Quick question. I've never had it happen to me before, but I'd like to be sure: Can dashes interrupt throws? (Because that's what I'd totally do to dash-happy players - hang back, conserve my energy, reward them with a dislocated arm when they run into me) (I've also figured out why I never seem to have energy issues...I'm really, really glad most of Krav Maga's combos result in downed opponents)
Well, it interrupts anything, even if it's only a jump in or just nothing, but I'm not sure about throws. Aren't they instant? For once, throws aren't in my game here. And TigerPrezX, don't worry about controls. You'll get the hang of playing a fighting game in a touch screen. This comes from a player that does thousand of dashes after a hard knockdown in SF
Praise: KD, throughout my gaming life, I have never seen a developer giving out free and detailed information about the game mechanics before, iirc. That post worth the full-game alone. Thank you. And of course, I have bought the full-game and waiting for the iCade update (I guess the MFi controller support is in the pipeline)
I love how IGN rated NFS MW a 6.9 and Minigore 2 9.1, and called Kinetic Damage crappy. They should be fired, RIGHT. NOW.
I have fond memories of Samurai Shodown the game's ambience was fantastic. @TigerPrezX : wow, that was some awesome and helpful feedback, thanks ! Well, I was a bit on the fence about this one, but I decided to give the advantage to throw, as it still costs 50 energy, and is considered a strike (= being bumped while doing it will juggle for longer time). Plus, its launch time is quite long, and hit frame quite short. So if you want to interrupt a throw, you have to dash before the hit frames. @Varo : I'm feeling throws are lacking a bit of importance though, I'll boost their crit / perf chance by 30% in the update. @currymutton : Thank you ! I love to discuss about game mechanics in general, so if you have any question feel absolutely free Next update will indeed support iCade, and iControlPad.
Cool! What about air throws? Maybe if both players jump, one would use, say, 30 energy to perform a fast air grab that resets the opponent without the energy battle. If whiffed, long recovery. Any word about customizable controls?
Right now I can't really talk about expanding the system and mechanics, I really have a ton of work to do (including multi), but you will be able to set control alpha to zero in the update, for iCade users convenience. I will investigate this as soon as tomorrow. So far only 2 people had such a problem, which leaves me in a blind zone. Could you please send me in PM what was happening when it reset ? (what was the last event you ran, or was it a quickmatch, and what did you do from here to the credit loss). Thanks edit : ok I just nailed the bug. I will push an urgency patch tonight to Apple. Thanks Varo. Until patch goes live, I simply recommand not to do quick matches with a Career fighter. Chance for it to happen is small, but still exists, so let's play it safe.
So, is anyone else having issues with crashes during Krav Maga grab combos? About once every 2-3 matches, I'll land the first hit of a combo, but when I go for the follow-up throw, the opponent slips out, my character rolls on the ground alone for a second, and then the game crashes. It happens most often with the Power (HP, HK, HP) combo, but sometimes with the Advanced (LK, HK, HP) combo too. Most of the time, it's pretty random, but the Power combo triggers a crash almost every single time on the nightclub stage. Also, Break fighters tend to fall out during the second hit of the Power combo and the third hit of the Advanced combo, which sometimes causes a crash too. When the game's not crashing though, I'm having a lot of fun with it. I love my custom character, and Legend opponents are tough enough to be fun. I can beat Legends about 50% of the time now (even though I still cant dash consistently). Looking forward to starting a second character soon! Edit: For the record, I'm on an iPhone 4, and I did turn the graphics setting all the way down to make the game run as smoothly as possible.
@TigerPrez : looking at that right now. I apologize for such inconveniences that didn't appear in my QA tests, I'll fix this asap (logically with tonight's patch). edit : damn, quite hard to reproduce :/ edit 2 : got it ! ok I'll push it in tonight's update. As soon as Apple will process it Generally 5 worked days.
http://toucharcade.com/2013/06/26/samurai-shodown-ii-is-masterfully-ported-to-ios-but-still-suffers-from-virtual-control-issues/ "When a fighting game is designed from scratch for the touchscreen, like the sublime Kinetic Damage . . it can be a fantastic experience." "If you're looking for something that redefines fighters on a touchscreen, well, maybe skip this and give Kinetic Damage a try first and go from there."
Definitely it means they consider KD a reference in touch fighting game. I bet after iCade support addition they will consider it an ABSOLUTE reference in fighting game scene.
The game seems to focus more on reaction speed than strategy/combo found in games like street fighter. Also the characters in this game are absolutely drop-dead ugly, which is the main reason I'm probably not gonna try this.
Hey, Samurai Shodown has great character designs! It's also a much more ploddingly slow, spacing-based game than Street Fighter OR Kinetic Damage. That's not a complaint though, as I love that series dearly.