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Everything posted by Luminos564
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Well yeah, AUS has a nasty history of increased prices for games. I only mentioned my side since the guy that sold me copy justified the price as "CDN dollar is too weak in comparison to the US dollar bro" when I know for a fact that the next nearby Future Shop or the like sold the game for $59.99.
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Just for the unawares, it was ATLUS' decision to region-lock the first game. And this was their home office in Japan, not ATLUS USA or ASW. Considering this time we will likely not be getting a near systematic release date for the 2 versions, I doubt we will be getting region locks. Not here in Canada. Game was $64.99 or $85.99 for the LE.
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Yeah that makes much more sense. "Litchi is canonically as strong as Azrael"? Yeah, I call BS. The man could just brush past her by accident and she'd snap like a twig. As for Nu-13, my first instinct was that her damage is a reference to Warhammer 40K, but it might also be a reference to the 40,000 Headmen album. Or maybe just "4" being "death" in some cultures.
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Without wishing to offend Damosu or Strife who posted the youtube links for them (seriously, thank you), almost none of them looked "practical". Gimmicky is more what I'd call them since, if you'll notice, a very large chunk of them start with a Fatal Counter (meaning the opponent would need to be under Fear prior to starting them). Some of them I also feel are there just for show. Who in their right mind will ever be hit by a naked j236D? Or the large amount of Mahamaon combos. Is Damosu trying to tell us that we need to rely on them now or something? Still it isn't all bad news. Seems like Maragidyne (D) has gained some speed so it can be used as a safer ender move after Mabufudyne (B/SB). Damage is looking relatively better at least. 25SP for ~3K damage? Sure I can live with that. We still need to be able to actually get that 1st hit in, but at least we no longer need to burn 50SP just to break the 3K barrier. Only on some of things. And yet, I was excited to see Golden Arena Elizabeth the most. Probably because it shows the 2 things I wish she had: -Constantly generating SP regardless of use. -Mahamaon activating near instantaneously.
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It's probably revenge for when Haku's Drive was unblockable and could catch you from the weirdest angles. Mu-12 uses 6C? LOL 5D'd. Bang tries j4B cross-up? LOL Drive'd. New pet peeve of mine is the random disconnects from the lobby, especially when the guy trounces me. But because something went wrong in the system, the game decided to record it as a draw. It's why I no longer run on auto-save and manually do it. I don't want to look back on my history after I get decent and have a false information displaying.
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Eh saw that coming a mile away. That's impressive considering how damn hard it is to gain points once you break the 700 PSR mark. I should be happy, but I hold the same opinion of Damosu as I do for Goro and his Makoto; I'm amazed at what they can do but know deep down I cannot pull off the same level of skill they can to make the most of my character. Philemon only knows how good these players would be if instead of supporting bottom tiers they decided to use someone more in the middle or more towards the top.
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It speaks volumes when we're discussing Junpei in a forum dedicated to Elizabeth. Just goes to show how bad her standing is. *Sigh* Well, I am awaiting the videos of the pre-Arc Revo. I am not holding my breath on anything spectacular but I'd be satisfied if the Lizzie players didn't get bodied like punching bags in this one. If they should somehow win a match or two then hallelujah we got something to work with.
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Haha oh wow the amount of crazy that just keeps filling the screen is ridiculous (in a good way). Golden Arena Mode looks like it's going to be a great way to kill time; building up your favorite character and then making them the most overpowered thing this side of Philemon.
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Well if nothing else, we get to see just how Lizzie stands up in a more "competitive" environment. That said, I am not holding out for anything amazing out of these 3 players. I dunno, maybe I'm being too cynical but these days I prefer to see results first and be impressed later. But hey, maybe I'm totally in the wrong here and these 3 are secretly some kind of Lizzie-playing wizards trained by the monks of Mt. Fuji who can casually steamroll through the competition. Just like in the actual source material . In all seriousness, maybe people just have not worked out his patch kinks yet? On paper it seemed like he's gotten a major boost and people have been experimenting with him behind cameras.
