Oh hey, do you happen to find the training room buttons obstructive, cause they're in the middle? Btw, thanks with the new update, it works for 4th gen perfect, and training room is sick. It's so fun doing a combo with Muay Thai. I wanna get the Muscle Armor, and the Kick Combo Special, so I can do the first combo all bone broken, then muscle armor, kick combo special all bone broken. It sounds so fun!
Ok, I'm adding a button on the left side of the screen to toggle menu visibility or not You're welcome ! Yeah, Muay Thai with infinite resources can be quite fun When in Muscle Armor mode, you can also chain any full combo with any other combo
:O It's like oiled Hakan's FADC. It's too good. I'mma shut up and buy it after I get enough money. No, my guy totally isn't modeled after Sagat. Hmm, don't know how to use Muay Thai. It seems like everything is faster than me, and everything does more damage anyways because of crazy combos. Like, my moves get beat by faster moves, and moves that can be comboed off of.
But you have way more health and endurance (= more damage absorption on block, harder to dizzy) than all other arts It might feel too slow at first yep, but if you manage to connect just one hit, you can go from 200 to 600 damage in a ridiculous amount of time though : for example, try to combo cl.FK+cl.FK+Destruction Special x 2 -> 402 damage uncrit, 603 if full crit. Plus a -15% speed debuff on target thanks to Destruction's effect. Perfect if it's a fast opponent, putting his speed on par with yours for 6 seconds. Or even better : the s.FP+s.FP+s.FK combo (Slaughter), with a Bone Breaker x 2 on each hit, which would power up each one by 40% on hit Combo would go from 303 to 424 damage, uncrit No energy left at the end though, but it should dizzy faster Arts easily, either allowing you to refill or to chain another round of hits. Muay Thai = Total annihilation, basically.
XD I have none of those skills. I guess I'll hav to train more. How would I start them though? Like, what's an opening for Muay Thai? Do I punish things? Zone? Or just pelt them with jumping attacks? I think the har part of me is getting there.
Besides quick punches & kicks, Muay Thai is the slowest art, so it's more based on predicting opponent's move rather than reacting to it. But I didn't want it to feel too sluggish, so I designed a special around a long ranged, very fast kick : Destruction. Its range is insane (~2 m), kick is fast, and you can even repeat the kick up to 5 times, AND each kick slows down opponent by 5% (additive). The counterparts : costs half your energy bar to launch (+10 per add kick), and the recovery time is quite long. Other openers are jump strikes, and if you have enough energy, the Muscle Armor (= invincible for as long as you have energy, but consumes energy exponentially over time). I really wanted it to be the "hard to hit, but when you hit, you can power that strike to a monster hit". You still have the tools to punish things : * Muay Thai has an insane range, which means every time you will strike, you will travel a long distance, and then come back to your starting place on recovery (this comeback was inspired from real life martial arts actually, instead of just moving forward like other games). That means most of your strikes are relatively safe against high speed opponents : as they have lower range, they'll need to move forward to counter you, giving you additional time on your next step. A good idea would be to bait with s.FK, which has lower recovery time than other strong kicks because of its second hit. After second hit, the recover will make you immediately move backward, either making your opponent's counter whiff, either forcing him to use some special with higher range (= energy consumption). * jump strikes are a good way to start a 600 damage combo. * Muscle Armor can be used as a counter * The special Boulder Smash is : 1) armor break if your charge more than 0.7 sec, 2) has a growing range the longer you charge (= can be used to threaten opponent if he starts to close distance), 3) has an unblockable juggle property at max range / max charge (yes, that one is pretty powerful). This last one juggles long enough (1 sec) for you to close distance and start some hits. Finally, if you hit your opponent with Boulder Smash, he's stomped to the ground, giving you time to regen energy. * don't forget to use grabs they received a +30% critical / +30% perfect strike in last update. * and don't forget to use Dash Armor Your higher health is a big advantage with this mechanic, plus your range makes you dash way further than other arts -> pressure. Conclusion : all in all, Muay Thai should feel like you're a juggernaut. You have tools to keep some distance, others to go closer, and other ones to land any hit you want given a certain amount of energy (Muscle Armor). Hope it helps !
Thanks! It really helps, and now I can fight legend characters! Muay thai is so fun! I just got the kick special. Hmm, maybe muscle armor > grab?
