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Her basic attacks are just really slow and can be nice to cheese the last area a bit because of all the raised platforms but otherwise she just feels really bad to play.
Its a shame because I really like riding around on the scooter.
The stuff listed as granting i-frames definitely seems hit or miss, which is pretty easy to observe when running Hakumen and taking damage doing things that - according to the descriptions - should be granting them for their duration. There might be some hidden cooldowns or other conditional limitations (like what direction you're facing, etc.) that aren't conveyed well in the current translation but I can't easily prove it without inordinate amounts of RNG luck.
I still did manage to figure out Hakumen: I-frames for his dash only negate trap damage by default. For enemy attacks, parry/blink are the way to go. But Kokonoe? Even despite playing more runs with her, I'm still as clueless as on the first run as to how to avoid damage. Hibiki, Mai, Ragna and Noel seem to work pretty standard for roguelites - I-frames on dash and dash-cancel work (most of the time, Mai and Noel can't dash-cancel the final hit of their basic combo). Edit: haven't unlocked Lambda just yet, so I can't talk about her.
So to the devs, as a person who has played half of the fighting games and not the two entries Kokonoe appears in, I actually like playing as her. Granted, I see tons of feedback from people who were expecting a lot more from the game as a whole, I have been the opposite since I put the game on my wishlist. Due to the genre, my expectations have been to not expect it to be anything like the game's featured IP, even for gameplay. I get where the frustration comes from though, given what the game looks like.
For constructive criticism from me, the thing about the heavy attack is something I wondered about, too. Since she doesn't seem to have one, I do agree maybe her auto combo could be altered a bit to make the missile at the end potentially be the heavy attack. Just a thought anyway. Additionally I agree with the first response to this thread about the scooter. That part about her is one of the most enjoyable things.
Here is my Kokonoe at the end of an advanced training. It actually has room to be stronger, I didn't even get her SP skill to rain missiles down.
https://www.youtube.com/watch?v=8vNHgbqXfNQ
I also love the scooter! Although as I mentioned it's annoyingly hard to get out of/off of the scooter once you start using it, lol.
Overall, she's a bit more of a utility based fighter in this one where each individual move has a unique utility, but the whole kit falls apart if you don't adhere to them.
For example, her missiles and water gun are the fastest debuff stackers in the game barring Hibiki's throwing glaives and Noel's gattling gun, the Flak sparks and unguided bombs are good AOE's that can cover the ground forward and below her and her air dash is weirdly good at making distance, provided you don't accidentally fish bounce into a trap from it.
I'd say I don't blame you for wanting to refund off of the basis of you buying the game entirely to enjoy playing as Kokonoe and it falling short due to the second edge of the Playstyle Variance spectrum, I'd probably be pretty upset if Lambda didn't feel true to the multirange fighter I enjoy too, though some of your woes could be contributed to by being early in metaprogression when she feels pretty Metaprogression reliant. (Like, without the stackable debuff tactics I never came across until I got that second tactic packet, I don't think I'd play her more than I had to)
you mean the character custome colors? man would be coul to have alt outfits for characters on launch
If I'm doing her basic combo, I can jump in between each part and when I land and begin attacking again it picks back up where it left off. So at times I might delay the attacks to properly stagger or keep somewhat of a distance from enemies with larger health.
It's kinda cool. Tried it with other characters and it didn't work.