After every online match you have to click through two level-up screens and an unlock notice, while a ten-second timer counts down. The post-match menus and timer are stupid. Throw breaks, Critical Stun, and counter hits could all use lighting effects like other games have. The words “Combo Throw” don’t mean anything, certainly not “press the Throw button faster than your opponent to break out of this throw.” Even if players don’t always understand the messages immediately, games like Guilty Gear Xrd and Soul Calibur have great visual effects that aren’t just flash but tell the player exactly what just happened on the screen. You can’t really understand what these words mean without having read the tutorial, and games with all these systems need to use everything at their disposal to be comprehensible at a glance. I don’t like the visual cues, which are largely relegated to notes on the side of the screen. If we must be able to run around before the round begins, it’ll be necessary to force a distance between the players… which would feel bad, and likely be more trouble than it’s worth. I recommend a more traditional starting range ala Tekken, from which both players have room to jockey for position and play the neutral game before one moves in. To use character examples from Soul Calibur, is it fair to both players if Taki gets to start the round standing on top of Astaroth? It’s a decisive advantage for characters with fast moves: how are you going to deal with Helena in your face in Bokuho stance at the moment the announcer says “Fight”? By contrast, at the start of a DOA round, both players are “in” for free and the character with the faster attacks has a decisive advantage. Normally a fast rush character has the advantage of superior close-range attacks and the disadvantage of having to take risks to get in. This is stupid.įorcing a point-blank situation off the bat deprecates the neutral game and heavily favors speedy rushdown characters. Since back dashing is slow and forward dashing is super fast, it only takes one player to force a point-blank situation. But in high-level practice there’s only one result: smart players charge in immediately and try their best to stand on each other’s toes before the match has started, after which they’ll start in with one of their fastest attacks and immediately put the slower player on defense. In 3D fighting games with complex models like these, this kind of clipping is really common and normal, but since you can go through frame-by-frame in this game there’s all kinds of body horrorĪllowing players to move around before the round is fine on paper.
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