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FerrellJ

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Everything posted by FerrellJ

  1. Unless I'm reading it wrong, I think you misunderstand crossups... In every fighting game I know, crossups are simply attacks that have hitbox behind the attacking character's axis, which can hit the opponent while jumping over them (or at least a hitbox that can hit the opponent after crossing axis). Not sure about the grace period you describe though- that may exist. It's one of those things that, when I'm defending, I wish would exist but it would fundamentally change how both players approach wakeups if it were too long. If it is in E's Laf, it's short enough to not be that noticeable.
  2. Adding information that you think is missing to the wiki can help- that way at least when people do get the game, they don't feel like it's a wasteland out there. If you have the ability to make videos, that can go a long way as well- I personally prefer character tech videos that show the various uses of that character's moveset. Most games like this only ever seem to get combo videos though. (Unfortunately, I'm personally not skilled enough at the game to come up with a good "tutorial" for any character...) Once the netplay arrives, I think people will be much more likely to get into the game but until then, showing people stuff they can practice in the meantime will help a lot.
  3. Considering that the US version is officially out, not likely If anything, I imagine it would come out when the netplay gets patched in, whenever that is. I don't know how much issuing a patch on PSN costs but they probably don't want to pay for more than one.
  4. It's probably worth pointing out that the waffle iron super is also a command grab- 0 frames after the superflash with absurdly fast startup. It doesn't offer the free ground bounce that the meterless grab has but it also doesn't throw the opponent as far (they come down right next to you). If they are out of range or in the air, it also had hit properties so they may not be able to backdash out of it (can't test this without a record function though). That said, it is air blockable so they'll just get pushed further back if it doesn't hit- might save you from being freely punished.
  5. I don't think so- they mention only 8 characters for one thing. It sounds like the "enhanced graphics" just refers to the parallax backgrounds. Several people asked about the handheld port during the indiegogo campaign and the response was always "that has nothing to do with us".
  6. If the ping is good then chances are the hosting player isn't setting the delay- use 'O' and 'P' to raise or lower the delay at the character select. I usually find a delay of 3-4 to work nicely when I play people across the country.
  7. That's a preorder for the supposed English version set for release in Q3 so you might be waiting a while. If it actually is translated, I'd probably buy it again though.
  8. Those numbers accounted for a very, very small percentage of those who had contributed at that point if I remember correctly. A single $2500 backer would completely nullify those votes. That said, I don't think many people will mind who wins because 1) There are only 4 characters, and 2) They have said they intend to eventually add them all anyway.
  9. If you go into the game options and set the language from Japanese to English, the netplay should be fairly straightforward. A guide would probably be more confusing than the translated menus.
  10. The finals from the tourney this past weekend were pretty exciting. Nago's Hanzo was nuts. I know UltraDavid mentioned that they were going to do an episode covering Yatagarasu next week- some of those matches would be as a reference of how the game looks at a relatively high level.
  11. It's probably also worth noting that guard crush clean hits drop combo scaling down to 50% right away.
  12. The guard crushes are actually relatively slow when you consider that you aren't really expected to avoid them but rather parry them. The rewards from actually landing the GC move are dependent upon the character- if the opponent takes the hit without trying to block it, they eat damage but the hitstun is less which limits what you are able to follow up with. If you land the hit clean and try to follow with a move that isn't fast enough, you may eat a full punish. If you guard crush them, they obviously take no direct damage but they are not pushed back as far and there are quite a few more frames of stun. Just some quick testing tells me that Hanzo, for example, really doesn't have anything that she can combo into off of a clean hit- not even a super.
  13. If you find anything more about that, definitely post details. I'd love to see that. I wonder if the BYOC will overflow out into the hallways again this year...
  14. So is anyone going to be at Evo that wants to play this? I'm planning to bring a couple setups for either AP or Chaos Code. Not sure if there's enough interest to justify organizing anything but just throwing that out there. I'll at least be down for casuals.
  15. I haven't heard anything about a US release. I don't know what's up with that listing on play asia. I know people that purchased it at that price a month or so back.
  16. dat hype. Was the Manaka player trying to get hit by that though? He had to have known it was coming and the superflash is the longest thing in any fighting game ever. Looks like he got caught throwing out a random heavy smash.
  17. Maybe we'll get lucky and someone will make a caster for it... Yeah, who am I kidding. I really like the music on some of the stages. Others do bad things to my ears though.
  18. The game's requirements make no mention of a network card so I doubt there is any. The only options in the menu are "Arcade Mode", "VS Mode", "Training Mode", "Game Options", "System Config", "Game Controls", and "Ranking Data".
  19. High emotion usually adds additional hits and damage to supers. When she slams them against the wall multiple times, it means she was happy.
  20. Several times. The game is actually quite playable even with people across the country if you can get the delay set properly. You do have to set it much higher than other games but it doesn't really feel as high once you're playing. Playing cross-country, I have it set around 12. If it's set too low, it will be absolutely unplayable though. I suggest either Badicam or OBS as Celerity mentioned. OBS is much better at screen region capture than xsplit but Bandicam will probably get you the best quality if you're willing to shell out the money for it (or deal with the watermark).
  21. I noticed that you actually gain super meter much more rapidly while moving forward (or at least dashing towards your opponent).
  22. The second option in the menu sets your character to the 1P side or 2P side Looks like the Burst / Guard Cancel meter (Press the 5th button during block or hitstun). Burst uses full bar, GC uses half but it doesn't seem you can do either unless it is green. I swear I've seen 3/4 get used but I don't know what happened- it was the AI that did it.
  23. Health regen is one of the first few; I'm thinking it's the second option on the list. Anyone find a crouch / jump option? Also, I know there's a record function in there somewhere but haven't been able to locate it yet. Is there a wiki set up for this game where people could maybe start compiling some stuff like a translation of the training menu and whatnot?
  24. As does Aquapazza. Really digging this game. The feature set it has for being a freely distributed HD sprite fighter is pretty astounding. Hitboxes, full color editor, netplay, all these training options I can't read... Doesn't hurt that it's pretty fun too.
  25. Anyone know if this game is using 3D models or 2D sprites? Some of the idle animations look almost too smooth to be sprites but that's not to say they didn't go the SNK / BB route of tracing basic 3D models. I also noticed that the characters are mirrored when they switch sides which would seem to indicate sprites but MvC3 uses models and they mirror themselves when changing sides as well... (Can't remember if AE does this as well but I imagine it does- I just can't think of a character off hand that's not symmetrical).
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