Grab would require another 50 energy + grab fight energy ticks, which could be dangerous if opponent got more energy With muscle armor on, you can simply launch any strike you want, as long as you got enough energy to absorb incoming damage
Love the excellent breakdown of Muay Thai. I can beat Legends consistently with my Muay Thai character, but it's not nearly as clean as my TKD victories. I take a lot more hits than I'd like, but still come out ahead due to sheer power. Bonebreaking each hit of the Slaughter combo is excessively brutal, but something as simple as HP+Breaker x5 is still plenty painful for a lot less button presses. Personally, I feel like Muscle Armor takes a little too much energy to be a big asset. It's decent when you have a full bar and need to counter an easy-to-spot aerial, but then you can't really take advantage of the combo extension benefits. And yes, Muay Thai with unlimited resources is BROKEN. --- Anyone have tips on using TKD's specials? I find Tornado and Mule Kick are both way too slow to be worth using. You can't combo into them, so they're pretty much impossible to set up. Machine Gun Kicks are okay, but the only real advantage is that final kick against a blocking opponent, but even then I'd rather just stop after 2-3 combo hits and try for a frame trap instead. The only special I've found useful is the planned counter, but I rarely NEED it since I can nearly-perfect most opponents anyway.
@Masvil : thanks mate Initially, Muscle Armor was not designed to be a counter, but an armor to deliver any strike you want, to counter the Art slow speed. That is very useful against for example Ninjutsu, which could make Muay Thai feel frustrating against jabbers. Combo extension is more like an alternate use of it Real Life Art inspiration : basically, Muscle Armor would give this kind of resistance. Spinning Carnage (tornado) is combo-able if you don't charge it, from a s.FK. The useful part of it then is the debuff it puts on target while airborne : you can strike it up to 5 times while target is falling. But I'm feeling like I'm giving too many hints here Mule Kick is a pure bait-counter move : launch time as quick as fast kick, and stuntime on hit is enormous. It is greatly inspired by real life Taekwondo matches : you show yourself like putting your guard down, baiting for a strike, and whenever you feel the target is gonna react, you launch a powerful, breath cutting mule kick to the plexus. It is used a lot in competitions. Machine Gun is, well, a powerful 5 hit combo with a launcher as fast as a LK
More bugs! (Excuse me for always giving you stuff to worry about ) First off, I'm happy to report that Krav Maga bugs seem to be resolved This week's bugs are related to Shaolin Kung Fu this time, as I've experimenting with it. - Under certain conditions, Dragon Rising seems to stall the player in midair. I've been unable to deduce these conditions, but the most reliable way of reproducing this is to simply go to the Shop in career mode and preview the move under 'Specials'. - Dragon Rising also seems to have an unreliable trigger...the energy cost sometimes seems to be way more than it's supposed to be. This happens more often when I combo Dragon Rising off some other move. I speculate that my taps may be out of sync with the move (for example: I tap 6 times, game deducts 100 energy for 1x 40 starting cost and 6x10 kick cost, but my character only kicks 4 times presumably because I'm tapping way faster than my character is kicking) - Some uses of Cobra Strike causes the game to crash. I haven't been able to time it exactly, but I'm speculating that this happens during the 6th second, when the delayed damage kicks in. I'm also usually laying the hurt on my opponent when this happens, so this might be related (maybe hit damage coinciding with Cobra damage at the same time somehow causes the game to go out of whack?)
Hi Pheriannath, don't be sorry mate, I should be the one who apologizes for such inconveniences. I've been trying to track this one down for some time now. It's happening under a very particular set of conditions indeed, which is why it's been a while since I last saw it, so I'll investigate today. This one's not a bug Any time you combo a special over a normal, it costs you 20 additional energy, like any regular combo. First time I see this one, thanks for the detailed data, I'll investigate today aswell. Thank you for your feedback.
Thanks for the quick reply! Wow, I didn't know that - that's gonna change my strategies considerably. If I comboed my Dragon Rising I'd only be able to do 4 kicks, and if I was fighting myself (Krav Maga fighter) I'd be able to pull off a Pivot in the lull between the 4th kick and the final, cobra-boosting strike and basically dish out nearly as much as I got. Are there plans to allow Shaolin players to pull off their last Dragon Rising strike early? (cut the move short, in other words) Or is this an intended weakness? I'm just basing this on what I observe, hopefully it's not coincidental. Wouldn't like to send you off on a wild goose chase. I'll report if I see any crashes that happen without any Cobra Strikes.
You're welcome This is an intended counterpart, as the final strike is the one that puts the powerful debuff on target (+30% damage on next Cobra Strike). Don't worry, I know where to search Thank you for your support. By the way 1.5.2 (Training bugfixes) has just been validated, it should be avail soon on the store.
Yet more bugs, recently discovered: - Partner bug remains. New partners override all partners of existing fighters (examples: Fighter 2's partner overrides Fighter 1's partner, Fighter 3's partner overrides Fighter 2 and Fighter 1's partners). - Coaching no longer seems to have any effect (no response to coaching buttons).
This game looks really good, I can't believe there is only one dev behind this May I ask what framework you are using?