Jump to content
Dustloop Forums

Tenryo

Members
  • Posts

    60
  • Joined

  • Last visited

Everything posted by Tenryo

  1. Hello. We have made an official announcement, which addresses the VS Mode bug in the HK version's 1.02 update. http://www.fkdigital.net/0902news/ Please click the link for more information.
  2. Match videos: http://www.youtube.com/user/SelectYourBounce Tech and other stuff: http://www.youtube.com/user/TenryoTheLight Facebook Group: http://www.facebook.com/groups/397677190280624/ IRC Channel: http://widget.mibbit.com/?settings=b0c80f1a2b7c9987a0cb0742240f9110&server=irc.mizuumi.net&channel=%23fkd&noServerTab=false (Or if you're using an IRC client, irc.mizuumi.net - #fkd) Homing Cancel: http://homingcancel.com/collapse/?c=18;sa=expand;cc21fea9=73f6a4332dd85999b6690c0bc70bc84e#c18 Kusoge Kings: http://www.kusogekings.com/forum/m/19535873/viewforum/3670773 Keep in mind that the forums are being updated. I'm working on everything, and I'm only one person. For now, you can join these places for any questions.
  3. Yes. I'll be uploading the matches here https://www.youtube.com/user/SelectYourBounce
  4. I'll be there. I'm not in much of a mood to run brackets at Winter Brawl. Can't wait to see you guys again.
  5. Your agenda is too obvious Tigre. You can't have fun in Chaos Code, there's no such thing. Anyway...count me in. I might even play Arcana too depending on how loud my wallet screams.
  6. If you're expecting Dustloop to be some sort of main source of Chaos Code news, I have bad news for you. You're simply looking in the wrong places. The closest thing to anything Chaos Code related is through me, for I am it's American Community Manager. As I've also stated before (if you didn't bother reading previous pages I'll state it again) I rarely post on Dustloop. This dedicated page is nice and all, but I get the news out quicker through other social networks like Twitter and Facebook. You'd do well to follow me if you cared. I will admit that the load time on the VS screen isn't something that many can tolerate, as it also gets on my nerves. It was something that was simply missed by the console programmers, as you can skip through most of it easily in the arcade version. I have addressed my bosses about the issue, and it will be fixed. Those "report crashes" you've stated is just a severe lack of data, which is something I also addressed if you bothered to go back to previous pages. The easy trophy unlocks and infinite health bugs are easily fixed by just re-downloading the game. As for the game being "terribly programmed", don't pass that off as a fact, because I'll just call you out on it and say it isn't true....because, well...it isn't. FK Digital making money off of smartphone/3DS casual games is far from the truth. Yeah, we've been publishing a bit of games recently to make ends meet, but Chaos Code is our prized project, and honestly, we value it's progress more than anything we've put out in recent time. If you want to know about the netplay patch, I only have one word for that.... Soon.
  7. No Chaos Code? I'm sad.
  8. The console versions (for JP/HK/NA) all are at v.1.02. The lastest version is New Sign of Catastrophe, which is currently in the arcade on NESiCAxLIVE. No, Rui still has her original fighting stance sprite in the console versions.
  9. The PSN version is v.1.02.
  10. If you're reffering to the izuna drop > shuriken infinite, that's NSC only. That's being patched out shortly. We won't be getting that anyway, as console owners we will probably get whatever the last NSC arcade patch is. Also, her other corner infinite isn't easy to pull off.
  11. If you're looking for "international support" from FKD, truthfully I'm probably the only thing you're going to get. I have some plans in the future for tournaments and other events, but nothing too large on a grand scale.
  12. I'm not being defensive, but it does annoy me a bit when I'm forced to repeat myself. Sorry for the negative impression. If you haven't seen anything here, it's because I don't post here often, which is something I have stated in the past.
  13. As for putting information on the wiki, I know that I've been slacking. But a lot of times I'm always on the move and with the little free time I possess I'm doing even more work. Some help on it would be appreciated. Pulling all the information off the JP wiki (http://wiki.livedoor.jp/chaoscode/) would make all of this a lot easier, but there is a lot of things I don't understand, and stuff like Google Translate isn't exactly a big help. The best way for you to contribute is to either contact bellreisa to set up an account or send me a pastebin/txt/whatever and I'll put all the info up there as soon as I can.
