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SoWL

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Everything posted by SoWL

  1. A Chinatsu avatar couldn't fit you any better, SoBa. Yeah, I'm not worrying about it too much, either. The game's going to be released in the three main regions, anyways, which means that it won't be a problem to get a copy that fits your console.
  2. As a reader of Medaka box and a fan of Kumagawa Misogi, I can only approve of the hands bra jeans gaining popularity.
  3. That's not a bad theory, but I've never heard any of the lines from the teaser website in any UNiB-related materials.
  4. I don't think that the developer has to do with the lack of hype, or should I rather say, the lack of discussion. I mean, I'd be fine with a page of two with stuff like "I love JoJo, I played the Capcom game, but it's a pity that CC2 is developing this one). But we only got five comments so far, and three of them are mine. It's quite... bizarre... Though yeah, there's not that much to discuss. But come on, it's freaking JoJo, don't people have any emotions for that?
  5. Vatista got all cute and small, too. Not like that makes her any different. http://inbirth.info/topic0046.html Also,
  6. Seems like I mistook Wham for ACDC, since it's the former who has the spinning arms attack used in the trailer. Been a while since I last read part 2. //The lack of hype in this thread makes me sad.
  7. If I'm reading that post correctly, the online is still split between PAL and NTSC regions, right?
  8. Huh, it's out this soon? So we didn't get any characters that weren't announced before? That's... not too much.
  9. Best. News. Of the decade. I don't care that it's not a 2D fighting game, like the Capcom one, I'm still hyped as hell. Not to mention the anime, oh my God today is a great day. The characters confirmed so far: Jotaro Kujo Dio Brando Gyro Zeppeli ACDC Joseph Joestar (pt.2 version)
  10. Now we're talking. I wonder if this deal is worthy of a hotfix, or we'll have to wait for SBBCSEX:AE.
  11. Dude, this combo is never going to happen in an actual match, and P4U has the same glitch. Find another reason to kill BB, as well as another game to do so.
  12. Region lock is basically impossible on ps3, so I wouldn't trust those rumors too soon. Actually, I wouldn't believe them at all.
  13. Since we already have the Yomi thread up and running, it would make sense for the other fighting card game to get its own thread, isn't it? "Battle Connection: War of Indines", or BattleCon, is a card game inspired by fighting games. It's designed and published by Brad Talton Jr./Level 99 Games and has been released in January 2012. The second set, called Devastation of Indines, is currently in the works. The rules are simple: you and your opponent both pick a character and take all the cards associated with them (which is usually just 7) along with a set of six generic Bases. The characters fight on a linear field until one of them gets from 20 life to 0 or until 15 turns pass. Each turn, or Beat, both players pick a single Style card and a single Base card from among all the cards they have, forming a so-called Attack Pair. These Attack Pairs are then revealed simultaneously, and the players act according to the cards' effects. The three primary stats that most cards have are Priority (which determines the player who acts first this Beat), Power (the amount of damage the attack deals), and Range (how far or close the opponent must be for the attack to hit). When everything written on the Attack Pair cards is done, they are put into one of the two Discard Piles, and another pair of cards from another Discard Pile returns to your hand. And that's it! If this description is not clear enough for you, you can check out the comic that does a much better job at explaining the rules than me. So, why is this game so awesome? It's 100% skill-based. The game has zero luck-based factors, unlike Yomi and some other fighting card games with their decks that you have to shuffle. Every card used in the match is either in one of the player's hands or in the discard piles, which means that you can always make an educated guess about your opponent's actions, much like in a real fighting game. It's easy to learn, but hard to master. You can get the rules after a single Beat, but learning even a single character is going to take you from 10 to 30 games. Learning all the different match-ups is not an easy task, either, but since every character only has 13 cards to work with, with 4 of them in the discard piles and 6 of them being used by everyone, it doesn't feel all that difficult. It's cheap, yet packed with content to the brim. For a low price of $30, you get a huge cast of 18 characters to choose from, not to mention many different game modes if simple 1vs1 fights are too boring for you. You can play a Smash Brothers-style four-players free-for-all, fight on a stage with special effects, fight as a team against one super-powerful player, and so on! To finish things off, I'll give three examples of various difficulties from the character roster. Keep in mind that every single character in the game plays differently, so if these three don't sound interesting to you, that doesn't mean a thing. Cadenza, the Clockwork Knight, is famous for being newbie-friendly, yet still strong at high levels of play. Like a real juggernaut, he's simply unstoppable, and only a fool will fight him face-to-face, where he can chop down anyone in three swings. He has to pay for his damage by being the slowest character in the game, but with his amounts of super-armor, or Stun Guard, that won't matter most of the time. Demitras Denigrande, the Vampire Knight, is a complete opposite of Cadenza. As long as he's not being hit, he accelerates at a dangerous pace, dealing lots of weak, but lightning-fast hits, and when the time comes, he sacrifices this speed to deal the final blow. However, he should be played after getting some games under your belt, since his nature is that of a gambler: knowing when to ante speed and safety for power is crucial if you want to play him well. Cherri Seneca, a young Dreamstalker, may seem too weak to win against other characters. Indeed, she is not fit for straightforward fighting, but her mindgames potential is second to none. She abuses the game's Clash system to control her opponent's every move, preventing them from making the moves that will hurt her the most. They have no options other than dance to her tune, and as the battle goes on and the Clashes keep happening, their life draws closer and closer to nil. Keep in mind, though, that knowing her opponent is essential for Cherri, and a single wrong guess may spell doom for her.
