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Everything posted by SoWL
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Apparently, Platinum now has two different victory voice tracks against characters, one for Sena and one for Luna. Not sure if it's true for the entire cast, but nonetheless, it's pretty cool.
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Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
It's around the 10-second mark: she blows the enemy away (though it's hard to see in the corner), then proceeds to mash buttons in midair (again, since she stays close to the ground, it might be tough to see). -
Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
I could only find this, and I think it should be similar enough: https://twitter.com/kamoihito/status/617038919868116992 Note that the video is probably outdated by now. Before Dustloop dies again, I gotta dump some Heart and Homura stuff. First, Heart's movelist: https://twitter.com/PinchoUeji/status/670836841780633600 There isn't much to say about it, as it's pretty much a carbon copy of her AH movelist. She even gets to use the AH homing dash by pressing D in midair! The only question marks are her Arcana moves: the 22A/B/C special is called "Arcana Special", so who knows which one is that (Love Arcana doesn't have a 22 special). The reports seem to imply that it's Roz Sfaira (the slow homing fireball). Her last super move is called Elpistocun (or something like that), and Love Arcana doesn't have anything like that, either. EDIT: It turned out to be Love's Arcana Eclipse, which is probably why it's absent from the Mizuumi wiki. Here's her LB: https://twitter.com/mya_kakidon/status/670838332666974208 Now, for Homura's movelist: https://twitter.com/PinchoUeji/status/670837280144101376 It doesn't seem too complicated, but she also got a gimmick from her original game: if you land any of her ground C specials or score a counter-hit with some normals, the opponent is blown away, and Homura can chase them with a GG Dust-like combo (as demonstrated here). Unfortunately, her only mode switch is in the LB animation: https://twitter.com/mya_kakidon/status/670833895651176448 And some other fun stuff we got from this event: - Sonico's swimsuit code gives swimsuits to her entire band. - There are no new swimsuits, just Sonico, Heart and Homura. - The revealed version was the final console version of the game, with achievements and other modes. - Training mode options seem to be similar to Aquapazza. -
Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
This is about the fourth time we are having this discussion, and we have become exceedingly efficient at it. She manages to avoid any major nerfs while still retaining the elements that make her good: traps that don't go away when she's hit (so they can break combos if you sit on top of them), some of the best pokes in the game (and one of the precious few 5f jabs), and the ╭(・ㅂ・)و LB that's stupid easy to combo into, allowing her to guarantee a victory as soon as she gets the resources and the opponent finds themselves with no burst. She's slightly more tricky to use than, say, Mora or Al, but the utility of her moves is excellent. -
Man, that trailer looks so silly when they have no villains to fight First they're fighting each other, then they stand together and go... Somewhere? Too bad they don't seem to care about the plot right now. At least the stages look cool as hell.
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Oh I see, only saw a few screenshots from her story mode.
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Remember that your damage can now be boosted by Active Flow and counter-hit. When it is, the damage display turns red. EDIT: Is it just me, or did Rage Aggressor's run become much faster? I'm pretty sure it doesn't connect from corner 623B 22D, but it easily does so in that Izayoi match.
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Except that she's not a Sector 7 member, and even when her squad worked for them, she was left out of it.
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[CF] Iron Tager Official Release Changes, News and General Discussion Thread
SoWL replied to TagerTime's topic in Iron Tager
Remember that EA gets its damage boosted while in AF, usually from 2k to 4k. Genuine question: how much does the GF nerf hurt him? From what I understand, it kinda faded into obscurity even before the nerf, as the 4D oki is more common. -
Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
There is going to be an offline event with playable Heart and Homura next weekend: http://nitroplus_blasterz.marv.jp/special/event2.html Hope we can get some info about them from it. -
I believe it wasn't the case in one of the previous loketests, so that might be why it was worth mentioning.
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Nine's theme wins the title of the most GG-like BB song so far. Seriously, most stream watchers thought it's going to be a GG trailer when they saw it, especially considering its fiery looks.
