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Everything posted by RifleAvenger
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I personally wouldn't mind being a "Jack of all trades" if the weight of the areas we exceed the enemies weaknesses in balanced the advantage they gain in their specialty area. The problem is, Liz doesn't do that to most characters. Look at Narukami for example; he's got better neutral, better pressure, better mixup, and in the first game had nearly unmatched oki. He's even got some anti-zoning tools, allowing him to defeat us in the one area Liz may otherwise have an advantage. In fact, he himself is a sort of "jack of all trades character," and a far stronger one that Liz at that! Personally, I'd like if Liz could actually get something out of her ability to make the foe hold still for awhile. Make the D moves just a bit faster, harder to react to (and allow poison to be applied more easily for racking up damage versus the blocking opponent), let 2C be fast enough to catch people jumping out instead of having to make a hard read using bufu or j.D, give us a way to do an overhead in pressure that doesn't require a meter-intensive set-up or being horribly unsafe on block. And of course, I'd like to be able to deal a fair deal of damage, partly because I saw that as an important aesthetic/fluff feature for Liz. I agree with this. Either our passive SP gain should be increased a bit, or SP should keep generating mid-combo post SB skill (though maybe at a slower pace).
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How Arcsys works outside of G-Gear is they randomly "balance" most of the cast while keeping certain characters perpetually S-tier (ex. Hazama, Narukami) and others awful tier (ex. Tsubaki, Elizabeth). Its either that or something involving liquor and a dart board.
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I like this idea. Turning Mahamaon and Mamudoon into Eternal White and Eternal Black would be appreciated. Especially since Ghastly Wail seems downright pathetic these days (though we're practically spending a super's worth of SP on SB moves to do a decent combo anyways, so whatev). Frankly, Liz really seems like the Anti-Justice and Kliff. Like those boss characters, she's included for funsies (hence why she has stuff like instant kills), but unlike them she's horrible instead of overpowered. It's this feeling that irritates me far more than her being weak; it's like Arcsys never really intended her to be a legit character in this game.
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Persona 4: The Ultimax Ultra Suplex Hold Story Thread (spoilers)
RifleAvenger replied to Vulcan422's topic in Zepp Museum
So the villains want to do exactly what Adachi/Eyeball/Izanami wanted in the original P4? I'll admit, it's a goal that I could see a lot of potential villains having (and potentially for different reasons), but I was kind of hoping for something new. This does explain why the Inaba "dark hour" still has TV effects though. If the dark hour is some kind of twilight between the real world and the world of the mind/soul (which the TV world is a part of), then it makes sense that Sho/SHO/ME could initiate it to accomplish their goal. I would like to know where the ME reveals it wants to merge the worlds though. I thought it wanted to acquire strong shadows as allies and "obtain the one true vessel" or something like that. I know that Sho wants to fuse the worlds because he's bored or some shit like that (not that Adachi's reason was any different). -
Persona 4: The Ultimax Ultra Suplex Hold Story Thread (spoilers)
RifleAvenger replied to Vulcan422's topic in Zepp Museum
Any reference to past games in P5 will likely be of the sort seen in P3/P4 (brief mention of Nanjo, on some days brief TV programs interviewing people implied to be the party members of previous games, visit to an area important in a past game, or a brief reference or cameo). The only game where the party of the previous game played some important role in the main plot was P2, and they were relegated to the background by the endgame in both IS and EP anyways. If P5 is anything less than its own, mostly self-contained story about a new set of people and their issues and struggles, I'll be disappointed. As for another Persona fighter, I'm pretty sure this will be the last of the P4U series. If they did another one, it'd probably be a long way down the road, and thus quite possibly a very different game. -
I'll probably have to do the same. I can deal with playing low tier if the character is fun, and I found P4A Liz to be such a character. But a character in downright awful tier would have to be insanely fun to play to offset the frustrations of practically being in the wrong game. Probably going to move to S.Naoto or SHO as a main unless something drastic magically occurs in the next few months. It's a damn shame something much closer to Loketest 1 Liz isn't the final product. That version had everything I wanted Liz to be.
