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Everything posted by SoWL
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Why exactly do you think that 1.10 will be more matchup-heavy? Again, most of these nerfs only concern the raw damage, our neutral game seems relatively unaffected, and that is Faust's strongest point. Did we get any impressions on f.S's new hurtbox? Is it actually something to worry about?
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Look at it this way: usually, holding down 4 makes you walk backwards, but if there is an enemy hitbox on the screen (be it a physical attack or a projectile), you enter the blocking animation instead, even if that hitbox doesn't reach you. This change makes it so you don't enter the blocking animation when there's nothing that can hit you.
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Do we actually have the translations already, or should I get to it? It's too late for me to jump ship, character loyalty is too strong. EDIT: Ah, whatever, here you go. f.S - the hurtbox on start-up and recovery is expanded forward; added starter proration of 90; start-up increased from 10 to 11 frames. j.K - added starter proration of 90. 6HS - added starter proration of 90; damage reduced from 80 to 70. j.2K - can now be performed at lower altitude; added starter proration of 90. Hack n' Slash (214HS) - can be blocked with ground guard and midair FD after the second hit; recovery increased from 34 to 40 frames; Roman Cancel is now purple when performed after the start-up frames. What Could This Be? (236P) - opponent no longer enters the blocking animation during the move's animation. All items - if an attacking item is on the screen, players no longer enter the blocking animation before its hitbox activates; using Blitz Shield against your own items does not stagger the opponent. From the Front (214P) - now causes rolling knockdown on counter-hit. From Behind (214K) - now causes rolling knockdown on counter-hit. From Above (214S) - can now air-dash after Roman Cancel. Growing Flower (Charged) (236S > [K]) - now has invincibility on start-up. See? I'm a Flower! (Charged) (236S > ) - untech time increased. Going My Way (follow-up) (236S > HS) - damage reduced from 16 to 12. Doctor-Copter (236S > 8) - damage increased from 13 to 20; the hurtbox is increased downwards. Love (j.236P) - overall duration increased from 39 to 44 frames. Backward Movement (236S > 44) - the untech time is increased; the float on hit is changed; the damage is decreased from 40 to 24. W-W-What Could This Be? (236236P) - opponent no longer enters the blocking animation during the move's animation. Ground hitstun - increased the hurtbox on some hitstun animations.
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This feels like the CP discussion thread and its "Imbalanced by design" arguments all over again. By the way, Pot lost exactly 0 ways of getting in, unless you count 2S's vacuum effect. Hell, he actually gained some (6K and ICPM). What he did lose is some tools that gave him mad momentum when he did get in, such as Heat's knockdown or 5P. And some damage, sure.
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Here's Tsubu's Twitter, but it seems like he doesn't write there too often.https://twitter.com/busterskawasemi
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This is getting silly. No one can play Zato to his full potential but Ogawa = character is god tier, Ogawa is just a best example of what he can do. No one can play Pot to his full potential but FAB = character is bottom tier, the only reason FAB is winning is because he's FAB. Well maybe FAB wouldn't be able to win at all if Pot is that bad? Maybe people are just biased towards Zato because he's been consistently powerful over multiple versions of the game? Or maybe tier lists are not just about this "potential" that people can't even see unless someone actually uses it?
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Looks fun, I might check it out if it gets a graphics update. I mean, I saw a lot of bad graphics in fighting games, but this one takes the cake. It's difficult to be excited about a game that looks like it's done in Paint. EDIT: After looking through the roster, I caved in and gave it a try. The game actually looks surprisingly decent in motion, which feels a bit weird. Can't say anything about the actual gameplay yet, but I like the ideas behind some characters.
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Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
Seems like there is some info on the game in the new Comptiq issue, and this one is available digitally. I'll buy it when I get home and post whatever I find there. EDIT: I got it, and unfortunately there's zero new info (unless you count short bios for Anna and Ignis). Oh, and by the way, Amazon and its interface need to die in a fire. -
I see absolutely nothing wrong about this.
