The items are not inherently bad at all
they force people to come out of cover or corners by always appearing centrally in a stage, provide only an overwhelming benefit if you remain in the range for the whole duration unopposed / undamaged / unthrown
they can work on both or all players simoultaneously
and the bombs have to be manually tapped or they fly around for ages and have plenty of time to see where they are and they allow players to attack/shoot the bombs to pressure opponents out of defensive spaces
and then when you get hit by the bomb its not really any worse then getting hit by a throw, the damage bomb is like throw damage and the arm disabling bomb allows the opponent to raw super you but so does the opponent landing a grab allow them to raw super you during the off the ground bouncing animation
I agree from a design perspective, they are good, but from the randomness of it, I don't think they are. Imagine one guy just happens to be throwing a punch, and mid-flight, a bomb is brought down. The other guy didn't even have a chance to react and the guy that punched the bomb just got lucky.
I agree from a design perspective, they are good, but from the randomness of it, I don't think they are. Imagine one guy just happens to be throwing a punch, and mid-flight, a bomb is brought down. The other guy didn't even have a chance to react and the guy that punched the bomb just got lucky.
whats the consensus on this games depth as a competitive fighting game thus far?
You can toggle off items in the final game. I posted a screen from the Direct earlier that shows an option for toggling off items, as well as options for adjusting HP and rush gauge, time limit and number of matches, CPU difficulty and number of CPUs, etc.I agree from a design perspective, they are good, but from the randomness of it, I don't think they are. Imagine one guy just happens to be throwing a punch, and mid-flight, a bomb is brought down. The other guy didn't even have a chance to react and the guy that punched the bomb just got lucky.
you can hit the bombs backI agree from a design perspective, they are good, but from the randomness of it, I don't think they are. Imagine one guy just happens to be throwing a punch, and mid-flight, a bomb is brought down. The other guy didn't even have a chance to react and the guy that punched the bomb just got lucky.
Is your strategy: Grab to spike, jump, then hit it at the net?if anything the volleyball mode seems completely busted as i have a strategy that commonly guarantees me quick and easy 5-0s long before the time limit is up
its a mixup between an optimization of that, having the grab prefired so it lands, having a lan adapter so i have the most accurate view of the ball spawn, having the followup hit ready because the prefired grab is going out AT the net midjump so the followup is coming out at the apex of that jumpIs your strategy: Grab to spike, jump, then hit it at the net?
Although I haven't felt it as strongly myself, there's definitely a steady increase of player competency across the test punch sessions. Andre from GameXplain was winning easily in the first test punch and now in the fourth one he's losing a lot of games.
All of this sounds very familiar. I was a Ribbon Girl...were you Min Min perchance?
Absolutely, I can be facing an opponent head-on with Ribbon Girl/Min Min and curve the Slapamander/Chakram around to hit them from the sides; otherwise our punches may just continually negate each other. You can also attack from behind cover (the tubes in DNA Lab) in this fashion.Out of curiosity - are people making use of the fact you can curve punches? I find myself moving around enough that I typically end up in line with the opponent and using straight punches most of the time. That and the timing of curving is such that they typically get out of the way by the time I make any real arcs.
Out of curiosity - are people making use of the fact you can curve punches? I find myself moving around enough that I typically end up in line with the opponent and using straight punches most of the time. That and the timing of curving is such that they typically get out of the way by the time I make any real arcs.
Out of curiosity - are people making use of the fact you can curve punches? I find myself moving around enough that I typically end up in line with the opponent and using straight punches most of the time. That and the timing of curving is such that they typically get out of the way by the time I make any real arcs.
Any newbie guides to read?
Would like a few tips to practice the next test with.
For instance does blocking do anything aside from block? Feels better to dodge and just block specials
Another example. The one girl can do a dive bomb by holding dodge after jump. But it seemed to do nothing
Fun game, not £50 fun to me, but I will definitely pick it up when it's cheaper.
Blocking can be better than dodging sometimes. It's a way to avoid damage from curving attacks and to actually bait people to grab.
Ribbon girl's drop is more about mobility and reposition quickly for opportunistic attacks than any kind of overt effect.
I don't think any comprehensive guides exist yet, but in my experience it's good to: Move more, attack less. Wait for opportunities while watching how your opponent moves and attacks. People often show their tells early on.
Great response thanks
Do charges up punches just do extra damage
I've noticed people don't know or bother using their arms charged up effects
I've defeated many opponents just by taking advantage of those.
Fun game, not £50 fun to me, but I will definitely pick it up when it's cheaper.
Great response thanks
Do charges up punches just do extra damage
No, it also activates each punch's special effect: wind, fire, shock, augmented size and damage, etc.
yepWhen there's a big and small icon like that, does that mean it's two people on the same system?
Anyone playing with the thumbs up grip? (One joy con in each hand), I tried and it's impossible to win , especially to dogde or move, the rest are ok and the game feels nice, didn't notice any lag or anything wrong, and the waits on the lobby where really short.
Personally I'm not getting it, I'm not too much in MP only games.
There's evident potential, but there's only a fraction on display because we don't have access to every stage (which does matter for a game like this because unlike most fighters, the kind of stage really matters and influences depth, you learn both the characters and stages), every character (Kid Cobra, Twintelle and Bite and Barq could throw notable wrenches into strategies that the other characters could rely on) and every arm combo(which is important for understanding potential gameplay styles and strategies for each character as well).
There's a good bit we don't understand quite yet. So it's a difficult call, as for whether it's entertaining as a test of skill within this limited set? I'd say yes overall. Even side modes like V-ball have their quirks to learn which is satisfying.
wth people got 1v1v1v1 matches? the game never gave me one ;(
I definitely got into the game a lot more this time around. Deflected more grabs than usual, made it a habit in 1v1v1 to constantly shift targets which resulted in me managing to distract opponents.
Also adopted a new strategy for 1v1v1 or 1v1v1v1 fights, just switch targets constantly, keeps one person from getting ganged up on so it feels good, but also throws people off cause they are expecting a gang up and you turn on em.
dlc code from amazon.co.jp is like £41
Just to add to this, charged attacks also have different interactions with certain characters.
For instance, when hovering, Mechanica receives a 50% damage reduction against uncharged attacks, and doesn't flinch. Charged attacks bypass those defences.
Anybody have an idea of how large the file size is going to be? I'm thinking of going download, but I'm hesitant.
Just to add to this, charged attacks also have different interactions with certain characters.
For instance, when hovering, Mechanica receives a 50% damage reduction against uncharged attacks, and doesn't flinch. Charged attacks bypass those defences.
Anyone playing with the thumbs up grip? (One joy con in each hand), I tried and it's impossible to win , especially to dogde or move, the rest are ok and the game feels nice, didn't notice any lag or anything wrong, and the waits on the lobby where really short.
Personally I'm not getting it, I'm not too much in MP only games.
I really enjoyed playing ARMS, and I think motion is clearly the best way to play. A big issue though is people just spamming grab attacks to win, I hope they balance that somehow.