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Posted
Dude, any vid with combos for mah Celia?

I like her, she's fun to use :kitty:

Yes she is, and unless we updated to new sign of catastrophe while I wasn't looking (I regrettably admit that I haven't had time to play) then this should work.

If we have updated, eh, at least it was entertaining to watch? :kitty:

Posted

Speaking of the new version, are the combos going to be turned down a notch? Right now, even though no one in my college group can do them, the very notion that stuff like this is in the game is making it hard to persuade people to play it.

Posted

I almost wish that they'd use the lazy Mortal Kombat 4 method of balancing combos, where the game will immediately end your combo once it reaches a certain maximum damage value.

Posted
Speaking of the new version, are the combos going to be turned down a notch? Right now, even though no one in my college group can do them, the very notion that stuff like this is in the game is making it hard to persuade people to play it.

That never stopped KOF from being played.

Posted (edited)
That never stopped KOF from being played.

KoF XIII gets some shit around here for that actually... though not enough to get people to not play.

Mahvel gets a free pass for some reason though.

That said, are there going to be any such changes in the Chaos Code update?

Edited by RifleAvenger
Posted

Mahvel gets a free pass for some reason though.

I know what you mean, and this annoys me greaty.

That said, are there going to be any such changes in the Chaos Code update?

None that I could see. Watching match videos of the new version, combos were still pretty brutal

Posted
Mahvel gets a free pass for some reason though.

Doesn't BlazBlue get that same pass? Combos in Chaos Code always seemed a lot more bearable than those in BB because there are a lot of characters in BB that have parts in their combos that look like you should absolutely be able to tech (Hakumen is probably the first one that comes to mind). I never know when to try and tech so I just end up mashing the A button between hits. This obviously leads to plenty of tech > counterhit > another extended combo. CC also has the added mechanic that lets you just hold the tech buttons to automatically tech out when possible.

I think the main culprit might be the OTG's which Chaos Code doesn't really seem to have, at least to the extent that those other games do.

Posted

Yeah BB:CS series got a similar pass from some people, that game was a snoozefest because of how long the combos were. But they went a large way to fixing that in CP, combos are much shorter and even have a hard limit on how long it's possible for them to be.

Also, you CAN just hold a button to tech in BB:CP as well, you don't have to mash. I don't know if they added this in a later revision or its always been there though.

As much as I like CC I would definitely like to see the super long combos reigned in. It's okay for the average combo length to be a little long, but no more of those minute+ long combos would be good.

Posted (edited)

As much as I like CC I would definitely like to see the super long combos reigned in. It's okay for the average combo length to be a little long, but no more of those minute+ long combos would be good.

How much would you actually see that in matches though? I see a lot of combo videos featuring some absurdly long combos but even when watching more experienced players playing it this year at Evo, I don't recall seeing any that lasted more than maybe 4 or 5 seconds.

Does the overheat on Exceed do an effective job of discouraging extremely long combos (since the only benefit of doing them generally seems to be to gain meter)? Seems like it would...

I should add that I am not at all a fan of long combos either- that's part of why I like Aquapazza so much. It may or may not also be because I am completely unable to do them... I just haven't been bothered by what I've seen in Chaos Code and I'm trying to figure out if that's because we just haven't seen much strong competetive play or if there is some other reason.

Edited by FerrellJ
Posted

I have always been partial to the combo length "sweet spot" that Guilty Gear (and more recently P4A) has reached. There are some longer combos in those games, but they generally require a specific situation and the average combo length is pretty short, often as short as a basic ABC chain into knockdown. It keeps the pace of the game from bogging down, and when the situation for a longer combo arises you get more of the feeling that you (or the opponent) earned it.

/opinions

Posted
How much would you actually see that in matches though? I see a lot of combo videos featuring some absurdly long combos but even when watching more experienced players playing it this year at Evo, I don't recall seeing any that lasted more than maybe 4 or 5 seconds.

Depends on who you are watching I guess, you still see Kagari's infinite all the time in Japanese matches, and Hikaru's dumb insanely long loops too. I haven't watched too many matches of the latest version so I don't know how many degenerate loops are still in the game.

