dang it I don't know why I said windmill hits 8 times anyway go watch my beginner guide video
@dr4c0blade7 ай бұрын
Provie got popular enough that she's the only one to return as a playable character in _River City Girls._
@TheJaranggigi3 жыл бұрын
Yo, this guide rocks! Thanks for making it, it really clears up a lot of the details of Provie's playstyle. Particularly the detailed descriptions of what the moves do, some seemed bizarre and hard to time but this guide made them a lot less intimidating.
@StreetwizeJJ23 жыл бұрын
Everyone slept on Provie on the Steam boards before I showed just how broken she was. I was a Glen main at first because I stick to shotos and rounded characters. Everyone hated him, but I thought he was fine. I realized just how worse she was upon obtaining Freeze Frame, and even then it's not why she's so strong. I'll get to that later. The issue with many of her combos is that there is a hitstun state that is just awfully short. I call it the gut state. I have no idea why it is so short, but it can only really combo into other quick moves. The developers were somewhat aware that this issue existed by altering Glen's PKPPKK from using the Gut Kick before the Double Kick to a Front Kick. As for her Donkey Throw change, it was a bug almost every throw in the game had. Throws were interrupted as soon as you let go of the enemy instead of playing the entire animation. I wasn't the one who found this, but I did report it to the devs when they were openly asking the community for feedback. I won't dispute that followups were lost. Call it a nerf, but it wasn't only her and it wasn't for "balancing" purposes. I'm surprised it wasn't caught sooner, but then again, this game's development was extremely rough. I never really used her throw anyway even back then as I simply just stuck to low blows to help throw off boring moves detection. Throws aren't counted at all in the anti-infinite system, but despite being able to do low blows indefinitely, doing the combo proper after doing two from a grab will still trigger it if memory serves. "Enemy Weapon" we just called downed or prone. The popup you can get from it is a small period you can hit them before they properly enter the downed state, which you can see visually. Windmill is undoubtedly her strongest move. Freeze Frame isn't needed for it to combo into itself, and regardless, doing Freeze Frame treats it as one continuous move while the game treats it as six individual hits otherwise, meaning it won't ever be picked up by the boring moves detection. I have done this to counter griefers by locking them in infinites and even styled on them with continuous Flares after their HP was 0. I don't know how I managed to do it, but there is a certain spacing that stops them from moving. You are right though that the ultimate moves are useless. I really didn't like Bannon's idea of balancing for this game. He said he made Hadouglen slow to prevent cheesing by running from one corner to the other against bosses, but enemies just jump it. The game's AI is much more complex than he originally envisioned and failed to accommodate that. The AI knows what moves you are going to use and will react to it. It's not exactly reading your *inputs,* but on the surface there really isn't a difference. All slow attacks are just going to be dodged as there's no way to get an enemy to commit to something long enough to where they can be punished by such slow attacks. Provie's is supposed to be a desperation move, but while it certainly gets enemies away from her, for a little bit it doesn't do much else. I admit I didn't know about hitting weapons while on top of them. At least, I don't remember. Pretty neat. This game was a bit of a guilty pleasure to me. Everything is there, but the game isn't polished. I could go on for essays to point out many issues in the way attacks are balanced, the major flaws with the stats system, or even problems with other characters. I could tell you a fair bit about its development as well. Many promises were broken and talking with the lead designer (Bannon, the same one in charge of RCGirls) post-release left a sour taste in my mouth; he refused to see his game as less than perfect even when I tried to point out serious issues to him. I invested about 1000 hours into the game over three years and made hours of videos showcasing issues in hopes that the devs would fix their game. Some of it was fixed, but the real issues were things that couldn't be done without reworking large parts of the code. I really hope this game will be revisited sometime in the future. It deserves to be much better than its current state for how ambitious it was.
@michaelwestmoreland25302 жыл бұрын
Update! PROVIE IS GOING TO BE IN RIVER CITY GIRLS 2! Now....we simply have to get EVERY OTHER ONE FROM THIS GAME IN THERE....
@brotherjulias47504 жыл бұрын
love this game
@DintheAbary4 жыл бұрын
Was sifting through looking for references to do some sprite work and came across this. Excellent video! I'm going to give underground another whirl to try some of this stuff, no pun intended.
@slawek3824 жыл бұрын
That's fantastic! Please do the rest too!
@JuanRoosterbeard4 жыл бұрын
Excelente! Ojalá hagas más guías de este juegazo!
@michaelwestmoreland25303 жыл бұрын
So when are they going to hire you for the sequel? I feel like every single weak aspect of gameplay you could shore up.