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OutlawVinegar

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Everything posted by OutlawVinegar

  1. As opposed to what other developer, exactly? Gameplay-wise, it looks pretty good from what little I got to see. Damage seemed slightly low, but nobody had enough time to really push the combo system to the limit, and the low damage on Supers probably means in French-Bread style that they're better used as combo extenders than as flashy enders when the game develops. The mobility also seemed intentionally muted, though in a good way; I'm reminded of Chaos Code in that airdashes don't get you in for free in either game.
  2. http://www45.atwiki.jp/feil/pages/14.html There's a combos section as well, though my unfamiliarity/meh execution makes me unable to say if some combos are obsolete already or not. I can say I wasn't able to do Alcott's combos listed there though.
  3. I'm messing with everybody for the most part (research purposes), and Reviel seems like a strong character; he's got decent health, a few good mid-range pokes, solid cancel options, and his unique 'spell charge' basically lets him do stance cancels whenever for pressure. His main problem is that he only has 2 lows that I know of (2B and 6C) and I believe his only overhead is 2C. I'll pull some combo stuff from the JP wiki to add to mizuumi's, and I'll prioritize him after I've filled out some of Main's page. Right now I'm trying to record hitboxes for the unfilled character pages, but it's slow going because I haven't done it before.
  4. Cheese, Tales. There's an E's Laf wiki up now on Mizuumi. If either of you have insight you can provide, matchup notes, or combo notation, please share it! Or feel free to send me anything so I can add it.
  5. I will be adding information to the title page over the course of this week. I'd like to at least be able to match the quality of the front page of the Wonderful World wiki, plus translating information from the official homepage and ideally providing some information on the games that Main, Sisca, Cletia, etc are from. If anyone with equal or better Japanese knowledge than my own can help me with that, it would be appreciated! I've translated some move names, for instance, but part of me wants to know some background behind the characters before I attempt any localizations.
  6. http://wiki.mizuumi.net/w/E%27s_Laf Alright, bellreisa's been generous enough to set up an E's Laf page for us, so let's try to get something going here! This is a game with some decent animation, character variety, and familiar mechanics for the airdasher crowd, plus it has netplay! There's no reason for it to remain so obscure. Falco, if you can get hitbox sprites or decent-quality pictures, that will help us to make this a worthwhile resource. Something I'd like to see done (but have no experience doing myself) would be having someone help figure out how some of the damage proration and such works, because I honestly don't get it. It kinda seems like hitstun is handled according to the first two hits in a combo?
  7. Hello, all (5) of you who play this game. I've been messing with it for a few weeks now after trying it out casually with some friends and finding it very enjoyable, so I decided to attempt to translate the Training Mode menu and options. There are a few specifics I'm still not clear on, mainly the particulars of the 'Damage Display' menu, and most of the 'Omake mode' options, but here's what I've got so far; Training mode menu Screen position (on reset): 1. Left corner. 2. Near left corner. 3. 'Match start' (Default) 4. Near right corner 5. Right corner 1P/2P positions: 1. 1P left, 2P right (Default) 2. 2P left, 1P right Life gauge recovery: 1. No Recovery 2. Slow 3. ??? Gradual? 4. Instant 5. After 2 full seconds Current life total: 1. MAX 2-5. 80%-20% Stun gauge: 1. Normal 2. Reset to 0 bars 3. Reset to 1 bar 4. 2 bars 5. 3 bars 6. 3 1/2 bars 7. MAX Gauge/Super Meter: 1. Normal 2. Reset to 0 bars 3. Reset to 1 bar 4. 2 bars 5. 3 bars 6. 4 bars 7. Permanent 4 bars Guard gauge: 1. Normal 2. Reset to 0 bars 3. Reset to 1 bar 4. 2 bars 5. 3 bars 6. 4 bars 7. Permanent 4 bars Pushblock: 1. Never 2. Always 3-22: After blocking 1-20 hits Pushblock % chance: 1-10. 10-100% chance Counter Boost: 1. Never 2. Always 3-22. After blocking 1-20 hits Counter Boost % chance: 1-10. 10-100% chance Command/Input Display: 1. OFF 2. ON (Last 10 inputs) 3. Last 15 inputs 4. Last 20 inputs Damage Display ('Data' Display, really): 1. OFF 2. ON Display Font Size: 1-5. 60-100% Dummy control: 1. Dummy 2. 