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SoWL

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  1. More M shi goodness! vs Valkenhayn: BBCP 5/26/2013 Playspot Big One - Showdown 『Suya (Valkenhayn) VS MC (Bullet) Vol.1 [M shi] BBCP 5/26/2013 Playspot Big One - Showdown 『Suya (Valkenhayn) VS MC (Bullet) Vol.2 [M shi] BBCP 5/26/2013 Playspot Big One - Showdown 『Suya (Valkenhayn) VS MC (Bullet) Vol.3 [M shi]
  2. And here we go. Some of Rohan's and Kira's translations are off, since I can't find the Duwang scans right now, and some of the quotes come from there. For instance, I couldn't translate Rohan's unique taunt properly. Kishibe Rohan (CV: Hiroshi Kamiya) Battle Style: Stand (Heaven's Door) A character featured in part 4. A popular manga artist who lives in the town of Morioh. Selfish and assertive, he does not care about people’s reactions when it concerns his creative thinking, making him look like a weirdo to outsiders. However, as long as he gets material for his work, he’s ready to face any hardships for the sake of being the ultimate artist. By using his Stand, Heaven’s Door, he’s able to turn people into books, read their experiences, and even make his own corrections. Command move: Safety Lock While his Stand is turned off, Rohan can perform this move by pressing Weak, Medium, or Strong attack button. If the enemy hits the picture Rohan draws in midair, he can seal off that attack. However, this effect ends after a certain amount of time or when Rohan is knocked down. If the enemy gets another one of his moves sealed, it overrides the old seal. Command move: I’ll mess your “Ability” real good! While his Stand is turned off, you can seal off the enemy’s Style button with this command move. This effect ends after a certain amount of time or when Rohan is knocked down. Normal throw: Rock. A throw that blows the enemy away by hitting them with “rock” from rock-paper-scissors. Command move: I’m growing! The Stand appears and unleashes a flurry of punches and slashes! After hitting the enemy, you can follow up with “Maybe I’ll incapacitate you” or “My body got blown away at the speed of 70 km/h !”. Command move: Maybe I’ll incapacitate you Command move: My body got blown away at the speed of 70 km/h ! By writing these words on the enemy, Rohan can send them to the opposite side of the screen at frightening speed. The taunt pose is sure to make the fans smile. Special taunt: I won't let a fucker like you mess with me! This taunt comes out when Rohan taunts in response to the opponent’s taunt. His Heart Heat Gauge recovers back the amount lost due to the taunt. Heart Heat Attack: I’ll take your “Reality” for myself! With this HHA, Rohan rips out a lot of pages out of the opponent. The damage is small, but he seals all their command moves for a set period of time. Great Heat Attack: Heaven’s Door Rohan writes down “I cannot attack Kishibe Rohan” on the opponent. This attack seals off every single attack, but only lasts a set period of time. Yoshikage Kira (CV: Rikiya Koyama) Battle Style: Stand (Killer Queen) (Sheer Heart Attack’s CV: Kashiwakura Tsutomu) A character featured in part 4. A serial killer who tries to live the life of a common salaryman who just “can’t help but kill people”. His Stand, Killer Queen, can turn any object into a “Primary Bomb” with a single touch. He uses a detonator to blow up the touched object at any time he wishes. Moreover, Killer Queen’s left hand has Sheer Heart Attack, a tank-like tracking “Secondary Bomb”. It relentlessly follows the target until they explode. Command move: Anything it touches is turned into a bomb Kira tosses a coin projectile at the opponent. In addition to exploding on contact, you can trigger the explosion again with additional inputs. By the way, make sure to stay away from the explosion, since it can hit Kira, too. Command move: Primary Bomb The opponent becomes a bomb with a touch. You can follow it up with “I’ll break you apart!” at any time you want. Command move: I’ll break you apart! As the name suggests, the opponent is blown up into pieces! Command move: You bastard! Killer Queen unleashes