  14. Umm, actually...it's more likely than you think. FKD doesn't mind reworking the game for a GGPO network. In fact, it could very well be something as simple as a value add for NSC for example, as bringing that alone would technically be "reworking". I have contacted those in charge of GGPO personally and FKD was pleased with the price of the developer kit, which turned out to be a lot cheaper than what ArcSys was offering. (ASW supplying netcode isn't covered in the contract, and it is really costly on it's own.) I have said it before, and I'll say it again. Network Mode is being worked on. When will it be released? I don't know the exact date, but I was told to expect it to be done "before the end of the year". Going by FKD's track record, that should be sometime in December. This is pure speculation on my behalf, so take what I'm saying about it's release with a grain of salt. "Why is it taking so long?" Because FK Digital's development team is literally only 10 people. That, and combined with their inexperience of international distribution and it's costs, it isn't as easy as you think. There's your "new info" even though I have explained this already.
  15. So, I'm going to put it like this.... Being a part of the problem and pointing out how obscure the game is really isn't helping much if any at all. If you like the game, play your part and at least bring it out for casuals. If you don't, then you will just be ignored. I play my part almost every single day. I'm typing this right now even as we speak in a hotel room at TFC, which Big E was kind enough to give me a space to showcase the game thanks to the help of some good individuals. A good bit of SF/Marvel big names at least tried the game and even bothered to stream it. Names like Justin Wong, RayRay, etc. I've had even Spooky tell me personally that he will grind when he has the time. Will they be in it for the long run? Most likely not. But that's a good bit of exposure right there. And before you delude yourself into thinking "well top players playing some random obscure game doesn't matter" IT DOES MATTER. The ones who are watching could become as dedicated as I am. Games like GG damn sure didn't have a solid background when it was first released. Look at it now. If you don't play it, you praise it. These things take time. Like I said before.....play your part. If you don't want to play, then stand aside.
  16. Hello. To answer your questions about netplay/bad translations, I am currently in the process of fixing the English translations for all Chaos Code console versions. As for netplay, that will also be added in a patch. I don't read Dustloop as often as I used to, so if you have any questions feel free to ask me on Twitter.
  17. The 2nd location test for Chaos Code: New Sign of Catastrophe has been announced. It will be held at Leebros Takatsuki on April 13th-14th. A livestream will be available on Nico Nico (I will do everything in my power to record.) As with the 1st location test, there are some changes. Everything in blue has been either added or modified entirely from the previous location test. And as usual, everything here is subjected to change. Notes: Plus = Buff Minus = Nerf Asterisk = Not sure of overall effect All changes that were made in the previous location test (in comparison to v.1.02) were kept. If you see a character missing in this list, it simply means that they weren't changed from the previous location test. System - All moves that use meter have minimum 30% prorate + A purple colored combo counter has been added which indicates a techable combo Kagari + EX 236K: Air dash cancellable + EX 623P: New Poison effect + Poison now stackable up to three times, dealing more damage over time with each stock. Celia 236P: + Followups have less recovery, * 6P followup has a different hit reaction on grounded hit + 2141236K: Can now be used in the air Bravo + 22A: Lower body invulnerability + 22C: Upper body invulnerability + [4]6P: Charge time shortened Catherine 2D: + Hittable box smaller. - Attack box smaller. * Different hit reaction on juggle * 236236P: A version trajectory changed + 214214P: Now a non-selectable super - 214214K: Now a selectable super + 2363214K: Faster startup, B version upper body invulnerability, D version lower body invulnerability Cait & Sith - 236236K: Command changed to 2363214K Cerberus - Bullet gauge takes longer to recharge - 2C: Smaller attack box vertically, less active frames Hermes + 22D: Can now be charged - EX 22K: Can now be blocked while standing Vein + EX 236K: Projectile goes farther Celia II Kai + 214K: Gains EX version - 236/214BD: Command changed to 623/421BD, followup recovery increased MG Hikaru - Removed cl.B + 214K: Charge can be cancelled with B or D Kudlak-Sin (Changes relative to PS3 version) - Normal throw recovery increased + 5B: Recovery decreased + 2D: Recovery decreased 236P: - Projectile has a smaller attack box from behind, - longer recovery, + A and C versions appear higher up * EX 236P: Different effect from previous version + 623P: Ending has decreased recovery, projectile has increased active frames - 214K: Projectile takes less time to startup when activated, will disappear when hit - EX 214K: Increased recovery on the projectile + 632146K: Takes away opponent's meter on hit * 236236P: Not guaranteed to startup + 214214P: A and C versions differentiated, A version invincible on startup and active frames
  18. Combo that will be possible post-NSOC: Kagari 100% Exceed Combo Combo that will require a different approach post-NSOC: Cthylla Incarnation Of Darkness Stun Combo Combos that will be impossible post-NSOC: Cthylla Incarnation of Darkness 100% Cthylla Incarnation of Darkness 100% 2 All categories are under the assumption that all of the New Sign of Catastrophe location test changes will be kept.
