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omegaryuji

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  1. Disclaimer: I'm currently extremely out of practice with this game and thus totally awful at actually playing it, but since nobody else had started a thread for Felicia, I figured it'd be good to just get the ball rolling. I know how to play better than I do currently, but until I prove it, I'll try to leave giving out any opinions/advice to better players. Play Overview Quick, mobile character with a lot of pokes that have good speed and hitboxes. Can play footsies and exploit her movement options to get around zoning attempts, after which her fast attacks and hopping dash let her rushdown. Somewhat similar to Wolfman overall (relatively low execution barrier, good normals, hop), with more mobility and slightly better footsies in return for lower damage and weaker mixups. Examples of Good Felicia Play Orecom vs kaji (Lilith), Shou (Fishman), Nakanishi (Bishamon) Orecom vs Tsukumo (Lei Lei) Orecom vs T2ya (Zombie) (great match to watch even if you don't care about Felicia *laughs* ) Orecom vs Sasazuka (Lei Lei) Orecom vs Kosho (Bulleta) P vs Kame (Victor) P vs Fugo (Lei Lei), Nakanishi (Bishamon), Shuu (Bishamon), DD (Sasquatch) Guratan vs Maro (Q-Bee), Rantei (Bishamon) Guratan vs Himajin (Lei Lei), Masukakki (Anakaris) Nekohashi vs mura (Bulleta), Shuu (Bishamon), HYNE (Morrigan) Orecom vs unknown Wolfman Nekohashi vs KEN (Wolfman) Reference Links (English links) Frame data reference Felicia page on Mizuumi wiki (Japanese links) Frame data reference Wiki - Special moves Wiki - Ground combos Wiki - Dash combos Wiki - Jump-in combos (site no longer exists) Hitbox data (only has normal moves for the time being, but that's probably the most important for Felicia anyway *laughs* ) Pros: -Very nice ground normal moves. Felicia can play poking games effectively, can stuff or at least trade with most other characters in quick-draw situations (only Wolfman, Jedah, Demitri, and Bulleta have faster ground normals), and her frame advantages off some of them are among the best in the game (cl.RK is +12 on block o_O). -Top notch jumping normals. j.SP, j.FP, and j.FK are all great (air-to-ground or air-to-air). Arguably even better than Wolfman in this department, and his air normals are pretty damn good already, so...yeah. -Very mobile. Pretty fast walk speed, excellent hopping dash that can be shorthopped (like Sasquatch), very fast jumps that seem to go in a somewhat atypical arc that is capable of getting around a lot of projectiles, and her special head sit, wall cling, and wall jump let her move in ways that nobody else can. -Shorthop dash with her great air normals, 2 frame command grab, and quick cr.JP and cr.SK give Felicia some mix-up potential. -Special 22P OTG attack that comes out much faster than standard pursuit (9 [normal] or 21 [ES] frames of start-up instead of 42) and doesn't leave her as vulnerable if missed (normal version). -Builds meter pretty quickly, so you'll usually have an ES available whenever you need it. Cons: -Somewhat low damage output, particularly compared to the top characters (Sasquatch, Zombie, Q-Bee, Wolfman, Bulleta). Don't expect anything Felicia does to hit like ES Beast Cannon juggles. -Moderately disadvantaged match-ups against Zombie, Sasquatch, Q-Bee, Fishman, and Bishamon. They're mostly 3.5-6.5, so it's not unwinnable, but you'll definitely have to put in some work (then again, Felicia wouldn't be mid-tier if you didn't *laughs* ). -No real options at long range aside from trying to get closer. -Crap supers. 