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SoWL

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Everything posted by SoWL

  1. I've heard about her before, but never made the connection. It makes an eerie amount of sense, really. As for the zoner match-ups, her mobility alone should make it easier for her than for, say, Tager. And then you also have projectile invul on Miquelet and 5D/j.D.
  2. That's some Jackson Pollock-tier art right there, folks.
  3. I understand that they want to make the most popular MK characters playable, but couldn't they at least put more thought into planning this in advance? Adding Scorpion when we have so many characters with grappling hooks makes about as much sense as adding Sub-Zero when we have Killer Frost. Though the latter at least doesn't have as much competition as the former. J'onn is a given, the rest are meh.
  4. Should've drawn dat Jean, the best male character around
  5. Can they still only be used when you use the character with her default arcana? Because that would make them even less useful.
  6. These guys deserve some of my money just because of that Mechazawa doll. And hey, I always liked Bloody Roar and Brutal (even if the latter was broken as hell). Also, the stretch goals are much lower than those of Skullgirls were, and we all know that those were already as low as possible.
  7. vs Litchi: a-cho BBCP ランダム2on2大会(2013.5.6) [ikasumi] vs Platinum: a-cho BBCP ランダム2on2大会(2013.5.6) [ikasumi] vs Ragna: a-cho BBCP ランダム2on2大会(2013.5.6) [ikasumi] vs Tsubaki: a-cho BBCP ランダム2on2大会(2013.5.6) [ikasumi]
  8. At least she's represented on the stage and with Harley's item, unlike Atrocitus or Larfleeze (who aren't even in the unofficial DLC poll).
  9. vs Arakune: BBCP 5/4/2013 Playland F1 Casuals Part 4/4 [Atelier] vs Makoto: 【五井チャリ】0417ブレイブルー 草壁(マコト) VS かきゅん(色々) [Kaqn]
  10. Let's hope some Amane/Izayoi/Bullet gets in.
  11. Considering that no one ever gets out of the lab, you just might be. On a serious note, you only get the super bar by attacking and running forward, so yeah, it might be more valuable than people think.
  12. Huh, three hours? I thought it was uploaded just two hours ago. Anyways, here are my translations, with a little extra effort of making the move names as close to the manga translations as possible. Though some of them might still be wrong, of course.
  13. Great, I was worried when there was no update yesterday. Will translate it today, but a bit later (got some spring cleaning going on).
  14. Catherine or bust If I were living in America and playing SSBB, I'd be mad, but I'm not, so I'm just glad I'll have more games to watch. Yeah, it's another hit for the organizers' reputation, but I don't think they even care at this point.
  15. Yeah, nah.
  16. I dunno about liking, but I only remember Teddy's and Akihiko's themes, so I guess those are my favorite.
  17. Ah, yeah, that's right, forgot to write that down. I also noticed that Qdora doesn't have the simple combo, she just slashes with her claws over and over.
