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Everything posted by SoWL
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Because reversals being unblockable means that they're unpunishable, and that's bad, hmmkay?
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Dengeki FIGHTING CLIMAX: Announced at TGS.
SoWL replied to InWithTheAshes's topic in Misc Fighter Central
They also seem to have started a series of articles covering all playable characters in greater depth, though I don't know if there is anything new to say about them by now. Shana: http://dengekionline.com/elem/000/000/812/812490/ Kirito: http://dengekionline.com/elem/000/000/812/812498/ -
Yeah, I prefer Ramlethal, as well, mostly because it sounds metal as hell. On the other hand, I don't remember ASW ever making any changes to the subs, unlike characters' in-game nametags (like with Axl).
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[Xrd] News & (Theoretical) Gameplay Discussion
SoWL replied to Shinjin's topic in Guilty Gear General
That's one hell of a generalization right there, even though Ishiwatari is known to be one of the more open and understanding devs out there. Even still, he is but a single man, so his decisions have to go through quite a few people. -
Gonna second the notion that we don't have to learn character-specific links against Hazama, Terumi and Litchi now, but there might be something more than that, I guess. I don't think it's going to matter too much: stagger should still give us more than enough time for 6C or whatever. Speaking of that, it's interesting that they didn't touch 6C at all despite its questionable uses.
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The official comments say that for such a small tool with lots of invulnerability and little risk, backdashes are a bit too difficult to counterplay, especially since they're so different over the whole cast. So I suppose it's more of a principal change rather than a reactive one.
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Gentlemen, our changelog: Lots of damage adjustments all over the place, but we gained more than we lost. 5[C] is not the exact copy of old 5C, since it's 2 frames slower, but having a 13-frame alternative seems fine to me. The backdash nerf hurts, but we're not the only ones who got hit in that aspect. Yeah, I think I'm pretty happy with this overall.
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Amane: Backdash - duration increased from 20 to 25 frames. Invul frames go from 1 to 7 (rather than 1 to 5). Airborne on frames 1 to 19 (rather than 1 to 16). Traveling distance increased. Negative Penalty Resistance - increased from 2 to 4. Knockdown - now more likely to fall on his back after being knocked down. 2A - now deals one hit. New frame data is start-up 7, active 3, recovery 9, frame advantage +0 (rather than 7/2(6)1/11/+0). 5C - recovery decreased to 12 frames (rather than 18). 6D - now only increases the Spiral gauge by 60 per frame on whiff (rather than 200, with 6000 being one level of the gauge). Aerial throw - the bounce of the first hit is decreased to make it easier to follow up. Ninpu Sengeki "Hariken" (Stance) - now has projectile invulnerability starting from the fifth frame. The amount of Spiral gauge gained now gradually increases from 60 to 100 by 10 (with 6000 being one level of the gauge). Jyuuken Dageki: "Gekiren" - the hitbox now disappears when Amane is dealt damage. Kyouryuu Tokkou: "Seijyuu Rensoukyaku" - the damage is increased, Amane stays closer to the enemy after hitting them. Jyatoku Meika: "Gouha Houyou" - the vertical hitbox is increased. Bullet: Backdash - duration reduced from 26 to 22 frames. Invul frames now go from 1 to 7 (rather than from 1 to 9). Airborne on frames 1 to 12 (rather than 1 to 16). Traveling distance decreased. Negative Penalty Resistance - increased from 3 to 5. Heat-Up Lv.2 - the color of the blinking red aura is now a bit darker. Blowback - Bullet's hitbox is slightly adjusted. 5A - the vertical hitbox is increased. 5B - damage is reduced to 550 (rather than 700). 5C - can now be charged. Regular version: start-up 13, level 3, 750 damage, frame advantage -1, no fatal counter. Charged version: start-up 19, level 4, 800 damage, frame advantage +1, fatal counter. 