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Posted

Will this means Akira & Selvaria has their own story mode?

It could have been possible if Sega somehow plan DBFC2 (or this game's update).

Like i said from over months ago, why not ask Tecmo Koei to join in as part of the partnerships in developing DOA5 (& its updates) while still have a chance to do so?

Posted

I actually got to try out this game for a bit and it's interesting to say the least. It's definitely more of a ground based game, which is interesting considering the ASW games are air dashers. French Bread also doesn't know the meaning of the word "balance", because it's clear in this game that if your character is good, they're good. If they're bad, well you're just SOL unless you're playing against someone who has no idea what they're doing. The team I used the most was Rentaro and Enju.

Posted

It's always pretty lol how people think adequate balance means 5-5s across the board or something.

 

JP players are still getting 70% winrates with low tier characters. Just don't pick a shitty assist for your point and you'll probably be alright.

Posted

It's always pretty lol how people think adequate balance means 5-5s across the board or something.

 

JP players are still getting 70% winrates with low tier characters. Just don't pick a shitty assist for your point and you'll probably be alright.

I never said that MUs had to be 5-5s across the board. All I'm saying is, in a game with this roster size, it's pretty clear what characters are good and which ones are bad. Rentaro is one such example, mainly because he has to rely on meter and his projectile isn't full screen. But the Rentaro/Enju team is pretty standard affair and is helpful for his overall damage output. It's just Rentaro struggles against a lot of the cast.

Posted

I never said that MUs had to be 5-5s across the board. All I'm saying is, in a game with this roster size, it's pretty clear what characters are good and which ones are bad. Rentaro is one such example, mainly because he has to rely on meter and his projectile isn't full screen. But the Rentaro/Enju team is pretty standard affair and is helpful for his overall damage output. It's just Rentaro struggles against a lot of the cast.

 

Are you being serious?

Rentarou was literally third best character in the game before console charas got factored in. GO1 puts him at A+, right below Shana and Kirino. Almost -no one- has a fullscreen projectile; it's one of the reasons why Kino is so good. And everyone needs meter for damage. It's an integral part of the game design. There's a reason the first thing you try to do is powerup burst.

Get better at the game lol

Posted

I doubt that this game is getting translated and I have no desire to import, so I probably won't have much more experience with the game in the future. Forgive my lack of knowledge on the character. The game is still fun and I guess I only found fights with Rentaro difficult because I never played a French Bread game before, so it was quite a different experience from the ASW air dashers.

Posted

Does anyone know about the synergy of Shizuo and Izaya in this game? I really want to use them together, but I don't really know if it'll work super well.

Posted

^^^

I think this pair works fairly well together. Also, their intro speeches are priceless (Izaya: "Hey, you guys! Beat this guy up, will you?").

 

Izaya's neutral S (taunt, knife attack, aka "Youkai kamaitachi, SANJOU!") is useful for okizeme (knockdown, neutral S, crouching A/b+AB/throw/qcb+A/B/C, neutral S hits, combo as appropriate):

 

crouching A, standing B-C, S hits, [crouching C, standing AB, hcf+BC]

 

crouching B, standing C, qcf+A, S hits, [crouching C, standing AB, hcf+BC]

 

b+AB, air qcf+A, S hits, walk backwards, A-B-C, hcf+BC (untested)

 

throw, S hits, Power-Up Blast or [standing B-C, hcf+BC]

 

qcb+A/B/C, S hits, hcf+BC or (corner) [qcf+AB, jump B-C, double jump B-C, air qcf+A] or (corner) [qcf+AB, crouching C, hcf+BC]

 

Shizuo's standing AB (subway car door tackle) does four hits, making for an easy hit-confirm (on the second hit) into neutral S:

 

~standing AB (two hits), S, S hits...

 

Power-Up Blast

[jumping B-C, double jump C, air qcf+A]

[standing C (charged), hcf+BC]

[jumping C, land, standing B-C, hcf+BC]

 

On the Japanese wiki, this move is described as "Kanari uzai" ("Fairly obnoxious"). ^_^

 

Izaya's f+S (trip, stomps) has quicker assist meter recovery:

 

[~standing AB (three-four hits, depending on distance), f+S (three/four stomps), either Climax Art]

[~standing AB (four hits), f+S (four stomps), crouching B, jump back, air C (charged), hcf+BC]

[~standing AB (four hits), qcf+AB (vending machine throw), f+S (no cancel), stomp follow-ups] (corner only)

 

On the wiki, the final bullet point in the rundown of this move reads "Tottemo uzai" ("Extremely obnoxious"). :=D

Posted

I thought Selvaria and Akira were just manifestations of that weird entity, not the real chars themselves

In pre-Version 1.30 only since both aren't selectable in AC & DD Modes.