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Whoah there, Kagura is far from being the most poorly designed character. They had a clear goal while designing him, even if it puts him in a pretty bad spot. Compare that to Kokonoe, whose design concept is literally "Let's give her everything, she's the child of the two greatest heroes on the planet after all".
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Broad subjective statements that cannot be supported or refuted can hardly be considered "Discussion". Not to mention that your main gripe is not the tiers, but the roster and the characters that are missing, and this is not the place to discuss it.
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Elphelt got hit much harder than everyone thinks because of the grenade alone. I actually think that Zato ended up better than everyone expected, though the BS change might be his biggest nerf (with the same going for Millia). For now, if I were to pick new top tiers, I'd choose Faust and I-No, with the rest of the old top being up in the air.
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Yeah, and she's done that even before BB.http://www.project-imas.com/wiki/Azusa_Miura But that's a topic for a different thread.
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Pretty sure Daisuke isn't the one working on character balance.
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School of Ragnarok - Arcade fighter from Square-Enix
SoWL replied to TAI-X's topic in Misc Fighter Central
So, from what I gather, the PCs are customizable, but most of your moveset is defined by the summon that you pick? That's the kind of customization I can get behind. Will keep an eye on this if only because of the Dangan Ronpa writer, though that announcer turns me off with his cheese On a related note, I almost didn't recognize Fumihiko Tachiki, he sounds very different from his usual roles. -
Would have been disappointed if she didn't.
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Well, if we're talking about compensating for nerfs with meter, we might as well say that Mettakiri can still lead to combos with RC.
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I do, I was just a bit busy yesterday. We only have the Konsome tweets, right? I'll translate the ones that are not in the notes. 6HS - untech time increased; rolling knockdown time on counter-hit decreased, but now untechable; stun value reduced to 120. Heat Knuckle, Heat Extend - now build less tension. Giganter - active frames increased from 12 to 14. Heavenly Potemkin Buster - whole body invincibility changed to upper body invincibility. And some random techs: - You can land j.P and 2HS after a regular Trishula hit, but it's tight. - The best time to use a YRC Trishula is after landing ICPM. - A combo that works on Axl is 5K > 2S > 6K > Giganter (with follow-up) > RC > 6HS. - This combo works on Ky: 5K > 2S > 6K > Hammer > RC > 6HS > Hammer Break > 2S > 6K > Hammer Break > Heat. - You can only land Heat after Trishula on CH, but can land HPB even on normal hit. - Pot's homing dash looks like Hammer Break, except you can jump-cancel it.
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
SoWL replied to Setsuna's topic in Misc Fighter Central
Yeah, I didn't get the JP version mostly because it was so expensive, but now I'm totally picking up the digital version. -
Exactly this. If I had a list of buffs I'd like them to give Bedman, this would be on top of it.
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Man, that's a whole lot of damage nerfs. But hey, I'm not playing Faust for extreme damage, so that's fine. Sad to see the Mettakiri combos go, but I could never use them outside of training mode. Bomb bag recovery doesn't seem to matter much because of the move's nature (they can punish you with an air-to-air, in which case you shouldn't have thrown the bag anyways), but I guess you sometimes won't be able to block it in time? The pogo shenanigans might be good: I can totally get behind the K flower invuls and S flower combos (I loved doing those in AC). The door buffs won't do much, since all of them can be easily dodged, though it might be fun comboing off platform into 214S > RC > 66 > stuff. So far, so good, I suppose.
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The projectile stays, yeah. And like I said before, Hammer Fall's "Priority" is a buff to its hitbox, which is now wider.
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P1 is a combo starter proration, sorry for the unclear wording. I'm honestly not sure which "forward" it means, but probably away from you, yeah.
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Honestly, I'm a bit scared of that f.S change: depending on its new hurtbox, people might punish it on block similarly to Axl's chains, and that's going to make the move pretty bad. Basically, they punish you on whiff OR block, so you might as well not use it out of combos. But that's just me being cautious, who knows how it actually is. And even then, we can just go back to FDC j.HS.
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I assume that it won't be much faster than the current input, it's just that it's easier to do. But yeah, we won't know for sure until we see it.