FMecha |
MAME's (Armchair) Motorsports Consultant
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Reged: 01/18/09
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Posts: 152
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Why Akuma/Gouki's air fireballs seem to be easier to execute in xmcota compared to ssf2t? [nt]
#328644 - 07/25/14 01:57 PM
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Because different games *nt*
[Re: FMecha]
#328645 - 07/25/14 02:47 PM
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Re: Why Akuma/Gouki's air fireballs seem to be easier to execute in xmcota compared to ssf2t? [nt]
[Re: FMecha]
#328648 - 07/25/14 04:15 PM
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SSF2T is the first game he was in, so it's bound to be a bit more clunky (just like SF2 WW vs Champion or Turbo/HF). It's just like how it's easier to do juggle/air combos in Tekken 3 than it is in Tekken 1 and 2, although in the first two games the moves also did significantly more damage, e.g. the Dragon Upppercut (Thunder Godfist) vs a Shoryuken/Tiger Uppercut - a TGF counter hit could wipe out nearly 75% of the opponent's health bar, and that doesn't even count the unblockables/power moves in the game.
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Tomu Breidah |
No Problems, Only Solutions
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Reged: 08/14/04
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Posts: 6820
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Loc: Neither here, nor there.
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also, why no dash and super jump like in xmcota compared to ssf2t?
[Re: FMecha]
#328657 - 07/26/14 02:50 AM
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