![]() ![]() The grapple hits the grappled-opponent and the splash hits everyone and the grappled opponent (even if the splash is tied to another stat to do less damage). Rudy's grapples hit 2 or 3 times or incur a splash/aoe attack. Assuming his grapple moves are all tied to one specific stat that none of his other moves are tied to, you could merely double his max stat so his grapples deal sufficient damage to compete with anyone elses regular attack speed. Rudy's grapple moves deal signifncantly more damage. ![]() Rudy automatically grabs any enemy he walks into without having to use the grapple button (or speed up his grapple animation/move during it's attempt). It refreshes after a couple seconds, defeating an enemy (making the killing blow) or getting knocked down and getting back up. ![]() Rudy gains a 'shield' that bocks him from going into recoil animation once. It took me a fraction 1/12 less time to get the same level as Rudy.įundamentally, Rudy seems to have a "High risk, low reward" fighting style and just for grief and sanities sake, I want to make a few suggestions on how this character can be improved.Īnyone ONE of the following changes would likely suffice One successful hit and they can be stun-locked into defeat because he's so fast. Followed up with a regular attack or two and a second dash-kick (Hurricane Kick) and you can kill one guy in a matter of a second or two and more if they're bottled up and you hit multiple guys. He starts off with a dash-kick that's triple hit. It took me about a week to get to act 2 (Not sure of the hours spent, however.) I figured I'd take a break from getting my ass kicked and try Ryan for the first time. You have to cheese every fight, they take a long time to kill anyone so he levels slower, earn money slower, dies more often and gets knocked down so often it draws out the grind. Low level) mid or late game is more difficult, which is fine, so I figured I'd start a new game and main Rudy. I find that playing a new character (level 1 or whatever. Here enlies a specific turn of events I had experienced. This greatly emphasises the use of multi-hit moves where as a grab is often a single hit IF you successfully grab someone and IF you aren't hit despite having grabbed someone. Normally, I think, if this is designed, the fundimental (major) flaw is that his attacks are average damage like every other kind of move. Enemies can throw in an attack inbetween his two fastest regular attacks essentially giving him '1 hit combos'. Worse yet his regular attacks are slow and short ranged. It seems like the AI is specifically aware of his grapple dependancy move list and always sits just outside his attack range until they feel like doing another dash attack. The man spends half the time (usually more) on his back from being hit once or grabbed first. He has trouble catching up to opponents who are backing away, he's the most vulnerable to getting caught if chased and it seems like the AI absolutely loves to use jump-attacks against him to knock him down causing a massive amount of buttom spamming to get back up. Unless I'm missing some core mechanic that's seriously hindering my appreciation for this character, is he straight up the worst character to play in this game? I've never been one to shy away from a naturally gimped, novelty or niche characters just because they're different but Rudy seems to be flawed if not down right handicapped.įor one, he's the slowest character by what seems like half the speed of everyone else. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |