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SoWL

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  1. Note that they still haven't specified the exact console they're going to release it on, even though PS is the most likely option.
  2. I-No's theme actually fits her pretty damn well, I think. It's menacing, but not too obvious about it, it has just enough exaggerated guitar riffs for a character who fights with a guitar, and it has these subtle glamorous "night club" hints that fit a Shiina Ringo witch expy surprisingly well. And of course, the tune itself stays solid throughout the whole track. It might not be Kagematsuri II, but it's still amazing.
  3. Good night, old thread, you just wasn't cool enough to contain this spiffy guide. Just because Kouko wears a frilly dress doesn't mean she's a maid (there is already a maid assist in Wilhelmina, so there can be some confusion when you say that). But yeah, Touman was the strongest assist among the original six, and that seems to still be the case even after we got 8 more of them.
  4. Everyone can run around if you're talking about that My PSN codes are late, and I actually wanted to have a nice long evening with the game...
  5. I'm still amazed by the whole Hakuowlo thing.
  6. Further lurking revealed that the gauge flip effect is caused by the "Chance" mechanic, which is triggered when one of the opponents dies (not sure if it's random or you have to fulfill some conditions). I realized that I can cancel the order of my physical copy and just buy the digital copy, and it won't even cost me that much extra (I should've figured that out before placing the order, though ). So yeah, gotta try downloading it later today.
  7. From what I could see, Voltage gauge transforms into three lightning bolts when you activate VIctory Burst. Performing a super spends one lightning bolt, but also decreases the time you can spend in Victory Burst by 1/3. Which is pretty much the reason I'm asking: if the effects of Victory Burst aren't too major, why not just activate the supers right away?
  8. Some questions about Victory Burst: - You can only pull Voltage gauge to your side by dealing damage, right? So charging stamina, blocking attacks or anything like that doesn't do anything? - What are the effects of Victory Burst? I've heard there are three different kinds (Friendship, Effort, Victory), but do they depend on the character, or you pick them before the fight? Are there any other effects beyond that? - After Victory Burst ends, the Voltage gauge is flipped to the opposing team, correct? Which means that if you couldn't win during the Victory Burst, the opponents have the chance to come back.
  9. The patch is out, and though there are no Bullet videos in the main video thread yet, we at least have some recorded streams with her. For instance: http://www.twitch.tv/team_exe2/b/513216393 This stream was brought to my attention because Bullet seems to land a standard mid-screen combo and get less damage out of it. The combo in question starts on 36:09 and goes like this: [CH, H2, 50 Heat] 5D(3) RC 6B 623C 623D 6A 236[A] 66 6B hjc j.C j.D [DM 3820] The current damage of this combo is 4297 (or so I've been told), and it doesn't feel like this combo got that many nerfed elements in it. There are two 6Bs (got its damage cut by 50) and the j.C j.D ender (all aerial normals got lower P1), but that's it. So we either got nerfed in some different aspect, or this combo doesn't deal that much damage right now (can't test it at the moment).
  10. I've been trying to put my thoughts about the Xrd OST into words, and after trying to write down the first half, I realized that I simply have all the tracks separated into three different tiers. Downright amazing tier: Ride the Fire, Millia, Potemkin, Slayer, I-No, Bedman Fitting, but unremarkable: Sol vs Ky, Sol, Ky, May, Chipp, Faust, Axl, mirror match What is going on here tier: Zato, Venom, Millia vs Zato, Assassins To elaborate on some of them: Faust - I'm afraid that none of his themes really click with me, which is a pity, since he's my main. The rock cover of Suspicious Cook was great, but that was pretty much a completely different character. Neither this theme nor The Original feel like they reflect Faust's character properly, they're either too heavy or too goofy. Can't a good-hearted doctor get something just a little bit more noble-sounding? Zato - one would think that getting promoted from a parasite-controlled zombie into a proper human being would make your theme a bit more sophisticated, not turn it into a boss monster BGM. I mean, yeah, the theme didn't change when the character switch went the other way, and this one still has this dreadful feeling about it, but I expected something, uh, slower, maybe? Or maybe Feel a Fear is too good to be beaten by anything that wants to take its place. Venom - the theme makes me realize that he's actually pretty shallow as a character. He's an assassin, he fights with cue and balls, and he's loyal to Zato. How exactly are you supposed to reflect that in music? There are some hints at his "Settle with elegance" motto, but they don't go any further than that, so the track doesn't feel focused on any aspect of Venom's personality. Chipp - that intermission in the middle cracked me up for some reason, which makes sense with Chipp's more light-hearted role in the story. Bedman - this track isn't even about the music itself, but about the structure. The main riff is nothing to write home about, but because it's repeated in so many different ways in different parts of the track, it quickly grows on you and gives you a very good image of this brand-new character. Overall, the OST does feel a bit hit-and-miss to me, especially when compared to BB, where all the tracks are perfect illustrations of their respective characters. Though to be honest, my opinion might change from the smallest things, such as the tracks' names (those mean a lot, especially in terms of bringing the theme and the character together).
