#AD | DLC | TMNT Shredder's Revenge: Balance changes. Buffs, Nerfs and Game Mechanic tweaks.

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Labelled as #AD as I was given a PC DLC Game Key from Dotemu and early access to the newest build. This video is not a paid sponsor.

Made a slight blooper as I used the wrong text files for these two clips at the very start:
Raphael's old taunt is actually 1.43 secs long
Michelangelo's old taunt is actually 1.47 secs long.

DIMENSION SHELLSHOCK.
I am back with a new series of TMNT Shredder's Revenge videos.

The second video is going to be covering a fair majority of the tweaks made to the existing mechanics. Ranging from buffs, nerfs and universal changes.

Due to the lack of patch notes documents given out, there's a good chance there is a change that wasn't mentioned on this video. I tried my best to cover as much as I can but I think what I got is very significant.

The video was done on PC to take advantage of swapping the maps to play the training level instead of the first main level.
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Made a slight blooper as I used the wrong text files for these two clips at the very start:
Raphael's old taunt is actually 1.43 secs long
Michelangelo's old taunt is actually 1.47 secs long.

Greenalink
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Biggest Winner;
Mikey's Ground Super

Biggest Losers:
Fast taunters and Dive Super's slam area of effect

Greenalink
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I love that you can play story mode with the new characters.

zagariasbooysen
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I came back to the game today and knew Mikey felt different, better, so I was looking for balance info and found this video. Great job!

Dovah_Jay
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I main Raphael so I immediately noticed the change in taunt time

nfortyeight
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This is the great patch. Everyone is really good now, and the turtles are closer to each other in terms of strength. Supers have been sped up all around, so the duration has been reduced. Donnie and Casey's neutral super dont smother everyone else's now, and the combat is less laggy with all the super freezes.

I am very happy with the changes.

max-d
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Was just looking for some sort of list of patchnotes, you are a saviour!

MultyMutant
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Was kinda hoping there was more with Splinter in terms of buffs but I will take what I will get

Linkfox
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I don't get why they make everyone basically the same character now with the time and damage output, I think it was what gave the game some choice, pick who you think is best, now looks like, pick anyone, there's no difference.

martinramirez
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Been playing this on my arcade cabinet… such a good game

Snake-eyez
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This was a fantastic video! Thanks for all the info!

WreakinHavocOnU
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A couple more things I noticed

*Are heavy swing charge times equalized now too? April seems to take a little longer to confirm the fast charge after a flying attack and Donatello very obviously charges way faster.

*Don in general seems to have a very obvious all around attack/recovery speed increase. His dash attack can be looped much more freely and easily.

*Attack box size has been extended on the forward + attack first combo hit for Leo and Casey, which I felt immediately since those have always been a honey trap button on those characters for me.

KChung-fgkb
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I love how they sped up the body slam, but I wish they would go back and give Donatello more effort. His side special, slide attack and dodge follow-up are all the exact same animation.

HeavyMetalSonicRM
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Just pause a second and appreciate of what high quality this comparison and update videos are made!

Love your work!

Otasan
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Thanks for the comprehensive presentation.

prag
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The first thing i noticed when i first played the dimension shellshock update was mikey ground super and taunt were faster

Latoshajsinspiration
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I didn’t know you could use Rise of the TMNT skins in the update! That’s awesome.

CharlieCreedonWells
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Karai stats make a little more sense now. It felt like she was faster and weaker than Usagi. That darn rabbit seems like poetry in motion if you can Crack the code and avoid hanging him out to dry with some of his moves at the wrong time. Devastating one moment and bodied the next.

unclejoker
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Well, there's a ton more than listed here such as i-frames durin start-up, distance and when active frames begin of f, f, 3 slides and f, f, 1 maneuvers, especially if they pop up or provide juggle for combo, as well as Y- and Z-frame hit boxes of player vs AI, especially with manhole tosses, foot whips and plunger shots. I mean, I can go on...but I thought you were gonna do that lol

JessieStarr
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The taunt was a coll thing, maybe they did that to balance the survival with longer taunt but is a bad thing in my opnion, the air thing was too powerfull but i think is too hard to undertand the hit box now

mastervetoxc