Paul the sparky wrote:The guard/stance thing is great,
Yup.Facewon wrote:So in duel mode you can lock on to opponent, and then it's right stick to move into 3 different stances, then light attack with bumper, heavy with trigger?
You block by holding your right stick to mirror their stance, and where their attack is coming from. You parry by hitting right trigger just before their strike lands.Facewon wrote:Parry and block with different buttons or is it timing? And is left stick purely moving character or does it modify attacks?
Yup.Facewon wrote:Also, the on screen hud, when you're defending an attack, is the red stance Icon helping you know where the attack is coming from?
Cherry_Pez wrote:Also it should be pointed out the O button is a cancel which can be implemented to pull out of the heavy animations. Some of the more top tier play I've seen thus far revolves around feinting heavy swings and lunges in to dash up lights or Guard Breaks.
Also as Paul mentioned, it may look a bit clunky but the combos all have actual timing, mashing doesn't get you anywhere. Especially when you consider to open people up you'll need to move from Up, Left and Right with your attacks. So it's a way more deliberate way of attacking. If someone comes in and just wails three hits in the same position they're just making it easy for you to defend as well as opening themselves up for a parry.
As for the Soul Caliber likeness, I'd say it's like taking all the nuances of a 3D fighter but packaging them in to a Souls game system. The fighter mindset is what will come in real handy here, not necessarily any leet skill you may have in Tekken etc. It's definitely it's own thing.
Paul the sparky wrote:I reckon dodge and GB on the paddles would suit me more, especially for the reflex GB counter. This is all theory of course, the art of paddling remains a mystery.
This sounds really good, encouraging that the characters feel really different. I'm all about that asymmetric balance in a fighter.Paul the sparky wrote:My guy is slow, but there are other characters who are quick little bastards.
Cherry_Pez wrote:Also it should be pointed out the O button is a cancel which can be implemented to pull out of the heavy animations. Some of the more top tier play I've seen thus far revolves around feinting heavy swings and lunges in to dash up lights or Guard Breaks. Also as Paul mentioned, it may look a bit clunky but the combos all have actual timing, mashing doesn't get you anywhere. Especially when you consider to open people up you'll need to move from Up, Left and Right with your attacks. So it's a way more deliberate way of attacking. If someone comes in and just wails three hits in the same position they're just making it easy for you to defend as well as opening themselves up for a parry. As for the Soul Caliber likeness, I'd say it's like taking all the nuances of a 3D fighter but packaging them in to a Souls game system. The fighter mindset is what will come in real handy here, not necessarily any leet skill you may have in Tekken etc. It's definitely it's own thing.
Nexx wrote:elimination gametype added (4vs4 with no ai)
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