They've gone a long way to improving things though, 1.01 was basically unwatchable due to Cait&Sith and Cthylla and other characters being full of semi-infinites that were cheap to do. They also fixed the meter gain in the new arcade version which is a good step in the right direction, but there are still some things that need work. Dizzy is a huge problem in this game too, since it lets you get even more length to some already stupidly long combos that can guarantee dizzy. KOF13 has the exact same problem and both games would benefit from removing Dizzy entirely, or completely reworking the way they are implemented at least.

Does the overheat on Exceed do an effective job of discouraging extremely long combos (since the only benefit of doing them generally seems to be to gain meter)? Seems like it would...

Not quite. The problem is that you need to have 3 bars already to do the Exceed combo, and many characters have better combos that don't use them anyway, due to goofy loops and other things.

I have always been partial to the combo length "sweet spot" that Guilty Gear (and more recently P4A) has reached. There are some longer combos in those games, but they generally require a specific situation and the average combo length is pretty short, often as short as a basic ABC chain into knockdown. It keeps the pace of the game from bogging down, and when the situation for a longer combo arises you get more of the feeling that you (or the opponent) earned it.

I 100% agree with your opinion for what that's worth. CC has been heading in the right direction overall, too bad it just takes so long to get updates to the game.

Posted

watching Kagari and Hikaru do anything is nuts. Sometimes depressing, even as a Hikaru fan.

Not too long ago there was that Hikaru vs Hermes set, they played for like 2 hours and it was literally Hikaru running a train on her while she at best got 4 hits into wasting meter for a knockdown.

Posted
watching Kagari and Hikaru do anything is nuts. Sometimes depressing, even as a Hikaru fan.

Not too long ago there was that Hikaru vs Hermes set, they played for like 2 hours and it was literally Hikaru running a train on her while she at best got 4 hits into wasting meter for a knockdown.

You think it can get depressing as a hikaru main, try being a celia main for a bit :lol: That being said, Hermes mains are heroes.

Posted
How much would you actually see that in matches though? I see a lot of combo videos featuring some absurdly long combos but even when watching more experienced players playing it this year at Evo, I don't recall seeing any that lasted more than maybe 4 or 5 seconds.

Does the overheat on Exceed do an effective job of discouraging extremely long combos (since the only benefit of doing them generally seems to be to gain meter)? Seems like it would...

I should add that I am not at all a fan of long combos either- that's part of why I like Aquapazza so much. It may or may not also be because I am completely unable to do them... I just haven't been bothered by what I've seen in Chaos Code and I'm trying to figure out if that's because we just haven't seen much strong competetive play or if there is some other reason.

As someone explained it to me, if your opponent isn't spending meter on parries, etc. and is always saving up for exceed combos, then your pressure isn't scary enough.

Posted
As someone explained it to me, if your opponent isn't spending meter on parries, etc. and is always saving up for exceed combos, then your pressure isn't scary enough.

Or their defense is just that godlike

Posted (edited)

At this point I'd say the game has next to no hope of getting a netplay patch. FK Digital has made no effort to reach out to American players since CC's US release, and they seem to be much more focused on their smartphone/3DS casual games lately, which is probably where most of their money is coming from.

There's also the fact that it's a terribly programmed port. The load times are several times longer than they have any business being on a HDD, and I've seen others report crashes, getting trophies out of the blue, and characters randomly starting a match with infinite HP. With development chops like these, they probably have no idea how to make netcode work.

Not that I don't have fun fighting Level 4 AIs now and then, but netcode is a prerequisite for any fighting game on a console in 2013.

Edited by TAI-X
  • 2 weeks later...
Posted (edited)
At this point I'd say the game has next to no hope of getting a netplay patch. FK Digital has made no effort to reach out to American players since CC's US release, and they seem to be much more focused on their smartphone/3DS casual games lately, which is probably where most of their money is coming from.

There's also the fact that it's a terribly programmed port. The load times are several times longer than they have any business being on a HDD, and I've seen others report crashes, getting trophies out of the blue, and characters randomly starting a match with infinite HP. With development chops like these, they probably have no idea how to make netcode work.

Not that I don't have fun fighting Level 4 AIs now and then, but netcode is a prerequisite for any fighting game on a console in 2013.

If you're expecting Dustloop to be some sort of main source of Chaos Code news, I have bad news for you.

You're simply looking in the wrong places. The closest thing to anything Chaos Code related is through me, for I am it's American Community Manager.