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Taking away j.2C j.C combos just sounds like Jin's midscreen combos are going to look even more monotonous. That's not even where our burst damage potential lies either. LOL at ice-sword buffing. InB4 Daigo strats in BB. (I'm actually worried if "stronger" means "faster," since that actually prevents me from running after a sword. We've already got wave super for punishing poor zoning) What I'm actually worried about is that these are just "teasers." In other words, it's looking like we're getting another round of Arc throwing spaghetti at the wall instead of just buffing the lower tiers and only nerfing the truly broken (Kokonoe).
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I agree. The original version had this really wild and unkempt look to it, especially with the hair and the narrowed eyes.
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[Xrd] News & (Theoretical) Gameplay Discussion
RifleAvenger replied to Shinjin's topic in Guilty Gear General
Ky BS; Urgh, whyyyyy? j. S change is one of the stupidest things I've seen done to Ky. Guess it's back to prodding people to death 1 f. S at a time again. Thanks for the info, though I hope against all odds that some of this gets undone before the game drops. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
RifleAvenger replied to Hecatom's topic in Under Night In Birth
Can someone actually clarify shield for me? Because the way I read it, even if it disallows throw teching, gaining GRD on block AND getting reduced blockstun for holding a button indefinitely sounds kind of dumb. I'm hoping I'm missing something here. -
[Xrd] News & (Theoretical) Gameplay Discussion
RifleAvenger replied to Shinjin's topic in Guilty Gear General
I think the real purpose of that rule is to prevent ArcSys from finding out about the videos. Because prior to the game dropping, precedent shows they will force anything they find to be deleted. And the more people reupload it publicly on various sites, the easier it is for the ArcCops to find it. The rule is there so that we can continue to have access to these videos at all. -
New Smash Bros for Wii U and 3ds
RifleAvenger replied to Kyosuke Kagami's topic in Misc Fighter Central
Speaking of Lucario Mega-Evolving, they ought to get rid of Aura Beam and make Mega-Evolution the new Final Smash. -
Persona 4: The Ultimax Ultra Suplex Hold Story Thread (spoilers)
RifleAvenger replied to Vulcan422's topic in Zepp Museum
As of now, I'm really thinking that the villain is going to be an "isolated" one. Probably just the spirit inside the plume, pissed off due to how it was treated. Since it does seem that this game is going to be the "missing link" between P4A and P4G's ending and Dance All Night, bringing in some greater evil behind it all would seem rather awkward at this point. It'd pop up only to get immediately smacked down. As much as I'd like to see the series' resident Lovecraftian horror show up, I'd really have expected there to be some clear reference to P1/2 if that were the case. -
It's probably more that DA is marginally easier to execute in response to something than ID, so I see Kaguras DP out in some areas more often than Ragnas, Jins, etc.
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Personally, for an example from the same game, I find Dragon's Ascent harder to deal with than Inferno Divider.
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"VOLCANIC VIPAH!" Comes close. Ken's DP in 3S is absurd. Pretty sure there's other games where Ken's SRK is nutty as well. DP's in shitty fighters that take off 1/4 + of the average character's health (Some of the stuff you see in mystery game tournies).
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Can you clarify this? Does this mean you have to input 623 perfectly on every character to get the 623 move, and doing anything else gives you 236 or nothing? If so, that's so dumb; I never get 623 by accident when walking/running when I wanted 236, but right now I get 236 when I wanted 623 a whole lot on some characters. If the game had a more generous definition of where "3" is, I wouldn't mind. But right now it seems like I need to be absolutely spot on; going anywhere past it registers as six, anything a little short counts as 2. I sincerely hope this isn't an indication that Jin is going to cycle back to being utterly mediocre again (or that Ragna is going to fall even lower), or something that winds up sending Azrael to Izayoi and friends levels (AKA Plz don't trash my characters Arc). Or worse, something that sees Valk and Tao get buffed. Also, no buffs listed for Amane, who needs them about as bad as Izayoi and Bullet do.
