Negative-Zer0
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Everything posted by Negative-Zer0
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oh, ok.
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How is that silly? What do you want 100% combos or something? If you start from an A> combo, everything scales worst. This means that games can't end in 10 sec becuase you got hit with a jab/short.
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And it is severe enough already. Atleast he only ever gets one chance to do it in a match. And at the cost of completely losing his meter.
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Also, it should be known that this may not be exact, but it looks as though the cast as may have health close to, a little bellow, or just at 10,000 damage points.
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After playing with friends I think that I am figuring out Erikas main gameplan. Use the whipp and standing mk a lot. Positioning and assists means everything. whiff on move and you could be eating a combo plus a mixup in recovery, if you do it as they predict.
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I will get to work when we get the full game. How much will BBBR cost anyway? 20? 30?
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A B C D is the most conveinient since the buttons you will be pressing the most will be on top. Unless you have a TE, then it would most likeley be B C D A
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Can't grab during blcokstun so that doesn't work. btw, in the wiki, include kunagi's jump infinite
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Kunagis loops don't seem to be infinites anymore. Her airdash loop doesn't work at all anymore. Her jump infinite on Rouga (works on ren as welll) works, but cant seem to go on infinitely anymore. EDIT: CORRECTION Her jump infinite is still an infinite, it just has tighter timing. Erika always had that chain special, it can be infinitely looped anymore, and can no longer combo directly into her B drive unless you are in the corner. Scales heavaly. She can stlll combo into her assists. (low chain 412 A immediatly.) She can stll dash over a knocked down opponent Kunagi now has 3 variations of her claw special that was originally 412C. Her jump special thingy where she jumps in a parabolic motion and can press C is now SRK motion back. I don't know if that infinite still works. That is all the knowledge i have to drop for now.
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YES. Very happy
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I hope to god they use a good netcode. Forgot completely to show them the wonders GGPO can do on a 2d engine.
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Just strider sentinels so far.
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Strider's ouroboro stays a lvl3 3, but why does the other one have to be? They could shorten the damage of it and make it a lvl one, increasing his combo options.
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Lol at Capcom Trollin Megaman fans hard. "No we don't have X, here is Zero instead! ;)" No Megaman Universe. "No megaman legends three" *tomorrow* "No megaman in MvC3 AGAIN." Talk about horrible timing. Lol if Capcom thinks they will have even a trickle of Megaman fans supporting them after what they did. They are shitting on them so hard you have to feel a little bad for their hardship
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After reading repeatedly, I think they mean voice actors. Hence the "last voice" in the second paragraph. I would focus more on the last sentence, which tells us of the up coming new web version.
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Announced the cast of BIG BANG BEAT Revolve. Since the last voice was very popular, we have cast as many of the same people as possible. Some ordered and forced to change only for changes in circumstances. I have also included more than half over now We are confident that the quality is comparable 出Se for newer and ever! It will also deliver a new character in the old course record! ! ! (Added 07/20) Hino hit Guizhen Langya Blue Jiu 乃 Wi Tien 那妓 Morimura Nana Nanami fan Jingtang Yuya Yanzi Flower Tai soldiers Jinnai Lian River, a character Lightning Skanda Kongo Sanzo character Lightning Round Masato Kawamura Agito of Darkness Ishida Mao Nakanishi Kendo We Kyudo Nakanishi Kawana Encounter Horita, Daigo Arakawa, tiger iron Shinji Yamamoto, Atsushi Katayama Burai Natsumi Yanase flour Tsukiyomi Encounter many flowers Kawana Miyazato Eri Daniel Yamada Grimoire 乃 milk Molidae Shigeno Kamui Yu Hui Addition, several other Sabukyara In addition, the event will also arrive this award. More later. As an aside, I wish I could just mail order has its own ... but we think bookings What is uncertain is not realized (female) Level that is fast enough to be ready .... Also, the web version is about, is very busy developing The next version of the game we considered to be tested. The master up a little later, I work hard and put a shout!
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I highly doubt it. Am i the only one that wants to see the removal of the boost cancels and Special move meter management? Probably yes.
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IN 0.6 they need to get that ground normal can't be blocked in the air. It creates inescapable traps. Rouga's grab has WAY to many active frames AND range Everyone else grab boxes are also to big. Ground bounce and wallbounce limit obviously. Rouga's 236b is spammable and has invincibility frames making it completely safe. If your in the corner, you are fucked. Shorten the amount of startup frames on Erika's jumping C, it makes it near useless when you can only hit it at the peak of your jump. Shorten her hitbox on her crouching B. Shorten Erika's Startup frames on her standing A and crouching A or increase their hitbox. They are horrible. Kunagi's jumping C is the source of all of her infinites. They need to shorten the Hitstun of the first hit. Her AD infinite will be removed as long as they make every airdash cost meter again. Make her 6b Overhead. Shorten time on her A assist. She would be buffed 10 fold if that were to happen Hopefully these get to the team somehow.
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New infinite with Kunagi on Rouga. The IAC thing I posted is required to learn this infinite. With the ABC ground series, you IAC (Instant airdash cancel) into your j.A move, into a j.B and a j.C. This is harder than it sounds becuase you have to be at a specific hieght for it to flow together or it won't work. Meaning you have to basically master jumping and the IAC. This infinite works on everyone in the game with minor changes to the attacks you use.
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New build plz. How long is this game from release? I'd like to get my hands on the full game and start a scene in Brooklyn as soon as possible. Kain, you down? The next level would be open by then.
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Kunagi infinite on rouga. She can JC into her J.C after an abc (no sweep) and link a slightly late A into another C/B to repeat the cycle. You have to jump toward them for it to work. It works regardless of whether you are in the corner or not. Very hard to preform.
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Sorry for the misinformation. Glide teleport mixups In a blockstring, can someone who has someone else playing with them test out whether or not the ABC 214A actually is safe on a human player? It has crossup potential.
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I found the glide thing with kunagi some time ago. How ever, she can mix you up pretty easily with correct timing. After a standing C, she can jump instant airdash. With correct timing, you can instantly hit C in the air to prevent getting hit by a launcher. She can combo directly off of a projectile in the air or in the ground. During kunagi's 6A, she can jump instant airdash and hit them with a j.C. Landing immediately she is able to follow up with an air combo-super. I'll just dub it IAC for now. (Instant-airdashC) So i'd immagine her combo would be: 5A.5B.5C.2C.4C.6A, IAC, 5C.5B.5C, 623B.623D. She can also mix you up with 5A.2A.6B. You can vary it as long as you stay away from the C button. I also found some interesting corner lockdown, but I haven't tested it on a real player yet. I hope I get a scene here in Brooklyn. When the game comes out, I guess I will bring it the The Next Level.