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Everything posted by SoWL
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Yeah, I suppose Bedman doesn't teleport after his projectile if it clashes with the enemy's (notice that it really was a teleport projectile, since Bedman teleports right after the round ends). As for why the Deja Vu projectile flew all the way, remember that Deja Vu is not an exact copy of the performed special, it's a separate move that just happens to have the same shape and is launched from the same location.
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Sounds pretty solid. I also totally forgot about the colleague deal. That's what the Xrd ending implies, but that contradicts the XX ending. Even though PWAB has pretty much been replaced by Senate now, I don't think this ending is non-canon, if only because Ishiwatari was still writing the XX story (unlike Slash or AC).
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There are a lot of weird phrasing in Faust's ending dialogue that makes me feel it's not that simple. By mentioning that the resurrection was "rejected" before even mentioning the Senate makes it seem like it was rejected by someone else (like other doctors working with Faust, or the girl's parents?). After giving some more thought, here's another timeline that more sense to me, even if some steps are based on speculation and ambiguous phrasing. 1. Faust gets another patient 2. He proposes the usage of resurrection (either publicly or in a small circle of doctors/relatives - the point is, he couldn't keep this plan sitting in his head alone) and sees no reason not to use it 3. The Senate gets wind of it and hires Zato to kill the girl 4. The girl dies during the operation, but before the resurrection technique is used, meaning that it stays hidden from general public 5. Instead of trying to resurrect her again, Faust thinks that her death is on his hands, and goes baldkers The questionable points here are the timeline of step 4 (unless they retconned the "Madness from guilt" part of Faust's backstory, the death must've happened during his operation) and the nature of the resurrection technique. It shouldn't be surprising that we don't know much about it yet, since it's probably going to be expanded upon in the later games, but for now, it seems like you can't use it under certain conditions. It could be because of Zato's assassination technique (that shadow devour from his IK?), it might be because the resurrection must take place not too late after the patient's death, or it simply requires some complicated ritual that makes it impossible to use on demand (for instance, if the patient dies unexpectedly).
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I can't really understand how exactly Faust's incident happened. If I'm not mistaken, here is a rough timeline: - Faust gets another patient - Since it seems to be impossible to treat her, Faust proposes the usage of resurrection, but that idea is shot down - He then still attempts to treat her, but Zato kills her and makes it seem like a mistake on Faust's part - Faust goes baldkers Now, why did step 3 even happen? Why did Faust attempt to treat the girl despite knowing that she's going to die anyways? Why did he go mad from her inevitable death? And why did Zato even have to kill her? The only explanation I can see is that Faust was going to resurrect her despite being told not to, but even then, why couldn't he do it after she, well, died? Isn't that a given when you want to resurrect someone?
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Just noticed that we did get some gameplay info, even if it requires a translation from English into English: http://shoryuken.com/2014/02/25/the-chainsaw-incidents-roster-expands-with-six-new-character-reveals-gameplay-information-released/ I understand that Gas is some kind of amazing auto-combo, but the rest of the mechanics connected to it go way over my head. Like, what's a "Stall"? A stagger, a dizzy, or what? What's an "Interrupt", a parry? A sequence of presses? Why can't the developers speak Fighting? And the throw system seems a bit too complicated for little reward. Like, what's the difference between a launcher and a ground-bounce? The enemy flies upwards in either case. If it's about the height, why would you ever go for the mid throw? I suppose they could go for the KI-like tech mindgames here, but throw-techs are far from being as relevant as combo-breakers to make into a whole major mechanic.
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[Xrd] News & (Theoretical) Gameplay Discussion
SoWL replied to Shinjin's topic in Guilty Gear General
Gotta love when GG treats its comic relief characters seriously. (Though I feel like the translation discussions should rather be taken to Zepp Museum). -
Um. Guess I'll just go get some sleep then.