2P Dummy state: 1. Standing 2. Crouching 3. Jumping Guard: 1. Never 2. Block everything 3. Random 4. Alternating 5. Guard then Jump 6. Guard then Jump (only when grounded) 7. Overheads/Mids only 8. Guard High 100% + Block low 50% of the time 9. Mids/Lows only 10. Lows 100% + High 50% 11. ??? 12. Alternate between high + low every hit? 13. ??? 14-26. Stop blocking on the 2nd-15th hit Throw break % chance: 1. Never 2-10. 10-100% chance Midair tech: 1. Never 2. Forward 3. Neutral 4. Back 5. Random Ground tech: 1. Never 2. Forward 3. Neutral 4. Back 5. Random Counter Hit: 1. Not in CH state 2. First hit only 3. All hits CH 4. Random (First hit only) Game Speed: 1. Normal 2. .5x speed 3. .25x speed 4. .10x speed Hitbox Display: 1. Don't display 2. Hurtboxes only 3. Hitboxes only 4. Hit + Hurtboxes Omake mode: 1. Disabled 2. Enabled Options: Options menu (You can enable English by default here, so no translation from me) Damage Display Setting (Everything in here is 1. OFF 2. ON): Damage Kyosei (forced?) Damage Shogeki (first attack?) Damage Combo hosei (compensation. scaling?) kitei hosei (base compensation. Character combo rate?) ruikei hosei (total compensation) Damage efficiency (?) Move startup frames Move active frames Move Recovery frames Hitstop Recovery (aka untech time) Recovery (delay/postponement) Recovery (special [moves?exceptions?]) Recovery (special power/strength) Down Knockback Blockstun Block type Movement amount (Character weight?) Falling time (???) Gravity Meter gain Opponent meter gain Distance (? How is this different than knockback? The distance the player travels?) Attribute Combo length in seconds Character-specific Settings: 1. QDora Dragon Install - 1. Normal 2. Permanent 2. Caligula Pants - 1. Normal order 2. Nyoraimu (Hatlike creature) 3. Scythe (low-hitting projectile) 4. Chibi Caligula 5. Panties (Flying projectiles) 6. Fridge 7. Headless mannequin 8. Exploding Tanuki statue 3. Reviel % gauge - 1. Normal 2-5. Reset to 0-300% 4. QDora Lightning gauge - 1. Normal 2-20. Reset to 0-180% 5. Cletia bullets - 1. Normal 2-8. Reset to 0-6 bullets 6. Cletia partner gauge - 1. Normal 2-7. Reset to 0-5 Omake-specific Settings: 1P Character Size (Does not change hit/hurtboxes) 2P Character Size Open All Cancel routes Throw? Down __ __ __ Gauge __ Nokezori Hitback? Jump Jump Camera Camera __ Bound Bound Suberi __ Mode Return to Character Select Command List Return to Title If anyone has extra translation info, corrections, or specific testing to include here, let me know and I'll add it. I don't entirely understand the differences between some of the 'Recovery' choices in Damage Display, for example. I'd like to second the request that bellreisa add a Wiki for this game, as I've been trying to compile information and it would be nice to have a Mizuumi page to work on.
  8. If this potential 'FT5 critiques' idea gets off the ground, then I'd like to participate.
  9. I'm not used to actually combosmithing my own stuff, so optimization and such is out of the question, and I'm only scratching the surface of what it means to really explore combo theory/routes/options/whatever people like to call it. Having a ballpark figure to aim for is great, thanks. I'm sure this is pretty meh for the meter, but a 1 bar Alcott combo: 5A > 5B > 5C > 5DF (CH) > 6D > 5A > 6A > jc > jA > jC > jD was around 3k for one meter, 3.7k if you opt for jA > jB ('meaty') instead, though you blow them fullscreen away and effectively return to neutral, even in the corner.
  10. I'll try to make the next one, Why. Been trying to learn WanWan and E's Laf btw, you guys. More the latter than the former, but soon. SOON. That said, what feels like standard BnB damage to you guys in E's Laf? There's very little information out there on this game so I'm messing around and trying to make my own stuff.
  11. I'm pretty sure Celia still has a loop exploiting Prankish Whip's followup; it was something pretty simple, like Whip > pull > Missile xn. Costs ammo, but builds meter decently. I unfortunately can't remember a specific video involving it, but it did (does?) exist.
  12. Select Your Bounce is a CC-centered YT channel. http://www.youtube.com/user/SelectYourBounce/videos ReXXXSoprano's video channel features CC pretty often, there's even some stuff posted yesterday (as of today, 9/4) http://www.youtube.com/user/DoaGHThaDOJO/videos and Tenryo's channel has some stuff, as well. The only Celia stuff is a combo video, but it might give you some ideas, plus it's version 1.02 so you know this stuff still works; I'm not sure how differently she plays in New Sign of Catastrophe. http://www.youtube.com/user/TenryoTheLight/videos
  13. http://www.youtube.com/watch?v=3J92BT_vmuU Hey. Was Yukiko able to reach Fire level 9 before? I could've sworn it was 8? She's at level 9 around 45s in this video.
