Rhiya Posted December 25, 2014 Posted December 25, 2014 That's much better -- seems like how she was intended to work from the get-go.
Keo-bas Posted December 25, 2014 Posted December 25, 2014 the small touches really make the difference. character memorization is highly welcome addition.
pearls Posted December 26, 2014 Posted December 26, 2014 Version 1.02 ChangesGame 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) does this game have voice chat yet?
orka Posted December 26, 2014 Posted December 26, 2014 One feature I wish they added was connection filter for Player Match rooms. I'm pretty happy with the update as a whole, though.
caiooa Posted December 27, 2014 Posted December 27, 2014 French bread attacks contracts again. No idea for what project, so leaving it here and in unib topic https://twitter.com/kamone1006/status/548769636318081025
orka Posted December 29, 2014 Posted December 29, 2014 I'm looking for more people to netplay with at 4 bars (anything less is just not pleasant). Feel free to add me if you live in Illinois or neighboring states.
Setsuna Posted December 30, 2014 Author Posted December 30, 2014 https://twitter.com/Tsuntenshi/status/549679240921501696
SoulGuitarist Posted January 2, 2015 Posted January 2, 2015 Good games to Solshido. Apoligies to Yuki-des. I think I need to re-install the install data again.
VietGeek Posted January 2, 2015 Posted January 2, 2015 I've started to add frame data to the DFC pages (using the developer Debug Mode; same one as UNI) and doing some honestly much needed English QA (although I'm tired so I probably ended up creating some problems myself, RIP). Â Today I did: Selvaria, Akira, and Rentaro. Â Let me know what you guys think.
LarsMasters Posted January 3, 2015 Posted January 3, 2015 Just a little fix on Rentaro Gun EX. Anyway, what about those Sega Guests, does they have their Storyline in Arcade and Dream Duel while Single as them on the current patch version (1.30 AC/1.02 Console)?
VietGeek Posted January 3, 2015 Posted January 3, 2015 Just a little fix on Rentaro Gun EX. Anyway, what about those Sega Guests, does they have their Storyline in Arcade and Dream Duel while Single as them on the current patch version (1.30 AC/1.02 Console)? Â Thanks. In 1.02 console, you still cannot select Akira or Selvaria in Arcade or Dream Duel. No idea how it works in the arcade version. Â As of tonight, I also added frame data for Tomoka, Kirito, Taiga, Miyuki, and Yukina. I should finish the entire cast by tomorrow evening.
LarsMasters Posted January 3, 2015 Posted January 3, 2015 I'd wish someone in Japan play in Arcade to play as those Sega Guests in Single Mode to show their Single Play Footages :|
Maho Posted January 3, 2015 Posted January 3, 2015 Thanks Vietgeek for the work on frame data, the fact that almost every AB/2AB is 12f was a bit surprising as some are way easier/harder to safejump than others, Miyuki's 2AB for exemple needs tighter setups than most, and pretty much every setup I have with my characters don't work only on Kirino's 2AB. I wonder how this works, maybe some moves don't hit on their first active frame against a safe jump setup, for Kirino it's different though, it looks like she ignores the hitstop when you hit the auto-guard startup of the move, or at least some of it.
Keo-bas Posted January 3, 2015 Posted January 3, 2015 Kino and Celty 5s seem really alike. what does kino do that outshines celty outside being slightly faster start up on 5s? Celty 's guaranteed hard knockdown and hits twice which can snuff some things
umgogo Posted January 3, 2015 Posted January 3, 2015 As you say, I believe Kino's S has quicker start-up (and her bullet has less/no travel time), making her better suited to hitting other assists on reaction. She is probably also more difficult to hit (meaning she will not suffer from added "assist recovery" as often).  Additionally, I think her f+S (diagonal gunshot) is easier to combo from, even if it sees less use in neutral than Celty's f+S bike drop.  On that note, I wish Celty's commands were swapped. Not only does neutral S for the drop and f+S for the "drive-by" slash seem more logical to me, but Aquapazza's Yuma (the girl with the bike) uses those commands, leading to more embarrassing misinputs than I'd care to admit. ^_^
VietGeek Posted January 3, 2015 Posted January 3, 2015 Finished everyone, so go see all those frames here! Only real thing left to do is fix any styling inconsistencies I had. People could populate some of the pages with combos and stuff too. *shrug* Â Kirino and Shana are ridiculous, lol. KYH too, I guess.
MahKY Posted January 4, 2015 Posted January 4, 2015 how close of connection do people need to be to have a stable 3 bars or more?
orka Posted January 4, 2015 Posted January 4, 2015 how close of connection do people need to be to have a stable 3 bars or more? Â I wouldn't even rely on the connection display and just take your proximity with the player (assuming you know the person) into account. The display for 3 and 4 are both generous in this game.
MahKY Posted January 4, 2015 Posted January 4, 2015 god damn it. I was really hoping that there was a way for me to get reliably stable matches -.-
orka Posted January 4, 2015 Posted January 4, 2015 god damn it. I was really hoping that there was a way for me to get reliably stable matches -.- Â In my personal experience, any 4 bars is usually playable (although you will feel slight lag regardless). 3 bars can range from somewhat playable to bad.
Keo-bas Posted January 5, 2015 Posted January 5, 2015 I wouldn't even rely on the connection display and just take your proximity with the player (assuming you know the person) into account. The display for 3 and 4 are both generous in this game. This. I can tell how many time i Play 2 bar that felt like 3 or 3/4 that felt like 1/2
MahKY Posted January 5, 2015 Posted January 5, 2015 this game online is frustrating as hell. i know what you mean, i wish they spent some more time to create a stable network play on.
Fatal Seabass Posted January 5, 2015 Posted January 5, 2015 As frustrating as it is online, I just can't put the game down. While it's simple, I think it's very fun. With a few tweaks and changes here and there, they could really have a game on their hands if they ever decided to make a DFC2.Â
LarsMasters Posted January 6, 2015 Posted January 6, 2015 if some fighting game company decide to take Idol crossover fighting game project like that iMas vs. Love Live
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