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SoWL

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  1. Everyone missed it, but Examu had another stream today, mostly dedicated to the new update: http://live.nicovideo.jp/watch/lv221985623 As usual, a short summary of the new stuff: - Amy is similar to Natsumi in that she goes across the screen and then back after a short delay. However, she does it in the air and travels three times in total. If she hits you (or if you block her), she falls off her glider and doesn't do any more attacks. The height is fixed for the second and third flights, going right over the heads of standing characters, but her first flight starts right above you when you call her. - Akane changes her attack depending on the amount of opponent's health. Most of the time, she shoots a Paralyzer, a laser projectile that crumples on hit and gives the opponent a speed debuff. If their health is orange or red, she shoots an Eliminator, which straight-up kills them (so I assume it gets a damage buff; they didn't do that good of a job showing it properly, using her with a sliver of health left). Both attacks can be crouched under. - Mugen distorts space in two circular areas on the screen around opponent's position (note that the circles are bound to the screen, not the background, so they move around along with the characters). After a short delay, those areas go black, blowing the opponent away if they're inside of them. There is a small area covered by both circles, so it can hit twice. Both hits also guard crush, so it can be an unblockable one-two punch or just give you an opening. - They only showed the new palettes for Saya and Muramasa. I didn't recognize the Muramasa ones, but Saya got an Angelica palette.
  2. Ah, yes, that's exactly what the game needed. Still glad to see Emi in, I just hope she won't end up being the only newcomer.
  3. Neither of those two are MvC characters, so I find that analogy faulty. Man, they just keep delivering amazing gameplay design. There are a lot of characters with a single companion, but making a character with two? That you have to switch between? Why can I only give them money by owning an XBone? An interesting point here is that she's not one of those universal characters with a flexible playstyle: you have to learn ALL of her bodies to do well, otherwise, the reduced health is going to cost you dearly. It's also weird how she's the reverse snowball character who starts strong and gets weaker over time, as most fighting games go the other way (including KI itself). Her design is one of the most dangerous, but that makes sense with how much effort she requires. A very fitting choice for a boss.
  4. It took me the whole day to realize that this is actually new, since I mistook it for the throw Not a super-exciting change, but I still feel stupid for missing it.
  5. Well, like I said, I'm not the one who missed it.
  6. Might add the new Force Function names: http://www.dustloop.com/forums/index.php/topic/8894-uniel-news-gameplay-discussion/page-27#entry915019 The changes in the move lists that I noticed (compared with the Mizuumi wiki, if something is already in the game, blame them): - Gordeau got a new command normal, 4B. - Vatista got a new variation of her Force Function, 2BC. - Seth has an additional input after his fast fall (j.22/2AB), 6A/B/C. - Hilda can now cancel her Force Function with 2A. - Akatsuki's Force Function can now be performed in the air. //Whoops, too slow. Still seems like I noticed some changes that Sourenga didn't. That's already in.
  7. It's not an overhaul, it does consist of mostly bug fixes and some add-ons without any balance changes.
  8. Interesting or not, they still deserve to be translated. Following partner characters added: - Tsunemori Akane: Dominator (from PSYCHO-PASS) - Amy: Messenger (from Suisei no Gargantia) - Yoguruma Mugen: Fist of Yog-Sothoth (from D.Y.N. Freaks) Color palettes: - Each main character receives additional palettes (5 each). Bug fixes: Escape Action: - Fixed a bug that didn't allow you to input it as a reversal. Vanishing Guard: - Fixed a bug that sometimes didn't make you throw-invulnerable on block. - The time stop is now re-applied when you block melee attacks while holding down Vanishing Guard. - It is now impossible to special-cancel Vanishing Guard on start-up in mid-air. Counter Raid: - Fixed a bug that increased your power gauge on hit or block. Other system changes: - Fixed some camera issues. - Fixed some issues with time stop. Ein: - 2E: fixed a bug that made Ein go in standing hitstun rather than crouching hitstun when damaged. - Colt Python (236AB): fixed a few offensive parameter values. - GEPARD-M1 (236236BC): fixed a bug that caused KO during the sniping. Al: - Variable Rush (CE): the enemy's position now syncs properly on first hit. Fixed a bug that allowed you to cancel some routes. Saya: - Aerial dodge (j.D): fixed a bug that made Saya's projectile invincibility shorter than of other characters. Ignis: - 2E: fixed a bug that made Ignis go in standing hitstun rather than crouching hitstun when damaged. - Assassination: Black Arrow ((j.)421A/B): fixed the time period after which you can re-apply the wire. Fixed the behavior on B version's hit. - Various supers, Lethal Blaze: fixed the bug that didn't allow you to press buttons simultaneously. - Slaugher: Khazad-dûm ((j.)421AB): fixed the bug on activation during Ignis's time stop that messed up the timing of giving you back the controls. Fixed the time stop on the wire activation. - Most Noble Blade "Anor" (236236BC): fixed a few offensive parameter values. Anna: 2E: fixed a bug that made Anna go in standing hitstun rather than crouching hitstun when damaged. Sansei Muramasa: 2E: fixed a bug that made Muramasa go in standing hitstun rather than crouching hitstun when damaged. Manual Down (421AB): fixed a bug that made you recover no health sometimes. Franco il Nero: - It's Showtime, Let's Kill'em!: fixed a few offensive parameter values. Althea: - Blade of War Axe: fixed a few offensive parameter values.
