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Henaki

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Everything posted by Henaki

  1. Does RCing a movement qualify as a regular or yellow RC? I'd really like it if stuff like all movement/startup cancels qualify as Yellow, and active/recovery qualify as Red. Quick gimmicks should be cheap.
  2. Yeah, considering the game is based off #R, and Slayer lost basically every cool thing he's gained since #R, I would hope he has good BDC back.
  3. You are not prepared for my pumpkin cookies. And yeah, I bake. Cooking is fun.
  4. It's on then. The true winner, in the end, will be diabetes.
  5. How drunk am I going to be? How many cookies will I make? What games am I entering? The answer is very. Get hype.
  6. I'll be at NEC to drink and probably play chaos code and never play it again like I did with aquapazza last year.
  7. When is the loketest again?
  8. Considering the other two new characters look to be a mid range and long range type, it wouldn't surprise me if he was rushdown.
  9. It could just be another new character, couldn't it?
  10. I'm thinking the faces look weird because it seems like the faces themselves are flat and have textures on top, rather than using polygons so stuff like brows and nose bridges and lips and stuff are a little "flat" compared to the rest of everything which looks really polygonal.
  11. I would bet money on Bridget, Faust, Baiken, Dizzy, Jam, Johnny, Slayer and Testament. Each of these characters are both popular and have a gameplay style not similar to other characters. I'm going entirely off people who are played commonly while also having unique gameplay. Characters like Kliff and OS are either unpopular or don't really offer unique enough gameplay. OS' niche is filled by Jam in a lot of ways, for example. Eddie is also a given. That's 16 characters, so that's my guess for the release roster. That's just my guess based on character popularity, gameplay uniqueness and creative design difference. Also, considering the kind of character Eddie is, I have a feeling he was supposed to be part of the roster at the first loketest, but requires the most effort to make along with millia, so we still haven't seen him. If we see any other characters, I would put money on them being bosses, BTW.
  12. Yeah I wouldn't be surprised if there's like, 18ish characters on release or something and the rest get released over time. This sounds kinda mean but I really, really hope they release like, 4 brand new characters, even if they have to sacrifice the old cast. Considering how unpopular Potemkin was in Japan, I was actually expected him to get replaced, but the redesign I guess was a better idea.
  13. I thought the game was being released in Oct. Regardless it wouldn't surprise me if it was like, something not Arcsys related. It could even be.... Skullgirls arcade.
  14. You just load in a different model and put it on the same skeleton. You have to make animation and particle adjustments depending on what you're working with but its not that difficult. From what it seems, they're using some weird lighting that makes the models look consistent with the old sprites, so there might be some weird stuff going on there that might be extra work? Still, I don't really see it as a huge hurdle, extra costumes make mad bank for the effort.
  15. We just might not be seeing a US release simply because it's not feasible from a resource standpoint. I imagine the developers that handle the console ports are currently dealing with CP.
  16. You're welcome to disagree with me, that's fine, and I won't argue with you over it. I did mention this was all hypothetical
  17. I'm providing buffs that would condense the matchups. I'm looking at the areas where Kanji has the least amount of counterplay and removing them, and all of these changes take into account other character changes to go along with them. Mitsuru would get a nerf and Liz fullscreen persona are issues that need separate levels of tuning. Game balance requires certain nuance when addressing problems. These keep Kanji's weaknesses intact, keeps him low tier without being awful, and addresses certain areas where he can't outplay the other person at all. The 5B thing is not really an answer to narukami 5b. You can do that with 2a and 5a in really specific points too. That doesn't mean the counterplay there is healthy. The idea being if you make a certain effort to put yourself in an advantageous situation, you should be able to force the mistake, not guess it.
  18. Already mentioned i the thread: Sweep ducks mids (Mitsuru 5A, Yu 5B, Liz 2B) with slightly faster startup. This would make whiff punishing these moves possible, but you'd get at best a knockdown for your efforts. This move already (inconsistently) does this job, but improving the consistency and reality of doing this would make it so if they make a mistake or you make a really good guess, you stand a minor chance at mid range. Since you have less mobility than al of these characters, they can readjust for sweetspots and you can't. This would mean Kanji can make opportunities at a range where he has literally zero other than blind BD action. The other improvement, Ex Beatdown beating projectiles (for 100% of the active frames), would mean Kanji would have a consistent answer to 100% beat huge projectile attacks like Liz beam and pretty much anything Slab does. The latter would be riskier, the former would mean that while Kanji still has to work his way in, once he has meter he can start fighting a mid range game (which Liz wins for sure) after a couple good choices. In that range, Kanji has high opportunity for his two necessary chances to win. Both of these changes would do a lot to stabilize his bad matchups where his weaknesses hit him hardest.
  19. Yeah, I mean, it's a nice buff and all, but it doesn't really solve the problems that need solving. They did this with Tager too. Instead of fixing fundamental gameplay problems, they added more gimmicks for like 3 straight games in a row. They did it for a reason too: Tager is intentionally meant to be low tier to not frustrate players. The buffs I'm proposing would do little to harm low to mid level play while highly stabalizing his high level ability to compete, and push him into the 4-6 matchup territory almost instantly. I'd like to see what they keep doing, but I'm not really getting my hopes up for good balance changes with Kanji.
  20. It gives him some long~midrange threat but his biggest issue was dealing with strong/fast mid range presence and full screen projectiles. He doesn't need options to win those wars, but he needs a single option that's viable in those situations, he currently has none.
  21. Kanji: Can use command throws even during Persona Break. Thank christ. He needs some other buffs though. Not huge ones, but he definitely needs something to deal with mid range powerhouses and another way to deal with projectiles that's reliable. Kanji was very close to being a pretty solid B~A tier character with two buffs which I mention over and over again: Make 2AB duck mids (and make it 2 frames faster) and make ex beatdown full projectile invuln the entire time.
  22. Shadow Kanji with Shadow Kanji voice = Yes please.
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