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Posted

It was great, and Battle Royale was too, shame I never finished it.

Inb4Papstr rage.

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Posted

From Twitter:

There was a HUGE P4U tournament in Japan. 52 teams, 156 players, 8 hours of footage uploaded today: youtube.com/user/MrTSUTAYA

Posted
Awesome. Sounds like it was hella fun (THERE. I SAID IT FIRST. NONE OF YOU CAN SAY "sounds like fun" OR SIMILAR. )

lots of anime.

sounds hella weaboo.

Chandler I got KOF thanks!

Posted
sounds hella weaboo.

Chandler I got KOF thanks!

You know, I really hate weeaboos, just ask Papstr.

Posted (edited)

OMFG, FIRE EMBLEM AWAKENING. WHY HAVE I NOT LEARNED OF THIS UNTIL TODAY?

Badass DLC Roy? Check.

Badass DLC Lyn? Check.

Badass DLC Ephraim? Check!

Derp DLC Ike? Ohfuckingwellcheck.

MY BODY IS READY.

OH GOD HECTOR IS FREE DLC FROM SPOTPASS FAFMSGFDHDFKSGJKFGAMGFDSGJKDFSJGKSHMFGFSH

Edited by Volpe-de-Glacio
Posted

Guys, guys, I bought SFxT.

Now before you jump down my throat, I'm now only missing SF and TTT2 and I'll own every current competitive fighting game. :D My YouTube page is about to explode with combo videos for all my new games.

Posted

I've been hyped for Awakening for a long time. It's pretty much the only thing (so far at least) that wants me to purchase a 3DS.

Other note, P4U comes out next Tuesday. The more I see it the more fun it gets, and the more I read the more good it sounds. I have at least slight hope for this game. And even if it sucks at least I can enjoy the (apparently amazing) story. >_>

Posted

I'm getting the Fire Emblem 3DS bundle when it comes out, shit looks sexy. That, OoT, and MM are the main reasons I need one. I could've gone without the Zelda remakes, but once I heard about Awakening it was destined.

And yeah, P4U is still Atlus's IP story-wise. Makes sense that it'd have a solid plot. And seeing as P4U's launch reportedly left SSIV, AE, Tekken 6, and MvC3's first week sales in the dust, I'd say it's safe to get hype.

Posted
Akihiko tells Kanji to take off his clothes.

In-game.

I sure know how to pick my main. COMPLETE GLOBAL BARE ABS SATURATION.

Posted

Also going to list a few of the discovered system mechanics from a few players in case you guys haven't checked out the front page:

Wakeup Options

-You cannot wake up backdash, there is a small window where you simply won't backdash at all. This is similar to BB's cant-backdash-immediately on landing introduced in CS1 onwards. You can still use roll, B+D, wakeup super, etc just fine.

-There is no manual quick getup. The only ground option is to neutral tech or wait for your character to automatically quick getup.

-The quick getup animation is cancelable into ANYTHING, including blocking. So you can't punish this at all, you either hit them while theyre knocked down, or you let them get back up.

Counter Hit Properties

-CH with normals, throws, and specials adds 10% more damage to the first attack, but it's not consistently so. It seems that some multi hitting attacks (such as yukiko's 5C or mitsuru's ground throw) do get 10% bonus damage on all hits, while others (such as Kanji's command throw) do not. only the first hit of kanji's command throw (where he tosses you to the wall and does 250ish damage) gets the 10% bonus.

-CH with supers add 20% more damage. Similar inconsistencies found as above.

-CH with throw adds more untech time

-Fatals follow the same rules for damage bonus. Forgot to test things regarding wallstick/bounce and fatals

Jumping, Air Options

-You can not block for the first 5 or so frames once you are airborne. This makes 5As good for anti-chicken block. Double jumps do not suffer this penalty.

-You regain all your air options (air dashes, double jumps) after you air normal block, air instant block, air ukemi, or break air throws

-You can hold the button to air ukemi asap. This means you can stop piano-ing buttons during opponents combos

-Like GG, you can not Superjump > double jump. You can only air dash after a super jump. (unless you regain your air options as described above

Short Hop

-Short hop appears to have Foot attribute invul on Frame 1.

-You can not jump or air dash during short hop, even if you RC an attack.

-You can not block during short hop at all.

-Short hop has landing recovery.

Command Interpreter

-like BB, you can input things during super freeze and they execute immediately afterwards

-No negative edging of specials

-We could not tell if there was a hold-button-to-repeat-input thing like BB or if you could input dashes early like BB. It's pretty hard to test given that we aren't familiar with character's combos or frame data.

