help me bro! i installed the mod by fluffy, then enable blazing breaker kick, i have the rest of the move but i dont have kick13. Is this conflict with any mod? i only have sssyian cheat
Okay first thing first, this mod is awesome. Genuinely very well made and everything feels naturally. I only have 2 problems with it
- Welter Move Erupt is wayyyy too strong for what it is, i frames instantly into a 800 damage move is a little ridiculous, but I really like the idea! I think you should have another moves assets used for eruption since I think this is a modified real impact, which leads to both stupid high damage values with the risk of real impact, while also being very inconsistent since a lot of the time the second hit of eruption just doesn't land.
- The flint wheel idea is neat but I think it's change to the hold button in specific makes it incredibly hard to weave in combos, I think you should just leave it on it's original input, or make an alternative mod file that does this.
- why remove blow mode's air combo and only have the 3rd slamming hit?
- flint kick replacing heat up is not so great. Yeah, you don't have to be in sword master anymore, but now it's delayed by like a full second because at least the first hit of the base kick combo has to come out first.
I'd honestly liked to see if someone could make a version of the "Neo Balrog" moveset from the currently not working DMC Strive mod, because I kinda don't like the stance switching aspect of Balrog, anyway.
1.I removed Blow Mode's air combo because i was trying to replicate hammer from dmc3.
2. I don't really know what i was thinking when it came to the flint kick lmao, i thought it would be an easier dodge honestly. But now i see that it could be used for a parry. I'm going to be pushing out an update that fixes your problems, thanks for the feedback.
Anyway To help make Welter Dodge a bit more useful or easier to do? There's those few frames where you can do welter dodge and rest of it where Dante just Stands there and cant do it. Royal Guard Kinda just makes it not worth the trouble of using.
11 comments
When I get back into the game i'll probably release a revivsed collection, but thats away for now.
- Welter Move Erupt is wayyyy too strong for what it is, i frames instantly into a 800 damage move is a little ridiculous, but I really like the idea! I think you should have another moves assets used for eruption since I think this is a modified real impact, which leads to both stupid high damage values with the risk of real impact, while also being very inconsistent since a lot of the time the second hit of eruption just doesn't land.
- The flint wheel idea is neat but I think it's change to the hold button in specific makes it incredibly hard to weave in combos, I think you should just leave it on it's original input, or make an alternative mod file that does this.
- why remove blow mode's air combo and only have the 3rd slamming hit?
- flint kick replacing heat up is not so great. Yeah, you don't have to be in sword master anymore, but now it's delayed by like a full second because at least the first hit of the base kick combo has to come out first.
I'd honestly liked to see if someone could make a version of the "Neo Balrog" moveset from the currently not working DMC Strive mod, because I kinda don't like the stance switching aspect of Balrog, anyway.
https://youtu.be/uFQakkMgNCI?t=274
1.I removed Blow Mode's air combo because i was trying to replicate hammer from dmc3.
2. I don't really know what i was thinking when it came to the flint kick lmao, i thought it would be an easier dodge honestly. But now i see that it could be used for a parry. I'm going to be pushing out an update that fixes your problems, thanks for the feedback.
Royal Guard Kinda just makes it not worth the trouble of using.