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Everything posted by FerrellJ
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Splash Art maybe. In general, there aren't a whole lot of meterless reversals in AP. Hakuowlo, Oboro and Multi's dp's are the only ones I can think of off hand that have any amount of invulnerability. Chizuru's might but because of how it hits, I don't know if I'd really call it a reversal. Karulau's got her dodge... Maybe Tamaki's hcf grab too. Okay, maybe there are more than "not a whole lot"... Unrelated, but something I've noticed is that the characters all seem to go into a crouching state when landing from jumps- I know it affects their hitboxes because it makes some moves whiff on landing characters. Does anyone know how landing recovery works in this game and, if there isn't any, does this temporary crouching state actually make the landing character vulnerable to overheads? I've been wondering this for a while, I just can't figure out a good way to test it.
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Yes.
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Not really much different, to be honest. The bigger problem before was mainly that so few people had the game. It has gradually improved since launch though- used to be that entire matches felt like it does now just during character select.
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The player-selectable Boss Ma-Ryan is a balanced assist and therefore doesn't have her AI version OP moveset.
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Coming from someone who thought Chizuru would be their main on day one, just stick with it- She's a fun, easy to use character but she also gets a tad boring after a while because, while you can innovate, there's really no need to. So hopefully it's just a matter of letting the Chizuru bug run its course before people settle in to other mains.
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That's her dash. She can follow up with either a high (butt drop) a low (5A basically) or a mid launcher. The cr.A cr.B loop you were getting stuck in was probably just her cr.B- it has a two-part chain that moves her forward. It should eventually push you back enough that it will whiff. I can't test right now but if your character has an invulnerable backdash, you can try that. In any case, there seem to be more than a few Manaka experts in here so I'll defer to them. I usually just end up running into her books. I don't often get close enough to deal with the rushdown side of her, sadly.
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I don't see any version info on the titles screen like there is on the JP version but the US version does have all of the items that were supposedly added with it (region selection, standby, etc). And then there's the fact that I've played with others using both versions. I'd say the US version came preloaded with 1.02.
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What? It was working fine for me earlier. The wiki has a lot of info for some characters... almost nothing for others. I'd start there if you haven't already. http://wiki.mizuumi.net/w/AquaPazza As far as basic combos to get you started, training mode has a couple combo examples- one of which will take into account your assist.
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Everyone. That's what the partners are for. Namely Octavia, Serika, Satsuki...
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That wonderful feeling when you swap over to your newly received US copy of the game and hop online only to realize you forgot to remap your controls for the new save data... I'll have to unlock Boss Ma-Ryan again too.
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When in doubt, bookshelf super I suppose. It's pretty much instant emotion low for the opponent unless they spend a bar to guard cancel. Some characters have other ways around it (Sasara can parry it, IIRC; Touka can teleport through it) but they are risky and the opponent has to be on point with their timing. There are two people on my friends list that main her... I'll see if I can figure out just what it is they do to make her a frustrating matchup for me.
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Like Pichy said- you can typically chain A attacks into B attacks (there are some exceptions). Then from there you can either chain into the C attack or a special / super. I believe some character may also be able to chain into their heavy smash (B+C) but I'm not positive on this- I do know that at least a few can frame trap very effectively with it anyway. At any point you can also incorporate an assist attack into the combo for the cost of one meter. That can allow you to follow up a standard A>B>C chain since the assist will keep the combo going. In general, the combos are relatively short so it's not as reliant on memorizing long chains of attacks as a lot of other games. There is also a nice feature in training mode that will show you a couple example combos for your character- one without the assist, and one using the assist (it changes the second combo example dynamically based on the assist you selected).
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I'll be brushing up on it this weekend in hopes that there will be some excitement for it next week. I'd love to see more people play it but it just doesn't seem to be getting much attention anywhere. It's a shame too, because it's probably one of the most unique (and legit) new fighting IPs to come out recently...
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Unfortunately, that appears to be the port of the original version (by Nicalis)- not the Attack on Cataclysm update. I hope Nicalis can work with the devs to somehow include the AoC content. It's going to confuse the hell out of people to have two completely different versions floating around, especially since the one on the brand new consoles is vastly outdated (or at least, will be by the time AoC rolls out). Then again, that's assuming Nicalis actually ends up releasing anything in the first place...
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That taunt combo...
