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Posted
Never understood the deal with the Offensive and Defensive bars

this entire post is going to be one big IIRC

Offensive (red) meter builds when you attack. Defensive (blue) meter builds when you block.

Red meter is used for Supers, Unblockable attacks, Roman Cancels.

Blue is used for for more defensive oriented supers, instant blocking, and air recovery.

When both are full you can use your Critical Art.

Boost Drive costs 1 red and 1 blue, and is something like that Vampire Savior's Dark Force.

Posted
this entire post is going to be one big IIRC

Offensive (red) meter builds when you attack. Defensive (blue) meter builds when you block.

Red meter is used for Supers, Unblockable attacks, Roman Cancels.

Blue is used for for more defensive oriented supers, instant blocking, and air recovery.

When both are full you can use your Critical Art.

Boost Drive costs 1 red and 1 blue, and is something like that Vampire Savior's Dark Force.

That sounds right from what I remember. On top of that, though, your Defensive meter builds over time, though I think blocking speeds up the process. And there isn't a Roman Cancel per-se, but something more like a Forward Homing Cancel in Arcana Heart, combined with an attack.

Posted
Never understood the deal with the Offensive and Defensive bars

iirc one its build when you make offensive actions, and the other when you make defensive actions, one gives you access to traditional supers, while the other gives you supers that are more oriented to the defense, plus some of them have specific times or situations where you can activate them, like garnet's defensive art that can be only one when she is knocked down

Posted

People have compared the Defense Bar to SSFIV's Revenge Meter...but I'm not so sure...seems more like a suped up Alpha Counter to me.

Posted
People have compared the Defense Bar to SSFIV's Revenge Meter...but I'm not so sure...seems more like a suped up Alpha Counter to me.

What, lol, they're NOTHING alike; the Def gauge is used for Defensive Arts which are high priority (and low damaging) supers but you'll also be spending bars of it on recovery actions to get out of situations, and for Impact Breaks (the game's version of instant blocking. Not to mention you need to use if in tandem with certain actions like activating Boost Dives and Advance Attacks (the primary way to extend combos)

This game is actually very offensive, so having all these counter measures for defense brings an interesting balance and options to each fight.

Posted

Partial translation from Professor of mmcafe:

"According to reports, Dimps is location testing Rumblefish 2 for the NesicaLive in Akihabara Hey starting yesterday. Its balance has been tweaked. An official announcement should be coming today or somewhere very soon. No word on a console port although that wouldn't be too hard to imagine.

System stuff

- screen ratio seems to be the same 4:3 as the original. Moves lists are on the side.

- It's Nesica card compliant, meaning player data can be saved

- Survival and Time attack mode can be played using the same input code as the original game (the command is displayed on the screen for convenience's sake)

- Fonts used in the victory and intermission scenes have been changed

- There's a loading screen and tutorial with a new female character illustration (probably a Probe-Nexus worker)

- The bosses are unlocked by default

- The graphical hit effects look more larger/dynamic now

- The character's shadows look more blurry than before

- After the 4th match, there's a fanservice cutscene that happens by tilting the joystick, at least with Garnet"

So it is indeed a re-release of TRF2, though with minor updates and on a new platform.

Posted
balance tweaks?

THANK GOD

i never played it so i dont know how unbalanced was, but you made it sound like it was certainly needed

Posted
i never played it so i dont know how unbalanced was, but you made it sound like it was certainly needed

If I even see another Hazama....

Posted (edited)

http://andriasang.com/con21e/rumble_fish_revival/

http://www.mmcafe.com/cgi-bin/forums/bbs/messages/13356.shtml#

Earlier this week, developer Dimps revealed that it had acquired the full rights to The Rumble Fish and The Rumble Fish 2. The rights had previously been shared between itself and Sega.

Today, Dimps began a revival of The Rumble Fish franchise with the announcement that The Rumble Fish 2 will be re-released to arcades this summer using Taito's NESiCAxLive arcade system. The game will be tuned up over the original. Dimps promises further details shortly at the game's official site.

Dimps refers to this re-release as the first entry in The Rumble Fish restart project, so we can presumably expect more Rumble Fish in the future.

The Rumble Fish is a 2D arcade fighting game that first appeared in 2004 using Sammy's "Atomiswave" arcade board. The game was later ported to PlayStation 2. A sequel followed in 2005, also on Atomiswave.

i have to say that i cant wait to get the game, i liked TRF 1, but from what i have been seeing on all the matches on youtube/nico, TRF2 looks more fun to play

Orville & Garnet FTW!

If I even see another Hazama....

i see, lol

yeah hazama was played a lot

Edited by Hecatom
Posted
What were the tiers anyway?

Speculation based on what I've seen for RF2 over the last couple of years:

A+ : Hazama, Beatrice, Sheryl, Hikari

A : Aran, Typhon, Greed, Orville, Viren, Mito, Garnet

B+ : Kaya, Boyd, Zen, Lud, Bazoo

Thing about the balance of RF is, it seems kinda like it suffers from GG-balance problems. In other words, most of the cast is good, but there are one or two who are so good that everyone else is weakened as a result.

Posted

I assume that Beatrice and Hazama were top on the fact that they were toned down bosses.

If this arcade re-release is only step 1 in reviving the series, I feel good about TRF2's chances of reaching consoles.

This game is a six button one right?

Posted

All of the moves in Hazama's back stance attacks are really strong, Beatrice is just a good character overall (ultimate gimmick, dash > dodge > counter dash)

And no, 5 buttons:

LP SP D

LK SK

Posted
I assume that Beatrice and Hazama were top on the fact that they were toned down bosses.

Well, maybe a little. Primarily they just seem to have really good buttons, and their specials have really good properties. IMO, the characters in A+ on my speculated list have really good normals, and specials that let them get away with stupid stuff; Hazama's stances, his super-kick that does the best damage when he is in the corner, Beatrice's air-to-ground kick, pillar super that Dr. Strange ripped off in MvC3, Sheryl's trap/projectile and the easy unblockables she gets off them, and Hikari's counters/throws/counterthrows that land her 45% health and either oki or potential air-unblockables.

Not that everyone else doesn't have cool stuff they can do, it's just that most of them don't have the same power as the aforementioned four. I always liked Boyd's Sun-Sign gimmick in particular.

  • 2 weeks later...
Posted

Screens for the NESiCA ver [One|Two|Three|Four|Five]

Nothing to write home about...except...

tYWZh.jpg

BEATRICE HAS HER OWN SLOT FINALLY! No more entering the "code" to pick her ; w; Also I think the movelist on the side look terrible, but it may just be the color scheme and size of the font... = w=

  • 3 weeks later...
Posted

^ same. I hope something is announced soon. All of the characters are cool but Id use Aran most likely. Dat purple.

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