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My bad, meant 2D, not 2C. And no, it's not really a buff, since its recovery stayed the same (even if they promised to make it less punishable), while its hit and block stun has decreased, meaning that you have less combos off of it. The faster start-up is hardly relevant, since you still have no reason to use it in neutral (same long recovery, remember?), while doing it in the middle of a combo is only viable as an ender, which could be done even with its old start-up. Sorry, no time left for today, but I'm sure someone's gonna do it soon.
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So Tager got his 2D nerfed instead of promised buffs (other than getting its start-up 6 frames faster). Other buffs are limited to 1 more invul frame on backdash (at the cost of 5 more frames of recovery) and 1 less frame on 3C's start-up. Sasuga Mori. EDIT: Whoops, meant 2D, no 2C changes here.
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And even more trailers, now featuring Arale, Momo and Seiya! http://www.youtube.com/watch?v=-Ly2-GkH9tc http://www.youtube.com/watch?v=ZezvWgyxn2o http://www.youtube.com/watch?v=zLwU6M_-oes
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And his default palette is green, too!
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[Xrd] News & (Theoretical) Gameplay Discussion
SoWL replied to Shinjin's topic in Guilty Gear General
Ogawa clearly lost on purpose because he couldn't get off the arcade and rest otherwise. -
[Xrd] News & (Theoretical) Gameplay Discussion
SoWL replied to Shinjin's topic in Guilty Gear General
Aww, I wanted Pot to take off all his new uniform for an even greater Magnum Opera. And they skipped Faust's ball. 8/10 worst game ever. -
Well geez, three out of five of his specials are projectiles, the other two provide him some mobility along with the float (and one of the projectiles), and his normals cover lots of space. He seems like another zoner with poor defensive options but great neutral game to me, somewhere between Faust and Testament.
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Yeah, no, Xrd Pot is nowhere near as bad as Tager even after losing all the AC stuff, his XX goodies were enough to make him the best grappler of his time. As long as he has Hammer Break and FRC (YRC now), he has his safe repeatable pressure, many ways of getting in, and opportunities to get his mix-up going. Or at least, that's what my pocket "Henaki Grappler Bible" says.
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Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
SoWL replied to furix's topic in Misc Fighter Central
Could it be because ASW still have some publishing rights to the vanilla game, so they have to be mentioned? Doesn't seem like there's going to be a physical release (at least it's not mentioned outright), so I'm prepared for disappointment. -
Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
SoWL replied to furix's topic in Misc Fighter Central
Now with a Famitsu link: http://www.famitsu.com/news/201402/27048877.html -
More characters revealed, some of which don't even have any chainsaws on them! http://www.gametrailers.com/side-mission/70006/new-characters-from-the-chainsaw-incident-revealed Meanwhile, headlines such as "Move Aside BlazBlue, This PS4 and Vita Fighter Is Stranger Than You" make me feel like the devs (or some game "journalists") are just not that knowledgeable about the genre. I mean, BlazBlue isn't even that weird compared to some other games.