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Huh, that's certainly news to me. I guess nobody tried to Gold Burst when their Persona Cards were missing to figure it out. I don't recall seeing this anywhere until now. Good find. Liz's problems do not go away with the addition of functional supers (though they'd certainly help). But ASW has never been one to scrap what they've already made in order to fix it so the best you can hope for is that they make Mahamaon and Mamudoon not disappear when Lizzie blocks.
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He means this one here: https://www.youtube.com/watch?v=UBcKBM8lSMg#t=629 They do indeed stack. If you could stack Negative Penalty and Fear on an opponent, they're as good as dead from a single Ghastly Wail. She does not inflict Silence with any of her attacks though which is one of 2 status ailments she can't inflict, the other being Rage. Here's a full list on which ailment and how: 1. Fear: -2C. -5D. -JD. -Throw (any version). -Shuffle Time when SP is 100~149. -Ghastly Wail. 2. Poison: -2D. -Shuffle Time when SP is 50~99. 3. Charm: -Shuffle Time when SP is 0-49. 4. Panic: -Shuffle Time when SP is 150. 5. Paralyze: -236AB (SB Maziodyne). 6. Negative Penalty: -[6]4A/B/AB (Randomizer). As you can see, she has the easiest time inflicting Fear which is what she is geared towards. I'd argue that Panic is borderline useless to her skill set and that if it were replaced with Rage we'd get a lot more hits in, but we don't have that luxury.
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I'm 100% positive that 2C has a maximum charge time (though it is certainly a lot longer than what it was in P4A) and about 50% sure for 236B. The latter is hard to pinpoint since the maximum blast effect charge time is not very long, yet a lot of players hold it back deliberately from time to time so I dunno.
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Do you prefer the English or Japanese voices?
Luminos564 replied to Grimsley-San's topic in Zepp Museum
To elaborate a bit, Japanese voice acting and English voice acting differ this way because of their inherent roots. Japanese draws its influence from kabuki, which if you have not yet guessed, is very...shall we say, "expressive". Hence why a lot of anime and manga tend to go over the top most of the time. English voice acting on the other hand gets its influence from radio. And if you listen to those, they rarely go all Monty Python instead focusing on making clear statement to their viewers. Does this make it either one inherently superior? Not really. It's a cultural thing like Poultrygeist is saying and a matter of preference really. -
I see. Thanks for letting me know. I'll need to think of something else then in the meantime as I do not have nor know any place that has the sprites ripped.
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Ah crap you're right. Teach me to read things early in the morning. I thought it was too soon for a new tier list already.
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It's a shame Damosu didn't hold SB Diarahan longer in Round 4 of the vs. Yukari match. Had he done so, he might have had more Awakened health on his side since Yukari can't punish it fullscreen with her arrows (it's still projectile-invincible last I heard). But you live and learn I guess. May I ask why you say that? The damage is not looking any larger than it was in Version 1.0. That 4.5K wasn't something unreasonable in the previous version.
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Well Siliconera has some info on Rise, though it's really more about the Persona Stalker in general: http://www.siliconera.com/2014/04/28/episode-3-persona-stalker-club-shows-rise-persona-4-arena-ultimax/ According to them, Rise has a lot of long-ranged attacks but they might also suffer from delays which could cause her trouble. She also, apparently, has a large number of moves which is mentioned to be "difficult to grasp at first". They also provide the niconico video link. Rise stuff appears at the 33:39 minute mark.
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You know you're playing poorly when a craptastic player like me can notice you not pressing any buttons. Seriously, watch that vs. NaruKAMI match. In the second round there's like en entire second where the Lizzie player just stands there, right in Yu's face and does nothing. Which was weird since in the vs. Akihiko match, they were smart to OMC and bait the Burst for the win. It's funny because the last 2 Lizzie players were quite different. The first one was more random with their strings and utilized Randomizer when possible. This one played very straightforward and never even attempted it. Come to think of it, the 2nd one didn't even bother with Magarudyne, Mabufudyne and Maragidyne all that much either. Oh well, seems like what we expected turned out true: Lizzie is still pretty free against people. *Sigh* If only I (or anyone else for that matter) was in charge of or had creative balancing control/influence for the character...
