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Everything posted by SoWL
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
SoWL replied to Setsuna's topic in Misc Fighter Central
Huh, that's quite a lot, especially when compared to UNIEL. Pretty happy about Kawada Mami singing for the game, she's one of my favorite artists. -
They say that Hazama's new bar is simply easier to read than the old numbers. They say nothing about whether the pull costs more or it regenerates slower now.
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Dunno what speculation you're talking about, since that description sounds very close to the translated Japanese one.
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The new beta-test is going to be held from 8th to 17th of August, now open to all Steam users. http://www.riseofincarnates.com/news/342
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I'm not sure why, but Valkenhayn's aerial super is marked as new, even though it doesn't seem to have any new traits or inputs. Maybe because it doesn't specify the form you have to be in to use it? Could you always use it in any form?
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Not sure why Marie needs another thread when she already has her own subforum, but oh well. Can we be smug about it together? My only wish is for her to actually switch between Personas rather than just use them on demand.
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Hm, okay, yeah, it is different, it just uses the same old screenshots. The text seems to be different, mentioning the OD names and such.
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Uhh, that scan is actually pretty old, I wonder why they used it.
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So, uh, what stops Arakune from mashing OD at the start of the round and applying mad pressure right away? Just its short duration? Still pretty scary, I think.
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If people disagree, why not post your own arguments?
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If you get the chance to add new characters..
SoWL replied to JettyLovefield's topic in Under Night In Birth
I need a playable Mika. I still haven't picked up Wald since everyone hates his guts (and no, that hasn't stopped me from playing Merkava), so I'm kinda looking forward to some EXTREME FISTING with her. -
Yeah, the way I see it, 236C is easy to trade with, but since it's relatively safe (well, as safe as anything with a super-flash can be in this game), it's used more often than, say, 623C, which can be punished by anything. Though after stuffing EX Grim Reaper twice in a row with 5BB, it feels like there are no safe reversals in the game On that note, it also feels that all of Merkava's normals are so specific, pressing a single wrong button at the wrong time can spell doom for you. Especially since most of his normals have big blind spots, and you can't cancel them on whiff. And because of that, I'm sometimes afraid of pressing buttons in neutral, even though that's supposed to be Merkava's strong point.
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Since pretty much everything is negative in this game, getting out shouldn't be too difficult, though I've been punished for my mashing way too often. I suppose there's always the "Block and wait for Vorpal into Chain Shift" plan. Oh, and have anyone figured out the aerial version of 214C? I noticed that it catches even airborne opponents, so it shouldn't be too bad, but I'm still wondering if it even has the anti-air version.
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I'm struggling against my local Byakuya, as well, and the thing I'm trying to do is just stay out of his optimal range and poke him with 5C and j.B. At least it's not so difficult to block his strings, unlike Seth (haven't played against one yet).
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Now I feel bad about dropping Merkava's BnBs
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I expect Lambda's AH to be a throw again.
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The thing I'm figuring out right now: how do you confirm stuff into combos in neutral game? I love his poking range, but most of the combos require you to be around 2C's range, otherwise, the only ender you can go for is 214B, and that one gives you no oki at all. I'm using the time given by that to just kinda dash in and go for the 2C/66C mix-up, but it's too easy to react to. And because of that, I tend to stay away and keep poking, even if I get no combos from that. And when it's them who approach me, it feels like his buttons just lose to everything, so I block and wait for a window to 236C.
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I think it goes something like this: - Fixed a bug that made Assault attacks retain landing recovery. - Fixed a bug that made particular throws miss the hit in the corner. - Fixed a bug that gave Gordeau's "Turbulence" greater reach when he's on the left side of the screen. - Fixed a bug that made Akatsuki's EX Denkoudan weird when it hits the opponent in hit stun and is canceled with Chain Shift. - Other minor system adjustments.
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Those streams give us more than enough concrete info that doesn't come down to just speculation. Sure, we don't know some aspects of his moves, but the general idea of a throw-happy, short-ranged trickster is set in stone by now.
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Seems so.
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The hell is up with Ray's routes I might translate some of those change logs, but it wouldn't surprise me if we get some official translations soon.
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A question I've been asking myself lately is, how long is the invulnerability on the ground recovery? It feels like I'm getting my wake-up CS and reversals stuffed way too often, as if I'm getting caught by a proper meatie attack while still in the recovery animation. Then again, it might just be me being new, though some of my friends are having the same problem.
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You already receive infinite powered-up items, isn't that enough?
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Get more squares than your opponent, that gives you much more meter, damage and an RC. The best way to get squares is to block, especially with barrier. Or at least that's the impression I have so far. On a related note, don't recover backwards too often, since that drains your squares. Took me a while to realize that, so now I'm a bit more conscious about it.
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Merkava: how to lose your friends and kidnap yourself some new ones.