As I've also stated before (if you didn't bother reading previous pages I'll state it again) I rarely post on Dustloop. This dedicated page is nice and all, but I get the news out quicker through other social networks like Twitter and Facebook. You'd do well to follow me if you cared. I will admit that the load time on the VS screen isn't something that many can tolerate, as it also gets on my nerves. It was something that was simply missed by the console programmers, as you can skip through most of it easily in the arcade version. I have addressed my bosses about the issue, and it will be fixed.

Those "report crashes" you've stated is just a severe lack of data, which is something I also addressed if you bothered to go back to previous pages. The easy trophy unlocks and infinite health bugs are easily fixed by just re-downloading the game. As for the game being "terribly programmed", don't pass that off as a fact, because I'll just call you out on it and say it isn't true....because, well...it isn't.

FK Digital making money off of smartphone/3DS casual games is far from the truth. Yeah, we've been publishing a bit of games recently to make ends meet, but Chaos Code is our prized project, and honestly, we value it's progress more than anything we've put out in recent time.

If you want to know about the netplay patch, I only have one word for that....

Soon.

Edited by Tenryo
  • 5 weeks later...
Posted (edited)

Tenryo - I am giving you something valuable! Someone's FIRST TIME ownership experience with the game! I hope your guys can use it to gain understanding about how some players will approach the game!

https://www.youtube.com/watch?v=N73TLGhr7qA

Feedback:

Going in: I had played CC twice before today in very brief sessions. I warmed up to it after the second session. I saw a crazy Hermes combo video (thanks for that!) and felt pretty hype that everything floats in this game and Hermes could combo forever provided she had meter. I knew I wanted to play a spacing, momentum and Oki game. I liked her whip moves and lightning going in and though "hey, maybe if I learned how it actually works I can learn."

But, sadly, I have no idea how to play this fighting game after about an hour. I spent time playing with moves and seeing what chained or linked into what, generally seeing what my moves could do - even though I didn't really use the command list or controller picture pamphlet. I managed to go through some of the motions of picking up a new character and game and I'm still not sure what to do on knockdown or how to combo with Hermes.

I couldn't (or wasn't sure how ) to test the game's base mechanics. I don't even think I know of all of them! I tried to set the dummy to hit and learned a bit but I still don't think I have the whole story.

- No input bar. If I knew how the game processed inputs I could understand what I did wrong more often.

- is there a record function? Did I miss it?

- After I stopped streaming I figured I should have played more with 1-hit block mode, but that option really could use a detailed tooltip. In fact, I think the game would benefit a lot of you created a space that displayed a tooltip for each option while adding more options in training mode.

- I also should have played more with the other move choices I had. Maybe tomorrow.

- The corner not being the corner is really scary for me. I'll have to watch the floor or background a lot.

It's possible that, because I really have only played ArcSys games and KOF, that my expectations are higher, but not only do I feel really intimidated and non-confident in the prospect of learning this game and my character, but I don't think the game has enough features to enjoy the process I go through in ArcSys games or KOF. There's a lot I have to go and look up, and to actually try it out and do setups and stuff is going to be very time-consuming and difficult.

Hermes is strange - Either she is supposed to be a trap setup and runaway character with knockback or she is a neutral/spacing/momentum/oki character (I'd like to play the latter style) Right now, the most effective strategy I have in my own head is to pretend to be Benimaru but with Jackhound. I'm sure I'll learn more as I look things up, though. When netplay comes out, I'll eventually see what's up.

The best comparison I would make to the process of learning this game is to compare it to me learning KOF. (UNIB is unfair, I've watched a lot of UNIB videos) Learning KOF was easier because the rules and mechanics are very consistent and I was taught them as I played. It also has more features in training mode, even though I think they are awkward to quickly change or reset.

So - just to be clear since I've said a lot - I don't think it's BAD. It really is only day 0 for me, and about an hour of really unstructured testing and practice. There's quite a bit I DO like about it. The game is visually interesting and it's nice to see a unique-looking franchise, but I think it needs a 2.0. My outlook on learning this one is bad, even though it's a simpler game than UNIB. I'll keep trying, though, when I have some spare time.

Someone told me "just pick Cerberus" - How good is this advice? lol

Edited by Star-Demon

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