>>55851018>>55852744>>55852944>>55853313>>55853998It sold 1.3m units in 9 months on Wiiu and 7 months on switch. Probably sold like 3m to 4m units total by now. It was not a gigantic, massive success, but it was also far from a flop
It also says something that despite the absolute dogshit support and marketing TPCI gave it, it also by far had the longest run of any game at Worlds and despite being relatively niche, it's Grand Finals consistently got as or more views then TCG and VGC
>>55851167>>55851191>>55852628>>55852817I play competitively and have 1000+ hours played.
I'd go even further when what
>>55851191 says: it is almost entirely a traditional 2d fighter: Almost all of the game's combat is designed around the 2d phase, wherin you have character specific movelists/inputs, a height system, just-frames, cancels, resets, okizeme, etc.
The 3d phase is more a mechanic on top of that base: you get phase shift points on each hit in the 2d phase and when the hidden PSP gauge is filled, you switch to the 3d phase (which switches back to 2d on any single heavy hit and most specials). It's basically an anti-infinite system that forces a return to neutral, with the 3d phase also acting as an added buffer layer of neutral play.
At higher level play, it's also an anti-flowcharting, resource management system: Since different moves add more or less PSP (or can even reduce PSP), you're ideally wanting to alter your combo routes and move choices based on the situation, either to optimize your damage so your combo ends right on the gauge filling and the shift happening; going for low PSP combos to keep the enemy in the 2d phase/the corner as a reset, or to go for high PSP combos to shift early to get out of disadvantage or to get the extra meter causing a shift gets you.
I can get not being a fan of how the 3d phase doesn't retain your full movelist, but ultimately it adds a lot of depth and is a big part of why the game is so neutral heavy