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JohnGrimm

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Everything posted by JohnGrimm

  1. In regards to the control styles, is it not possible to have Tekken long command lists for both styles? I mean, the "Modern" style is two buttons, right? Obviously inputs would be like 1A 2A 3A 6A etc. command normal type inputs, but couldn't you do that for the "Classic" style as well? Maybe not as extensive for Classic since there's 3 buttons, so you could probably fit everything into a 4A or 6A command normal on every button. I don't see any reason why it can't work, the only thing that would realistically change would be that the "Modern" style would be more condensed and the "Classic" style would be more spread out.
  2. Ground bounces and wall bounces only are fine, as long as there isn't an extremely limited number of said moves or characters that don't have them have other options to extend combos. OTG's can make things tricky in terms of damage output, you might end up having one character doing a silly amount of damage off of throws or something that might lead to ridiculousness. One thing you could look into instead of OTG's are ways to hit the opponent before they touch the ground and keep a combo going, like say for instance a sweep that is special cancellable into a very fast attack that hits before the opponent touches the ground. Just an idea, or you can forget that entirely. Basically though combos with no OTG's would be fine. As for rolls, please for the love of god make it so there is SOME way to punish rolls if you include them. Probably the worst thing you could do with a wakeup roll is make it completely invincible to everything, the person who got a knockdown shouldn't be punished by giving his opponent a free get out of jail card. I would suggest something like a KoF style of roll that is throwable on startup and fully punishable at the end of the roll (maybe make it a small window to punish) so that if the roll is guessed correctly it's not free, but it can still be used to escape certain situations.
  3. Just saw that you weren't intended to post on SRK anymore, so I'm going to repost this here just in case. If you're going to include two different control types, one of them should not be handicapped. Trying to open the door to a variety of players is fine, but it shouldn't be at the expense of other players. Please do what you can to make sure that both control types have the same attacks.
  4. Relax, I was just joking. I already put it up.
  5. You say you're going to add it then tell me to? I see how it is :8/: And god dammit, every time I post a new combo I come up with a more optimal combo completely invalidating what I just posted.
  6. Go ahead, I don't mind.
  7. Welp it's been forever since I sat down with BBBR since other things have been taking my interest and the lack of online has been killing me, but somehow someone mentioned it to me and with Akihiko looking like complete dog shit in Persona 4 Arena, I figured I'd kick it with the best boxer ever. Found out that even after the 1.06 nerf Burai can STILL rejump even though they supposedly fixed it. Well as far as I'm concerned it's awesome. It's actually an optimal damage, optimal stamina combo as well leaving you at about 50 stamina when the combo is over. If any of you are still out there playing my brother Burai, give this one a lookie loo.
  8. There hasn't been a patch in quite some time and it looks like the system mechanics have been fully fleshed out. Not sure what you want to be "more done".
  9. So it sounds like no one actually bought the game or are willing to test out the CD key sharing system.
  10. Well as far as I can tell it's unlimited, but Aja asks that you keep the keys between close friends. Anyone have a key they mind posting for testing?
  11. It's kind of hard to start a scene for a PC game if you don't have a laptop, so even though I tell people to play the game no one really does because we can't play it when we meet up.
  12. That's extremely accurate. In fact, the biggest complaint I've heard about Revolve is that it's NOT broken and people find it less entertaining than 1st Impression because of it. Some character's movesets were toned down and the overall cast was made more unique in my opinion.
  13. Was going to upload this a while ago, but it didn't really pan out.
  14. It does, but the distance it pushes is so small it's negligible. It would take quite a few successful yellow guards to put Erika at any kind of distance.
  15. Actually, no not really. With how they implemented yellow guard, using it constantly will only push you into the corner where yellow guarding doesn't help you at all because you can't go backwards anymore. No she isn't full of full screen moves, but it doesn't matter. 90% of the roster has no choice but to try and get in on her, it's only against Agito and MAYBE Kinako that Erika would have to try and move forward. No one can really play range like that in this game besides those characters, let everyone else yellow guard since they're STILL going to have to come to you. Basically in most matchups one of two things will happen, they yellow guard themselves into the corner where Erika can really mess you up, or they back up for a second before trying to get back in again. The only time you'd have to worry is against other keep away characters with full screen attacks that don't need to come to you, but those were problem matchups for Erika anyways for the exact same reasons.
  16. In a not so surprising turn of events, Yellow Guarding reduces chip damage by 50%. Tested with Rouga's rekka chain, blocked in the first picture, yellow guarded in the second, and a lovely grid in the third with an opacity overlay to show the difference. http://i1131.photobucket.com/albums/m558/JohnGrimm1/BBBRChipDamage.png
  17. But Erika shouldn't be bothered by someone wanting breathing room. Applying pressure is fine, but she does it from well past mid screen. Even if someone push blocks her she won't have to move far to get back into range again. Erika does have pretty hard hitting combos and good pressure with the assists, but you can't forget that at the end of the day she's a keep away character. Being at range does not hurt Erika, it helps her. If someone is in such a bad position that they need to push block you, you're doing your job. I'm not sure what I would show you that isn't already obvious. I'm not exactly sure what the properties of it are engine wise so I can't comment on that, but push blocking should be a pretty standard concept to grasp on how they would be useful.
