Yggjrasil Posted October 3, 2012 Posted October 3, 2012 Also F you haters, SFxT I still hold as one of my favorite 2D fighters
CupofT Posted October 3, 2012 Posted October 3, 2012 Also F you haters, SFxT I still hold as one of my favorite 2D fighters I don't know what all the hate is for that game, but it's Capcom so I'm biased against them. The DLC was what a lot of people were complaining about (and by DLC I mean "Disc Locked Content"). To get the extra 12 characters you had to pay another good 12-20 bucks or so. And all 12 characters were already on the disc so... Also the game's timer. 99 seconds in that game is too short, attack animations are super long and drain a lot of time or it's a problem with the health. But yeah, 99 seconds isn't enough most of the time
Hecatom Posted October 3, 2012 Author Posted October 3, 2012 (edited) KoF (XIII) is only balanced because it's a game of "Touch of Deaths" the characters themselves are ok but it's the fact everyone can kill once they enter HD that makes everything ok. Edited October 3, 2012 by Hecatom
BladeOfJustice7 Posted October 3, 2012 Posted October 3, 2012 Isn't that a common thing with Ca$hcom though, it's the same with UMVC3 and I'm pretty sure sf4 too.
SolxBaiken Posted October 3, 2012 Posted October 3, 2012 A gross generalization, KOFXIII is more than that (specially because the TOD's consume a lot of resources), but i wouldn't deny that is an important part of the strategy.
BladeOfJustice7 Posted October 3, 2012 Posted October 3, 2012 A gross generalization, KOFXIII is more than that (specially because the TOD's consume a lot of resources), but i wouldn't deny that is an important part of the strategy. True, perhaps is the only "drawback" of the Play to win mentality, on a competitive environment the players would always try to maximize their chances of winning, so it wouldn't be rare to see the perceived top tier being used more.
Starlight777 Posted October 3, 2012 Posted October 3, 2012 Can't wait to hear or better yet see news about the patch.
GhostTear Posted October 4, 2012 Posted October 4, 2012 is "veil off" like a burst in bb? how does it fuction? give me ciel or shiki ryougi.
Sahgren Posted October 4, 2012 Posted October 4, 2012 Veil Off is more like Heat or Blood Heat activation from Melty Blood. You can only do it in neutral, activation comes with a burst-esque attack that blows the opponent away, and it puts in you a special state that lets you use supers for free at the cost of draining your meter over time.
WakeUpDP Posted October 4, 2012 Posted October 4, 2012 Hyde stuff Good stuff, I hope he keeps the loops at 0:30 it gives him more variety in his combos and it looks awesome.
Starlight777 Posted October 4, 2012 Posted October 4, 2012 (edited) Hyde looks more and more fun. Edit: patch changelist? http://inbirth.info/topic0060.html Edited October 4, 2012 by Starlight777
Tachyons Posted October 4, 2012 Posted October 4, 2012 http://inbirth.info/topic0060.html 1.01 changes listed, but I can't read them ;_;
HiagoX Posted October 4, 2012 Posted October 4, 2012 (edited) ■アンダーナイト インヴァース Ver.1.01修正箇所 ○GRDゲージ6個以上のチェインシフトはエフェクトと性能を変更しました ○GRDゲージが6個未満のチェインシフトはコンボ制限をリセットしないように変更しました ○チェインシフトの補正変動値を変更しました ○チェインシフトのEXSゲージ増加量を変更しました ○GRDゲージの自動増加値を変更しました ○アサルトでのGRDゲージ増加処理を変更しました ○ジャンプ攻撃をシールドされた時の着地硬直を増加しました ○最大タメヴェールオフの無敵時間を増加しました ○その他細かい不具合を修正しました If I'm not mistaken: - Over 6 GRD bar Chain Shift's effects have been changed. - Chain Shift's move cancellation has been changed. - You don't get a "combo limiter" reset when you activate Chain Shift with less than 6 GRD bars. - EXS