a flurry of punches! Command move: Whack! Command move: I’ll break you apart! After hitting the enemy with the coin bomb, you can blow them up at any time you want. Normal throw: You should try and learn from me Taunt Heart Heat Attack: I’ll blow you to smithereens! Kira strikes a pose with Killer Queen, and then beats up the enemy. Then, after blowing them up into the air, he triggers an explosion, blowing them away! Great Heat Attack: Sheer Heart Attack Sheer Heart Attack starts following the enemy, shouting “Over here!” and making a great explosion after finally reaching them. By the way, it cannot move if it’s hit by “3FREEZE” of Koichi’s Echoes Act 3. Cars (CV: Kazuhiko Inoue) Battle Style: Light Mode A character featured in part 2. The extremely intelligent leader of the “Pillar Men”. His Light Mode allows him to protrude shining blades out of his limbs, the so-called “Bright Sabers”. To overcome the Sun and become the “Ultimate Being”, he has created the “Stone Masks”. To obtain the “Red Stone of Aja” required to complete the mask, he fights with Joseph with everything on the line. Command move: Light Mode By activating this skill, Cars emits a bright light, making some of his attacks unblockable. Special move: He can pull blades out of his legs too!! Command move: A sneak attack, cruel and extremely skillful! Command move: I’ll smash you against the wall! Command move: That blood-freezing brightness! Command move: All that counts is to get the final victory!! Command move: Bright Saber Mode While in Light Mode, Cars can activate Bright Saber Mode by spending 1 level of Heart Heat Gauge. Not only do his blades become unblockable, but his command moves also gain other additional properties. Taunt Heart Heat Attack: Bright Saber After cutting the opponent, Cars pauses for a moment. Then, after they fall down, he rushes forward for an instant finishing blow!! Great Heat Attack: This is the birth of Cars, the Ultimate Being!!! By donning the stone mask with the Red Stone of Aja embedded inside, Cars evolves into Ultimate Being! As Ultimate Being, he gains traits of all sorts of living beings! Special move: This can’t be…!? Cars transforms his arm into an octopus tentacle and raises it upwards. Guard The attack is blocked with a crab-like armor. Special movement: Flight By holding down the button, Cars can move freely in the air. Of course, he can still attack while flying. Special movement: Air dash Command move: It’s the Ripple you little piece of shit!! For the Ultimate Being Cars, even the Ripple breathing is possible! He can focus the energy gained from the unique breathing technique and attack with it!! Command move: Genetical data transformation Cars can attack the enemy from afar by transforming his body into a squirrel or a piranha. He can even do it while in midair.
  3. That's what you get for focusing the plot of your game in a single city, while the rest of the world is still going on with its usual business.
  4. The Famitsu article is out, even including the Kira stuff that some people didn't expect (me being one of them): http://www.famitsu.com/news/201306/06034323.html I'll rev up the translation engine right away, expect it to be done in an hour or two.
  5. Duly noted and fixed, thanks.
  6. No one expects this to be a serious tournament-worthy fighting game, just something more than a JoJo-flavored NUNS. And so far, it seems to be just that.
  7. We can already see him using it on the scan, so it's totally going to be in.
  8. Nothing new in that article, move along, guys. Though I did call the Noel team being the new Tutorial teachers. He's letting you punch him so he can have more fun punching you when the time comes.
  9. The OP list does include some PS4 titles. And Xbone is going to be much more acceptable when it gets some worthwhile exclusives. The problem is, it doesn't.
  10. Do casuals really consider a 3-5 hours long animated story mode to be "well-done"? I dunno, most of the casuals I know appreciate good amount of gameplay outside of Versus, so they'd rather have a long, well-written story mode rather than a short and animated one.
