They're my favourite type to play as. The Dante's, Raiden's and Nariko's of fighting games. I'll undoubtedly play as those types the most upon release, however in a game like this they have a big disadvantage in FFA's; constantly having your combo interrupted. In the beta I often get interrupted during PaRappa's 140 AP combo, whether it be by another player, a stage hazard or even some random wayward projectile. It's frustrating to get pulled out of it, but it comes with a game like this.
My concern is that characters who are heavily dependant on combo's for AP gain may suffer in a FFA. I'm wondering if those who've played the full game can give me some insight as to whether my concerns are justified or not.
It's really just a thought. I won't have any real idea until the game is out. Maybe I just got unlucky today and posted out of past frustration, as I had one of those "why is everyone only going for me?" days.
Yeah, I understand. There were a few games where I was playing as Sweet Tooth and I was using my lvl 1 a lot and one of the players started constantly coming after me after I killed him twice in a row. :/
So I'm a big PaRappa player, myself. And I, like you, love combo heavy characters.
That being said, PaRappa doesn't need combos in FFA. I got a 10/1 yesterday in FFA by not completing a single full combo. Use his air/F+T and both ground and air/F+C. Both have great priority, and the F+C stun them for a quick second. Also, his U+C and air/U+C are both really good at building meter as well.
And one more thing, the combo:
air/F+T , U+S (hold), C , S , S
Is easy to do quickly in the middle of a FFA. Unfortunately it's only worth about 75+AP, but it's something. .Hope this helps.
Oh I use those a lot too. His aerial F-T is undoubtedly one of his most useful moves. I think I just got frustrated that every time I made the effort to pull out a big combo, it always got ruined. It wasn't like I wasn't being careful either.