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caiooa

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Everything posted by caiooa

  1. You are mistaken my friend. Assault in the ground ("hyper hop" like) or in the air (airdash foward) DON'T consume any resources since EX-late update (september of last year). Your info is at least 8 months outdated. And even in the original game, it consumed meter but increased grd. And only hilda (one in 14 characters) have stronger pressure from 3/4 of the screen than from close. Just because Takuma have a projectyle it does't means he have better pressure from far away than from close ( with his command grab, jCD, staggers, etc). And this is the case for majority of the cast in unib. But it's true that it isn't exactly a airdasher. Except long reach moves and projectyles, the majority of attacks are air unblockable. Even air normals are air unblockable (but you still can shield those). Just 2 of 14 characters have double jump. Just 2 of 14 characters have air throw. Just 1 character have air backdash. On the other side, assault (the thing that looks like hyper hop) and air assault (airdash foward) are universal. 8 of 14 characters have air projectyles, and 7 out of 14 characters have some dive attack. So, it's not like you are so glued to the ground in the end. Comparision with snk titles (the last blade, kof, garou, etc) is inevitable.
  2. A quick look at ff/gg credits, you will see that a different people were assigned to each character. You just have to give a common esqueleton of defensive options, then you can go crazy with design individual characters gameplay and it will still be somewhat balanced.
  3. i will pm with what they have showed
  4. A lot of them are classic color combinations that give contrast (like green/orange, blue/yellow, black/red, pink/white, dark grey/golden, etc), others make referes to archetypes (ganguro, zombie, vampire, police officer, shrine maiden, etc). But there are references here and there...some are more obvious and people have easily reconized. Eltnum have some colors from melty blood characters (sion, vsion, wlen) Walldenstein have some colors from iron tager and sol badguy. Akatsuki may have references to other characters from akatsukiblitzkampf and gundam characters too...
  5. Not long ago, someone asked Xie about this...he said that akatsuki can cancel his dash animation into block, but that he haven't tested this with other characters...so he couldn't say if everyone can do this.
  6. New videos from leisureland akihabara http://www.nicovideo.jp/mylist/42436412 edit: looks like there's more information and screenshots of the new characters in the physical copy of this publication http://dengekionline.com/dps/new/ source: https://twitter.com/FIGHTING_CLIMAX/status/466800063872630784 edit2: now it hitted online publications http://dengekionline.com/elem/000/000/853/853311/ http://www.4gamer.net/games/234/G023427/20140516088/ http://www.famitsu.com/news/201405/16053384.html
  7. this link (part 4) don't have any akatsuki, but other parts (like part 5) do have edit: new video with akatsuki combos http://www.nicovideo.jp/watch/sm23555518
  8. He have a color called "Vampire and Alcohol" too
  9. New national tournament series for dfc and doa5U. http://dengekionline.com/elem/000/000/850/850873/ Qualifiers from july 5 to august 23, in 25 different arcade shops. Finals at august 30 for dfc and 31 for doa5u.
  10. http://eslaf.blog136.fc2.com/ the developers blog was updated, with more images and a video with a new animation for this test character. Really sweat '3'
  11. But she have in the ln. The ln beeing the best seeler of dengeki bunko in the last years, it's not a surprise at all. I'm more curious to see how taiga fighting style turns around. She don't have her shinai in the image (just a school bag)....zooning may be out of question...maybe charge/grappler?
  12. happy birthday carmine http://inbirth.info/topic0160.html
  13. some notes about the stream https://twitter.com/7Purgatorio/status/464073277640417280 , but i would wait for Sourenga S2 putting together what i saw in videos and what is writed in the wiki For Hilda -Hilda's dash B, C, 2b, 2c and 623b (the one that hit in the back of the opponent) don't hit enemies that are close to her...the opponent have to be around 1/2-2/3 of the screen away. -"Fallen pain" (the thing that falls from the sky) is a charge move in the style of raiden drop kick/ boxer punch (she lose a normal to charge this, the more time she charges, bigger the hitbox and damange). While her 5a and 2a have good reach and can be used as combo starters, people normally would chose to lose the A button to have acess to "Fallen pain". -So, while she can rush down in a sense with 2a/5a reach and her dive (j2c, safe on block), in the neutral phase she wouldn't do this normaly. Just after scoring a kockdown...then she can go crazy, setuping a 214x (the bomb that goes to the opponent, and shot various swords), teleport to the back of the opponent and use a air normal or land>2a. -In terms of hp, everybody received a nerf in exlate, but she was hitted harder than the others. She have 9,1k now, only Seth have less hp. -Thinking that she have no meterless reversal too, and even in ex moves they are kind of limited (624c don't disapear from the screen when she's hitted, but don't have invul), she's hard pressed to get away from opponent pressure. Kind like nero chaos. For Akatsuki -Some of his grounded normals have a different version for when he's close to the opponent, and they are strong. Maybe to balance this, his normals don't have a good reach and his mobility is lacking (his hop style dash is slow). Because of this lack in mobility speed, he have problems to make proper use of knockdowns...he can't take advantage of the momment well if the opponent isn't in the corner. -To compensate this, he have a air mobility above average with his double jump and dive (only his dive and vatista's are overhead). But the reach of his jump is small. -He have different normals from a neutral jump, and they are stronger...but he is more likely to make good use of this when the opponent is in the corner too. -His reflector is a B+C move. This mean he expend 1 grd block to use this, depending of the situation it can end up giving grd vorpal for the opponent. It causes a strong prorate, so even if it did hit and you follow up with a combo, it won't give a good damange. -The version A of his tatsu have a longer recovery than in the original game. -To compensate this, he have a good projectyle and air projectyle (above average zooning), and his double down anti air is a good reversal to cover crossups. -So, he can't really keep momentum compared to the rest of the cast. It's no exageration to say he's one of the weakest in the game, but it's not like he's a joke character.
