[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vt/ - Virtual Youtubers

Search:


View post   

>> No.49863547 [View]
File: 3.11 MB, 1280x720, vrqFHElLz3KOsc9Z.webm [View same] [iqdb] [saucenao] [google]
49863547

>>49861494
To be fair, Soku is an extremely different system from almost any fighter. Even how combo limits work are different. Other games try to just make it depend on just combo length or number of a specific attack used in a combo or whatever, but Soku's limit system is a bit more nuanced. I guess it doesn't hurt that any combo difficulty in that game is less about the length, but about how situational awareness for combos is much more of a thing due to the extreme movement and how hard it can be to get stray hits.

That said, I dunno what to do about the combos. My bigger complaint about the long combos is the meter gain. Like Aki hits you once, you're down half your life and she's got two bars for a reversal, and she spent nothing for that. And it's not even a hard combo, shit feels like robbery especially because she literally has no other use for meter except assists. Another example, while this is probably not worth complaining about since getting into this situation is basically impossible, but the fact that there are legitimate 6 bar combos in a game with 4 max bars comes off as ridiculous. I almost wouldn't be surprised if someone made up an 8 bar combo with how much meter you get.

Navigation
View posts[+24][+48][+96]