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SoWL

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  1. Sorry for leaving your boy for last, here are the translations: http://ggxrd.com/locatest.pdf 6P - can now be jump-canceled; recovery increased from 16 to 18 frames. Hawk Baker (623S) - now floats the opponent even on far hit; the far version's untech time is now the same as the short version's; the far version's blowback is reduced. Elk Hunt (236K) - the active frames are increased from 5 to 6 frames; the recovery is reduced from 12 to 11 frames; increased the hitbox and hurtbox on the move's start-up; added the starter proration of 90; now floats the opponent higher on hit. Midair Beak Driver (j.236HS) - removed the landing recovery. RTL (632146HS) - fixed the bug when you stayed in place when inputting the follow-up commands too fast.
  2. Loketest changes: http://ggxrd.com/locatest.pdf Ball Set (214P/K/S/HS) - By holding down a different attack button during the ball setup, you generate a corresponding ball; the P formation's P ball is now set slightly lower. Top spin, Back spin - when the set ball is hit with Stinger Aim or Carcass Raid, the ball's level is now increased. Qv (41236P/K/S/HS) - the blow back on hit is decreased; the attack level is increased with the charge. Dark Angel (2363214S) - now deals 6 hits. Bishop Runout (2363214HS) - now can be hit sooner; the duration is reduced.
  3. Can't say for sure, we can only wait for the loketest.
  4. Welp, my bad
  5. Reposting the changes here: Though I'd like to fix some things:- Dead Man's Hand has more untech time and deals more damage when you have MORE Eddie gauge; - the slow refill only applies when Eddie is destroyed, and it doesn't refill only during some specials.
  6. Here is your changelog, guys: http://ggxrd.com/locatest.pdf Mr. Dolphin Horizontal HS ([4]6HS) - Attack level changed from 3 to 4. Overhead Kiss (632146K) - the command is changed to 623K (up close). Applause for the Victim (41236P/K/S/HS) - changed the input priority of each button; if you release the button right after the initial input, the ring stays in place and activates when you release the corresponding button again; the attack's start-up is reduced from 13 to 10 frames; can hop on dolphin before the attack comes out. Hop on Dolphin - the damage of all versions is now 50; after hitting the opponent, it's now easier to cancel into air dash.
  7. Hey guys, here are the Millia changes: http://ggxrd.com/locatest.pdf 6K - Attack level is reduced from 4 to 2. Dead Angle Attack - the motion is changed, now blows the opponent sideways on hit. Digitalis (214K > HS) - the untech time on counter-hit is increased; the recovery is increased from 23 to 26 frames; P1 changed from 80 to 75. Winger (2141236HS) - the opponent now rolls along the ground rather than getting wall-bounced on hit; the forced proration on hit is now removed, P1 is now 90, and the last hit reduces the R.I.S.C. Level by 15.
  8. Here's the full changelog: 1/2/3HS - can now be jump-canceled; now blows the opponent forward on hit; 2HS and 3HS now have P1 of 90. 6HS - start-up increased from 21 to 33 frames; now throw-invincible during the second half; now causes stagger on counter-hit. Hemi-Jack (632146S) - the start-up is reduced from 83 to 68 frames; now moves faster; the hit stun of attacks against the projectile is increased. Forward dash - the duration is reduced from 44 to 39 frames; the parry part of the dash now starts from frame 3 rather than frame 4; the recovery after the parry is reduced, and Bedman appears farther away. Float (88) - the duration of upward movement after being canceled into normals is increased; the input is now more lenient at the jump's highest point. Homing Dash (5D > 6) - can now be canceled into various moves.
  9. Isn't Homing Dash the one that is performed after 5D? I never really thought about it, but does he even have that right now? Also, Hammer Fall didn't get his priority increased (there's no priority in GG, AFAIK), it just has bigger hitbox now (expanded forward).
  10. Here are the changes from the official patch notes: http://ggxrd.com/locatest.pdf f.S - the hurtbox on start-up and recovery is expanded forward; the damage is decreased from 38 to 34. j.2K - can now be performed at lower altitude. Hack n' Slash (214HS) - can be blocked with ground guard and midair FD after the second hit. Backward movement (236S > 44) - the untech time is increased; the float on hit is changed; the damage is decreased from 40 to 24. Ground hitstun - increased the hurtbox on some hitstun animations.
