User blog comment:Maki Kuronami/ATTENTION ALL RT SPONSORS - Grimm Eclipse hype!/@comment-11188061-20141225235832/@comment-11188061-20141226025520

1 (which is the spin) is fairly useful, although it depletes all your Aura after just using twice it works pretty well as a combo extender and finisher. 2 is the neck hold, but as I say the enemies move a bit too fast for me to comfortably test if it can be 'activated' like in the original. 3 is a super dash like what the Beowolves do to you. Like, I feel that it can be useful, but the camera aren't accomodating enough to provide that godly speed Ruby is capable of performing.

With lock on, I imagine that every time I pass through the Bewolf I should be facing the enemy IMMEDIATELY so I can decide whether to Semblance Dash again, or do something else. Instead the camera angles shows Ruby's back like there's no target lock at all, and only when you attack that it snaps back to the target again. So at the moment it's also useless (you can only Dash 3 times).

I'm still waiting for the Counter system to be implemented though. I cannot imagine a RWBY game without a Counter system. It'll be a crazy challenge harder than Kingdom Hearts considering how hard these enemies are.

Btw this is like pre-Volume 1, Level 1 Ruby, so I SUPPOSE it's acceptable that Volume 2, Level 99 Ruby can face kick a Beowolf and beat it... (yeah... it's so much tougher in game, these Grimm. And so different (IT FLASHSTEPS IN GAME BUT CAN'T EVEN PROPERLY DEFEND ITSELF IN THE ANIME, LIKE WHAT). It's like fighting Alpha Beowolves every turn, and then a Demon - a higher evolution Grimm I imagined in my fan fiction - shows up).