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Everything posted by Luminos564
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So it turns out that Junpei is simply getting a re-adjustment to his "Clean Hit" attacks? Whew that's a relief. For a second there I really thought they were buffing Victory Cry itself. The last thing I need is an opponent that gets a steady health regeneration to hit even harder. Oh, so that's why she had access to multiple 100% kill combos for a paltry 100SP. Too bad. If it isn't 5B Fatal Counters, it's SB Power Charge>SB air Rampage. I bet that in later patches, she'll have Tomoe-Copter doing something insane as well that'll need fixing too.
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Pretty much that, yes. And it's funny, because she definitely has some room for growth here. A bit of re-tweaking on her skillset here, a reasonable buff there and she could potentially be one of the better characters in the game. But for the time being, this is the character that we got so all we can do is either tough it out until something changes or take up a new character. A third option exists, though it requires being so proficient at the game, that Lizzie's weaknesses don't affect you at all. Hate to break it to ya, but Yu is still one of the best characters in the game and as of P4U2, is easily one of the most used characters around. So if you didn't get to fight him much before, then be prepared to get REAL intimate with him this time.
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Not exactly. Overall she has some better tools (like the new Awakened SB Maziodyne) and can really turn up the heat when Awakened. The problems are two-fold: (1) She still has no reliable/safe way to enter Awakening where she really shines. Pre-Awakening, ASW really took the nerf bat to Mabufudyne (B) and Magarudyne loops which keeps our damage really low. (2) For all the better tools she got, it is ultimately a moot point as everyone else's new stuff either outshines her or they ultimately don't need to worry about her new tools in the first place. As pulsr put it: "You're playing a weaker version of P4A Lizzie". In fact, it is almost safe to say that Lizzie changed too little as opposed to everyone else.
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Hey, I did say that if she could manually detonate them it'd be far too powerful of a move didn't I ? But we are in agreement that they are inherently, near useless. Well Mahamaon has some visual flair value, but Mamudoon is useless the way it is now. I dunno. Having both the Lizzie player and the opposing one knowing she could do that might be more fun than you give it credit for. It can create some wonderful tension where the Lizzie player knows they only need that one clean hit for victory and the opponent being wary of making a mistake against her. If nothing else, it would certainly give current players a reason to fear facing Lizzie rather than relaxing, knowing they've got the upper hand. Plus I'd argue that since every other character can virtually kill us within a combo and that much quicker for less resources, it's just fair game for us to be able to do the same to them. Of course, this is strictly opinion and theory. People have demonstrated that they will bitch and whine like broken records about anything they can when they don't know how to deal with a character/tactic/move/etc. Hmm, yes. Mahamaon and Mamudoon being borderline useless is indeed a waste of a slot for the movelist. But as you said, making instant death practical can lead to balance problems. Fortunately, this can be solved fairly easily without actually resulting in an overpowering move. What if, hypothetically, the moves themselves were changed around? As in instead of causing instant death, they dealt a set amount of damage? If you'll notice, Lizzie's Mahamaon and Mamudoon are different from Naoto's in that they cause over 20,000 damage thus leading to the opponent's "death". Well, you could rework them that they normally deal damage like other 50SP skills, only breaking the 20K damage mark if they were to kill the opponent anyway like Order-Sol's Dragon Install Sakkai Instant Kill. It would also be in line with the source material as there are Light and Dark skills that do damage, not just instant death and as a bonus, Lizzie can actually use them (provided they remove the awful detonation time and disappearing on hit/block).
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It's because we can't rely on Magarudyne-loops anymore, which both saved us meter and allowed for some midscreen Mahamaon combos. Now the shtick seems to rely on at least 1 SB AWK.Magarudyne (optional depending on screen position) and 2 SB AWK.Maziodyne (a must). That's at least 50SP more needed than before and we still need OMB from time to time. It's a shame really, because I'd love it if Lizzie could manually set-off Mahamaon/Mamudoon for an additional 50SP by inputting the same command again, but that ain't happening as it'd be far too powerful.
