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Posted

It went under everyone's radars again, but we just had a Famitsu stream with first footage of the patch. Luckily, I did watch it and got the rip right here:

https://mega.co.nz/#!3VhCHBba!wclgJmuWEJSgzDeksoG2AwvMNcGAvGCbZaHufgVNTQo

A short summary of the new characters:

Angela - Automatic Smartfire (30 sec cooldown). She summons her Arhan mecha that flies into the sky (with an anime cutscene!) and starts tracking the opponent, marking the ground as they stand or walk around. After a while, many lasers shoot the market spots from above, filling the air with hurt. To put it simply, it discourages excess movement, as it becomes more difficult to dodge the lasers if the marks are spread out.

Yuki - Everyone in the Class (20 sec). Yuki charges forward and trips, hitting the opponent (with two mid hits). After that, a wave of zombies follows her, trampling her into the ground. The zombies keep coming out for quite a while, but you can kill them with any attack. Note that they come out even if Yuki doesn't hit you.

And a rundown of Saber's movelist:

Rising Slash: 623A/B/C. Your usual DP. The stronger the button, the higher she jumps.

Mana Burst - Assault: 236A/B/C. Saber quickly (very quickly!) dashes forward and performs an overhead sword swing, knocking the opponent down. Does not actually hit overhead. Start-up duration and distance traveled increase along with the pressed button's strength.

Mana Burst - Assault (low): 214A/B/C. Saber quickly dashes forward and performs a low swing. Actually hits low, knocks down. Start-up duration and distance traveled increase along with the pressed button's strength.

Mana Burst - Assault (Midair): j.214A/B/C. Saber teleports diagonally to the ground, hitting the opponent and knocking them away in the process. may switch sides depending on the distance. Start-up duration and distance traveled increase along with the pressed button's strength.

Helm Crash: j.22A/B/C. Saber falls directly downwards with an overhead sword swing, knocking the opponent down. You might remember this if you have ever seen Dante in MvC3. Start-up duration increases along with the pressed button's strength; I assume the same goes for the damage.

Invisible Air: 236AB. Saber makes her sword invisible. This buff lasts indefinitely, and while it is in effect, all her attacks deal increased chip damage (even the normals). She starts every round with it already in effect. Can be used as an RC.

Strike Air (during Invisible Air): 236AB. Saber shoots a fast whirlwind across the entire screen, blowing the opponent away and making her sword visible. Deals lots of chip damage.

Combination Air: j.214AB. A super-version of midair Mana Burst - Assault. If Saber hits the opponent, she performs a short combo that crumples the opponent.

Excalibur: 236236BC. To no one's surprise, Saber shoots forward a huge laser that takes about 70% of the screen. Like any Lethal Blaze, the damage is severely prorated in combos, but she can combo into it without too much trouble.

They also showed all of Saber's palettes, and she's got lots of references there. Not only to the endless Saber palette swaps, but even to Gil. I couldn't quite make out the BGM, and her Variable Rush was only used once, with the ender being Strike Air (so it can make your sword visible, too).

 

Actually, I was waiting for it to start but I fell asleep on it but I'm watching the stream broadcast now. Rather liking Saber but I need to stick with Muramasa for right now.

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Posted

The patch notes are up:

http://www.examu.co.jp/ex-blog/index.php?itemid=716

The fixes aren't that major, but here they are.

- Everyone got 3 additional colors.

- The Kikokugai stage is the only new one.

- Fixed a bug that allowed you to cancel some moves's start-up immediately after blocking an attack with Vanishing Guard.

- Variable Rush now behaves the same as the other attacks when trading hits with the opponent.

- Fixed a bug that occasionally caused you to use Infinite Blast instead of recovering in hit stun.

- Fixed a bug that caused some screen-wide projectile hitboxes to be different on the left and the right sides of the stage.

- Fixed the combo counter after the KO.

- Fixed the camera's behavior on some of Mora's Variable Rush finish routes.

- Fixed a bug that caused Ignis's Vanishing Guard duration to be shorter than for other characters.

- Fixed a bug that didn't allow Anna to cancel her ground throw straight into Infinite Blast.

- Fixed a buf that made Anna cancel her counter-attacks (Remedium, Danza Macabra).