  11. vs Hazama: 【五井チャリ】0505ブレイブルー けいた(JI・BU) VS 魔王(HZ) [Keita]
  12. Gameplay Overview:Bullet’s gameplan is easy to summarize: get in, level up, convert Lock-On levels into damage. As you might suspect, it’s a bit more complicated in practice, and that is mostly because of the level management. Knowing when to go for the damaging Drive combos, when to keep levels for mobility and pressure, and how to gain them, will be key to successful Bullet gameplay. Heat management is still important, but is secondary to the levels, since you’re often going to spend Heat to gain levels or to keep them for another time. Basic Rundown: Basic Attacks: Anti-Airs = 6B / 623C Air-To-Air = j.B / j.C / j.D / j.623C Air-To-Ground = j.A / j.C / j.D Go To Pokes = (close) 5A / 2A / 5C / (mid-range) 5B / 2B Mix-Ups = (low) 2B / 2C / 3C / (2D) / (high) 6A / (6D) / Throw / (720A) Pressure = (close) 5A (+0) / 2A (+1) / 5C (+0) / (mid-range) 236[A] (+3) / 5B (-1) / lv.2+ 5D (+4~9) Punishes = 5C / 6C Neutral: Close Range: This is the perfect range for Bullet, since you have every option available to you, including the wide array of grabs and grab-like attacks. This is not where your opponent wants to see you, so be ready for them to try and get away. If you are still at level 1, your priority here is to land a single hit. If you do, you can follow it up even with the most basic of combos and end it with 5D/j.D, getting you to level 2. Not only will that open even more options to you, but it will also keep you close to your enemy, probably even getting them closer to the corner. At level 2, there are two possible ways to make use of your position: you can go for another basic combo and get to level 3, or you can go for the damage by using the Drive follow-ups. The choice generally depends on whether or not you feel like you can get back into this range if the opponent succeeds in breaking out of your pressure. If the chances of landing good combos are few and far between, better make as much use out of them as possible. Otherwise, you can get your level 3 and prepare to dish out the damage. However, being at level 3 should not narrow your vision of the situation. It’s as obvious for the opponent as it is for you that your potential damage output is at its peak, so they are going to be much more cautious and won’t go for the risky moves: after all, all they have to do is wait for your Lock-On levels to wear off. Keep your cool, wait for them to make mistakes, and capitalize on them, but be ready to let it go if you don’t get a chance to land a combo. As you might notice, your goal in all three cases is to open up your opponent, which can be done either with the high-low mix-up or with a throw. Also note that you can only use the naked level 1 Drive at this range, and that it retains its projectile invulnerability. 5C, 2C and 3C keep you close to the opponent even while they’re blocking, and 6B and Snaphance Fist (623C) are your primary tools for dealing with jump-outs (with 6B being more rewarding on hit, but barrier-blockable). Mid-Screen Range: Bullet still feels relatively comfortable here, but she loses some of her better pressure tools, while her opponent gets more ways to keep you away. 5B, 2B and j.B are all good pokes to use here, but overall, you have to find a way to get closer. You don’t want to be at level 1 at this range: your Drive doesn’t reach them, you don’t have enough space for Afterburner, and it’s harder to confirm into combos at max 5B range. However, this is your situation at the beginning of each round, so get used to dealing with this. Luckily, Bullet’s ground and air dashes are decent enough to approach the enemy, so use them with Flint Shooter (236A) in front of you, and you should be fine. If you decide to jump in, j.C is your go-to move. 3C works if you expect the opponent to hit buttons right away, but don’t abuse it, since it loses to pretty much anything else. At levels 2 and 3, you can use your Drive as the means of approach. You can go straight for the 2D/6D mix-up, but it’s easy to counter with various DP moves. 5D is much safer, even positive on block at levels 2 and 3, and it fulfills its purpose of getting in even if you lose a level on block. Miquelet Capture (41236C) also becomes more viable against zoners: at level 1, you throw them away even if you do land it, but at level 2, you can follow it up with Piercing Engage (236D), which leads to a proper combo with a Drive ender. There isn’t much difference between levels 2 and 3, since you can still use all the tools you have at level 2 and don’t get any more. You do get to keep a level if you lose it from a blocked Drive and get greater reward if you land it, but other than that, everything in the last paragraph applies here. It’s worth mentioning that getting Red Lock takes less time at level 3, which means that the enemy is less likely to press buttons while you’re flying at them – and if they do, you still get to hit them. Full-Screen Range: Unsurprisingly, this is where Bullet is at her weakest: none of her attacks reach the opponent, save for a lv.3 Flint Shooter. It doesn’t have to reach the opponent to work, though: it still works as a cover for her approach, making it easier to get into the mid-range. The only important difference between Lock-On