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Keep in mind that Koji doesn't play as Bullet, and that we already know that the H2-H2 combos are still intact. And, you know, that the game isn't out yet.
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I've been wondering if this deserves a mention here, but maybe we should also mention non-obvious system changes that affect our gameplay? For instance, Bursts hitting through invulnerability means we can no longer bait it with Miquelet. Our OD combos also got shorter because jump-canceling into raw OD activation is still considered an OD cancel.
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Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
I'm actually surprised that Ethica received a laundry list of nerfs, since she doesn't seem to be anywhere close to top tier at the moment. Also, her dropkick got buffed while the rest of her air normals got nerfed, which makes it seem like they actually want everyone to do the dropkick loops (unless I misunderstood their proration mechanics, which is totally possible). -
Are we sure it's her and not Bedman's sister or whatever?
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Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
The patch notes are here! http://www.examu.co.jp/nitroplus_blasterz/image/special/NPBZ_ver104_henkou.pdf System changes: - Fixed a bug that made projectiles miss when they hit off-screen. - Fixed a few minor bugs with special effects and properties of some characters. Mora: - j.[E]: fixed a bug that changed the move's proration depending on where it hits the opponent. - Throw escape: adjusted the duration to make it the same as for other characters. Saya: - Throw escape: adjusted the duration to make it the same as for other characters. Muramasa: - 5C: reduced the start-up, increased the reach; increased the knock-back distance on block; now behaves differently when used multiple times in a combo. - Steel Spider Thread ((j.)236A/B/C): changed so you turn towards the opponent if you use any normal attack afterwards, unless you do it before the follow-ups. - Health is increased. Saber: - Helm Crush (j.22A/B/C): fixed a bug that didn't let you use Vanishing Guard after the opponent blocks with their own Vanishing Guard. - 5E / Helm Crush: adjusted the timing of the Infinite Blast cancel. Ethica: - Air dash / air recovery: reduced the time after which you can attack. - 5C / 2C / j.C: can no longer KO with chip damage. - 2E: increased the start-up and recovery on whiff; reduced the block stun. - j.A: increased the same move proration. - j.B: increased the start-up; increased the same move proration. - j.C: increased the same move proration. - j.E: reduced the same move proration. - Charge of the Dead (214A/B/C): reduced the recovery; increased the C version's active frames and projectile-invulnerable frames on start-up; changed the B and C versions' invulnerability on first part of active frames to projectile invulnerability. - Assault of the Dead (41236A/B/C after Charge of the Dead): damage is increased. - Screw of the Dead (41236A/B/C): the opponent is now considered thrown until the attack comes out; increased the recovery on whiff; reduced the advantage after the throw; reduced the invulnerable frames on the A version. - Stinger of the Dead (623A/B/C): B and C versions can now be hit by the enemy Infinite Blast until the end of the last attack's recovery; increased the combo proration of the C version and fixed a bug that made you perform an air backdash or Infinite Blast after the first hit. - Orgy of the Dead (6321463214AB): increased the throw range outside of combo; adjusted various damage parameters. - Dead of the Dead (236AB): reduced the recovery after the throw. We also got Ouka's movelist: http://www.examu.co.jp/nitroplus_blasterz/character/chara10.html Command normal: j.6/j.2C Indiscriminate Destruction Homing Missile: (j.)236A/B/C Super-Fast Stylish Boots: (j.)214A/B/C Pa-Model Weapon: (j.)623A/B/C Optic Armor: Physics: (j.)22A/B/C Slight Fever Drill Missile: (j.)623AB Maiden's Secret, Battle Skirt: (j.)236AB Tactical Service: Assisted Suicide Attack: (j)360AB (up-close) 11-Form Ouka: Cross Massacre: 236236BC And Ilia's, I suppose: http://www.examu.co.jp/nitroplus_blasterz/character/partner19.html Smart Material: (j.)AD/BD -
Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
I've written a bunch of stuff in this thread, read it up. And yes, I still wish we had a wiki where all of it could be put together. -
Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