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Ragna: - Backdash duration increased from 20 to 22 frames. - Negative Penalty Resistance increased from 2 to 4. - Inferno Divider D falls 3 frames faster. - Gauntlet Hades no longer flies over crouching opponents. Now properly hits crouching opponents in the corner. - OD Dead Spike no longer comes out beyond the corner. - Last hit of Belial Edge is now DD-cancelable on hit or block. Untech time decreased from 40 to 35 frames. Jin: - Negative Penalty Resistance decreased from 6 to 4. - Front and back throws are now special-cancelable with proper timing, as well as dash-cancelable. - j.C and j.2C have their hitstun decreased from 19 to 17 frames on grounded opponents. Hitstun on airborne opponents remains the same. - 6A is now level 3 rather than level 4. Recovery is increased from 20 to 22 frames. Now -8 on block, +1 on hit, +8 on counter-hit. - Hishougeki has its recovery decreased by 9 frames (now +0 on block, +22 on hit). The charged version comes out 9 frames earlier. - Fubuki is now active from 6th to 8th frame, with invuls on frames 4 and 5. Proration increased from 82% to 89%. - Musou Tosshougeki is now a Fast combo starter. - First hit of Hirensou is now a Fast combo starter (the second hit is still Normal). Noel: - Backdash's duration increased from 18 to 22 frames. The invuls now last longer by 2 frames (from 1 to 7). - 5C no longer has projectile guard point on the arm. - Counter Assault has its hitbox improved. - Crush Trigger can be performed during Chain Revolver. Now ground-bounces on hit. Follow-up time decreased from 21 to 12 frames. - Drive 6C doesn't fly too far, hitting with all hits more reliably. - Silencer C has its hitstop increased from 0 to 6 frames. - Default Muzzle Flitter damage is increased from 1500 to 1600 (P1 proration increased from 70% to 80%, minimal damage decreased from 1500 to 1000). - Fenrir's first hit sets the opponent on the ground, hitting with all hits more reliably. Rachel: - Backdash's duration increased from 23 to 25 frames. Ergo, she is considered airborne from 1st to 25th frame now. The distance traveled is also increased. - Negative Penalty Resistance decreased from 7 to 4. - 2C doesn't blow the enemy away as high, untech time increased from 30 to 42 frames. - George XIII's SFX now disappear along with the hitbox. - Impish Gipsophilia now moves once the hitbox is active. Can be triggered up to 4 times. - Barrel Lotus and Beelze Lotus have their start-up increased from 39 to 44 frames. Duration is increased from 54 to 60 frames. The projectiles are now slower. The attack level is increased from 0 to 2. P1 proration decreased from 100% to 70%, P2 proration increased from 70% to 92%. Other attack level changes apply.
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Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
SoWL replied to furix's topic in Misc Fighter Central
Because leaks are only confirmed to be true when SE reposts them. I just hope the Vita version is going to have a physical release so I can import it. -
Better change the color of that font, man. The spinning move is the one I'm interested in the most right now, since it seems to be more than just combo fodder. Its aerial version covers tons of space with Deja Vu, and it seems to be safe-ish on block (though that's more because of people spamming it left and right as if it is). Also, I remember seeing him canceling blocked alarm clock super into the spin, which means that it's special-cancelable or something? Since it's a reversal super, seems like an easy way to make it safe.
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AFAIK, the devs have explicitly said that no DLC plans have been made for the game. Also,
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[Xrd] News & (Theoretical) Gameplay Discussion
SoWL replied to Shinjin's topic in Guilty Gear General
I never said it's not godlike, I just said that his old f.S was also pretty damn good. -
vs Amane: BBCP 1/13/2014 Athena Nipponbashi Red (A Layout) VS White (B Layout) Part 4/8 [Tenhou] vs Hazama: 【五井チャリ】0118ブレイブルー 長谷川(HZ) VS ウィード(BU)pu [ui-do] vs Kokonoe: BBCP 2/22/2014 Mix Up Night #17 Pre Tournament Casuals vs Mu: 【五井チャリ】0118ブレイブルー ふにゃQ(μ) VS ウィード(BU)pu [ui-do] vs Platinum: BBCP 2/22/2014 Mix Up Night #17 Singles Tournament Part 5/16 [Tenhou] vs Ragna: 【五井チャリ】0118ブレイブルー 週末大会 決勝他 [ui-do] vs Taokaka: 【五井チャリ】0118ブレイブルー きゃりー(TK) VS ウィード(BU)pu [ui-do] 【五井チャリ】0118ブレイブルー 週末大会 決勝他 [ui-do]
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[Xrd] News & (Theoretical) Gameplay Discussion
SoWL replied to Shinjin's topic in Guilty Gear General
I remember seeing BBCP's newcomers all over the place right after the game's release, so I'd rather blame his unorthodox playstyle. Isn't that pretty much how it is with his old f.S? I'd say the only trade-off is that it doesn't move him forward. Not sure whether it comes out faster or not, but it might. If anything, those green slippers remind me of Okarin. Bringing this point up from a couple pages back. It's fine to try and organize the subforums the way the admins want it to be, but it's a totally different matter when you do nothing and forbid the userbase from doing anything, too.