I'm butt at the game, but I tried solo Peacock yesterday. It was terrible. I think she works best with assists to help lock down the opponent somewhere.
But maybe if you're really good it would work. Even then, though, she'd still be more effective with assists.
I must be the only tier 2 opponent around (US, East Coast). Selected any region and 10 minutes later still not a match in sight. Population can't be THAT low... can it?
The load times (online) are noticeably worse than the PS3 version, but for me it was only by a few seconds. Whereas the PS3 version loaded matches up in 8-10 seconds, the 360 version goes to a "waiting for the other player" screen after the initial loading screen comes up.
I also had some difficulty joining matches on 360, but there may have been some 360 network issues for me last night.
Exit game in sub menu (why?! dashboard does this)
lacking crucial training options (auto block, auto escape for infinites, basically a host of ai options)
do characters get dizzy?
long loading times (xbla)
movelist
achievements only for player 1
wish there 4 more chars
more stages
'buy full game' doesn't disappear entirely
does it record fights?
Yeah, it's a shame there's so much missing. I know they had both time and filesize constrants, but if that's the case, I would have preferred if they did without the single player story aspects instead of excluding more important things like training mode options.
Exit game in sub menu (why?! dashboard does this)
lacking crucial training options (auto block, auto escape for infinites, basically a host of ai options)
do characters get dizzy?
long loading times (xbla)
movelist
achievements only for player 1
wish there 4 more chars
more stages
'buy full game' doesn't disappear entirely
does it record fights?
I think my timing is off. I usually turtle quite a bit in 2D fighters but in this game the AI will slip in that first hit and just nail a whole combo on me, and it happens regularly.
I'm butt at the game, but I tried solo Peacock yesterday. It was terrible. I think she works best with assists to help lock down the opponent somewhere.
But maybe if you're really good it would work. Even then, though, she'd still be more effective with assists.
I tried it online a few times, it's rough. It's so hard to get folks off you as Peacock, and she really doesn't have safe chip vs much of the cast which doesn't help matters.
Man I am super digging Valentines moveset. Options on anything. I think I'm gonna try her and Peacock for my dynamic duo. Any thoughts on assist setting for Valentine? I wanna try Peacock on either airplane or the speedy bomb summon.
Yeah, it's a shame there's so much missing. I know they had both time and filesize constrants, but if that's the case, I would have preferred if they did without the single player story aspects instead of excluding more important things like training mode options.
Yeah, it's a shame there's so much missing. I know they had both time and filesize constrants, but if that's the case, I would have preferred if they did without the single player story aspects instead of excluding more important things like training mode options.
I feel this way too. The training mode options feel weirdly prioritized. From the lack of move set to like replay/record options/dummy manipulation options seems weird. Maybe I'm spoiled by Marvel's training mode, I don't know.
I feel this way too. The training mode options feel weirdly prioritized. From the lack of move set to like replay/record options/dummy manipulation options seems weird. Maybe I'm spoiled by Marvel's training mode, I don't know.
The presentation and music is just so good. Just adoring the characters and level designs.
I'm more of an average fighting game player, as I've never played one game long enough to truly learn the ins and outs. However, I've always enjoyed fighting games, since the days of lining up at arcade machines on the boardwalk just to get destroyed. It's been a struggle early on, but I've been experimenting with a few characters and I'm finally picking up some nice combos and move sets. Still though, I'm having a great time online playing players of all different skills even if I am losing more than I'm winning. The game is just a lot of fun regardless and I'm enjoying learning the game on the fly. My main struggles come against Peacock, as she is a nightmare for me to handle.
I will probably check out the tutorial one of these days coming up, but on Day 1, all I wanted to do was jump right into the action. The three characters I've grown to enjoy the most are, Filia, Parasoul, and Valentine. If anyone wants to play some matches sometimes just hit me up on XBL. My GT is: jtrov.
The hardcore needs outweigh the casuals needs in a game like this. I've played like 5 randoms and only one was super awful. All the others knew BnBs and stuff. Casuals aren't interested in this game.
