SixMachine
Member
I think the poster means in the final game, where each character can unlock the other's gloves and create custom load outs.
How was it for you, anyway?
It was pretty fun. There is spacing and timing involved. There is an RPS involved in that Attacks beat throws, throws beat blocks, and block beats attacks. If you basically are attacking and you hit the throw (by throwing both punches at once) your arms go limp. Whiff punishing seems to be a thing. If a punch basically flies past it's target, it usually will keep going, so that arm would be tied up and leave you open. You can dodge with sidestepping and trying to lead with your punches seems important. One thing I didn't really get used to was that sometimes the detection on the steps was iffy, so at times I felt that I didn't dodge things I was trying to.
I played Ninjara and the booth guy played Master Mummy. Meter build seemed pretty important and it carries over between rounds. Once it activates you can just keep throwing out rapid punches and you basically can do most of someone's life once you land the first super punch, because the rest basically will connect when you keep spamming punch, but you can play defensive and just try to wait it out. Throwing seems also important in this matchup since Master Mummy basically specializes in blocking and the guy seemed to play enough to know to go for it.
If all gloves can be unlocked, I wonder if that would be used in competitive modes or events. TBH I think keeping a unique set of 3 for competition will make characters stand out from each other more. The gloves do have significantly different effects and flight patterns that matter.