Betto Posted October 11, 2013 Posted October 11, 2013 Why do I get the feeling that this is the UNIB 1.0 engine? Glad to know I'm not the only one. So far all I've been seeing are double jump combos though... Also, I'm irked by the fact most moves don't have hard knockdown (when some of them should)
SoWL Posted October 11, 2013 Posted October 11, 2013 (edited) I suppose Haru's Extra factor comes from the fact that he tracks the opponent (and maybe you can hold off his attack for some time?). Celty is a straightforward Attack-Support: she jumps down on her bike and rides it to the edge of the screen behind her. And Shizuo has hella good mobility for someone so heavy-hitting. EDIT: Impact Skills have the same gray health business going on about them as in P4U. Makes sense, I suppose. Edited October 11, 2013 by SoWL
Celerity Posted October 11, 2013 Posted October 11, 2013 And Shizuo has hella good mobility for someone so heavy-hitting. Does he really? His move speed seems really slow, and he has the worst backdash. I haven't noticed anybody airdashing with him, so I'm not sure if he has one, although everybody's airdash is somewhat gimpy in this game besides Shana. His reversal (DP? Trump card? I dunno) seems slower than the rest of the cast as well. The only thing I noticed is that he has a very quick divekick.
SoWL Posted October 11, 2013 Posted October 11, 2013 Well he has both a dash and a double-jump, which is already an accomplishment (though he's not really a grappler, so that was to be expected?). The divekick is honestly enough to make an impression of a lightning bruiser, I suppose, though it's hard to judge how punishable it is. Oh, and he also has a door-ram move that seems to be a decent gap-closer. Too bad that the game has stage BGMs, I wanted Shizuo to have his anime theme. Someone finally picked a Kuroneko assist: it seems to have the longest recharge time so far, and you can interrupt its long start-up by hitting the enemy character. But yeah, it covers lots of space and would fit nicely for zoning characters (Biribiri doesn't really seem to be one). It might be a good fit for Neito when/if they add her.
Celerity Posted October 11, 2013 Posted October 11, 2013 Actually, Accel World kid has a longer recharge time than Kuroneko. It's dependent on whether you used it raw or canceled into it, and whether or not the assist gets interrupted. So far I've noticed Touma is the quickest, and Accel kid and Wilhelmina seem to be the slowest. Any idea why there's a gauge after you use a trump card? Is it just a cooldown or what?
SoWL Posted October 11, 2013 Posted October 11, 2013 Some Trump Cards seem to be a buff rather than a single attack, so the gauge shows its duration. The only characters to have it are Shana (who doesn't actually stop time, so I have no idea what it does) and KYH (who changes colors, which doesn't make any sense in Accel World's context at all).
Daverost Posted October 11, 2013 Posted October 11, 2013 Nobody's picked Kirino or Asuna all day. ~_~ I'm not gonna lie. This post made me a lot happier than it should have. I hate both of those characters.
SoWL Posted October 11, 2013 Posted October 11, 2013 I dunno, it feels to me like Shizuo and KYH were the least popular characters of the day. It doesn't help that KYH seems underpowered so far, though it might be because no one has any idea how to use her. Also, I don't really like how even the Lv.2 supers take less than 1/5 of a health bar, so Time Ups are so frequent. Maybe it's because of all the Potentials happening left and right, but it feels like they should buff the damage a notch.
caiooa Posted October 11, 2013 Posted October 11, 2013 So, the developers are actually French Bread. Cheers for them, maybe SEGA can help them porting to PS3 so they can extend that knowledge to UNiB xP. http://shoryuken.com/2013/10/10/ecole-software-and-french-bread-announced-as-dengeki-bunko-fighting-climax-developers/ http://d.hatena.ne.jp/French-Bread/20131011
Ajantas Posted October 11, 2013 Posted October 11, 2013 (edited) I dunno, it feels to me like Shizuo and KYH were the least popular characters of the day. It doesn't help that KYH seems underpowered so far, though it might be because no one has any idea how to use her. Also, I don't really like how even the Lv.2 supers take less than 1/5 of a health bar, so Time Ups are so frequent. Maybe it's because of all the Potentials happening left and right, but it feels like they should buff the damage a notch. I guess based on the track record of French Bread, UNiB (Undernight In-Birth) in which the few initial iterations had very long combos and some did low damage but took 15-20seconds to complete just to waste time. Now with the changes to UNiB I guess they are in the impression that its better to start with having underwhelming damage so if any crazy tech comes out like in UNiB it doesn't result in uncontrollable damage from combos. I feel like UNiB's latest iteration is looking very good but I can't help but feel that the game has its name tarnished from the run it had earlier this year. They most likely trying to not do the same thing with this game. Edited October 11, 2013 by Ajantas
Hecatom Posted October 11, 2013 Posted October 11, 2013 Nobody's picked Kirino or Asuna all day. ~_~ But i have seen a lot of people picking both of them :8/:
raiyan Posted October 11, 2013 Posted October 11, 2013 I know this is really early. But what are the chances this gets a console release?