  14. there's some screenshots of the development of this test model in their official account https://twitter.com/yosimiduka/media
  15. a test with it in motion https://www.youtube.com/watch?v=G7v3FiGK0X0&feature=youtu.be
  16. http://www.meltybread.com/2014/04/transcendental-orchestra-to-happening-may-5th-big-one-2nd/
  17. except it's not intended to be combo focused (especialy after ex-late update). The developers said with all the words "we maked it a punishment game, as opposed to a combo game like melty"
  18. http://sp.uniapm.info/diagram_view.php the list is dinamic, as it collect data from every play. In the bottom, you can select a character to see his matchups. gordeau 75.5; walldenstein 73.8; merkava 69.3; batista 68.9; linne: 67.7; carmine 67.5; hilda 67.3; sion 65.6; orie 65.5; hyde 64.2; yuzuhira 60.1; akatsuki 58.5; seth 58.1; chaos 48; I think the data captured by the aime card have good advantages because -it collect information from all the arcades, from all the matches. Don't matter if it's upload to nico douga only or youtube only or not upload anywhere. Shinjuku batle arena have a weekly tourney, but they don't upload it anywhere. Same for miracle dome. A lot of misconseption come from people seeing videos from only one place, when this place is dominated by a small number of players. Then people start thinking like the characters those players uses are the better of the game. For example...a-cho (kyoto), dominated by 3 players (merkava-sensei, SAT's carmine, Boogie's Hilda). -it gives numerical diference bettwen the characters, in any matchup (just select the character at the bottom of the site). Like, people say a character is "B tier" and other is "C tier". Where lies the difference bettwen them? It may be 0.5 in the diagram. -it let anyone make their own interpretation. It's just data, that can be interpeted by different people in different ways. For example, i think that akatsuki isn't above chaos and seth. I think the majority of akatsuki players were veterans to fgs (coming from akatsuki blitzkampf), so obviously they average level would be bigger. Chaos, seth and yuzuhira in the other hand, have appealing visuals. This may appeal to begginers, who wouldn't be able to use the character to it fullest.
  19. Leisureland Akihabara had a tourney early today, with a live stream. I wasn't able to catch it live, but they have archived it http://www.twitch.tv/llakb/b/524766939 starts at 2:45 as usual, they will upload it to their nico account later on (because the archives are deleted after a time)
  20. I think what juice tries to say is: yes, command grabs are cool, but people focus in it way too much, and let pass a lot of other strong points those characters have. For example, ST zangief have the best crossup of the game, is the only one that can throw while crouched (what save his life against numerous mixups), can use lariat to save himself from projectyles chip damange, have some awesome normals (f.st.lk, cr.hk), have high stun moves (headbut can 100% stun in jp version), etc. The same can be said about almost any grappler that i can think in sf alpha, sf 3, kof, fatal fury, last blade, etc. And a quick look at the wiki (http://in-birth.wikia.com/wiki/Waldstein_%28Gameplay%29) and some matches of n°1 walldenstein (like http://www.nicovideo.jp/watch/sm23387451 from 10:31 to 13:52) make it looks like wald depends way more in his normals (like dash B ) than in 360 by itself. Like, how many people haven't seen that some wald normals destroy projectyles? edit: a dengeki article came out too. http://dengekionline.com/elem/000/000/847/847334/ noticed different screenshots (like http://dengekionline.com/elem/000/000/847/847451/unisystem_09_cs1w1_1280x720.jpg) and a intro regarding general mechanics
  21. She's actually far from the tops (gordeau and walldenstein). But akatsuki may need buffs...he almost only gain momentum from corner hard knockdown (he can't press the opponent from a midscreen knockdown with his normals small reach and step style dash), no?
  22. 1.06...and with colors writed in the screen. From how many versions ago is this? Why the hell are people posting things that have been patched away long ago? Isn't this boderline misinformation spreed?
  23. Because persona 4 arena is a exception for this. But yeah, people are playing a lot with assumptions there...
  24. Footage of the most recent Leisureland 2on2 is now on nico http://www.nicovideo.jp/watch/sm23386822 http://www.nicovideo.jp/watch/sm23387010 http://www.nicovideo.jp/watch/sm23387282 http://www.nicovideo.jp/watch/sm23387451
  25. The composer of the musics of melty blood and unib just tweeted "i'm going to buy famitsu this week" (今週のファミ通を買うのだ!), and then deleted the tweet. Then he tweeted "ops, wrong day of the week" (https://twitter.com/lisa_rec/status/458702545079119872) . Hahaha, looking foward to thursday.
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