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5/13/2018 1:39:50 AM
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Hm.. I’m not liking how A & B are your only basic attack buttons.. At least, C doesn’t seem to pull off normal attacks. Makes combos a little boring.. I think them assigning partner switch as a single button press, rather than a dual button press kinda hogs up button space, which in turn, leads to the problem above. I [i]do[/i] like that assist attacks from your partner are a single button, though, as I never use assists in Skullgirls because it’s just so out of the way.. Maybe I just need to get better, but I honestly think I’m going to skip it so far..
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  • What system uses a b and c

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  • BlazBlue (not Cross Tag) is one. You have A, B & C for basic attacks, and D to activate Drive. Marvel vs. Capcom Infinite as well. It didn’t call them “A, B, C” and so forth, but Skullgirls has a whopping 6 buttons to use for regular atacks.

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  • I should of specified I meant console

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  • Most fighting games don’t have fixed layouts. The input “A” isn’t necessarily always the button “A”. This creates a problem when talking about how to execute moves. For example, the “Drive” button on BlazBlue is assigned to RT by default. Let’s say I play BlazBlue after Skullgirls, though, where RT is a heavy kick. Well, okay, I’ll reassign “Drive” to “A”. But, now when the game’s trying to show me how to use Rachel’s wind, it’ll show me the input “RT” under basic controls. So, rather than always putting in a disclaimer saying “(default controls)” on everything, they instead had the annotation for Drive be “D” no matter what button “D” as actually assigned to. This is really helpful, because fighting game default controls are as different from one to the other as apples and steaks. Yeah, not even apples and oranges. At least you can call those both fruit!

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  • I see Also, I agree with the apples and oranges thing

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