Hey, good to see you!
__SKYe wrote:At first I thought the hit detection was a little iffy, but I think it's just that the z-plane's range is a tad too strict; you have to be almost lined up with the enemies to hit them (including when using weapons).
Same - stuff connects consistently for me, it's just a bit over-strict. The story of even the best 80s brawlers, pretty much (with the notable exception of AC Ninja Gaiden, a remarkably smooth operator)
I'm still unsure of how you grab enemies; it mostly seems to happen when kicking while close to them, but it might happen by moving towards them after they flinch from taking the kick. Doesn't seem very reliable so far, and reminds me of (I think) DD1FC.
I get throws semi-consistently by mashing PPP while holding forward - doing the same with KKK tends to produce a Kunio-styled knee flurry, followed by a knee to the nuts ("ding!")... which doesn't knock down, so I quickly avoided it.
(I'm terribly amused to find that sound effect in a game far pre-dating AKI's classic N64 wrestlers!)
DD1FC is exactly the comparison I'd make, now you mention it. A bittersweet likeness!
Whatever one thinks of Final Fight, its ultra-reliable mechanics were a revelation for this genre. All love to the 80s AC/console beaters, still. The combination of volatility and bone-crushing meanness is compelling in its own way.
Same with the jump kick; doesn't seem to work very well. In Double Dragon you also miss them a lot, but at least enemies duck so you know you are performing them correctly whereas here, there is no way to tell. I'm guessing the game is also just strict as to when the kick has to connect (which kinda reminds me of Yie Ar Kung-Fu).
It seems very picky on range, with the descending point of the arc being key - I'm consistently nailing Kung Fus and Pipe Mohawks with it from this range:
(floor markings quite incidental, but welcome!)
^ SOP: KNOCK HIM DOWN + KICK HIS NUTS
(The Theme Of Crime Fighters feat Uncle Ruckus ♫)
(Worth noting that certain enemies, like Junkyard Dogs and Dolphs, will catch you out of jumpkicks - CF seems like the sort of game where certain exotic moves just aren't viable VS certain foes, while key to taking down others)
My off-axis BK i-framed through his strike, though he'll just as likely dodge/counter... at least when fresh. I almost wonder if enemies become less combo-resistant as their HP drops. Bosses seem to go out in flurries, though they tend to be so goddamn dangerous, I don't usually try outside of experimentation. Checked for clips of Kung-Fu takedowns, and found this one of NIGHTMARE KILLER (st5 boss)'s personal guard eating it hard and raw
Off-axis BK into PPP:
Something I really appreciate here - just like DD2AC, you can pivot and Back Kick instantaneously, to the point an observer might not know you're turning at all. Coming in from DD2FC, where pivoting too instantly will confuse the game and cause you to whiff in the opposite direction, it feels
AMAZIN
Not that DD2FC isn't a generally well-behaved game. Is all about finding the
EDGE OF LIMITS though
The lack of i-frames on wake up can also occasionally be a pain in the ass. I've lost nearly a whole life to stage 7's boss due to his fast slashes giving me no time to move away.
He's a real son of a bitch. >_< Though I kinda like the aesthetic synergy with your own ground attacks - getting knocked down without backup is never a good thing in this cruel world!
Incidentally, I didn't realise normal enemies (at least Switchblades) can actually kick you while you're down, too. Was trying to see if st5's billboard actually does damage, cheeky bugger interrupted my experiment
Already knew KungFus can stomp your spine, holy fuck this game's martial arts X brawling nexus is on point.
[
There are also some nice details (these are the only ones I stumbled upon so far; there are probably more):
I'm surprised at how aggressive the "magnetism" is on that brothel, and st6's poster. I was half-jokingly thinking before, how CF's relentless barrage of grime, sleaze, and face-stomping was like Silent Hill 2 gone 80s brawler... now, I wonder if your similarly blonde, casually attired, pistol-packing avatar is repressing a motherlode of crazy/horny, too.
I make a point of taking out the Shooter near the brothel, then doing a header straight into the door, before i-framing my ass back to the fallen gun - now thats MIND GAMES
I love stage 5's aesthetic - the vivid skyline plays great against the black night, with a rainbow hue offsetting the usual grey ground. While CF is a little grey overall, it makes sense, given you're in a concrete jungle from start to end. It gives the vivid billboards and signs an especially florid effect (typically advertising sex and booze, of course), reflecting the title screen's rainbow graffiti on stainless steel traincar. The rising sun and ocean view of st7 are an excellently-timed respite of naturalistic beauty. Good continuity, too - up all night kicking ass, just like Final Fight. You can imagine the cocktail of adrenaline and rage your dudes must be running on! Surely nothing harder than that, 80s heroes are all about that Just Say No!
Not a damn medikit in sight
While CF is a very tongue-in-cheek game, Stage 6's absolute nadir is genuinely pretty bleak. I mean holy fuck.
The rats running down the street in broad daylight afterward, some dark shit! Looks almost like an oldschool PC point n' click.
Also, Razor Ramon Hard Gay Arcade Edition™'s hip thrust (and loving embrace) is amazing.
I can't help hearing
this guy's muppet yelp in my head every time I get HardGayed.
EDIT:
I hadn't noticed because it didn't happen to me before but both the electrifying billboard and the strip club thingies can happen naturally by having one of those blonde dudes slam you against the background.
Haha, I was gonna ask if you'd seen that! Now that is
SHOCKING VIOLENCE
I really like there's a second and final loop. I find Konami games with this approach (AC Super Contra JP, Sunset Riders, Trigon) vastly more appealing than their infinite-loopers. Be more like IREM, basically.