Wenzel
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I saw that the combo stage needed to reach stage 2(?)-ish before the deterioration bar even starts filling up. I'm wondering what would happen if it starts filling up at stage 0 and each individual hit does more damage.>they're vague on how the combo meter works
>Well, as long as it lets me escape combos, i'll be happy
>only makes it hard to combo after the bar fills
>no bursts or any kind of interaction
>all examples in the video end in a knockdown, leaving the attacker in an advantageous position after a full combo
>super-less combos don't seem to do much damage, so we'll be seeing these combos a LOT
combo haters will hate this. At least combos don't seem to be relatively long, Arizona's air-to-air combo at 0:27 is 5 seconds long and Velvet's counterhit combo at 0:36 lasts 10 seconds including the super (due to multi-hit moves taking up some time)
if i'm not mistaken, it looks like there's delayable roll recover like in blazblue.
well, the combo system didn't turn out exactly as i expected, but it doesn't seem so bad. my only issue with the game so far is how this is really just Fighting is magic: Let's try this again, with exactly the same characters down to most of their animations (even with some of the differences and new specials they supposedly have), but i still like it a lot, and will probably throw enough money for me to grab a copy of the game
Since /mlp/ isn't exactly the pinnacle of theFGC, what are your thoughts on this combo system?
to those wondering the differentiation between this and skullgirls, it would definitely be the resets. The way a lot of SG's moves and the undizzy bar work encourage resets while there's nothing indicating those split-second mindgames in TFH, which imo seems to play a bit more like blazblue
After reading some online chatter, I'm getting the distinct impression that 99% of this game's audience doesn't care one bit that it's a fighting game, or what the mechanics are. They're here for the not-ponies.
Truthfully, I don't really care what the audience wants, I care about what the team's aim is. To me, TFH and SG are two fighting games with opposite primary goals:
SG had multiple people who donated a lot more than that; zferolie threw down some $7900 and phantasyiforgethisnick2 like $9400? I forget the exact numbers, but something along those lines
I knew zferolie donated a lot but I didn't realize it was that much, jesus christ
On the topic of combo length, the devs (i.e. the guys playing that demo) had worked on the previous version of the game for quite a while. It's not brand new to them, they've been playing it for, like, two years. I think they've got a pretty reasonable picture for "normal" length combos already. And as long as they've got an Undizzy meter of some kind, they can pretty easily tweak that to make combos shorter (SG's Undizzy started out at like 350 or something before it settled down to 240). I'm not too worried about it. Still, I can understand why some people might be worried.
This is one of the cases where I'm concerned if its a deliberate thing or a result of the fightermaker engine. It's known that they weren't capable of accepting two buttons at once as an actual input so there's always the possibility of double motion supers going away. That is of course, unless that was the way mane6 wanted them to be.
The problem I have that's causing me to be super unsure if I want to back is that since there's no demo I can't tell how much of the problems I had with FiM were a result of intentional choices or engine limitations.
But it's not neutral, it's mega long ;_;
As long as we can have shortcuts (like 2626 for double qcf and 62(1)4 for hcb, though 6314 would be nice to since that's all i seem to get on the keys) i'll be happy.
My guess is the last one is the boss character and it's got wings or something so they can re use the 6th moveset.
I was one of the people playing in that trailer. We intentionally wanted to keep the combo length kinda neutral in the video since the game is a work in progress. There's many combos possible in the current version of the game that we haven't shown that we already intend on reigning in a bit. How much reigning will be done? I can't say for certain, but we definitely have a series of mechanics intended to limit combo length other than juggle decay.
Nosir. At least not that I know of. :^P I've given them engine help, "How do we do this?" type things, but that's it.@Mike_Z are you helping has a consultar of the game or give Mane6 feedback? im curious.
Every fighting game has the ability to drop combos and try to hit them again, yes.
Campaign shoutout on Equestria Daily roughly 15 min ago for more brony money. I actually wonder how much social media/online news this campaign will get. Don't really see fighter sites covering it and only saw Siliconera post an article about the approaching campaign awhile back. Skullgirls had a ton of coverage throughout their campaign on multiple sites + lot of word of mouth.
It's funny because a lot of people are actually dismissing the game for NOT being about ponies anymore. at least that's how it is on /mlp/ right now. EQD just loves faust
Every fighting game has the ability to drop combos and try to hit them again, yes.
However, if there are recovery options that move your character or provide invincibility, or if the victim can choose when to recover, resets become much less useful/practical to the point of not really being important. The longer the victim can be invincible on recovery, the farther they can move, or the less predictable they can make their recovery position, the less useful resets are.
And if you can kill the other person in one hit, resets are also not useful (see MvC3, which also has directional invincible air recovery).
FGC is a loosely-defined, openly-hostile fraternal order, whereas the MLP fandom is, like... the complete opposite. I'm not saying the hostility is justified, but if anyone thought a rebooted MLP fighter was going to receive favorable treatment in the FGC, they need to sit out on the porch and with some ice tea and think on that a little longer.
Ditto, I'm curious about their leader and the lore already has got me hooked. I kind of want this to be some sort of mega hit so they can actually craft a sequel or dare I say, show? It'd be nice to see the somewhat darker aspects of the lore and have more of an adventure theme than MLP.
Yeah do yourself a favor and don't read the comments. You will save a few brain cells. At least that is another site that is spreading awareness which means more potential backers.
HAH SRK and Classy are two words that don't usually mix wellEventHubs might've put up an article first (even if it was with a questionable slant) SRK's article is a lot classier.
http://shoryuken.com/2015/09/21/fro...htin-herds-development-crowdfunding-and-more/