-
Posts
539 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Keo-bas
-
Im so jelouse. I want this in my life. So is some of the things I mention still stand? edit: Actually their some thing i want to know if some one can experiment with. Like if the game still have frame traps. (gaurd frame lock down) This can be tested by having the cpu in quick style with these settings. gaurd: All gaurd, Action: hi jump. and then proceed to use attacks while the dummy is grounded. If see them gaurdcancel into hi jump (red spark with slight slowdown) during or after your move than it doesn't trap them, how ever if they do regular high jump or stand guard then it traps them . General rule in vanilla is that lows normal's were frame traps. But their were extra/additional normal's and certain command held these property as well. This is vital for for pressuring and countering gaurdcancel. (though nullify attack still work) reason i asked because that coacoa, vs ende video posted shown ende gc coacoa barrage portion of her phantom breaker which in vanilla isn't possible. example of command that frame trap in vanilla Ria 2+SP, Cocoa 6+SP, Ren 4+SP hard version of their barrage attack frame trap.
-
is this it? http://www.nicovideo.jp/watch/sm21868586 edit if so I think it only possible in speed and they most lickly patch changing the repeated move force the opponent to face up hitstun so when corner they can tech.
-
man I am so close to just neglecting expenses and getting the Japanese digital version. Sadlife
-
Sounds like ex mode from last blade which is good. Phantom has a lot of nuances it that it doesn't do real job of teaching. I'm sure most are just abusing quick style since it pretty straight forward and easy. But Hard gets really strong once you learned the ins and outs of the game. Phantom breaker really does play like most other fighter but treats certain situations differently. Like how most game corner gives more juggle potential, this is opposite for PB. How over set ups, and oki becomes stronger due to the tech rules, throws, and critical frames. another thing this game has most probably don't notice is different air staggers. 1: opponent stun in air with face up have very little gravity and push away when follow ups are done. Once stun is finish they can air tech. and if land onthe ground they will immediately tech How ever if near corner the opponent will be able to tech ealier than if mid screen, also attack with spike effect to tech sooner. 2: Opponent stun when face down can juggle indefinitely even if near corners and have otg potential. But gravity and pushback is more sever and spike attacks will still allow techs. (primary juggles runs on these) note: certain attacks can force the alter air stagger states. Edit: general rule for phantom breaker juggles is to use knock downs (2C) and use certain follows ups to continue. While hard can use 2c by it self. Speed needs 2c while the opponent is in hitstun or critical state. Most character will use their dash normal to follow up which has universal jump cancel and juggle from their. Enabling OTG grabs and air grabs. If the opponent is hit with an phantom burst or projectile attack while in the air and has yet to recover, they can be air throw, and if land on ground and doesn't tech than can be OTG throw. How ever it is possible to create situation where opponent has no teching options such as cross over. ( if attempt otg grab after ground cross over on down opponent, than they can not tech the otg grab) Another way t enable otg is use Spike attack on critial hit sate. Note while it is possible for opponent to tech otg grabs, air grabs can't be tech at all. Also quick over drive null allows OTG and air grab indefinitely)
-
ah that make sense since vanilla has loops like that that but the game stopped it eventaully
-
so an infinite may have been found already and hella easy. (standing medium into her tackle like command and repeat) http://www.nicovideo.jp/watch/sm21866245 Hopefully its patch.
-
Hm that does sound bit interesting but tricky to balance since I believe Phantyom breaker is essentially a meter management game so having more meter at any given moment is huge Advantage in PB. Burst gauge allow for plethora of shenanigans at minimal cost so losing phantom breaker is small price when most phantom breakers had limited application at the expense of all meter and over heat. The damage could be made up for by using critical burst which has more utility. Also considering how critical burst damage increases by the amount of gauge available, I wouldn't be surprise if extra style having 4 gauge making it the stronger critical burst hard style is the only style to really use Phatom breaker with Guard cancel into phantom breaker was strong due to most phantom breaker having little to no start ups.
-
Can finally learned what this extra style is all about. I liked vanilla PB a lot so I have high hopes for this one. While Vanilla PB have some questionable designs, its far from the poor game people made it out to be.
-
somewhat right . However White Mikoto did appear in Phantom breaker in story mode as her own character (can't say the same for L ). But gamegameplay wise you only had white mikot and L as Pallets for hardstyle in phantom breaker.. I think L made her debut in Battle grounds as an ally while white mikoto was a boss and both were unlockable characters. In a sense they were just Ex in battle ground that had propertys to mimic their Hard style gameplay in Vanilla PB, since in battle ground over all gameplay is heavly influence on quick style.
-
arent those Ex "White mikoto" and "L"? they have their respective colors on the silhouette outlines.
-
game is really good, gameplay is simple but engaging. rooster really diverse and balance enough that everyone is played. (their still loop sided match ups)
-
looks nice, I hope we get representation from Yuyu Hackoshoo and Samurai deeper Kyo. I would flippin lose it if they added gash bell.
