The fighter can do a variety of different things from throwing a flurry.
The fighter can do a variety of different things from throwing a flurry.
Very interesting and it has a severe lack of fun. Had the control scheme been simplified and the movements been made looser, Rocky could have had a better chance. Stronger quality control and faster load times would have helped too.
There are no less than five different hooks that players can throw per arm, four different straights, three different uppercuts, and a myriad of counterpunches that only sometimes match their lead controls. In total, you're looking at dozens of different punches that rely on face-button and analog nub combinations that don't always work. Part of the problem is that the stick isn't sensitive enough to react to your finger's subtle movements between commands, while an even bigger issue is the fact that the scheme is just too convoluted for a pick up Rocky and play to Legends.
The fighter can do a variety of different things from throwing a flurry of faster punches to hitting much harder than usual. In the fights you'll actually manage to win, 99% of them will be because of this feature
Speaking of winning fights, good luck doing so; even on the default difficulty setting, Rocky Legend puts up quite the challenge. AI sees most of your punches coming and defends and counters the majority of your intended shots. This would actually be a nice feature if the fighting system allowed for quick responses and defensive movement, but again, the clunky controls keep that from happening.
As a result, you can expect to take quite the peppering. Getting up once you've been knocked down the first dozen times is maddening too it's a horizon-based system that requires you to center your vision, but is so pinpoint precise that it has a massive learning curve.