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Everything posted by Celerity
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It's really hard to test this kind of stuff with the limited training mode, but from what I gathered, there's no downtime after an unsuccessful slipshift. You tap forward, if they didn't attack you, nothing happens. If they did attack you, it gets dodged. I've never been hit while tapping forward and moving back to block immediately. Even if there is some vulnerability, though, the system should still negate crossups as long as you know the timing of the move. Just tap and hold right before the attack connects, if it's coming from in front you'll nullify it, and if it's from behind you'll block it normally.
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I mentioned it for Rimi, thought it was only for certain characters, but yeah I guess it's everyone. I'm not sure if you can really cross up in this game though, since the parry system exists, and there's no downtime after parrying even if you guess wrong.
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Dengeki FIGHTING CLIMAX: Announced at TGS.
Celerity replied to InWithTheAshes's topic in Misc Fighter Central
I'm really impressed with how this game is coming along. It's like some hybrid of VP and P4A. My only disappointment so far is that it looks like there will only be one duo from Railgun/Index. I was hoping for a Kuroko teleport assist. -
That video is probably where the rumor started, then, but the guy testing it doesn't seem particularly reputable as he also does not appear to know what "lag" or "frames" mean, and his testing setup is questionable to say the least. Again, nobody's arguing that there are performance differences, but it's not as simple as the game running at a consistently lower FPS. It takes (literally) one second for you to fire up recording software and see that the PS3 version runs in 60fps. It just gets bogged down with too much happening on screen in those games, especially Marvel.
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Dude, what you're saying doesn't even make sense, 2 frame difference in what? FPS? Input delay? Regardless, there isn't. It's not consistent like that. Size of a game's install has absolutely nothing to do with how difficult it is to render, or what platform it is optimized for.
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No...frankly, that wouldn't even make sense. The game runs at the same fps on both consoles, and there is no additional delay on either one. The only difference between the two is that Capcom optimizes its games for 360, which means SF4 and Marvel will occasionally lag or drop frames on the PS3, but that only applies to Capcom games as far as I know. A game like BlazBlue is much less graphically intensive than UMvC3, plus ArcSys optimizes all of its games for PS3 in the first place.
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Converters that aren't lagless or drop inputs are unusable for fighting games really, you won't be able to execute through the inconsistency. Again, there might be a good one out there that I'm not aware of, but not many people want to convert 360 to PS3. Anything under $10 is probably guaranteed to be flawed. Re: online, I've never played a game where 360 gave me better netplay than PS3, but I think this is almost entirely dependent on your exact location and internet provider. There is no inherent difference between PSN and XBL besides the location of their servers, and perhaps the traffic those servers can handle, which is impossible for us to know.
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There is no converter I've ever seen for 360 to PS3 which is lagless and doesn't drop inputs. However, there are lots of PS2 to PS3 converters which are reliable, so you can try various Nubytech or Madcatz pads which have the disc-shaped or traditional NES D-pad design. If you're resourceful, you can find a good quality PS2 Saturn pad, but there are plenty of crappy knockoffs to mislead you. If you're trying to use the analog stick, either stop doing that, or look into AGE pads because they have the left analog stick in the same location as the XBox pad.
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You should upload the images to the wiki directly so that they can be embedded, but otherwise, great job! I'll get to work on making sure my old info for this game is still accurate.
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You're like the 3rd person to ask that in the last two pages. There's no frame data out for the game, but I've been compiling it, just a matter of time before I can get everything up on the wiki.
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So, I'm guessing that the PS3 default controller is NOT a good pad?
Celerity replied to Mugen Tux's topic in Beginner Mode
Well, aside from recommending stick/hitbox, the PS3 and PS2 D-Pad are as good as it gets. If you can't do a consistent 236 on that pad, there is something wrong with you, not the controller. The only faults of that particular pad are the possible difficulty hitting clean diagonals, and the L2/R2 buttons. PS2 pad is better with the latter, but no other pad really delivers a better D-Pad other than the Saturn Pad which is difficult to find. -
Matches I've seen come down to luck = zero. Matches I've seen where stream monsters think they came down to luck = a lot.
