13:29 I got hit bro, I can't even begin to imagine a world where I blocked dat, I'd to proud of blocking the "cross up" every time and I'd just get smoked by the same side
I'm a long time LoL player so I get super hyped when you guys enjoy characters I know for so long Super cool BTW in my region we call her EElah oee PS: I really want them to add teemo to this game to ruin everything (in a fun way)
@@Ion0X yea clip is nuts. it feels like once people start using retreating guard and are more used to it it’s going to speed up the gameplay a lot more too even when defending
I keep hearing people complain about the unused bar of an undead character. You lost that character, dude, and you had 3 meter... wtf were you saving it for? Now you gotta hold that L all round. I think it's quite fitting and expect to see it a lot when I get the game eventually.
I agree but I do think the solo character gaining the meter from the dead character would make for a good comeback mechanic I feel like if one chapter gets kills right away in this game it’s hard to comeback. Like Mvc3 X factor always made the game exciting to watch cause 1v3s could possibly happen.
@@r2bot If fuses are still incorporated into the game competitively, then Id be okay with having a fuse that takes the fallen character's meter and adds it. That would be cool. Maybe with a temporary buff to 5 or 6 bars of meter max. I wouldn't want a universal mechanic for the meter though. Make it an important choice, like with a fuse, and I'm all game. I do wonder how much of it is because they want to keep the 2v2 meters separate, and to bleed over into single player might be too much of a game shift for newer players? Alternatively, when I played League of Legends, when a character died and still had mana, that mana didn't go anywhere. So it's technically a flavour win in my books.
13:45 I think it would help if the dead character's meter just disappeared when they die, that way you're not being constantly reminded of your poor meter management and the ui would be less cluttered. Was there not a fuse that let you use your dead character as a super assist once? That would work well for clarity too "his character died so why do i still see his meter? Oh right he has that fuse"
"Overdose" it means the same thing as "OP (overpowered)" or "broken" except it usually has positive connotation. OP usually is used for complaining about something's strength where OD is used to compliment its strength. OD is pretty much only common in the fighting game scene, and it's used mostly to say that something is very strong but very cool. You can also say a player is OD when they're popping off on their main, for example.
@ZenseiSmoke there is push block that will push the enemy across the screen for 1 bar of meter, retreating guard that let's them push themselves back while in block stun, and a parry that costs a bar that refunds on success that has to be manually used either high or low. There is no block button for defence option.
@ZenseiSmoke I think you're just looking at the crouch block. Characters in this game don't move when they crouch block, but they have their guard animation up. You could see it on Ekko at 15:06
It is wild when you compare this to the HunterXHunter game you had on earlier. Even in terms of aesthetic, this game is far beyond a lot of what's coming out.
@@whiteblacklight9603 + It has League IP, something your games don't have. Personally, I don't give a damn about fighting games, but since Riot is making one using League IP, I will definitely play it.
Nen Impact has $0.20 and a used condom for a budget, and the presentation is clearly diminished by that. It's sad to see that game disregarded as "bad" just because it's visually stiff.
@@chaoticstarfish3401 that game isn't trying anything new at all though, looks straight up copycat of MvC3 - which is fine MvC3 was my favorite fighting game of all time but comparing the two isn't really a comparison.
I love how much the current characters can offer one another when tagging out (except maybe Yasuo, but even then he has the wind wall and the crossup). That kind of flexibility is probably a necessity with it being 2v2 instead of 3v3, and it's a good incentive to tag your teammate in more often.
@@Kenmyoren They also will have public alpha testing by the end of this year. It will probably be a waitlist thing, but you could wind up getting your hands on a test version late fall!