Hi! I played Them's Fightin' Herds at CEOtaku last weekend and asked Mane6's twitter account where to post feebdack. They said to create a thread in this forum, so here I am!
To give an idea of my fighting game playstyle, I like to play glass cannon characters with heavy projectile zoning and high mobility. Here's one of my sets from the Skullgirls tournament at the event:
Anyway, TFH feebdack! Remember that I haven't played the game that much and I didn't have access to movelists etc, so these things could be completely wrong.
To give an idea of my fighting game playstyle, I like to play glass cannon characters with heavy projectile zoning and high mobility. Here's one of my sets from the Skullgirls tournament at the event:
Anyway, TFH feebdack! Remember that I haven't played the game that much and I didn't have access to movelists etc, so these things could be completely wrong.
- I really like the game overall! Everyone was easy to pick up and play, especially as a Skullgirls player. Other players at the event were doing mixups and combos in no time too. I can't wait for more characters to round out the roster, especially grapplers.
- The double-tap dash input seems VERY lenient; maybe 20+ frames between the two taps? I accidentally got a lot of dashes and backdashes when I didn't want them.
- Overall damage seems low to me, even when watching streams of players with much more optimal combos than myself. Rounds seem to take a very long time.
- I really don't like the feel of Velvet having no low normals whatsoever. I saw at least one other player immediately fall in love with her playstyle and moveset, only to lose all interest in her the moment he found out none of her normals were lows. Even if her only low was a slow crouching B or C, and even if she received the appropriate nerfs to keep things fair, I think it would make a big difference in how fun she is to play and how much freedom players have to go for playstyles that suit their strengths. Just to make it extra clear: I don't think she's too weak and I don't think Full Rushdown Velvet should be a thing, but I think that giving her a single low normal (which could be slow/crappy) and balancing her around it would make her much more fun and allow her to participate in more of the game.
- I also don't like Oleander's current mix of extremely strong teleports and extremely slow non-teleport movement, and I feel like it may end up heavily limiting her potential playstyle variety (see also: Justice in GGAC+R and Double in vanilla/SDE Skullgirls). Then again, it might just be my personal preference for fast characters (see my Peacock playstyle above). On the bright side, her projectiles are awesome!
- I worry that offense might not be strong enough overall. MvC2/SG-style pushblocking with simultaneous high+low block during the PB animation is very strong, especially when you can OS a pushblock input and a throw tech (like MvC2) and when throws seem important for some/most characters and the throw tech window seems large (both unlike MvC2). The lack of assists and multi-hit moves means it feels very hard to stay close to the opponent after getting pushblocked. I haven't seen any rushdown characters able to get in *and stay in* enough for it to feel like an appropriate reward for getting in on a zoner.
- Paprika's A/B/C teleports (run off screen, run back on screen) felt like you'd be able to option select against all 3 of them on reaction and get a guaranteed punish unless there was already some food active. I know that's the same as saying that Oleander's ground A/B teleports suck without a fireball on screen, but Paprika only gets 6 projectiles per round as far as I know so it feels weird for the move to have no other utility. I had very little Paprika experience so I probably just didn't immediately understand the move's other uses.
- The overhead dive on Pom's flying dog seems sorta crazy compared to her other summons, but I guess that's just how her mixups work. People liked playing as her!
- Tianhuo and Arizona are cool!
Last edited: