Average User Score: 7.4Nov 22, 2012This game is deep, I'd say the strategy depth is no less than MvC but with all 4 character on the screen at all time.
Let's start withThis game is deep, I'd say the strategy depth is no less than MvC but with all 4 character on the screen at all time.
Let's start with apparent "everyone can mash" simple move sets, how hard would it be to do up/side/down + square/triangle/circle with air variation? Plus 3 throws and block/avoid, I guess this is the most easiest to pick up fighting game like ever, no QCF, no directional charge(but have charge type attack), even a 3 year old can pick it up. Couldn't found a better excuse to introduce this to a friend.
But if you head into online match and get "smashed" by a level 100+ don't be surprised, you haven't learn your and his character yet. The single player mode has vast amount of I'd say carefully designed per character trial( which I don't think all the reviewer thus far get through even one of them in all star level). After go through the "General" ones, you can already get a picture that the developer wants to tell you how this game works, both by character of choice and the 3 difficulty setting. The All-Star is not hard at all in "fighting AI" sense, but when the condition is set it becomes tricky that for some trail I literally struggle for a while to get past(ie. Taunt All-Star is nightmare hard if you don't know Radec's move/super.)
And after that there is a per character one that designed specifically to your character. You say someone's super 1 suck? There is a trial that you can only count kills when the super 1 hits multiple targets, someone's super 1/2 is op? There is a trial that design to make you either counter or survive through that exact super. No need to record and set condition in practice mode to test it out, the AI does it pretty well while chasing me with giant chicken(And I learn that how fast Fat Princess could move at the same time).
And from the trial, it is possible that if by enough demand, there could be a crazy amount of rule tweaking can provide to both party and tournament. ie, always on super 1, or get thrown wipe your AP, or only combos can accumulate AP, or only hit multple enemy at same time can accumulate AP. Just by setting conditions of how you gain/lose AP and super, the strategy would change accordingly. I can't even imagine how madly fun this would be in party and tournament.
Any one say this is a SSBB clone probably get it totally wrong, yeah the bubble shield and ledge recover trick is nice at first but gets old really quick if all people are doing are those. PSASBR from design force you to engage, you won't see people try to play catch and hide after they nail that kill lead right away, you will see more aggressive combat, and deeper super landing/avoid strategy.(Sorry, you suck if you got one sided, better learn that character and know what it can and can't do.) This is a major difference by design, it won't be hard if the team want to put in a mode with health bar and addtional ultra bar to mimic SF, or put in a few more level with pit and change the AP meter into the damage meter as in SSBB, but would it be much fun to do so? Are people really only stuck in one mind set and think this is different than X so it must suck? My only complaint is the cast seems to be there to for 3rd party to sell their new character. But for a new team with fighting game veteran involved in design, I'd say if it gets long term support by fan that support it, you will get more character you like to be in the game.(How long does SSB go to gets Snake?) In conclusion, or TL;DR, this game is great fun and deep, go buy it if you enjoy fighting game.… Expand