41236PP is basically inferior to 236PP~P in every way aside from slight invincibility, and 41236KK is probably one of the most punishable moves in the game. -22KK is worthless (builds meter slower than whiffing air chains while being more vulnerable). -Slowest recovery roll in the game (by 8 frames), third-slowest neutral recovery, and no real reversal options aside from GC/DF means you'll be having to deal with a lot of oki pressure. -No command (demon-style input) super. Match-Up Ratings: Zabel/Lord Raptor/Zombie: 3.5-6.5 Sasquatch: 3.5-6.5 Q-Bee: 3.5-6.5 Gallon/Talbain/Wolfman: 5.5-4.5 Aulbath/Rikuo/Fishman: 4-6 Bulleta/B.B. Hood: 6-4 Bishamon: 3.5-6.5 Lei-Lei/Hsein-Ko: 6-4 Demitri: 6.5-3.5 Morrigan: 7-3 Lilith: 6.5-3.5 Jedah: 6.5-3.5 Victor: 7-3 Anakaris: 6.5-3.5 Total: 75.5 (average is 70) Frame Data and Overview of Moves General Frame Data Jump start-up: 3 frames Jump time: 36 frames (forward), 36 frames (vertical), 37 frames (backward) (all fastest in the game) Dash duration (minimum): 15 frames Dash delay before attacking: 8 frames Dash landing recovery: 7 frames Forward roll recovery: 66 frames (slowest in the game) Backward roll recovery: 66 frames (slowest in the game) Neutral recovery: 40 frames Simultaneous Input Order of Priority 623P > 623K > 41236PP > 41236KK > 63214K > 236P (in case of ambiguous input, the command furthest to the left is what will happen) Close Standing Normals cl.JP: 5 frame start-up, +9 on hit (+10 with renda), +8 on block (+9 with renda), cancelable Quick claw attack. Hits most crouching characters (not really short ones like Q-Bee, though). The ridiculous frame advantage lets you use it to link into cr.SPxx236P for good damage on hit or set up a tick throw/attack mix-up on block. cl.SP: 7 frame start-up, +3 on hit, +2 on block, cancelable Quick claw attack. Useful in combos and for tick throw option select. Can link after cl.JP, but you'd probably be better off using cr.SP instead since it's not range-dependent and 2 frames faster. cl.FP: 9 frame start-up, -5 on hit, -6 on block 2-hit uppercut. Felicia's slowest normal. Can be used for tick throw option select. Due to the frame disadvantage (punishable on hit by some characters!), you should probably always chain to RK (preferably cl.RK). cl.SK: 5 frame start-up, +5 on hit (+7 with renda), +4 on block (+6 with renda), cancelable Low kick. Fast and hits crouching characters, but otherwise generally inferior to cl.JP. cl.FK: 6 frame start-up, +2 on hit, +1 on block, cancelable Knee strike. Similar uses to cl.SP and slightly easier to link, though less useful in cancel combos since s.FK is not cancelable (in case you misjudge the spacing). cl.RK: 7 frame start-up, +25 on hit, +12 on block, forces air reset on hit High kick. Misses crouching characters. The great frame advantage on block and forced reset on hit means this basically gives you a good mix-up chance whenever it makes contact (and being an uncancelable RK, that's all it'll ever give you on contact *laughs* ). Use it to make cl.FP safer on block (just be careful of distance and pushblock/GC) or to option select with 63214K. Far Standing Normals s.JP: 5 frame start-up, +5 on hit (+7 with renda), +4 on block (+6 with renda), cancelable Tail poke, aka ToJ (shout-outs to Blackheart's s.SK). Very good range for a JP, but the high hitbox makes it risky. Can be used to guardbreak if you land first in an air-to-air chicken guard situation, to poke out some unsafe dashes, or in footsy frametraps, but otherwise, you probably have better options. Keep it in mind if people are constantly trying to hop over your low pokes, though. s.SP: 6 frame start-up, even on hit, -1 on block, cancelable Claw attack. Decent quick poke that can be canceled into 236P (link it after cl.JP or cr.JP) or 623P (to get close against players who don't pushblock/GC well), but the high hitbox means it'll whiff on crouching characters. For what it's worth, this can stuff most immediate approaches at the start of a game. s.FP: 7 frame start-up, +3 on hit, +2 on block 3-hit rending claw attack. Excellent reach, big hitbox, and fast enough to be very difficult to stuff if you space it well. It might be good to try chaining it into RK (preferable cr.RK) on block after the 