The hardcore needs outweigh the casuals needs in a game like this. I've played like 5 randoms and only one was super awful. All the others knew BnBs and stuff. Casuals aren't interested in this game.
The hardcore needs outweigh the casuals needs in a game like this. I've played like 5 randoms and only one was super awful. All the others knew BnBs and stuff. Casuals aren't interested in this game.
Most damage I can do with Cerebella outside the corner without meter is around 5000 without a Jump-in.
At the corner, around 5800 with her Dynamo super.
One thing I'm glad the team's done is make throws combo off of a stagger opponent.
Speaking of which I need to practice more QCB throw combos with Cerebella @_@
Hm, is there a way to combo into green needle and continue the combo? Like, would a simple aircombo into needle lead to extended hitstun so that the combo could continue where it would normally end?
Lauch, HK as soon as you can, needle, dash after a slight delay and then use your jumping HP. The HP should connect whilst they're still in stun from the needle itself and you'll end up right next to the opponent.
No lobbies is killing it for me right now. I really don't know how they left that out. I don't care if it was gimped like MvC3's with just life bars, no lobby system at all is really bad :/.
The hardcore needs outweigh the casuals needs in a game like this. I've played like 5 randoms and only one was super awful. All the others knew BnBs and stuff. Casuals aren't interested in this game.
No lobbies is killing it for me right now. I really don't know how they left that out. I don't care if it was gimped like MvC3's with just life bars, no lobby system at all is really bad :/.
I can't determine if this is joking or not but I'll give you the benefit of the doubt that this is tongue-in-cheek.
This game will appeal to you if you like a solid fighting game with extremely flexible fighting mechanics, but it won't appeal to those who can't get over the visual style.
love the game but having no moves list and directing you to the website in game which then takes you to a .pdf to download from MediaFire is unacceptable.
Wow, clearing the last portion of the Chapter 3 tutorial was really hard. I only managed to do it when I figured out that I could insert a "Split Ends" between "Bounce & Volume" and "Hairball (HK)" to ground the opponent to allow enough time for me to actually do the Hairball and cancel into the super.
Yeah, it's a shame there's so much missing. I know they had both time and filesize constraints, but if that's the case, I would have preferred if they did without the single player story aspects instead of excluding more important things like training mode options.
Considering this is only the second NEW fighting game IP released this ENTIRE generation (1st being Blazblue) I'm aware of, they needed to provide some context as to what is going on, who these people are, why they are fighting, etc. There is a pretty extensive lore to this universe and we've only touched the surface.
I feel this way too. The training mode options feel weirdly prioritized. From the lack of move set to like replay/record options/dummy manipulation options seems weird. Maybe I'm spoiled by Marvel's training mode, I don't know.
The tutorial mode is something that really sets the game apart. I don't think cutting it is really an option. Not to say those omissions aren't unfortunate or regrettable and that they don't need to be addressed (they do but thankfully they will be), but considering the quality of the core experience and the things this game has/does that other games do not, it comes up a wash IMO. I will add that MikeZ DID let us know ahead of time that some of these options wouldn't be there at launch (at least on SRK but I'm pretty confident that info made its way to the previous NeoGaf thread).
Wow, clearing the last portion of the Chapter 3 tutorial was really hard. I only managed to do it when I figured out that I could insert a "Split Ends" between "Bounce & Volume" and "Hairball (HK)" to ground the opponent to allow enough time for me to actually do the Hairball and cancel into the super.
Considering this is only the second NEW fighting game IP released this ENTIRE generation (1st being Blazblue) I'm aware of, they needed to provide some context as to what is going on, who these people are, why they are fighting, etc. There is a pretty extensive lore to this universe and we've only touched the surface.
The tutorial mode is something that really sets the game apart. I don't think cutting it is really an option. Not to say those omissions aren't unfortunate or regrettable and that they don't need to be addressed (they do but thankfully they will be), but considering the quality of the core experience and the things this game has/does that other games do not, it comes up a wash IMO. I will add that MikeZ DID let us know ahead of time that some of these options wouldn't be there at launch (at least on SRK but I'm pretty confident that info made its way to the previous NeoGaf thread).