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We've got more Mahamaon death combos from Nico. Big thanks to Kurushii for providing the link. http://www.nicovideo.jp/watch/sm22822518
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Persona 4: The Ultimax Ultra Suplex Hold Story Thread (spoilers)
Luminos564 replied to Vulcan422's topic in Zepp Museum
Eh, I'd rather not. P3 had a mini-mention of the Nanjo group but that's it. Otherwise it was its own thing. P4 may take place in the same world as P3, but was pretty much its own scenario until Arena merged them. I think that is enough and just wish that P5 has absolutely nothing to do continuity-wise with the previous titles. -
Seconded. I need to move to a new main myself if I actually want to win it seems. The problem being though that I've yet to find a P4U2 character that is as fun as P4A Lizzie. Chie is looking pretty close but even she doesn't make my pulse quicken like Lizzie did whenever I did something good in a match. Still, better than nothing I guess unless ASW decides to add Makoto Yuki to the game later as their "mysterious character that everyone wanted for a long time". And even then, Lizzie will still be someone I use for fun from time to time.
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Persona 4: The Ultimax Ultra Suplex Hold Story Thread (spoilers)
Luminos564 replied to Vulcan422's topic in Zepp Museum
Ridiculous sure, but they seem to be following their own set of rules as well. Of course, it's not like there hasn't been a series where the previously established rules have not been broken in favor of something else... -
[Xrd] News & (Theoretical) Gameplay Discussion
Luminos564 replied to Shinjin's topic in Guilty Gear General
So "Ramlethal" eh? I guess I can call her Rammy-chan then. That said, her playstyle looks very unique. Swords seem to give her a lot range but can also be placed around on the screen. It reminds me a bit of Mu-12's Stein Gunner Drive, though a bit more versatility since Ramlethal can set one but keep the other. It's pretty interesting and I'd love to play around with it, provided ASW adds her down the line. And from that May vs. Ky video, I am not really seeing the point of Danger Time. I mean, what is it even supposed to do? Turn the game into a snail's pace guessing game? -
Kokonoe's new DD...is a spinning egg? Also some rather light reading. Apparently the beach scenario exists because someone thought that "if they were going to add something, it might as well be swimsuits".
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[Xrd] News & (Theoretical) Gameplay Discussion
Luminos564 replied to Shinjin's topic in Guilty Gear General
Well shit. I liked her rock concert of death personally. Still, if Megalomania looks visually impressive (because that's what the IK are supposed to be anyway), I suppose I could dig it. And hey, May's new IK has her shooting you out of a cannon to the moon and I like that a lot more than "toss opponent, let crewmates trample on them". -
*To avoid a sea of quotes, I'll go through the points of interest in point form. -Eh, I can see why the Maziodyne was changed. And personally, I kinda like the differences with the Maziodyne versions at the moment. A-version is small, but quick and you can even do it twice while Thanny is still "out". B-version can be charged and cover 90% of the screen whether in Awakening or not. And SB-version firing twice is very welcome. If I had to change one thing, it would be to allow AWK.B-version to fire the charged, screen-covering blast immediately. -Yeah, I miss Magarudyne loops too. The current AWK-Magarudyne versions are not really meant for looping, lowering damage. They look awesome sure, but are not the damage builders in Lizzie's repertoire. -Oh my, that Mabufudyne sounds positively amazing. Whose bright idea was it to remove this? MORIIIIIIIIIII . Ghastly Wail enders from anywhere on the screen may sound opverpowering but considering it is her only damaging 50 (75) SP skill, I think most wouldn't complain. ? -I can understand why that Maragidyne was changed. That is some serious space-control for pretty much free and would ultimately nullify any use SB-Maragidyne had. Doesn't mean I wouldn't have appreciated having it though . OK, someone explain to me how ASW could pretty much hit the nail on the head with Lizzie in Loketest #1 and then completely botch it? The bolded part is pretty much exactly how I envisioned an ideal Lizzie. Ugh, what a waste. That's probably the only thing keeping it back. If it was the traditional [4]6 input, I bet it'd be an amazing reversal and a much better alternative to say Shuffle Time. I theorized that since we have dash cancel 5C, we could do 5C>DC>Randomizer/Debilitate. Though, that doesn't seem possible as I'm sure we'd have seen it in action already. Maybe Evasive Action>Radomizer could work in stead?
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[Xrd] News & (Theoretical) Gameplay Discussion
Luminos564 replied to Shinjin's topic in Guilty Gear General
So Ram-chan is sounding...pretty weird from the text descriptions. Which I would like to see in action personally. Floating swords screams (Sword) Zappa to me in my mind, but I bet she plays nothing like him. -
Wait, are you referring to the general standing between characters themselves or the players using them? If it is the player being pissy over a loss with their "hard-to-use" character losing to an "easy-to-use" one, then we can just write that off as "player skill" because at high-level execution has already been beaten into your muscle memory and you've been through enough matches. But if it's a case of "harder-to-use" characters being overshadowed by the "easy-to-use" ones overall, then I can kinda agree as I am in the same situation with Lizzie for P4U2. I mean, being hard-to-use/learn/win with shouldn't be grounds for giving you a more "legit" victory or outright better moves, but there should be at least 1 thing that the character you stuck with, despite the learning curve, excels at. Something which only they are able to offer to the player that no other character can grant.
