105.1 hours played
Written 14 days ago
It's an older fighting game entry than Strive, to be sure, and I certainly wasn't here for this era of fighting games, but I've come to appreciate this more than the more modern titles. If I had to say the primary reason for recommending it, I'd just say that it does everything right.
That might sound like a cop-out, but really, I mean it. There's not one thing that particularly drew me in (Strive has its visuals and character designs, personally), but it's just a really solid fighter. It's not being updated anymore, with the exception of rollback netcode being added, and that keeps the community stable, small as it is. It also means that if you pick up a character, you know what you're getting into, the low tiers aren't going to get buffs, and the high tiers are staying that way. There's some comfort in that consistency.
But now about the actual game. You've got a roster of varying design quality (chances are, you might only like how 20% of the characters actually look, but I digress) which all play in unique ways. Primarily, this is thanks to the Drive button. Every single character has their own gimmick that they engage with through this button and through their supers and Overdrive (more on that later), which is always integral to their playstyle. Iron Tager is a grappler who can use his Drive buttons to magnetise you, and make a number of his other moves drag the opponent in to be MASSIVELY more threatening. Rachel Alucard can push both herself, her projectiles and the opponent via wind that does not need her to actually perform a move to do (you can simply press the button, and a direction), allowing for her to do jumping attacks and land incredibly quickly, or mix up where her projectiles land, etc.
There's much more to this, but I suggest looking at the dedicated wiki for it, called the Dustloop.
Overdrive puts these gimmicks into its namesake. Again, per character, but it usually is a numbers increase or allows them to access this gimmick much easier. Going into Overdrive is invulnerable, and can be connected gaplessly into another invulnerable attack as a reversal, but you can also use it offensively by cancelling into it from an attack. You can get BIG damage off of this.
But it's also tied to your burst. The only way you have to get out of a combo early. That is an offensive install with your best mechanics tied to the second chance of the game. It's a really nice balance and flow that I appreciate. Defensively, you have a mechanic similar to Guilty Gear's Faultless Defense (pushback, no chip damage), but it's its own meter, rather than detracting from your main super meter. It's required to block some things and also required to get out of certain blockstrings.
When you're down, you can get up in a number of different ways to try and avoid dealing with oki on wakeup. Delaying your wakeup can be valuable too, but your opponent has free reign to just continue a combo if you refuse to get up or tech. Your opponent can grab you mid-combo as a desperate attempt to catch you off guard, but this massively increases the window they have to react (in exchange for dealing unscaled damage).
It's just a number of mechanics that, coming from Strive and dealing with offence that, while it's not as suffocating as much of the things found here, take less effort and that the defensive player has fewer options to deal with, I have to appreciate everything that this game offers. With rollback netcode, the only thing stopping you from playing it is perhaps a lack of players, though this one is better than a number of others that suffer the same issue.