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That sounds a little too unreasonable because RPG logic does not necessarily need to apply to fighting games. In RPGs this makes sense since you're allowed time to plan and grind your levels. But in fighting game you can't really do that. I can understand removing the IKs themselves since the rounds are all fixed to 1, you can gain SP fast and they don't carry all the conditions that BB's Astrals do. But to absolutely remove a single character's mechanic seems a little excessive. Then again, this is the same ATLUS that made the Digital Devil Saga Hitoshura secret boss fight so what do I know?
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I wonder what would happen if you used Naoto or Lizzie's own Instant Kill supers Hamaon, Mudoon, Mahamaon and Mamudoon? Of course, that assumes you can even HIT Golden Lizzie with the latter two and if they would even do anything (Mahamaon/Mamudoon are instant death because they deal 25K+ damage which Golden Lizzie exceeds by a huge margin).
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Sweet Captain Crunch, that shit is scary. Very, very scary. Well they did it, they created a boss character that takes Score Attack Elizabeth and makes her look like a gnat. This is that Death Bringer fight all over again. Added level of scary? You can't seem to Instant Kill during Golden Arena mode. When ATLUS wants you to work for your satisfaction, they go and make stuff like this. Having said that though, I really like the idea behind Golden Arena mode. It brings a more RPG like feel to the game and feels more in place here than it does in a purely fighting game series (though I do like Abyss mode from BB anyway for dicking around). And hey, this mode is probably going to be the only way for me to have my not-FML tier Elizabeth. It's nice to know that if the game developers are not going to balance the character too make them more viable, I at least have the option of doing it myself.
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I think that's a little extreme, though I can certainly understand why you'd do that. But, just because you have someone failing to punish the obvious routes, that doesn't mean the video can't teach you anything. For instance, in the vs. Naoto match, the Lizzie went for a 2D when the Naoto thought to attempt her FA, something which never occurred to me to even try. Or the second time where the Lizzie deliberately delayed the 2C by making a good call against the Naoto's FA or blocking her bullets to prevent a card loss. I'd also argue that since they've just hit the new patch, maybe it's better to watch the video to see how the changes affected the character and come up with our own theories on the matter, even if the people they are playing against may not be that good.
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That's true, though some characters make me forget that little detail (hello Shadow Misturu 100% combo). Well, I'm fresh out of ideas about what that shield is for then. Perhaps the clue is in the little meter she gets when activating it? I never saw it go down during after the activation so maybe it wasn't used properly?
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Ah, I had it wrong then. Hmm, maybe the SP goes down since while the shield doesn't prevent damage, it helps to lessen it? Maybe it's like Rakukaja and SP is drained to activate the damage reduction? The P1 Shadow Rise grabbed the P2 Rise and only dealt 600 damage. That strikes me as a little too low damage for a throw so maybe that's the shield's effect? Funny enough, activating it gives Rise the Orgia Meter above her SP gauge along with the Orbital Satellites. This is looking more and more like Kokonoe (though not necessarily Brokenoe).
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I'll say. First time I've seen a Lizzie actually even WIN against a Mitsuru. I guess the buffs to Randomizer/Debilitate was what it needed. Aigis still mopped the floor with Lizzie but then again, this is Aigis we're talking about. Her damage is damn ridonculous and goes on long enough for you to go grab a coffee and chug it down before they're done. Seemed like the guy was using the auto-combo a lot more, actively using 25SP for the SB Mabufudyne and then going into AoA. Considering now that every [C] launch from an AoA is a Fatal Counter regardless of button mashing, there may be something we can do here. Too bad Lizzie's aerial game/combos are not particularly damaging enough to make much use of it.