>>15135635
>>15135654
Only one of the supers, not even the 3 Ki bars one.
It seems simple at first:
>Spam Light attack for normal combo
>Spam Medium attack for Medium combo that ends with super
>Spam Heavy attack for short but high damaging combo
It felt fucking weird at first, I'm too used to picking character, trying out all the moves and then see what cancels into what so you find that one string of 6-7 moves that fit nicely.
That's not outright out, some moves DO combo into others outside their "designated spam-combo".
For instance, you can do Medium -> Low Medium -> Low High as Goku. The first two pop the oponent in the air, and instead of following with the Medium-Spam combo, you just uppercut him.
It sounds pretty fucking shallow at first, but then I realized that the diferent combos aren't there for the usual "low-damage but fast VERSUS high-damage but slow" moves.
See, the light combo doesn't do much damage, but takes a longwhile to finish. It gives you 2-3 seconds to think while you spam a button. It creates a breather and relieves mental pressure.
The medium spam-combo is actually the most damaging of them all and your main tool to deal damage but the first hit isn't as easy to connect.
The high damage combo knocks your oponent away from you. It gives you a breather just like the light combo but in terms of distance.
From the 2 hours I've played, what I picked up is that the auto-combos themselves won't end up doing jackshit in the long run. Try bumping the CPU to level 100 and looking at what it does.
The main skill in the game comes from the Vanish and the Super Dash. Doing those at the right time can let you flow from one combo to another, non-stop until your oponent dies. If you miss those, you also have assists but those require correct positioning of you and your oponent so that's a lot of mental games and creating breathing room with the heavy attack or the light attack is essential. This way, the auto-combos are there to help with assist positioning, not the other way around (in MvC you used assists to position your enemy for your 99 hit combo of 110% HP damage).
Also, the dragon rush. Man, is it satisfying as fuck. I never liked the grab mechanics in Guilty Gear, felt like you were exposing yourself a lot for little reward. Yeah, you bypass their defense and open a combo, often with a weird setup for you.
Here, it's actually a tool to punish overly defensive players, creates room for you to think and doesn't feel excessibly hard to pull off.
I was never a fan of "assists" and prefer 1vs1, but this is the first game I've played were assists were made into more than "another 2-3 hits for your combo".
>>15135682
>Autocombos are really inefficient in terms of meter and damage
I haven't paid attention, but is it like GG, where the more hits you dish in, the less damage they start making?
GG was a game about short combos because of diminishing returns. Firing a special after 15 hits would cut it's damage to nearly half.
It turned that game into a nice game of cat and mouse.
I'm only sad because:
>no flying
>no taunts
>Denuvo
I also haven't understoof what that Spirit break thing is. I thought it worked like GG Burst, but aparently not. It doesn't break combos and does some… power up to your character that I haven't been able to pin point eactly.
The tutorial was garbage too. Besides missing these sorts of details, you can actually kill your oponent and the tutorial ends early without prompting you rest of the lesson. So you get a loading screen back to the lobby and another loading back into the tutorial.
Did did a great tutorial with GG where Sin and Sol duke it out, have some banter and the various steps follow one another. By the time you notice it, you already finished all the moves.
Why couldn't they have done something like this?
Also, Bulma is hot as fuck in this, holy shit.