

Having such a variety of modes and settings makes smash appealing in far more contexts. There’s potential in a more competitive-focused smash clone, but they should have actually finished cloning smash first. Yeah I really think the lack of variety there is what primarily did it.
RUMBLEVERSE EARLY ACCESS BETA TV
So yeah, playing with friends is extremely important and the only significant thing multiversus has done.Īnd yet a game modelled after Smash, one of the most popular couch coop titles, while at the same time prioritizing the 2v2 format to this day has no way for two friends together in front of the TV to play matches against other teams online. MK 11 & SF V besides being over 5 years old had peak concurrent player numbers of around 2500 each today, Tekken 7 from 2017 nearly 7000. MK11 alone sold better than any Battlefield title other than BF1 and BF3. And I only listed the most recent titles, not the best selling of all time: I wish people would finally stop parroting that:

Such potential, wasted.ġv1 is arguably the reason why so many players like fighting games but so few actually play them. Now I'm going to double-check that I uninstalled it from Steam since it's being brought up again. This made the move just feel horrible to use most of the time. It's literally Cloud's from Smash, except.1) it was significantly smaller and less disjointed, and 2) it had NO lingering hitbox but still carried the animation through. My personal favorite horrible hitbox was WW's down air. However, this lead to SO many awkward moves. Since every down air a character had was also a spike, they had to balance around this.

Hell, this extended to basically every horizontally-hitting multihit move.Ĭomplicating the above, basically every downward hitting move in the game seemed to have MASSIVE downsides. The hitbox also covered Finn's head and extended above, meaning that punishing from above was impossible. For some reason, it also hit slightly behind and below him, making it almost unpunishable.įinn's backpack spin caused him to go up and hit on both sides of him. Some examples that I can recall from playing:īug's up-air was a bat swing above him in an angle in front of him. There were also some bizzare design choices - a class system in a platform fighter? That the only difference is that characters of different classes take more or less damage and have slightly better or worse movement options?Īnd the hitboxes on launch were ROUGH. /r/GamePhysics - Clips of game physics shining and glitchingĭesign based on /r/FlatBlue created by /u/creesch./r/gaming4gamers - middle ground between purely-for-fun and more serious subreddits./r/GamingLeaksAndRumours - Leaks and Rumors.Posting unmarked spoilers will result in removal and warning, and posting spoilers with malicious intent will result in a ban. Please report posts containing spoilers unless they are hidden using the following method or are inside a thread clearly labeled as containing spoilers. If you want to promote without participating in the community, purchase an ad.

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