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Posted

Registered just to hopefully help evolve this game and learn more about it. That was a great Kenshin overview SxB

 

Looks good to me.

IDK you had the game EB. I would've been asking you for info instead of looking around on every site including Gamefaqs >________>

Posted

 

IDK you had the game EB. I would've been asking you for info instead of looking around on every site including Gamefaqs >________>

haha yeah if there's anything I can help with lmk man, I'm still trying to figure out optimal combos and all the advanced stuff but I'll do what I can :D

Posted

haha yeah if there's anything I can help with lmk man, I'm still trying to figure out optimal combos and all the advanced stuff but I'll do what I can :D

Well Im splitting it with Jolly but I should be buying it by next week or sooner. Just happy to know there may be a little bit of depth to this and not just mash attack/specials to win

Posted

Well Im splitting it with Jolly but I should be buying it by next week or sooner. Just happy to know there may be a little bit of depth to this and not just mash attack/specials to win

hmm it depends on the character and assist really, some characters can run away and spam projectiles and be very annoying to deal with like Vegeta and Saiki, but there are ways around it and some characters have multiple options against it.

Posted

Some questions about Victory Burst:

 - You can only pull Voltage gauge to your side by dealing damage, right? So charging stamina, blocking attacks or anything like that doesn't do anything?

 - What are the effects of Victory Burst? I've heard there are three different kinds (Friendship, Effort, Victory), but do they depend on the character, or you pick them before the fight? Are there any other effects beyond that?

 - After Victory Burst ends, the Voltage gauge is flipped to the opposing team, correct? Which means that if you couldn't win during the Victory Burst, the opponents have the chance to come back.

Posted

I should study this game more as I feel like I'm not contributing enough. R3 to activate Victory Burst and R3 to do the character unique special, I could've sworn people could do their character special at least twice but not sure how to build stock towards it. I only got two hours into the game with my friend and he's thinking of sharing the game info with me next week if his buddy back in the states don't take the download.

 

I wish I could agree with you at the drop of a hat SoBa but I have no real experience to see half the stuff you right if its understandable or not. I'll attempt to help as much as I can depending on next week schedule.

Posted

I should study this game more as I feel like I'm not contributing enough. R3 to activate Victory Burst and R3 to do the character unique special, I could've sworn people could do their character special at least twice but not sure how to build stock towards it.

From what I could see, Voltage gauge transforms into three lightning bolts when you activate VIctory Burst. Performing a super spends one lightning bolt, but also decreases the time you can spend in Victory Burst by 1/3. Which is pretty much the reason I'm asking: if the effects of Victory Burst aren't too major, why not just activate the supers right away?

Posted

EDIT: OK, so I found out the effects of Burst types [thanks basic reading comprehension!]

 

Friendship - Stamina costs down! [seems to reduce cost by about 25 points, assuming each section equal 10 points]

Effort - Increases your defense

Victory - Increases your attack

 

Similar types don't appear to stack.

 

Some questions about Victory Burst:

 - You can only pull Voltage gauge to your side by dealing damage, right? So charging stamina, blocking attacks or anything like that doesn't do anything?

 - What are the effects of Victory Burst? I've heard there are three different kinds (Friendship, Effort, Victory), but do they depend on the character, or you pick them before the fight? Are there any other effects beyond that?

 - After Victory Burst ends, the Voltage gauge is flipped to the opposing team, correct? Which means that if you couldn't win during the Victory Burst, the opponents have the chance to come back.

- Pretty much, you do build Voltage from assist calls to [regardless if they hit or not]

- When you select your character you can select your "type" which is Victory/Effort/Friendship but I have still yet to see how this directly affects you, like if it gives any bonuses or such. For now, it is a mystery . . .

- No, it is returned to neutral. It is very possible to get your own Burst two times in a row [that's when you know that your team is on fire B3]

 

From what I could see, Voltage gauge transforms into three lightning bolts when you activate VIctory Burst. Performing a super spends one lightning bolt, but also decreases the time you can spend in Victory Burst by 1/3. Which is pretty much the reason I'm asking: if the effects of Victory Burst aren't too major, why not just activate the supers right away?

Well the center bolt is just the Timer, the 2 side bolts are indeed your allotted supers but yes, they do indeed drain the timer and at the remaining 1/3 of time it is not possible to Super even if you didn't spend your points because they will disappear after a 1/3 of natural time flow. Honestly the activation of Burst is very important as it acts as a Roman Cancel, returning you to a neutral state [even from hit stun] and you can input any action before the cutscene ends in order to do it immediately. So delaying the activation of Burst for a more favorable situation has its uses. Bursts still need a lot of exploring, but [at the moment] the only reason that I see not to spend Supers immediately [outside of the RC like Burst activation of course] is their large start up. I feel as if most Supers are going to need setups in order to be practical.

 

I wish I could agree with you at the drop of a hat SoBa but I have no real experience to see half the stuff you right if its understandable or not. I'll attempt to help as much as I can depending on next week schedule.

This is the community's guide, if I write something down that is wrong then definitely tell me so, last thing I want is something with a lot of misinformation, so let us all work together to figuring out this game o/

Posted

Further lurking revealed that the gauge flip effect is caused by the "Chance" mechanic, which is triggered when one of the opponents dies (not sure if it's random or you have to fulfill some conditions). 

 

I realized that I can cancel the order of my physical copy and just buy the digital copy, and it won't even cost me that much extra (I should've figured that out before placing the order, though :v: ). So yeah, gotta try downloading it later today.

