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Everything posted by SoWL
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Since they want to get done with the Six Heroes plotline, now would be the perfect time for a Six Heroes battle theme.
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Drilling.
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What... did you... SAY?..
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Seems like the rest of the interview has been summed up by SoBa in this post. I can translate it, too, but I've already spent more time translating than I expected. So, to sum it all up, here are all the posts with the translations: 1 2 3 4 5 6 7 8 9 10
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I believe that they were talking about her Drive, which means that her non-Drive throws are still genuine command grabs. A very short translation for the sake of completion. It's supposed to be at the end of this post.
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This is then followed by this post.
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This is a big one, but I didn't want to split the info about the new characters into separate posts. Again, this goes after the last part:
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This one goes right after the last one:
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This part goes after this one:
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Since Isuna seems to be busy right now, I'll help translating the interview. For now, I can say that it confirms new OST remixes in the game.
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It was in some videos, and it looks like a projectile of Kyo from KoF, spinning along the ground. The interview is damn cool, I suppose that it deserves to be put in a single post, maybe even posted on the main page. Of course, after we translate it completely.
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Another vote for Valthyzeryus here. The man deserves it for making the infernal recording contraption and waiting in that damn line just to show some videos to us. And, of course, Isuna is the MVP of this loketest.
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Some characters are not specified on that list, so he may still share it with someone.
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Will Carl agree to become Amane's toy for the chance of bringing nee-san back to normal?
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It's as much of a spoiler as Jin having Yukikaze. And for crying out loud, it's the third game in the series, if you care about spoilers, the chances are that you know that already.
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Another question about the general gameplay: should I try and keep the item that can be used for setups instead of throwing it away and cycling for some item that's better (a barrel, meteors, etc)? I'm watching that latest video from the video thread, and it has some stuff that I never expected to work, like landing your opponent on a Muscle Drink. So, if I do get a Muscle Drink, will I regret it if I toss it away for nothing? To follow up on my point about reversals, I just noticed that 22A+B allows you to move. This can be very good, I'm gonna try it next time.
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Famitsu seems to have some info on the new characters' backstories, and it has some stuff that wasn't mentioned before. I only have the reposts from JBBS, so it may not be that accurate. Still, here are the translations: Amane: Hearing the rumors about a pretty young vigilante, Amane searches for him to add him to his troupe of traveling actors. Since this vigilante is Carl, they will have major roles in each other's story modes. Amane is the first revealed member of the troupe, so it can serve as a good source of new characters in the future. Bullet: A member of the mercenary troops that were once fighting for Sector Seven. In order to reveal the truth behind their sudden peril, she chases after a certain Sector Seven member named Kokonoe. Her story seems to be deeply involved with Sector Seven. Azrael: Once put into jail for committing a great crime, this uncontrollable soldier has now been released into Ikaruga after a particular order. He is a cruel maniac who enjoys fights to the death. He, too, is somehow connected to Sector Seven.
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I'm glad that he resembles Faust more than Platinum. I love my mahou shoujos, but the good doctor was my first fighting game love. After playing Teddie for the first time, the main problems I have are aerial approach and pressure escape. None of Teddie's aerial moves seem that good for jump-ins to me, but it probably just takes some time to get used to. As for the escape tools, 22A/B seems worse than a simple AoA or roll, while his R-Action can actually miss the enemy even if they hit you. Go ahead and tell me how new I am, I'll see the light of Teddie one of these days.
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Finally got a chance to play the game at my friend's place. It feels like it has absolutely everything I want in a fighting game, and I can actually play it on a stick (not like I have one, though). Can't wait for the European release.
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Heavy's line was one of the first things that came to my mind after learning about Bullet. I've seen weirder crossovers.
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I wouldn't expect Bullet's drive to be unblockable simply because people reported its properties (overhead etc.). I'm not really sure why you guys want Tager to get free wins against zoners, he's supposed to have a disadvantage against them simply because of his design. That is, until he gets close to them, where he can kill them to death. I don't watch match videos that often, so if the latter doesn't happen, then the problem lies there, not in the fact that Tager struggles to approach them. Speaking of which, Bullet looks like she's going to have it a bit better against zoners. She has a decent fireball, her Drive can close the gap very quickly, and she even has a running grab. As my wishlist for her, I'd like the dash that comes with her Drive moves to have some kind of invulnerability, and for Heat Up to stay after being hit.
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You got it: http://www.dustloop.com/forums/showthread.php?14675-BBCP-System-Changes-Movelist-Translations-and-Loketest-Information-Anything-Else-INFRACTION&p=1373189&viewfull=1#post1373189
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Another great Azrael post, now we have everything about the new characters. Some info may've been mentioned in the other posts. http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1344171130/132 His forward dash can be jump-canceled, though his back dash cannot. 5A – a hook, can’t be mashed 5B – swipes with the hand, jump-cancelable 5BB – a headbutt, knocks aerial targets to the ground 5C – a yakuza kick, has long reach 2A – a crouching punch 2B – a strike at their feet with both hands 2C – Azrael raises a slab of stone from the ground, can be followed up by 5B 3C – A Kanji-like dropkick, hits low jA – no info, guess it’s the usual stuff? jB – a roundhouse punch jC – an upward kick j2C – Azrael stops for a moment, then falls down with a kick 6A – a shoulder tackle (has upper body invincibility?) 6B – an uppercut, launches the enemy, can’t be jump-canceled 6C – a kick after a short jump. Overhead, fatal counter. 5D – a strike after a short jump. Overhead, applies red mark. 2D – a crouching kick at their feet. Hits low, applies yellow mark. 3D – Azrael stomps the enemy’s feet. Hits low, applies yellow mark. 6D – Azrael stomps the ground. An overhead, applied mark not specified (probably red?) jD – an aerial slam, applies red mark (not an overhead?) 2D – a roundhouse swipe diagonally downwards, applies yellow mark B+C: an uppercut, blows the enemy about one step forward. Can be followed up with an aerial combo, doesn’t wall-bounce in the corner. 4B+C: Azrael knocks the enemy down behind himself. Can be cancelled. jB+C: no info Gustaf Buster (236A): a Mappa-like rushing punch Tiger Magnum (236C): a backfist blow with short reach -Cobra Spike (46C after 236C): an upward kick --Leopard Launcher (6C after 46C): a fiery straight punch, screen-bounces Growler Field (214B, can be charge): The Raoh aura, knocks down if the enemy is hit with it, can be used as a reversal Phalanx Cannon (236B after 214B): a projectile that can be shot if you block a projectile with Growler Field. Considerably fast. Sentinel Dump (623C or 22C on downed enemy): Azrael jumps and slams the ground. The 22C version can be canceled. Valiant Crush (236D, can be charged): a kick that blows the enemy away, has some super-armor during the active frames, wall-bounces if the enemy has the red mark -Valiant Charger (6 after hitting red mark with 236D): Charges at the enemy; can be canceled by pressing 6 again after a while. Hornet Bunker (214D, can be charged): Azrael makes a table-flipping motion, launching the enemy. -Hornet Chaser (8 after hitting yellow mark with 214D): a homing jump, like after Dust attacks in GG Black Hawk Stinger (236236D): a charging attack, covers lots of space, has quick start-up Scud Banishment (214214D): a piercing punch, applies both red and yellow marks, staggers on hit
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But the point is that there can be a way for Astrals to be practical, too. And that doesn't even require them to be OP.
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Well, the link in the News thread says that they asked about the date by e-mail, and it's been confirmed to be September 7th.