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Posted

So uh, what are the standard lifebars/rounds/timer for this game? It seems to change from video to video.

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Posted

Default in Cross is 2 bars, 160secs, 2 rounds

I personally prefer to play it like the previous game (3 bars, 180secs, 2 rounds)

Posted

3 bars and 180 seconds is the standard in most games, from what I've seen. I've watched a few matches that were only a single round though. How do I set it up to play like that?

Posted

Oh, oops. Can't believe I didn't see "round" up there. I'm kind of afraid to try this game with three rounds though, it sounds like it'd take a few years to finish a match.

Posted
^This. I'm getting pretty tired of all the people insisting that she's a zoning character when her rushdown is so much better. Hell, she's better at rushdown than few other characters.

remember, zoning is not limited to a passive game, there are characters that have some zoning tools that help them to set the momentum of their attacks

Posted

well i can't figure out lambda at all so i guess you all are seeing something i'm not, her specials are slow, ones only used for projectile negate, her normals are odd, her super priority is all over the place, and her meta requires such specific placement midscreen just to hit anything.

i was so looking forward to her, but her design is so abstract to me i just can't do anything with it.

Posted

Her normals are pretty awkward, but I don't think her gameplan is supposed to be overcomplicated. I would treat her like the Rachel/Testament/Trish/etc type of character for this game. Use zoning to be annoying, control the screen, and set up a greater offense, but not as the entirety of your gameplan. Her Meta and ex candies are great for guard break (so she's a lot like Mu and BB!Lambda that way). I have little experience other than Arcade/Training mode but here are some of my notes from messing around with Lambda:

-f5B and 3C move her forward a fair bit, good for spacing (f5B good for blockstrings too). Her 3C is not special cancellable so be careful with it though.

-6B and 3B popcorn are projectiles instead of normal attacks, so don't use these for close range blockstrings.

-Her 6C is not an overhead, but rather a deceptive low.

-Her 5C has very short range so be mindful of your spacing when using this in blockstrings. Try to confirm with B moves > 2C or 6C for knockdown.

-j2C dive kick can be cancelled into jC > combo if low enough; you can also whiff it for nasty empty jump mixups.

-236 candies are standard fireballs (A version moves the furthest, B version inbetween, and C version shortest range). EX version travels fullscreen and murders the guard bar.

-214 candies are for traps/oki. They don't go away if you get hit so they can stuff buttons on wakeup. Midscreen you can use A/B version for oki depending on spacing; in the corner use C version to stop jump outs. You can link A/B/C candies into EX candy/Everlasting Gobstopper for nasty oki (and the EX version again, cranks up the guard bar). Non-EX versions don't last very long (about 2-3 seconds at most) but the EX version lasts longer.

-63214 black holes are for denying other zoners and pulling the opponent towards you. EX black hole will draw them in and hit them with more candies if they're close enough, which again, will seriously rape the guard bar.

-Her Meta seems more like a Dark Angel guard break/mixup tool than anything.

Posted

Zeromus pretty much nailed it, good job. A few things I'd like to add:

-Oki Meta-Super is scary. Really scary. Figure out the odd spacing on it and abuse the hell out of it when you can.

-The black holes are all extremely unsafe at close range, even on okizeme (with the exception of the A version, but you have better options than that).

-The arc on 6B and 3B makes them surprisingly good anti-airs at midrange. They can be airblocked, but they can't be punished due to the ridiculous pushback they cause.

Posted (edited)

Just throwing in a few unrelated combos, don't mind me.

Both of these combos were recorded by Tong due to my PC being too old and arthritic to even play the game well, let alone record it. Nothing much to say about the first combo really, it's really all about throwing SP at someone and seeing what happens. It was mostly just a diversion to blow off steam from recording the optimised version of a certain meterless Jessica combo that we never actually got around to doing. I think it looks quite nice though.

The second video came after Will's release. It's basically the same idea, except Will doesn't really care about damage scaling. Unfortunately, due to realisations made basically the day after uploading, the combo turned out to be considerably less optimal than I would've liked. Because I probably won't get around to recording a stronger version, here's the notation for it instead.

(starting with Will) j.2C, land, j.B, j.C, c.5A, c.5B, 2B, 2C, f.5C, Attack Touch, 3B, 6B, c.5C (MC), j.C, j.B, 3B, 6B, c.5C, 2C (stun), 623C XX 236236C, j.C, j.B, c.5B, c.5C, Attack Touch, 6C, 641236C

Touch, nj.C, land, j.C, j.B, c.5A, 3B, 6B, c.5C, 2C, 623C XX 236236C, j.C, j.B, c.5B, c.5C, Attack Touch, high 6C, low 6C, 2C, c.5C (JC), nj.B, nj.C, 236A+B, 6C, 2C, c.5C (JC), nj.B, nj.C, 236A+B, 6C (MC), 641236C, 236A+B, 6C, 641236C, 236A+B XX 641236C

The main differences are the stronger opening and the improved strings during B.Battler's SP2. Also, by connecting a 6C at max height, you can land a second 6C really low to the ground. This eliminates the hitbox snafu which prevented 2C, c.5C from working properly before, namely Ronove falling so long that his hitbox went flat.

This one I recorded on my own by borrowing a friend's laptop. I think the combo speaks for itself this time.

Edited by Final Ultima
Posted

Throw cats at people

Throw snakes at people

Throw worlds at people

Posted (edited)

Sorry to jump in randomly, but I'm having trouble installing CROSS... My regional settings are all in Japanese, and I have Ougon Musou Kyoku ver 1.10 installed. I downloaded the CROSS 2.30 patch directly from the 07th Expansion website, and it has two files in it: an exe and a text file. But every time I try to install it, it gives me this error message:

"The upgrade patch cannot be installed by the Windows Installer service because the program to be upgraded may be missing, or the upgrade patch may update a different version of the program. Verify that the program to be upgraded exists on your computer and that you have the correct upgrade patch."

I've done web search after web search trying to figure out what I need to do, but I just have no clue. Do any of you guys have any inkling as to how I can get this patch installed?

EDIT: Okay, so I've looked at previous posts and tried some "manual patches" by replacing the previous "GameMain" with the new one and adding the appropriate character files to the CHAR folder... And that's gotten me nowhere. The game won't even play properly now. Basically, I am just completely confused as to how I'm supposed to get this to work! Any help would be greatly appreciated.

Edited by SunGalaxia

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