-
How would you feel about a Capcom vs Arc Systems?
Keo-bas replied to A Classy Gamer's topic in Misc Fighter Central
SO where gonna act like Sengoku Basarra Cross never happen. ( i know where talking series cross over) juts wanted to make lame pun. -
Phantom giving out super power weapons like the flea market. (is it bad I kind of want him as character) I hope this means the series will get its green light for anime series.
-
and none of them is boring nagi. I am ready. (hope most of its gameplay is remained intact).
-
(edited) PB in a nutshell PB is anime fighter that offers stuffs fighters do. It haves core fighting game mechanics from normal attacks and blocking to special attack and recoveries. PB even have stuff that reminisce other fighting game mechanics like Examu’s AH’s Clash, Arc’s GG Burst & Roman cancels, Capcom SFA Custom Combo, and Even SNK’s Final Desperation. But PB also sports its own things such as signature Counter burst and its Tension gauge. One the most notable thing about PB compares to other is how simplified it is when it comes to execution. PB requires minimal effort to do most things, even stuff such as cross ups, special guards, and even commands them self being matter of simple button press and directional input with some timing to be considered. Contrary to belief, these designs do not hurt but compliment PB since so many theirs an overwhelming amount of situations to deal with it that allows little room errors such as” Counter balance” situation. Most of PB battle flow will be from its neutral game play, counter balance situations and most importantly the meter management. Sub system Styles- Can choose between Quick or Hard style that has both passive and active properties. The most notable thing about them is they both have different Nullify attack, Reflection, and Overdrive effects. Quick style attributes +Over all frames faster. (Including movement options and frame start up and recovery) + Chaining normal attacks definitely. (can chain all normal attacks including extra normals) +Guard cancel enable (dash, back dash, and hi-jump). -Lesser Health and Guard value *Quick Nullify attack: Character performs a dodge like animation that’ll cause the incoming attack to whiff while slowing down the opponent. Quick Reflection: A successful Reflection on your opponent attack will put them to a guard state for limited of time. Quick overdrive: allow normal, special, and throw to chain indefinitely while also causing slow down effect on opponents. Hard Attributes. + Overall health and Guard value stronger (can't with stand more damage as well can't be guard broken as easily) + some special attacks have additional clash frames and amour( special attack/hyper special have more clash frame and some have amour to prevent interruption) + Crouching heavy attack will always cause knock down on hit. -Normal attack chains are stricter -Movement significant slower *Hard Nullify attack: Hard style nullify will perform a stronger guard that mitigates regular guards frame recovery, In addition it freezes opponent frames, ignore any air unblock able, prevents Guard Brocken, and Guard frame traps. Hard Reflection: A successful Reflection on your opponents attack will put then in disable stagger state for limited of time. Hard Overdrive: Hard overdrive has the respective player character have amour point’s thrue out the duration of overdrive ( mode. (except when air born) Misc Style *Styles have exclusive palletes *Style have efectt Burst build rate. (quick building more so than Hard) * Nullify indepth Quick:multiple quick nullify can be done on meatys projectiles (three max) but will lose to physical meatys (first attack will be nullfy but follow up attack will hit). Can not be use airborn. exp: Mikoto's Pantom breaker can be nullify but not Cocoa's. Hard: multiple hard nullify can be done on meatys physical attacks but not projectiles. Can be done in air and does not push back, gain small amount of burst if ground nullify.
-
So I'm considering trying to start local gathering in one of my relatives bar. Their plenty of unused space. they have bar and food and also television for certain sports events. The place also seem to stay up pretty late. Also two miles down from the same street is a swap shop with arcades game with few classics. (no 3rd strike sadly, but mvc2, tekken5, kofXI, Sf2) If I'm correct their not much known known gaming venue in fort lauderdale. Only one I knew about was zero ping which I hear the fgc has move from their. The other known one are flippers, Final round arcade, Arcade oddessy which most is near by or in Miami. I'm hoping to have gathering for our locals and try to coordinate with the other venue as well if possible.
-
their doing it wrong.
-
the demo seems to work fine on my cpu. only significant frame rate issue is when super and assisst is use. think i want to get this one.
-
http://phantombreaker.7sixty.com/info/ this get'll you started but its very laxing. Im making a more indepth post since I actually toke the time to study it.
-
Does this game have timers? while matches are relatively fast and lame style have holes, still wonder if this was a foresight or intentional?
-
Bravo's steam dumpling aa really that inferior? As for cait and sith. I really dont know what to do with these two. Is 4k good damage for 1stock? Sent from my SCH-R720 using Tapatalk 2
-
Its issue enough to where theirs still noticable gap between the cast. This more due to how the game evolved than character desighn. Sent from my SCH-R720 using Tapatalk 2
-
Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
Keo-bas replied to furix's topic in Misc Fighter Central
Uramu low? Yes......yes indeed Sent from my SCH-R720 using Tapatalk 2 -
I want to get this but wondering if should wait for full boost console port instead Sent from my SCH-R720 using Tapatalk 2