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And since you're wondering why FG devs exclusively exclude rumble it's because no one who takes fighting games remotely seriously would leave that feature on as it affects precision in general. They're at best alright for cinematic supers, which this game only have a handful of and rarely used.
DOA for pc, once you start the game, if your controller isnt on at start, the controller will simply wont even work. Gladly that wide issue isn't on this game but it's a similar premise.
And again, why are controllers getting higher every console release if we can't even use everything. It's a waste.
Lipucd:
yeah its basically isms or grooves from past games except this time it's a pain to look through them all because it's so much to read while you're just trying to fight. I would have preferred the wall bounce gimmick they introduced when it was first mentioned that they were making this game. The original fighting layer was more fluid and had chain combos. This game (by looking at the system only) is a downgrade. This game just has fast attacks, not chain combos.
I'm not against devs including an optional setting for rumbling, I'm simply explaining why it's not there and why the devs often don't find it worth worrying about it (Even in ports of games that had it in other platforms). It's similar to why 21:9 is practically never natively supported, because it CAN be in most games but it's suboptimal to the experience.
This thing LITERALLY has chain combos, like... They're actual chain combos, not just fast attacks that link into others (Although the game ALSO has links).
Fighting Layer also had characters without chain combos, it wasn't a global mechanic.
I know Sh1nRa since forever but you're telling me that he's also the infamous Quanchi dude people namedrop and call out as annoying all the time in the comment section of several sites? LOOOOOOOOOOL! I didn't know that!
if you can't press lp, lk, mp, mk hp or lp, lk, mp, mk, hk in succession. That's not chain comboes.
btw don't get mad because you buy the inferior kof games that the ps2 already has better versions of which aren't missing features lol. nobody plays those crap steam ports online as you can see xD
http://www.mkcsite.com/pics/stills/unholy_alliance/pic013.jpg
1) You can cancel normals into higher strength normals. Generally 3 chain attacks max (Light -> Medium -> Strong/High/Hard, however you wanna call it). You can move from punches to kicks freely, you're not forced to do the entire combo with just one of them, I'm not sure where you're getting your information from but it's all wrong, I suggest you to actually play the game or just ask someone who actually has access to it.
2) A specific gougi allows you to chain 6 attacks (Basically LP->LK->MP->MK->HP->HK) and you can also break the 3 chain convention by adding a command attack at the end and you can also use the command attack at any point of the chain (Usually back + MP or MK).
3) Chaining a light attack into itself is actually not encouraged here. You're not going to use that that much (If your character can even do that to begin with).
4) This is entirely character dependent but some natural 3 hit chains will not normally reach the opponent on the third attack. You can compensate for that by either using the correct route (Using the high attack that hits forward rather than upwards) or by using the dash momentum.
5) Even games with a more lax chain combo route (VS games, Guilty Gear, Darkstalkers, etc.) require you to decide very well the route you're using and not all chain combos with all the characters are guaranteed to connect or continue the combo. FEXL works exactly like those games, with the added option of momentum via running (Which is also present in games like Blazblue and GG).
That's your own made up definition. A lot of games where you can do that by default also have characters who cannot do that and are limited to light->medium->hard 3 hit chains. You're also saying that Neither Guilty Gear nor Blazblue have chain combos simply because they don't use a standard capcom layout, which in return also means that none of the VS series past MVC1 also feature chain combos because they have less than 6 buttons.
You do not have to run first or have ppl in the corner on GG, BB or DS to do full normal chaining on those games.... So no, I'm absolutely not saying what you are manipulating :/.
Removing these abilities is the very definition of 'MISSING'... FYI.
This also works on Shadow Geist's certain super moves as well.
I was talking about EXCEL and tag team combos.
That was required because Ryu and Ken were in the game, which is no longer the case. Kairi is effectively now THE shoto of the game and his current moveset works much better for this particular game anyway.
Chain combos by every main definition I can find that's related to fighting games talk about cancelling normals into higher strength normals and that's it. You literally said:
Which is blatantly wrong. Now suddenly you bring up a completely made up on the spot "PARTIAL chain combo" as if that difference was even a thing just because you're assuming that the Darkstalkers chain combo system is the only thing that can be called a chain combo. It's like arguing whether Mortal Kombat has blocking or not because you take chip damage from normals. You're just being pedantic at this point.
You have to run and even perform microdashes for several combos in GG and BB but that's besides the point anyway, requiring dashes for chain combos doesn't make them not be chain combos to begin with. That's an arbitrary limitation that's entirely on you.
it's like if a particular FG had super moves that worked exactly like in every other game but that could only be used during combos. They would still be super moves even with an added limitation as long as they respect the basic definition, no one's gonna call them "Partial supers" or "Half supers".
No you don't. you can do 4 to 5 hit links by standing still in those games.
quote: 'Which is blatantly wrong.'
Explained twice, still says same thing over and over. Partial chaining is not made up. It's a common sense term that clearly means you can't do it all the way with all the buttons. Specific button comboes without low to high links that can be high to low to medium or whatever the combination the devs hide are called target comboes. In SF3, these types of combos will cause more damage than the regular 'darkstalkers' chaining if you unlock true chain comboes in the system direction of SF3. Just because YOU havent heard the specific term anywhere else doesn't mean you cant use common sense to distinquish the type of comboing of these games because they clearly aren't the same type of chaining.
quote: "They would still be super moves even with an added limitation as long as they respect the basic definition, no one's gonna call them "Partial supers" or "Half supers". "
Everyone called SFA3 or CVS supers half supers if they were done with the weaker buttons instead of the stronger ones because they were literally on HALF of the super....
This is just plain scapegoating at this point lol.