Somebody has to bring this one up, right? https://www.kickstarter.com/projects/destinybit/within-a-competitive-fighting-game-tcg-hybrid
I fear some degree of customizability is necessary for fighting games to survive in the future. As long as it is not broken and all the collectible parts can be obtained through the game in reasonable time, I might even be ok with that. Concerning the game, the art style does not really catch my eye, nor the stances of the characters do. The animations seem a bit stiff, but it's still in development so it's early to say anything. What intrigues me are the controls. They seem simple enough to work on a tablet (without scaring people with on screen buttons), yet still they reproduce a 4 buttons layout like kof. I really wish this setup works.
Well, there's a reason for why they are using KickStarter Regarding the controls, I don't know what you mean. It's the same 4 button layout that games like Volt, SFxT, Kinetic Damage and others have. When they show the smartphones running the game you can see the GUI. And about the customization, I never felt like fighting games need this kind of customization. Even something like Tekken's, which doesn't affect gameplay (at least not that much since the items special moves are quite useless and just for fun) is way more than enough.
I must have missed that. Anyway, 20 days to go and just around 1000$, and they are asking for 28000$...
Cool stuff Varo. Impressive stuff; Pandora combos, crossunders and CADC. A lot better than most SFxT combo vids I've seen (actual SFxT). I was particularly by Guile's combos. I was under the impression he had too much frame recovery after sonic boom (and ironically, crappy juggle points too). Some questions though: -Are these combos specific to mobile? I don't recall seeing things like Paul's EX upkicks into pandora on console. -Where were these recorded? Online? vs CPU? -Any reason for the opponent to tag into CH? Does it give any bonuses to comboability? The worst thing about it was that it reminded me how ugly SFxT looks...
Thanks man! Guile is a lot better than I initially thought too. At least way better than Dhalsim (quite funny, because everyone in the chats says that he's the best character in the game and totally OP, while Dhalsim is in SFxT Mobile as bad as in pretty much every other game he has been). His normals may look meh and way worse than in Volt, but they are better than they seem. His cr.HP has a HUGE hitbox, the Spin Back Knuckle is fast and has a lot of range (can combo after Sonic Boom in midscreen and you can even do Spin Back Knuckle (CH), Spin Back Knuckle), his overhead after cr.MK has also good range and cl.HP has also very good range. Pretty much every combo you've seen is mobile only. In the console versions you can't cancel boost combos (st.LP -> st.MP -> st.HP) into special moves, just into EX and Super/Cross Arts. Everything has also less juggle points there (you can't combo after Hwoarang's Hunting Hawk after the ground bounce unless you perform a tag cancel) and the knockback is quite different. For example, the first time you perform a Lariat with Hugo on a grounded opponent, you'll send it high and you can continue it with for example cr.LP, st.MP, st.HP. But if you try to continue it with cr.LP xx Lariat, this second Lariat will send the opponent much faster and you can't continue the combo after it. Don't think of SFxT Mobile as the Volt version of SFxT. While Volt works pretty much like SF4, SFxT Mobile doesn't share almost anything with the console version. Most of them where in ranked. Four (or probably more) in training mode (two Guile combos, a Chun-Li combo and a Ryu combo at least), two in BT MP with my iPod (I don't know why since I could do them in training mode, but whatever, they are the combos with Kazuya and Heihachi where I combo after reflecting Ryu's Super), and one in friendlies. In most cases where you don't see a crumple it's just for more damage. I also had some combos where I used CH for the better frame advantage (Rolento enters the stage while crouching, so Ryu can do st.HP (CH, doesn't crumple), CADC, st.MK, whatever)), but the video was long enough. Maybe I'll do a leftovers video. EDIT: the Kazuya combo where I combo after the first hit of EX Demon God Fist was also done in training mode. The first time I saw it happening was against a novice player in ranked that was mashing random buttons. I had in mind using some recordings in the CMV where I went through different moves with Kazuya's EX Demon God Fist (that in the end didn't make it into the video), but when that happened I was a bit WTF. It ALMOST gives enough frame advantage to tag into the other character and continue the combo with that character. And I just found that Nina may be able to combo after her Super.
Glad you liked it. Yeah, couldn't find anything cool with her. She's too much about up and down, up and down, and I'm pretty sure that everyone already knows her bnbs. The only interesting stuff I got with her was doing three overheads in a row against a grounded opponent by hitting the opponent with the second hit of the overhead, which doesn't affect the juggle (the game's filled with this kind of stuff), and a very strange bug where moves that should cause an effect (crumple, ground bounce, etc) don't do that on a character that's entering the stage (I have recordings of that happening with Hwo's Iron Heel and Nina's EX Blonde Bomb), but I thought that wasn't cool enough.
Also, the video features many character-specific combos. The combo with Paul against King only works against King and Hugo. For the rest of the cast the distance between the characters must be higher so that the first hit of Paul's SRK doesn't connect. Both Hugo and King have very strange hitboxes. Heihachi's SRK after EX Demon Breath is also character specific. It only works on a few characters, Ryu being one of them. The same goes with Hwo's combos on Hugo. Hugo's hitbox is huge even while in ground bounce, so Hwo can hit him with the second hit of Flamingo's st.MP. That allows him to launch the character at the right height so he can EX CADC the launcher into Super without much problems. It also affects juggling points and scaling. I made sure that pretty much every thing in the video had something "special". The game sure hides LOTS of things. If only Capcom fixed at least its main problems...
Hugo's Hammer Hook (f+HP) is also an overhead in USF4. That means that he has 6 overheads: st.HP, st.MK, st.HK, cr.HK, Leap Attack (d, d+MK) and Hammer Hook (f+HP).
Hi guys. I'm in Canada now and I was considering updating my 3GS that now runs basically nothing with an iPod touch. Does any of you know if/how it runs volt? I wanted to try sfxt finally. I was considering the iPhone too but it really seems like a waste of money. I could google and compare chips but you guys know better.
I can say iphone 4s, iphone 5, iphone 5s all run those games perfectly. I dont know about ipods but if i had to guess go for ipod 5 Also apple will be anouncing the new iphone 6, the iphone tablet and probably and ipod 6 this summer. If you dont like the black bars on the side of the game the best device to play volt, sfxt, kof has to be iphone 4s. Though if you jailbreak an iphone 5 or 5s you can use lte to fight online and the connection is flawless
I agree with Capt. If you're also looking for other games to play, forget about iPhone 4 and iPod Touch 4 already. That generation is already pretty much dead, with almost no game giving them support. iPhone 4S and iPod Touch 5 still have 1 or 2 years before developers start forgetting them. I'll try to upgrade from iPhone 4S to iPhone 6 this year.
If you start charging now we might know by tomorrow... Thank you all for the tips. I was inclined to a cheap option since I only play volt, but it is right that the devices age quickly. Id like to know now if the mobile fgc is here to stay and developers are ready to feed it. Btw, ultra is just around the corner.