Russian robot is a grappler, lol.
You mean Tetsujin.
I for one welcome our new Russian Tetsujin overlord!
Russian robot is a grappler, lol.
Who said they didn't?
hmm I'm confused at what you mean by this.
not sure about the cooldown stuff but its f2p ill give it a shot
I may have oversimplified it a bit, but in comparison to IV, Third Strike's Super Art button prompts were a lot less demanding even though the game had plenty of depth in it's own right.
http://streetfighter.wikia.com/wiki/List_of_moves_in_Street_Fighter_III:_3rd_Strike
http://streetfighter.wikia.com/wiki/List_of_moves_in_Super_Street_Fighter_IV_H-Z
- Traditional six button set-up, with three attack buttons (weak, medium, heavy), and three special move buttons.
- Special moves are activated by one button and work on cooldowns, and don't have directional inputs.
Yeah. The theme, art style, and overall aesthetic design kill my interest in the game completely. It's a shame, the gameplay sounds very interesting.http://youtu.be/cLPO4YzyeW0
Some gameplay.... Im not liking the robo theme nor the character design..
It seems weird that it's even a six button fighter and not 4 considering this to be honest.Ugh, this is sounding like a P4Arena type deal to me. I'm not a fan of dumbing down inputs.
I seem to recall a SuperBot dev saying that they didn't have a huge budget from the very beginning so they had to basically be as minimal as possible when making the game. I'll look for a link.
Inexplicable? Protagonist's probably just a fembot.Does the protagonist bot inexplicably have a female voice?
Does the protagonist bot inexplicably have a female voice?
The name sounds decidedly like a helicopter combat game.
I'm okay with the cool down business. I'm not okay with the character design and art. It looks so bland and forgettable.
The cooldown system is directly a response to "OMFG SPAMMER" complaints in fighting games.Not liking the cooldown system, I don't see why specials should be restrained. The wakeup game could turn really ugly (I know your shoryu is on cd, you know I know. Your only option is to block and tech because I know whatever I'm doing will be safe). Also you don't see the cooldown for your opponent, just yours, which I find strange for a game focusing on removing "artificial difficulty" as much as possible.
The whole "cooldowns" not visible is bizarre because how is it going to work offline/local play? Surely there's a local mode right? They should display for both characters to be honest.
PC Gamer said:The reasoning for making Rising Thunder focused on onlineso much so that one character has a special move that turns him invisible only on the opponents screenis clear to Killian. Good online play is both the basis for all the biggest competitive PC games and lacking in most fighters. Plus, a healthy matchmaking system might be the invitation to have fun in fighting games that a lot of potential players need. With offline fighters, says Killian, not only do you have to be a weirdo who survived months of practicing all these moves, you have to have another group of local weirdos who are in the same boat. And if one of your local players is better than everyone else, everyone else gets crushed. And the worst players are left out.
The cooldown system is directly a response to "OMFG SPAMMER" complaints in fighting games.
The whole "cooldowns" not visible is bizarre because how is it going to work offline/local play? Surely there's a local mode right? They should display for both characters to be honest.
And yeah some of the cooldowns are way too long. The cooldown for the fireball is fine but for the SRK and Hurricane kick equivalent it's way too high.
Woah cooldowns on specials?
I didn't mind the art, but this alone is enough for me to say "no thanks." What is this a MOBA?