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Well sure it's ridiculous as heck, but if I was a Taki fanboy, I'd be happier to be able to play as her in another name&form than not having her in the game at all. Heck, I'm even happy that ωPyrrha exists because she reminds me of Sophitia, eventhough she has huge differences with her!LOL @ the Mortal Kombat reference as that's what I thought at the time as well. But like you said, that part made so little sense that it made me hate the game instantly (a fact I only realised last night while playing with a friend of mine ; now that I know it I'll try to get past it).Thanks for the analysis, I was baffled last night because I felt the game was sluggish but my friend kept saying that it's faster. Your explanation, alongside with what I call the "memory moves" ,is what created this divide. Explanation : Let's say I rapidly press forward and grab, but while my character moves forward (and obviously before the grab animation is initiated) s/he is hit by my opponent. In all previous SC games, that meant I was now free to follow up with whichever move I wanted (which in this instance would be a Guard) , but in SC5, after being hit my character will try to perform the grab that I pressed BEFORE being hit, as if keeping that button combination in memory and executing it whenever possible, eventhough the situation has since changed. I absolutely hate that ; it throws improvisation out of the window and leaves you open to the simplest of attacks, especially when trying to get up! I can't for the life of me understand why they implemented that. And what's the deal with the Guard Impact now diminishing half the Super Bar? O_O
Well sure it's ridiculous as heck, but if I was a Taki fanboy, I'd be happier to be able to play as her in another name&form than not having her in the game at all. Heck, I'm even happy that ωPyrrha exists because she reminds me of Sophitia, eventhough she has huge differences with her!
LOL @ the Mortal Kombat reference as that's what I thought at the time as well. But like you said, that part made so little sense that it made me hate the game instantly (a fact I only realised last night while playing with a friend of mine ; now that I know it I'll try to get past it).
Thanks for the analysis, I was baffled last night because I felt the game was sluggish but my friend kept saying that it's faster. Your explanation, alongside with what I call the "memory moves" ,is what created this divide. Explanation : Let's say I rapidly press forward and grab, but while my character moves forward (and obviously before the grab animation is initiated) s/he is hit by my opponent. In all previous SC games, that meant I was now free to follow up with whichever move I wanted (which in this instance would be a Guard) , but in SC5, after being hit my character will try to perform the grab that I pressed BEFORE being hit, as if keeping that button combination in memory and executing it whenever possible, eventhough the situation has since changed. I absolutely hate that ; it throws improvisation out of the window and leaves you open to the simplest of attacks, especially when trying to get up! I can't for the life of me understand why they implemented that. And what's the deal with the Guard Impact now diminishing half the Super Bar? O_O
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