mitsuyoshi Posted May 29, 2013 Posted May 29, 2013 I don't have any complain with Tsubaki getting the first place,but i kinda disappointed Jubei is only on 17th,but at least Hazama manage to troll his way into the top three,way to go captain Hazama!
SoWL Posted May 29, 2013 Posted May 29, 2013 The article is up on Famitsu's website, and it also explains Kagura's fighting style in greater detail. http://www.famitsu.com/news/201305/30033990.html His Drive seems to be called Black Gale.
BlackYakuzu94 Posted May 29, 2013 Posted May 29, 2013 I don't have any complain with Tsubaki getting the first place,but i kinda disappointed Jubei is only on 17th,but at least Hazama manage to troll his way into the top three,way to go captain Hazama! I can imagine him trolling Ragna with the fact that he beat him in his own series.
TPPR10 Posted May 29, 2013 Posted May 29, 2013 (edited) His Drive seems to be called Black Gale. inb4 Kagura is Bang's brother. On side note, the new training stage(?) looks sick. Edited May 29, 2013 by TPPR10
FucSh1a Posted May 29, 2013 Posted May 29, 2013 http://www.famitsu.com/news/201304/26032574.html The Ebten exclusive limited edition comes with a Ebten B2 Tapestry... Damn it Mori why'd you release this now =( I already bought the limited edition earlier. On another note, does anyone know whether Ebten stuff can be sold to overseas?
Skye Posted May 29, 2013 Posted May 29, 2013 The article is up on Famitsu's website, and it also explains Kagura's fighting style in greater detail. http://www.famitsu.com/news/201305/30033990.html His Drive seems to be called Black Gale. Someone translate please.
SoWL Posted May 29, 2013 Posted May 29, 2013 If no one else will, I'll post my translation in about an hour, though there doesn't seem to be any important new info here.
Luminos564 Posted May 29, 2013 Posted May 29, 2013 If no one else will, I'll post my translation in about an hour, though there doesn't seem to be any important new info here. Then let me say "Thank you" in advance. I'm very curious about what they've got to say for Kagura and the returning Challenge mode. I notice Azrael is there instead of Bang now. I'm happy with that as Bang's voice got real grating during all those jumping combos.
Kurushii Posted May 29, 2013 Posted May 29, 2013 Only interesting thing I see for the modes is in Challenge Mode... > Includes Kagura and Terumi > Input display > Slow playback of Sample (Don't know if I read that right, if so that'll help.)
SoWL Posted May 29, 2013 Posted May 29, 2013 This stuff begins after Kagura's profile, the rest of the article before that is old and/or useless. Kagura's playstyle: charge while blocking, attack with the Drive! Kagura is the very first dedicated charge character of the series. His playstyle consists of using his long-ranged normal moves with his large sword and making a good use out of his excellent special moves. His special "Drive" ability is a stance called Black Gale. Since there are multiple different stances that each have multiple different follow-ups, it's very easy to catch the opponent off-guard over and over again. - The Stance (Drive button) Follow-up moves from the stance (Drive button) - Ryuugekisou (Dragon Halberd Claw) - Toryuurenzan (Slaughter Dragon Ream Cut) - Ryuuhashou (Dragon Break Punch) Distortion Drive "Ryuuha: Gokuenjin" (Dragon Tyrant: Prison Flame Dust) A super-move that sends a wave of jet-black flame. Its enhanced Overdrive version deals more hits and more damage. Kagura Mutsuki's story mode The person on the left is a brand-new character, Hibiki Kohaku. He always aids Kagura as his personal assistant. Though he occasionally scolds Kagura for lazing off sometimes, he still respects him a lot. Challenge mode Challenge mode is a mode that allows you to learn every character's special moves and combos in depth. That also includes both new characters, Kagura and Terumi. Of course, all the old characters also got brand-new missions to practice. Moreover, some useful new features have been added, such as the input display or slow playback of the sample video. Score Attack mode This is a mode where you beat different computer-operated characters and try to get the highest score. You clear the mode after defeating 10 of them. Keep in mind, however, that you are not able to continue playing after losing even once. Overcome the pressure and beat the high score! Unlimited Mars mode Unlimited characters are the characters whose abilities are much stronger than those of the regular characters. Unlimited Mars is the mode where you beat these incredibly powerful enemies and try to get the best clear time. Can these invincible enemies even be defeated!? (Azrael as a practice mode makes a scary amount of sense, by the way. And Score Attack seems to show you the exact score you get with each attack.)
