Jump to content
Dustloop Forums

AtTheGates

Moderators
  • Posts

    1,483
  • Joined

  • Last visited

Everything posted by AtTheGates

  1. just tested the early build, and although it's obvious the game is still in an early stage, what's on the horizon looks bad. if you don't like reading, the biggest problem with the game is its emphasis on graphics / animation, which makes it feel clunky and slow - a common mistake developers of many shitty fighting games usually make since 25 years. lots of random stuff, some trivial, most of it bad: general / input: - the buffer doesn't accept HCB as QCB - no negative edge - dashes need to be input quickly button config / normals: c.LK = c.HP c.HP = c.HK c.LP is fine - the actual c.LK is missing - one jumping K on all buttons except HK, which does nothing - the normals generally feel very slow, so does the hit stun light hits. - no throws implemented yet (would be silly without them) movement: - crouching and standing up from crouch has startup. you can only cancel this startup into special moves, nothing else. this is probably what people mean when they say it reminds them of mortal kombat. makes the game feel terrible imo. - if you go from forward to down/forward or from back to down/back, you keep on walking, you don't go into crouch. - there is no pushback in the corner. yup. - dashes are slow as hell jumping: - you can only attack after the apex of the jump, which is silly - jumps have an insane amount of startup, and you can cancel the startup into another jump (if you watch the shadow of your character, he will move forward, then suddenly backward if you cancel a front jump into a back jump) - jumps are slow and really low to the ground, you can't even jump behind an opponent - jumps recover in a crouching animation, if you try linking a normal too quickly you will get the crouching version. - different jump up moves than jump forward / jump back moves plasma's moves: - qcb+LP/HK: turn punches + K ender. LP version builds meter, HK version costs meter. - backdashing LK / HK = gay looking spin. LK builds, HK costs (and builds, looks funny) - QCF+HP: useless looking, slow energy punch - 3xLP: chain combo, last hit can be canceled QCf+HK: super, costs 1 bar. builds meter for some reason at the end. meter: there seem to be 2 meters, one is behind the life bar and fills by whiffing heavy normals among other things. the other one fills by doing the light versions of special moves. the heavy versions drain part of the meter. bonus info: CTRL+S turns the sound off, CTRL+P pauses the game, CTRL+Y/Z (Y on my german keyboard) opens the button / joystick config (dont get your hopes up, the compatibility sucks, i had to use joy2key). conclusion: probably gonna suck hard when it comes out, despite it being in a seemingly early stage of development. edit: in case this didn't come across, the maker of this game obviously doesn't understand how fighting games work. this is the biggest problem.
  2. http://www.youtube.com/watch?v=k-vzE3SyaGo best of mikado digest part 6, this one is especially sick.
  3. ports of a game for multiple consoles, namely for nintendo / microsoft / sony always require that you (as a company) adhere to certain standards that must be fulfilled. can't go into detail here, but rest assured, it's a LOT of work to do this for every version of a game (don't forget you need to properly test all the stuff, then send it in to sony / nintendo / microsoft and get their OK, and if you fail, you have to fix it, test it again and resubmit it). i have no idea about the iphone, maybe the rules are less strict there or the port seemed really profitable, but for ports in general, keep in mind that they do cost money, even if it would be simple to port them to a different console.
  4. i usually do 236P - delay 9,7,9,2. if you're far away, it's 236P,9,6, then either 9 or 8, 2. can't guarantee this is right, but in any case, some examples should be in the vid i linked.
  5. http://www.youtube.com/watch?v=VvsmrACc0-8 mirror of the "combo" (tutorial) movie for gallon on vampiresaviour.com, the original link is dead. edit: i don't play this game anymore, but i might as well share what i know. - you can cancel gallon's dash with "4", it will make him fall down faster. you can connect a j.MK that way. you have to be at the apex of the dash-arc, then do 4~MK (or LK),\/ -> combo (eg. c.LK; ES beast cannon). - the higher red damage combos involve the upkick, for example after a j.236P,\/, upkick or ES upkick (should be in the vid). - in the corner, the easiest way to hit with all hits of the ES beast cannon is by doing 9~drum all Ps after the initial hit whenever you make contact with your opponent. - j.LK(crossup) -> 2LP~5MP, 6,LK~MK is a viable setup for the "raging demon". if you're fast enough, gallon will cancel the 5MP into the special. - dashing MK, \/, command grab works if you do the j.MK intentionally late (so that the opponent recovers while you land). unsafe, of course, but a viable setup now and then. - jump j.HK, falling j.MK all day long. even builds meter. don't try to anti air with c.HP, jump in combos do way too much damage to make it viable to rely on slow ground normals for AA like this one. take it to the air. - when you have them knocked down in the corner, take a step back, jump up, if they roll forward -> j.HP, if not, j.MK or j.HK. depending on where you stand if they roll, the j.HP will cross them up (or not). - tick throws are really good with gallon. you can pressure your opponent with c.lk or c.lp, walk forward, repeat or throw. - you can corpse walk over your opponent after you have knocked him down if you hold 6 long enough (won't happen immediately). you can also fake it and attack from the front once they get used to it. - c.mp is a really good poke. doesn't lead to much, though. - dark force has invulnerability during the activation (when gallon howls). you can use it as an anti air -> activate, throw. can't say if it's guaranteed, but it's useful nonetheless.
