I wonder if TJ's animations will get work as the season goes on? The main things that annoy me right now:
- The wind-up for his shadow dashing-punch looks off. Like he's shrinking up into a ball, rather than winding back for a punch. Particularly the back foot. It looks more Comical than cool.
- His pre-battle Stance is so different compared to the others. Maybe it's unfinished? Most face the screen, he faces the opponent in an almost purely 2D way.
I do like the way the recapture re-bound seems to have worked out (looks better than when it premiered), and his voice seems really booming in combat.
I'm already tired of hearing Thunder's "SUUPAAA FEEVAAAA!" as a separate move, lol. And people online would probably spam it just that much. Good it has some variations, sure, but I hope it gets livened up into it's own thing over time.
It was nice seeing Keits and Co. play, but this definitely makes me realize how nice it was to see Filthie play during the early days. His Glacius was a joy to watch, and he always seemed to have something great and cool to show each time he played. He was a great mix of professionalism, fun, and technical skill for the game.
These streams feels quite different, and while it's not BAD, I just miss some of the old feel. They're definitely a bit more straight-to-the-point than the old Microsoft streams.
We still have yet to hear Combo's full theme, come to think of it. Hm.
Call of sky and the grenade seemed pretty underwhelming from what they showed although neither were used against the ideal characters I suppose. Orchid's grenade just seems so ridiculously slow. Don't want to speak definitively about anything since I obviously haven't played it but I think that grenade might need to be sped up just a bit.
Call of Sky... Yeah, it seems like it'll only shine when it's being used for it's intended purpose, not when it's spammed just to show off.
Orchid's grenade I like a lot, personally. It's a tool used to pester wakeups, and to keep her a bit safe, and for that, it seems perfect. I like the fact that it feels like an option themed off of the "keep her safe" aspect of the firecat., yet not so good that it replaces it.
It seems just fast enough to let her make her next move safe, and not to begin pressure on it's own. That seems good, especially since firecat still exist, and hasn't been nerfed in any way. I wonder if she'll get some crazy non-shadowcounter blockstrings out of using hits, cats, and grenades all together...