Vita controls are equally appropriately mapped as firing your weapon is re-mapped to R,
while performing a special move is mapped to L, alongside performing a melee attack being moved to square, although there is no touch screen or rear touch pad support which both could have alternated as a player preference for firing and aiming your character's weaponry.
Not exact matches
While playing in Co-op mode, the players» characters can
perform special moves that a single player can not make.
Basically, your characters automatically attack
while you activate various
special moves and
perform simple quick time events.
However I found that a pro controller was needed
while playing online as it gave you much more accuracy on controlling your characters and more importantly,
performing those
special moves.
Combos can be chained by pressing the buttons quickly in turn (such as L, L, M, H),
while special moves are generally
performed using the normal quarter - circle motions in conjunction with an attack button — although you no longer need to worry about whether it's a punch or a kick.
However I found that a pro controller was needed
while playing online as it gave you much more accuracy on controlling your characters and more importantly,
performing those
special moves.
I was able to actually
perform super attacks after a
special move without near as much of a struggle as I usually had
while connecting some of Nash's commands in the Alpha games.
While tabbing through the eventual slew of different functions with the shoulder buttons is a clunky slave to the two - button design, environments are designed in a smart way that make the
special moves feel as extraordinary to
perform as they are necessary to progress.
There is no touch pad implementation which is a surprise as Crimsonland previously featured the touch pad as an accurate alternative to using R2 or L2 to fire and the right analogue stick for aiming,
while there is also no light bar implementation which could have been used to display an alternative HUD as to when your character had earned the chance to
perform a particular
special move, although there is seemingly no vibration which could have reflected the recoil of your weapon, the force of your character's
special move or when your character dies from enemy fire.
All you have to do is hit a jumping opponent,
while you are jumping, then
perform the Air Double
Special Move, using the strength one down from the button you did the first hit with.
Two characters compete in a breakdancing showdown, in which they attempt to outdo their competition by
performing special moves and even attacking their opponents all
while keeping the beat.
I had one gripe with the game's combat system, however:
while simple and fun to play, there were some
moves you can
perform which are basically unavoidable and can, therefore, «break» the game, with
special emphasis on the «jump kick» technique.
While in this position, you can take advantage of
performing special moves such as Sora's «Sling Shot,» which you can view a screenshot of below.