On top of that I'm not quite sure what those three games have in common in regards to what he's describing.
I used his tweet more because of the last statement about 3D/high budget games tbh (makes sense to me in a way), but I think his point there is that those games have a focus on gameplay and mechanics interactions that remind him of the freedom/mechanics of fighting games, unlike other big titles that are, I dunno, more narrow, in that sense?
Ah gotchaI used his tweet more because of the last statement about 3D/high budget games tbh (makes sense to me in a way), but I think his point there is that those games have a focus on gameplay and mechanics interactions that remind him of the freedom/mechanics of fighting games, unlike other big titles that are, I dunno, more narrow, in that sense?
I haven't played GOW for instance, but there are combo videos and weird tech regarding the shield and throw axe mechanics that kinda fit on what is being mentioned, while I never saw anything similar for the Assassin's Creed titles.
You'll slip one day and we will be here to judgeFuck TERFs
King of Fighters 98 matches
1 Hour of Last Blade 2
2 Hours of Garou
3+ Hours of Street Fighter V
1 Hour of Virtua Fighter 3
Street Fighter III 3S matches
1 Hour of Super Street Fighter II Turbo matches
3 Hours of Street Fighter Zero matches
2+ Hours of Ultra Street Fighter IV matches
I don't like Melty steam port, for some reason it doesn't recognize my xinput controller, and also I discovered that the hardcore players still use the doujinshi version with the third party client to play online
IIRC you can use the client with the Steam port anyway. Also Steam Input will make your controller work on way or the other.
Not sure if using a next gen game as advertising/features for your late game is weirder than the DB live action fighting game being a PSP exclusive though :thinking:Representing the last title for the PlayStation 2, Dragon Ball Z: Infinite World combines the best elements from the previous Budokai and Shin-Budokai series, as well as the recently released and much-admired next-gen Dragon Ball Z: Burst Limit, to deliver the definitive DBZ experience on PlayStation 2. But no Dragon Ball Z game would be complete without its fair share of spectacular battles. Dragon Ball Z: Infinite World uses a simplified battle system taken from the recently released next-gen Dragon Ball Z: Burst Limit for thrilling hand-to-hand fighting on the ground, or flying leaps and aerial combat in the skies. In addition, new ideas have been added to the battle system. Defeat your opponent by blasting damaging Ki attacks from the sky or by diving into him and launching an explosive smash attack. The game features over 40 unique characters, not counting the different forms that each character can transform into which multiplies the playing potential. On top of characters, fighting techniques and battle stages, Dragon Ball Z: Infinite World also includes selected drama scenes from the previous games all presented using beautifully refined effects and shading techniques.
BEcause the third party client is a lot better than the official netcode (which I think is Arcsys standard but not 100% sure on that)
I'm just joking man, lol.
Tekken and SFV got time on them and alot of people enteringI'm just joking man, lol.
But on the reals, not going 0-2 is the goal. It was has happened before and shall happen again though.
I think I will do the best at SFV. I've stopped practicing T7, as MK11 is taking all my non SFV time now. I might get sick of MK11 soon. Or not. We shall see.
I haven't played it myself, but gist I got from other people was that it's got really clever and detailed adaptations of the characters into FG movesets, but isn't fun to play competitively because it's got low damage and extremely long combos.
I've played this and this is pretty accurate. There's some pretty wacky loops and damage scales pretty hard for long combos. Doesn't help that guard cancels and bursts are pretty plentiful thanks to them being tied to meter and partner availability instead of round-limited resources.
In the end I went with Under Night because I want to learn the game before EVO so I can follow the matches. This would be my first EVO that I follow live.
Yup, I've been playing it for a few days and it really is.
I'm taking my time getting used to the inputs.It really is lol
Though I would argue that the character design (from a visual language standpoint, not an aesthetic/art standpoint) in UNI is better than in Xrd. ASW really dropped the ball coming from X2 to Xrd.
Hope you enjoy it, UNI is is a really well thought game!
I think you made a good choice! I've been grinding out UNIST since January now and I'm convinced this is the best 2D fighter on the market. Don't worry about being perfect, take your time and learn at your own pace. There will always be something to improve upon, so take it one step at a time. UNIST is a chain game, so you should be able to enter them in quick succession for the most part, until you get to combos where they ask you to delay stuff, which is usually jumping moves.I'm taking my time getting used to the inputs.
I had some fighting game experience from playing (more like stumbling around) GGX2 a million years ago, but the input time frame for linking attacks in UNIST seems a lot more tighter than I thought. The combo comes out but I still failed what the tutorial ask of me.
(This is the beginner's tutorial)
Could it be the moves where you need to hold the button? I remember a simple combo with Wagner that never registered even though I did what was required, until I understood they wanted me to hold the button for a second after the quarter circle to make a stronger version of the charge.
Or when you try to do anything with Yuzuriha lol