  18. I don't see how when Erika doesn't want to be in your face to begin with. Push blocking Erika does exactly what she wants, gets her away from you.
  19. It's an unusual move. You can only do it when you have meter, but it doesn't actually use any meter.
  20. I believe this would be the change log. ■闇のアギト ・新技「トリックナイフ」を追加。↓/← + LorMで発動。 ・勝利モーションによってネットワークモードで同期ズレが発生する現象を起こりにくく修正。 ・闇裂きを攻撃判定発生まで無敵に変更、発生を速く変更。 ・真・闇裂きを前進するように変更、攻撃判定発生後まで無敵に変更、発生を速く変更。 ・チェーンソーをBバースト、Bエスケープで抜けられないように変更。 ・Lパンクナイフの攻撃判定を下方向に拡大。 ・受身の移動量を増加。 ■宮里軍団 ・屈Hを上段技に変更。 ・空中Hの攻撃力を減少、ダメージ補正値を変更。 ・空中Hスパイラルチェーンの攻撃力を減少。 ・あたしの出番だよ!の無敵を削除、空中ガード可能に変更。 ・タイトチェーンの補正値を緩く変更。 ・ランブルチェーンの攻撃判定を拡大。 ・スパイラルチェーンの着地硬直を延長。 ・ショーコ!出番だよ!を画面端でガードさせると本体がノックバックしていた不具合を修正。 ・タイトチェーン、サイクロンチェーンをBバースト、Bエスケープで抜けられないように変更。 ・受身終了後に2段ジャンプ、空中ダッシュできるように修正。 ■月読きなこ ・新技「お友達を紹介します(空中版)」を追加。空中で↓\→ + LorMorHで発動。 ・勝利モーションによってネットワークモードで同期ズレが発生する現象を起こりにくく修正。 ・屈Hのカウンターヒット時の浮きを変更。 ・キリモミスラスト最終段ヒット時の浮きを変更。 ・受身の移動量を増加、受身終了後に2段ジャンプ、空中ダッシュできるように修正。 ■メカ兵太 ・一部の地上やられの硬直が他キャラクターより長かった不具合を修正。 ・溜めマワシゲリ空中ヒット時の吹き飛びを変更。 ・空中Mをガード時キャンセル可能に変更。 ・受身の移動量を増加。 ■デビル大吾 ・新技「急停止」を追加。空中ダッシュ中に↑で発動。 ・ダイゴビィーム!の攻撃判定を拡大。 ・Lダイゴウィーング!を発生まで無敵に変更。 ■小次郎 ・屈Hの受身不能時間を短縮。 ・空中Mの硬直を延長。 ・空中Hの攻撃判定を縮小、硬直を延長。 ・月影のダメージ補正値をきつく変更、受身不能時間を延長。 ・宵闇の発生を速く変更。 ・鬼怨斬のダメージ補正値をきつく変更、発動時に相手の方向をサーチするように変更。 ■ハニー ・二段斬りの最終段を空中ガード可能に変更。 ・空中M(剣装備時)の持続を短縮。 ■まんぼう ・L水柱の発生を速く変更。 ・水柱の発生保障を削除、ガード硬直を短縮。 ・産卵 陸へ/空への発生を速く変更。
  21. I don't think you understand the implications of Heita's D taunt. If he had an easy, safe way to do it, once he got 3 meters he would be Super Heita forever. He could literally land a combo, get a knockdown, taunt, and then he gets another 10 seconds of being faster, having infinite meter, and better specials. He would be completely ridiculous and probably the best character in the game.
  22. I've just been recording things at 60 FPS and literally counting frames. It's not the most accurate thing ever, but you can get pretty close, and it does give you a great idea about how good certain moves are. Startup and frame advantage are the easiest to count, it's just active frames that are a bitch to get right. What I've been using is just FRAPS and Virtual Dub, a free video editing software (don't really use it to edit videos, it's terrible), that lets you move frame by frame. Just turn the input display on and the frame you see a button press start counting.
  23. But isn't giving EVERYONE something unique a bit ridiculous? Plenty of characters have unique stuff already, I don't think it would matter all that much if they had unique stuff in BBM, not to mention trying to give everyone something different would most likely end up with some characters getting worthless stuff.
  24. That's completely bullshit. Now that chip damage is added, Ren in Big Bang mode can do an inescapable 25% in chip damage after a knockdown, The Nakanishi Sisters can do a 75% combo on Rouga that would otherwise be impossible, Devil Daigo has an Advanced Hyper Viper Beam combo that not only hits full screen but does 60% at least, Hanny can link unlimited supers together and get 50% damage, and just the fact that you can use your Big Bang Break to tack on a bunch of extra damage gives some use for Kunagi and Erika. In almost every case, Big Bang Mode is a guaranteed round ender for even the weaker characters in the game, to say that without error on behalf of the player a guaranteed win is worthless is completely ridiculous.
  25. Is infinite super meter not enough for you? What would you rather see?
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