  11. I wasn't too interested in Zebra (or Toriko), either, but seeing him in action in the last trailer made me think of him as the local grappler, and it does sound like he's a pretty good one. Now I have to add yet another manga to my backlog. Since even the Japanese info is pretty scarce, I decided to check out the GameFAQs forums. I shouldn't be surprised that Vegeta is the ultimate scrub killer and day 1 top tier.
  12. From what I can see in the replays, they kinda shot themselves in the foot by putting the anime Medaka into the game. Before the Minus arc, she is simply a pretty boring character who can do everything well... which describes her playstyle pretty nicely, I suppose. Still, she could use lots of moves from other characters of her series (she already does that with Oudo's Weighted Words, the "gravity field"), get many more modes... and probably stay her same boring self. Damn, why didn't they put Naze into the game? Combining poisons, fire, ice, maybe even Koga-chan would've been so amazing. Since I don't know how War God affects her gameplay, the main thing that attracts my attention is not Kurokami Phantom, but Weighted Words. Obviously, she needs a competent teammate to make full use of it, probably someone with good AoE attacks to hit everyone stuck in WW. I suppose it makes sense for a student council president to work better in a team rather than by herself.
  13. Well that explains why I never see any Yusukes or Gons in the replays On the other hand, Tsuna seems to be very popular (to the point where having three Tsunas in a single fight is relatively common), and that makes sense, since he seems to have lots of combo options, mobility and range. Man, I still have no idea who to main, there are too many cool chars in the game. Can you please share some thoughts on the following characters? - Medaka - Nube - Koro-sensei - Toguro - Zebra - Joseph - Bobobo - Hancock - Momotaro (Yes, those are all the characters I may main in this game. Boy, this roster is amazing).
  14. vs Hazama: 【五井チャリ】0212ブレイブルー 水曜ランバト135 決勝他 [Reche] vs Noel: 【五井チャリ】0212ブレイブルー 水曜ランバト135 決勝他 [Reche]
  15. I was kinda interesting in maining Aizen, but after watching this video, I'm not sure if I'm enough of a scumbag for that: http://www.nicovideo.jp/watch/sm23139620 Reminds me of Dissidia's Emperor, except that you have not one, but two characters to cover your back while you're summoning your Wunderwaffe. By the way, is it just me, or the villains have much less attacks than the protags? Doesn't that make them weak/boring?
  16. I think the balloon can also be used to hide mix-ups, though the gas cloud is pretty small and doesn't last for too long. The black hole also pulls in Faust himself, which means that he can unleash some nasty pressure if the opponent is sitting on it.
  17. This game, man. Kumagawa sounds great, that's a very nice way of making Bookmaker work in a fighting game. Gotta switch between him and Hisoka, probably (what a surprise, the characters that I know and love and wanted to become playable are the best assists around). I know that you can transfer your save files between the two versions, but I have no idea about the cross-play. I did decide to buy the PS3 version simply because it has more potential for online scene, even if I might've enjoyed it as a portable game.
  18. The only wiki that I found has been dead for about half a year now, so it's difficult to learn anything other than what you can see in the videos. I do know that all Assists only have one attack they can perform, and the healing one is the To Love-Ru super-interesting girl.
  19. Now that we at least have this palette, all I need to feel at home are the subforum icons.
  20. Is this still a thing?
  21. Have you ever seen Kurushii's? It was always possible, but no one cared to do that. So yeah, how about that 1.10 Plat? Any vids? First impressions?
  22. http://www.dustloop.com/forums/index.php?/topic/8474-nike-free-run-30-tilbud-nike-l%C3%B8bet%C3%B8j-udsalg/
  23. Break Burst: now lasts for 6 frames (rather than 2). Jump attacks: P1 decreased from 90% to 80%. Round end: the inputs are read for 30 frames after the finish (rather than 80). 236 inputs, 623 inputs: the characters who have moves that use both inputs can now input 236 as 41236. The general priority is now 41236 > 623 > 236. 632146 inputs: in addition to the current shortcuts, both 6246 and 6316 are now valid, too. Negative Penalty Resistance: there are now three levels of Negative Penalty Resistance. The level depends on the mobility options of each character, such as forward run/step/dash. Backdash: the stats are more homogeneous over the whole cast.
  24. The game is out, and while I'll only get my copy around April, there are already quite a few gameplay videos around the net. For now, here are the demonstrations of all the moves in the game: http://www.nicovideo.jp/watch/sm23119734 http://www.nicovideo.jp/watch/sm23119811 http://www.nicovideo.jp/watch/sm23124297 http://www.nicovideo.jp/watch/sm23129435 http://www.nicovideo.jp/watch/sm23132066
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