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Everything posted by Airk
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So, the more footage of other characters I see, the more convinced I am that our damage is STILL "unexceptional" - at least, without charge. I haven't seen anyone using charge in combos for super big effect yet though. Hoping for some cool new tech, 'cause otherwise, charge is weak again. I really wish they'd left j.214D as an overhead. Seeing Ragna blowing people up with GH because hey look, an overhead that comes out in less than 26 frames is just sadmaking.
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... No, let's hope SO. The .01 stuff is always bug fixes, which are IMPORTANT.
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Now that we are done with Tales of Xillia 2, I should be around for netplay more often. >.>
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GGs to Somescrubwhodied. :P Seems like I am -almost- good enough to be entertaining against any of your characters. :P
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No, all I did was check the combo damage on simple little like 2 hit 5A > 5B sort of stuff in the video, and the damage on them is basically the same or very slightly higher - i.e. "lower than it would be if our combo rate were 75 and our normal damage stayed the same." So our combo rate has not changed. Which is fine. I'm just saying, stop attributing increased damage to a change in combo rate, because it doesn't look very plausible.
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Meh. Arcades are their core revenue stream. Have been since forever. While getting the console version out over here promptly might help, honestly, this is a niche of niche market, and even a significant boost in their sales over here (to the tune of like 50%) isn't going to make a massive difference to them. And I don't think their annoying release schedule loses them anything like that number of sales. In any event, if they stick to the the way things have worked in the past, this actually isn't half bad - we'll see the new version by April, which could be worse. :P
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I ran some numbers on a couple of combos, and unless they nerfed the damage on our normals, they didn't change Tsubaki's combo rate.
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I dunno; In the grand realm of "things I wish they would do to fix this character" I'd rank "screw it, just give her more damage off everything" as probably my least favorite.
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Wow. If that's midscreen (sounds like it is) that's like... honest to goodness real good damage off 5BB. That's... kinda scary.
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Tsubaki has always had good theoretical OD damage, but her practical OD damage really isn't any better than anyone else. Her gauge ends up acting as a limiter rather than an enhancer.
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Please, this is Day -1 doomsday stuff.
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WTF kind of crazytalk is this? A character that "can't do corner combos"? C'mon, FFS, stop worrying about combo routes. -_-
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The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
I'm really ONLY playing BB right now (and barely that at the moment, PS3 is like the dedicated Tales of Xillia 2 machine right now). If there is day a few weeks out to which people can COMMIT to showing up with a setup, I will do my best to attend, but I'm not driving out to Framingham and hoping someone is playing a game I play. -
$5 says Tsubaki got skipped on the B.S. lottery again. Certainly, none of the changes mentioned in her video so far are anything particular BS-like. Glad to see Mu's steins becoming less stupid though. Her ability to say "Screw you, you may not approach me." was absurd.
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This isn't even an "official change list" this is just "Hey, Famitsu! Here's some stuff we changed! Publish it to hype up our game."; While everything you see here is doubtless in the game, it should not be regarded as anything like comprehensive even for the characters it does cover.
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Is this your first version change or something? Relax a little, eh?
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The Brain Box (Boston, Massachusetts and parts of New England) Thread
Airk replied to Troll Badguy's topic in East Coast
What, is it officially dead? -
That's good, since the CP neutral charge rate was garbage. :P I wonder if 214X being jump cancellable will allow jump-special cancel shenanigans? It'd be executionally...challenging, but could be very interesting.
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Woo, Hakumen 4.6k off of 2D. This game is gonna be awesome.
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Ugh, yeah, I'm kinda worried about that pushback. Though I guess 236D is still a "safe" way to get in, since if it's blocked you're closer, anyway, and if it hits, yay? I hope it doesn't get reduced to combo fodder though. I'm sure this is just a tiny fraction of the changes. Also, holy crap, was that Hakumen getting 4.6k off of 2D? I don't care if it DID cost 5 stars, I am going to CRY.
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I think he meant AFTER 5CC, not between 5C and 5CC. My personal suggestion there is the Charge Cancel -> Microdash -> Barrier, much as Kiba suggested for the other DP bait scenario.
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Quick question - if VALK can super jump out of this, why can't anyone? I mean, yes, he has the movement to get away aftewards, but can't the entire cast except for Tager do superjump > Forward air dash and get out of the corner, at least? Edit: Also, even if your opponent IBs 421D>236D you're STILL +3, and it's not really much of a guessing game unless they have a reversal.
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See "A safe DP" isn't really scary. At worst, with two charges, it's 3k and return to neutral. With only one charge, it's just more annoying to punish, or you can just return to neutral again. Tsubaki's neutral isn't scary, therefore 'Oh no, she hit me with her DP for a little damage and a return to neutral" isn't scary either. At best, it's annoying. I'm done suggesting ways they could make her scary. We've done that.
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So I found this, which I... don't remember seeing before? Some solid Kuresu matches.
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Nonsense. Even now, 2C can beat all of those characters jump ins if you space it correctly. Which is easier if you've got a fireball dictating where they have to be. The places this becomes problematic are when you are up against characters with strong ways to change their direction in midair. Makoto CAN change direction in the air, but Furry Tail doesn't really get her much, so it's not a big concern.