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Everything posted by SoWL
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I don't mind mash-to-tech, except that even setting my pad to turbo makes me fail the tech mission, so I think that's where they should make a fix.
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It feels that crouching under Stun Edges gets me Stun Dipper'd every time just because it comes out so fast Maybe I shouldn't just crawl under it at every possible opportunity because I can...
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I've always been doing it as 1K~P, mostly because P is the closest button to K on the pad (HS is close, too, but it's harder to press it along with K).
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I'm honestly not sure why anyone would want the AC throw techs back, considering the extremely short tech window that you can use only if you hard-read the throw. If you do read it, you can already counter it in many ways in Xrd.
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Look like what?
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I tried going for the j.D oki a couple of times in 1.1, but it's just inferior to the safejump most of the time. I suppose it's still a better starter tnan j.C, so it's nice to see it being used.
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Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
Nothing in particular, I'm just keeping an eye on the usual sources. I just hope the initial roster is larger than 10 characters, mostly because that's going to leave us with no space for actual surprise reveals. -
Don't forget that the slowdown is there not only for the players, but for the spectators, too. When you want your game to be competitive, it helps if those who watch it can actually see what's going on. Also, it serves as a nice "You should be hyped right now" signal, but that's more of a side-effect.
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I was able to combo from the drill j.K in AC, but in Xrd, I can do it, like, 1 time out of 20 or something. All I can say is that it's worth practicing, and that you're not alone in your suffering.
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The only SF I've played is vanilla 4 (oh, and the original SF2 on a Japanese airplane seat), but GG easily has the best learning tools I've ever seen in a fighting game. The challenges are actually useful, the whole Mission mode is made out of sugar and sunshine, and the Training mode got most of improvements we've seen in BB. On the other hand, I do agree that it could do a better job explaining some individual moves, like you say. It does fit some essential stuff in the Challenges, but that's not enough. In fact, I'm very surprised that GG doesn't have BB-like Lessons on each character in the roster, especially since it's not supposed to be that hard to write or implement. Add that in the next installment along with some luxury Training options, like hitbox viewer or the frame data, and you won't even need that link to the 4gamer wiki (which, I suppose, is there to answer all the questions a Japanese-speaking player might get).
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You did nothing to apologize for, lol. Anyways, the tournament is over, so I can post more footage: http://www.twitch.tv/overkill013/b/608197763?t=5m (vs Ky) http://www.twitch.tv/overkill013/b/608197763?t=87m40s (vs Potemkin) http://www.twitch.tv/overkill013/b/608197763?t=107m30s (vs Faust) The main lesson of the day was to learn more match-ups, since I tend to do well after I understand what's going on with this particular character, but it might be too late to win by then (compare the matches against Ky and Potemkin).
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
SoWL replied to Setsuna's topic in Misc Fighter Central
http://kawaiikochan.tumblr.com/post/105452710501/i-cant-believe-my-kung-fu-guy-is-ten-years-ahead Now I can actually pick this game up. -
5D 6 6H 236P (Bomb) cl.S 2S 5H 2D 214P (Bomb hit) (Door hit) 66 6H 236S PKS PKSH 236236H
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I like Dizzy's new looks and hope she gets it without any sort of battle transformation like before. I just think it makes sense for her to dress a little bit more classy now that she's a mother and a first lady. Then again, it might be difficult for her to use her wings as weapons in those clothes. Zappa, Bridget and Jam all seem close enough to their old looks for me to not care that much about it.
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Picking up? I never dropped him since discovering GG about ten years ago! Thanks for the comments, I almost thought I'd go unnoticed. We're having another tournament this Wednesday, so this came at the best possible time.
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The main way I'd improve Aquapazza is to make a Nitroplus version of it, so I'm fine with that development
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Block, save tension, use Dead Angle, look for an opportunity to throw them or jump out or mash out with your godly normals (in that order). But really, Dead Angle is Faust's most useful way to spend meter, and luckily, you're very likely to have enough even if you YRC once or twice.
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Whenever I think about Delilah, I remember those Bedman silhouette guesses that made him a little girl rather than a boy. While I don't expect her to be a literal Bedgirl, I wouldn't be surprised if she is.
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Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
CRUSH THE WALL! AND NIGHT IS BLEEDING! I've put together another album, now with Mora's moves. On one hand, she's easier to figure out than Saya, but on the other hand, all her normals look the same, so some buttons might be wrong. At least she used all of them, I think. http://imgur.com/a/8S5hh -
I think I figured it out: if the item is too close to your or your opponent, then they pick it up, but if it's somewhere in the middle, they go right over it. This "Sweet spot" is character-specific, so I don't think there's any reasonable way to set it up in a real match.
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Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
She had it in Nitro Royale, so the chances are good that she's getting it again. EDIT: I updated the Saya album with all the system info we got over this week: http://imgur.com/a/nuPYf -
Going back to 214A, isn't it strictly better than 236A if only because you still have your head on to use other DVs? It doesn't matter often, but when it does, it's annoying.
