how are you doing that sweep when he knocks you down? what skill is that?
Yea if you don’t have the ground counter move, you’re doing yourself a disservice. I don’t even care if I get swept anymore
how are you doing that sweep when he knocks you down? what skill is that?
Yea if you don’t have the ground counter move, you’re doing yourself a disservice. I don’t even care if I get swept anymore
11 mins I would have ran into that dude face first and said bun it.
Luckily they were toned down with the patches released today.
This is why I be glad to get to shyt before it’s patched unless it’s patching out some actual cheap shyt. A lot of that could be rolled into their easy mode imo
I’m not gonna front…I definitely feel a way about this…if they want to incorporate an easier mode altogether then that’s absolutely fine but why are they fukking with the default game???
So I copped this yesterday or the day before and downloaded it, but i see it's been patched so I'm not sure how close to the original experience I'll get with the new version. What are the best settings to keep it as close as possible to the initial release?
What patch? It's not llive yet.
They updated Sifu 1.06 patch.
Design:
• Polish and Debug. Small tweaks on the second level
• Bug fixes for second (Sean) and third (Kuroki) bosses
Code:
• Global optimizations
• Crash fixes.
Art & Lighting:
• Performance improvements in all levels
• Polish and debug
That's nothing game changing.
X and ▢ on stunned enemy
After a successful parry or dodge, a light or heavy attack will stagger your opponent at that point you can throw/push them (default control:square+X).
This is the comprehensive list, the disciples are toned down in difficulty.That's nothing game changing.
Update History
- Disciple
Intentions
Disciple is a lethal archetype focused on few but very powerful offbeat attacks. In
addition to their exotic combos they can be very evasive and oppressive, which make
for frustrating fights in 1 vs many situations, we want to tone this down.
Deals slightly less damages on a few key moves
Change the disciple placement when fighting in a group
Relies less on avoid while in defense
Tweak attack patterns for advanced version
Both disciple before Sean are now base version of the archetype
Design:
- Sean
Intentions
Being one of our first bosses, Sean is meant to encourage players to explore their
defensive options. But for a player with partial knowledge on the combat system this
fight can be ruthless, as such we want to balance the boss to be less unforgiving while
keeping its identity to allow more experimentation.
Global: Deals slightly less damages on a few key moves
Global: The sweep attack are now avoid punishable
Phase 2: Change the trigger condition for the Burst phase
Phase 2 Burst: No longer randomly disengage the combat
- Bug Fixes
Fix blade infinite against Kuroki
Fix the duration of the parried state to be similar to the deflected for the MC
Code:
- Crash fix when restarting the run after dying on top of blazing atrium
- Crash fix on destructibles physic
- Crash fix on attack position generation
- Crash fix on menu stack
- Fixed issue on death counter.
Art:
- Fixed collision issues