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SF4 1f links are actually 2f. There's a large difference. And well...you asked for constructive criticism, in a fighting game forum where people know a lot more about fighting games than you do. If you choose to argue and ignore advice, that's up to you. Just remember, as an independent developer, you're marketing to the Dustloop player more than the Marvel player. Edit: And yes, Rifle is saying good things.
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Crits aren't hype, they're annoying. You don't want an important match to come down to luck. And 1f timings (which you described all of your FRC being) are just an arbitrary execution barrier. Overall, it just seems you don't know what you want from the game engine. You say you want the game to be complex, but complex fighting games are not derived purely from the system, or from having lots of ways to create broken combos. It's the dynamics of the characters and especially their defensive options that make for a deep fighter.
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1. It sounds overly complicated, too many systems. 2. Get rid of FRCs ("blue" roman cancels). 3. I hate the idea of random crits. 4. Overall, I would suggest sticking to more of a SNK style of fighter, because what you're doing sounds a little too broken. Focus less on allowing huge combos, and more on good ground movement and defensive options.
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bellreisa said we could get a Mizuumi page if we had like 3 people committed to working on it, but I was hesitant since I still have a lot of Chaos Code stuff to add. I should be able to at least complete pages for Serena and Qdora, though. If you're on IRC, talk to him about it there.
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http://www.randygaul.net/category/beginner/ And the book: C++ Primer Plus by Stephen Prata
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I think you need to learn how to code. Nobody's going to want to code your game if they're just doing everything you tell them to, it's like being a translator. I can't say I know what the best environment is for creating a fighting game, but if you learn C++, you'll be able to learn anything else.
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Nobody knows too much about Kudlak because he's not (or at least wasn't?) playable in the arcade version, and in the version we have he seems fairly overpowered. Hard for me to say though, since I don't have anyone to play CC with.
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Backwards DP is just a DP from the 2P side. Even if you're playing a character like Ryu, you need to learn them. There are a couple of ways to think about it: (Forward, then a fireball motion), or (Forward, then neutral, then down-forward). The former should work for you 90% of the time, but there will be certain games and situations where the extra forward input will get you into trouble. The latter works because you're playing on pad and it's basically impossible to hit clean diagonals, so if you just tap forward and then naturally send your thumb down to a 2/3ish location, it will give you both. That's basically what I've trained myself to do. For half-circles, kind of the same story. You'll almost always get a half circle if you just lazily roll your thumb from back to forward. The less you think about it, the easier it becomes. Also, for 641236-type motions, there may be times when it's easier to just do a 360. If you keep having trouble, the best advice I can give you is to buy a better pad. PS2 pad + adapter is what I'd recommend. But, there are plenty of people who can execute consistently on the pad you've got, so practice will also eventually prevail.
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Day 1 Rimi stuff! (By the way, are we using LMHS or ABCD convention? I'll use LMHS if that's what everyone has agreed upon.) Alright...first off, frame data! This was collected manually by counting frames from vidcap, so it's not 100% reliable, but the HUD blinks every frame so it's pretty easy to count. Stuff like super freeze was measured by counting the frozen frames of a jumping opponent. THIS IS ALL QUICK MODE STUFF. I did test a bunch of her normals in Hard Mode and there was no difference in the frame data, but I guarantee nothing. 5LLL - 6f/15f/22f, entire string is safe on block, 3rd hit juggles. 