gain when activating Chain Shift has increased. - Automatic GRD gain amount has been changed. - The amount of GRD used when using Assault has been increased. - The opponent's landing recovery will be longer if you Shield an aerial move. - Veil Off has increased invulnerability. - Aside from that, a few minor changes were done (they don't tell you what it is). They have used some strange wording on that changelog. Anyway, I've just woke up and speed translated through it; it might be all wrong, so when I get home I'll properly translate it if that's the case. Edited October 4, 2012 by HiagoX
Abelcru Posted October 4, 2012 Posted October 4, 2012 (edited) OST finally here: Gordeau theme SNES remix http://www.youtube.com/watch?v=-YkqFrRf6yI Edited October 4, 2012 by Abelcru
Tachyons Posted October 4, 2012 Posted October 4, 2012 1.01 matches up already!? http://www.nicovideo.jp/watch/sm19044839 http://www.nicovideo.jp/watch/sm19044960 http://www.nicovideo.jp/watch/sm19045035 http://www.nicovideo.jp/watch/sm19045089
Kurushii Posted October 4, 2012 Posted October 4, 2012 Another translation of the notes went up here: http://www.facebook.com/SGMBAA/posts/177322609071863
Jourdal Posted October 4, 2012 Posted October 4, 2012 (edited) 1.01 matches up already!? http://www.nicovideo.jp/watch/sm19044839 http://www.nicovideo.jp/watch/sm19044960 http://www.nicovideo.jp/watch/sm19045035 http://www.nicovideo.jp/watch/sm19045089 http://youtu.be/m3fkbO-cmhI http://youtu.be/AtWL4BkgnvQ http://youtu.be/aILLT4_J0UY http://youtu.be/vLBwkpW0_Eg Edited October 4, 2012 by Jourdal
xlolxlolx Posted October 4, 2012 Posted October 4, 2012 ■アンダーナイト インヴァース Ver.1.01修正箇所 ○GRDゲージ6個以上のチェインシフトはエフェクトと性能を変更しました ○GRDゲージが6個未満のチェインシフトはコンボ制限をリセットしないように変更しました ○チェインシフトの補正変動値を変更しました ○チェインシフトのEXSゲージ増加量を変更しました ○GRDゲージの自動増加値を変更しました ○アサルトでのGRDゲージ増加処理を変更しました <- is assault a move o_O? or they using it as offense? idk ○ジャンプ攻撃をシールドされた時の着地硬直を増加しました ○最大タメヴェールオフの無敵時間を増加しました ○その他細かい不具合を修正しました If I'm not mistaken: - Over 6 GRD bar Chain Shift's effects and properties have been changed. - You don't get a "combo limiter(scaling)" reset when you activate Chain Shift with less than 6 GRD bars. - EXS gain when activating Chain Shift has changed. - Automatic GRD gain amount has been changed. - The amount of GRD used when using Assault has been increased. - The opponent's landing recovery increased if you Shield an aerial move. - max charge Veil Off has increased invulnerability. - Aside from that, a few minor fixes were done (they don't tell you what it is). They have used some strange wording on that changelog. Anyway, I've just woke up and speed translated through it; it might be all wrong, so when I get home I'll properly translate it if that's the case. fixed, their wording is fine except for the assault thing which i think is supposed to be offense so it's proly "GRD bar increase from offense play processed by the system has changed" most of the things they just werent too specific about
HiagoX Posted October 5, 2012 Posted October 5, 2012 fixed, their wording is fine except for the assault thing which i think is supposed to be offense so it's proly "GRD bar increase from offense play processed by the system has changed" most of the things they just werent too specific about No, Assault is one of the game's mechanics. I've made sure to check that because I didn't know that existed. Thanks for fixing my translations!
xlolxlolx Posted October 5, 2012 Posted October 5, 2012 oh then its "the processing of GRD gain from using assault has been changed"
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