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Everything posted by Yoshara
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I am not saying that I couldn't read it, I was saying there are no words to describe such a glorious/hideous thing.
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Generally I prefer rushdown, with good oki. EDIT: No one is commenting on it because there are no words.
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What characters would anyone recommend for someone who is new to the series?
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Actually, that is because Marvel doesn't want Shuma to be anything but DLC, and seeing as they need to keep characters in pairs, Jill is kept DLC as well. EDIT: It is pretty much the reason that both characters were mostly on disc, but still were released as DLC.
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That is actually because Makoto's 3C has head and body invulnerability, so even if a move looks like it should hit her out of 3C, if it doesn't have the foot attribute, Makoto will go right through it. Keep in mind that the second roll of her 3C is higher off of the ground/not head and body invulnerable, so it won't go under as much. P.S. For a funny example of this, Makoto can 3C "under" Jin's astral, simply because his astral doesn't have the foot attribute.
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GG's to everyone who showed up, I had a really good time (even with the problems with converters/lack thereof). I can only hope that this helps the Alberta scene get more interested in the game, and inspires them to continue to get better. Also GG's to an all Lambda top 3.
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That looks more along the lines of just being limited to a certain number of launches/tags in a combo, but I wouldn't doubt it if they did put hitstun scaling into this, because of the much more combo friendly nature.
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I have to say, after playing and not liking any SF4 incarnation so far, I really like how this is shaping up so far. Also I like that 3 out of the 4 Tekken characters I wanted to see in this are in (Hwoarang, Bob, and Asuka, with Lars being the only one not in). EDIT: Is it wrong that I want Yun in this?
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I can only hope that Ammy gets Oki, Shiranui, or Nine-Tails, because alongside being obvious choices, they are pretty much the only choices for her. Also Zero should get MMZ, MMZX, or Zero.exe, which once again are the obvious and only choices.
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Amaterasu's weaknesses are more stance dependent. Her universal flaws are: Low health, dashes are not that fast (no wavedashing for you), air dash only goes Forward, Up-Forward, and Down-Forward, and not the best range on her normals. Her flaws in Reflector stance are: short range, and mediocre damage output. In Glaive they are: Slower normals, and weaker pressure. Last is her Rosary, in which her flaws are: No real combo game, and no pressure. Of course she has alot going for her still, and most of her flaws are made up for in different stances (ie; while the reflector may not have the great reach or damage, the glaive does, and what the glaive may lack in speed and pressure, reflector helps cover that). Really, seeing as how her flaws are generally covered by other stances, one of the bigger things about Ammy is learning when to switch to them. Also she is said to be REALLY good against Sentinel (mainly due to how she can duck under almost all of his zoning, and zone him pretty hard in return).
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From what I have heard, they are also planning on eventually adding AI's based on actual high level players. I hope that the Justin Wong AI uses random select.
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Umm, not only does snapback control what character your opponent has to use (which in it self is a great use), but it also controls their ability to use assists (due to how long it disables the assists), and depleting the red life of whoever is snapped in. While you may not want to use it all the time, it can be a game changer when used. EDIT: It is also really easy to hitconfirm into (ie; Zero can do 5A>5B>5C>6C>Snapback).
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I don't know about you guys, but I like the idea of Justin rocking multiple, seemingly random, teams, if only because it shows how much room for creativity there is in this game. P.S. Ammy makes Sent look pretty FRAAAAY!
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You know, I originally picked Zero(B)/Ammy(B)/Chris(B) as a team, just to test the characters, but it actually is working out to be pretty decent for me, and I am doing alot better than when I had Dante(A) in that third slot.
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KFC = Popular misspelling of XFC (X-Factor Cancel).
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Actually, it is more that Japan likes to unlock characters and NA doesn't, so they did the middle ground of only having four be unlockable and also having them be really easy and quick to unlock. Fix'd
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The moves that were being AG'd were ones that moved him forwards (even in some cases very slightly).
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The main reason you need a long lasting projectile/assist and a teleport is due to you being able to be AG'd from projectiles, so you would need something to cover the screen in a very short period of time. Of course there are possibly other ways of taking advantage of it, but those will need to be tested once the game comes out. AG's push back is partially negated by attacks that move your character forward (ie; Zero's 6C), but against most normals (and even projectiles in some cases) it will cause fullscreen pushback, and it requires no real timing, so it is actually really powerful, but seeing as it can be baited (either by not attacking or doing the aformentioned "unblockable" setup), it cannot just be mashed out.
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"They may see the first one coming, maybe even the second one, and the third one if they get lucky, but there is no way in hell they will see the fourth overhead in a row!"
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I don't know why we are calling it a glitch, but from what I know Advancing Guard removes Absoloute Guard, making your opponent much more easily crossed up. An example would be where your opponent Advancing Guard's Dormammu's Stalker Flare Hyper, after which you teleport behind them, and if they do not perfectly time switching the block direction they will get hit.
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I loved how Tsujikawa beat that Tsubaki with CS1 tactics (lol run up BBS). Also, hearing everyone immediately know what would happen when Tsujikawa landed a hit against that Tager with an Astral waiting was pretty fun.
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T'Challa (Black Panther) would like to disagree.
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My point was that Phoenix died to 2A, 2B, 2C, Hadoken, Shinkuu Hadoken, which is about 50% against average life, but on Phoenix it was overkill. You don't even need good combos to 100% Phoenix.