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It may be a little mundane, but they talked about juggling using earthbending and waterbending together, and while the water strong combo seems to be nice for it I don't know how you'd keep someone up. I was able to maintain a guy in the air for probably 30 hits using firebending with the backflip kick and the light combo, though. I haven't even begun to play with mixing styles together into one combo.
I also noticed that you can usually maintain a light hit combo across elements so long as you don't use a combo finisher or a heavy attack. I say usually because some specific element combos don't seem to work, such as water into air with X or XX (XXX did link). In my testing, it also seems like you can finish off the combo with a heavy attack so long as you've used two consecutive light attacks of the element you are trying to finish. For example (Earth) X, (Fire) X, (Wind) X, (Wind) X, (Wind) Y will perform the uppercut finisher, but (Earth) X, (Fire) X, (Fire) X, (Wind) X, (Wind) Y only does the default sweep finisher.
Oh yeah, that's all DMC4 right there XD And here I thought I made it simple for everyone to understand. Honestly, I just have to leave it up to a video. I'll try to get to work on that soon when it's not so late XD.
Otherwise hey, that's a pretty good start. When I played DMC3, I started off only sticking to Rebellion and Beowulf (sword and hand to hand) and ebony and ivory (rapid fire hand guns.) I'd use the sword master which allowed more attacks for the melee weapons and just do simple combos with hardly any switching and no enemy jump cancelling. Then once I discovered you can jump cancel off enemies while doing air combos and almost anything, my combos became crazier and crazier eventually mixing everything together...
And then there was DMC4 with it's infinitely useful style switching...but ♥♥♥♥♥♥♥♥ that meant I had to work twice as hard and develop faster hands. But easily cancelling between trickster and other styles was awesome (teleporting to my enemies and dashing around while parrying and comboing)
Now I'm working with Style Switcher mod in DMC3. Really awesome stuff since there are more weapons than DMC4 and many ways to experiment since doppleganger (double team), quicksilver (Slow down time), and all other styles can be used literally all at the same time. So two dantes, slow motion, and combos. Phew, it's alot. Harder than it seems though having to constantly switch back and forth if you play without the infinite mojo (Devil trigger guage) set on, but lotsa fun.
Dude, thanks for the confirmation! I'll add that in.
And I was experimenting with that myself and I found the same thing. It's pretty interesting that it does that. Hmmm, but it seems to be very specific other wise with some styles as you've explained. I guess we'd have to do a devil may cry where sometimes we have to double skip over a weapon we don't feel like using because it'd mess up a combo somehow or some way.
So while intellectually I understand what you're talking about from having seen and heard and watched these games played, I've never actually held the controller so I've only the theory, not the practice. I was proud as hell of juggling with firebending though, but I'm still on Normal difficulty.
Woah really! Well hey, honestly this is a great place to start in my opinion. While Bayonetta does have some simple controls than Devil May Cry 3 or 4 (mind you, DMC3 needs the style switcher mod and a music remover to work perfectly on steam), both games have a hard level of difficulty at some points and sometimes for newcomers require them to do the easiest mode they can and work their way up. There is also Fairy Bloom Freesia which is pretty good but it's 2.5D, controls and stages similar to smash bros but the gameplay is like DMC gone 2D.
Hmmm, and yeah honestly, I couldn't htink of anything better. This definitely seems like the best place to start ot learn about jump cancels and this cancel and that cancel for free form combos.
For normal mode, the difficulty ain't to bad. But let me tell you, once you start getting in depth with other games, your control set ups will become funky from the default. It's sad we can't change the controls here but they were perfectly fine for me. But with DMC3 and 4, I remember changing my gun fire to L1, my melee to square, my special style button to triangle, my devil trigger to circle. And if I used gunslinger just to hold down certain buttons all at once, my controls would be so weird and all over the place.
http://youtu.be/zAJoO9dmpP8
I'm honestly not experienced enough to say whether he's right, though he hits the nail on the head quite well regarding the game's polish. The important things are there and work great, but there's obviously a lot of room to grow in variety of enemies and level design.
Ah...makes me wonder if that guy has ever played God Hand, or Devil May Cry and Bayonetta.
See, here's what you gotta know as to why I said this game is such a great place for you to start. This game doesn't seem to destroy your grade for using items. If you used items in Devil May Cry you're score would pretty much go down a grade and you'd miss out on a lot of points that could have went towards learning a new killer move or increasing your health. This encouraged the player towards pro play and never ever getting hit since if you did get hit, there practically goes another grade. And you know what...it worked. All the combo videos all over the internet are of people never getting hit while doing the craziest stuff you'll ever see. Pushing the limits of the game.
