I expected two things out of Divekick: Diving and Kicking. In Divekick, the dive button dives (jumps) straight up, and the kick button will have your character spring back if you press it on the ground or kick in a forward moving fashion. A single hit would bring defeat to you or your opponent. This is all I knew before I started playing, and frankly, I was excited. I figured that if a game focused entirely around one attack, with characters given different angles and properties to play with, there would still be enough there to make for some interesting fights with friends.
It would remove a significant barrier to entry, allowing players to focus simply on their character’s fundamentals and learn how to deal with each opponent’s diving and kicking style. However, it turns out there’s a lot more to Divekick than I initially thought.
In addition to diving and kicking (which some characters need to charge or adjust their angle to do), each character has a couple of special abilities they can perform by pressing both buttons simultaneously. These range from simply building meter (which, when full, will activate the speed and jump-increasing Kickfactor) to a parry that will practically guarantee a headshot on any opponent if it blocks an incoming kick. By the way, a successful headshot will drain your opponent’s meter, make them jump lower and move slower for a short while, and forbid them from using any abilities, regardless of if they use meter or not, during that time.
On top of that, you need to keep the gems that you and your opponent select in mind, because a 10% boost to dive speed, kick speed, or meter gain is going to impact the way that they play, as should the one you pick. Not as simple as it first seemed, is it? Honestly, I felt a bit betrayed by Divekick at first. It seemed more complex than it needed to be, and I was frustrated by the fact that people were teleporting around and searching the ground and tossing projectiles like Phoenix Wright in Ultimate Marvel vs. Capcom 3 looking for evidence.
However, once I played a few characters Story Modes (sadly, the only single-player option available in the game, which means that you can’t practice certain matchups against the computer unless you get to them somewhat at random), I started to get a feel for how everyone operated, and things that I once thought were chaotic and overly complex began to make sense.
For instance, Redacted is a basically a human sized wolverine who smokes cigars and stands and dive kicks a lot like Wolverine in the Marvel vs. Capcom series. She is obscenely fast, jumps and backjumps insanely high, and her kick is very shallow. Her ground special just has her growl and build meter for a while. At first, I didn’t think this made much sense, because her aerial special is just a short wall-cling, and that didn’t even require much meter usage… but then I hit Kickfactor and realized exactly how dangerous she could be. With Markman, I had a similar experience. His ground special has him search the ground for an item to build a “kickbox” with (think a Divekick two-button arcade stick).
When he doesn’t find one of the parts necessary for the kickbox, he just tosses it, creating an annoying obstacle in the middle of the battlefield. A vial of poison will drain whoever gets to close’s meter, a vial of glue will stick the person to the ground for a second, oil will add a bit of randomness to a player’s jumps and landings, springs will annoyingly have the player on top of them short hop in place until they kick off of it, and holes in the ground just drop a player perpetually from the floor through the ceiling until they kick away from it or it disappears. However, the fun begins when you complete the hitbox. His regular Divekick is kind of shallow and slow (unless you kick on just the right frame of the dive that speeds it up and surrounds it with lightning), so if you miss from a high angle, you basically sign your death warrant.
When the hitbox is complete, you’ve got a little bit of time where your specials are replaced with rising kicks which can be activated from the ground or the air. This means that you can start baiting an opponent into leaping above you mid-divekick, then use the rising kick to take them out as they try to land a headshot.
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