Great Deceiver
Arcane
- Joined
- Aug 10, 2012
- Messages
- 5,904
Played a little today, it was alright. For some reason the character models are smaller than I'd like.
Netcode is ok. Drive impact (hp + hk) seems too cheap for just 1 stock of the new meter, potentially huge payoff and safe on block. Yes, you can jump over it and do other things like throw or drive impact another DI on reaction, but it seems very strong regardless. Especially in the corner as intended. I wouldn't be surprised if they adjusted it to cost 2 stocks.
Damage levels seem fine to me, I like high damage FGs. Normals from frame drive (the dash) get +4 bonus on hit or on block, and if you normal someone in a burnout state you also get an extra +4 on block. These are cumulative, so you can potentially get an additional +8 for a normal on block if you do it from a frame drive against an opponent in burnout.
So it's not really true that it's boring like sf5. There's some good depth to the system and it feels fairly well thought out - other than value tweaks, I think it's fine. Parrying felt weak to me - even after a perfect parry your combo gets scaled to shit, so it's just better to do a drive impact most of the time in the same situation. But I didn't really play enough to figure things out. Online only without local vs. is shit, I have a few local friends that I could test this with.
Another thing I thought was a little weird was the jump - not sure if it's the animation or what, but jump and jump buttons seem floaty and unpredictable.
Not super excited about it or anything, but I already like it a lot better than 5, which admittedly isn't saying much.
Netcode is ok. Drive impact (hp + hk) seems too cheap for just 1 stock of the new meter, potentially huge payoff and safe on block. Yes, you can jump over it and do other things like throw or drive impact another DI on reaction, but it seems very strong regardless. Especially in the corner as intended. I wouldn't be surprised if they adjusted it to cost 2 stocks.
Damage levels seem fine to me, I like high damage FGs. Normals from frame drive (the dash) get +4 bonus on hit or on block, and if you normal someone in a burnout state you also get an extra +4 on block. These are cumulative, so you can potentially get an additional +8 for a normal on block if you do it from a frame drive against an opponent in burnout.
So it's not really true that it's boring like sf5. There's some good depth to the system and it feels fairly well thought out - other than value tweaks, I think it's fine. Parrying felt weak to me - even after a perfect parry your combo gets scaled to shit, so it's just better to do a drive impact most of the time in the same situation. But I didn't really play enough to figure things out. Online only without local vs. is shit, I have a few local friends that I could test this with.
Another thing I thought was a little weird was the jump - not sure if it's the animation or what, but jump and jump buttons seem floaty and unpredictable.
Not super excited about it or anything, but I already like it a lot better than 5, which admittedly isn't saying much.
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