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Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
Well, I wasn't addressing you in particular, I was just worried that people might miss it since edits don't bump the thread (and I didn't want to bump it just to point out an edit). And yeah, the gameplay quality is not the greatest, but it's still something. That article doesn't say anything important, but it's still a nice read. -
Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
"At least"? I'll take all the footage I can get, thank you very much. All this talk about Sonico being playable almost makes me think that it's my mistake to think otherwise, not theirs. Almost. Oh, and I updated the previous post, if you didn't notice. -
Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
That's a goldmine. I translated what I could for now, the rest is coming tomorrow. Some of these points were already mentioned in the thread, but I'll leave them so the overall structure is the same. System The usual combo flow seems to be A > B > C/E > Special > Super > Assist, with the aerial combos being A > B > jc > A > B > E to bring the opponent down. j.C can only be jump-canceled by some characters. Since 5B has close and far versions, you can combo B > B. Since they can also be jump-canceled, it leads to multiple different blockstring routes. As soon as the proration kicks in, the opponent can ukemi, and the crumple state becomes shorter. Escape Action: It feels that it's invincible to everything but projectiles, which it destroys instead? It has a bit of recovery, so you can't just use it whenever. Since both the roll and the short hop cost no gauge, it creates lots of options for mix-ups. Both actions can be performed in midair, making it similar to a small triple-jump / air-dash. Since it still has its invulnerability, it's certainly a staple. As expected, you can't do aerial Escape Actions after a short hop. Banishing Guard: Performed by pressing 4D/1D, even while blocking. You can hold the button to keep blocking. If you block the enemy attack this way, the gap is long enough to interrupt their next attack with a normal. Since you basically make the opponent whiff their attack, you don't receive any chip damage. The general principle is that if you interrupt the A > B string, you can stuff it with A, and if you interrupt B > C, you can stuff it with B. Of course, you can also stuff it with A, but some multi-hit attacks can only be stuffed with a DP. If you got your attack Banishing Guarded, you can Banishing Guard them back. And since it costs nothing, you can counter each other's Banishing Guards until the time is up. Since the aerial Banishing Guard pushes you back, it's probably a bad idea to use it against projectiles, since it only makes it more difficult to get in. Even if you Banishing Guard the 6A anti-air, the pushback still kicks you away from them. Since it costs no gauge, it's risk-free, though it does have a weakness in not being able to tech throws. Still, the default defensive play comes down to crouching Banishing Guard. Heavy Action: Holding down 5E makes it unblockable. 2E is a sweep, and the difference in its range between characters is amazing (compare Al and Mora, for example). Since there is no quick tech in the game, it might be a good option for a meaty attack. However, if you knock the opponent down with the last hit of the combo, they can get up faster. Assists: Since calling an Assist costs no gauge even though it hurts a lot, they seem to be mostly used as a combo fodder right now. Also, since they are guaranteed to come out, most of them make for excellent okizeme tools. You can call an Assist both on the ground and in mid-air. The timing for using them in combos varies across the board. Since there is a short pause before most Assists, they can still be stuffed with C+E (Variable Rush) or Kaigen. It doesn't seem like they can turn around, even though that's the case in most other games. Infinite Blast: Blasts come in three types: Power Blast (gold), Combo Blast (red), and Escape Blast (blue). The Blast's length goes Power > Combo > Escape. You regenerate health during a Blast: Power Blast restores around 20%. Since specials can also be canceled into Escape Action, you can land a Blast after a DP canceled into a roll. Combo Blast easily raises the damage if you use it after hitting a grounded opponent. But if you hit the opponent while they're in midair, they can still tech, so it's difficult to make the combo longer than it usually is. It does increase the hitstop by a whole lot, so it's easier to pick up the combo. Lastly, Escape Blast's invulnerability ends long before its recovery, so you're pretty much dead if they have an Assist. Other: The throw escape window feels very long, so you don't really have to look out for it. You can cancel the throw into Evasive Action or a super and go for the combo from there. The aerial throw is also present, but since it has a whiff animation, it's mostly used for reading an aerial Banishing Guard or Escape Action when they expect a 6A after a tech. 6A is a universal anti-air, and if you don't land it after the opponent's jump or short hop, you're left wide open for some major punishment. Most supers cost 1 gauge. the C+E super-combos are invulnerable on start-up and come out fast, which resembles DFC, though they cost 2 gauge. Even though it costs so much, it's not a big loss if it gets blocked, since pressing different buttons also performs various attacks that must be blocked differently (most of the time, A is mid, B is overhead, and C is low). By spamming B and using one overhead after another, you can usually juggle the opponent easily on hit. You can tech by holding down the button. Be careful about mashing many buttons at once, since pressing them simultaneously might call an Assist or use a Blast when you don't want to. The opponent turns around automatically if you jump over them, unless they were air-dashing themselves or something. They also turn around after a double-jump. There seems to be a lot of space for cross-over mindgames: whether they're going to perform any aerial attacks or throws or just jump behind you. Main cast Ein = Al > Mora = Ruili > Saya It