  6. sounds great, gonna listen to the recording (12 us = 6-9 in the morning here, lol)
  7. awesome! glad to hear the pictures found their way to the japanese, thanks shinjin i'm gonna try and send them to arcsys to motivate them a bit ^^
  8. hah, vi ska försöka att har ett crate med oss varje gång vi träffas ^^
  9. Don't know where else to post it, so here we go. GG Germany is alive and kicking! sicfi had a little project for the annual "Play" (a german console gaming meeting). he used Göller Bier (a local brew from Schweinfurt) as a base. frontal top sicfi holding his creation cheers to all @ dustloop from: the Torture Department, aCdhell, arit, chunli1, ATG
  10. who cares about art direction, it's all about gameplay. worst case scenario, they copy as much as they can from GGXXAC. wait, that's actually probably the best case scenario...
  11. http://www.youtube.com/watch?v=RpEV2Laqg1M <- watch this for more qmz.
  12. SICK QMZ MATCHES, MUST SEE! 5月25日 中野TRF ランキングバトル水曜拳 その1 <- mint mamiya 5月25日 中野TRF ランキングバトル水曜拳 その2 <- QMZ JAGI, HIGE THOUTHER, mint 5月25日 中野TRF ランキングバトル水曜拳 その3 <- SICK QMZ Jagi Matches 5月25日 中野TRF ランキングバトル水曜拳 その4 <- QMZ Jagi http://www.youtube.com/watch?v=Stx003HAlNk all qmz matches from the last batch, must see.
  13. youtube is the original source of acho vids nowadays.. the a-cho vids on nicovideo are low quality reposts from youtube. www.youtube.com/gameacho for casuals www.youtube.com/zero3japan for tournaments (also acho)
  14. archer over rin? never, ever. last legit tier list i saw was in arcadia magazine right before tougeki, which had berserker @ A. there was also an ease of use list iirc, with lancer and gilga S, rest B. @ hecatom: who cares about the matchups, i doubt anyone outside of japan can play the game in a way that they really matter
  15. lancer dominated even before people found the gilga infinite (and the bnbs that steal meter). yeah, assa started out low, but is now quite good, like everybody else. the most notable jump was for berserker, he was considered low for a VERY long time, and just before tougeki, people found new combos and setups with his shout which actually made him A tier. now the game is pretty much like guilty gear when it comes to balance, you can play anyone. hell, mike (jam player in gg) won a fate tournament playing random select, haha.
  16. the last tier list had S and B. S = lancer, gilga, B = all other characters. sounds pretty balanced to me. besides, we still play this game from time to time in germany, cause it's fucking awesome.
  17. http://www.youtube.com/watch?v=jT1ikalgv4Y first all character combo movie from hardedge.org
  18. if your TV has problems with 60hz, the pal version will do you no good at all, except if you want to play the game at 50hz, probably without frameskip, just slower gameplay (like in PAL xx and reload, which is terrible).
  19. http://wiki.hardedge.org/index.php/JoJo%27s_Bizarre_Adventure:_Heritage_for_the_Future <- german wiki. haven't worked on it for a while, but most of it is individual research (frame data, movement tables, hitboxes in pixles and such) http://wiki.standcrash.com/index.php?title=Main_Page <- english wiki.
  20. just make your own. i used the logo from the fankit back in 2007, which seems to be the original file, and they turned out quite well, considering that the logo had a "border" around it from the process used. by the way, that AC shirt they are offering with the "limited edition" was available in the shop before.
  21. Takadonobaba Mikado GGXX AC Casuals 6 Satou (JO) vs Haaken (PO) 2011/04/09 GGXX AC Kyuushuu Tournament '11 FOREVER <- for samitto chipp fans. madness. A-Block Round 2 Isamu Sex Ed: Tsuchimidako Motoharu [?] (MA) / Inatin Keusu [?] (JA) / Kuroi Shiroko (DI) VS DOUBLE DEALER: Isamu (VE) / Samitto (CH) / Kazuna (BA) A-Block Final Ginga Bishounen 3D: Takutsu (BR) / TAK (PO) Kanro (SO) VS DOUBLE DEALER B-Block Final Danganrozpa: Naegi Roz (KY) / Yasuhiro Ryuushi (?) (AB) / Senjin Mint (?) (TE) VS Akamaru no Kikoushi YASU: Jasu@TTM48 (SL) / Boushi@TTM48 (IN) / Tabino@TTM48 (KY) Final Danganrozpa VS DOUBLE DEALER GGXX AC 3/24 Takadanobaba Mikado 4on4 <- for slayer fans. niga / en? / taku #1 Ochiai (KY) / Nage (FA) / Great Po-po-po-po~n (SL) / Mikapan Darkness no Deshi (ED) VS FAB (PO) Satou (JO) / Sayonaraion [Leon?] (SL) / Yowana(CH) #2 Housou Enki: "Konna no zettai arienai" (DI) / Mami-san no Namakubi oishii desu ^q^ (FA) / Madokasamadomado (BA) / Kishitaka (SO) VS Ochiai (KY) / Nage(FA) / Great Po-po-po-po~n (SL) / Mikapan Darkness no Deshi (ED) #3 MK (JO) / Ain (KY) / Sakumoto (SL) / Moyuu (OR) VS Ochiai (KY) / Nage (FA) / Great Po-po-po-po~n (SL) / Mikapan Darkness no Deshi (ED)
  22. combo into 5D©, CD~CD or a slightly delayed CD, [6], AB~E, AC, j.236B, 66j.A or j.B depending on height, land, FKO. 3 stars, needs some space to the corner iirc.
  23. http://www.youtube.com/watch?v=3Puq4e5yTFA another lifesign from us here in germany. first time i was able to play on a real atomiswave and i just had to try "it" out... ^^
  24. j.D is safe since you fall quite fast. if you want to figure out how long it takes for chipp to land, keep in mind that using a j.HS after the tele frc is extremely tight, so if you take j:HS startup and add about 1-2 frames, that should be it.
  25. lol sorry, took me a month to see this post. don't worry, there are still some hnk players left alive somewhere on their respective tropical islands.. here's my smoke signal ^^
×
×
  • Create New...