1st hit to reduce the risk of getting pushblocked or GC'ed. s.SK: 5 frame start-up, +5 on hit (+7 with renda), +4 on block (+6 with renda), cancelable Upward kick. Great antiair, so long as the incoming attack doesn't have a detached hitbox. Just be careful that you start it early enough to not get cl.SK instead. Not good for much else since it tends to miss crouching characters, but using it at a little distance against characters that can IAD (especially Q-Bee) can help with keeping some breathing room. s.FK: 7 frame start-up, +2 on hit, +1 on block Side kick. Deceptively far reach (one of her longest-reaching normals) makes it a good poke, though not being cancelable sucks. Useful to stop ground approaches and short jumps when you want to maintain some space. s.RK: 8 frame start-up, -2 on hit, -3 on block Tail-standing thrust kick. Felicia's 2nd slowest normal, but the pros are worth it. Incredible horizontal reach lets it be safe as long as you space it out. Dodges low attacks while Felicia is standing on her tail. Can pretty much always be chained after s.FK/s.FP to do more damage and/or get more spacing, though you'll want to use some poke timing staggers to avoid whiffing this due to pushblock/GC/reversals on block. Don't go crazy spamming it (it IS still a RK), but completely ignoring it would be stupid. Crouching Normals cr.JP: 5 frame start-up, +7 on hit (+8 with renda), +6 on block (+7 with renda), cancelable, hits low Low claw attack. Use it like a cl.JP that will hit crouchers and must be blocked low. Great for pressure strings due to the frame advantages and being spacing-independent, though you have less freedom in linking after it. cr.SP: 5 frame start-up, +3 on hit, +2 on block, cancelable Lunging claw attack. Really nice hitbox. Useful for link combos, stuffing dashes, pressure strings (especially if canceled to 623P), defensive poking (5 frame start-up, FTW), and when you just really want to press a button. cr.FP: 8 frame start-up, +19 on hit, +6 on block, forces air reset on hit Hopping claw blender. Has some aerial frames (dodges lows/throws, get reset if hit). Very little horizontal reach, and since Felicia is airborne when it's active, it can be airblocked as well. Can be useful for defending against cross-ups since it hits on both sides. cr.SK: 5 frame start-up, +6 on hit (+7 with renda), +5 on block (+6 with renda), cancelable, hits low Foot poke. Pretty much your typical crouching weak kick from most 2-D fighters. Slightly better range than cr.JP, but not as much frame advantage. cr.FK: 6 frame start-up, even on hit, -1 on block, cancelable Upward low kick. Similar to cr.SP, though slower (both for start-up and recovery). Decent general poke, but because Felicia has cr.SP, this is usually relegated to chain combo filler. cr.RK: 8 frame start-up, knockdown on hit, +3 on block, hits low Sweep. Good range, safe on block, and her only low hitting move aside from cr.JP and cr.SK. You'll probably be using this a lot to end chain combos. Try to tack on a 22P afterwards against cornered opponents for a bit more damage, or go for oki pressure. Jumping Normals j.JP: 5 frame start-up Claw attack. Nothing special. Only really useful in air-to-air against chicken guard (make them block this, chain into more attacks to keep them airborne while you fall, and do a guardbreak on landing). j.SP: 7 frame start-up 2-hit claw attack. Great to use during shorthops and jumps. Can work as air-to-air as well, especially since it can option select with airthrow, but it's a little slow for that and the attack angle is bad if you're coming from below. j.FP: 8 frame start-up Downward claw attack. Huge hitbox. Great for jumps, especially for air-to-air (do it a little early, empty chain to j.RK if you misread a jump to keep a good attack active) since it can option select with airthrow and covers such a large space. A little too slow to use in shorthops, but still, learn to