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Yea the balancing seems really off sometimes. Sometimes I'll face a Gran or Kat and come out thinking we had a good game there; and other times I'll face a Neir that is just abusing 66L over and over.
In regards to the combo system, I see now that it's more varied than I originally thought; but it's not so much the combos themselves as much as the freedom of how things link together that isn't my cup of tea.
I'll give an example. In BBCF I played all the doll characters. Carl, Relius, and Celica. Carl and Celica mostly. With Celica I learned a cool combo with her called the burn loop, then found out how to get into that combo from a varying situations. Air to air, anti air, 2B low, grab, etc. Eventually I could improvise just about any situation into that single burn loop combo I liked. It feels nice because of how most things will just combo into each other, so you can easily improvise and create your own flow.
GBVSR doesn't quite work like that. It's more like SF where there are pre-determined routes that work, and some things just don't link into other things because that's not what the devs want the move to do. Which is fine, it just isn't my favorite type of system.
With all that being said, I do like that this game isn't just "corner carry the game". Which is what most systems like BBCF, and somewhat Strive, end up being.
Its funny that you mention Vas, because that's who I play too; and yeah it's my prime example of what I mean. Stuff just doesn't route like you'd think it should.
But again, this just goes back to the balance issues. Some characters designs just don't transition as well over to Rising's new systems. I'm no expert, but I feel Vas is one of those characters.
Fyi, there are next to like no links in this game. For example you cant standing M into standing H. It is auto combo linking and that's it. Auto comboing is specifically for when you get in and hit. You will xxx > 236L most of the time and in corners is where you will do main combos.
There are no better options than auto combo for your basic carry, the thing is getting in to auto combo isn't easy so it is mostly M and H neutral to get hits chip damage, force movements then get in to auto combo push to a corner. There are NO main damage corner combos that don't use auto comboing at some point in the combo.
I think it is rather funny that you play Vaseraga and judge the game's combo system based your limited experience with this very special outlier of a grappler. He does not fit any archetype really but most certainly is not representative of the game's more intricate pressure mechanics. Play any shoto instead to really learn the game. Vas is going to make you build horrific habbits and not understand the game at all. And if you genuinely believe to have a high combo IQ then I dare you to play Narmaya. In my opinion she is one of the more engaging ASW characters.
Eh I disagree. Even in other games characters like Tager and Pot / Nago have routing that flows together in a coherent way. If the answer to a system feeling weird is "don't play that character", then its a flaw on the game.
All you've done is highlight the exact point I made. I'm well aware that a shoto character like Gran / Dej, or something like Seox / Lancelot meshes better with the flow of the game, and that's the exact problem I mentioned earlier. This game has a weird problem in that half the cast is playing a different game than the other half.
Also I really don't have any interest in any of the other characters. Especially not Narmaya.
Vas does not play by the same rules. He simply is not the example to base one's judgement of the system mechanics on. So if anything then it is the character you won't warm up to. Maybe the character is "flawed".
If you are not interested in other characters, that is absolutely fair. But you cannot demand a grappler be just as effective abusing generic system mechanics while also having his own tricks and gimmicks up the sleeve. That's obviously asinine. It neither is particularly sensical for Pot in GG to exert a similar pressure as Sol or even Millia upclose by chaining plus frames and bait counters. Neither does Tager zone anyone in BB.
Yes, this game has a generic shoto archetype which defines the game like no other. But even characters like Grimnir, Cagliostro and Siegfried are infinitely more representative of the game than Vas is. It actually is hysterical. I would neither go to BB, pick up Carl and complain about the game in general when I cannot unga like Ragna.
Atm the brave counter is too strong but the game is fun to play, its easy to learn hard to master which is cool if you dont want to spend your life just to be able to play the game.
https://glossary.infil.net/?t=Link
https://glossary.infil.net/?t=Cancel
There are plenty of links.
66L on hit links to fL or cM depending characters. On my character 2M and sweep links from CH 66L or on crouchers. Counter hit cM and cH link into themselves cM links into 2M/Sweep on CH and into cL. L links into itself and 2L. On CH L links into sweep.
Then you have all the links from hitting a late into active frames meaty, anti air links, juggles, and RS/RC combos.
Percival for example can end a corner carry combo with a 66H juggle into fM/2M/2U link.