.jayderyu said:
Maybe I didn't explain myself clearly. The basic core melee part of the system is it's weakest parts. It's extremyly weak. Also from a techincal stand point and not a graphical one ALL CHARACTERS have the same Melee attack pattern. That's where the problem lies it uses attack patterns. I do agree near the end everyone has about 3 different endings. But it's the same attack parttern. I want this to be clear. The melee striking(not the animation) is the same pattern for all characters only the animation changes. The best chaining I ever see is from melee to special to finishing attack. Don't get me wrong i've seen good combos. Sasuke starts a flurry of mele attacks does a quick step behind does an air lauch and follows up finally landing with a finisher. But that doesn't change that the basic components of the starting combo and the airiel attacks were preset animations with no customizability. No you can't not cancel pattern combos with anymove because you don't alaways have access to everyone move. How about a jab-jab-knock away with a spin kick? If I throw someone into the air I cannot jump into the air do a single axe kick, dive kick and follow up with another air kick. If you want to know what I mean by chaining, interupt and combos check out the Bleach Fighters for the DS. I would LOVE to see a Naruto game like that. So when I say CORE fighting mechanic I 'm not refering to special manouvers. I'm not refering to perveted Jaraya sage porcupine or flame thrower, I'm not refering to kakashi, Orochimaru or Itachi teleporation styles. I liked Kankuro puppet technique much to annoyance of my fellow players. Special manouvers do make the game different, but in comparison to other Naruto fighters this is not the best representative. |
the only otehr Naruto fighter that is better is GNT4 for the gamecube
both UN and the Ubisoft games have even LESS depth
so what are you trying to say?