Subscribe to the TouchArcade YouTube channel I been told this game has been knocking around for 20 odd years, this is my first time i have played the game and in all honest i have enjoyed what i seen of it so far. Well i got three hours out of the game before i stopped cause i wanted something to eat. I know what people are going to ask what are the IAP are like? There are the normal you bound to have come across before the usually coins and gem packs. It seems clash royale has a lot to answer for as, this game also uses the same methods as that game, you open chests get money and cards to upgrade both your characters and that of your skills. Is the game play to win, no not at all. This is down to the plays skill setting up them combos to get that killer move.
at present, sais not available in AU but found it in CA - hope this helps your account hopping. Downloading now, hoping this will keep me until HeroEmblems2 and maybe more. Ps morrigan thighs same with chun li, sacriledge
then it must be some appstore shenanigans, ofc i dont wanna argue either, its thanks to you i found the game in the first place just mentioned it in hopes of time saving.
Speaking on the HE2 it's sad news. I emailed the dev last week and they said that it won't be anytime soon ): fingers crossed
Think of it as NOT Tetris. You want to build then build then combo down. Make sure you utilize your attack boxes. Look at your hero and the skill cubes. Focus on just the shape when you can. If you drop a diamond on he bottom floor then it gives you a "tech bonus" which fills up roughly 1/3 or more of your special bar.
i just won my first match out of 8. it probably helped that after 5 matches you can have a second support team member. Still, those timed gems thrown at you just at the right time to prevent your combo can be really frustrating. And the fact that probably lots of people know how to play at a master level already since they had the game in another platform... I'm gonna keep at it because that 1 win i felt like HA FINALLY !!! Edit: of course i would be losing since more often than not i get matched with people over twice my power. i just noticed it in small numbers next to your names while matchmaking, ie mine is 77 and oponents are 130+
Yeah but the ranking system just means they have gotten lots of wins. When you see the hero level above 3 is when you should be scared starting out
I'm a huge Puzzle Fighter fan and have been waiting for a mobile release since the appstore was released in 2008. It was briefly available in the official capcom emulator app in all its original glory without the multiplayer. So I was obviously excited about this release. I'm not sure what to feel when I saw the first screenshot and knowing it'll be a full remake. Finally playing the game gave me mixed feelings. The game is entirely playable and I'm intending to do so but there are so many areas that can be improved. My biggest problem with the game is its netcode. I find it unforgivable that a game will have such a bad netcode in 2017. With games like Clash Royale, which requires instantaneous reactions, having an extremely smooth netcode, I'm left wondering why Capcom released the game in this state. Waiting for opponent for up to a minute before the game start is ridiculous. And what is worst is the fact that it happens during gameplay. All too frequently have I found myself waiting for the opponent before my next set of gems appears. For a game that is suppose to be fast paced, it's infuriating. I feel like I'm getting punished for my opponent's shitty internet. Gacha System & Progression Capcom should have just gone with the Clash Royale chest system. The current free gacha daily limit after every win and the low number of rewards per spin make progression extremely hard. Gold are so scarce I'm not sure if I should be happy when I receive a ton of cards knowing that I can't level it up anytime soon. Character unlocking is also another feature that I think wouldn't work in the world of Puzzle Fighter. As all veterans know, the most important thing in selecting a character is its attack pattern. Having only a measly 3 character at the beginning takes out all the fun. In my opinion, all characters should be made available right from the beginning and leave leveling up skills as the only progression. Healthbar and KO Factor I understand that the healthbar is needed for the type of progression Capcom is looking for. They want us to level skills in order to deal more damage and be stronger. It's a big difference from the original game but I'll accept it as it is. What bothers me is the fact that the player doesn't lose immediately after the gems exceed the screen. Yep, I gave it a try just to see what would happen. All you gonna get is just a small removal of health and a row of gems. This is a tetris, drop down puzzle game. Removing instant death from overflowing makes absolutely no sense. Conclusion The game is very much playable but it will irk me as I keep playing it with all its flaws. The saddest thing about it is that we all know Capcom seldom update their games, much less reinventing or improving systems based on player feedback. Still, I hope this game will be a success so Capcom will put their attention on the game. Hopefully with a great sequel or even the release of the original game in the future.
i am a puzzle fighter master either arcade or psx version or remakes on ps3...maybe some day they will release the real super puzzle fighter 2 turbo and not this f2p version of it, which i will play once it drops in the usa. I am excited to try it out but the gotcha stuff sucks. I hope there is no paywall and they reward your skill and not rely on some bs mechanic that takes your skill out of the equation.
atm - even though i started winning when i figured out it's not tetris, you get so few things even when you win that it's just not worth it. i now just play a match or two a day for fun, because the rewards are next to zero.
How are the touch controls? After playing this game obsessively on Arcade and PS1, I can't imagine swipes are fast or accurate enough to play at a high level.
Just got this, childhood memories! And just like childhood when I could not beat any of my friends at this game (I suck at puzzler), I lost very badly to every opponent. Then I remembered how I used to cheese this game in high school! Scrub Friendly Playing Style: Whenever a gem appears, just drag it all the way down immediately without spinning, stack them up vertically on the side of the screen, try your best to not break existing gems, the most important thing is speed. Your opponent may carefully set up his combos and have board quality, but you beat him with sheer quantity. The idea is to build up as big a board as possible without worrying about formation and combos, save as many gems as possible, then just unleash the whole thing using diamond to trigger one color and smash them with random chain combos. Pick E-Honda who does good damage and have high health, and you will just bum rush them. Damn too much fun! This reminds me of how a button masher in Tekken 3 with Eddy Gordo can beat most newbies/intermediate players even. College times! I am sad how the spring time of my life is over.