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JohnGrimm

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Everything posted by JohnGrimm

  1. So how about them idle animations?
  2. Burst I think it just A+B+C. It's all in the wiki.
  3. But it's not demanding at all. You can DP the same way as SF4 with 323, the game just demands a forward, a down, and another forward.
  4. But I already tried to e-mail them and the response I got was "We don't know English, thanks for the support."
  5. If I knew how to write in Japanese I'd send Aja an e-mail asking to keep it in, because it really does make the game more interesting and makes some characters who genuinely need it better.
  6. I could see Inverse Double Jump or something similar working if you abbreviate it to IDJ. False Roman Cancel is a pretty silly name, but FRC seems to work for people.
  7. http://www.youtube.com/watch?v=gs9eCOCbGR8 Depends on how you do it. You can also "Tri" jump straight up and down in MvC as well.
  8. I'd call it a DP. It's certainly more of a DP than it is say a Flash Kick.
  9. Does the input really matter? I would assume the only thing that matters is the action itself.
  10. Well another name for tri-jump was Tri-DASH because you were actually air dashing and not jumping. While in this sense you can't air dash down, the instant overhead function is still there and serves its purpose.
  11. Mash buttons until you can move around and then stand still and wait for his win pose that shares the same animation as his trap/DP super ending.
  12. Hate to be a buzzkill, I'm just saying there's been a term for this action for 10 years now.
  13. Drop jumping? Fast falling? I just call it tri-jumping because it's pretty much the same thing as the Versus series and it's already an established fighting game term.
  14. Video break down of Mecha Heita's Heita Boost properties. I'm trying to figure this character out and I think this could lead to something. He's such an unusual character.
  15. Anyone know the name of Mecha Heita's HCF+A move?
  16. The bug is that the move doesn't exist, so trying to do it makes the game attempt to load animations that aren't there, and thus the game crashes.
  17. Short combo video showing a few characters.
  18. Use Xpadder.
  19. Rouga's Can Can does 100% to Hanny. Superb.
  20. Is it just me or does it feel slightly harder to combo than in the demo?
  21. NOOOOOOOOOOO, ROUGA LOST HIS J.B J.A J.B!
  22. I'm not a fan of proration myself. It takes away a lot of freedom in combos, because there are clear set "best" combos for any situation and being flashy is pointless because you don't generally get worthwhile damage. The BBBR system seems silly, sure, but I like that it lets you do whatever you want and it doesn't punish you for it. I think that's the logic behind the mechanics of the game, like the damage scaling and the lack of hitstun deterioration, it's about giving the player freedom and having that freedom be worthwhile.
  23. I think it's safe to say the Rouga page is pretty much completely fleshed out besides more combos and matchups. EDIT: Started working on Ren's page with filling in specials, supers, and command normals, but it quickly became a formatting nightmare. I can't figure out how to make Wikia actually do what I want it to do, so I'm giving up on it for now.
  24. Whoops, I've been skipping out on this. I've included a break down of all of Rouga's normals, included kazukifafner's special and super inputs along with move descriptions, and added some basic combos. EDIT: Also added basic strategy and background for Rouga.
  25. Well you asked why it did so much damage and that's why. The only way to make it not do as much damage is to make the damage scaling more severe.
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