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Posted

"Instant Kills" have lost their appeal because they aren't instant, I say we go back to the days of the original GG and if you IK someone R1, you win the whole match, TRUE DEATH!

Honestly these types of skills have become arbitrary in most games, they're essentially heavily conditioned "MAX/lvl 3 Skills" which are loosing their pay off.

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Posted (edited)

Well there's that too, but I just want to see other features make a comeback to reminiscence about the game they're trying to emulate. For example, P4A brought back air turning + chaos mode and enhanced them in the exact same way I'd imagine those two mechanics would be if they were ever brought back to GG, and gave dust a new direction. Hell, I'd be happy to even see FDC and crazy OTG combos make a return in a drastically watered down fashion. :v:

Edited by Chainsaw Guitar
Posted (edited)

so after watching the Tecnopolis matches, apparently Merkava has an elbow attack too (looks like a faster Hazama 6A, with the opponent not being able to tech as soon as they hit the ground)

You can OTG after his 4B (?) elbow up to like 2 times which is sorta hilarious to see lol

still doesn't beat Yuzu's ERU-BOOW~☆

Edited by Betto
Posted (edited)
"Instant Kills" have lost their appeal because they aren't instant, I say we go back to the days of the original GG and if you IK someone R1, you win the whole match, TRUE DEATH!

Honestly these types of skills have become arbitrary in most games, they're essentially heavily conditioned "MAX/lvl 3 Skills" which are loosing their pay off.

Word on that, i miss my option select with chipp where if you avoided the IK you ate a super, and if you didn't avoided it, welp >:3

Right now for what i can tell they are only flashy finishers, based on the videos, it seems that like on BB your opponent needs to be low on health, that is not an instant kill, an Ik is something like what we have on GG, P4, HNK or SBX :kitty:

Thank you very much

Matches from Technopolis stream: http://www.youtube.com/watch?v=k-Gyr...ature=youtu.be

If some1 can help me know the names of the players, i will be grateful.

Getting the gamechariot matches that appeared on Nico, need help on that 1 too XD

Your link doesn't work, but don't worry i got your back

http://www.youtube.com/watch?v=k-GyrH_Oi0M&feature=plcp

btw, when are you going to upload the 2nd part?

Edited by Hecatom
Posted
Seriously, have none of you guys played IaMP. An FG with most characters being a threat from full screen isn't new.

i've played iamp. this is an inaccurate viewpoint of the game.

Posted
Word on that, i miss my option select with chipp where if you avoided the IK you ate a super, and if you didn't avoided it, welp >:3

Right now for what i can tell they are only flashy finishers, based on the videos, it seems that like on BB your opponent needs to be low on health, that is not an instant kill, an Ik is something like what we have on GG, P4, HNK or SBX :kitty:

Thank you very much

Your link doesn't work, but don't worry i got your back

http://www.youtube.com/watch?v=k-GyrH_Oi0M&feature=plcp

btw, when are you going to upload the 2nd part?

Weird that the link doesnt work... Maybe its youtube.

Part 2 is not out yet.

Posted (edited)
I wish the one who designed Trollzama's really lame ass Astral take some notes from these.

Hazama's is far from being the worst AH in the game, though.

The Instant Kill mechanic always sounded like the evolution of Fatalities to me. Like, I always wondered why you can't do all the amazing stuff you're doing in the Fatalities in the actual match, and IKs provide that exact thing - with an added functionality to boot. It's also good to have THE Move for each character in the game, since everyone loves their character doing something spectacular. And, well, what gives you an impact bigger than simply killing your opponent in one strike?

If anything, I think that all the restrictions that they tend to put on IKs are a bit overblown. I think P4U does it the best outside of GG.

EDIT: Oh, and they shouldn't allow you to do it before match point, since seeing your enemy stand up after being blown to smithereens is, uh, weird.

Edited by SoWL
Posted (edited)
^:thumbu:

I wondered why Ragna was called the grim reaper, then I saw his Astral, and I lost my shit lol.

And I remember how amazed I was when I saw Nu's IK for the first time... now that's what I call IK.

I think I liked Gordeau's the most (looks so badass) and what's up with these grappler charas' IKs? Most of them involve throwing character from the great height, that's all. Yuzuriha's was far from worst or lamest - I think this was Carmine's one. Of course Vatista's can't live up to Nu's IK though it was kind of cool too.