  19. No, it won't. The US/EU versions will be the same as the HK/JP versions and receive 1.02. Going by FKD's track record, CC:NSOC needs some life in the arcades before a console release, so it won't be available to us for months. Also, there will be netplay after all versions are released.
  20. If these changes are in the final version, I can see a lot of shifts in tiers. For an immediate example, Cait & Sith is looking really good now, and Kai looks like she's going to get pegged down a bit. But there is one indisputable fact that will always remain... Cerberus is still a god.
  21. Yeah, that's exactly what they meant. 22K is now a modified version of the old EX. Some of this stuff becomes clear once you see it in action. I'm trying to fix everything as I watch the location tests. The missiles aren't widespread. EX version now works in a similar fashion to Dr. Doom.
  22. The inputs were most likely swapped. Why sausages wasn't listed? I honestly don't know, but I can't add something I'm not sure of. Just going by logic here.
  23. There is no online...yet, but there will be soon with the international releases.
  24. Chaos Code New Sign of Catastrophe location test changes. Translations by Tontinic and Fujiwara. As with all location test changes, these are subject to change. Notes: Plus = Buff Minus = Nerf Asterisk = Not sure of overall effect Celia, Celia II Kai, and Rui have completely new standing sprites. There are Kudlak-Sin changes, but are not listed in the link above. Everything you see about him is from the actual location test. All information will be updated on a consistent basis. Hikaru * 236K: B and D versions have different trajectories * 623K: EX version moves differently + 236236K: Faster startup 214P: * C followup changed, + A followups can be followed up again - 623P: Both versions now the same, recovery changed + 6321463214P: Reduces opponent's defense for a period of time Celia + Can now recover missile gauge + Run speed increased + 5D - hittable box reduced + Missile gauge regenerates when entering Exceed Chaos + New 22K special "Prankish Bomb" + 236K: Trajectory changed + Air EX 236K trajectory changed + 214K: Gains new EX version, is now a modified version of 214D + 623P: Gains EX version, free movement afterwards + j214K: B and D version differentiated, gains EX version + 623K: B version moves faster, D version upforward hitbox strengthened * 214214K: Hit reaction on aerial hit changed Cerberus + Bullet gauge recharges faster + Exceed Chaos refills bullet gauge + cl.D: 2nd hit is overhead, Ultimate Chaos/Destruction Chaos cancellable + 236P: Attack sprite changed, can start with low shot, low, mid, and high shots can be mixed 236K: - D version does not move as far, + hit reaction changed on 2nd hit + 214P: Gains EX version which recovers bullet meter + j236K: B version changed, no ground followup + 236K: D version hit reaction changed, easier to combo into - 2363214K: Does not hit as high Kagari + Stuns more easily + f.D: Cancellable + Air throw: Can cancel into air attack afterwards 236K: + Gains EX version, * held D version has new animation + 623P: Gains EX version + 214K: D version air dash cancellable after recovery, gains EX version Bravo + Run speed increased + High jump moves forward more * j.B: Hitbox does not extend as far beneath him + f.C: First hit cancellable + 2C: Hitbox smaller - EX 22P: Does not move as far * 41236P: Now a charge move (46) * 236P: Now 214P motion + 632146P: Gains EX version 214K: + Can Chaos Cancel while moving forward, * EX version attack changed + 623K: Can now perform in the air 22K: + Less recovery on hit, + D version has full invulnerability after