SoWL Posted October 11, 2013 Posted October 11, 2013 We got an article similar to the last one that covers Shizuo and KYH: http://dengekionline.com/elem/000/000/731/731882/index-2.html It doesn't say anything about Shizuo that we couldn't see on the stream, but it does say that KYH is built around her Trump Card, that changes her modes. Red mode improves the range of her specials, Blue mode improves the number of hits they do, and Green mode improves her defense. So yeah, it works just like Accel World's color wheel (even if KYH isn't supposed to change her color). They also list some recommended character combinations (Shana + Leafa, Kirino + Vilhelmina, Misaka + Haruyuki). Personally, I found Shana to be the most powerful character and Touma to be the best Support so far, so I wonder how people are going to beat their team. I know this is really early. But what are the chances this gets a console release? It's already guaranteed, but they're still silent on the exact platform (it's probably PS3, but still).
Kirito235 Posted October 11, 2013 Posted October 11, 2013 Actually, Accel World kid has a longer recharge time than Kuroneko. It's dependent on whether you used it raw or canceled into it, and whether or not the assist gets interrupted. So far I've noticed Touma is the quickest, and Accel kid and Wilhelmina seem to be the slowest. Any idea why there's a gauge after you use a trump card? Is it just a cooldown or what? Touma's start up and active phases of his assist sort of reminds me of Vanilla Tron's Gustuff Flame assist from MVC3. It's hard to hit him out of it, but it's possible, difficult and really popular at that. Touma would definitely be perfect pair for a zoning character, but there doesn't seem to be one as of now (If Shana somewhat counts as one).
BlackYakuzu94 Posted October 11, 2013 Posted October 11, 2013 Shana seems more Shoto than anything else. Mikoto seems more zoning like considering how her lightning works. But it doesn't matter because Shizuo is best character.
Killey Posted October 11, 2013 Posted October 11, 2013 (edited) I'm pretty impressed with the game after yesterday's stream. I wasn't really expecting much but the game looked really smooth and I'm liking the pacing of the game a lot more than Aquapazza. Aquapazza felt really sluggish to me but Dengeki Fighting Climax looks faster paced to me. Really early to say anything about character and assist balance but Shana, Mikoto, and Kuroyukihime stood out the most in this build. Random thoughts on characters: -Pretty surprised at the play style design for Kuroyukihime. That JoJo stand-esque style is pretty cool though unexpected since she's basically summoning herself. Would have thought her Accel World form would have been the playable version but I guess they wanted the character look to be more prominent for aesthetic purposes. -Shana's fireballs look really good. Fast start up, low recovery, good hit box, and she can TK them. The hit boxes on her normals were pretty big but most people during the play test yesterday were zoning with her. -Shizuo could use a little bit more work. The active frames on his jumping attacks looked short and most people seemed to rely on the car door or an assist to get in. I didn't catch the whole stream so maybe people were figuring out better approaches towards the end of the night but it seemed like people were struggling to figure him out than the other characters. -Mikoto is my current favorite with her versatility and range but it looked like you needed to be more aware with your spacing. She seemed to be designed as a zoning character and people were paring Touma with her to protect her during her zoning game but Touma doesn't seem to be active for long. I would think Haruyuki, Leafa, or Kuroneko assist would be a better compliment to her for space control purposes. I did see some interesting combo extensions with Wilhelmina assist though. I actually really like the design of the assists as the play testers were able to make use of most of them (except Celty at least from what I saw). We got good assist for the neutral game, assists for lock down to help certain characters get in, combo extending assists, assists to help zoners, assists for oki, etc... -Touma assist could definitely use some adjustment. He doesn't seem to be active for too long but his hit boxes are huge. -Haruyuki reminds me of Strider Vajra assist but he moves in Leona's V-Slasher arc. Towards the later half of the stream most people were starting to use him more. Free combo on hit from almost full screen away looks insane (saw people just dash in from near full screen and do an air combo after) but he also seems incredible for the neutral game since he tracks the opponent. There's probably a bunch of good options for him for oki or against zoners but that's getting into theory fighter at this point. -Did any of the play testers find any use for Celty assist? She seemed to be the worst among all of the