Posted

Welp, it happened again.

https://twitter.com/kamoihito/status/617038919868116992

Of course, it still takes literally ALL the resources you can have, but still, I wouldn't be surprised if they will have to fix Saber (or Angela) in the next patch. That's what happens when you don't have any loketests, I suppose.

Posted

I love that Yuki assist, it looks so derpy. It's interesting to see some different play styles emerging; picking two really strong assists and playing lame to buy charge time seems legit.

Saber looks cool if a little plain. That air rapid slash thing should be strong if she can find good assists to confirm the cross-up on hit. Her air blast super looks pretty safe as well.

Posted

Well, the dream is dead for trying to get XSEED for AWA. Both my contact from Twitter and myself got a flat out "NO" in the response.

Posted

Air falling slash crossup into combo burst seems like a really strong option. Beyond that Saber looks cool but not as "weird" as some other chars. I guess it makes sense since she's arguably the most popular char in this game so a lot of people will go to her. Makes sense making her an easy to pick up char with straightforward buttons. I like her wind sword the most. The ability to buff the sword to get the wind super is cool.

  • 2 weeks later...
Posted

It's been mentioned about two pages ago. Cool to see a Skype group, though, guess I'll drop by soon.

Posted

Well, that was to be expected at this point. I remember hearing/reading somewhere something along the lines of "We decided to add Sonico and Homura since Nitroplus and Marvelous are so involved with the console port. Will there be an Examu rep? We'll see." And if we're talking about an Examu rep, it just has to be Heart.

Tempted to preorder the LE, though I have no idea what that "Swimsuit product code" does :v:

Posted

Yep, yet another non-Nitro+ character in a Nitro+ fighting game. And you see why I kept going on about this.

 

They're desperately trying to cast their licensing net as far as possible to catch the attention of every outlying otaku they can, at the expense of conceptual cohesion.

 

Even with all its cut-and-pasted sprites from over five prior years of disparate game releases, MvC2 had a much tighter sense of aesthetics.

Posted

Well, if it's following pattern, Heart should be the last one.

 

Still, adding more characters I actually know (idk anything about NitroPlus admittedly) makes me much more excited for the game.

Posted

So with the JP release date set on December 10th and XSEED still has the game listed as "winter", I wonder if this will be the same situation as console Xrd (english version coming out less than 2 weeks after the JP version)

Posted

To be honest, I'd rather have more Nitroplus reps, too, and it doesn't seem likely that they'd announce any more chars at this point (they got five characters to work on now, and we all know how long it took them to release Saber). I can only hope that they won't drop the game like AP, and my dreams of playable Noko or Ichijou can still come true.

Posted

I wonder how the dlc situation will work in the US version. I have decided to wait and since Xseed said it's coming this year, with the JP date being as it is it must not be that far apart.

Posted

"3D Crystal Art" like you'd see in a dentist's office waiting room? How much more tacky and tasteless can they get?

 

I9kqPCv.jpg

Posted

That's about as tasteless as anime girl posters, so I don't really see the problem here.

Posted

I wonder if Homura will have Frantic Mode lines if she has the swimsuit on. If that's the case I may actually want these...damn you game.

Posted

So much we have:

 

- Nitro+ Mascot (poster girl) - Sonico

- Marvelous Representative - Homura

- Examu Representative - Heart

- Type-Moon Representative - Saber

 

Yeah, that should be it since all 4 companies have a special guest rep at this point unless someone wants to break the routine and add another one of their characters.....which I don't mind. I'm going to have to find a simple way to do the command lists for my section on my website though....really don't want to go with using numbers for directionals for some reason.

Posted

Type-Moon doesn't have anything to do with this game, though: Saber is just another Nitroplus character here (that just happens to also be a Type-Moon one).

If you don't want to use numbers for directional inputs, at least have a good reason for it, because you can bet that everyone is going to be using them, and being different just for the sake of being different is not something you want to do if you want your website to be popular.

Posted

Uhh I'm sorry but you have to use the number inputs if the game is an anime game, it sounds kinda ridiculous to not use it. Just have a really simple explanation such as this to go along on the first post:

 

360px-Numeric-notation-reference-sheet.j
 

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