bravo's feet leave the ground + 236236K: B and D versions differentiated + 6321463214K: Moves faster Hermes + j.A: Downwards hitbox improved +cl.D: 2nd hit now launches opponent into the air + Guard break attack hitbox bigger + 22K: B version active for longer, Gains EX version + EX 236P: Bigger hitbox + EX 214K: Places B version orbs (214K) simultaneously + 236K: B version doesn't set off 214Ks 2141236K: - Hits fewer times, * damage changed 214214K: - Longer startup, + shorter recovery Catherine + 5A: Hits higher + j.D: Faster startup * 6B: Hit reaction changed *j214K: B trajectory changed, + gains EX version * 623K: Lower body invulnerability changed + j.214P: Gains EX version, can cancel regular versions during movement + 214214K: B and D versions differentiated, * Bunshin counts as projectile Vein - 6A: Longer startup f.C: * Movement changed, + super cancellable, + can followup by pressing C again + 6C: New command normal + j.C: Can follow up by pressing C again * 236P: A version hit reaction modified + 236K: EX version moves forward during startup + j236P: A version bullet distance increased - 63214P: B and D versions differentiated - 236236K: Both versions are now the same, doesn't travel as far Cthylla + 5B: Shorter startup and recovery - f.C: Does not move as far + f.D: Shorter recovery + 2D: Shorter startup, moves farther + 236P: A version hit reaction different on air hit, C version moves farther + 214P: Gains EX version + 214K: D version block reaction changed + 236236K: Can Chaos Shift + 236K: Goes farther + 22K: D version less recovery 214214P: + Can activate in the air, - pressing A and B uses more gauge while active, - cannot activate for a period of time after it ends MG Hikaru - Health decrease - Easier to stun + Faster run speed + j.C: Faster startup, less recovery - Back jumps go less distance - 5A: Longer startup - j.D: Longer startup + Throw: different hit reaction + 41236P: C version can be held to feint + 623P: Gains EX version, comboable + j214K: Bigger hitbox + 214P: Gains EX version 214K: + D version does more damage the longer it's held, * different hit reaction Cait & Sith + Harder to stun + Gains airthrow (A+C) * 3C: Different hit reaction (Unchained version) + 22K: Gains EX version + 236K: Gains EX version 22P: +A and C versions differentiated, * different hit reaction * After setting Sith, 22K hit reaction is different * EX 623P: Different hit reaction + 632146K: More invulnerability on startup Rui + cl.B: Low hitbox strengthened + 6A: Moves forward more (Unchained version) + 41236K: Better hitbox, D version moves forward more + 236P: Gains EX version Dodge and Bullet (BD): - Less invulnerability on startup, * landing motion changed, + B followup motion changed, * hit reaction changed - 2363214K: More startup (except on midair B version) 214K: - A version followup has longer startup, * D version follow up attack changed + 214214P: Counter version does more damage + 6321463214P: Increased window for Chaos Shifting Celia II Kai - j.A: Increased recovery - 5B: Longer startup, longer recovery + 5D: Hits twice - j.D: Longer startup, longer active frames - Throw: Throws opponent farther away 623P: - A ground version weaker hitbox, - C version longer startup, + moves faster EX 623P: + Ground version has full invulnerability on startup and active frames, - longer recovery 214K: + B and D versions differentiated, - B version loses startup invulnerability - EX214P: Loses upper body invulnerability - 236236P: Longer startup - 236BD/214BD: Longer recovery after the followup Kudlak-Sin - 236A,B,C,D: Longer recovery + 214214K: 1 meter fills all 3 stocks of Blood gauge instead of 1
×
×
  • Create New...