![]() I'm assuming, since the combos themselves exist as legitimate combinations that go from one punch to another, that connecting the initial hit will mean you can get all the way up to the finisher, even if the hitbox connects at the beginning of the glove sprite. ![]() Something else I want to mention is the spacing. I find it difficult to associate it as something like the enemies would think "well this chump is not that strong so let's not move away that much from him". Once finished I ran through this game again as Paul without moving the default 15 STR number all the way up to act 3 (again) and the combos were really easy to connect, and I think it's for both reasons, because the punches move you forward to the opponent, and the enemies didn't move back as much (if not at all). ![]() ![]() Nevermind the fact that I reset my character at the end of Act 2 before the Merv building, didn't raise any of his STR levels, and spent a lot of time grinding against both normal enemies and military, so I experienced both normal and high end defensive playstyles from the AI never had any issues connecting them. As of today, I still stand by it because the pushback itself exists (well duh me), however while the association of enemy behavior and how easy it is to connect those combos is between acts is something that could be misunderstood, the same thing also works backwards. I have been one of the loudest in regards with the "don't increase your strength!" tip. TL DR: I don't know how people are missing Paul's combos, but I have two cases where STR doesn't affect how the combos worked when they should have. The timing is no different now than it was back then, even with maxed stats. To further cement this, Bruno's PPK combo is something that was brought up early in the backer forums and I at least could verify that my STR wasn't too high back during the beta. I would LOVE to verify Alex's KPP combo at 15 STR, but for some reason I lost all my moves whenever I reset. No distance change whatsoever no matter in Arena or Story. To stop potential bobbing, I held Block on both players. Tried it in this build story with max stats against a live person: 31 pixels after standing again. Recorded the distance between the tip of the shadows: 31 pixels. The RPG factor didn't exist at all so STR couldn't have been a variable. I played the old alpha versions I still had from being a backer and I tested this with Alex's KPP combo. I've seen the a video about Paul screwing up combos so I know this issue exists, but I never ran into this problem with Paul personally. I used to believe this, but then I ran some tests. I honestly don't think STR is the real reason behind it. I'd like to do some more testing myself to see if I can replicate the results. Both of those cases were also just as common with other characters and some of their combos.Ĭould I get some feedback from Paul players who have noticed a direct connection between STR and this pushback, especially players who have reset their STR and kept it below a certain level. I didn't press the followup attack fast enough (you have to press it VERY fast, admittedly).īoth of these cases are definitely more common as the difficulty of the game increases, which maybe correlates with STR increasing (as players get further?). ![]() The enemy was already moving backwards and I tagged him during. After some careful evaluation, the times this happened were generally one of two cases: I DID notice that the moves whiff sometimes, though, just not in connection with STR. I also did most of the testing with the K,P,P,K combo and various K,K,etc combos because those are the ones I saw mentioned as buggy. I practiced for about an hour each at 15 STR, 25 STR, and 39 STR and I didn't really notice a significant difference. I never played Paul before today, but decided to check out what the issue was. The point of this thread is I'm not really seeing this connection. I've seen a lot of posts about Paul and his ability to connect combos, notably after raising STR (I believe the claim is that it's increasing the pushback of his left hand, K, making the followup attacks too difficult to land). ![]()
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