love this. j.SK: 5 frame start-up Little kick. Nothing remarkable. Similar use to j.JP. j.FK: 6 frame start-up Downward kick. Great hitbox. This can pretty much do anything. Fast, good angle for jump-ins, beats a lot of anti-airs, great in shorthops, works surprisingly well for air-to-air (her best option for this aside from air throw). Learn to love this at least as much as j.FP, if not more. j.RK: 8 frame start-up Big arcing kick. It's actually pretty good, but doesn't do much that j.FP can't do at least as well (while also option selecting airthrow), so it's mostly just used for air chains. Try whiffing this after j.FK at range when you want to build meter. Throws Panic Nail 4/6+SP/FP: 1 frame start-up, +5 frame advantage, forces air reset, mashable Kitty claw makeover. Not anything special in itself (especially if your opponent can mash out of most of the damage), but the usefulness of cl.SP/cl.FP in tick throw option selects means you might be using this a lot. Tumble Cat 4/6+FK/RK: 1 frame start-up, causes knockdown Rolling monkey flip. Great throw for corner carry, and does reliable damage. In the corner, you can often connect with 22P afterwards, but I'm not sure if it's guaranteed. Flip Cat 4/6+j.SP/FP: 1 frame start-up, causes knockdown Generic air throw. Seems to come out pretty easily, as far as air throws go. Given how good j.SP and j.FP are, you could end up getting this quite often. You can usually tack on a 22P afterwards for a bit more damage, or even a normal pursuit if you want to switch sides. Hellcat 63214K: 2 frame start-up, causes knockdown Felicia uses her enemy as a dancing pole and goes for a spin. Typical command grab. No invinciblity (unlike Wolfman's), but still damn fast and with good range (for a throw). Can be useful to tick into it with something like cr.JP, walk up 63214RK, since that'll tag attempts to jump out with cl.RK. Once again, 22P often connects after it for a little extra hurt. Pursuits Bouncy Pounce 8P/K: 42 frames start-up, switches sides Ball bounce (plus back scratching in ES). Typical pursuit. Use it slightly delayed to chase rolls, or to get out of the corner after a defensive knockdown. ES version adds some more white damage. Generally less useful than 22P unless you really want to switch sides or chase a roll. Toy Touch 22P: 9/21 frame start-up, doesn't switch sides Cautious kitty poking. Quick, short-ranged pursuit. Much easier to connect, especially against cornered opponents. Try tacking it on after a corner cr.RK, kick throw, air throw, 63214K, 236P~P, or 623P on air hit. Be careful about missing with the ES version, though, since Felicia will keep swiping at air if you do. Also, keep in mind that Felicia does NOT move towards her foe to do this, so you can't land it after a midscreen cr.RK unless the other player somehow gives you enough time to get closer. Specials (data presented as [JP or SK version]/[sP or FK version]/[FP or RK version]/[ES version]) Rolling Buckler (aka Roll, Ball, or Sonic Spin) 236P: 5/6/7/7 frame start-up, -19/-20/-21/-23 on hit, -20/-21/-22/-24 on block, landing delay of 14/15/16/18 frames Ground rolling body-missile attack. Mostly used in combos (definitely her best move to combo into). Can travel under some high attacks, and the ES version is especially good for a mid-range punish. Don't use this randomly unless you want to gamble because it's pretty damn unsafe. Always do the follow-up in combos for more damage and knockdown. If you're really confident in your spacing, you can try to whiff the JP version right in front of your opponent and go for a throw (like Blanka's [4]~6P whiff tactics), but given the speed of this game and how unsafe 236P is on block, it's very risky. Rolling Buckler Uppercut Swipe of Epic Proportions (...unofficial name ) after 236P, ~P while rolling: 4 frame start-up, knockdown on hit, -17/-26/-35/-45 on block, landing delay of 15/16/17/19 frames Yuri/Sakura-style