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Posted
Meh, most of the time, the Japanese have already built the foundation for most of the combos. So there's just a bit of tweaking here and there. The only times when challenge mode might be even remotely useful is when the game is only popular/played in the US (lol Marvel). That or if it's anything like KoF XIII's challenge mode. That game had a genuinely good challenge mode with actually useful BnBs. The stuff from BB and Persona has left a bitter taste in my mouth though.

iirc were the KOFXIII-challenges flashy but useless combos, the BB-challenges on the other side were really close to bnb's you could see in matchvideos. And to get a feeling for a combo-engine of a game, challenge-modes are not that bad imo.

Really the only complaint I have about challenge mode in BB and this is the impracticality of some of them--especially the later ones, but overall I also agree that if you're new to a game, the challenge modes really are a great way to get a feel for the timing it takes to successfully execute large scale combos and the like

Don't get me wrong, I hardly ever execute an EXACT challenge mode combo--no most of the time they're variants. Still, it helps.

Posted

Yeah you're right. Akihiko is definitely going to land a raw Assault Dive in a match and then burn a burst to deal 3.5k off of a raw assault dive. Great trials.

Posted
the last time I fell in love with a fighting game this much was 2008

This, haven't really got into a fighter like this since SFIV. The challenge mode combos don't bother me, since to me most trials in games are just for the "bet you can't do this" factor (apart from lol 5A>5B>5C stuff).

But to the matter at hand, the game feels as smooth as BB but a tad faster. Its been a while for me in BB but the game isn't as floaty to me. But more or less, its a modified BlazBlue, for better or worse.

Posted (edited)
Yeah you're right. Akihiko is definitely going to land a raw Assault Dive in a match and then burn a burst to deal 3.5k off of a raw assault dive. Great trials.

I sense great sarcasm in this one

If you're referring to his 25th challenge, I mean I've landed the two assaults on the AI once, at least it isn't impossible to do in battle

Edited by AeternumSomnium
Posted (edited)

The game would feel smoother if it had Hisoutensoku's 4A, which allowed you to do repeated standing jabs without going into your autocombo. It doesn't need it, but I've always used standing jabs as pressure. I only play labrys, and the second hit of her autocombo is only cancelable into specials, making the pressure that I'm so used to not work very well, aside from just waiting for recovery and then doing 5A again. complain, complain, I guess.

Also, I've noticed that there seems to be a delay before you can jump cancel moves, both on the ground and in the air. For the past 2 years I've played melty blood pretty heavily, where you could do cancels as soon as things hit, so the delay really gets to me, especially when you have moves like jump BB and your combo is jB djB, since I'll always get jBB because I press B expecting the jump to happen.

To be more specific, it feels like the jump cancel frames happen after the chain cancel frames. In the situation above, I'm inputting B9B in the air. One of Aigis' challenge things had me do some starter into 5AA 5B jC. Inputting 5AA5B9C would end up doing 5AA 5B 5C.

Edited by WintySoSolo
Posted (edited)

persona feels way too simple after bb. And fuck this "school" setting.

Edited by kotokot
Posted (edited)

Here's my take on the game.

I really like it and it has potential. I never expected I would grow attached to Shadow Labrys this easily. There's just something about her that fits with my playstyle. I'm still learning her and figuring things out as I go along. But by God, that a button is annoying. I understand that for people who at least know what they're doing, it builds meter easily but I have never encountered so many Yus and freaking Yosukes mashing that a button like their lives depended on it. I got extremely irritated last night to the point I had to take a break.

The game is hard to master but I'm not a huge fan of the a button. In my opinion it needs tweaking.

May I reiterate that this is just an opinion so no one jump on me. v_v -folds arms-

Edited by susano
Posted

The thing about auto-combo is just that some people can't stand being downloaded by someone who can't even combo and just sits on 5AAAAAAA~.

Posted

Feels good man.

I think the universal overheads, dragon punches, and rolls were an excellent idea, makes it so the whole cast is a threat instead of being walking hitboxes.

Posted

Not that I have Persona, but just curious. How would you punish a kind of combo. It's not like you can control what they do once they start their combo. Unless they're just mashing desperately to try and land a hit.

Posted
Not that I have Persona, but just curious. How would you punish a kind of combo. It's not like you can control what they do once they start their combo. Unless they're just mashing desperately to try and land a hit.

Auto-combo just refers to the sequence of moves that come out if you just mash 5A. If you block them, then it isn't a combo, it is just a shitty blockstring most of the time and can be easily dealt with.

Posted (edited)
But not all the furious actions are DPs, so that term isn't accurate. At all.

Doesn't really change what I said, though. Besides, now isn't the time to start getting all semantical on FG terms, is it? I mean, what's so 'fuzzy' about a Fuzzy guard? 'Dusts', 'Dead Angles', 'Roman Cancels', what the hell are those? You could just as easily point out that several of the 'reversals' aren't really 'reversing' momentum, they're 'reestablishing neutral', but 'RN's don't have the same ring to them. I've heard people use the term 'DP' for them because it's a recognizable term, and they all are ultimately used the same way a Shoryuken would be. Hey, I didn't coin the term. .-.

Not that I have Persona, but just curious. How would you punish a kind of combo. It's not like you can control what they do once they start their combo. Unless they're just mashing desperately to try and land a hit.

I assume you mean 'punish an auto-combo'? Most of the auto-combos are pretty unsafe if you block them, and there are obvious holes in most of them. Yosuke's, for example, is unsafe on the third hit, and you can roll the 236 kunais and get a free Fatal if they just mash the whole thing.

Edited by OutlawVinegar
how do i english? :<
Posted (edited)

Way more fun than BB, pace is better, I feel way more rewarded for making good reads in this game,

real Oki. I'm having issues adjusting my air movements because of the real anti airs since MvC3 and BB spoiled me with the chicken blocking but I know it's for the best.

Kinda off topic but;

This game has single handledly revived and fixed all the bridges in my local anime fg scene after BB left a huge void between between the newer BB community and "elite" established GG community.

Edited by No Limitz
Posted
If you know that your opponent is only doing that when why don't punish him/her for that?

>_> I do punish it. But it gets annoying after a while when you want to play people who have *some* idea of what they're doing in ranked. I'm no G.I Jane at this game so I have much to learn regardless. This is just my personal observance.

Posted
Can't you do repeated 4A's without it turning into auto combo in P4A? Mits is the only one iirc that still does autocombo with 4A though.

You can, and I thank the based Gods for that. Accidental autocombo doesn't feel to good.

Posted

I am an old guilty gear player, my 2 cents is this game is good. It's extremely different from anything they've done in the past, its really nothing like BB or GG, except for some similar things like RC's, Bursts, Airdashes. etc.

If you lose to some scrub who sits there and does AAAA, you were just exposed as terrible.

Posted

Just weighing in on the original question a bit. To me this game feels a lot smoother than BB. The pacing is better. The combos feel more intuitive. At least relative to the last time I played BB, the balance seems a hell of a lot better. Also compared to the other game I've spent a lot of time playing in UMvC3 P4A feels more honest in that win or lose you know why you won or lost.

Posted

auto-combo isn't just an ezmode thing, it's actually surprisingly strong for some character because it builds a ton of meter. way more than an alternate BNB off of some hit confirms. Jiyuna had like a 1 1/2 hour training session with a ridiculously strong yosuke and he autocombo'd a lot, especially at the beginning of matches. I'm mostly apathetic about its affect on the game, it's just a thing to me.

(ignore zyphur, he is a drama whore)

Posted

Cleaned up the stupidity, but the thread has pretty much served its purpose. GGs.

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