Let see if this version got them their own storylines. & could have hope it's patched in console either as FREE of charge or paid DLC

Posted

^^^

I think this pair works fairly well together. Also, their intro speeches are priceless (Izaya: "Hey, you guys! Beat this guy up, will you?").

 

Izaya's neutral S (taunt, knife attack, aka "Youkai kamaitachi, SANJOU!") is useful for okizeme (knockdown, neutral S, crouching A/b+AB/throw/qcb+A/B/C, neutral S hits, combo as appropriate):

 

crouching A, standing B-C, S hits, [crouching C, standing AB, hcf+BC]

 

crouching B, standing C, qcf+A, S hits, [crouching C, standing AB, hcf+BC]

 

b+AB, air qcf+A, S hits, walk backwards, A-B-C, hcf+BC (untested)

 

throw, S hits, Power-Up Blast or [standing B-C, hcf+BC]

 

qcb+A/B/C, S hits, hcf+BC or (corner) [qcf+AB, jump B-C, double jump B-C, air qcf+A] or (corner) [qcf+AB, crouching C, hcf+BC]

 

Shizuo's standing AB (subway car door tackle) does four hits, making for an easy hit-confirm (on the second hit) into neutral S:

 

~standing AB (two hits), S, S hits...

 

Power-Up Blast

[jumping B-C, double jump C, air qcf+A]

[standing C (charged), hcf+BC]

[jumping C, land, standing B-C, hcf+BC]

 

On the Japanese wiki, whis move is described as "Kanari uzai" ("Fairly obnoxious"). ^_^

 

Izaya's f+S (trip, stomps) has quicker assist meter recovery:

 

[~standing AB (three-four hits, depending on distance), f+S (three/four stomps), either Climax Art]

[~standing AB (four hits), f+S (four stomps), crouching B, jump back, air C (charged), hcf+BC]

[~standing AB (four hits), qcf+AB (vending machine throw), f+S (no cancel), stomp follow-ups] (corner only)

 

On the wiki, the final bullet point in the rundown of this move reads "Tottemo uzai" ("Extremely obnoxious"). :=D

Thank you for this. Since you seem to know what Izaya says, do you know what he is saying during the special animation when Shizuo uses his climax art while Izaya is jumping on the opponent?

Posted

Before leaving the screen, he says "Kowai, kowai." ("Scary, scary.") as usual. IIRC he has no special quote when "Super Cancel-summoned" by Shizuo.

Posted

just got this game today. where can I find akira and selvaria combos and stuff? only found selvaria combos in the mizuumi wiki

Posted

I wonder what kind of Akira & Selvy's Arcade story chapter look like in 1.30? I'd wish someone can record it :)

 

I'd never had this game before & can't find the gallery mode video preview on Akira & Selvy's

Posted

What's a good assist for Selvaria to stop characters like Shana from swinging wildly in the air with better air normals and mobility?

 

I don’t play Selvaria but Kino (5S), Accelerator (6S) and Kojou (6S) can all be used to keep rushdown happy characters in check pre-emptively. If you want me to pick one, I would say Kino since her 5S is extremely fast compared to just about any other projectile assists in the game but for overall utility I like Accelerator better. Recharge time after his 6S is really fast and 5S can discourage Shana from shooting fireballs across the screen.

Posted

Anyone knows a better way/input to throw the opponent?
If I attempt to suprise dash-throw my opponent I cannot throw him/her and a C whiff occurs (unless I release forward, then press again forward+C or press back+C)
and if I release forward during dash, my character stops (shame it's not a cannon dash where u don't have to press forward during dash like Ciel's in melty blood)

Posted
Version 1.02 Changes
 
Game Balance changes:
- Set a restriction for the support gauge recovery in combos for the support character 'Alicia Melchiott' . Revised to be the same as arcade's 1.30 version (Still can combo multiple times in the same combo though)
- Revision in combo damage and difficulty off airdashes. Revised to be the same as arcade's 1.30 version
※Using replay data from previous versions of the game may change what happens.
 
Rank match functionality additions:
 
- Rank match support character select now memorizes the last support you choose.  (To avoid picking the wrong assist on accident)
 
Player match Functionality Additions
- Added the ability to invite friends to player rooms.
- Added an option to set a "Room Icon" and a "Room Comment"
- Added a chat room, that comes with chat macros for simplicity
- Added a sound effect when someone enters a player room.
- Character select now  memorizes the last character you choose. (To avoid picking the wrong character on accident)
Posted

Just tested Alicia, she recharges only once per combo now, so either you call her twice for max damage, or you call her only once and get her ready for the next okizeme, she's still a very strong assist IMO.

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