I did notice, wow...I die realllllly fast in this game, as fast as God Hand. But why is that? Well...I noticed, hey, where's the grade for damage or item use? There is none. Seems as long as you get in some combos and finish the battle as fast as possibl you get a good grade, and it's pretty strict about it too. If you just use earth style and murder your enemies in one hit...Nope, you get silver just like that (and platinum is the highest, two levels above silver.) So it actually retains some kind of formula in which using items will take up your time, if you have to actually heal, then you are just not doing enough to protect yourself from losing precious time for a higher grade. But if you are too quick and don't get in enough combos and just go for the kill, you are still screwing yourself over.
The game wants you to still in some way be stylish. It's like a hint of DMC is actually there. By making you take a lot of damage, you are encouraged to not take that much damage since the check points are after barrier battles (where you can't leave the room), meaning any fighting between will have to be redone if you lose.
This reviewer keeps comparing Bayonetta 2 but doesn't realize it's not just bayonetta but also devil may cry. Leveling system for instance spawns directly from Devil May Cry the fact that these elements work like the styles in DMC3 almost. Using that one levels it up. It is lacking in content thought, that's a fact. He also did bring up how they purely focused on the combat. Just like how God Hand hardly concentrated on graphics and plot, it was a major overkill in it's combat system and it's incredibly overwhelming challenge where death could be two hits away if you were playing very well. (the better you play, the easier you die, but your rewards are super maxed if you make it through)
Every devil may cry game and etc does start out really difficult in the beginning chapters because you can hardly do a thing at first. You gotta discover and work your way there. They give you the basics and build you up as if you are learning how to walk and then run, and then learning breathing techniques to run longer. I remember in God Hand how I couldn't be the first level but I kept going and looked at some videos and realized...the game was huge on "dodge cancelling" galore. Then everything became much easier
IN SHORT: Before, naturally we couldn't use items and take damage as it would destroy our grade in previous games. Treat Korra the same. I actually haven't used any healing items but rather the ones that somehow improve my combat (speed up charm and shadow fist). Try never to get hurt. Only think about being stylish (Combos and never getting hurt). The game rewards you for pushing yourself and testing your skill, especially accepting mistakes and trying to imrpove on them. If you make a mistake, oh well, keep going. You'll find a healing spirit energy by defeating enemies and breaking objects...(you really don't need healing items) If you die, start again, you'd get a terrible ranking if you revived and tried to finish. Better off getting platinum.
Make sense? ^o^
They want people like me to figure out how the enemy physics work. I'll make a guide out of this once it's all ready. A video guide would be easier though which i can definitely try to get to work on tomorrow I hope.
hey hey hey, you said korra was your first action game o.o. Wonderful 101 is much harder than Korra (due to some other things like camera and etc) and that game grades you on damage and etc the same way many platinum/clover/dmc games do (okami, bayonetta, etc) That is a game you can do combos in, jump cancelling, dodge cancelling, and etc just like Korra.
But i haven't got those attacks yet but I can tell you this...yes. There is a difference in some falling speeds. One of the commenters above mentioned how light water strikes are good for air juggles after a launcer (these are the fighting game terms we use in lotsa other games. juggle means a move that keeps your opponent airborne and falling back down onto your attacks. and launcher is the pop up you mentioned) The interesting part is that in Bayonetta and DMC series, the guns are used to juggle your enemy and keep them in place where they are. The water projectiles almost do the same but much slower.
I noticed that when you launch with earth, you have some time after to switch styles and follow up, or jump up and rebound the enemy off the ground with a light earth just for another relaunch...however...I also noticed this and I need to experiment tomorrow. If you do two heavy earths, the enemy seems to get relaunched way too high to where it seems like they disappeared, and I can't tell since I lose sight of them but they seem to fall down pretty fast after. I don't know if my water attacks hit them at all but if it does, they do float for a moment regardless. However, there seems to be a limit to how long you can keep an enemy juggled with water and perhaps other abilities too unless you use certain other attacks or relaunch. That much did work for me. DMC and Bayonetta enemies also eventually start ot float down from constant attacks, but that's also your advantage to get in some ground combos and other things. (repeating a combo can make you lose style meter in the DMC series)
Anyway I need some sleep. I'll answer more questions and update finds from other commenters tomorrow.
What I mentioned earlier about a fire juggling, I was able to launch with the forward-forward-heavy combo (backflip kick) and then use the light-combo into the backflip kick to keep them in the air indefinitely. It was against... A green chi-blocker? The ones that on Normal start to counter and actually chi-block you. He only fell when I had to dodge one of his friends.
but now i'm totally useless TnT...I was just about to do a video just now on this with voice commentary, not sure if I should anymore since people could get all judgemental and say I'm copying him....sigh ToT. Damn you college...
https://www.youtube.com/watch?v=KIZWM5v89-U