It's not that common for console characters to be completely left out of the arcade version, though. Even if the consoles are going to get them first, they're very likely to be added to arcades with a later patch. Meanwhile, Examu just had a stream with Ouka gameplay, which you can watch over here (it won't let me download it for some reason): http://live.nicovideo.jp/watch/lv240604200 Some highlights, as usual: - Ouka has fast forward (and backward!) run and is overall very mobile despite her size. - Highlight normals include a fast low-profile slide, Aigis-like machinegun shots, and a crazy spinning charge (pretty sure it's not a special). - Her first special has her shoot a bunch of homing rockets. She can also do it in midair. Not sure what's the difference between different versions of the move. - The second special has her summon a laser beam from above that strikes the ground at some distance. After the laser goes away, Ouka's panda pal, Pandagawa, may fall down randomly, making it tricky to punish. - Ouka also has a counter-stance that blows the opponent away if they hit her in it. It doesn't react to projectiles, simply blocking them. Different versions last for different periods of time, making for another tricky special to punish. - Last but not least, her fourth special is a quick flying dash that make her enter the flight mode afterwards. It lasts for a limited time, lets her move in any direction, and changes all her airborne normals. Different versions make her charge in different directions. This move can also be done in midair for three more directions. - Her first super is a gunshot barrage we saw in some trailers. Nothing really special, just lots of full-screen projectile. - Another super is a huge rocket that flies upwards and falls down at some distance. Mostly intended as an anti-air because of its trajectory. Deals lots of chip damage on block. - The third super is a charging command grab. Deals lots of damage, but you can react to the super-flash and jump out. Can also be performed in mid-air. - The LB has her fly to space, make a beam sword appear out of her cross, and slash the entire screen multiple times. Very similar to Ignis's Anor, except that Ouka goes off the screen on start-up (though you have more than enough time to still block it even she uses it as a reversal). - Lastly, the Variable Rush comes with a few gimmicks. First, its horizontal range is poor, but its vertical range is excellent, so it's better used as an anti-air. And second, one of its enders has very strict timing that you have to hit if you want to deal lots of damage. Kinda like Enja's rekka or Fiona's Sacred Bringer/Punish. - As it turns out, Ilia is a bit more complicated than I first thought. Those walls she makes don't let you pass through them, so you can use them to cover some slow super or give your opponent a reason to high-jump over them. Note that it doesn't block projectiles. Meanwhile, Examu have also released their DLC info: http://nitroplus_blasterz.marv.jp/dlc/ - If you buy the digital version of the game until January 7th, you get the DLC characters for free. - If you don't, you can buy either of them for 800 Yen, or buy both for 1250. - The swimsuits can be bought by anyone for 800 Yen more. -
Nitroplus Blasterz: Heroines Infinite Duel
SoWL replied to ivanchu77's topic in Misc Fighter Central
I don't know about them being the last heroines, they stil got Homura and Heart. Wonder what's up with this Al boss version: http://www.famitsu.com/images/000/092/315/563b019904a0d.html I suppose it's much easier than adding Another Blood or some other brand-new boss. -
Exceed Accel, that new free OD super thing.
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Can people please stop considering comeback mechanics as some Devil's ploy against hardcore gaming? They are not inherently bad, and SFIV ultras are far from being the worst example of them. A comeback mechanic alone is never enough to let a newbie win against a more experienced opponent.
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That was just a random comment in a discussion I noticed while looking for the specifics. I wouldn't put too much weight into it for now.
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You missed some more: - 6B has a better horizontal hitbox - 623C CH can be followed up - 5C and 3C both FC - 3C has less recovery - 2C (1) pulls opponent As for the zoner match-ups, apparently Miquelet works much better against them now.
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The new loketest is upon us, and apparently, 3C is now a Fatal Counter.