  9. SAIKOBOORU~ No teaser this time? That's too bad.
  10. I wouldn't call that "Footage", just a couple of screenshots But yeah, there is going to be an update on the 28th that adds Akane, Amy and Mugen along with a couple new character palettes and a new stage. Some bug fixes, too, so we can probably say goodbye to that infinite. ...Wait a minute, did they just give Phantom a second stage? Or is the warehouse one not actually from Phantom? Check the website's Publicity page, it has a few hi-res artworks in various articles. If it's not there, I'm not sure if it can be found anywhere else, as the game's assets are not ripped yet.
  11. Not yet, but you can bet someone will post about it here when it happens.
  12. I'm not exactly sure what you're talking about here. Across the Nightmare is the overhead leap; it's often used to mix things up and can theoretically be used to cross the screen, but it's pretty punishable in that case. Sledgehammer is the spinning attack that hits mid, so it's either a combo filler (a pretty good one, since C version staggers on last hit) or as a block string ender (it feels relatively safe-ish?). If you're talking about their super versions, they're called Child play and Combo Sledgehammer, respectively. I don't know if Child Play tracks the opponent in neutral, but mid-combo, it's better used after knocking the opponent down to guarantee the damage. Also, I think it's easier to follow up than Combo Sledgehammer? Maybe you can post a video link or something so I can understand your question better?
  13. We got infinites already: https://www.youtube.com/watch?v=HFJN18hzZxc While it doesn't surprise me, and it doesn't seem that practical, I find it hilarious that the character who got it is Ignis. As if having a ridiculously simple infinite in Nitro Royale wasn't enough for her. Balance hotfix with Saber release, please?
  14. Might be just a mistake on my side, then. Haven't checked the changes in-game, which is partially why I posted it here.
  15. Guys, do you have a complete changelog for 2.0? I was asked to translate the one from this video, but I'm not sure if it's complete or not. http://www.nicovideo.jp/watch/sm26230650 - 5D hasn't changed on whiff. - 5C's first hit doesn't float Terumi as high. - 2B has reduced recovery, now -8 on block. - 5D's front hitbox is slightly reduced. - 6D can now gatling into 6C; the hitbox's lower part is reduced; doesn't float the opponent as high or far. - j.D can now gatling into j.2D; normal air hit doesn't knock down; opponent can now recover after air CH bounce. - j.D can now be super-canceled on landing; now has landing recovery, the greatest frame advantage is -2; can no longer be OD-canceled; no longer keeps the momentum after a dash; OD version falls down faster; P1 increased from 70 to 80. - Garengeki (22C) no longer has level 2, only 1 and 3; level 3 comes out even if you don't mash enough; level 3 doesn't last as long. - Jagaku (236D) has longer hitbox; the run distance is reduced; the start-up is increased. - Crush Trigger's recovery is reduced, now -4 on block. - Both versions of Jarin Renshouga got longer start-up; the opponent lands closer to you on hit. - Orochi Burensen A ends the round on 2nd hit and activates a special victory animation when it does.
  16. Yeah, I translated most movelists back during the first loketest. They revealed some more names since then, but I was going to translate them, as well. Of course, if anyone wants me to. I've seen some good Saya play with Another Blood compensating for her average combo damage and stealing games thanks to her many mix-ups. Dragon would probably do just as well.
  17. Another point that has been on my mind lately: did we get any new mix-ups? I appreciate having better reward for our combos, but sometimes it still feels like all you can do is endlessly knock at the opponent's block without any ways to break through. Someone mentioned that 6D and 2D can now be special-canceled on block, and I find that pretty neat. It's a bit more difficult with 6D, since you have to wait until you fall down to the ground, but you can go for Miquelet right after they block the Drive, or just Flint to make it safe even on H0 (I think it's safe?). Another point worth mentioning is that they didn't get that bounce that 5D and j.D got. Also, Miquelet Brake into 720 can be done even up close. If they jump, they get Captured, if they don't, they ride a 720. Or that's what I want to do, but I'm not sure you can react to the jump fast enough, since you need to perform the Brake rather early. Maybe you can just 6B/623C after the Brake?
  18. Shouldn't Saya's hair be green? Worst comes to worst, we can use them on some other forum like KakugeKings when the game comes to consoles.
  19. Lately, I've been trying to do something a bit more smart with the oil than just blowing it up. It's basically a huge "Don't touch this" area for your opponent, even if it doesn't deal damage. Running over it makes them a sitting duck for your pokes, and trying to combo you on top of it is difficult because of friction. Thanks to that, they usually either approach you from above (so you can easily hit them with your godlike AAs) or just wait it out on the opposite side, so you can turn the corner and mount your own offense. That doesn't sound too specific because I just didn't come up with anything better for now, but it's still something.
  20. Yeah, but you're skipping 6A.
  21. On a related note, going for that route from 6A makes the combo too long, so it drops around the last 5D even on Tager. What's the optimal combo in that case? I'm going for 6A 5[C] 3C 41236C 236D 236[A] 6C jc j.C j.D 623C 5C 5D 623B, but haven't tried any other options.
  22. I wouldn't call Al broken, it's just that she doesn't have too many weaknesses. She has good normals and run speed, her fireball game is strong, her DP is great, and then she even has some nice mix-ups with her Mirror and Atlach-Nacha. Even her combo damage can be off the charts with AB and other heavy-hitting Assists. That said, she can still be outplayed, and since her gameplan is straightforward, it's not too hard. It's just that she does everything well.
  23. Well, I meant the general move descriptions and stuff. I don't have the frame data, either, but we can edit it in later when we get it.
  24. Is this combo character-specific? On Carl and Hazama, I can't connect j.C j.D despite hitting the buttons as fast as I can, and I can't see how you can increase the hitstun in that part. It connects just fine on Tager and Ragna, though.
  25. Oh, I get it, so it connects if you start with 6A because it forces them to crouch. That's more than enough for me. Is anyone going to edit the wiki? Because I might give it a go later this week.
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