2A - the vertical hitbox is increased downwards. 2C - damage is increased to 400+700 (rather than 400x2). 3C - damage is increased to 850 (rather than 700). The vertical hitbox is increased. Now only has the body invulnerability that lasts up until the move's active frames. 6B - damage is reduced to 650 (rather than 700). j.B - now has a Revolver Action into j.A. Crush Trigger - now staggers on ground hit and wall-bounces on aerial hit. Miquelet Capture - damage is increased to 1500 (rather than 1000). Now projectile-invulnerable up to the end of the move. Flechette Engage (Lv.2) - the blowback is adjusted, making it easier to follow up. Rage Aggressor - now doesn't kill the opponent until the last hit. Blackout - the requirements are changed to "Heat-Up Lv.2". Azrael: Backdash - duration increased from 26 to 28 frames. Negative Penalty Resistance - reduced from 6 to 5. OD D normals - now special-cancelable. 3C - can now be canceled into Sentinel Dump from frame 26 (rather than 30). Hornet Bunker - recovery decreased to 24 frames (rather than 30). Now -13 on block (rather than -19). The float is decreased on hit with no weak point. Hornet Chaser - now goes higher if Hornet Bunker hits the opponent higher. Cobra Spike - the blowback is adjusted (easier to land Leopard Launcher). Sentinel Dump - now performed with the 214C command. Growler Field - untech time increased to 27 frames (rather than 17). Now blows the enemy away diagonally upwards.
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[Xrd] News & (Theoretical) Gameplay Discussion
SoWL replied to Shinjin's topic in Guilty Gear General
Dunno why Axl is a "required fighting game archetype" when we already have a footsies-oriented zoner in Faust. Or I just don't get something about Axl. As for the lack of Dizzy, I feel that she might've got the cut simply because she's one of the most morphing characters in the franchise, and since they already got their hands full with Zato (another important morpher), they might've decided to spend their time and resources on some other characters for now. -
13 freaking minutes? Can that even be considered a trailer by now? Favorite point is probably Jonathan passing the baton to Bobobo with a CV joke (Bobobo is voiced by the same actor as Dio).
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http://www.youtube.com/watch?v=4hU_gQfQY1w
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AFAIK, it's because it's part magazine, part book.
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Whoah there, Sacred is actually viable now? The existence of such useless Arcana was bugging me forever.
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[Xrd] News & (Theoretical) Gameplay Discussion
SoWL replied to Shinjin's topic in Guilty Gear General
I'm not too sure about that, since one of them was already shown to be capable of fighting. They might not be too high on their list of priorities, but I see no reason to leave out the new major antagonists. -
The hype train keeps on going with more videos: Toriko: http://www.youtube.com/watch?v=LNh4bYYS538 Jonathan: http://www.youtube.com/watch?v=7IYLvJreReg Medaka: http://www.youtube.com/watch?v=WkpIOov-dqg Taro: http://www.youtube.com/watch?v=CkgoTgucRSE Nube: http://www.youtube.com/watch?v=O1XCNkyArWA
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Eh, close enough to being Bang himself (I mean, imaginary characters can't write articles, after all). Makoto: Backdash - duration increased from 20 to 22 frames. Negative Penalty Resistance - increased from 2 to 4. 