-You need to input 22 to do 22 motions. Mikey (the soCal carl player) described it to me that carls use some special 32 input to summon nirvana during combos, but that doesn't seem to be an option ehre. In either case, I don't understand it well enough to explain it any better haha. Ask a carl player what he's talking about!

Other stuff

-mashing 4A will not give you the auto combo. Your character will simply do 5A and not cancel into anything. Mashing 6A will do the auto combo. Exception, Mitsuru can mash 4A for autocombo.

-the super armor on A+B attacks will not guard against super attacks

-Minimum Damage on supers appears to be 30% for most, but iirc we found a few that were 20%

-Damage scaling will push damage of things down to 0, just like BB

-some persona attacks will auto correct to attack in the direction of the opponent, even if you jump and air turn to face away from the opponent such as Teddie's j.C.

-Teddie can hold down the item throw button to throw 2 items at once.

-Teddie's persona wind up animation for item throwing has a hitbox haha. hits multiple times

-No super cancel on whiff

-No TRM

-the last normal of an auto combo (5AAA for most chars) gives you 12 or 13 meter and refil a part of your burst gauge (1/8th?)

-forgot to test how long SP gauge cooldown lasts.

Posted (edited)

Other stuff

-mashing 4A will not give you the auto combo. Your character will simply do 5A and not cancel into anything. Mashing 6A will do the auto combo. Exception, Mitsuru can mash 4A for autocombo.

So mashing 4A only gets you one 5A, or can you keep doing this for multiple 5As that cancel into themselves (kinda like your typical jab in BB/GG)? One thing I have concern about in this game is the 5AAA business. I like access to all of my normals. What if there's a situation where I'd just wanna throw out the 3rd A of the 5AAA? or what if I just wanna jab a few times? I guess I'll see when I get the game. I'm looking forward to sitting down with this game. Kinda.

Lot's of the little knick nacks in the system mechanics seem to lean more toward the GG side than the BB side. Which is a good sign for me personally.

EDIT: Yea i've seen that layout picture. No matter how many times I look at it it just seems weird. I might just go with

AB

CD And see if that works out. This would make R-action an SF focus attack input, and the roll/short hop/turn would be a KOF roll. And then sweep/Dust would just be the top 2 buttons, with throw being bottom two. Yet it feels weird to me to not go with the official layout, especially since the notation in the game has small buttons highlighted in their respective locations. >_>

Edited by Papstr
Posted (edited)

If I had to guess, most 5As don't gatling into themselves, but continue to go into they're AA and AAAs if you auto-combo. You'd probably have to wait for your character to completely finish the animation before doing it again for it to be 5A and not 5AA. If you're trying to go for 5AAA you'll have to go through the 5AA route.

So many As.

Edited by LastStarSaviour
Posted

I've seen characters gatling 5A -> 2A -> 5A attacks, but I don't know if they're using 4/1(?) inputs to get those. I'm interested in knowing as well.

In regards to the button layout, I'd feel much more comfortable if they were in the same layout as BB (XYBA = ABCD). But if I do that, I won't be able to do certain commands without bending my thumb awkwardly (mainly A+C and B+D). I guess I'll just have to make due with familiarizing myself with the new layout. It's more like Guilty Gear's anyway, so maybe it'll help me get accustomed to that as well.

All I know is that the lack of a taunt button disturbs me.

Posted
It's more like Guilty Gear's anyway, so maybe it'll help me get accustomed to that as well.

Uh, no, not really.

By the way Jackie, how do you feel about DPs not only requiring health to use, but also being unRCable?

Posted
Uh, no, not really.

By the way Jackie, how do you feel about DPs not only requiring health to use, but also being unRCable?

Guilty Gear's standard gatlings go PKSH, which default to XAYB on a 360 controller. It just so happens that ABCD in P4A goes XAYB on a 360 controller. Coincidence? I think not!

And it doesn't really make that much of a difference to me. I've seen some Japanese players whiff their DPs, only to land/recover/whatever and use a Super to punish their opponent for trying to punish them. So yeah, my DP was a gamble in the first place, but your attempt at punishing it may also be a gamble as well. And unlike Rapid Canceling, if I use a Super's invulnerability to punish your attempt at a punish, I get free damage off it. >:3

Posted
And it doesn't really make that much of a difference to me. I've seen some Japanese players whiff their DPs, only to land/recover/whatever and use a Super to punish their opponent for trying to punish them. So yeah, my DP was a gamble in the first place, but your attempt at punishing it may also be a gamble as well. And unlike Rapid Canceling, if I use a Super's invulnerability to punish your attempt at a punish, I get free damage off it. >:3

This is probably the greatest answer you could've possibly given. I love you.

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