![]() ![]() I’m auto-locked onto the enemy in front of me, and I can choose a light or heavy rush attack that will usually snap to the enemy, although these attacks would often cause me to swing wildly at the air. Any energy blast will similarly fire in the direction of the enemy, who can sidestep to avoid the attack. This will make sense for fans who have played other anime-inspired fighting games, even if the execution feels simple and often clumsy. The fighting can also be clunky due to the lack of dedicated combos, and the heavy use of particle effects can make the battles themselves hard to follow. ![]() I don’t have any way to cancel attacks against opponents, and all these issues contributed to a game that was easy to pick up and play without ever becoming actually enjoyable or feeling strategic. I mashed a lot of buttons when playing Jump Force, and I was rarely punished by doing so. Rush attacks operate kind of like the combos I’m used to from other fighting games, but I only need to tap the rush attack button to string my moves together.Īnd even these basic ideas and systems fail to work as they should. I can’t consistently connect with grabs, but the AI isn’t smart enough to capitalize on my mistakes when I miss. Special moves, including Sasuke’s Amaterasu (executed by holding the right shoulder button and Square/X, Triangle/Y, or Circle/B), and ultimate attacks like Goku’s Super Spirit Bomb (performed by holding the right shoulder button and X/A) almost never connect at the end of rush attacks, which can make it futile to chain combos together. ![]()
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