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Anyone know if you can KO with taunt? I was messing around a little bit a few nights back trying to see if I could and wasn't able to. I'm pretty sure it could do enough damage (80 scaled off of throw > 214B > taunt, IIRC) but in training, it always leaves a magic pixel. Not practical at all but would be funny to see...
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Speaking of Kokonoe... there are a series of icons in the D-Card section that appear to contain all the playable characters- as of now, there are two "?" boxes for me, all the other icons are unlocked and contain the rest of the cast. I assume one is for Kokonoe and I wonder if they have another character planned later on. I'd also think that the voicepack data would contain additional character names if there are any (for character select) since I assume they would have recorded them already...
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FerrellJ - FerrellJ - Arizona, US
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Challenge mode is actually pretty good at showing you some of the basic stuff you can get started with, in my opinion. The teleport cancels and pickup links from them seem like a pretty big part of her combo potential so I've been practicing those (it doesn't hurt that they look pretty sweet). I'm going to practice some of the things I'm seeing in this thread as most of the stuff I have come up with doesn't break 3K without a DD ender. Then again, I have yet to really dig into Gain Art combos. One thing that I am curious about- I see a lot of normal mode air combos ending in j.C instead of j.236C (which I'm pretty sure adds 2 stocks to the Weave gauge). Is there any reason other than possibly giving the oppoent more air movement options that you'd want to stay away from Normal j.236C? Edit- here's a throw combo I've been using. Probably nowhere near optimal but it's fairly practical for me: Throw > 214B > 5C > 623C > j.B > j.C > j.236C (I've landed it with a jump cancel after the j.B allowing another j.B but most of the time, I whiff the j.236C, which is really bad...)
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I've experienced the RC instead of Overdrive input several times. I can't remember if I checked the input display to see how dead on my inputs were but they sure felt adequately simultaneous. Is there a restriction that anyone is aware of on OD cancels? RC's can be used pretty much whenever but it got me thinking if OD cancels could only be used after the active frames have passed or something. If that's not the case and the inputs are just that strict, I may need to break down and map the A+B+C+D macro. And that's using an arcade stick...
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How much would you actually see that in matches though? I see a lot of combo videos featuring some absurdly long combos but even when watching more experienced players playing it this year at Evo, I don't recall seeing any that lasted more than maybe 4 or 5 seconds. Does the overheat on Exceed do an effective job of discouraging extremely long combos (since the only benefit of doing them generally seems to be to gain meter)? Seems like it would... I should add that I am not at all a fan of long combos either- that's part of why I like Aquapazza so much. It may or may not also be because I am completely unable to do them... I just haven't been bothered by what I've seen in Chaos Code and I'm trying to figure out if that's because we just haven't seen much strong competetive play or if there is some other reason.
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Doesn't BlazBlue get that same pass? Combos in Chaos Code always seemed a lot more bearable than those in BB because there are a lot of characters in BB that have parts in their combos that look like you should absolutely be able to tech (Hakumen is probably the first one that comes to mind). I never know when to try and tech so I just end up mashing the A button between hits. This obviously leads to plenty of tech > counterhit > another extended combo. CC also has the added mechanic that lets you just hold the tech buttons to automatically tech out when possible. I think the main culprit might be the OTG's which Chaos Code doesn't really seem to have, at least to the extent that those other games do.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
FerrellJ replied to Hecatom's topic in Under Night In Birth
I'd support a PC release of UNIB so long as the netcode is decent (as others have said). It doesn't need to be GGPO- I actually remember thinking back during the Yatagarasu indiegogo that the existing netcode for Yata was damn good and I didn't really feel the need for GGPO. However, GGPO has actually become more of a marketing tool in the FGC- if your game uses GGPO, you are much, much more likely to have people who have never even heard of your game wanting to play it. As far as the tournament scene goes, I don't know how much support it would get even with a console release. There are a ton of fighting games out right now and unless you're expecting to get on to the main stage at the regional or national tournaments, you don't really need more than a few setups to run side tourneys. It would make it harder to showcase the game in casuals at events like Evo but Evo's not usually very accommodating to that anyhow (you pretty much have to just hijack unused tournament stations because the tiny BYOC area is already packed with pre-organized tournaments... if the area is even set up in the first place). Right now, the only way to play the game is to fly to Japan and roll into an arcade. There are a ton of people who want to play this game and I'd have to think that it would do well on Steam. Just a thought but how would people feel about crowdfunding the port? That's actually becoming a good way to not only fund and gauge interest for a release but also to increase exposure (as we saw with Skullgirls).