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Everything posted by lark
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Perform a double jump as soon as possible to get that effect.
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He's (真田) probably my favorite Arawn to watch.
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Mirrored the recent Examu Cup Qualifiers at Tokyo Leisureland. The key takeaway from this tournament is the amazing run CBA has. Definitely one of the best Multi players.
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Not to be one for semantics but, I recorded the video almost half a year ago. I just haven't uploaded it until today.
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Recorded this awhile ago
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New Fighting Game Based On Shining Series
lark replied to Malcopunch's topic in Misc Fighter Central
Hit me up if you wanna netplay and are somewhat close to the west coast. I want to get some more games in. Anytime after 8pm is OK. -
The most common assists are Maryan and Rina. Other strange combinations I've seen are with Satsuki and Yuki. May I ask where this community of Karulau players are lmao
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That track is actually an arrange of the main Utawarerumono theme. Matsuoka Junya is probably responsible for Aquapazza's as well and is the main composer for a lot of Aquaplus tracks for almost 2 decades.
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Alpha 2, Alpha 3, 3S, CVS2, KOF12, Phantom Breaker, Mugen
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Common assists for Tamaki are Ulthury, Yu, Serika, and less commonly Llyr.
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New Fighting Game Based On Shining Series
lark replied to Malcopunch's topic in Misc Fighter Central
It's fairly whack but this is one guy's list (whom I respect). I do believe that some of the characters on the lower end can overcome the list, but it takes exceptional effort. It's just a matter of how overwhelmingly strong the normals and specials arein a slower game vs what options the other characters can have against these overwhelming odds. D against S tiers is definitely a 3:7 matchup or worse. https://twitter.com/tkintheglobe/status/669527488591081472 S: Sakuya, Rage, Roselinde A: Urayukihime, Fenrir <THICK WALL> B: Roona, Ryuga C: Rick, Isaac, Xiaomei D: Pairon, Melty, Dylan <WALL> E: Altina I definitely agree that Misty belongs in the D or C category btw. -
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I only really played Aquapazza online for about one week when the JP release dropped before I got frustrated and stopped playing. These guys are netplay veterans in my book and me playing Oboro online sounds like a horrific idea. I'll probably steal some depressing Japan tech and use Rathty. We'll see how it goes.
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So is this game a Chinese product now?
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I was mainly talking about using Yu as a meterless OTG pickup prolonging the knockdown so Oboro can focus on emotion and meter gain. Not just for oki. Regardless, this does bring about another layer of strategy that I haven't really been thinking about which is using assists as a buffer to get resource advantage since I primarily play on Satsuki (meaningful combo extension, corner carry, consistent guard cancel punish). I've only actively thought about this being done with Rina/Yuki but having a shorter cooldown assist to do this on a knockdown would be great. The problem is having the consistency for this comparable to Maryan which lets you gain emotion and tempo in neutral and oki.
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That is some smart tech for Touka. I was fiddling around in training mode trying to get some meterless Yu with Oboro but I don't think Oboro can get anything from a fast tech... I also went ahead and figured out Riannon's wakeup timing because I'm sick of getting thrown on wakeup and mashed out >:V I just threw this together really quick but I couldn't determine when invulnerability frames end after wakeup and when wakeup actually starts so the difference was determined. You can get a feeling for the timing. If I were forced to put numbers on it, the frames would look something like this: Riannon neutral tech 43F Riannon fast tech 35F Tamaki neutral tech 31F Tamaki fast tech 20F
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It's a reference to the pretty famous Rugal desperation move. This is the one in CVS2 https://youtu.be/zPoNxTOv_wA?t=435
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Wish I went into that room that day. I would have told you to use wave more! (Just like in the tournament!)
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Shoutouts to everyone who attended EVO and played some AP. Especially sorry to the good-hearted purifyweirdsoul for double jeopardy in the past two EVOs. Wish we could have played more AP with more people, but everything just seemed much more busy over this weekend. Let's make sure to play more again next year!
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Learn the mechanics, the matchups, how to instant block, and how to guard cancel properly. Those are key to being successful.
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Definitely thinking about going to CEOtaku as well. Not 100% confirmed yet but if there's a AP tourney I'd be excited to play.
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I got a new PS3 and my ranking is still intact. Had to even unlock boss Maryan again. https://dl.dropboxusercontent.com/u/8296476/aquapazza/20150515223749.jpg Keep providing my entertainment for the future.
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Nitroplus Blasterz: Heroines Infinite Duel
lark replied to ivanchu77's topic in Misc Fighter Central
There are a lot of problems with the game at the moment. Examu was pushed by fans to release the game early (at least I got to play!) and a lot of people are basically saying that we're playing a beta. That's not really a bad thing, but I was expecting some more drastic changes to occur. When dumb things happen people in the arcades were like "it's a beta after all". It's kind of a bad look when you see a bunch of empty squares on character select. Since I'm very partial to Aquapazza, I was expecting similar polish. The biggest problem I have is how powerful assists are. In general you'll be able to use an assist 1-4 times per match with no meter exchange involved. You can use them in the air, on the ground, in combos without much problem. It lets you win the neutral game and assist management ends up being "do I want to win neutral or do bigass damage with my assist". Two assists let you have the option of doing both. Having assists take meter on cancel would still be a great idea in my mind. Hopefully the balance is better on assist choice though. It's to the point where Alushia was on every team and lets you easy confirm into your level 3 (thank you for the nerf at least) from any confirm with any character. Another problem I have is how retarded bursts are. Offensive bursts sealing off an opponent's burst is a hilarious mechanic where if you win neutral, you're guaranteed to be eating a 10k+ combo after midmatch. Most people will save their bursts at the 1.5~3 meter mark to avoid this combo or to prepare this combo. It's pretty frustrating to be winning a ton of neutral with a lot of resources only to get your blast sealed and die in one combo because you made one mistake in the latter half of a match. The thing about this game that set it apart from the others is the EFZ/Blitzkampf hybrid-like shield. It is really interesting but it ends up being a coin flip neutral at point blank range. Will he cancel his normal into shield or not? It's worth to note that unlike EFZ's RG, you can punish a 2A on its recovery with a shield if they try to 2A again. I believe Examu was trying to make the game more accessible to the lower leveled players while trying to strike a balance with complexity, but I think the complexity is washed away by how overbearing the game mechanics turned out to be. Not to say it's not a fun game. Dengeki Bunko is a fun game that also has a share of problems. But it feels like the start of the match is just foreplay to reach a point where you'll just wreck someone after any conversion. With the way damage and meter gain (fastest in any Examu game!) is handled, there's little reason not to hold your meter until you get your level 3 combo. It shouldn't be a surprise that my favorite part of the match is when there aren't any assists available with 0 meter available... Just my input on how I hope the game moves towards. -
Nitroplus Blasterz: Heroines Infinite Duel
lark replied to ivanchu77's topic in Misc Fighter Central
http://www.examu.co.jp/ex-blog//index.php?itemid=711 Uninteresting changes. I was hoping for more overhaul, but that's asking for too much. Maybe later (doubt it).