  14. Zane's 5 is just a cross-up mix-up, I guess. If that tells you anything, he's supposed to be the local Bison, though I've never really played SF and don't know how he plays. They're going to test it for a while, and some major changes have been done in the late phases of the base set's development, so it's worth a try. Menelker is supposed to be the character that only seems unfair, so if any of his abilities actually are, that's a valid reason to tweak it.
  15. The mistake is that we'll never have that Cthylla figure (´・ω・`)
  16. The colors are supposed to represent punches (red) and kicks (black). You can even see it on the normal attacks: they have different illustrations depending on the color. I agree that the characters are more complicated than the ones in the base set, partially because Sirlin has been planning to implement some Street Fighter characters for a while, and they don't work well in card form. How would a Dhalsim-like zoner supposed to work in a game without a stage? However, I think that playing with them is going to be less complicated than reading the cards, even if they are not grokable. Just in case: don't forget that you can always post your opinion on Sirlin's forums.
  17. Huh, that's an interesting point about K, I never considered it. Though knocking them down with PB usually leads to similar plays ("I can't dodge and my blocks are risky, better get aggressive!"). You can get the playtest versions of new characters here, with a minor update located here. They're also working on some rules updates, which can have a major influence on the general gameplay.
  18. Arg's not that bad, actually, as long as you know how to transform your cards into damage, so the game won't last for too long. We had an Arg-Mid game that started with both players playing an attack (since blocking and throwing is too obvious), and ended with Arg dealing about 50 damage with his passive. And why would you follow-up PB with Sexy Justice? Mappa (J) is better in pretty much every way, and saving Sexy Justice for neutral game makes it more profitable. Have you tried testing the expansion characters? Persephone and Gwen look like the character that I'd pick up, but that's just because I don't get the rest of them yet.
  19. Why am I still optimistic about this game? Those combos look like the enemy has an eternity to escape them, yet the system still considers them legit. That Ovan combo was especially silly - 100 hits and the enemy didn't escape it, seriously? Still, those videos are basically single-player training showcases, and it may be a different deal in a proper duel. Also, for a party fighting, the stages are surprisingly boring and flat.
  20. Oh, darn, someone got himself that DeGrey avatar that I wanted to make for myself! Well, I can't blame you, he's awesome. Got myself the whole Sirlin pack this Spring, and it's been lots of fun. Local BB players also love the hell out of it, and I like that it's very simple to explain to an experienced fighter (the only thing that they "huh?" about is attacks beating throws and "small throw-tech window" when same-speed throws clash). I mostly play Setsuki, with DeGrey as a sub. Surprisingly, I don't like neither of the grapplers or Lum that much, even though I usually main a grappler and a Schrodinger-Fu character in every fighting I play. Since I can't rearrange my sig so it fits another link, I guess I should make a BattleCon thread, too.
  21. Can we still joke about Type-Moon character designs? Because Gordeau looks like Lancer there. Or Kouma. Or maybe he's actually original and my brain can't handle it.