  18. Okay, here it is. As usual, any comments are welcome (especially since some info here is not translated, but simply deduced by me after a session in the lab). But first... - After choosing the characters but before choosing the colors, you can press D to change your character's Type. Type A and Type B have some differences in movelists, akin to EX-versions in Guilty Gear or Moons in Melty Blood. As of v1.00, only Serena and Sisca have Type B. Collapsed: Stuff everyone should know by now: - There are four universal gauges in the game: the health gauge (at the top of the screen, self-explanatory), the super gauge (the lower of the two below, with 4 stocks max and 1 at the beginning of the match), the guard gauge (the higher of the two below, responsible for defensive techniques) and the stamina gauge (below the health gauge, responsible for guard crushes). - The super gauge and the guard gauge recover by themselves gradually. In addition, the super gauge recovers faster when you land hits, while the guard gauge recovers faster when you get hit or block attacks. - 6 makes you walk forward, 4 makes you walk backward, 2 makes you crouch, 7/8/9 make you jump. 66 makes you run forward, 44 makes you perform a backdash. Pressing 2 before jumping makes you perform a hi-jump. Most characters have double-jumps and air-dashes, and you cannot do both in a single jump (hi-jumps included). 4 and 1 make you block, even while in midair. - Five buttons: A/B/C (Weak/Medium/Strong), D (Strongest/Special) and F (Fatal; doesn’t perform any attacks by itself). - Three kinds of attacks: mid (can always be blocked), high (can only be blocked while standing), and low (can only be blocked while crouching). Ground normal attacks cannot be blocked while in midair (that includes command normals, such as 6A). Special attacks can be blocked in midair just fine. - Throws are performed by pressing 6C or 4C up close (can also be done in midair). The opponent may tech from them by quickly inputting the same command. - There are two kinds of super-moves in the game: the ones costing 1 stock of the super gauge and the ones costing 2 stocks. No other outright differences between the two (except for them being different moves and all, of course). - Ukemi is performed by pressing A/B/C right before falling to the ground. There are neutral tech, backward tech and forward tech: for the latter two, press the corresponding directional button to perform them. You cannot perform ukemi after the moves that cause hard knockdown (there is a DOWN system message after performing those). - The same things apply to aerial recovery (though you can also perform it by pressing D). - There is no dizzy state, but there is a guard crush state. Watch the gauge below the health gauge (or the one that appears on your character when you block) to see how close you are to getting guard-crushed. - Attacks gain additional properties with counter-hit, so watch out for that. Collapsed: Some more technical stuff: - Performing two “One-Pattern” moves in the same combo allows the opponent to recover from it right away, so don't do it. - There are Persona-like auto-combos: just mash A, and you’ll do something nice. Some characters can do this even while whiffing, while for the others, the first hits of the combo have to hit for the rest to come out. These auto-combo hits have unique properties and animation, except for the special and/or super at the end. - Pressing two attack buttons makes you perform a T-Cancel. It costs 1 stock of the super gauge and cancels any move at its start-up frames, even if it whiffs. If you want to use it in the combo, you have to start another move right after the one you want to cancel, and cancel that one. - Another cancel that you can perform is the S-Cancel. It is the cancel of the special move into a super move, and costs 1 stock of the super gauge, as well. No special input here: just do the two moves you want to connect, and they will. - Pressing F right before hitting the enemy with an attack performs a Fatal Counter. It costs 1 stock of the super gauge and gives you a guaranteed counter-hit, even if the opponent wasn’t pressing any buttons. If it’s blocked, it fills the enemy’s stamina gauge much quicker. - Pressing 4F while blocking pushes the opponent a great distance back. This costs 3/4 of the Guard gauge. - Pressing 6F while blocking makes you perform a counter-attack while invulnerable. This is called Counter-Boost and costs 1/2 of the Guard gauge. - You can also perform Counter-Boost even while being hit, though this will cost you the whole Guard gauge.
  19. Who needs tech when you have the best animation in the game (throw, 236C)? I think I'll go and translate the system info from the website now, with a little help from the game itself.
  20. GGX was my first Guilty Gear, so I still consider its OST to be the best of the series, and I'm not sure how much of it is because of nostalgia.
  21. Geez, I wonder...
  22. This game runs fine on my toaster, that's a relief. And it even has the option to translate the menus into English, even though it doesn't affect Training for some reason. Caligula seems like a fine take on Faust (my first fighting game love), even though I prefer a lab coat to, uhh, head-butt. He seems to have tons of setups, and I'm not sure I have the patience to learn them all here, so I'll probably just stick to Cielo and/or Cisca/Tae.
  23. By the way, the website got tons of info on the game's system, even some very minor things, like canceling the dash into a walk to block in time. So if you miss something, we could just translate all the website stuff and work from there.
  24. A tomboy soldier both likes and hates rain. An Aoko-like character got movie references all over her movelist. A dragon girl literally got Dragon Install, both in name and input. I didn't even get to the game itself, and I like it already.
  25. vs Makoto: BBCP 4/20/2013 MAXIM HERO 5on5 Part 5/7 [Yukimushi] vs Ragna: BBCP 4/20/2013 MAXIM HERO 5on5 Part 2/7 [Yukimushi] BBCP 4/20/2013 MAXIM HERO 5on5 Part 6/7 [YUSA]
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