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Dengeki FIGHTING CLIMAX: Announced at TGS.
RifleAvenger replied to InWithTheAshes's topic in Misc Fighter Central
"Kino is assist only." THIS GAME IS DEAD TO ME. There's seriously more characters as assists that I'd want to play as characters than actual playable characters I'd want to play. -
I'd rather see her damage go back up. In those recent Liz videos, Damosu had to burn 75 meter to get near where we were meterless (off more starters) previously. I know the goal was to lower the damage overall, but certain characters still seem to hit damn hard (Narukami, Aigis...). Without having to put themselves in danger mode to do it. Hell, I thought the concept behind her was supposed to be her overwhelming power, so why does most of the cast seem to hit harder, and/or with better tools, and with more room to take risks? It's like ArcSys hates this character. I don't like Liz being half a character pre-awakening either.
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Persona 4: The Ultimax Ultra Suplex Hold Story Thread (spoilers)
RifleAvenger replied to Vulcan422's topic in Zepp Museum
. Actually, idk any other "entity" besides Nyx they've encountered. Maybe it's a sentient Erebus? Liz beat it again in her story in P4A, but maybe some part of it split off before that. I'm not really sure what the ME is at this point, but I really do think that P-Sho is still signifigantly Sho. Despite the voice deepening and the more sadistic attitude, a lot of his mannerisms (including the continuing love of bad puns) indicate to me that at most he's Sho "fused" with something else. At the least he's just Sho putting on a different personality because he's donned a persona. -
Not to mention Hokuto no Ken basketball infinite look-alikes with j.D in overdrive with UW. I actually kinda want U.Azrael to not have SMP proration just to see what kind of crazy combo shit you could do. The bigger thing would be giving 6A and 6B SMP. A lot of the EZ-4K meterless stuff Koko does relies on looping 6B to 6B -> 236 B somewhere in the combo. Often adding 500-1000 damage to the combo and improving the corner carry.
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Black hole obviously needs to go. Make it an unlimited only super; If it becomes blockable I don't see any use for it aside from a weird combo extender. Her defensive options need to be nerfed. Give super-balls enough start up to remove them as a reversal option, and make it so that the ball disappears if she is hit (I know you can beat it easily by counter grabbing her to abuse grab-invul frames, but I think if normal ball vanishes on hit super should too). I think teleport should be 1f invul only if graviton is placed, to reward proper use of her mechanic, but remove it as an easy way out of the corner otherwise. Backdash may need to be somewhat reduced, but good backdashes seem to be a thing for Sector-7 characters (then again, Tager and Azrael arguably need those gdlk backdashes much more than Koko does). Doing all that will bring her more in line with high-offense, poor defense characters like Rachel and Carl. Her damage needs to be decreased, somehow. I kind of like her actual combo routes right now, so I'd rather just see the damage or damage scaling on her adjusted. Some of her moves just do obscene base damage. More things could be changed as well, the problem is I actually LIKE a lot of her other aspects, so I'm a bit too biased to touch on those (like the amount of screen control just placing 22B gives her against some characters).
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Ban worthy? No. Nerf Worthy? Hell yes. Others have described most of the details. Amazing offense and good defense (backdash, Teleport, Super-Ball) with a self-sustaining UB set-up half the cast can't escape. And easier to learn and execute than similar characters in the cast, often to better results. However, despite all that, I don't think she should be banned. Fighters have dealt with hideous imbalances before, and only rarely have such things been so bad as to necessitate a ban.
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Couldn't get to Ignite tonight; car wouldn't even start it was so cold. If the weather improves any by Wednesday though, I'll definitely show up at Pazzo for the free night (Thanks for posting about that Mike).