5MMM - 8f/18f/28f - 5M alone is very unsafe, but 5MM and 5MMM are fine. 5HHH - 8f/25f/19f, 5H is + on block 6M - 13f overhead, unsafe 6H - ~16f overhead, safe if spaced correctly, juggles on hit 66L - 8f, massively + 66M - 6f, +/- 66H - 8f, +, juggles on hit 2L - 6f low, safe 2M - 8f low, safe 2H - 10f mid+low, safeish j.L - 8f j.M - 12f j.H - 14f j.S - 15f j.2M - 17f j.2H - 6f(!!!), juggles on hit, cannot be used when opponent is airborne, cannot be canceled into Delusion of Wings j.6H - ~16f, cannot be canceled into Delusion of Wings Specials: Delusion of Wings - 6S - ~15f, air OK. Near-fullscreen dash that strikes anyone in its path. Inflicts a lot of blockstun. Delusion of Wings - 6LS - Light version is just a short dash with no damage. Invincible for most of the animation. Can be canceled early into 5S for an attack. Great Delusion of Wings - 6HS - 6f, air OK. Bigger and faster, also leaves a wing behind that can hit enemies long after the attack is complete. Feathers of the Winged Delusion - 4S - ~17f. Rimi summons a bunch of feathers around her. It's very slow in both startup and recovery, and the hitbox isn't great, so I'm not sure how useful this move is. Feathers of the Winged Delusion - 4LS - ~13f. Light version is slightly faster, but the feathers don't spread nearly as far. Abundant Feathers of the Winged Delusion - 4HS - ~17f. Same story, except Rimi recovers before all the feathers have disappeared. Delusion of the Mighty Di-Sword - 2S - 8f, some quick slashes. Great poke, but it is punishable on block, so have 25% meter ready. Delusion of the Mighty Di-Sword - 2LS - 10f. Light version is more difficult to punish, but longer startup. Delusion of the Very Mighty Di-Sword - 2HS - 2f! The shoulder comes out instantly after the super flash if you are point blank. Blade takes ~12f to become active. Amazing reversal, punishes everything at close range. Whose Eyes are Those Eyes? - HS (Quick) - 19f. Lasers. Damage. Delusion of Running Through the Feather-Winged Dance - HS (Hard) - 3f. There is a long freeze after the super flash, such that you can hit ~2/3 screen instantly, making this a very good long-range reversal. It does not appear to have invincibility. Very safe if blocked, due to the trail of feathers left in its wake. It appears you can create an unblockable setup if you're close enough to capitalize. General stuff: Rimi appears to be a high-mobility aerial mixup character. She has an amazing j.L and j.2H, a j.6H which mirrors her ground 6H, and multiple versions of Wings of Delusion with SP cancels for maneuverability. She can also alter the trajectory and speed of her jump by holding 4/6/8. Rimi has a 6f low and a standing 13f overhead which can be chained for safety, making for an already scary mixup game. Additionally, she has an instant overhead in the form of her j.2H, which comes out in only 12f if timed correctly (6 minimum jump frames + 6f for the move). j.2H is riskier, but you can get ridiculous damage off of it because it juggles on hit. 6H is her third overhead option, it is a bit slower, but has the greatest range of the three. Her standing normals outside of pressure are pretty bad, but she has good dash normals, specials, and reversal options to compensate. Combos: These are all really unoptomized. Rimi has a lot of high-execution juggles and links, some of which are situational. These are just some ideas of combo paths you can do. Tested Rimi-Q vs Mikoto-Q. SPC = SP Cancel, cancel a special move with S and then dash. 58% meter. 2L > 5LLL > 6H > 5L > 6H > 2L > 2M > Delusion of the Mighty Di-Sword 6M > 6H > 2L > 2M > Delusion of the Mighty Di-Sword 2M > 2H(2) > 66H > jc > j.L > j.M > j.H > Great Delusion of Wings 2S > SPC > 5HH > 66L 2LS > SPC > 66H > jc > j.L > j.M > j.H > Great Delusion of Wings j.2C > 5L > 6M > 6H > 5L > 6M > 6H > 66M > Delusion of the Very Mighty Di-Sword
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Shizuka 2 - Ren: Perform 2 dash cancel combos (2-star), and KO with a dash cancel combo (3-star) 6 - Infinity: Hit with a Phantom Break (2-star), KO with a Phantom Break (3-star) Gaito: 3 - Mikoto: Knockdown enemy 2 times??? (that's what it says, but Gaito's 2S doesn't work, so dunno)
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Ughhhh my shipment has been delayed in customs for two days. I should've gone with FedEx for the extra $2.
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Add me too! My copy should be coming in tomorrow, and I'm dying to play.
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Abare is so abare.