- Feb 6, 2009
Also the announcer sounds pretty good. I will reserve judgment until I can hear more though.
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http://i.imgur.com/4DrZf.pngzephyr07 on the dustloop said:New:
-No more gold bursts, replaced by new system called overdrive.
-defensive bursts still in though.
- Crush trigger: during certain moves, press A+B to crush your opponents guard. Won't work on barrier guard though, and costs 25% heat
- it increases your native strength. It fills up over time, then when its full you can activate it.
- at low health it lasts longer, and will freeze time when used
- each chara has their own overdrive
But the only difference is that P4A's Gold Burst is like GG's and BB's Gold Burst became One More Bursts.I do like that Gold burst is gone, I didn't like how it worked in BB. Though I would have been fine if they just used P4A's burst system.
You're not the only one lol. It'd be cool if Overdrive was a mix between Heat and Vampire Savior's Dark Forces.Overdrive almost sounds like heat to me lol.
Strangely enough, I was glad that Marvel didn't add a burst mechanic to XF/Marvel.It does, but I think that X-Factor could have worked, too bad Capcom made it.
In fact, it being tied to a Burst mechanic is one thing among many things that I would have liked with X-Factor. :/
So yeah, I'll wait and see.
Practically every game post SSF2 had some sort of comeback mechanic though.Comeback utilities are just a terrible idea in general imo. I could very well be wrong and it could end up being really cool, but right now i'm not too happy about this addition.
My biggest problem with BB gold burst was wake up/random neutral gold burst into big combo. Yeah, it's my fault for not baiting them but I just didn't like it. P4A having GG's gold burst in neutral but BB's in combos is something I really like.But the only difference is that P4A's Gold Burst is like GG's and BB's Gold Burst became One More Bursts.
I can't get into any of the Marvel games, so I wouldn't say that it would be good for the feel of the game or what the fans would want, it was just an idea I had that might have made the game a little more enjoyable.Strangely enough, I was glad that Marvel didn't add a burst mechanic to XF/Marvel.
This, comeback mechanics are a part of nearly every game out there, not just fighting games. If one is designed well then you might not even notice it. We have bursts and guard cancels in many Arcsys games which are certainly not a bad thing.Practically every game post SSF2 had some sort of comeback mechanic though.
Oh, Rachel...Ragna: Blood Kain Idea
Jin: Frost End (All attacks involving yukianesa freezes opponents again)
Noel: Chain Quasar (Increases speed of drive moves)
Rachel: Erufreed(?) (increases speed of slypheed gauge recovery)
Tao: Almost becoming two!
Tager: Voltic Field (forces magnetism on opponent)
Litchi: Daisharin <simplified> (direction+ D causes staff to move in desired direction)
Arakune: Crimson Deeps (extends curse duration)
Carl: Syncro High Speed (strengthens Nirvana)
Hakumen: Kishin (increases magatama rate, can cancel D counters into special moves, but cannot perform guard crushes)
Tsubaki: Second Install (install gauge automatically fills up over time)
Hazama: Jormungand (strengthens drive attacks, gets unlimited haz's life steal ring)
Makoto: G.Impact (all impact moves are done at lvl3 )
Valkenhayn: Andross(?) Wolf (quickly accelerates wolf gauge recovery)
Platinum: Magical Heart Catch (removes limit on number of uses of weapon summoned with drive)
Relius: Maximum Dance (increases Ignis gauge recovery)
Amane: Cyclone (all drive attacks are at highest level)
Bullet: Heat the Beat (always in Heat Up state)
Azrael: Mind Corroseo(?) (all attacks act like they hit weak points)
Yet there are some times when I do want to just go Blood Heat and go for a Last Arc.Heat is a pretty tame comeback mechanic too. So if it's similar to that, I'm totally fine with it lol.
For a moment, I was thinking that Smash didn't have them. But when you die, you are invincible for awhile.This, comeback mechanics are a part of nearly every game out there, not just fighting games. If one is designed well then you might not even notice it. We have bursts and guard cancels in many Arcsys games which are certainly not a bad thing.
Interesting enough, it also seems like games with weak comeback mechanics are less spectator friendly. BB's are pretty weak compared to a ton of fighters, same with SFXT. On the other side, they can still be exciting to watch if it's a game that punishes you hard for losing like Marvel 2 or even Vampire Savior.Meter systems as a whole might be the most important one for fighting games, the use of meter usually gives something that can change the flow of the match in an instant, but these systems are designed so well at their core that they tend to not negatively affect the game.
You just outright stated you don't even play this game.Spelt once again making baseless assumptions.
I rest my case.
Considering something like this a comeback mechanic is taking the term a little too liberally. Something that puts you in an advantageous position isn't the same thing as something literally giving you the advantage like x factor does. :/For a moment, I was thinking that Smash didn't have them. But when you die, you are invincible for awhile.