6B - ground-bounces on aerial hit. Untech time increased to 24 frames (rather than 17). j.B > j.B now connects. Crush Trigger - the spinning hit stun is reduced. j.B - untech time reduced to 26 frames (rather than 30). The blowback distance is reduced. Now has revolver action into j.D. Taunt - now has the 10% chance of throwing an acorn. Valkenhayn: Backdash (human) - duration increased from 13 to 22 frames. Invul frames last from 1 to 7 (rather than from 1 to 5). Now considered airborne from 1 to 15 frames (rather than from 1 to 13). Traveling distance is increased. Backdash (wolf) - duration increased from 13 to 25 frames. Invul frames last from 1 to 5 (rather than from 1 to 10). Now considered airborne from 1 to 21 frames (rather than from 1 to 13). Traveling distance is significantly increased. Negative Penalty Resistance - increased from 2 to 5. Wulf Gauge - after changing from wolf form to human form manually, the gauge recovery is slowed down for a while (the recovery rate equals 1 for 90 frames after switching back to human form, and equals 3 afterwards). Forward throw, backward throw, aerial throw - the damage is now 1400, like with other characters. Wolf j.A - combo rate time is now Moment. Wolf j.B - combo rate time is now Fast. Ground Konig Wulf - start-up is reduced to 20 frames (rather than 22). Can now combo from [w]5C. B Konig Wulf - now floats lower. Eisern Wulf - on hit, the hit stop is increased for the opponent (from 0 to 3 frames). Sturm Wulf - the auto-combo now comes out only if the first hit lands. The auto-combo is now faster. Now -22 on block (rather than -32). Stagger - now falls on his back if staggered. Platinum: Negative Penalty Resistance - decreased from 6 to 4. 6A - now floats on counter-hit. j.C - hit stun is increased to 19 frames (rather than 17). Magical Bat, Magical Frying Pan (Special versions included) - SMP removed. Mystic Momo (Magical Music Box - Special version included) - now places the boxes at middle and long distance (rather than short and middle distance). OD Cure Dot Typhoon - Untech time is increased by 20 frames. The recovery is decreased by 8 frames. Relius: Backdash - duration increased from 13 to 22 frames. Traveling distance is decreased. Negative Penalty Resistance - reduced from 6 to 4. j.D, j.2D, j.8D - P1 reduced to 90% (rather than 100%). Gad Leis - now pulls the enemy and ground-bounces with no float. Bel Lafino - now untechable on counter-hit. Duo Bios - hit stop is reduced (8 frames for all hits other than the last one. In OD, 2 frames for the first half, 1 frame for the second half). OD Vol Tedo - only kills with the last hit.
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However, all of them beat Tager simply because of their design (extreme mobility, powerful zoning, long hitboxes that out-poke Tager's).
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The thing is, there are many games that are even weirder. I suppose BlazBlue is just the most popular of them right now.
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It's "degozaru", an archaic sentence ending that Bang is fond of (and yes, these patch notes are told from his POV). Gonna translate this new stuff now.
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True, didn't pay enough attention to that part. Fixed! - Carl's CH Cantabile gives you about 11 frames for a follow-up. - Hakumen's j.D into Agito performs the same way as in Mugen. - Hazama's Gasaishou now gives you about 7 frames to follow it up.
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I think the change doesn't include OD's effect into the picture, but it might be a mistranslation on my part depending on how Hakumen's gauge works (didn't do my research on that).
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Carl: Backdash - duration increased from 22 frames (rather than 20). Airborne from frames 1 to 18 (rather than frames 1 to 20). Traveling distance is decreased. Nirvana gauge - no longer reduces while Nirvana is simply activated. Now starts recovering after 60 frames (rather than 80 frames). OD version starts recovering after 0 frames (rather than 10 frames). Overdrive - Nirvana gauge recovers even while performing various actions (16 rather than 0). The recovery is increased while Nirvana is deactivated (24 rather than 16). Cantabile - floats higher on counter-hit, giving more time for a follow-up (about 11 frames). Volante - now costs more Nirvana gauge (850 rather than 700). Laetabilis Cantata - untech time of the last hit increased (13 frames rather than 10), the blowback is adjusted (closer, but higher). OD Rhapsody of Memories - hit stop is increased (2 frames rather than 1), except for the last hit. Hakumen: Negative penalty resistance: reduced from 6 to 5. Aerial throw: first hit now deals 200 damage (rather than 0). Untech time reduced to 20 frames (rather than 70). Combo rate time is decreased from none to Fast. Can no longer cancel into Overdrive (can still be RC-canceled). Second hit now ground-bounces. Second hit's damage is reduced from 1400 to 1200. Untech time reduced to 60 frames (rather than 70). Can now be emergency-teched. Magatama gauge: now builds up slower in mid-air (ticks every 2 frames normally, ticks every 14 frames in Overdrive). 