seems that everyone can win a decent percentage of matches, so people are sticking to the most simple characters for now. Just don't expect to win games with Saya so soon. Pressing Start picks a random character. Al: The 236 projectiles come out fast, are pretty safe and have a tall enough hitbox to hit airborne opponents. A version is a straight fireball, B version is a curved ice blast, C version is both. C version spam is legit, since it's difficult to dodge completely. If you hit them with a projectile, you can connect it into the EX version. Ithaqua! Ithaqua! The 623 DP is a two-hit attack that makes you jump and drop the opponent to the ground. It's actually pretty safe, so it's damn strong. Feel free to use it at every possible opportunity. It's also good as a combo fodder. If it's actually blocked, you can super-cancel it, call an Assist, or cancel it into an Escape Action if you got a Blast. Since 5B and 5E got very short reach, you have to deal with a shorter combo route, like 5A 5B 5C 236/623. Since her dash and other mobility tools are so good, she can be easily recommended to newbies and experienced players alike. There are panty shots. The poster illustration is lewd. Ein: 214 is a bullet spam that's easy to use. Since she can shoot you on a whim while abusing her great mobility, chasing her is pretty annoying. She also has good reach on her knife normals, especially the crouching ones, so using them often is important. No one is sure whether the 623 palm thrust has invulnerability, low-profile frames or projectile invincibility, but since it's a fast two-hit attack, it can get some stylish punishes when opponent uses Banishing Guard too often. 2E 214C is a meterless aerial combo starter that looks very cool. C+E on block is a mix-up on both vertical and horizontal axes, so it's very easy to kill people with little experience against it. Her only bad point is that it's difficult to hear her, since her voice is so quiet. The poster illustration is lewd. Mora: There are some easy mix-ups between a fast 214 overhead and a long 2E sweep as well as with an IAD j.2C, all of which can lead into oraora (Child Play). Or you can go for the invincible DP if they try to mash out. 6A has a very wide hitbox, and the close-ranged options are very powerful, which makes for a very fun experience, but with no mobility and little reach, it's easy to run away from her. Simply landing 5A 5BB 2E into knockdown, and then going for the IAD mix-up or 2E 214A 214AB deals more than enough damage to steal rounds all by itself. Ruili: Since 236C causes crumple, it's tailor-made to be combo fodder. 214A is a fast mid attack that moves you forward, 214B is an overhead chop, and 214C is a low sweep. After each move, you can press A, B, or C to perform a corresponding 214 special. ABC214AC scores a knockdown, 214BAC is a combo that you can repeat over and over to kill people who can't see its start-up. 236AB deals lots of damage and looks very cool. 214AB is a command throw, and it seems like you can follow it up with an Assist after launching the opponent. Panties. Saya: j.2A/B/C is a multi-hit overhead drill that's strong against everything but Banishing Guard, and if you use it right after j.236 against someone with no projectiles to keep you away, it becomes downright dirty. The 214 stance can lead into either an anti-air or a feint, but it's not like it becomes unblockable. Because of her forward step and Dhalsim jump, she's hopelessly weak at chasing people. On the other hand, teleporting with 623 or 421 gives her a lot of freedom. C+E doesn't let you mix your opponent up on block, but in return, it can hit your opponent even from the opposite side of the screen. The combos are weak since it's difficult to chain into 2E, the neutral options make her play a defensive game, and the fact that her super-combo restores health just prolongs the match. She turns into a meatball fast. The victory pose is cute. Assists Pressing Start picks a random Assist. You pick two characters and call them with AD and BD. If it's not neutral, you can't get an Escape Action by accident. Natsumi: With her short cooldown and big hitbox, she's strong even when she simply goes over the whole screen twice. Even though she deals multiple hits, having even one of them blocked by Banishing Guard is more than enough. Kaigen: A single strike with very fast start-up. Seems like a perfect Assist for whenever the screen dims. It deals quite a lot of chip damage and crumples even on air hit, so it's very versatile. It feels like you can't switch your block after blocking this, similar to Blade Arcus. Henri: Even though her cooldown is low, she stays out for a while, keeps the opponent in place, deals good damage and gives you enough hit stun to pick up the combo. Very user-friendly. For some reason, her portrait is the only rough sketch on the character select screen. Ratatatata. Spica: Even when she appears right in front of you, her hitbox is wide enough to hit people behind your back, so she's pretty useful. When you call her in mid-air, she can lead to aerial combos. Even though she's easy to use, it often feels like other options are better. Miyuki: The bat is interesting, but the reward for using it tends to be low, as it's difficult to pick up the opponent. If you use it in the middle of a combo, the damage is good. The blood splatters that come out on hit make this seem very painful. Another Blood: Since the damage is so high, it's most often used as combo fodder. You can also use it as a mix-up tool by covering the characters' sprites. It seems like it can float the opponent even while they're knocked down. Since it's difficult to see, you can't confirm it. Dragon: It becomes impossible to jump because of the great beam. The finishing pose is cute and matches well with the main character's victory pose. Franco: Feels very similar to Henri. Sakura: Since it's a counter-attack Assist, her cooldown is short, so she's excellent as an impromptu Roman Cancel. When used in combos, she can trigger from an Escape Blast, but even though the counter-attack is unblockable, you have to be too close for the Blast to hit her, making this unreliable. Carol: The locusts come out. EDIT: There, all done.