  14. GGs, BGs, and everything in between over this 6 hour netplay binge. Pleasure talking to you Rath, hopefully I didn't make a total ass of myself in conversation. Narukami makes me so salty lately. I'm realizing now that I've lost the mindset I had when I started FGs a few years ago; too much recently I've felt like I have something to prove, and I worry too much about good players thinking I'm not totally free. I need to, or at least want to, go back to the way I was before, more humble and willing to stomach repeated losses without getting all uptight about it.
  15. I've been saying this since... FFFFFFFF-
  16. I'm not so sure that's a glitch. It looked more to more like you got Counterhit by Mudoon (first time I've ever seen that) because you teched right after that 2C (which took your last 2 Fate Counters) and did a j.B. It could be a bug, but it seems like being CH by Mudoon applies the knockback/hitstun of the move normally, regardless of whether your Fate Counters are gone or not. If a mod would move this to the Naoto boards, I'll bet you'd be able to get more concrete answers, though.
  17. I'm sorta glad I'm not the only one.
  18. Normal (A or B) Dash Spring has low invul. You'll just rarely see it taken advantage of in most cases.
  19. http://www.youtube.com/watch?v=wDQqv8uKdic HardEdgeOfficial. Video 4/7, there might be more in this set. I hear you guys are starved for vids, so here you go. Plus the whole "I'm going to play Izayoi when the game drops" thing.
  20. Agreed. I wouldn't call this new tech, but I think if there's anything Yosuke players should try to incorporate into their gameplay, it would be proper use of Garudyne OMC to add extra pre-Awakening damage (and I'm not just talking the classic OMC > Kunai), and OMB to turn most confirms into 3-4k for a win. Yosuke has a totally legit autocombo to rebuild his meters, plus the best runaway in the game so staying back and picking your times to go in, then building your resources back up seems viable in his more favorable matchups.
  21. Alright, I don't feel like I'm at the level where I should be critiquing, but apparently the Yosuke forums are pretty dead, and/or better players than I refuse to comment. Here goes. Sorry for the wait. Let me say first that I feel like you're playing the matchup a little wrong. Imo, Yosuke should try the Chie matchup like a faster, harder Akihiko; both characters can't move around and control the screen like Yosuke can, but Chie has the speed to catch him compared to Aki. Similarly, neither character can force Yosuke to sit still until they get a knockdown or they're in Awakening with 50 meter. The rounds you lost, I feel like you were fighting Colpevole in his ideal range, and the one you won, you were forcing him to approach you a little more. 0:41, you messed up the throw OMC combo by adding a 5C on a non-CH, and I feel like it probably cost you the round, especially since you effectively cornered yourself. I also feel like you could have Burst, either OMB on the throw or blue burst when the vortex started, and taken that round. You certainly had the resources to run it back and take that last 20~% health from Chie. 1:45, Why that sweep? Maybe you know something I don't, but it doesn't seem worth it to sweep Chie very often at neutral, since I don't think you can low-profile anything but 5A? 2:20, airturn glide 5D probably would have given you enough time to block that IAD approach, or maybe even antiair. Around 2:45 or so, you were on the cusp of Awakening, one Persona card left, 70~ seconds on the clock. Given the situation, I think it might have been better to sacrifice Jiraiya to get in a FA or two, hit Awakening, then run away while you got your cards back. You would have had 100+ meter and your Burst to put out big damage if you got the opportunity, plus the Awakening damage reduction (for what good that does against Chie ). Hopefully someone more knowledgeable than I can provide better advice. You both played very well, so I don't have very much criticism I can give.
  22. This thread is about Smash, and not the Metroid series so I won't make a gigantic fuss and go off-topic past this post, but you are very wrong. Her design in Other M was needlessly prettied up, moreso than usual, but the main issue that that her height and dimensions were retconned into a barbie doll. Unless Anthony Higgs was 9-10 feet tall in that game. I just hoped that Nintendo had realized with the generally poor reception of Other M that they would be better off acting like it hadn't happened, not using it as the baseline for the latest Samus. I didn't point out any of the other announcements because, besides Other M Samus, I support more developments in the Smash Bros series. Mega Man? Cool, now the fans are (briefly) satisfied. Wii Fit Trainer? A little bit of a risk, and some will say she's a wasted slot, but let's see what they do with her. Character speculations/wishlists, anyone? I'm curious to see if Nintendo can squeeze any other recent, original IPs into this game. Plus any new guest characters. Bomberman, Professor Layton, Chibi-Robo let's go
  23. God damn it Nintendo, I thought you'd realized...
  24. Easy way to test; can Makoto parry Carl's unblockable, the normal that can be charged?
  25. http://www.youtube.com/watch?v=JuAhXhFUWnk#t=10m20s So, if Narukami players have the option on notech comboes to end in Zio, why don't I ever see any of you guys ending in SB Zio for the paralysis + extra damage?
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