flying uppercut. No point in not doing this if you connected with 236P (since that's ridiculously unsafe on hit by itself *laughs* ). The ES version comes out after 236PP without needing to spend any more meter or push multiple buttons (ie. the input is 236PP~P). Just don't use this outside of combos or clear punishment chances, or else you're pretty screwed if it doesn't hit. If your opponent doesn't roll quickly, slip an extra 22P in there (might want to stick with trying the normal version just to be safe). Cat Spike 623P: 13/25/34/43 frame start-up, +2/+5/+5/knockdown on hit, +1/+4/+4/varies on block, knockdown on air hit, landing delay of 6/9/10/18 frames Chase a ball while attacking (or smack a ball at your foe with ES). Useful lunging attack to stay in close range (try it out canceled from s.SP, cr.SP, or cr.FK), and being advantage on block means it can also be used for tick throws. Stick with the JP version most of the time for quicker start-up. ES version is a projectile and pretty much a waste of meter with that start-up time. Delta Kick 623K: 7 frame start-up, knockdown on hit, -3/-5/varies/varies on block, knockdown on air hit, landing delay of 14/15/16/18 frames Rising kick followed by magical dive kick. Basically a shitty pseudo-DP. Don't use it much aside from GC'ing, where it gains 12 frames of start-up invincibility, but make sure you use it at close enough range for the first part to connect unless you want to get GC'ed back. It's too bad the dive kick can't be done by itself. EX Moves Dancing Flash 41236PP: 13 frame start-up, knockdown on hit, -33 on block, 8 frames of start-up invincibility, landing delay of 18 frames Sort of a super 236P into auto-combo. Not very useful when you can do 236PP~P instead, which has about half of the start-up time and goes just as fast/far. Maybe the start-up invincibility will let you punish some things that 236PP wouldn't, but overall, just use 236PP instead. Please Help Me (aka PHM or Please Hit Me) 41236KK: variable start-up, knockdown on hit, variable on block Little kitty appears and calls on a storm of furry death on hit. Which buttons you press determines how the little cat appears and moves. Some marginal use for punishing from long range with the FK+RK version, but this move is beyond horrible on whiff/block. Do yourself a favor and save your meter for ES moves instead unless you're at about full screen and 100% certain it'll hit. Guide for what the little kitty does: SK+FK: Runs along the ground, starting from behind Felicia. Runs back to Felicia's side on block, leaves from the other side on whiff. SK+RK: Drops from the top corner behind Felicia and lands around midscreen. Runs back to Felicia's side on block or whiff. FK+RK: Leaps from behind Felicia, crossing almost the full screen at about head height. Runs back to Felicia's side on block or whiff. This is the only one that's got any real usefulness (Orekon uses it once or twice to punish whiffed Tenraiha from Lei Lei), and not much at that. Dark Force Any same strength P+K: 44 frame start-up, 44 frame pose on deactivation, 46 frames of start-up invincibility A little helper follows you around and pounces whenever you attack. It can be used to create some silly combo loops, like (cl.FKxx623JP)xN, but it's mostly just useful for the typical reversal Dark Force purposes. If you do use it and need a chance to deactivate safely, try to take advantage of the little kitty being able to cause blockstun outside of poking range. Well, I hope that I didn't make too many typos in all that *laughs* . Skipped saying anything about 22KK and headsit since the former is useless except for trolling and the latter is pretty random in a real match. Should be a decent primer to introduce new players to Felicia. I'll add some basic B&Bs later, but they'll pretty much be standard chain combos into cr.RK or links into cr.SPxx236P~P. See the quote from Kyle below for combos.
