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SoWL

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  1. SoWL

    Axl vs Faust

    I'm not sure I understand how an anti-air is supposed to help against a character who prefers to stay on the ground and fill the screen with his own anti-airs. Could you please elaborate?
  2. Thing is, you could have different gameplay without giving it to another Pikachu. Sol and Ken fight differently, as do Ky and Robo-Ky, but that doesn't stop them from being clones of each other.
  3. That seems to be the control room from the story mode, which is supposed to be Leo's stage. It's not like the trailer has to use each character's corresponding stages, anyways.
  4. Checked an idea I had in training mode, and it seems I was right: if Bullet is in H2 and charges Flint Shooter, it stops Lambda's Drive (and the follow-up doesn't come out, leaving Lambda vulnerable). So if you want to shoot at Bullet while she's in H2, do it on Flint Shooter's start-up.
  5. There are subtitles in the trailer, you know. He doesn't say "Kodomo", but "Koudou mo" (行動も), so Sourenga's translation is accurate.
  6. I remember sending a request to Qu_Ane a while ago, but maybe it didn't reach him? Still interested in joining it, by the way. EDIT: Okay, I'm in, guess I really just did this wrong last time. If adding screwy-minus doesn't work, you can try adding me (SingerOfW).
  7. Hey, why not, we already got two (three?) time travelers in the story.
  8. If you want those specific tweets, here they are:
  9. We got a video database now: http://horibuna.web.fc2.com/NPBZ/index.html
  10. Or maybe people should not assume things when translating Japanese posts. Give me a Japanese post that calls the Tuner female. Since the language has many gender-neutral pronouns, I'm pretty sure it was a mistake on the translator's part.
  11. Yeah, it seems to be a common problem, I'm getting it, too. Only thing to do is wait until it's fixed.
  12. Both Kirari and Ayame are great, so I'm glad their CV got a role in the game we love.
  13. In other news, I tried contacting Examu on Twitter about the pre-order palettes, and they still haven't replied to me. I even tried asking the official game account, with no results, either. While it's possible that they're too busy to reply, with Comiket and all, this silence speaks volumes, too. Don't get your hopes up if you're importing.
  14. Can I get some thoughts on 5D YRC? I had some people telling me that I should incorporate it more in my gameplay, but I'm just not sure if its invuls are enough to go through things like Ky's meaties. I understand that having a DP that can actually be YRCd is great, but how liberal should I be with it?
  15. Sometimes the long streams are downloaded with no video, but I think I got the relevant parts intact. There are other random fighting games mixed in, but I'll leave the editing to you guys. https://mega.co.nz/#!eQpyERJJ!F8CyFbJammZDFtF9KL053zylJCCsfiGxcx6Z3Hr6Dho https://mega.co.nz/#!SBQ1HAKK!liN4hXtCjWIEbgXuEOWzFLKnHKXbPRKFvRI7pAaI3lY
  16. That's not even a day 1 combo, just her LB There was a stream of an Ethica-only tournament... of the dead. I'll rip and re-upload it later, but for now, I got a pretty good idea of her moveset, so here's a write-up with some stuff taken from Twitter. - She's more mobile than you'd think. Though she has no run, she does have a short dash, her diagonal high jump is very low to the ground (like Anji's), and her forward roll covers about 2/3 of the screen. - 5A and 2A have very short range, you have to be right in the opponent's face to hit with them. - j.A is ELBOOW! Almost exactly the same as Yuzuriha's both in animation and function. - 6A's vertical range is good, but its horizontal range is rather poor. - The B normals are all kicks with pretty good reach (her legs are hella long). 5B can chain into 2B. j.B is an air-to-air kick. - The C normals are chainsaw attacks that can be charged for more hits. 5C is a regular poke, 2C is an arched swing, and j.C is a jump-in (the one from this screenshot). However, the hitstun is short, so it's hard to follow it up with anything. - To compensate for that, she can gatling her B normals straight into E normals. - j.E is a drop kick that wall-bounces even on normal hit. This leads to day 1 j.E (land) j.E (land) j.E loops that might not be optimal, but look silly as hell. You can connect it into the C tackle special if you land it close to the ground. A sample combo is 6A j.A j.E (land) j.A j.B j.A j.B j.E (4500). - Charge of the Dead (214A/B/C) is a, you guessed it, shoulder charge that covers a lot of ground. Assault of the Dead (41236A/B/C) is a follow-up with the bayonet. - Brandish of the Dead (632146A/B/C) is a fast, damaging command grab. Ethica stabs the opponent with the bayonet, metronome-slams them a few times and leaves them in a few steps away in front of her. Pretty difficult to press your advantage afterwards. - Screw of the Dead (41236A/B/C) is a slower command grab with start-up invulnerability. Ethica grabs the opponent's face, throws them backwards and cuts them with the chainsaw in mid-air. Not invunerable to throws. - Stinger of the Dead (623A/B/C) is an anti-air command grab