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- May 12, 2013
Just got my copy in the mail! Putting it in right now to play it, so pumped!
So? You can teleport as many times as you want provided you have the SP right? And it doesn't cost that much SP does it?The hit stun basically guarantees your combo to go through, unless they teleport out of it.
Can you not block immediately as soon as you get up? (I don't have the game yet sorry so I'm just going off of what I've seen)And the knockdown makes it so you can wait for them to get back up and combo them into another knockdown.
Yes, that is true. It's still not a good mechanic IMO as opposed to blocking at a given time in the middle of your opponents combo and being able to counter.
I see, thank you for the reply. When I get the game I will see if at any point strings are interruptible. I'm sure on block there should be a way to interrupt a string but on hit you're probably stuck in it until the combo finishes, like you said. I can see what you mean about being able to counter it with a well timed attack but I love me some guaranteed combos so I guess we'll see how annoying I think it is when my game arrives in a couple days. I saw in a video that a knock up move broke blocking but I wasn't sure if that was guaranteed or not. If what you said is true, then that is very troublesome. I'll try to figure out countermeasures for that too if I can.I'm pretty sure you can, but that's easily countered by a knock up move. I've been playing Gabumon, and Gabumon's air-B is a knock up. I've been able to continuously knock up opponents as they get up. Knock up moves break guards, so being able to time them when an opponent gets up is pretty over powered. Unless we find something that can be used against this method.
Agreed. After playing all of the characters, I enjoyed fighting with Shoutmon, Wormmon, and Impmon. Gatomon's Dive Kick is pretty sweet, but you have to plan against the distance. Wormmon was my favorite for air attacks.
Digimon All-Star Rumble Review http://blog.samuraicast.com/digimon-all-star-rumble-review/
So I think the combo that leads into an air battle is square x2 then circle x2, instead of 3 circles. Something interesting I noticed is that it isn't listed in the combo list, and the first circle strike takes 200 SP and leaves the opponent dazed/stunned if it connects, and then the 2nd circle strike (which basically replicates a fully charged launcher) costs another 400 SP. I also found that circle circle square square square circle ends the combo with a kick rather than a mach jab. I wonder if other characters have unlisted combos as well.Echoing the sentiments about the recovery. I still haven't unlocked Wormmon and Impmon, but I've tried training with all of the other characters and noticed that Agumon has a combo string that leads directly into an air battle--▢▢OOO lets you send them up as if you'd charged an O attack and then go right into Final Claw (▢▢▢OOO)