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Iconsgg View other ranges: VideoThe Death of a Smash Clone (Icons: Combat Arena)
Come share your personal taste in aesthetics! A subreddit for the 2D fighting game, Brawlhalla! Available on Steam, PS4, Nintendo Switch and Xbox One!
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A FGC focused subreddit for Dragon Ball FighterZ by Arc System Works. The subreddit to discuss about all the things related to the FGC, or Fighting Game Community.
Don't miss it. Is there a discord server that people frequent? Is there a list of techs present in the game? Patch Notes Part II Crash Fixes self.
Patch notes bug fixes and optimizations! Icons: Legacy Edition goes LIVE TODAY with online 6-player support! Check out this music video Wavedash uploaded ahead of the release of Legacy Edition today!
Submit a new text post. If every character were to get super moves akin to traditional fighters, I think Icons would need to be designed from the ground up with it.
The whole stocks vs health bars situation complicates that issue a bit. I do think visual flair in finishing blows is a place that platform fighters could experiment more.
But tossing in 'supers' probably isn't the most practical way to do that. It opens a new can of worms. For a team of Wavedash's size, it'd also be effort better spent on new characters.
Something along that line might be better. Smash already has those. Like when Westballz does a doubledip suicide dair. Or Bizarro charging an uptilt with ganon.
Or Armada taunting, throwing a turnip in the air, and times it with a backair. Or the Ken Combo. Or Ice Waveshining over the Stage twice and finishing with an Upsmash.
Super Moves in Smash aren't "press a button to look cool", they are created through expression of skill. If you think back to Moment 37, people don't remember Daigo using a Super at the end, they remember how he got 15 consecutive parries while one hit away from death.
Again, this is purely mechanical and has nothing to do with the characters themselves showing any personality whatsoever. Have you ever been around for the release of a new fighting game.
Casual players eat that shit up, because you really learn what a character is about by seeing what their craziest move is.
That is an interesting point. I think a lot of us in the plat fighter crowd forget to look through the casual lens.
It's odd to me the feedback here is so negative on this, I'd love to see a platform fighter with properly implemented supers!
I feel like some people are missing the point you're getting at here- most fighting games worth their salt already allow for a good amount of player expression and creative combinations, just in a different way.
But they also have super moves too! I honestly feel like you wouldn't even need to change the rest of the game that much to implement them.
Obviously you can't just slap em in, but imo as long as there's no situation where you could get multiple stocks off one super so probably nothing persisting, like the transformations it would be fine.
Might have to bump the stock count up though? Not sure. I guess the kicker to this is- do you then implement EX moves too, assuming it goes off a meter?
Because with that I could see it having more significant ramifications for the rest of the game. Regardless, even if Icons isn't the game to do it, I'd like to see it in some platform fighter.
Look at it in terms of edge guarding. Imagine the result if some characters' supers were better at that than others.
It sounds like a mess to balance to me. Merely raising the stock count wouldn't address the underlying issue.Rounded square. Get information here. Select your favorite social network and share our icons with your contacts or friends, if you do not have these social networks copy the link and paste it in the one you use. Copy the base64 Lions Slot Machine data and insert it in you document HTML or CSS.