That's the training mode I'm talking about I just don't think it's very helpful at all.
The training mode is absolutely terrible by fighting game standards.
That's the training mode I'm talking about I just don't think it's very helpful at all.
The way Rush works goes against how a comeback mechanic is supposed to work in a fighting game. You get it for punching an being offensive. Which means you can be owning someone and even get Rush first to finish them off.
Lots of things about this game don't work at higher levels of play. Not sure how long I'll be playing this.
It's not a comeback mechanic though? It works and builds like a traditional super meter gauge.The way Rush works goes against how a comeback mechanic is supposed to work in a fighting game. You get it for punching an being offensive. Which means you can be owning someone and even get Rush first to finish them off.
Lots of things about this game don't work at higher levels of play. Not sure how long I'll be playing this.
Taking hits and just the regular charging of arms charges the rush meter also so I don't really see it as an issue.
Weren't you the one saying that there's no incentive for being aggressive? Well there you go.
Good guide you posted by the way, some helpful pointers for Grand Prix and in particular Hedlock. Thanks.
But you must keep punching!I can't anymore.
My arms are tired and heavy after combined 3h of playing today.
The online mode is very well done - rotating around and chaning modes is awesome.
How's the online holding up?
How's the online holding up?
But you must keep punching!
How's the online holding up?
I'm having a much better time with it than with Mario Kart 8 Deluxe, that much is for sure. It's very decent in my opinion.How's the online holding up?
Isn't this good tho? It feels like the game mechanics fundamentally rewards you for being passive but by keeping punching and being more offensive you can be rewarded with getting more rush gauges filled. This is how I try to play and so far I feel haply to get rewarded even when facing grab happy Ninjaras.
It's not a comeback mechanic though? It works and builds like a traditional super meter gauge.
My thoughts exactly by the time I finished.Beat Grand Prix Lv4. Wasn't nearly as hard as y'all made it out to be... until Hedlok. That was a little challenging lol
So how does it play with a pro controller? I have no desire to do the motion controls, but am really interested in this.
Anyone?
It's very good with standard controls.Anyone?
Really good imo. I am currently doing level 5 single player, and I mostly win in online matches. Manoeuvring around is easier with pro controller, but comes at the cost of more difficulty in curving punches. All in all I'd say pro controller is definitely on par with motion controls, and I personally prefer it.Anyone?
If it's not a comeback mechanic then I can understand. However, in most modern fighting games you super is used as a comeback mechanic.
Anyone?
Man my daughter who is not quite 5 is all over this game first time I've gotten her excited since Disney Infinity 3.0.
Is Hedlock even supposed to be beatable? I'm trying to win a single round for like 30 minutes now. That's one of the most insane difficulty spikes in recent gaming history, seriously
Is Hedlock even supposed to be beatable? I'm trying to win a single round for like 30 minutes now. That's one of the most insane difficulty spikes in recent gaming history, seriously
Anyone?
Your super can be used as a comeback mechanic, but it's almost universal in fighting games (modern and old) that supers are built by playing offensively
Is Hedlock even supposed to be beatable? I'm trying to win a single round for like 30 minutes now. That's one of the most insane difficulty spikes in recent gaming history, seriously
This is not too high imo. There are mini games as well (Basketball, Volleyball, Targets). In a world where Street Fighter V was 69,99 at launch I'm not complaining about this price for Arms.
I made a design mashing together ARMS & PUNCH-OUT! What do ya folks think?
s n a k e p a r k i s a s s
^THIS.
All day this!
I think it's easily the worst stage I've ever played in a modern fighting game. Although to Nintendo's credit, it lowers the skill ceiling and makes the playing field equal no matter who's playing.
^THIS.
All day this!
I think it's easily the worst stage I've ever played in a modern fighting game. Although to Nintendo's credit, it lowers the skill ceiling and makes the playing field equal no matter who's playing.
Haven't yet played it. What makes it so frustrating?
So what's the verdict on casual approachability?
Generally I'm not a fighting game guy. I've tried Soul Calibur and Tekken in the past and they've both bewildered me. I'm just not good at 'em because I don't really have the time to sit down and memorize three dozen different combos.
Is Arms sufficiently arcadey enough to escape the fighting game genre and get more into the party game space or will I be frustrated?
So what's the verdict on casual approachability?
Generally I'm not a fighting game guy. I've tried Soul Calibur and Tekken in the past and they've both bewildered me. I'm just not good at 'em because I don't really have the time to sit down and memorize three dozen different combos.
Is Arms sufficiently arcadey enough to escape the fighting game genre and get more into the party game space or will I be frustrated?
So how is everyone enjoying it. Is it a good game?
Can we talk about the inability to go to the home menu while in a lobby?
Can't check the battery %, can't check who's online, can't change the screen brightness, change control settings quickly etc. No game should be allowed to do that, except in the usual quick situations (like loading screens).
Just penalize people that are AFK in a match. Not this extreme babysitting.