levels at this range is the speed and reach of Flint Shooter, and it’s not going to go that far if they try to snipe you, anyways. It’s more of a bonus than an important tactical advantage. Perhaps the only option that Bullet has here that’s nearly unusable at other ranges is Afterburner (214D), but the only purpose it serves is gaining levels: it doesn’t solve the problem, it just makes it slightly easier to solve. You still have to shoot your Flints and dash in, even if you’re glowing orange. For about the same reason, using OD for a quick level-up is not worth it, even at closer ranges: getting a level is as simple as landing a Drive, and OD can be used for so much more. Offense: Bullet may not be insanely good on the offensive, but she gets very good rewards from landing hits, which makes her pressure much scarier. Hitting them even once gets them much closer to the corner, gives you at least one Lock-On level, gains you quite a lot of Heat, and ends with knockdown, when you can restart the pressure all over again. Pressure: Not many of Bullet’s moves are positive on block, so her blockstrings can be a bit on the short side. Her 5A is even on block, though 2A is much better as a pressure tool, being +1 on block and having the same start-up. 5C is not only even on block, but also moves you forward, allowing you to keep the blockstring going. Lastly, charged Flint Shooter (236[A]) is +3 on block, but has long start-up and pushes you a bit too far away, so you don’t see it used much outside of combos. It all gets much better when you level up and your Drive moves get safer on block. 5D’s frame advantage ranges from +4 to +9 as long as you’re not at lv.1, making it very difficult to disrespect Bullet’s pressure. Sure, you might be losing a level in the process, but it’s well worth it as long as they keep blocking. And it gets even better in OD, when you can spam your Drive for long, safe blockstrings – and deal 5-6k damage when they finally get hit. Worth mentioning is Miquelet Capture’s projectile invulnerability. If you get a good read of the opponent bursting, feel free to cancel whatever you’re doing at the moment into Miquelet: it won’t hit them, but their Burst will whiff, and you’re going to stay close to them. Mix-ups: Outside of the usual high-low mix-up (6A as an overhead, 2B/2C/3C as lows), Bullet has access to several other mix-up variants. The first one is 2D/6D, which have ambiguous animation and some invulnerability. You can even throw 5D into the mix if the opponent tries to do something funny, like DP-ing out of the mix-up: as long as you charge your 5D, it should go through their attack and hit them square in the face. The other one is 6C, which can be cancelled into j.C for a quick overhead. If they start respecting it and block high, just land on the ground and hit them with 2B – or with 6A if they’re used to block low after your 6C. Then you have j.D, which is tailor-made for ambiguous cross-ups: just air-dash over them and press D whenever you want. It might not be effective in the corner, but it’s always a good option to consider in mid-screen. Lastly, you have Crush Trigger (a universal, but underrated option) and Serpentine Assault (720A), your command grab super. Both these options are good for opening those turtles who are too good at blocking your mix-ups, though you need Heat for both of them. Serpentine Assault also requires a buffer: any attack that can’t be jump-cancelled should work fine, but you don’t need anything besides 2B and 5C for that. Okizeme: Charging your Drive gives you some very strong oki. Not only can you hit them even when they roll behind you or try to jump out, but you also hit them with full-body invulnerability if they mash buttons. That makes blocking the only safe oki option against a charging Bullet, and even then, you can simply cancel the Drive and go for the usual mix-ups right away – and you don’t lose a level you just got. If they don’t want to tech at all, it’s even better for Bullet – picking them off the ground with Drive gives you yet another Lock-On level, getting you to max level and making your pressure even scarier. Because of that, they will start to neutral-tech very soon, which gives you more than enough time to charge your Drive. If you end up too far from the opponent (for example, after ending the combo with Snaphance Fist or OD Rage Aggressor), you can use this opportunity for Afterburner. Depending on the range between you and the opponent and their untechable time, you might even charge it to get both Lock-On levels – something you can’t get in a combo unless you spend Heat. Otherwise, it’s always a good idea to send a Flint Shooter and get back into close range. Meter Usage: Bullet rarely uses Heat to prolong combos because of her severe combo rate. Instead, it’s usually a good idea to simply cancel the last Drive hit of the combo and do yet another Drive, getting two Lock-On levels instead of one. Consider it an advance payment for your combo damage. Rage Aggressor (2363214C) is also a good way to end combos: its excellent hitbox allows you to link it out of pretty much anything. Perhaps the only solid way of using RC for damage is when you land a lv.2 Drive in mid-screen: when you do, you can RC the Drive and go for 6B > 623C > 623D out of that. Not only do you land a lv.3 Engage for tons of damage, but you can actually follow it up with a decent combo, carrying the opponent into the corner and getting back to lv. 2. Lastly, there are the big shots: Blackout and the Astral Heat, Hard Kill Bringer. The former might cost a lot, but it doesn’t seem that expensive when you’re sitting on so much Heat for the whole round. As for the AH, you can easily combo into it, so there’s no reason not to go for it when you can. Defense: Good news: your defensive options don’t depend on your Lock-On level. Bad news: there are not that many of them. Cutting Shear (623B) is your go-to reversal. It doesn’t lead to much damage, its hitbox is not too hot, and it can be punished just as any other DP (remember to RC it when they block it!). Still, it is invulnerable, so don’t feel bad about punishing obvious rushdown with this. It has a follow-up, Explode Engage (22D), which makes it more damaging, but it’s usually not worth spending Lock-On levels on – spending it on something like Piercing Engage will be of better use to you. Though a lot of Bullet’s moves have various amounts of invulnerability here and there, they usually take a while to come out, so you need some breathing room to go for them. If you barrier-block for long enough, you can try doing something funny, but it’s usually not worth the risk. Counter Assault is another obvious way to get out of pressure. Don’t be afraid of spending Heat on it: most of your damage doesn’t come from it, anyways. If you’ve been playing Tager, you might decide to use Serpentine Assault as a reversal, since it has a lot of invulnerability, just like Tager's GETB. However, unlike GETB, you can’t charge it, and its range is worse, so you won’t be able to punish as much stuff with it – and it’s easy enough to play around wake-up GETB already. Still, landing an Assault and kicking them into the corner feels good, especially after sitting in the corner, yourself.
  13. "DOUSHITADODOUSHIDOUSHITADOUSHITA" - Hazama "You dodged?" - Iron Tager On a more serious note, nothing comes to mind except for Arakune's CT arcade ending. "Of cour.. .f . don'. ha.. . ..ce, I... make one."
  14. I didn't mean your explanation, just the general King Crimson discussion.
  15. Oh, there's some stuff about Kagura's other stances here. 6D: this stance's follow-ups let you approach the enemy with various attacks, though some of them are meant for other purposes. 2D: has follow-ups that are meant to break through the opponent's guard, such as an overhead attack and a low attack. The story blurb doesn't tell anything new, just the good old rebellion routine.
  16. Oh man, this was bound to happen sooner or later... We already have a stand with that ability, it's called The World. What King Crimson does is that it forbids everything to interact with physical objects, moving down their predetermined paths and not remembering anything about it. However, he also has a secondary Stand (think Kira's Sheer Heart Attack), Epitaph, which allows him to see ten seconds into the future. This allows him to properly position himself for an attack right after the "time skip", when anyone would be too confused to defend themselves.
  17. So, uh, what about Zodd? We're skipping him and getting straight to Jonn next? I'm okay with that. And I hope that Black Lantern Supes won't be the only representation of Black Hand in the game.
  18. I wouldn't call it awful, just... fair? She has her share of lows and highs, including 6C and Drive mixups and the command grab, but she doesn't have any ridiculous tools that other offensive characters have. Her pressure also gets better with levels, but she has to get them first, and spending them on blocked Drives means losing combo damage. I'm writing the offense/defense guide right now, so expect more of my thoughts on the matter there.
  19. Oh, I see. I thought he only has the OD for such shenanigans, since having it on a separate move would be kinda redundant. Oh well, back to lurking
  20. What's up with that funky red shadow that Azrael gets in the latter half of the video? Some kind of bug?
  21. That's not a shovel, just a shovel handle at most.
  22. Respect the shovel, it's what makes Sol and Ragna so good.
  23. I think his sheer amount of stances and follow-ups is more than enough to consider both for you and your opponent. Maybe OD improves them in some way, but that's it.
  24. Here's the stuff that I got: - They didn't show Kagura's fourth stance, j.D. Makes sense that he has it, but a bit difficult to imagine. - Ryuugekisou is a command grab follow-up. - Toryuurenzan is just a multi-hit follow-up. - Ryuuhashou has a guard point (this is probably why they said he can use his sword as a shield). - The projectile is called "Ryuubakusen" (Dragon Tie Spin). There are versions with different sizes and numbers of shots. The rest was mentioned in the website article.
  25. I need bigger scans to see some of the kanji, or have it typed out. I'll check out the jBBS thread tomorrow and see what they got. For now, I can say that that Flash Kick-like move in the middle is a second hit of the sword slash stance follow-up (I won't memorize his move names for a while).
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