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Rising Thunder - new PC, UE4, Free-to-Play fighter from Seth Killian

I feel like removing the timers would ruin the point of this game... It would be like removing the cooldowns in a MOBA (well, there's URF mode for that in LoL and i hella fun but definitely not balanced). You're supposed to punish someone who has something on CD. For him, it'd be like playing Starcraft and nothing has build times. Tell him to do something else while things are on CD or just play more passively.

The problem is really easily solved. Simply offer both cooldown and no cooldown modes and let the market decide.
 
Jabs have stopped the armor more than enough and he has a multi hitting special too.
Hope they give Talos a way to deal with fireballs.b+M needs to eat fireballs or something.
 
Jesus christ I am so angry right now.

Fuck Talos. I'm done with this shitbiscuit.

Talos fucks me up because he doesn't have the movement and setup quirks of traditional grapplers that have to deal with 360 motions, but he still gets the big damage and short startup of command grabs. That and the fucking blue wallbounce kick; I feel like that should have to be charged to have that effect, or at least not wallbounce me into his loving magnetic arms if it trades.
 
Man, Dauntless with the cold hit that's safe on block is invincible. You can completely control the flow of every single fight with that.
 
Man, Dauntless with the cold hit that's safe on block is invincible. You can completely control the flow of every single fight with that.

It's not safe on block I believe (unless you use revolving). I know as a dauntless I can punish another dauntless with a light/c.light into cold drill. Not sure if other characters can punish it. Chel with c.light into stinging wind might be able to.
 
Seems like blocking edges slide doesn't net you a free throw. Just jump as edge and you won't be thrown. That move has to be like -1 or 2 at the most

It's not safe on block I believe (unless you use revolving). I know as a dauntless I can punish another dauntless with a light/c.light into cold drill. Not sure if other characters can punish it. Chel with c.light into stinging wind might be able to.

Edge can punish it with stand strong
 
Anyone have any luck with a Hori RAP4? I've tried a few different plugins (DS4windows, DS3 tool, Joy2Key) and haven't been able to get it to work. Computer recognizes it but the game ain't having it. My DS4 works with the game just fine, but just picked up this stick and would like to try and use it with the game
 
Anyone have any luck with a Hori RAP4? I've tried a few different plugins (DS4windows, DS3 tool, Joy2Key) and haven't been able to get it to work. Computer recognizes it but the game ain't having it. My DS4 works with the game just fine, but just picked up this stick and would like to try and use it with the game

You probably did this, but just in case, did you try running as administrator when launching JoyToKey? I'm not using that stick, but on mine everything seems to respond correctly except for the game unless I make sure to run as administrator.
 
You probably did this, but just in case, did you try running as administrator when launching JoyToKey? I'm not using that stick, but on mine everything seems to respond correctly except for the game unless I make sure to run as administrator.
I didn't, I'll have to try that....thanks!

EDIT: Success! Thanks again
 
What are some good ways to get in for grabs as dauntless? Ive only gotten to silver with her, and I've kinda ignored grabs aside from techs. I'd probably use it more if it wasn't its own button at the moment
 
What are some good ways to get in for grabs as dauntless? Ive only gotten to silver with her, and I've kinda ignored grabs aside from techs. I'd probably use it more if it wasn't its own button at the moment
Cold drill cancel mixups / hard knockdown mixups. And then KA out of the grab for a fat combo.
 
So, played a bit last night.
First off: damn, my computer is bad :P
Second: with the proper connection, this game has the potential to be insanely fun. The mind games are present. Spacing game is present. Combos seem relatively easy, the cooldown system actually works when i am not looking at the display, all one needs to remember is that if special X was used now, it cant be used for the next few hits, basically.

This game will be much fun.
 
God, I hate playing against Vlad. Just been running into noobs that just block, use lower punch, and those stupid specials. I want to play against someone who can competently use him.
 
God, I hate playing against Vlad. Just been running into noobs that just block, use lower punch, and those stupid specials. I want to play against someone who can competently use him.

Actually blocking is pretty impressive for a 'noob'.
 
Actually blocking is pretty impressive for a 'noob'.

Most of the time it was just lower punching. The blocking was rare with just special spam shortly after and passively waiting in a corner is not anything praiseworthy.

Edit: Even then, blocking isn't difficult. Just hold back on the left stick
 
My salt levels are reaching critical, i was a step away from gold and now i'm a step away from falling to bronze. I choke so much.
 
Now that I've had some time to get some online games in, I am really liking Rising Thunder!

I've had a lot of close games against players who really know what they're doing, overall I really like the game. Kind of wish there were more anti-air normals for characters, but that may yet come into play later.

Talos is great. Haven't played a grappler who seemed so good in a long while.
 
Most of the time it was just lower punching. The blocking was rare with just special spam shortly after and passively waiting in a corner is not anything praiseworthy.

Edit: Even then, blocking isn't difficult. Just hold back on the left stick

I dunno man, you may be giving the art of blocking properly short shrift here. I'd rather beginners even just try to learn how blocking works and what their best normals are rather than go for the typical noob strategy of jumping forward and trying to do big dumb combos all day.
 
I dunno man, you may be giving the art of blocking properly short shrift here. I'd rather beginners even just try to learn how blocking works and what their best normals are rather than go for the typical noob strategy of jumping forward and trying to do big dumb combos all day.

Maybe I am but it'd be good to have them try and fight rather than block for days.
 
My salt levels are reaching critical, i was a step away from gold and now i'm a step away from falling to bronze. I choke so much.

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I know that feel bro. I'm not helping matters by being a Talos player, but I'm too stubborn to switch.
 
