Not exact matches
Unlike the Naruto: Ultimate Ninja Storm series which is more and more a mess of technical, balance and gameplay issues these days, Brave Soldiers delivers what is a nice, franchise - based fighting game, at first, i was expecting a simple fighting game with some button mashing, however, the game proved me wrong and i fell in love, the
combo system, while easy, is a lot more deep than the one in the Naruto games, with all of the characters having two
special attacks, two «burst attacks», a knock - away and a launcher respectively, a throw and an ultimate attack (called a «Big Bang Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour
combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score
after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of
special versus modes and online battle modes.
After releasing two of their Halloween
specials to DVD last year, this year DreamWorks embraces high definition, sending Blu - ray
combo packs of those and others to stores during retail's busiest seasons.
Attacks can be chained together in
combos, and a
special attack is available
after charging.
An explosion is now triggered from the roof when this happens - Ra (Scarab mode, Tag
Combo Ranged Attack): Fixed effect camera - Ra (Bomb mode,
Special Move 1): Fixed bug where explosion would trigger out of bounds when using move near a border - Slayer (high Melee Attack): Adjusted trajectory of opponent upon final strike - Loki (Character
Special Ability, Tag
Combo): Fixed bug where, if you triggered an Awakening while Loki is carrying a pizza box, two boxes were shown during the Awakening trigger - effect delay time - Loki (Calorie Gauge): Fixed bug where the «almost out» animation that triggers when the gauge goes below 25 % remained on even
after the gauge was filled up via Character
Special Ability, etc. - Loki (arms when damaged): Fixed bug where arm animation would occasionally stop
after Loki takes damage - Kali (
Special Move 1): Fixed bug where the
Special Move 1 cancel effect wasn't applied if the move was launched by Kali during an attack - Kali (Ranged Attack): Fixed bug where the attack direction of the chakrams wasn't a fixed constant, occasionally making guards from the front appear not to work - Kali (Ranged Attack): Fixed bug where, if you used a Character
Special Ability cancel right
after firing, Kali's chakrams would remain on her arms even while she throws them - Fixed items giving you more Skill Cube space - Character tutorial (Loki): Fixed bug where, if you complete the transform tutorial and go into free practice without finishing the tutorial, no calories were earned for blowing yourself up via Character
Special Ability, etc. to refill calories.
Adjustments - Timing shortened from being downed to rising, rising into a movement, mid-air quick recovery, jumping, dashing, moving (on ground or midair), attacking, or guarding - Awakening: Fixed bug where attacks at very close range came from unguardable angles; these can now be guarded - Dash
Combo: Fixed bug where Tag
Combos weren't counted for achievement purposes unless landed on a foe who was incapacitated by a Tag
Combo - Brynhildr (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Ares (Summon
Special Move 1): Removed hitbox between Ares and spear that appeared right
after throwing a spear - Odin (melee mode, neutral melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Odin (melee mode, side melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Grim Reaper (
Special Move 2): Boosted movement speed, turning radius, and max movement time for zombies when targeting foes as long as the Awakening gauge isn't empty - Grim Reaper (Down +
Special Move 2): Fixed bug where dog zombies occasionally didn't face the correct direction while moving - Grim Reaper (Awakened, Character Ability Power) Added fire effect to characters who take damage
after being hit by a zombie ball when Grim Reaper is in fire zombie ball mode - Ra (bomb mode,
Special Move 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode,
Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (
Special Move 1): Fixed bug so Grim Reaper's
Special Move 1 zombies, Ra's
Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (
Special Move 2): Fixed move so that Loki isn't motionless while charging.
Tekken 6 may not have any super
special moves in games like Street Fighter, but the
combos are extremely in - depth, and have a deep sense of satisfaction
after putting a chain of moves together.
«Be sure to maximize team synergy by switching between the characters in
combos,
after special attacks and in any other instance that comes to mind,» said Rosas.
For example, the end lag
after one of your
special moves is often much more than what you would expect, which can often make it feel like you're standing defenseless for several seconds before you are able to act again, and when an opponent has caught you in a
combo, putting up your guard can often be impossible despite what feel like very long pauses between attacks.
There is an overwhelming horde of zombies in front of you, but
after a few successful attacks, your
combo meter will allow Frank to execute a
special move.
Following the Linker, you can then perform another Auto - Double, then any End
Special (or just do the End
Special after the Linker to lessen the chances of having your
Combo broken!).
After all, hitting high parry
combos would unlock
special abilities and those
special abilities were often the only way to defeat the game's hardest foes.
For example with the knuckles you start out with a quick 3 - hit boxing type punch, then at lvl10
after hitting the
special attack button right
after the first
combo is over your character will do one more punch then a powerful kick that blasts all enemies in your path away, and at lvl.20 you'll do a few flips towards your enemy ending in one final dive that does massive damage.
Special Notes: Good to use
after repel in a
combo.
The combat is simple to start with but
after a while you'll pick up the more advanced moves and notice how deep it can be, weak attack, strong attack and 3
special attacks, varying
combos and sheer enemy count keep this title from being stale.
With Power as your style, your character is very strong and can use a
special super desperation move, but their potential for chain
combos is very limited, usually losing pace
after 3 or 4 hits.
Even if you aren't accustomed to a fight stick, like myself, you got a good feel as to how the eventual console controls will work and
after some time you can be confident enough to perform some killer
combos and
special attacks.
The
Special Drain action can be performed
after a successful parry of an enemy's attack, a successful attack from the back or a
combo attack.
You can add more attacks to the
combo should you perform other
specials right
after the initial flurry is complete.