6D - traveling distance is increased. Cooldown on whiff decreased to 4 frames (rather than 6). P2 decreased to 70% (rather than 80%). Easier to follow up at close range from a counter-hit. j.D - can be followed up into Agito on hit by pressing A (the Mugen version). Agito - hit stop increased to 7 frames for Hakumen / 12 frames for opponent (rather than 0/7). Now -2 on block (rather than +0). OD Yukikaze - doesn't perform the finishing animation unless the last hit lands. Tsubaki: Backdash - duration increased to 22 frames (rather than 20). Negative penalty resistance: increased from 2 to 4. 6A - can no longer be emergency-teched, knocks down on aerial hit. 6C - can be canceled on block. If canceled on block, no hit stop occurs for the opponent. Now -18 on block (rather than -12). 3CC - pulls in the enemy a little closer on counter-hit. D Sanctus Aequum - now always blows the enemy away forward on aerial hit. Lux Macto - now performed with 421A/D. A version now shoots after 25 frames (rather than 27), overall duration reduced to 54 frames (rather than 56), the projectile accelerates faster. D attacks during Macto Maledictis - SMP-level increased from 1 to 2. D Sanctum Decus during Macto Maledictis - if Macto Maledictis ends while Sanctum Decus is being charged, the D version still comes out. OD D Confutatis Maledictis - start-up slightly modified. The last hit now blows the enemy away forward. Hazama: Backdash - invul frames now go from 1 to 7 (rather than from 1 to 6). Now airborne on frames 1 to 19 (rather than 1 to 16). Traveling distance is increased. Negative penalty resistance - increased from 2 to 4. OD D attacks - rather than doubling the damage, the short-range versions now deal the same damage as the long-range ones (short-range damage is doubled, long-range damage stays the same). j.C - untech time decreased to 19 frames (rather than 21) for 1-4 hits and to 21 frame (rather than 25) for the 5th hit. The blowback on aerial hits is adjusted. Ressenga - combo rate time decreased to Moment. Gasaishou - decreased the time window for a follow-up after the throw (about 7 frames). Jakou - the second half of the hit animation can now be canceled into Mizuchi Rekkazan. Jayoku Houtenjin - damage decreased to 1800 (rather than 2500). Mizuchi Rekkazan - the chain now pulls the enemy closer, putting them into the range of Overdrive's ring.
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vs Carl: BBCP 2/28/2014 Tachikawa 3on3 Part 1/7 [Yuuri-chan] vs Hazama: 【五井チャリ】0122ブレイブルー 水曜ランバト132 決勝他 [Kaqn] vs Noel: BBCP 2/28/2014 Tachikawa 3on3 Part 1/7 [Yuuri-chan] vs Platinum: 【五井チャリ】0122ブレイブルー 水曜ランバト132 決勝他 [Kaqn] vs Tager: BBCP 2/28/2014 Tachikawa 3on3 Part 5/7 [Merry / Meri] BBCP 2/28/2014 Tachikawa 3on3 Part 5/7 [Yuuri-chan]
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All those connections are nice and all, but they don't really "make sense" other than as narrative tools (and I don't feel like Ishiwatari was writing the plot this far ahead). I mean, it sounds more like a bunch of coincidences than the conscious decision on PWAB/Senate's part ("We'll use his technique on his worst enemy, just to show him not to mess with us! Mua-ha-ha-ha-ha!"). And I'm still not sure why people think Zato was going to kill Faust and not his patient.
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Not sure what confirmation you want, we have no reason to doubt these Famitsu patch notes. Also, correct me if I'm wrong, but I'm pretty sure that Tager's damage from 5A was a bit too high when compared to the rest of the cast. Which means that nerfing it makes sense, though I feel like nerfing its proration would've been better than simply making it a non-option as a combo starter.