Meanwhile, feels like Paul triggers stuff more often just by vurtue of a basic combo string punchmans involving more inputs. Even if they do the breaker flex at that point, too little too late for it to have broken up your flow. But overall not all that many button inputs. Which is a lot of total hits and a lot of damage. If i do a lazy kick combo launcher with Glen, I can usually get away with two blustery kicks in a row (maybe throw a single basic kick between the to keep them in the air) even in the endgame for my free air juggles. Thing is, the "Boring moves detection" Also seems heavily skewed. It's possible to air push yourself when you're being juggled, so I don't really think it's cheap. If you happen to keep triggering it then you might want to mix your combos up. It's an anti-infinite system used to prevent loops. Once the enemy starts doing cheap air blocks it loses it's overall effectiveness, but that AI oversight effects every character. It's a simple juggle, but it'll keep them airborne long enough. Originally posted by AlmostRambo:I use the combo of F,F+K, P, F, F+K, P. So you could either Pro Style your way through with minimal upgrades, or buy yourself a pair of texas boots and laugh your way past the Dragon Twins (Adjust shopping scale per difficulty). Every time you went shopping, the skill curve was permanently reduced. Everyone brings up how "Hard" It was, but that was only the early game. Honestly, that's part of why the old classic has had such lasting appeal. The old NES RCR also ended up a simmilar cakewalk once you went shopping enough, and start shaking down previously tough bosses for their lunch money. So he's in this situation where he's definitly not the "Best" by a good margin, but there is so much worse than him that he looks like godmode compared to playing those characters in turn. (Meanwhile, see the piles of threads and patch note comments about the state of grappling). Paul may seem strong because of his basic usability, but he's an absolute joke compared to killing a pair of dark clone abobos with the same combo that never lets their body touch the ground from the moment you started to hit them. If your definition of OP is "I can hit things and make them die easily", that's how the game always plays out if you are using something conveniently able to land hits in the first place. Maybe more STR is needed for higher difficulty or online. Its been fun altho i had to reset regrind and him because he was so overpowered since i raised his STR. I think i wouldnt be enjoying the story mode if my combos got cut due to enemies knocked out early or the K pushback. Originally posted by Snowlax:I finished the game (story difficulty) with +18 STR with Paul. But all that changes would be duration from lowered DPS, rather than any particular gameplay shift. While other characters spend less time needing ground pound it by virtue of more air combos or gimmick grapples not even leaving the enemy on the ground as often.Įven if you cut it's damage in half, people would still be spamming it by circumstances based necessity. Throw in the Dev's nerfing basic body tossing, and that's even more incentive to use the downed punch, because otherwise you're basically going to just be standing there doing nothing waiting for the enemy to stand back up. If anything, Pauls ground pound punch stands out as much because of how much time enemies spend downed on their backs when playing paul, with combos knocking people away both when working as intended, and not working as intended. While another character's kick them while they are down move may be slower damage, but it's kick nature has made it safer to use, so I've always been able to spam that (if slower) with zero risk and a bigger window to react if a nerd decides to throw an ice bomb or something. The fact you have to be pretty much on top of them doesn't seem to help matters in a crowd. Though on that note, I've found while the rate of his downed enemy punches is high, it seems to leave him way more vulnerable to people zipping in and hitting him if you spam it. It's going to be harder to improve a character if you stop to ask for nerfs on what moves of his actually work.
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