What martial art would you want to see added to Dojo Masters? Link to the first Dojo Masters video: ua-cam.com/video/2KqhPAf5oqg/v-deo.html MK Developer's GDC Presentation: ua-cam.com/video/mbSyH3lo1Zg/v-deo.html
Great to see them adding this stuff. You are so right about the timing thing - I really want to see more fighting games including stuff to help with timing as it’s really not obvious to noobs (at least, for me it wasn’t) and can be sooo frustrating when you feel like you’re pressing the right stuff and have no idea why it’s not working
It was the same way for me. When I was first learning fighters, it was either that I went way too fast or way too slow, and I think having that sorta pace meter to watch for would have made it much easier to break into combos with.
Combo trials can be a real mixed bag, but it sounds like this is one of the better ones even with the issues it has, and actually works as a training tool unlike many. It's always annoying to run into overly strict combo trials.
Yeah, I really liked how the game explains where and why you'd want to use a combo. They're functional. I remember trying out SF4's combo trials when I was younger, only to read that most of the combos weren't even good.
What martial art would you want to see added to Dojo Masters?
Link to the first Dojo Masters video: ua-cam.com/video/2KqhPAf5oqg/v-deo.html
MK Developer's GDC Presentation: ua-cam.com/video/mbSyH3lo1Zg/v-deo.html
Great to see them adding this stuff. You are so right about the timing thing - I really want to see more fighting games including stuff to help with timing as it’s really not obvious to noobs (at least, for me it wasn’t) and can be sooo frustrating when you feel like you’re pressing the right stuff and have no idea why it’s not working
It was the same way for me. When I was first learning fighters, it was either that I went way too fast or way too slow, and I think having that sorta pace meter to watch for would have made it much easier to break into combos with.
Combo trials can be a real mixed bag, but it sounds like this is one of the better ones even with the issues it has, and actually works as a training tool unlike many. It's always annoying to run into overly strict combo trials.
Yeah, I really liked how the game explains where and why you'd want to use a combo. They're functional. I remember trying out SF4's combo trials when I was younger, only to read that most of the combos weren't even good.