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Everything posted by SoWL
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This comic is missing Mother Harlot. And, uh, at least we got the Mara joke out of the way right at the beginning.
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You can do whatever the hell you want, SD, and people are still going to love it. And yes, that includes me.
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It's natural to wish for something that your character doesn't have, but you should keep in mind that the lack of options defines the character just as well as their presence. Sure, it would be great for Valk to have a reversal, but that would make him more similar to the rest of the cast, not to mention potential balance problems. I don't play Bang, but I imagine that giving anti-air to him is wrong by the same reasons.
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I don't know if anyone noticed this, but my friend pointed out something in this video. Right after Tager activates his Overdrive, Hakumen is pulled towards him before he begins his combo. Which means that Tager's Overdrive doesn't simply magnetize the enemy, it constantly pulls them in even if he doesn't do anything. This is much more amazing than I thought.
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I have no problems with 5B, I love it, perhaps even too much. The rest of your post is great, I gonna try that against our Kanji.
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I don't consider 5C and jC to be the same moves, actually. The reason I didn't mention jC is that I do recognize its air-to-air potential. However, 5C doesn't seem to be as useful, hence my question. After reading the wiki, I can see some uses for Puppeteddie at neutral, even if it's similar to a simple 5B after a backdash. I wish you could choose whether to backdash or not, since the attack's great range is severely reduced by that.
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That sounds about right from the info that we have. And don't forget that it's possible to play him without ever using the D button, which means that his damage is still high without weak spots.
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Should I ever use 5C and Puppeteddie outside of combos? Both feel a bit clunky and inferior to 5B. And what is Teddie's best way of approaching zoners like Yukiko and Naoto? For now, I usually go for the usual jump-ins, sometimes mixing it up with lucky BD catches and SP TV sets. Is there anything else? Should I stop using something I do?
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His low-damage super is Scud Banishment, 214214D. It deals only 1100 damage and has pretty short range, BUT it applies both weak spots and staggers on hit, leading to some good combos (especially since the enemy is now marked with both weak spots). The other super, Black Hawk Stinger (236236D), seems to be a generic charging attack with average DD damage. However, since both supers are done with the D button, they may gain some properties when hitting a marked enemy. Of course, no one actually tested that. EDIT: As for his heavy damage potential, I think that it's simply because his move hurt more. It doesn't seem like weak spots make his damage higher, just that he gets awesome combos from hitting them.
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Except for the high entrance barrier.
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AFAIK, the only way Azrael's weak points matter is by hitting them with his Drive moves (specials included). All of them are divided into two groups, red and yellow, and get bigger hit stun if you land a move after landing another one from the same group and marking the enemy. The specials also gain great juggling properties (236D launches the enemy forward, while 214D launches them upward) and can be followed up with the special chases. Everything else is either a rumor or was never confirmed (this includes making moves unblockable, gaining more damage, applying weak points through block and so on). You actually forgot Bullet's running throw, but that still doesn't really make her into the classical grappler. I do like her concept a whole lot, she's my favorite character of the bunch, but I don't get the feeling of being pressured by the possibility of an extremely damaging throw from her. So far, she seems closer to Makoto than Tager, and I'm actually fine with that. As long as I get to drive people's faces along the ground, I don't really care whether the throws deal 3700 damage or 1500. Amane might seem the most obvious, but Mori doesn't call him the most advanced of the new characters for nothing. His melee options seem lackluster outside of the Drive moves (including the drill), but you can't use it forever: it overheats. And when it does, all you've left to use is your scarf, which actually pulls your enemies closer to you. Without your Drive, you really don't want them to be in your face. At least he can run away with his fabulous jumps. After Bang, he might be the character that requires resource-managing skills the most.
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Another great combo video: http://www.youtube.com/watch?v=DiRRYdAJUak
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But doesn't making the rest of the options better force you to use them, as well? I've never played Bang, but I think that having a character who doesn't need his Drive contradicts BB's design.
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Speaking of which, I do think that the best tracks of P4U are the remixes/reused tracks. Out of all the original tracks, only Teddie's theme sounds great to me. Maybe I just didn't listen to them that much, I had similar initial reaction to the BB OST.
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A map is a good idea, but I was talking about the branches that don't go for too long, maybe for a single scene, and that focus on a single character. For example, some Bang-centric scene may give you a choice between proceeding with the story properly or reading his gag reel. Basically, something like proper visual novel system would fit well here.
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Putting many different characters on a single story mode route doesn't forbid them from having their own alternate endings. They say that it's going to be bigger than both CT and CS, which means that there's going to be lots and lots of branching choices and alternate endings.
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People say that the Rise announcer says "Heaven or Hell" and "The Wheel of Fate is Turning", so yeah, I'd like to know how to get it, too.
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It got the info from our interview translations, anyways. Speaking of which, I believe that the three plotlines will be divided like this: - Main cast / neutral characters (Ragna, Noel, Bang etc.) - NOL / the bad guys (Hazama, Tsubaki, Relies etc.) - Sector Seven / the suddenly relevant bunch (Tager, Bullet, Makoto etc.)
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At least tick-throwing should be easier this time if throw-teching window did become more narrow. Though in the end, that's just another gimmick, and we all know how much gimmicks help Tager.
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I dunno, more Batman characters seems logical to me, since it's the most popular DC franchise (at least around these parts). All those movies certainly help, too.
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I don't think that the ban is the biggest gripe with that pasta.
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Gonna call it now and say that Rachel is interested in Amane because, like many people are guessing, he is Tenjo's son. Also, what's the deal with Bullet's abilities? All she has are those weird gloves, yet she's still strong enough to be considered a grappler character. I'd bet that she has some ogre blood, like Tager, though it's the smaller amount, since she still looks human.
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Like Mori said in the interview, the new characters have been made to make an impact on the story. Making old characters playable does not influence the story in any way, it just gives people the idea of how they actually fight (and, of course, makes their fans cream all the pants in the nearest vicinity). The more I think about this approach, the more I like it: rather than using their old ideas, they actually come up with the new ones, which can lead to even more new ones.
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American bros, you have my deepest condolences.