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You know, there's two things you didn't say in your post: One, you didn't say what difficulty you're playing on. And two, you didn't say if you actually learned anything from other games' story modes. You just said that you could beat them and well, did you learn anything from that, other than what buttons do what (which you could learn pretty easily in the tutorial or training mode)?
I get that she's a rushdown character, but there's a difference between rushing in, putting on the pressure and using mix-ups and combos, and just getting right up and mashing buttons and hoping things work out. Every time I start identifying strong moves or combos and then trying to work them in, it feels like the game slaps me and goes "nope" by having the opponent stun lock me or pushing me into the corner and comboing a massive chunk of my health away.
As for my difficulty, I'm playing on whatever the second-easiest one was called. (I'm never any good at remembering names. I WANT to say that they had more normal names that the game's actual AI difficulty levels, but don't quote me on that) Although, at this point I almost want to go bump it down to the easiest because I'm not having any fun.
When I say "teaching" I don't so much mean "act as a tutorial" as a mean it should test the player's skills. As the game goes on, each fight gets harder, but the player can keep up because as they play, they figure out how best to use the tools available. And when a boss fight comes along, what the player has learned from those previous fights should be put to the test. And I just don't feel like this game does that. Which, to be fair, could be a result of said boss fights being against a completely different type of opponent, but that creates an entirely different problem.
I'm not going to sit here and say I'm GOOD at fighting games. I'm average, maybe somewhere between average and good on a good day. But considering the difficulty setting and how much damage the bosses can do without you being given a single chance to do anything, I can't help but feel there's a mismatch here. It feels like either the classic problem of the devs playing their game so much they can't tell what is or isn't hard for normal players anymore, or I really am expected to hold forward and mash buttons until I win.
That difficulty has now been renamed to Intermediate, btw.
And holy hell I was wrong! Frame-tight button combos, infinite stunlocks — who cares whether I have 50% more HP if I can't hit a freaking boss once?
The only mechanic which the game teaches through gameplay in the story mode is jumping — and that thing is utterly completely absolutely useless in any actual fight. Blocks? Rolls? Recoveries? Nope. Never mentioned. I'm supposed to learn everything somewhere outside of the story mode. This is terribly designed.
Devs, I don't care what gods of buttons mashing you balance the game around, but for heaven's sake, rename your "noob, easy, normal, hard" to "hard, pro, impossible, rambo" and add actual easy modes! Slow down the game if you can't understand what easy means.
Let's be honest, the boss before Cuddles with the tiny wolves was ridiculous. If you got up and didn't have any bar, you get chipped to death, because low blocking the wolves (or standing which happened sometimes) would just infinitely chain the jump attack with the big wolf and the spit.
I'm playing on experienced and it looks like from that, I've got regular health, and I can tell the last for the last few fights, the input reading and the unblockable fireballs make this boss a little extreme. I don't know optimal setups, and that's true of any time you want to play a character in a fighting game, but having to go through the advanced tutorial is just not something people are going to do. I appreciate the difficulty because I don't mind a little bit of a grind and learning the engine the hard way, but this is kind of the AI I would expect on the hardest difficulty setting.
This is from someone who has no idea how to play without spamming my lovely airdashes and flying out of reach all the time.
Don't go for optimal combos, just don't, fish for landing the lightest attacks (down+A is your best bet here as it's a low and the fastest, but jumping A also works, jumping B can work at longer ranges but mind the slower startup), mash it 1-2 times and check the hitsound to see if it connected or got blocked.
On successful hit, just mash out A > B > C > launcher > air combo (the move list even shows you this universal combo). If you get things right you can land after and land some more hits after the enemy gets groundbounced.
Use neutral lasso at long range and connect a standing A off of it into the same combo for safety.
Any more advanced things you can pick up on by experimenting (like adding stomp or headbuck specials to your combos).
Just make sure to back off after every combo (spam backdashes, or end your combos in headbuck C) to avoid the mixup from the AI.
And most importantly, the move that absolutely murders half the enemies in the game (if not more): hold forwards toward the enemy and hit A. That's your antiair. It's straight up invulnerable to all air attacks. Hits them clean out of the air and can be jump cancelled into a combo.
If you have to block, crouch block until you see the enemy jump (this is harder vs the snakes so watch out for their fast overhead tail swing) then switch to standing block, always keeping your fingers on B+C to press when you get grabbed to break out of the grab.
Be ready to hit forward A to antiair jump attacks.
Oh and pushblock panthers. A lot.
Try to land the finishing blow with a super to get some health pickups.
As for the snake boss, all phases except the fourth one are easy, just casually dodge some projectiles and be ready to hop over the tail swipe, dodge the bite by dashing and punish with anything on the second stage, third stage is just block standing and punish with light attacks into combo about x3 times.
The fourth phase is about having done the previous 3 with enough health left. Just keep your cool, keep blocking and wait for an opening. Either antiair a jump or superjump forwards and try to either air block some attack to get closer or try to land a jumping A or C.