  22. Glad that they realize that the only way to make this game good is to add more magical girls.
  23. Also, Merkava says that his reach is considered to be too long. I sure hope they don't nerf it, since there are other ways to balance it.
  24. This ice of mine is burning red! Figuring out Waldstein is harder than I expected. His 236 is a long-ranged swing that moves him forward a bit, with the EX version swinging a couple of times more. That's the simple part, though I'm not sure about the reason he has this move (maybe it has super-armor?). But then you see all his different throws, see that only two of them are written in his movelist, and things get messy. So far, he seems to have: - A regular throw - A regular 360 "huge damage" throw - An aerial version of the 360 throw - A rushing wall slam throw (214A/B/C) - An anti-air knockdown throw - An overhead (blockable?) throw that can hit jumping opponents - A throw that bounces the opponent off the wall and can combo into itself (and can hit them while they jump, too) - An Infinite Worth super-throw I'm almost sure that, like with Kira from Arcana Heart, some of these throws are just different versions of the same move, but still, that's a damn lot of throws to work with. EDIT: And for the last three characters for now... Hyde: Black Orbiter (236A/B/C) - Shots a spinning round projectile that returns to Hyde after a while. It has two follow-ups: 236A makes it explode without returning, 236B makes Hyde step forward and attack at the projectile's position. The EX version deals multiple hits, allowing Hyde to attack while it's still launched. Also has a similar aerial version, though it doesn't seem to have any follow-ups. Name unconfirmed (22A/B/C) - Hyde stabs the ground, attacking with a weak shockwave. The range of the shockwave depends on the button pressed. Red-Clad Craver (623A/B/C) - Your regular shoryuken-like move. The EX version performs a short combo which rushes to the opponent before the actual shoryuken. Vacant Shift First (214A/B/C) - A Gauntle Hades-like jumping attack. The distance traveled depends on the button pressed. You can follow it up up to two times, with the last hit knocking the enemy down (I guess those are Vacant Shift Second and Third). The EX version performs the follow-ups automatically. Gyre Vortex (41236D) - Infinite Worth; Hyde stabs the ground with his sword and creates a red whirlwind around himself. Can OTG, blows the enemy away. Linne: Can double-jump. Sky Fang (236A/B/C, can be done in midair) - Linne shoots a small quick projectile. The distance it travels changes with the button pressed. The EX version deals multiple hits, allowing Linne to attack while it's still launched. Moon Circle (623A/B/C) - Another boring anti-air move. The B and C versions deal more hits than the A version. Fog Skin (214A/B/C) - A couple of quick slashes. The EX version is a long auto-combo. Name unconfirmed (63214A/B/C) - Linne makes a small jump forward and makes an overhead kick. Cannagi/Calm Goddess (41236D) - Infinite Worth; Linne makes her sword bigger and performs a spinning attack, finishing with a pillar of light. She also seems to have rekkas, but there's no clear info on them yet. Maybe it's that 214 move. Carmine: Doesn't die when his health would reach zero because of his specials. His regular throw restores some health. Spiiin! (236A/B/C) - Drains some health and creates a spinning projectile that hangs in the air for a while. After that, it turns into a puddle of blood and may be used with other specials. By performing this move again, the puddle moves closer to the enemy. The EX version makes a bigger projectile. Name unconfirmed (623A/B/C) - Carmine attacks with blood crystals around himself. If there are any puddles near him, the attack seems to go up. Name unconfirmed (input unconfirmed, can be done in midair) - Shoots forward a long crystal for some health. If done in midair, the crystal falls on the ground and turns into a puddle. Oraa! (214A/B/C) - Makes a blood crystal erupt from the ground. The EX version creates a bigger crystal, locking down the enemy in hit stun for a while. Rise! (22A/B/C) - Lays down a blood puddle. Can be followed up by turning the puddle into a crystal that hits the enemy. The EX version makes Carmine jump and throw down a couple of puddles that immediately turn into one large crystal. Hyahahahahaha! Suffer! (41236D) - Infinite Worth; Carmine shoots a couple of crystals that deal many slashes when they hit the opponent. Seems like he has more setup and puddle activation options that are not covered yet.
  25. Well, there isn't much to say about command grabs outside of them being, well, grabs. And there's not enough time to figure out the subtle differences between their different versions. Though I do wonder why there's no info on his 236 attack. I should rewatch some replays with him and find it out, at least to make his movelist more readable.
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