  2. You're giving me a bit too much credit *laughs* . I really came to ECT because four of the guys who I play AH3 with were having trouble setting up a trip for themselves (though I drive about 1.5 hours both ways every one or two weekends to play them, so maybe I am a little mad ). Getting to play VSav was a nice bonus. No worries about the delayed start on things. I got to see my friends doing some hype stuff in AH3 (which I should've entered in retrospect, but at least two of my friends got top 5...Bill might've done better if MK9 hadn't taken so long that we had to leave before the AH3 top 4 could get played ), and one of them got trolled on stream in CS2 by a Hazama (possibly Zidane, and that friend deserved it for playing Platinum...though now they want me to pick up BB again so that they can practice against a Hazama main *laughs* ), so at least it's not like I was just sitting on my hands the whole time. Plus I probably did a better job of selling VSav to passersby when I was answering questions on the side rather than when I was on the stick anyway *laughs* .
  3. Yeah, shoutouts to everyone who played Vampire and gbursine for making it happen. Would've been a nice if I could've stuck around to potmonster the tournament and if my playing time had been more than just my Felicia getting blown up by LK for about 30 casual games, but considering I was doing so much stupid shit like dashing into missiles and dropping braindead chain combos and not pushblocking, it's enough of a miracle that I even scored 3 or 4 downs total. A little frustrating because it wasn't at all representative of how I used to play, but good fun all in all...biggest regret was that I was probably too free for him to enjoy the beatdown much . Any chance someone can post some of the tournament results?
  4. Sounds like there should be at least 4 people interested (counting Ril), so a tourney would be doable. Time to get hype? Edit: Also, whenabouts are people often on GGPO for this? I tried stopping by the VS room a lot in the past few months, but I pretty much only see a couple of japanese players in there, if even that much.
  5. I'll be there. Been a long time since I played VSav, but as someone who actually played this game when it was new, so I can't miss a chance to get at it again (even if I should be completely free, or at least free enough to be salty towards anyone who loses to me *laughs* ). Plus, the irony of going to a tournament to play games that aren't actually part of the official tournament amuses me (well, and I'm bringing a bunch of other people who were having trouble organizing transport, but that's not as important as playing VSav and KOF *laughs* ). Also, top tier stage is always Fetus of God. Vanity Paradise and Iron Will are nice, though.
  6. I also don't play Saki, but it probably means that dj.BC won't work on some characters (or maybe strict for timing), in which case you should use A4B. Same sort of thing comes up with Akane, except it isn't shown with fancy brackets *laughs*
  7. All I know is I've seen lot of people say they wished 98UM/2002UM on XBL had NGBC's netcode. Obviously, everyone's going to have a different expection for what counts as "decent". Personally, I find GGPO's netcode to be marginally playable at best, but most people seem to love it. Curious to see if Atlus makes a collector's edition package for this, seeing as they do it for damn near every other game they publish these days.
  8. SNK and Atlus have both said that the online play was something being focused on. I've heard that NGBC had good netcode, so that would probably be the bare minimum XIII will have.
  9. I'm not sure exactly what's going on with a Chimp. I just have a manual switch and a Cthulhu. The problem you're describing does sound exactly like what I went through, though. Had a devil of a time trying to figure out what was wrong, since my board worked just fine when I connected it by itself to a PS3 and used a little wire to manually touch the button/d-pad terminals to test them, but whenever I'd put it into the stick, it was like it was dead *laughs* (only worked on PC when I set the switch for the 360 PCB, and never had any issues working on 360, but the Cthulhu was just being difficult). Never found anyone else with the same issue (and even the guy who was helping me with the solder-work said he'd never run into that problem in the dozen or so sticks he'd worked on in the past), so I guess it's a nice twist of fate that I happened to drop by this thread today *laughs* . Hopefully it doesn't take you a week or so to resolve things like it did for me.