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Then you kinda run into the KoF Syndrome. Now I played XIII when I could and the learning curve to even do basic crap in training felt like trying to bring down a cement wall with a toothpick. Now I am not a good player by any means, but when even doing simple stuff on a stationary target feels that steep, something had to have gone wrong somewhere. And I'd think most devs would want more people playing their game, not dropping it for something easier on their fingers provided by a rival dev. And without wishing to offend anyone, "feeling cheated" just sounds like an excuse to me. I could understand it if you were going up against someone using Kokonuts or even further back, pre-ACPR Justice, bring them down to a sliver only to lose to one of their overpowered shenanigans. But in an otherwise pretty-decently balanced match-up? I'm sorry, I just can't see it.
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[Xrd] News & (Theoretical) Gameplay Discussion
Luminos564 replied to Shinjin's topic in Guilty Gear General
Well GGX2 did have Risk Ratings on the characters when you picked them for their Story Mode, based on reports handed out by the PWAB. Of course, those were letter rankings, with "S" being one of the highest while, I think, Bridget was the sole one assigned a rating of "B". -
I forget; was Tsubaki EVER good? I seem to recall CSII being her best iteration but I doubt it was top of the Tier Pyramid (IIRC: that was Pharaoh Makoto, Princess Noel and Bullshit Hazama's era, with Jin just stradling behind them).
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I thought you were pulling that mindset since I suggested Kagura as one of the options. If that wasn't the case then my mistake.
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Kagura is easy-to-use? I must have missed the memo where the learning curve of charge and stance characters has dropped where they're easier to handle than shoto-clones. Alright, my sarcasm aside, I think people are associating "simple" with "overpowered" should they become top tier. But that cannot really be the case in my opinion. See, if you have a simple character on top, that means you don't have to spend endless amount of hours learning how to counter their tricks. I figure people would much rather fight Ragna in a top tier incarnation than say someone like Litchi, Rachel, Arakune or Kokonoe...oh wait, my bad on that last one; we already have that.
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Max is 3 stocked projectiles, but yes you were right to say that he can nullify the entire projectile move even if he reaches his maxed limit. Course, in that particular case, absorbing all of Nu-13's Legacy Edge isn't a very smart idea since she can still move while the DD is in effect and break Growler Field with a different move into a decent combo. Can we have Bullet and/or Kagura in there?
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Out of curiosity, what was she even capable of doing in Loketest #1 with her Awakening that made her "overpowered" (I don't use the term "broken" because it implies that something does not work)? I tried looking up documents on DL but haven't had luck finding it. Probably because ASW is still playing favorites. Wanna know why Mitsuru was the monster that she was back in P4A? Because she was the developers' favorite character and thus was given all the best tools needed to dominate. She took a hit now but is still more than capable of ripping the competition to shreds. By contrast, Lizzie seems to be getting worse and worse. Pulsr's impressions only serve to make me more worried. So much so in fact, that I now HAVE to make sure to learn another character as back-up.
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Damn, so much for SB Mamudoon having any use in Lizzie's gameplan then. Oh well, at least it is nice to have confirmation on its placement at least. Also is it me, or does Boss Lizzie seem less Diarahan happy than before? I remember if you were far away from her and she got her Awakening, Diarahan was 90% likely to go off.
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I find it rather funny how whenever we get news of a patch, the inevitable discussions include buffing Tager and somehow altering/nerfing Haku-men. Not that I disagree about the latter mind you. Ever since Extend, I find that I am simply not having fun with him as I used to back in CT-CS1. And as much as I love Unit Cookie Dough and the sweet 9K that comes with it, the Haku-men I fell in love with now looks just clunky and weird to me. So...I guess I am in need of a new main then. I hear Bullet's sounding pretty good right now.
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I suppose I could see it that way. Though, I'm really hoping for this to not be a mess when we do get it. I waited more than 5 months for the game to reach North America. I'm not sure how much I'd appreciate having normal BBCP for about a month before it turns into "WTF, why is my shit no longer working".