assists. Is she active as she's driving away? I could imagine there could be some good oki with her if she was active all the way through. -Leafa seemed like an all around good assist for both combo extension and neutral game. There was one Asuna player testing ways to combo into it and it seemed pretty versatile. He was doing things like sword dive special into Leafa assist then transition into a combo. -Wilhelmina also seemed like a good assist for combo extensions and neutral game. Saw a player call Wilhelmina got hit but Wilhelmina caught the opponent in their recovery frames. -Kuroneko looked slow on start up but the rose petals looked like they tracked and were good a lock down tool. Shizuo players were using it at the beginning as a tool to get in. Edited October 11, 2013 by Killey
Hecatom Posted October 11, 2013 Posted October 11, 2013 I know this is really early. But what are the chances this gets a console release? A console port is always a possibility, specially because it appeals to the fanbase of the different light novels/animes, but i wouldn't be surprised if it takes some time to see one, after all, is in the interest of sega to keep it exclussive to arcades for some time to make a proffit. They need to if they want to compete with the huge plethora of games that Nesica has at the moment.
fiendmaw Posted October 11, 2013 Posted October 11, 2013 This is a French Bread game,so the first version will absolutely suck. Hopefully Dengeki cares enough about this project to fund an update.
SoWL Posted October 11, 2013 Posted October 11, 2013 This is a French Bread game,so the first version will absolutely suck. Hopefully Dengeki cares enough about this project to fund an update. Honestly, with two fighting game series behind them by now, I'd think they'd get the hang of this whole "New franchise" deal. And since they've started the loketests so early, they are probably very conscious of potential slip-ups.
Setsuna Posted October 11, 2013 Posted October 11, 2013 A console port is always a possibility, specially because it appeals to the fanbase of the different light novels/animes, but i wouldn't be surprised if it takes some time to see one, after all, is in the interest of sega to keep it exclussive to arcades for some time to make a proffit. They need to if they want to compete with the huge plethora of games that Nesica has at the moment. On their site it is already stated that there is plans for a console release sometime after the arcade release in Spring 2014
Sadeyo Posted October 11, 2013 Posted October 11, 2013 Wall of text. At least with this fighter people are most likely familiar with this cast compared to the Aquapazza group. Knowing that this will eventually come out to console and hopefully with some more characters I can scratch AquaPazza off my list and learn this one instead. Someone made a decent joke out of this game, 'Waifu Fighter' I think it was called? Who knows anymore.
Killey Posted October 11, 2013 Posted October 11, 2013 http://en.wikipedia.org/wiki/Dengeki_Bunko Looks like they'll have a huge source of titles that they could pull characters from. I would be so hype if they added Kazuma and Ryuhou from Scryed.
Rhapsody Posted October 11, 2013 Posted October 11, 2013 Honestly, with two fighting game series behind them by now, I'd think they'd get the hang of this whole "New franchise" deal. And since they've started the loketests so early, they are probably very conscious of potential slip-ups. I wonder if Sega publishing also means it gives FB the funds to do more loketests. Besides some tourneys for UNIB before release, I can't remember if it had a decent amount of loketests or not (if any). And I agree with Killey. Aquapazza gave this stiff/choppy look to it while the flow of this game just looks much more appealing to me.
OutlawVinegar Posted October 11, 2013 Posted October 11, 2013 This is a French Bread game,so the first version will absolutely suck. As opposed to what other developer, exactly? Gameplay-wise, it looks pretty good from what little I got to see. Damage seemed slightly low, but nobody had enough time to really push the combo system to the limit, and the low damage on Supers probably means in French-Bread style that they're better used as combo extenders than as flashy enders when the game develops. The mobility also seemed intentionally muted, though in a good way; I'm reminded of Chaos Code in that airdashes don't get you in for free in either game.
Celerity Posted October 11, 2013 Posted October 11, 2013 The damage seemed pretty normal. There's a lot of scaling from certain starters, but a simple ABC super was still dealing 20-25%. Don't forget about the Potential mechanic which (maybe character and move-specific) adds a good chunk of damage, and meter gain is ridiculous so you can combo into supers pretty often. Personally though, I'd be happy if damage and mobility stayed on the lower end.
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