  10. Sorry, let me try to explain a bit more clearly. The wire that connects the console to the Chimp board (printed circuit board, or PCB) should be carrying a particular electric potential for it to work properly with a PS3 (probably also the same case with a 360, but since your stick is already made for that console, that shouldn't be an issue). If I'm not mistaken, that potential is 5 volts. You can measure how much your PCB is actually getting by connecting the stick to your PS3 and using a multimeter (something like these) to measure the voltage difference across the terminals that the wiring from the USB cord are connected to. It should give you a fairly stable reading (assuming 5 volts is the right number, it's okay if it's dancing between like 4.9 to 5.1, but it shouldn't be going all over the place, which is what I'd run into). If it isn't stable, what you can try doing is making a small coil with couple of loops with the USB cord inside of the TE box (something like the upper or lower left images here). Use something to hold the coils tightly together (I used a little elastic sleeve, but even something like masking tape should be fine). That should help to stabilize the voltage.
  11. I had a similar issue with adding a Cthulhu to my 360 TE. The problem with mine ended up being two things: a) A bit of faulty wiring (hopefully not an issue for you *laughs* ) b) Wildly fluctuating voltage leading to the PCB in PS3 mode. Check this with a multimeter, and if it's misbehaving (I think you should be getting a 5 volt reading across the board, but you should check a more reliable source than my memory), try fixing that before blaming it on the Chimp. The solution for me was to make a couple of coils in the line and band them together (essentially putting a shitty inductor between the PS3 and the PCB), and it works beautifully now.
  12. Well, I said "most", not "all" *laughs* . Can't do much to help people who want to live in a box.
  13. Most people will listen if you find the right way of talking to them. Can't think of a nice way to tell them that easy mode sucks, though *laughs*
  14. Dreamcancel is a good site too. The 4 point/ratio system is just something that certain scenes do to encourage using more of the cast. Absolutely case-by-case.
  15. Just tell them that Fiona = Ralf and Akane's Kotodamas = drive cancels and Angelia has a Raiden dropkick *laughs*
  16. Very true. So annoying when people seem to ignore that maybe, just maybe, others don't share their tastes in what's fun (or that more than one game can be fun). Anyway, you should just focus on stuff about AH3 that makes it different from BB, like how GC compares to DAA/IB, clash system, being able to sort of customize your character with arcana choice (esp. how that helps even out balance), freedom of movement with homing, bonuses and limitations of force gauge compared to bursts/RC, etc. Oh, and don't try to force people to play it. Like, if you have a regular BB tournament going on, don't try to cut into it with AH3 immediately, but maybe have it available on the side so that people who get eliminated can play something else to dilute their saltiness. Probably all obvious stuff, but I think the best way to get people interested in something new is really just the basic "tell them what's cool about it and let them play" approach. Also, Akane is too fun. The power of words shall compel you *laughs* .
  17. Cool stuff, thanks for the link . Hype as ever for Cthylla. Celia's mini-me move was pretty sweet as well.
  18. Wooo, great to hear that a console release is on the way (aside from it being yet another game to divert my focus *laughs* ). As far as new characters, I'd obviously love to see Yamazaki, and Yashiro, Jhun, Geese, Vanessa, Angel, Seth, Foxy, Blue Mary, Lin, Rugal, or Heidern would be nice as well, but I won't get too brokenhearted over missing out on them. Iori, Kyo, Mature, Vice, Leona, Ralf, K', Shen Woo, and Duo Lon are all great (as is the distinct lack of Bao...hated that character *laughs* ). I'd also like to see the return of , but I'm 100% sure that's not happening *laughs*
  19. Ah, I see. Pretty much everything I know about Daemon Bride was gained from a quick skim through that thread on here, which made it seem like Examu wanted to pretend it never existed. My apologies for any misinformation. Things do feel a bit like the late 90s again, with there being a bunch of fighters coming out in a relatively short amount of time. All we can really do is try to play as many of the good ones as possible and hope that nothing gets passed over in the shuffle (like what happened with Vampire Savior). At least with Arc (seemingly) supporting this one, there's a better chance for a home port.
