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Zukuu Z
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[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"
zUkUu replied to A.X.I.S.'s topic in Kanji Tatsumi
that has the problem that if a new one gets added / replaced the whole video is pretty off. -
[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"
zUkUu replied to A.X.I.S.'s topic in Kanji Tatsumi
http://10minutemail.com is a great way to deal with registrations. tho, for youtube I'd use a real e-mail to be able to recover password and so on. -
I'd like some "KANJI S.O.S. - What to do against XYZ" for instance, has kanji something specific vs teddies barrel super, or how to deal with mitsuru's 5a / yu's 5B. anything against aigis 2B? Akihiko's left-right punches etc just what's most crucial against some characters and their tools. based on that, the real match up strategy can be fleshed out.
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I like this style. tho, I think you can scrap the "costs" and just write *50SP* and/or you could try to see if replacing the "--" with "2B" and "CH 2B" does something.
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because less damaging combos will most likely have a lower difficulty. it's about giving alternatives to the best combo. if the best combo is also the easiest to do, you're right, you won't need much else for that situation. categorizing everything after the situation makes sense (I never doubted that) so 5A, 5B, 5C, FC 5C etc is good enough. When I'm new to a game that has already established combos I think like this: "What's my BNB for 5AA?", "what's the best option for FC 5C?" etc and take that into the training room. If I can't do the combo because of some difficulty for now, I'll try the next one in the list (that does less damage, but is prolly easier to do, otherwise it would be unwise to list it in the first place) till I find one that is convenient to do for the beginning. That's the reason for me to list more then one combo: difficulty. Granted you still don't need many combos per situation, and many combos will be easy enough to do for a specific situation, so 1 or 2 entry are enough. strictly for the wiki tho. the combo thread can list many more options and go more into different combo enders.
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thing is the damage is alwasy a fix length [1234] so it's easy to see the attacks right away, where as the damage behind is moving depending on how many characters are used for the combo. it's very tiring to "search" for the damage at the very end (the most important part of the combo - the main indicator). I dunno if you even need special notes, as that should be implemented when it occurs or not? like 214 C, wait 2f, 5A or whatever instead of writing at the end (wait 2f after the 214 C) or something. I dunno how important it is to gather the meter gain to be honest, it's not that it plays such a crucial role - but I can see that it could be nice to know. How about a split then? [4621] 2B > 236B~214B > 236236B(2) OMC 214214C/D -MeterDeficit; Notes- or [4621|-150] 2B > 236B~214B > 236236B(2) OMC 214214C/D -Notes- You don't have to answer or consider any of that. I'm just babbling x)
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hey just some suggestions. I don't say it's mandatory or will look great in a wall of text combo thread. Just something to consider. But I don't understand how you can be against damage in front of the combos. here is a thread that utilizes that (and meter category [tho that's not important, just look at the front damage]) and looks rather clean to look at. http://shoryuken.com/forum/index.php?threads/nothing-like-a-good-workout-paul-combo-thread.155775/
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for one, please put the damage IN FRONT of the combos and sort each category by damage. this will simply look VASTLY better and the eye and user has some sort of indicator to look after. you can either leave it after situation (normal starter, super starter etc) or categorize that after meter used (meterless, 50 sp, 100 sp, 150 sp, burst) ATM: 5AA > 2A > 2AB OMC 2C > 2B > 236C > 236A/B *cost 50 SP* [DM: 2790|???] 5AA > 2A > 2AB OMC 2C > 2B > 236C > OMC, dash 2B > 236C > 236A/B *cost 100 SP* [DM: 3412|???] 2B > 236C > 236A/B DM:2258|??? 2B > 236B~214B OMC, dash 2C > 2B > 236C > 236A/B *cost 50 SP* [DM: 3527|???] 2B > 236B~214B > 236236B(2) OMC 214214C/D *cost 150 SP* [DM: 4621] New: Meterless [2258] 2B > 236C > 236A/B ... 50 SP [2790] 5AA > 2A > 2AB OMC 2C > 2B > 236C > 236A/B [3527] 2B > 236B~214B OMC, dash 2C > 2B > 236C > 236A/B ... 100 SP [3412] 5AA > 2A > 2AB OMC 2C > 2B > 236C > OMC, dash 2B > 236C > 236A/B ... 150 SP [4621] 2B > 236B~214B > 236236B(2) OMC 214214C/D .... Another suggestion would be to keep the starter category and simply color them depending on the meter used (black = meterless, slight blue 50 sp, blue 100, dark blue 150, Burst = Dark Yellow/Orange or something; not the whole combo, just the damage [4621] 2B > 236B~214B > 236236B(2) OMC 214214C/D ). no matter what, tho - the damage in the front is very advisable as it looks cleaner and more simple to grasp.
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[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"
zUkUu replied to A.X.I.S.'s topic in Kanji Tatsumi
why do you think fatals are not practical? there are many occasions where you need them, and to capture the moment that you landed a FC can make a HUGE difference in terms of damage output. and kanji's FC combos sure can hurt a lot. -
[P4A] Kanji Tatsumi Combo Thread "I am not done beating you yet!"
zUkUu replied to A.X.I.S.'s topic in Kanji Tatsumi
maybe bold the best option to go or use a *** difficulty scale before / after the combo in the notation. -
[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"
zUkUu replied to A.X.I.S.'s topic in Kanji Tatsumi
>_> that's "community" for you -
[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"
zUkUu replied to A.X.I.S.'s topic in Kanji Tatsumi
now new info was given sadly. and since I don't have the game at home (europe 0/) I can't work on it on my own. -
[P4A] Kanji Tatsumi Gameplay Discussion "Brofisting is in!"
zUkUu replied to A.X.I.S.'s topic in Kanji Tatsumi
like for most characters isn't it? for kanji as well. -
there is always "mistakes" included; for every character and every player. you land a grab => they did something wrong. you land an overhead => they did something wrong. you cross them up => they did something wrong. what I want to say is that it's the very basic design of every fighting game. some characters have mobility and crazy mixup but deal low damage, so they have to open the opponent up more often then other characters like kanji who deal good damgae but lack high/ low/ left / right mixups, but instead of needing to land 4 combos it's enough to do it twice. kanji also gets a huge damage off single hits / throws and can limit your opponents option passively. Kanji IS viable, but it requires mind games to land damage. he's a risk / reward character which needs to take his chances at some point as he can't be played around strong fundamentals - that's just his playstyle and I think it's fine and can work consistently, but you can't be predictable or you'll get outplayed. in fact, the player does everything here. apart from beating scrubs for free with divegrab, he doesn't have save pressure strings, free save mixups or great pokes, that other characters have. you outplay the other player instead of the other character really. that said, Kanji is perfectly viable - just no autoplay (0/ hello aigis) This game is very new and ppl haven't figured out the match ups. Kanji needs to work for every opening, it's justified that he does much damage as he can be kept at distance quite effectively. yukiko is the stellar opposite, she has ranged tools that have little to no risk but do little damage without meter. you can play her without taking any risk or whatsoever just with her basic tools.
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other then beating it with a move, yes.