If you feel like your reactions are up to the task, try to react to the snake winding up an attack with your super move and it should beat it cleanly (I had a trade once, but generally it works!) and if you have 2 bars of meter you can do the followup to get a combo off of that!
The snake's a zoner, it's gonna force you to block a lot, just needd some patience.
I can confidently say that the AI was not reading my inputs at all at the highest difficulty and it was a matter of finding the openings (or using a metric ton of stomps because long ranged lows are good).
EDIT: Forgot to mention, but use your magic specials!
Magic headbuck has armor and is useful to blow through single-hit moves (like snakes' long range swipes)
Magic counter can get you out of sticky situations BUT IT CAN BE GRABBED OH GOD NEVER USE THIS ON PANTHERS OR BEARS OUCH
Magic stomp is unblockable, throughout the whole stage. Unless they jump, they WILL get hit, and you have plenty of time to confirm a combo off of it.
Magic dash(?) lets you close distance really fast and I think it has some invulnerability..?
Going back to character archetypes like rushdown, how many fighting games like actually show you that through their gameplay? Story modes, by their very nature, are character based, showing their personalities, why they fight, how they interact with others, etc. Doesn't it makes sense to show you their gameplay archetype too?
Yeah, the game is showing you the rushdown archetype right now because you're playing as Arizona in this first chapter. The next chapter will have you play as Velvet, who's a zoner, so most likely it will be about keeping you opponents away and hitting them from afar. Later, we will probably have a Tianhuo chapter that will be about aerial movement and pressuring through higher combos. It would actually make sense if Oleander was the last chapter, because testing you on what you learned in previous chapters would show you what an all rounder is about.
What I'm saying is, this game really makes you feel like the stompy cow. Okay, I'm joking, but seriously. Maybe you should think less about what a fighting game story mode "should" be and more about what it COULD be. Especially since this game is treating its story mode very, very differently than any other story mode before it.
This. I'm actually gonna make this the topic answer, because it's pretty everything I did to beat the content the currently exists, except in more detail than "just mash the attacks and hope it works".
Having reached "the end" for now (and holy crap Oleander is nasty, I still don't feel like I won from anything other than luck), I can safely say that, even ignoring my statements on the games design choices, the difficulty is much, MUCH higher than you would be expected for Chapter 1 on Intermediate. It feels like one of those old school fighting games from the arcades where all the AI are designed to destroy you so you put more quarters in, the ones that are blatantly unfair and can pull off moves you actually couldn't do. If the bosses in the later chapters are going to be even harder... Well, I doubt I'll be the only one throwing in the towel. And while I'm not against those kinds of games, this game doesn't really seem like that's what it's trying to be. Which leaves me with the question: Is it supposed to be like this, or is this a balance issue that needs patching?
This AI actually throws out long ranged moves at long range, mixes you up on knockdown, knows how to confirm combos, blocks in a way that makes sense (quick mixups usually catch even Hardcore CPUs, while slamming mids and slow jump ins is often blocked because it's easy even for a human to do that), instead of on a random chance like a lot of FG AI is designed and knows how to punish your unsafe moves.
And all their moves are not terrible mids that are punishable, for example the most low-level grunt (wolf)'s overhead is actually safe on block, you will eat a mixup if you block that, but it's slow enough to interrupt with an antiair which is what you're supposed to do. Their sliding attack is a good antiair, and they have ways to enforce a strike/throw mixup where you simply have to guess right because you didn't avoid that situation.
It's closer to fighting a real opponent which makes people used to singleplayer modes see their usual strats fall flat on their faces because backing off and repeatedly poking with mids until RNG gives you a hit is not a valid strategy anymore.
I can't stress this enough, you have to learn to play the game (as you would against a real person, not the usual AI cheese strats), but once you do, you can pretty consistently beat this AI.
If you're having trouble, hit up the tutorials and training mode, look up what your moves do, then come back with more knowledge; instead of the usual "just keep trying until you find the AI cheese or get lucky" that works on most fighting game CPUs.
Maybe even playing some real opponents can help, as the AI is designed to be more human-like.
Yes I'm biased because I'm 300hrs into the game right now. But I wasn't very good when I started and this is quite simply the EASIEST fighting game to learn, thanks to the combo trials and great tutorials.
OP, have you tried playing all the tutorials, and the combo trials for Arizona? There are many tools available to you, and definitely no lack of help and introduction to the game. I don't know why you're complaining at all.
I'm pretty sure that no fighting game single player mode has EVER been designed to teach the player to play well.
Oh, you were blocking in the air, here's a ground attack that hits the FRAME you hit the ground.
Oh, lasso? Guess what, jump during the impact frame every time.
Oh, you were getting up? Here's a throw combo before your model even stands up.
Also, it depends on your difficulty with how fast they react or predict your actions