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FerrellJ

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Everything posted by FerrellJ

  1. Last I checked, AP was under $60 at Play Asia, which is relatively cheap for imports. It was $85 at release, IIRC.
  2. People always forget about Boss Ma-Ryan.
  3. Doesn't Sasara also do pretty well against Chizuru? When the game first came out, Chizuru was basically free wins (online, I imagine it's still that way), but I would have thought people would have gotten much better at stuffing her by now- I admittedly didn't put as much time in with her as I did other characters but it seemed like all of the things that made people consider her OP were all unsafe as hell. That's part of why I didn't end up trying to main her. I have pretty horrible reactions though, so it's maybe not for me to say that she's easily punishable- I just have to assume it based on the numbers and the assumption that people have learned to block her overheads/slides on reaction. I'd love to see this. I find that Aquapazza is actually pretty good about keeping some of the more irritating fighting game BS in check but that just makes finding what is there more satisfying. Also, I'm hoping the game can make a bit of a resurgence since the price drop on play-asia. I know of at least one person that's bought it because of that.
  4. You can buy it off of Hong Kong PSN by buying a prepaid card.
  5. Not sure when it got added but I found the game available for purchase on Playism. It appears to be the latest version (title screen says Ver. 2013/01/11). Seems a bit more complete than whatever version I downloaded a while back and was never able to patch. Doubt that helps anyone who may have already bought the game elsewhere somehow but if you hadn't and were looking for a way to play it...
  6. You can dash cancel your normals on hit or block. There may be more I'm unaware of but that's the main reason for it.
  7. I live in central Arizona and played someone in northern California and the lag was hardly noticeable. Definitely playable over shorter distances, assuming someone's not on 56k. I probably wouldn't make the trip just for Aquapazza but if there are other games you like to play, it would be good to go. I've regretted not attending tournaments in my area before just because I didn't feel I was "good enough".
  8. I still play it a bit, although not online- usually just messing around in training mode. I really wish more people would pick it up because it's probably one of my favorite fighting games at the moment (right up there with KoF XIII). Hopefully we'll start seeing more AP side tourneys organized at majors...
  9. I went ahead and bought it (it's only $5 after all)- It looks like a completed version anyway. It's fully translated. Everything is there and works as expected (including loli Hilda). No SecureROM stuff far as I can tell so that's good. For what it's worth, the version shown on the title screen is 1.01.1. Not sure what the "New Features" the trailer refers to could be though... it's still just story and versus. Netplay isn't included but I'm guessing the MTSP application will still work as the amazon product details state "If you have a netplay application, you can play the game accross the internet...". I obviously haven't been able to test that. Worth the money, I'd say. I'm not sure why some people get up in arms about them charging for the game- $5 is almost literally pocket change and they put the work in to translate it...
  10. I'm confused... trailer says "Available Now" and I see it listed on Amazon for $5 but the release date is shown as being back in October (when they were still talking as if it hadn't been released yet). Gamersgate still shows "Coming Soon". Is the version on Amazon the official release version?
  11. It seems like you can- to some extent. It's not as "forgiving" as with normals but it appears that so long as you are on the ground, you can hold the button after the directional input and the move will come out as soon as the recovery frames end. Edit: Okay, just as I say that, I notice it apparently has nothing to do with being on the ground... Maybe it's just a certain number of frames before the recovery that it lets you buffer the link. In any case, it's there but you can't really abuse it like you can the normal links.
  12. Well, the text is already translated, even in the Asian version so it's just a matter of going through whatever process is needed to get it onto US PSN. I imagine it will come out here around the same time as the netcode is complete and it is released on JP PSN.
  13. Testing this now... it doesn't seem to work well by itself. The only way I can get it to reliably cancel into the double tomahawk after only one hit of the drill is to mash out A>B>C>6A as quickly as I can and then wait and input the 236C normally after the first drill hit. It's not too hard, execution-wise, but I don't see a way to confirm into it.
  14. Not sure how the input buffer works in this game but in Aquapazza, I do a half-circle back then forward. So basically, 6A 32141236C. That assumes the input buffer works by collecting a certain number of inputs though, rather than holding all inputs for a certain amount of time.
  15. I've had some really good matches with people one or two states away but across the country is still rough. Not unplayable like before but still rough.
  16. I bought one here: www.pcgamesupply.com The "$12" is a little misleading- the exchange rate for $HK92 is indeed 12 real dollars but if you're buying cards, you are obviously buying a product in increments- I paid $25 for my $HK150 card.
  17. Seems so. The trophy list is actually rather short too. I had a few minutes to spend with it last night before heading to bed and it still seems like a very solid game. Looking forward to playing it more tonight.
  18. Haha. I forgot there even was a Phoenix thread... Go ahead and add me on PSN if you want. I'm not sure how frequently I'll be on over the next week or so though- I've been binging on Planetside 2 but I'm sure I'll soon tire of it and go back to fighting games.
  19. Well, the netplay looks to have been patched. I tested it out this morning and it seems they contracted SNK to redo their netcode... Hopefully it's more stable and cleaner to closer connections, but across the country at least, it was still nowhere near the quality of AH3 or BB netcode. Still feels just as unplayable.
  20. I'm not aware of anything in Vanguard Princess that would earn it anything more than a Teen rating as it is though.
  21. Aquapazza has only one pantyshot that I'm aware of and it's pretty hard to catch if you aren't looking for it. That said, if there are people that get genuinely offended or won't otherwise play the game because of that stuff, there's no way you'll ever be able to remove enough of it from Vanguard Princess to make it acceptable to them. I don't see the point- it just seems like a waste of time and effort to be honest. Let's remember people still refuse to play AH3 because of the cast and there's hardly anything near the level of "fanservice" that VP has..
  22. The main use for her j.623X, as Chumaralupa noted, is for instant overheads- it's pretty much the reason Touka has a short hop. Usually, if I'm able to combo into it, I'd opt for the super version instead. That said, you can also use it to keep yourself airborne if someone tries to punish a jump. I haven't checked but it may be a good way to hit Konomi out of her unblockable dog super since the hitbox presumably extends lower than Touka's hitbox.
  23. It was working fine for me this morning with some of my friends in player matches. The room crapped out at one point and the host wasn't able to re-host, but I was.
  24. Most of the time, the input doesn't ruin my supers- the timing does. I'm used to being able to TK a qcf>hcb input to get air supers like in KoF but that usually doesn't work in AP for some reason. Ground supers don't really give me trouble though (except maybe Obouro and Chizuru's Splash Art). I think the input buffer stores a certain number of inputs rather than all inputs within a particular timeframe like other games seem to. That's the only way I'm able to get qcf inputs instead of dp's from 6D cancels and whatnot- do the 6D then quickly 32141236X.
  25. The most reliable way I've come up with to land it is off of any 623X hit- walk forward, 5B or 2B cancel into 214B. If you're not in Emotion High, the best you'll do is a Clean Hit (which is still 5000 damage). If you time it incorrectly, you'll get the usual 2000. You just have to hit them with the outer arc of the blade dead center during a fall to get the extra damage- if they're too close or too far, too low or too high, you won't get the bonus. I'm pretty sure I've landed it off of something other than 214B but I think it was an assist attack because the rest of Karula's ground moves either don't pop them up high enough or force an air tech.
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