with some invulnerability. Ethica stabs with the bayonet right above her, so it seems difficult to use in neutral. Different versions leave the opponent in different places (in front of her, behind her and in midair). After a combo Blast, she can do silly stuff like 6A 623C D 623B D 623A into Althea or something. - Orgy of the Dead (6321463214AB) is a super-grab that pulls the enemy in for about one character length. Ethica grabs the opponent and performs a combo of all her regular grabs. Can't be jump-canceled or Assist-canceled, but deals about 6k all by itself. - Dead of the Dead is another super-grab (see the video above for an example). Does not seem to hit crouching opponents, but can follow up command grabs. When you do, it deals about 6k with all the follow-ups, which is fine for a LB combo. The tournament also had lots of Sonico, so I might as well explain how she works, too. When you call her, she stays for the rest of the round and constantly makes small note items. If either player touches them, they get a small bonus (red is attack, blue is defense, purple is both attack and defense, yellow is meter, and green is health). If the other player wants to call their own Sonico, the old one disappears, but since both players can take the items, all that does is relocate Sonico. And of course, the BGM changes. Speaking of which, I think Ethica's BGM is from the trailer, but I couldn't quite make it out.
  17. I also feel that the grid is going to be hard to navigate if there is more than 20 characters in the game. Organizing it in alphabetical order and telling you the name of each square when you hover over it would make it easier, but you're still dealing with about 200 points.
  18. I'll get to the full changelog when I get home. For now, here is Ethica's movelist: http://www.examu.co.jp/nitroplus_blasterz/character/chara08.html Charge of the Dead: 214A/B/C Assault of the Dead (after Charge of the Dead): 41236A/B/C Brandish of the Dead (up close): 632146A/B/C Screw of the Dead (up close): 41236A/B/C Stinger of the Dead: 623A/B/C Orgy of the Dead (up close, 1 gauge): 6321463214AB Dead of the Dead (1 gauge): 236AB Dead of the Dead of the Dead (after Dead of the Dead, 1 gauge): 236AB Dead of the Dead of the Dead of the Dead (after Dead of the Dead of the Dead, 1 gauge): 236236BC Too bad there is no dev stream today, she already sounds fun as hell... of the dead. Oh, and Sonico's move is "We are First Cosmic Velocity!". EDIT: I think I got it all. I have no idea what the game's proration system is, so take everything related to it with a grain of salt. I think I got the gist of it, though. While I'm at it, here is the aforementioned Yaegashi Nan artwork, with a "What am I doing here" Ignis face: http://www.famitsu.com/news/201508/03085004.html Next thing on my list: asking Examu over Twitter about the whole pre-order bonus thing.
  19. Consult Yohosie about that, he's the one who came up with it.
  20. Love how they keep revamping classic characters without making them totally different. Mask had one of my favorite concepts in the game, but I was never a fan of putting the whole equipment thing on top of it. And now they took that out and gave him command grabs!
  21. Apparently, it will look something like this: http://www.dustloop.com/wiki/index.php?title=BBCPE/Azrael_Test So basically, just an easier way to navigate through various parts of the page.
  22. Not sure if I should even speak my mind about what I'd like to see on the wiki, as I can just, you know, edit the wiki. But hey, no harm in discussing it. Always keep in mind what the visitor would like to see, and how would they like the information to be structured. If I want to pick up a new character, I probably don't need to read a list of combos with every move, I just want to know their general use. Of course, I might think so because all the wikis so far have been structured this way. In any case, it seems that the wiki is currently going through some major rework, so this entire point might end up being moot very soon. As for what info I would like to see there? All of it. As much as possible. It's obvious that people are more likely to check the wiki than visit the subforum, so it should have everything you need to pick up and get good with the character.
  23. Remember when this thread devolved into Tsubaki discussion every two hours? Well that's what it feels like right now. The worst thing about 2D/6D mix-up is that they can simply jump out of it, and Bullet won't follow them. At least the animation is ambiguous enough to make it hard to react to when they decide to stay on the ground. j.D oki is legit, you just have to be smart with it. Sometimes losing a heat level is worth it, not to mention that you can just cancel it, land and punish that DP in whatever way you want. Anyways, most of her mix-up comes from stagger pressure, so of course she's weak to DPs... Unless the Bullet player is smart enough to bait them. Just as usual, you see how your opponent reacts to your actions and adapt your game to it.
  24. The Tuner is a man?
  25. How could boosting popular characters to make them more popular ever be considered a good idea?
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