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Author Topic: Using the Spirit Gauge more.  (Read 235 times)
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Sub-Cero

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« on: June 05, 2012, 08:45:02 pm »

The way it was used in the first was fine, but... HnK is known for it's close combat. I don't really mind the button inputs, but I figure that the Spirit Gauge (or create it into a bar) could be used for counter attacks during close combat, instead of using Signature moves, depending on whom you're fighting. Depending on how filled your Spirit is, the greater options you have to counter attack or defend. Kind of like Dragon Ball Z. Also, I think pressure points could be used better with button commands rather than just having them appear randomly by button mashing. It'll make the game more complex. That way, you don't just have a simple block button that isn't exactly useful against certain characters, much less players if the game turns out to have online play.

Thoughts?
« Last Edit: June 05, 2012, 08:52:02 pm by Sub-Cero » Logged
HSKFan

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« Reply #1 on: June 06, 2012, 03:04:43 am »

It's something that I'd like to see, different button prompts along with guidance from the d-pad to show each pressure point being struck on a different body part. It would make a little more sense instead of just pressing one button after the next. The Spirit Gauge is used frequently for power-moves, but I do agree that it should be used to maybe counter opponents's punches and kicks, whether they are standing or they are in the air.
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Sub-Cero

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« Reply #2 on: June 07, 2012, 01:12:49 pm »

I figured that using the D-Pad would be able to get certain pressure points. Y'know, be more precise on what effects you want/need to happen. Also, if counters and such are added, I presume that camera toggling should be added, also. That way, it's not forced at a certain angle all the time.

Edit: Oh, I failed to mention Spirit Aura. That was fine, too. But, I think we're gonna have to go without the Hyper Signature Moves. Or have that exclusive to the Endurance modes. I dunno.
« Last Edit: June 07, 2012, 01:19:56 pm by Sub-Cero » Logged
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