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Xtra_Zero

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Everything posted by Xtra_Zero

  1. Interesting that they didn't have the characters switch sides. I would have liked to see whether the models and animations turn around or are just mirrored. In other news I'm looking forward to some inevitable rearrangements of some familiar themes
  2. I support this because this game is awesome and really deserves more recognition, but what happened to Sugeno? Is he like, dead or something? His site hasn't been updated for like two years ;_;
  3. I know, and I don't think it'd work as well in this case, as a parry with whiff seems too risky given how much damage can be dished out from fullscreen in this game.
  4. Imagining this game with a parry mechanic is making me lol ... actually that might be pretty cool
  5. I've played this game. My big turnoff is that characters can confirm into stupid shit off of almost any hit from anywhere on the screen, which from what I can tell is why so many people dropped BB.
  6. Okay so I can do the combo up to the loop now, but it keeps dropping after about the 5th or 6th rep. I'm PRETTY sure I'm doing the loop as tight as I can (I can generally do other one-shot loops okay). What could I be doing wrong?
  7. So uh How long have we been waiting on that new version with tank-girl now?
  8. Hey for this combo (listed above): (214D hits) 5C > IAD j.A > j.C > land 5C >214A~Cx5 > Mudoon >214C (it hits) > 5D(s) > 236A~D > 5D(a) > SMPxN:Death/23 Can someone explain the timing of the first 236B to me? You can't catch them on the way down after the last slash, so the second hit of the kick must have to hit after the slash but before they fly up? Does it matter if the first hit of 236B hits before or after the last slash?
  9. What I mean is that you don't have time to realize you hit the opponent, which means that's only good for a punish, not so good when just fishing for a hit or poking.
  10. I'd use 236AB instead of 236A, but that's basically impossible to hitconfirm off of 2AB. Also what about 2[C] for oki?
  11. Is there any merit to 2[C] for oki? In my desperation to get damage off of 2AB, I made a SMP combo: 2AB 236A (OMC second hit, land) 2A 5B 2C Mudoon 214D 2B 236A *214D hits* 2[C] 5C 236Bx11 for 4.9k damage. Any optimizations you can think of? Optimally I'd replace the 2A with something that scales less and the second 236A for something that won't repeat prorate but I can't think of anything.
  12. Alright, so I'm a bit late to the party, but I've been playing Naoto in arcades since August. Picked up the console version last week. I'm running into two major issues: 1) Oki/pressure. How the hell do I keep my opponent sweating? I can get knockdowns okay, but once they're down (especially midscreen) I feel like all they have to do is hold 7 to get out for free. 2) Mixups. Most of my melee hits come from sweeps, furious action, and random air-to-air j.C CHs, which don't convert into big damage very well it seems. I've experimented with shorthop, but I can't seem to make it worth using. I can't get hop A, B, or C to convert into a ground combo like I can off a regular jump.
  13. At Hey! Akiba last Sunday night, tons of people playing BB, GG, P4U, nobody playing UNiB. Went through all of arcade without a match. :|
  14. The flight mechanic already looks way, way better than SWR's (real in-flight footsies this time) but I'm going to have to side with Furix at the moment and say this doesn't look quite as good as IaMP. It seems once again Tasofro is toying with a new engine, which is good and bad. We'll see in December I guess.
  15. Sonic the Fighters may have been a shitty game competitively but it had a pretty rockin soundtrack .. just sayin
  16. I too have had success with carefully shooting Elizabeth in the face.
  17. I had pretty good luck throwing out properly spaced sweeps last week. The bat is just too tempting at that distance. Make him respect the sweep and the match changes a bit.
  18. A few questions about this matchup: 1) What is Naoto doing here: http://youtu.be/hMOmuglI0vU?t=31s and does it shut down EX Teddievision? 2) What is the best way to avoid his awakening super? 3) Does 2A+B crouch under the bat? 4) What do you think of using Silence to remove the threat of Teddievision? I was trying it today in Kanazawa and it seemed to give Naoto way more control over the pace of the match, frustrating the hell out of Teddie.
  19. I late tech on reaction to avoid SLabrys crossups, but I somehow never see the command grab coming. I either wait too long and get invalid comboed, or tech too early and get reset.
  20. Why can't you jump block the j.a? Does she time it so that it hits during your jump vulnerable window?
  21. Any good videos of this matchup? I'm tired of losing this one. In my experience the key is to land the silence status effect.
  22. Welp I'll be out of the country by then. Hopefully you guys bring a big turnout of people who know how to play. Show them that there are people who recognize this game's brilliance. EDIT: If they do it somewhere nearby, like Round 1, I can get Chapman's fighting game club to attend. That would be like 10-20 people right there.
  23. Ok so I went a few days ago. 1P side light punch button is kind of busted; it doesn't always work. Also 1P side stick is kind of jank. Fun game tho.
  24. So at AX I talked to the publisher, eigoMANGA. One guy working there said the XBLA release is still on, the other said it isn't, and that the target platform was changed to tablets and browsers?! The second guy said they'd be at EVO demoing, but the setup they had is not sufficient. It was pads connected to a PC with a stretched aspect ratio. Nobody working there knew how to play it :/
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