PlayStation All-Stars Battle Royale EVO 2012 Panel Combo Video

One of the highlights of the PlayStation All-Stars Battle Royale panel at EVO 2012 was a combo video put together by some of the fighting game talent at SuperBot. For those who missed it, SuperBot just recently put the video up on their YouTube page. The video itself shows off the game’s combo engine, which functions like that of a traditional fighter.

Source: SuperBot Entertainment

  • http://www.facebook.com/people/Josh-Smith/100000672994194 Josh Smith

    shit looks nice. i have a feelin this game is gonna be hype

    • http://www.facebook.com/people/David-Sanchez/100000894835041 David Sanchez

      lol no

      • http://mystady.com/ MY STADY — mystady.com

        Yeah, looks bland as fuck.

        Did Netherrealm make this?

        • PossumAllawisious

          your bad mouthing netherrealm man they redeemed themselves in injustice: gods amongs us

          • http://mystady.com/ MY STADY — mystady.com

            Not really. The game is on the right track but the animations are still shit and that game also looks bland—and stupid! The fuck are they doing putting fake abs on Superman’s suit?

  • http://twitter.com/TravisEpic Travis Lynn

    I think I will enjoy this game

  • Shincrimson

    if the hits had more of a dynamic look and sound to it this would be a lot better, but it was really good for a game that hasn’t even full released yet.

  • http://twitter.com/Colt_MX El Colt

    I agree with you, the sound of the hits and the battle are off hope they work into thtat and make those puches hurt from the ears side =)

    • Los Illuminados

      EL_Colt? no mames! what you doing here man? J/K  Saludos!!! 

  • http://www.facebook.com/people/João-Grassini/100003044683998 João Grassini

    for all the SRKers who don’t know the difference  between this game and smash’s combos,besides all the tech smash has or had,it’s that this game has chains like  MK for lots of the combos,while smash uses individual attacks mostly to juggle or link(when they don’t have enough percentage they ahve no knockback but still have hitstun).

    this game looks nice.

    • d3v

      Or in other words, the combos work more like regular fighting game combos where stuff is more guaranteed if you can get them to hit. Less guesswork and prediction.

      • http://www.facebook.com/people/João-Grassini/100003044683998 João Grassini

        the normal type of combo is not beneficial to smash obviously,hence the guesswork necessary in having combos or setups  for each DI and tech.

        • http://www.facebook.com/people/Reginald-Kelly/100001485769715 Reginald Kelly

          i hope ur talking about smash melee. cuz brawl is by far the worst game ever created

    • JohnGrimm

      I can’t even tell you how long I played the game because I just lost count after a while, and I do not remember a single chain in the game that did a combo for any kind of length at all. The only “chains” I saw were from Heihachi, and those were really just multi hit attacks that had a follow up or two. The entire game is juggling, the only thing that is different from Smash is that because there’s no percentage system, juggles are actually consistent.

  • http://www.facebook.com/profile.php?id=1291553628 Stefan Johnson

    This game looks really great. Can’t wait to play this game. IMO it looks better than Brawl so far. 

  • RenaTurnip

    Aww, that was cute, haha~

    As far as I care, a game like this should have short combos of roughly the length seen in this video. Having combos is not a bad thing for this type of engine/game, but they should remain short and also accessible. Having Marvel-length combos in Smash Bros. would be stupid :C I like what I’m seeing in this video, though. I like it a lot!

  • http://profile.yahoo.com/GBTV3UDVQNQ42QYK5EU2OVCM64 Matthew

    Looks like this games gonna be competition for Smash Bros 4 after all.

    • PossumAllawisious

      the hell it is if it dont pan out as a tournament type game like at evo then hell no 

    • SamuraiPanda

      Not if the only way to play is with the stupid meter system. 

  • http://twitter.com/Shin_Hogosha Michael Connolly

    The way they were described earlier (considering the gigantic blow-up on the E3 article about it), I was worried they’d just be dial-a-combos.  This looks nothing like that.  This looks like a juggle system akin to Tekken or MK or even Smash (if Smash didn’t have DI or increasing knockback based on percentage).  Which isn’t bad.  Just different.

    I’m curious how well you can combo into super.  Because, if you can’t, then…do you just throw the thing out and hope it hits?  Little worried about that.

    • http://twitter.com/VincentCaumarti Vincent Caumartin

      Devs go over this in the panel. Basically, there’s a design philosophy where lvl1s can’t easily be comboed into because the lvl1 is the easiest to get and so if it were simple to hit confirm, they would dominate. Lvl2 supers are more easily comboable to compensate for the fact that you had to build more meter, and someone else might have been able to land 2-3 kills using lvl1s by the time you got a lvl2. Lvl3 supers are like Brawl’s Final Smashes, they can’t be countered and only one can be active at a time. They’re pretty much a big payoff as a reward for waiting to get 3 meters.

  • http://www.facebook.com/profile.php?id=100001230774064 QuincVader Beauford

    It’s alright. If this is played in major tournaments over Smash bros. 4 just because it’s more traditional or street fightery then I will get tight.

  • http://www.facebook.com/people/Gethoff-Mahfacebuk/558552166 Gethoff Mahfacebuk

    For those that played, any concerns over meter gain difference between characters?  I’ve heard that mentioned more than once so far.  Maybe given the nature of the game with 4 players active at once, meter gain can be tuned so that it increases with longer combos?  Give further reward to knowing your stuff, over landing single heavy hits on busy targets.

    Maybe this will all be addressed in the separate competitive modes that they’ve talked about.

    • d3v


      meter gain can be tuned so that it increases with longer combos ” 

      I approve of this.

  • ArmoredBoar

    Those sound effects are sooooo underwhelming. D:

  • poohhardy11

    see no ones cussing the game now because of the different combo system

    P.S. drake reminds me of chris in mvc

  • RLT4LIFE

    This is exactly the kind of video they would need to post to kinda quiet the smash bros. clone remarks. And so far, everyone has a good deal of combo potential. Hopefully that stays true for the rest of the roster.

  • http://www.facebook.com/people/João-Grassini/100003044683998 João Grassini

    would be nice if people combined their combos to get infinites and distribute meter to all but the victim

  • http://twitter.com/Hagaishi215 Hagaishi kun

    I wish they come out with a Power stone 3 so it could walk over this crap!

  • http://twitter.com/Cloak007 Cloaker

    Now I am a bit more interested in this game..Huh..

  • YourAshyAss_Elbows

    ooooh….My nigga Sly Cooper will take yo shit!!! I might play the demo before I buy it. That is if a demo comes out.

  • Louis Lam

    The traditional fighting game combo system get really mundane when you have super simplistic controls and no powerful dynamic gameplay element (see Smash percentage, Jump Ultimate Stars decks tags/assists). I’m still holding my opinion on this until a more complete demo comes out but the gameplay in it’s current state seems about the quality of Battle Stadium D.O.N. at best.

    • Omni Smiley

      Finally a criticism of the game that actually has some merit to it. I too am more impressed with each update on the game, but it does seem to be a bit barebones atm.  There’s plenty of games that have a traditional fighting engine, and is supplemented by a great gameplay element. Tekken with Tagging/Juggling, SF with Ultra/Super, KOF with Super/Counters/Character management, and Marvel with a ton of sub-systems to it. I don’t understand the basic “build meter” by fighting premise of the game. Seems rather overly simplistic to be adopted by fighting game fans, but we’ll see. Despite that gripe, and the sound issues (really the hits felt underwhelming fix that Superbot!) very intrigued by the game. 

  • toomuchbutter

    Yeah, first thing I noticed is that the sound effects are way bland. They need to be hyped up a little bit. 

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