The biggest fighting game at Evo has combos at high level that are based on chaining autocombos together. DBFZ combos are basically variations of M autocombo, launch, M air autocombo, jump cancel, M air autocombo, smash, super.
If we had to choose between them being too good or meh, I'd prefer too good.
Compared to what? This is a game where PPP or KKK can get you a combo as well, so this complaint about SSS "auto-combos" makes no sense to me.
You're forgetting the most important distinction, that while PB/PLs were a true comeback mechanic that only became available at half life, BBs are powered by a meter that carries over in between rounds.
Meter build seems to be slower in this build as well, at least based on the footage shown. Previous builds seemed to build a full bar much faster.
If I were to make a guess, with the new two stock meter, building one stock (50%) now takes about as long as it took to build a full bar in the E3...
Arcade mode is coming by the end of July.
Pullum and Vulcano Rosso are coming later as free DLC. More details to be revealed at Evo.
http://shoryuken.com/2018/07/11/vulcano-rosso-pullum-purna-and-arcade-mode-are-coming-to-fighting-ex-layer-for-free/
For anyone testing stuff out, there's a glitch in training mode where the AI will start moves out of blockstun a few frames early. Makes certain things that should be safe, look unsafe.
Quick tip for anyone wanting to play Darun, or anyone who has 360 command grab, you don't need to do the whole 360. You only need to input :41236::9: or :63214::7: to get them.
The game uses a variant of the old magic series chain system, so basically everything can be cancelled into any normal of the same or higher strength, with some exception. The tradeoff however, is that it doesn't have an input buffer like SFV, so some things may be a bit stricter.
But if they slowed it down, you'd be able to react to someone throwing it out raw while you're both in neutral, and even bait it out with faster normals.
Actually, now that I think about it, maybe they could substitute the invulnerability for a hit or two of armor instead.
I'm sure a compromise can be made that doesn't just turn BBs into a tacked on combo ender, which is something that does happen in a bad meter system. Maybe add a cinematic startup or increase the startup from 12 frames so people can react to raw BB (unless they've already pressed a button)...
That's a hardware issue though as it's the keyboard itself that cannot detect the key presses. They need to get a keyboard with "n-key rollover" so they can any number of keys simultaneously and the keyboard will detect them.
This is literally one of the worse ways to implement meter, because it ends up rewarding losing and simply ends up as a comeback mechanic.
There is nothing fundamentally wrong with a meter powered move beating out other moves or having invulnerability.
Good meter systems should, in part...
Did y'all not read. He stated that they were focusing on DOA characters at launch, meaning that the 2 new characters are original characters for DOA.
The comment he made about guest characters was that they'd like to put them in, but that they are focusing on DOA characters for launch.
The problem with a pure boxer is that there would be difficulties working them with the hold system. They would require that every character have a unique set of high/mid/low kick holds just for them. Additionally, spotting what pokes are kicks would make if difficult to fight against them.
On...
And most high level players adapted by peacing out (unless they got paid to still play it) until some sensible people at TN (Hayashi, Shimbori) listened to their complaints.
Dead Or Alive 4 is what you get when you let the game's Triangle System run rampant and unchecked, to the detriment of...
Dedicated servers do nothing for fighting games since the combat is peer-to-peer. In fact, servers have a chance to increase lag, since there are now two connections to manage, instead of one.