WolfCrimson Posted May 29, 2013 Posted May 29, 2013 Only interesting thing I see for the modes is in Challenge Mode... > Includes Kagura and Terumi > Input display > Slow playback of Sample (Don't know if I read that right, if so that'll help.) Playback of the sample combo is already there in CSE
SoWL Posted May 29, 2013 Posted May 29, 2013 Playback of the sample combo is already there in CSE The important part is the "Slow" one.
Luminos564 Posted May 29, 2013 Posted May 29, 2013 The important part is the "Slow" one. Thank you SoWL. Looks like ASW is really making sure to try and help newer players get the hang of the game. That slow playback should help immensely for people who cannot really follow all the stuff that is being done in advanced challenges.
shtkn Posted May 29, 2013 Posted May 29, 2013 i hope they have a "slow speed" in training mode. that'd be way more useful
Yukikaze Posted May 29, 2013 Posted May 29, 2013 Thank you SoWL. Looks like ASW is really making sure to try and help newer players get the hang of the game. That slow playback should help immensely for people who cannot really follow all the stuff that is being done in advanced challenges. IMO its to help with link timing, delayed IADs etc I'v always found it very difficult to gauge the pauses.
Airk Posted May 29, 2013 Posted May 29, 2013 IMO its to help with link timing, delayed IADs etc I'v always found it very difficult to gauge the pauses. I'm not sure how much watching a pause happen in slow motion is going to help you, but I guess it makes it easier to measure, like, how far the opponent needs to fall or something. I'm just psyched they finally put in input display for Challenge mode. I mean seriously. Why was that ever not there? Now I just have to cross my fingers for more and more practice mode options. (Still hoping for random counter hits, myself.)
zeth07 Posted May 29, 2013 Posted May 29, 2013 Kinda wish they would put the notations horizontally like in KOFXIII. When the combos get really long you can't even tell what's next until the other move happens, so you either end up not even directly looking at what's happening or you have to go through it multiple times just to see what to do (unless you pause and look at the whole thing in the menu). It would also be nice because then you could match it up directly with your own notations at the bottom and see where you messed up. The other thing I would've hoped for is frame data in training mode which has appeared in other games but oh well.
shtkn Posted May 29, 2013 Posted May 29, 2013 Now I just have to cross my fingers for more and more practice mode options. (Still hoping for random counter hits, myself.) random counter hit can be simulated with setting Block: Random and Counter Hit: On (or however htey're named in training mode)
TPPR10 Posted May 29, 2013 Posted May 29, 2013 I'm just psyched they finally put in input display for Challenge mode. I mean seriously. Why was that ever not there? Wait a minute, I think move input has been before this game. (For example, in BBCSEX, pressing right analog stick to the left will toggle between move name and move input). Though if you mean having both the name and the input at the same time, yeah, that's new.
Kurushii Posted May 29, 2013 Posted May 29, 2013 We are talking input display of what you press, not the challenge input display which has been in since CS1.
TPPR10 Posted May 29, 2013 Posted May 29, 2013 We are talking input display of what you press, not the challenge input display which has been in since CS1. Oh right, that (Says the guy who barely bothers to have it on).
Airk Posted May 29, 2013 Posted May 29, 2013 We are talking input display of what you press, not the challenge input display which has been in since CS1. Yes, this! Also, thanks shtkn - that's a good idea.
BladeOfJustice7 Posted May 29, 2013 Posted May 29, 2013 random counter hit can be simulated with setting Block: Random and Counter Hit: On (or however htey're named in training mode) I use this in both BB and GG to work on my hitconfirm it's pretty effective for me.
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