And yeah, I believe it's a stupid idea to just drop characters back to the battlefield after like nothing happend. At least some of GG's IKs got characters to vanish from the screen after them.

Edited by Chipp12
Posted
i've played iamp. this is an inaccurate viewpoint of the game.

I know you play it, I enjoy your commentary on Bullet Action a lot.

But my point is that IaMP bullet mechanics means that most of the characters have some kind of offense from full-screen or near full-screen.

Posted
Weird that the link doesnt work... Maybe its youtube.

Part 2 is not out yet.

Weird, i would fix it when i get at home, and thanks

BTW, where do i can find the stream of Technopolis?

And I remember how amazed I was when I saw Nu's IK for the first time... now that's what I call IK.

I think I liked Gordeau's the most (looks so badass) and what's up with these grappler charas' IKs? Most of them involve throwing character from the great height, that's all. Yuzuriha's was far from worst or lamest - I think this was Carmine's one. Of course Vatista's can't live up to Nu's IK though it was kind of cool too.

And yeah, I believe it's a stupid idea to just drop characters back to the battlefield after like nothing happend. At least some of GG's IKs got characters to vanish from the screen after them.

While is true that Carmine's Astral/IK looks lame, i liked the whole gibberish that he speaks while doing it, so because of the i think that is not that lame :)

Posted
I know you play it, I enjoy your commentary on Bullet Action a lot.

But my point is that IaMP bullet mechanics means that most of the characters have some kind of offense from full-screen or near full-screen.

no you don't get it

throwing bullets fullscreen is actually not a threat because most charas cannot hit you if you graze at that range

common misconception of the game is that having projectiles at every range means full screen offense when it actually means very little

you can just graze patch's fullscreen offense but you can't really just ignore gordeau scythe or merkava limbs

iamp "full screen offense" isn't really that at all

anyway unib is dumb and i hope they fix it

Posted
no you don't get it

throwing bullets fullscreen is actually not a threat because most charas cannot hit you if you graze at that range

common misconception of the game is that having projectiles at every range means full screen offense when it actually means very little

you can just graze patch's fullscreen offense but you can't really just ignore gordeau scythe or merkava limbs

iamp "full screen offense" isn't really that at all

anyway unib is dumb and i hope they fix it

Okay, I see what you mean, but that begs the question of what the purpose of IaMP's bullets are in the first place.

(this is a little OT, though)

Posted
anyway unib is dumb and i hope they fix it
It was only a matter of time 'til "UNI sucks" talk from Mizuumi reached the forums. :lol:

Anyway I'm gonna wait until the game develops a bit and/or I try it myself til I have something to say about it.

Posted
BTW, where do i can find the stream of Technopolis?

Dunno if anyone caught this yet, but there was an archived stream from GC Tecnopolis: http://www.ustream.tv/recorded/25634460

There's finally someone who actually used Merkava this time, thank god; I was starting to wonder if he's being played at all lol

Kubo seems to be commenting on slowed down game footage (analyzing frames/matches? I can't understand but some of you may!)

http://live.nicovideo.jp/watch/co242529

Posted
anyway unib is dumb and i hope they fix it

Uhh, by shrinking the sprites?

Posted (edited)

Here is the translated list of Gordeau's normals and command normals:

(I translated this quickly as I am at work right now. I'm not used to fighting game jargon in Japanese so keep that in mind)

A Attacks

5A ローキック。下段。

5A: Low Kick. Hits low

2A しゃがみ小パンチ。上段。

2A: Crouching Punch. Hits Mid

JA やや下方向にパンチ。

JA: A somewhat down directional punch (odd English I know I’ll try to refine it latter)

B Attacks:

5B リーチ短めのショートアッパー。腹パン。

5B: A short reach uppercut. Stomach punch

6B 踏み込みながら殴りつける。中段。

6B: A forward advancing attack. Hits Overhead.

2B 足払い。下段。

2B: Sweep. Hits low.

JB 2ヒット技。横方向に長い蹴り2発。

2B: Long horizontal kick. 2 hits

ダッシュB 前慣性つきヤクザキック。

66B (Dash B): Yakuza Kick (literally "Foward Momentum Yakuza Kick")

C

C attacks

5C 鎌を叩きつける。リーチが長いが、空中ガード可能

5C: Strikes with his scythe, has long reach but can be blocked in the air.