  20. I think Daemon Bride was a game that looked really interesting but the developers kind of gave up on it (went through a bunch of loketests and then had a quiet and very limited arcade release that Examu never went farther with).
  21. Just noticed on the official site that there's something about August 2011 at the bottom of the page (my japanese isn't good enough to decipher more than that *laughs* ). Projected release date, perhaps?
  22. Really interested in this game. Hoping Arc puts the money behind it for a home port. Even better if they/Aksys/Atlus bring it to north america as well, but just any home port would be great. Catherine is probably the best troll character since Faust. JYAAAAANPU! Bravo is probably the 2nd best troll character since Faust, and awesomest grappler ever. Cythlla is...so blatantly destined to be my main. Magna Mater! Magna Mater! ...Atys...Dia ad aghaidh's ad audaun...agus bas dunach ort! Dhonas's dholas ort, agus leat-sa! Ungl...ungl...rrhl...chchch... *laughs* The music for the Vein vs Celia video is badass. The music for the Kagari vs Cerberus video is like something out of CvS, only better. The world definitely needs to shake it out.
  23. So Sharl would fit me, huh? Thanks for the feedback. I thought Dudley was supposed to be hard, with his links and shit *laughs* . Never played him, though, since dat 'stache can't compare to dat thong, so maybe it was all exaggeration. Yeah, I will try to play around with most of the characters/arcana at some point, but I was just looking for a little push in the right direction. Kamui...well, she was actually one of the first characters I saw, and my thoughts went something like this: Oh, it's sort of like a female Ukyo. Sounds cool. Hey, she even seems to have good range on her sword attacks, just like Genryu would with his drying pole. Sweet. Hmmm, no tuberculosis, though, but I guess that's not so bad. No firebirds either? Well, at least she has her greasy super, so whatever. Wait, no chopping apples? Back to the rest of the pack you go, girly *laughs* Nah, really though, like 80% of the characters look interesting in some way or another. Probably one of the coolest casts overall outside of GG.
  24. The first time I heard about Arcana Heart, my mind linked it with Queen of Heart 98, inspiring apathy. Then, when I actually saw some AH3 on a stream, it got me a bit interested. Now, having spent some time on the wiki, I'm really looking forward to this (waiting on the PSN release, since I might as well, at this point). Anyway, the real point of this post is to ask for some suggestions on who to try out, because frankly, almost the whole cast looks interesting (just not Maori or Nazuna, since they remind me of Mizuki and the petting zoo kunoichis from SamSho, all of whom I hate, and not Kira, because she kind of creeps me out, and not Eko, because little kids are annoying *laughs* ). I typically like aggressive space-controlling characters (MvC2 Blackheart, Ralf, Sagat) (not passive/reactive ones like Dhalsim), oki-pokie characters (3S Urien, GG Testament, Yamazaki), and characters with simple-yet-versatile movesets (3S Urien, VSav Felicia, Geese Howard). I'm fine with rushdown as well, but I would like to have some mid/long-range flexibility as well (like Hazama, I guess). Definitely do not want someone with a ton of moves to keep sorted out like BB Carl or MvC3 Dante, because my mind simply can't handle that burden anymore *laughs* . So far, it seems like Sharl, Cathy, Akane, and Fiona are the most appealing, but Elza, Saki, Petra, Lilica, and Angelia all look cool, too *laughs* . Zenia and Liese also seem interesting, but I get the feeling that they'll be too complicated for me (especially Liese, since she's the resident doll user, and I couldn't even use Zato-1 well, no matter how much I tried, which sucks since she has the coolest picture on the wiki *laughs* ). Yes, I know that I should probably just try them all out and pick out the 2-3 that I like the most, but just having some input from people who actually have the game would be appreciated, since it's hard for me to tell too much from watching videos when I haven't played any of the AH games before.
  25. Maybe you need to treat the fuck like a key.
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