Few things are more satisfying than beating edge as talos

when do losses start affecting your status? I'm still at carbon :( and haven't seen my status drop after a loss
 
You know what this game needs?

Birds for scale. Because all of the robots feel like they're about 5-7 feet tall.

They need a map in a ruined city, fighting by some big buildings will help show the scale.

Bit of a late quote, but I agree with these. I'd suggest to make it more like Capcom's Cyberbots in that regard, with buildings getting destroyed in the background because of the robots' movement etc. Some graphical damage to the ground/floor would help as well.

Overall, after watching the Giant Bomb Quick Look (since playing it myself is not happening without a new PC), I must say that this game is now only closely behind SFV in terms of being of interest to me. I really like how it looks and moves and I also like the character designs quite a bit.

The only thing I hope they'll add, apart from the above with regards to stages and scale, is more stuff used in One Must Fall in terms of the pilot and robot being differentiated from each other. If we are controlling a character that is controlling a robot, I'd like to see them work with that more by giving the pilots their own stats and by having them be interchangeable instead of tied to a robot.

For the rest: great job so far, Seth and co.!
 
Played against Ultradavid couple of minutes ago.


His talos isn't bad. He's still silver ( he tweeted he got there last night) but the mind games are there.

He let me jump out a few times but he's solid.

He won but i've been on a losing streak since hitting silver my self.

oh and a good edge is just difficult to deal with.

can't range him with fb. can't overwhelm him with normals cuz he'll just dp .

Can't turtle cuz he'll overhead into combo or super.

Its winnable but man , you have to be on your A game.
 
Tried a cheese Chel strat yesterday to see if it would work. Ran defense, eclipse and stinging wind. Whole point was just keep them out with fireballs, if they get in either combo with stinging wind to push them away, eclipse and run away, or if you get caught up do a kinetic defense to push them away..

Unfortunately I didn't realize the kinetic bar doesn't charge worth a shit from fireball spam alone, so my burst was rarely ever up. Combine that with that chel has almost zero combo options in this build... ugh no work. Replacing eclipse with crush breeze would help in the damage department though, and might charge the bar faster.
 
Few things are more satisfying than beating edge as talos

when do losses start affecting your status? I'm still at carbon :( and haven't seen my status drop after a loss

I fucking hate fighting Edge. On top of all his really good and safe moves, he also falls out of my b+M follow up sometimes. Him and Chel are my least favourite matchups as Talos.
 
How do the follow-up hits on Edge's beta move work? Can't pull them off consistently.

Any reliable wiki site out yet for the game?
 
Played against Ultradavid couple of minutes ago.


His talos isn't bad. He's still silver ( he tweeted he got there last night) but the mind games are there.

He let me jump out a few times but he's solid.

He won but i've been on a losing streak since hitting silver my self.

oh and a good edge is just difficult to deal with.

can't range him with fb. can't overwhelm him with normals cuz he'll just dp .

Can't turtle cuz he'll overhead into combo or super.

Its winnable but man , you have to be on your A game.

One of the things that I've found is that, when you take pratical execution out of the game entirely like RT has, the focus on actual good mechanics like spacing and footsies takes priority. It becomes harder to fool people because people get used to the visual queues of your attack sooner. It makes the mental game way more important than in other games.

It's fun, but the mental stakes are way higher.
 
Up to Gold III using Dauntless. Edge is easily my worst fight, followed by Crow. Edge's moves are too damn safe currently. Good Edge's can basically do whatever they want to me. The best way I've seen to counter his run-ins is to Dust Breaker on reflex at times. Makes them think twice at least.
 
I tested out some Chel combos that require no meter or supers. One with S2.2 and S3.1 and another with S2.1 and S3.2.

With the first loadout:

j.H > f.H > cr.M > S3.1 > cl.H > S2.2

This combo does 315 damage and 558 stun. You can continue the combo with kinetic advance forward dash > forward jump > air throw > Supernova for 409 damage.

With the second loadout:

j.H > f.H > f.M > S2.1 > S3.2

This combo does 313 damage and 540 stun. You can sub the f.M with a cr.M if you want. The opponent gets push all the way back as well. This combo is also a bit easier to pull off.
 
Bug patch hit today.

Radiant said:
Bug Fixes
- Fixed a class of problems in which users would get a win or loss on desync (without actually having won or lost).
- Fixed a bug where two characters became stuck together. This happened when armored throws were getting hit with multi-hit projectiles while successfully throwing on the same frame.
- Fixed a desync related to animation ticking.
- We no longer update collision when everything else was paused. Previously this could cause a desync during KO.
- Vlad's cockpit has been retooled with 20% softer blankets.
- Fixed hit pause in the corner, preventing attackers from teleporting through the person being hit.
- Fixed training menu, so that clicking "Close" in the menu does not lose mouse focus on the game.

Emphasis mine.
 
j.H > f.H > cr.M > S3.1 > cl.H > S2.2

This combo does 315 damage and 558 stun. You can continue the combo with kinetic advance forward dash > forward jump > air throw > Supernova for 409 damage.

Maybe that's the issue. Everytime I extended the combo, supernova never hit. Not that it's really worth it with the damage scaling but...still. I could get everything to hit except for the supernova or the S1
 
Maybe that's the issue. Everytime I extended the combo, supernova never hit. Not that it's really worth it with the damage scaling but...still. I could get everything to hit except for the supernova or the S1

It's not told to you but you can control the speed of her super and S1 with the direction keys. You have to hold forward to make them faster for that combo.
 
- Fixed hit pause in the corner, preventing attackers from teleporting through the person being hit.
Huh, I wonder if that was it.

Yesterday I blocked a jump in cross up in the corner but got crossed up again because the opponent landed on the side from which they originally jumped and continued from that one.
 
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