  11. Let's put it in another way: what can you do with a Dominator? Well, it has three modes, one of which can't be used on animate objects (though maybe it can be used on Muramasa, Al, Ruili and Anna? ). Both Paralyzer and Eliminator can be done in a fighting game, though the latter probably needs some kind of a setup, similar to Naoto's mechanic. In fact, both modes would probably be supers, since they're that powerful. Which leaves us with the question of what Akane is supposed to do without any gauge. She's getting more badass with each installment, sure, but she's still far from being a proper fighter. And this game only has proper fighters so far, with the only exception being Muramasa, who is a tool. Last time, we had Natsumi, and she didn't have that many fans (and I'm pretty sure her game had better candidates). That said, they did make Ruili playable, and all she does in her game is dance and look pretty, so there might be many other reasons for Akane being unplayable. They don't want playable anime characters, with Saber being grandfathered in due to Nitro Royale? Her potential playstyle fits another character better? They don't want her to get hit and get her PP clouded? The world might never know. Sorry, the image of helmet normals was too strong in my mind. I assume this is a reply to my question, in which case, yeah, I can see that.
  12. Well, let's be honest: she just doesn't have enough material for a full moveset. She can shoot her Dominator, swing with a helmet, and, uh, summon drones? Yeah, I'd rather have her use her most iconic attack than become a joke character. Well, they do have to draw them from scratch, revamp or not. The thing I don't understand here is why she and Sonico are brought up now as something new when they've been confirmed ever since the game's announcement. Meanwhile, I've been thinking over Ethica's potential playstyle, but there isn't that much info about her: all we know is that she fights zombies and dual-wields chainsaws... Which actually makes everything else irrelevant and might make her fanbase all by itself. I hope Carmelo is in the game in some shape or form, as a partner in dual chainsaw-wielding. Speaking of which, I'm looking forward to her interactions with Mora.
  13. I'd like Akane's properties to change depending on the battle's flow. Like, if the fight has just started and opponent hasn't done anything yet, she can only use the Paralyzer, but if they dealt some damage to you, she can use lethal (?) Eliminator. Or, since most heroines here are evil to some extent, use Eliminator right away EDIT: More Muramasa impressions, I'll add the translation soon. http://www.famitsu.com/news/201502/02070743.html DOUBLE EDIT: Okay, there isn't a lot of new info, but here it is. - She doesn't feel finished yet, which is understandable for a loketest. - Muramasa pulls herself in when the thread hits the opponent (which means she can't use it fly anywhere she wants?). - The thread's hit stun increases if the opponent is far away to make it easier to follow up. - Eardrum Smasher deals two hits, with both of them moving Muramasa forward. It might be a good idea to follow up with an Assist attack. - 2B is a kick to the opponent's legs. It knocks down and can be followed up with 5C, leading into an aerial combo. You can perform it after 2A and many other normals. - 5C is a sideway kick. Since its untech time is long, you can go 2B 5C 236A into some other follow-up. Overall, it feels like an important part of combos. - j.B is a long forward kick. A perfect move to use while approaching on a thread. Since its downward reach isn't great, be careful of people crouching and dodging the attack altogether. - j.C is an attack that blows the opponent away to the edge of the screen. You can cancel it into aerial A thread and follow up with an aerial combo. If the combo is too long to follow up, you can perform Enchant Plus: Linear Accel as a finisher.
  14. I went ahead and tried to get some statistics, as well, though I took them in VS mode with infinite timer, with two Fausts throwing 50 items each. Take them as you will. Hammer - 16 Bomb - 17 Mini-Faust - 8 Donut - 7 Chocolate - 21 (!) Poison - 10 Weight - 3 Oil - 4 Meteors - 4 Black Hole - 4 Platform - 4 Helium - 2
  15. This reminds me that the new version of Sengoku Basara is going to have multiple third-party collabs, like with Tales of Zestiria. And if a more obscure game series that is Basara can do that, then SF can most probably do it, as well.
  16. But there are plenty of VN Assist characters, she could easily be another one of them. I'm leaning towards Nitobura, though it's probably going to end up as NB or something like that.
  17. Screw consciousness, more chars! http://dengekionline.com/elem/000/000/999/999846/ Playable characters: - Saber (Fate/Zero) - Kibanohara Ethica (Tokyo Necro) Assist characters: - Super Sonico (Sonicomi) - Tsunemori Akane (Psycho-Pass) Like I said before, I expected a Tokyo Necro cameo, but making them playable right away is a big surprise. Also, thanks to Akane, we went over the initial limit of 16 Assist characters, so we can expect even more newcomers before the game's release. And before I forget, I'd like to say that I like how Muramasa turned out, even if she ended up different from my expectations. They built her around the single move that she can certainly do all by herself, without Kageaki, so people like me don't have to complain about her not matching the source material. Sure, she does have her Shinogi, but she only uses it in supers, which fits the idea of her requiring resources for that. Lastly, while I am a bit worried about her Hazama-like gameplay, at the very least, it doesn't seem like she can run away from the opponent all day long, since her threads are much more limited than his chains. I wish I could hear her BGM... And boy, I can't wait to combine Yoishi with Dragon.
