Vinn Aleixo Posted August 24, 2011 Posted August 24, 2011 This patch is taking mad long. Must be polishing the game all round. Lets hope to GOD that IDJ isn't removed or I am done with Agito. I will prance straight back to Erika. If anyone is still playing the game.:-( I will try for a scene when the game is completed with netplay and all, hopefully a GGPO-styled netcode. We've known about him for some time. Ah, sorry. I haven't saw the entire thread. @Prototype: Thanks
Filia Posted August 24, 2011 Posted August 24, 2011 Also, as for the question about usng 623B as a good oki tool, I've personally been using it as a way to cover myself so I can charge Kinako's spirit meter. Anyone rushes you down while that thing is floating around is going to eat a big damage combo, It knocks the person down and enables you to OTG them with anything if they get hit. So if they stay away until it goes away, you can charge 2 of your gauge back for the cost of the move, plus one more. Yea, but do you actually have any control of when it pops? I have trouble imagining how useful it can be because the delay is so long. It'd just take a super jump to get out of that setup otherwise.
JohnGrimm Posted August 25, 2011 Posted August 25, 2011 Oh God please don't make this Petshop 2.0 I would certainly hope they wouldn't make him invincible to lows. He'll probably be like Hanny or Manbou where it wouldn't look like he would get hit with certain attacks but still does.
ShatteredFoX Posted August 25, 2011 Posted August 25, 2011 (edited) Yea, but do you actually have any control of when it pops? I have trouble imagining how useful it can be because the delay is so long. It'd just take a super jump to get out of that setup otherwise. It explodes when they run into it. If they super jump over it you have a good amount of time to react. Also just finished story mode in the hardest difficulty, Kamui is stupid and his command grab has way too big of a hitbox. In the match winning battle I was so shaken up I kept dropping EVERYTHING. Ironically in that same fight I discovered a glitch. If he uses his counter-burst and the attack that hit the counter kills him. It starts a round 1.5 where you're in the same health and he has max health, your healthbar doesn't drop but your health does. Regardless of who wins that fight round 2 will start without anybody getting a win. I will upload video shortly. Video uploaded: http://youtu.be/0I2T221gusk Glitch at 1:00 Edited August 25, 2011 by ShatteredFoX
Akiro Posted August 25, 2011 Posted August 25, 2011 (edited) Man, Fuck Kojiro, wheres my Todoroki or Amon. Yea, but do you actually have any control of when it pops? Not entirely, Its more of a "If you get hit, awesome, otherwise thanks for the free 1 spirit gauge" type of move. Unless theres some kind of tatic we can use it with, Its pretty useless along with 623A (Needs more blockstun to be useful) and her flying command, which I don't see being useful at all. Edited August 25, 2011 by Akiro
Negative-Zer0 Posted August 25, 2011 Posted August 25, 2011 Was anyone EVER successful in B-countering? Shit seems non existent.
JohnGrimm Posted August 25, 2011 Posted August 25, 2011 Was anyone EVER successful in B-countering? Shit seems non existent. I've done it. Are you sure you're doing it right?
Filia Posted August 25, 2011 Posted August 25, 2011 (edited) Unless theres some kind of tatic we can use it with, Its pretty useless along with 623A (Needs more blockstun to be useful) and her flying command, which I don't see being useful at all. I see her flying command as a great way to set up overheads, as she doesn't have any mixups while on the ground (other than poke or bullshit command throw super), she sort of needs this. It's normal-cancellable so you could do something like 5A 5B 214B xx jB/jC --- and go into bnb of choice. It'd require the opponent to be conditioned against your blockstrings, but it seems fast enough to not be react-punished by poking. Of course, I don't have any 'real' backup for this as I lack any sort of offline opponent to test this against. Now as for the aerial version.... I'm not too sure. It's not like the game allows you to use it as a combo tool like Platinum... That one probably is useless except for trolololing/mindgames/weirdass situations you can escape by floating. Edited August 25, 2011 by Filia
dobiqwolf Posted August 25, 2011 Posted August 25, 2011 I've done it. Are you sure you're doing it right? window for input is tight, needs more yomi than anything else.
JohnGrimm Posted August 25, 2011 Posted August 25, 2011 window for input is tight, needs more yomi than anything else. But I did it on reaction to the AI doing random pokes :\
Mengjun Posted August 25, 2011 Posted August 25, 2011 Yay, finally got my hands on this game today. Characters I like so far are Rouga, Daigo and Kunagi ^^ Also, after trying to troll the AI with Mecha Heita's Heita Collider, I found something rather interesting, and made a quick vid about it.
Negative-Zer0 Posted August 25, 2011 Posted August 25, 2011 What is wrong with Aja? Why does so many things have absurdly long recover times? Infinites exist from that crap. They need to fox it on some moves in the next patch. Btw, Agito is dead a high execution character, Not to demanding, but doing things like IDj with like a what, 2 frame window on reaction is difficult. Someone tell me i am wrong with the two frame thing.
JohnGrimm Posted August 26, 2011 Posted August 26, 2011 What is wrong with Aja? Why does so many things have absurdly long recover times? Infinites exist from that crap. They need to fox it on some moves in the next patch. I like the way it is with no hitstun scaling. What they should do is make everything work like the ground bounce rule, use a special 3 times and your opponent auto-recovers from it and eventually you'll run out of moves to use for a combo. That way there are no infinites and the combo system is still open ended.
Tong Posted August 26, 2011 Posted August 26, 2011 How the heck doesn Rouga "drive" works? Is there a wiki for this game?
SolxBaiken Posted August 26, 2011 Posted August 26, 2011 How the heck doesn Rouga "drive" works? Is there a wiki for this game? No...no there isn't...
Tong Posted August 26, 2011 Posted August 26, 2011 Thank you, I was looking in Mizumi since underground fgames are there.
SolxBaiken Posted August 26, 2011 Posted August 26, 2011 Thank you, I was looking in Mizumi since underground fgames are there. LOLOLOLMizuumi Anyways they hate Big Bang Beat, they had a wiki for the first game but took it down, so I doubt they'll be hosting their own any time soon, we are all you need :3
Tong Posted August 26, 2011 Posted August 26, 2011 Alright, seriously What's up with this game buffering/inputting system? Let me describe my current situation: -If I input 6A from neutral, quickly, a 5A will comeout -If Im walking then release 6, if I input A too fast, a 6A will comeout -if I input ANY MOTION too fast, 2x wil comeout. The issue is definitevly not me, since all of my Fighting games are "delayless" and ,to be honest, my inputs are not bad. All of my delayed games are 'emulated' or a port of some kind, but BBBR IS a freaking PC game. This phantom delay is almost making me drop the game, its unbeararable in most combos.
Delrian Posted August 26, 2011 Posted August 26, 2011 No...no there isn't... >Clicks Link >Kunagi has little to nothing... Not that I have the game anyway. >.>
xlolxlolx Posted August 26, 2011 Posted August 26, 2011 Alright, seriously What's up with this game buffering/inputting system? Let me describe my current situation: -If I input 6A from neutral, quickly, a 5A will comeout -If Im walking then release 6, if I input A too fast, a 6A will comeout -if I input ANY MOTION too fast, 2x wil comeout. The issue is definitevly not me, since all of my Fighting games are "delayless" and ,to be honest, my inputs are not bad. All of my delayed games are 'emulated' or a port of some kind, but BBBR IS a freaking PC game. This phantom delay is almost making me drop the game, its unbeararable in most combos. lol? only problem i have is the dp input
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