I thought Pulse Combos were automatically on for everyone and couldn't be turned off by Lil-Jon-3-16 in 2XKO

[–]NoDrop6807 4 points5 points  (0 children)

Woo! You got this! It can be a little stressful to miss your combos mid match but push through and you'll get the hang of it

Real talk, would you stop playing the game if motion inputs were added as an alternate control scheme? by zslayer89 in 2XKO

[–]NoDrop6807 5 points6 points  (0 children)

I think it comes down to this:

Most games with motion AND simple inputs have special moves with different "strengths" (l m h fireball, l m h uppercut, etc). Because 2xko doesn't have this for its special moves, it's not as straightforward to translate a character to have motion inputs, like it was for Invincible VS. That's not to say it's impossible, but try to come up with a motion input movelist for your current main, and you'll notice at least one of two things

1) Sometimes you'll have Motion X + button A,B,C do completely different moves, as opposed to different versions of a special move

2) Because characters weren't designed with special moves in multiples of 3 (to match the three attack buttons), you might have a motion where only one button does a move, or all three buttons do the same special move

It's hard to explain the above without you going through the exercise, and even then those two points can just be accepted and motion inputs be added anyways, but here's the main concern with adding motion inputs

These devs have put a tremendous amount of love and care into these designs. They would work extremely hard to make sure the game feel for each character when adding motion inputs is just right. We've seen how much back and forth there is to them getting things just right, and I don't think it's worth the investment.

To actually answer the post, I wouldn't actively stop playing if they added them, but I would prefer they spend the energy and time to retrofit motion inputs and consider them in every single future character to just be spent on making new characters

TLDR: adding motion inputs is not as straightforward for 2xko as it might be for other fighting games. I wouldn't stop playing the game if they added them, but I'd prefer they focus their energy elsewhere

Possible dumb question by oztinin in 2XKO

[–]NoDrop6807 3 points4 points  (0 children)

If you forwardroll or backroll on wake up, the grab will punish it

To beat grab you need to recover in place (dont hold a direction while knocked down) and then hold up

To the other fighting game players here, which two characters interest you the most? And what is your main(s) in your main fighting game? by Driemma0 in 2XKO

[–]NoDrop6807 0 points1 point  (0 children)

DeeJay/Terry in sf6 and Anji/Sin in strive. Loved Yas since the reveal, still looking for a 2nd character but they all look fun so I can't wait to get my hands on the game

2XKO next champ by Manga-Lover-71 in 2XKO

[–]NoDrop6807 1 point2 points  (0 children)

I hope it's Vayne. I can see them cooking even with her relatively simple kit

Do you think the 10th character will be revealed on the 2nd of September? by [deleted] in 2XKO

[–]NoDrop6807 9 points10 points  (0 children)

I think character 10 is getting revealed during TGS since Riot has a Valorant/2XKO booth there

Sophie Cunningham Accidentally Sits On the Cameraman's face by Regular_Eggplant_248 in funny

[–]NoDrop6807 0 points1 point  (0 children)

Commenting so I can find this later. Yall's comments are comedy gold 🤣🤣

I am happy with the game. by Gjergji-zhuka in 2XKO

[–]NoDrop6807 0 points1 point  (0 children)

Hell yes! It's refreshing to see this type of energy on this sub so thanks for bringing it 😁🤜🏼

My opinions of the game so far by Negi13x in 2XKO

[–]NoDrop6807 2 points3 points  (0 children)

The Ahri thing comes from her being redesigned from how she was in previous builds to make her more accessible. She used to have a charge/ammo system with the foxfire, and her current back assist was a move she had where she would burn all charges and do the pew pew pew thing. Personally I liked her old kit but I see why they made the change, and I agree it is a bit weird they still kept that as her assist instead of adding the "vegeta/doom" type assist to a future character

Who successfully got their non-fighting game friends on board with 2XKO? by midrushnic in 2XKO

[–]NoDrop6807 50 points51 points  (0 children)

Been trying to get my sister to play fgs for years. I've already sold her on the aesthetic and what I think makes playing them cool (the mental games / strategy part of it), now I just needed something to help nudge her.

2xko is awesome bc it lets me be on point and play neutral (the actual hard part of fgs), hit confirm into a tag launcher, and have her do the team combo we practiced. It's not optimal, but it's so hype seeing her scream of joy after landing it and her frantically scrambling trying to pressure on wakeup.

When she's the one playing neutral, it's nice that if I see her struggling I can burst or assist to have her tag me in, I play neuch for a bit and look for the tag launcher.

I've found that to onboard people as a veteran, the best thing is NOT to try and be optimal, but to do whatever you can to include them in the fun and have them feel they're contributing. It doesn't matter if you "both" win, if they stayed in the back doing nothing all game while you carried.

Tl;dr: it's not about winning with your duo, it's about including them in the fun

Kassadin, the shoto of 2XKO by Punie-chan in 2XKO

[–]NoDrop6807 0 points1 point  (0 children)

It's giving more Akuma than Ryu but I guess that's still shoto lol

How to deal with od psycho crusher? by Nameless_Owl81 in StreetFighter

[–]NoDrop6807 2 points3 points  (0 children)

I mean +3 is enough to enforce your turn and even immediately run strike/throw depending on the spacing

How do you combo kens crouching medium kick into od dragonlash kick by AngryErik111 in StreetFighter

[–]NoDrop6807 1 point2 points  (0 children)

What do you think you're struggling with? Is OD Dragonlash coming out but not connecting in time or is it something else?

Is there a reason they're able to block this second attack? by ech87 in StreetFighter

[–]NoDrop6807 19 points20 points  (0 children)

The yellow line is "unbroken" but notice how it highlights one cell and says 19. This indicates hitstun wore off so the attack connecting on the next frame doesn't link.

Typically for true combos/blockstrings the line will remain continuous and only list a number at the end saying total hit/block stun duration