To my understanding, most dev teams have like 5-10 dedicated network programmers. This team had ONE.
The tutorial mode is something that really sets the game apart. I don't think cutting it is really an option. Not to say those omissions aren't unfortunate or regrettable and that they don't need to be addressed (they do but thankfully they will be), but considering the quality of the core experience and the things this game has/does that other games do not, it comes up a wash IMO. I will add that MikeZ DID let us know ahead of time that some of these options wouldn't be there at launch (at least on SRK but I'm pretty confident that info made its way to the previous NeoGaf thread).
I could not praise the tutorial mode enough, it's what fighters desperately need, and what I've been begging for forever in fighting games. I don't think it compensates for a move set though.
Hitbox and hitstun meters are nice, but I would rather have a move set built into the game than those. It's a no brainer. They're icing on the cake.
I put together some really basic combos and intermediate stuff for any novices curious about Painwheel. She is one of the more difficult characters so I tried to provide some basic combos you can build off of. Learn the BnB Starter, add a Combo Finisher. If you wanna get more advanced add Fly Cancel Combos . Any combos that go beyond these basics will have to be tailor made to avoid the Infinite Protection System which is why I have yet to provide any air combos.
They're things that are standard to fighters made by tons of people, so it's perfectly arguable you can't expect the same standards from games made by small teams, yes.
I honestly have no problem with anything, the no move list is dumb but whatever, except the lobby system being left out. You do NOT release a fighting game in this day and age with no lobby system. You just don't. The absence of one will kill this games online community.
Well then they sort of fucked up on where they put their time and money towards imo.
All the SP stuff can be tossed to the wayside in return for lobbies and spectating. Why? Well I'd be giving them money for it is why. Now it's a wait and see until they add it or if they add it, and depending on how long it takes, it could just be too late to have earned my $15.00.
This day and age for fighters the online is make it or break it. Shitty SP will not effect you in the long run. Go look at SC5.
They're things that are standard to fighters made by tons of people, so it's perfectly arguable you can't expect the same standards from games made by small teams, yes.
They're standards to all fighters. Skullgirls is the only exception to your criteria, basically. Like I mention above, not having that and having other extraneous shit is inexcusable. Move set comes before tutorial mode, even training mode. It should always be at the top of the list since it ties most directly into the core gameplay.
Weve been over what it would take. Team was small, money was running out, everybody was crunching like mad for months and the publishers wanted the game out now, after several delays.
If they couldave gotten more to you in time, they wouldave. If your priorities dictate some elements are more important than attracting new players through the tutorial system, I hope its not a deal breaker , but as far as me goes, I think it was the right move.
I think teaching people how to properly use LP, MP, HP and LK, MK, HK before learning how to throw fireballs is more important. Fundamentals before flash.
Is that actually what you think I wrote? Really? Of course those are problems. I agree with you that it sucks. But they weren't hidden knowledge, they were mitigating circumstances, they have been recognized and they will be fixed. What else is there to be said?
Truth be told, from what Mike has said, adding a move list would actually be harder (UI work, more bug testing, localization across languages and platforms, etc.). He wrote the hitstun bar thing in like a day I believe.
It shouldn't be forgotten that there's a pretty substantial difference in what the developer has to work with when comparing a $40-50 retail disc and a $15 digital game released through a console's proprietary online store.
Weve been over what it would take. Team was small, money was running out, everybody was crunching like mad for months and the publishers wanted the game out now, after several delays.
If they couldave gotten more to you in time, they wouldave. If your priorities dictate some elements are more important than attracting new players through the tutorial system, I hope its not a deal breaker , but as far as me goes, I think it was the right move.
I think teaching people how to properly use LP, MP, HP and LK, MK, HK before learning how to throw fireballs is more important. Fundamentals before flash.
None of this excuses that from the start it should have been a priority, not along the way when shit was getting hectic, and you have to make a decision close to crunch time. From a design standpoint, they chose some other questionable stuff as the sell (I continue to use hitbox viewing as an example) for the game, and leave the fundamentals out in the process. I cannot agree with that perspective on game design.