Posted

If you guys need any info on Killua, I can help. D:

 

 

EDIT: I made a Skype group for this game. If anyone wants to join, VM me your skype name, so I can add you to the group. As of right now, it's only me.

Posted

Further lurking revealed that the gauge flip effect is caused by the "Chance" mechanic, which is triggered when one of the opponents dies (not sure if it's random or you have to fulfill some conditions).

Chance is sort of mysterious... It probably has different conditions since you can get it both in and out of Burst and even the meter it gives varies slightly [sometimes you get 2/3 voltage and others you get full]. However one thing I can affirm is that if you are already in Burst and you get a Chance KO, you will NOT receive the bonus, instead merely returning to neutral as intended.

 

Also, man, I keep getting distracted...lol So I began messing around with the J-Cards in preparation for the guide, it is interesting to see who will make combos, as being from the same series is not inherently going to make one [for example; Rukia-Ichigo-Aizen makes a combo but Luffy-Boa-Akuinu does not]. If anyone is searching for the two line combo trophies, here is how I got mine [keep in mind star rating does not matter and you can only have 1 of a character in your deck with the only exception being the J-Adventure exclusive cards]:

 

Rukia - Ichigo - Momotaro - Kenshin - Ichigo (JA)

Hiei (JA) - Toguro - Aizen - Hiei - Allen

Posted

Everyone can run around if you're talking about that :v:

 

My PSN codes are late, and I actually wanted to have a nice long evening with the game...

Posted

Everyone can run around if you're talking about that :v:

 

My PSN codes are late, and I actually wanted to have a nice long evening with the game...

Awesome I already know what I'm gonna do when I eventually try getting this game.

....... *quickly runs away* NIGERU DAIYOOOOOO SMOOOKEEEEEEEY!

Posted

Hopefully my friend and I can provide videos starting tomorrow, he plans to showoff with his Tsuna and provide character information behind his character while I'll be playing Kurokami Medaka and sharing info behind her character as well using SoBa's guide. I may not provide dream matches so soon since I'm in the practices of taking this game competitively pretty soon if possible so please wait on extra characters. For the most part it will start with challenging each other to pc and eventually move onto rank...does anyone know how to record matches from rank anyway? 

 

Were in the process of releasing all the info on ps3 first before I work on my own progress, a lot of it is training though. 

 

That Skype group still active? 

Posted

 

 

That Skype group still active? 

 

More like it's still forming. If you want, I can add you to the group.

Posted

Oh hey, I have been playing this game for a good week now roughly. It's pretty fun I think. I have a lot of laughs any time I play online.

 

I mainly play Korosensei but right now I'm trying to get better with Gon. You can ask me pretty much anything about Korosensei.

Posted

https://www.youtube.com/watch?v=LEwGc2afJII&list=UUSWFwW7yDCCwwajY97IaZ3w

https://www.youtube.com/watch?v=2Ot4rAD-XeQ&list=UUSWFwW7yDCCwwajY97IaZ3w

https://www.youtube.com/watch?v=IOmK8_RV5TA&list=UUSWFwW7yDCCwwajY97IaZ3w

 

My inexperience Kurokami and buddy Tsuna in action. If you're wondering about the team combination of our teams its because we plan to team up later in the future against competition online and off just to practice. Hopefully by next week we'll get some online matches, he'll most likely be carrying the whole team since Medaka has a couple of moves that will put her at a disadvantage or won't benefit her too well on confirm but I'll explain that in another post some time this week or next while he provides Tsuna information. Not sure if he'll join the site or not so it will most likely be posted through my profile until further notice.

Posted

I'm either missing something, or you shouldn't throw the syringes on opponent's wake-up, since the invuls are pretty long (and I personally have no idea when they end :v: ). 

 

Gotta try going online soon, as well, even though I can't record my replays right now.

Posted

Honestly on the opponent's wake-up just double jump and land with an attack, there's no moves in this game that work as "anti-air" so air approaches are more or less free, like.. if you're in the air but in the their sight and they have their lock-on on you the light attacks will track you upwards (which looks retarded btw), but if you're directly above them they cant do anything aside from a few characters that have 360 hitting moves Like Vegeta, Toguro, Sasuke etc
There's blocking/just guarding ofc and maybe some characters can dodge but I'm talking offensively.

Posted

Double Jump attacks

Hmm, I dunno, I would kind of advise against this; sure there are few strictly anti-air attacks but there are plenty of moves with hitboxes that can cover slightly above you, and due to there being no moves with start-up invulnerability you will trade [or likely just get beaten right out] more often than not. Also jump attacks generally have poor tracking so they are pretty easy to evade, especially if you telegraph them, not to mention the opponent can tech in any direction and escape your range and punish you. Also having your jump attack whiff or blocked is a free punish for the opponent, so overall I wouldn't say aerial approach is free at all.

 

Honestly, the [anti-]wake up game has to be approached in a different manner entirely and absolutely has to be respected. Don't forget this is a 2-on-2 game, once I know that I already have done the maximum of what I can do and have got the knockdown [if my partner/opponent's partner isn't too far out] I'll usually go and give some assistance [especially on non-zoners since now they have to chase you down and make the riskier bets]. Otherwise I'll charge meter and block/punish wild swings out of invulnerable frames. I actually find Double Jump a better too for evasion/distance creation rather than approaching [unless you are already in mid air and see the chance to come down with a punish].

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