溜5C 5Cと同じモーション。溜めることで中段に。

Charge 5C: Same motion but attack becomes an overhead

2C 真上方向に鎌を振りあげる。対空やコンボに使える。

2C: Strikes upward with his scythe. Can be used as an anti-air and in combos

3C リーチ長めのスライディング。ガード時はキャンセルが掛からない為、反確。

3C: Long reaching sliding kick and it’s not cancelable on block. Unsafe.

JC カカト落としのようなモーションの蹴り

JC: Jumping Ax Kick.

溜JC JCの強化版。ヒット時は床バウンドから追撃可能

Charge JC: Stronger version. Causes a floor bounce on hit allowing for follow attacks.

ダッシュC タックル。ヒット時は壁バウンドから追撃可能

66C (Dash C): Tackle. Causes a wall bounce on hit allowing for follow up attacks.#12290;

2B: Long horizontal kick. 2 hits

Specials:

モータルスライド236+AorBorEX(空中可)

Mortal Slide 236A/B/EX (Air OK)

横へ鎌を伸ばして引っ掛ける。追加入力をしなかった場合、相手は後方に倒れる。EX版はロック系の乱舞技。最後は空中で蹴り飛ばして締める。空中版は、鎌を半回転させて攻撃。

Extends his scythe sideways and hooks the opponent. When not using the additional attack the opponent will fall backwards, during the EX version he moves around wildly like a rock star (WHAT?!).

While in the air he kicks tightly (?). During the mid-air version he spins the scythe halfway.

シェイドハーベスト 地上版「モータルスライド」中に236+AorB

Shade Harvest: During Mortal Slide (On the ground) 236+A or B

モータルスライドヒット時に相手を引き寄せる。ガードされていた場合、硬直差が不利な状況で引き寄せてしまうので注意。

When Mortal Slide hits, Gordeau will pull the opponent in using Shade Harvest. Unsafe on block.

いただきだ (アシミレイション) 「シェイドハーベスト」中に236+AorB

Itadakida (Assimilation): During Shade Harvest 236+A or B

引き寄せた相手に【いただきだ】と同じ動作で攻撃。相手はダウン。

Gordeau grabs the opponent after pulling them. Causes a hard knockdown, the grab steals some of the opponents GRD

グリムリーパー 623+AorBorEX

Grim Reaper: 623+A/B/EX

頭の高さで鎌を大きく振り回す。空中ガード不能。AorBヒット時は壁バウンドから追撃可能

Gordeau swings his scythe around his entire body covering nearly the entire screen. Cannot be blocked in the air and if the A or B version hits it will cause a wall bounce for follow up attacks. (NOTE: EXTREMELY UNSAFE ON BLOCK…trust me I know)

いただきだ (アシミレイション) 214+AorBorEX コマンド投げ。

Itadakida (Assimilation): 214+ A/B/EX Command Grab

成功時に相手のGRDゲージを一つ吸収する。コンボに組み込むことも可能で、その場合は浮いてる相手も掴める。

If successful he will take one point of GRD from the opponent. Can be combed into and can also catch floating opponents. (Not sure if that means characters that are in an untechable state of just all characters in mid-air).

エイムオーペニング 22+AorBorEX

Aim Opening: 22A/B or EX

地面に鎌を叩きつけて攻撃。B版とEX版はその後に鎌をヘリコプターのように回しながら飛び上がり、地面に振り下ろす。

A ground attack using the scythe, the B and EX versions follow up with an aerial helicopter move that comes crashing down to the ground. (the last part of the attack may be an overhead)

タービュランス 41236+D

Infinite Verse: Turbulence 41236+D

鎌を縦横無尽に振り回す乱舞技。ロックはしない。

Gordeau chaotically swings his scythe. This ain’t rock. (WTF?)

ソウルヴァニッシュ A+B+C

Soul Vanish A+B+C

強化版【いただきだ】をした後、殴る蹴るで吹っ飛ばして、青白く光る鎌で一閃してフィニッシュ。

After doing an enhanced version of itadakida (Assimilation) Gordeau beats the shit out of the opponent and then finishes the opponent in one pale flash!

Edited by Digital Masta
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