (which they often do, but it still feels bad that I have to count on its stupidity).
Lastly, throws. Earlier I heard that throws apparently have invincibility frames to let them beat attacks because it felt better that way, but this raises a very big question. If throws beat attacks and throws beat block, and jumping doesn't even exist, what the hell beats throws? Whenever I come across a Diamond Drop Bella, I always backdash before her wakeup since it doesn't look like there's any other way to be safe, and then in the rare event that the AI doesn't do it see my complaint about dash attacks.