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Everything posted by SoWL
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One of these days, there will finally be [irony] tags on Dustloop.
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[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"
SoWL replied to A.X.I.S.'s topic in Kanji Tatsumi
I suppose that his D attacks don't really help his approach since he can still get Persona-broken, but what about his aerial diving throw? Its range is suppose to be good enough to jump over all those lasers and fireballs. Do people just stuff with anti-airs or something? And if those two things are useless, then how the hell is he supposed to get to the enemy? -
Dude, I was playing Cathy in AH3, my churning skills are impetuous.
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Reposting this great wall of text about Bullet here: http://www.dustloop.com/forums/showthread.php?14675-BBCP-System-Changes-Movelist-Translations-and-Loketest-Information&p=1370179&viewfull=1#post1370179
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A friend of mine pointed out this great Bullet write-up, so I couldn't walk away without translating it: http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1344171071/142 5A, 2A – the usual jabs 6A – an overhead, similar to Bang’s 5C 2B – the usual low-hitting kick 5B – a kick, similar to P4U Naoto’s 5B 6B – a kick upwards 5C – a fiery strike forward, may be FC 2C – a long-reaching kick, probably hits low 6C – an ankle strike 3C – a kick after a short delay, hits low jA – the usual punch jB – a kick, similar to Hazama’s jB jC – a strike with both legs, floor-bounces on counter-hit Drive: Lock-On Generates a ring around Bullet. The ring follows the enemy and hits them when they get into it. If it hits the enemy, Bullet enters the Heat-Up state. It makes the ring bigger and changes some of the moves’ properties. There seems to be 2 or 3 levels of Heat-Up. 5D – hits mid, but the start-up is very fast 2D – hits low 6D – an overhead jD – a dive kick, Bullet falls to the ground along with the enemy Wadcut Engage A follow-up for the D attacks, blows the enemy away with fire. If it hits, it raises the Heat-Up level. Wall-bounces on counter-hit. 236A – Flint Shooter Spinning fireball shot. It charges for a moment, and then explodes. 623B – Cutting Shear A command grab. Seems to have some start-up invul. 41236B - Miquelet Capture A running grab. Covers about half a screen. (j)623C – Snap Hans Fist Bullet makes a low jump and grabs the enemy in midair. 214D – Afterburner Bullet wraps herself in flames and gains the Heat-Up state. 2363214C – Rage Aggressor May lack invul frames, since it got interrupted with a jab. Probably can’t follow it up with a combo? Her regular throws can’t be combo’ed from, but you can follow it up with 5B in the Heat-Up state. Alas, no info on the seven-spin super yet.
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Why can't they just add Nu and Mu at some later loketest, anyways?
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Time for the "Platinum head on everyone" meme to be reborn! Requesting a Kanji Platinum, stat!
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To reiterate on Carl's OD: don't forget that he's one of the most difficult characters to pick up simply because you can't mash buttons to get damage. Trying to finish Arcade with him was pure nightmare for me, even worse than with Taokaka. Boosting Nirvana's damage, even a little bit, even for a limited period of time, could go a long way in making Carl more attractive to newbies (like me ). If you want to see a useless OD, look at Makoto. But there was also Mu's DD and some other supers (I think?). A better point would be that Amane's DDs behave differently if the reports are true: one is a ramming attack and the other is a projectile barrage from the trailer.
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Well, maybe he meant MTW instead of TB, and the opponent just didn't do a thing after Gadget? There really is not enough info to confirm this, damn, even make out what exactly was that.
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It seems that it's true from the system page of the PDF.
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You can see it on a single character select screen that we have, it has Noel's sprite with her default palette.
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Actually, I remember selecting the wrong palette and getting so distracted by it that I couldn't concentrate on the match. Guess I should seek help.
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It's kinda weird how people mourn the loss of their mains, but are perfectly fine with the loss of palettes. I, for one, wouldn't want my main palettes gone.
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I think it's the opposite case: you can get a Tera Break after Gadget. Though it may have happened by pure accident, so he wouldn't go as far as to say that it's a guaranteed link.
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Isn't that Hazama's crest?
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No one expected any new jump cancels, but 6A actually got it back. It also seems that aerial 360 can be followed up in the same fashion as the regular 360s? Can't remember anything about Grand Punishment, will have to go to the loketest again to give any info on it.
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Huh, didn't expect Labrys to be this popular. The rest are kinda predictable.
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Since Tager now doesn't have a golden burst to get a reversal combo, I hope that the DP spark has some invulnerable frames in it. Would be a great way to substitute the burst while still being balanced by the spark gauge.
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Goodbye, golden burst, I won't miss you. For new players, it was an unnecessary complicated mechanic that didn't feel exciting to use (compare to GG's golden burst, which feels awesome every time you land it). For the intermediate players, it was a mechanic that, though universal, was rarely used by some characters, and tweaking it in any way might have caused unexpected balance tilts in the roster. Overdrive, on the other hand, feels exciting for the newbies, brings new options for the pros, and is way easier to balance (since it's different for each character). Of course, it does remove some tools from the characters that actually were using it, but now the rest of their kit can be easily tweaked to provide them exactly what they need, without having to keep the burst in mind. And, of course, the general loketest rule applies here: things are subject to change, don't judge your character simply by the fact that he lost the burst and gained some useless X-Factor parody instead. Crush Trigger is a bit more difficult to evaluate, but I do love that it gives newbies an incentive to learn Barrier management. Guard Crush is a powerful enough effect that you don't want it to ever happen to you, which means that you'll have to put some effort toward avoiding it. On the higher level, I suppose that Guard Crushes are going to happen about as often as they do now, maybe a bit more (since you don't have to grind your opponent for the whole match before finally breaking through), so it's all good.
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So, they say the the new move is a counter. Will it help Plat's defensive game, or it's still not enough? Of course, it depends on the move's start-up and all the other factors, but it literally teleports her out of pressure in a very Platinum way, so I'm pretty hyped.
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It's covered by the stage and music selection screen, so we can't actually see it at all. Still, nice catch.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
SoWL replied to Hecatom's topic in Under Night In Birth
And here I was wondering how to spend the rest of my evening. Gotta watch the whole thing now and report on random stuff I see. - Merkava has a move that spawns some worm-like creatures that slowly crawl towards the opponent. Great oki tool. - Yuzu's "Gems" mark the A, B and C buttons which light up after performing some moves. Still difficult to make out how it works, but it seems to link into different moves depending on the icon's color, and different moves give you different icons to choose from. - Vatista can shoot lasers with her [6]4 move. One of the move's versions shoots it diagonally upward. -
Gonna anti-anti-air those anti-airs with an aerial version of his anti-air!
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But his gimmick is supposed to be the freezing moves. Nice list for now. Might add that Amane has a unique gauge. And, uhh, Bullet doesn't even have a skirt. Like, at all.
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And Azu-nyan is the first new character to get fanart on Pixiv. http://www.pixiv.net/member_illust.php?mode=medium&illust_id=29156815