  18. http://dengekionline.com/elem/000/000/998/998811/ Looking very Hazama-like there, Muramasa. I'm going out, so I hope there will be more info when I come back. EDIT: My consciousness won't allow me to triple-post, so I hope you don't miss this edit. http://dengekionline.com/elem/000/000/999/999301/ MuramasaMuramasa is a character who can fly all over the screen while performing combos with her "Steel Spider Thread" move. However, the reach on her normal moves is not as long, so there are still ways for her to fight at normal distance.With other characters, dashing in usually gets more and more risky over time, but thanks to "Steel Spider Thread", you get a lot of freedom in your neutral game. Since the thread has good hit stun, it's very easy to extend the combo after launching the enemy both in the air and on the ground. Moreover, by using different versions of "Steel Spider Thread", you change the angle at which it is shot (A is forward, B is upward, C is diagonally upward). Likewise, the aerial version is shot forward, diagonally downward and straight downward, respectively. Also, you can cancel "Steel Spider Thread", so there are a few tricky applications for it, too. Make good use of it by adapting to your opponent's movement. Lastly, it should be noted that "Eardrum Smasher" is a special move that quickly moves you forward; it does not knock the opponent down, so it's best used as combo fodder. If you want to finish your combo in midair, it's recommended to do it with the super "Enchant Plus: Linear Accel". AoiBy using Aoi, both players gain 1 stock of Power gauge. Since this is a very unusual ability, its cooldown is too long for it to be used more than once per round. It still becomes available relatively early, so you can use it in various ways, such as when you want to deal great damage or get the resources for a defensive move. AltheaAlthea falls down from the sky and delivers multiple spinning strikes with a great axe. She moves very fast, and it can also be used as a pressure tool. The cooldown is relatively long. YoishiYoishi generates black smoke that moves along the ground. It is unblockable, and if it hits the opponent, they become unable to jump. She is a good support character to use when you want to give your opponent no time to do anything with long start-up. The cooldown is relatively long. And some points from the game's producer: - It is now easier to dodge projectiles with Escape Action. - The system's interface has been adjusted. - No one noticed it last time, but the game has voiced countdown of the round's last 10 seconds. It also makes the BGM faster and changes the text under the timer from TIME to HURRY. - Muramasa is going to get another special and super later (I assume that doesn't include Lethal Blaze).
  19. Because they're old enough to learn some restraint? Also, Pot was born with a mutation which might be the reason.
  20. That was the case in P4U, as well, so I doubt they'd fix it now.
  21. You probably shouldn't judge things like this based on your personal experience. Just because J-Stars characters are more popular than DFC ones doesn't mean that the latter are not popular at all. J-Stars has lots of characters no one even heard about outside of Japan (Kankichi? Yamada Tarou? Luckyman?), while DFC is full of characters from shows that aired not too long ago. But anyways, my main point was that the biggest reason no one expects these games to be published in English is that they have way too many series in them, which means that you have to communicate with too many Enligh license holders. And since J-Stars did it, it was only a matter of time until DFC would do the same.
  22. I don't know what's so surprising about this, even J-Stars is going to be published in English, and it has more licensing issues and niche character choices than this game.
  23. And here are the HQ screenshots: http://www.inside-games.jp/article/img/2015/01/29/84565/547607.html
  24. Here's the Famitsu version of the same article in case you'd rather have lower quality with no watermarks (until Gematsu gets their article up, anyways): http://www.famitsu.com/news/201501/29070450.html Seems like the Dengeki writer is rooting for a Hikaru boss character, as well. Do it, Examu, we know you can! Oh, and I somehow missed that Muramasa's Enchant Plus can only be done in midair. Makes sense, since it makes you fly faster. Leave it to Australians to be impressed with giant spiders.
  25. The demo is now out for free on PS4! http://jojogame.bngames.net/trial/about01.html And here are some gameplay videos to go along with it. https://www.youtube.com/watch?v=nl97GzB7RKc https://www.youtube.com/watch?v=O2QR0AJkNsA http://www.youtube.com/watch?v=WCxUVUZ-6NE
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