TheNatureBoy
Veteran
Hopefully we get more character reveals at the Game Awards next week.
i'm going. if info doesnt hit the thread before i get back from it, i'll post stuffHopefully we get more character reveals at the Game Awards next week.

Outside of projectile play I don't really see where the neutral game is. It's like everything is either getting punished on block or you're going into a lengthy auto-combo. There is depth in the tag/assemble combos but even if you barely engage with assists, both players just take turns going into auto combos that transition into either a wall break, super/ultimate, or assemble combo. You can even link supers back to back with characters and over the course of a 5 round match, you've seen hella wall breaks, super cutscenes, and 4 character group combos multiple times over.I have like 8 hours in the beta. replayed the tutorial a bunch, had sessions against the same player, randoms, CPU, etc.
The biggest thing I've noticed is that there's no such thing as a poke in this gameOutside of projectile play I don't really see where the neutral game is. It's like everything is either getting punished on block or you're going into a lengthy auto-combo. There is depth in the tag/assemble combos but even if you barely engage with assists, both players just take turns going into auto combos that transition into either a wall break, super/ultimate, or assemble combo. You can even link supers back to back with characters and over the course of a 5 round match, you've seen hella wall breaks, super cutscenes, and 4 character group combos multiple times over.
Im interested to see some high level play and how the neutral game develops when we actually have a training mode and frame data because it really does feel like each player just takes turns making each other explode with strings over and over again.


Yeah game needs some serious work before launch
Yeah but this is really just a 1v1 game with assist. They go out of their way in this game to try to avoid this and yet here we are simply from a small wall/stage change.This just the nature of hyper tag fighters