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Everything posted by Pichy
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DS:R VS & VH PS3 Tags & Online discussion
Pichy replied to Kyle's topic in Vampire Savior Online Play
PSN: hans_stockmann As always, superior rural Aussie internet. Play me if you dare. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Pichy replied to Hecatom's topic in Under Night In Birth
Hence why I asked for an actual one, so I could work out what its logic would be and thus see if I understand the game at all. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Pichy replied to Hecatom's topic in Under Night In Birth
So is there a japanese wiki anywhere? I'm interested in seeing what they consider the tiers to currently be. From what I've seen of 1.03 it looks to me something like S: Carmine (ludicrious mixups, damage and meter gain), Yuzuhira (resets and teleport mixups for days, ludicrous meter gain, huge hitboxes), Vatista (high damage, very solid at both aggression and defensive play) A: Mysterious Eltnum, Hyde (both all-rounders, Sion with better mixups but worse damage), Linne (TIMEOUT), Gordeau (big hitboxes and damage), Seth (weaker Yuzuhira) B:Merkava (poor damage, doesn't seem to get much off his Neropit oki), Orie (inferior Carmine), Waldstein (doesn't seem to get enough reward whenever he gets in), Hilda (low health, poor defense when they get in, worse zoning than Vatista, worse damage than Vatista, combos always drop due to wonky hitboxes requiring the opponent to be in very specific spots when she first hits them) Can probably put Merkava and Orie up a bit, or move Waldy and Hilda into a C tier. Still not too bad considering the cast's size. -
Leona has one of the fastest cr.B. Clearly she is a Lambda clone.
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Bravo is probably the best Anime Grappler not named Potemkin. I've seen him played with both Run and Step, depending on whether the player wanted endless pressure once they got in, or if they wanted to pretend they were playing Goro Daimon. Don't pick the dumpling steamer, as it's nowhere near as good as the anti-air grab, anti-air super or running grab. He has really easy supercancel combos that do lhuge damage, and really easy Max Mode stuff. If you're pro, you can hitconfirm into max mode off a HP table into running grab super.
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Arcade K' was Nameless levels of braindead stupidity. In console/Climax he's back to normal. The main thing is that most people view him as equivalent to stuff like Fireball Kyo, but with worse high/low, no command grab and less damage. He's still an easy to pick up character, and has his merits.
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The really jerk move is that there's no splitscreen. My copy of the goddamn Windows 95 port has splitscreen for goodness' sake.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Pichy replied to Hecatom's topic in Under Night In Birth
Aaaaaaaand Part 2 demonstrates how pretty much every problem with the game stems from the meter gain those silly combos provide. If they were shorter but had equivalent damage then things'd probably be for the better. You get punished for blocking poorly/doing something dumb, but they don't get to build 250-300% meter and do EX moves/veil off straight away. From there, the GRD bonus from pushblocking probably needs a buff so the defender actually wants to do it more frequently, and so they have a better chance of chain shifting into some sort of punish instead of getting opened up by Carmine/Sion/Yuzuhira instantly. There's an interesting 2 player fighting game in there (hell, the Vatista vs Seth games after the Linne 175 hit Rei-style combo are a good example), but it's getting bogged down by a combo theory that just doesn't need to be there. -
Go on, show me all the Doraemon porn you bought at C83. Show me some Sazae-san: The Fights.
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You've clearly never watched a decent Ruri match mate.
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You gain meter for whiffing specials as well.
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Basically, they're running an event at the Japan Amusement Expo on the 15th at the Sega booth. They're putting in a ranking system with card saves like all the cool kids do for fights these days. The cards are pretty sweet to boot!
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Pichy replied to Hecatom's topic in Under Night In Birth
I thought one of his supers gave it back as well/ If not, guess I'm an idiot. OTL -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Pichy replied to Hecatom's topic in Under Night In Birth
It seemed pretty clear to me early on that someone with a buffed version of F.Sailor Akiha's onion rings and a command normal projectile that good was going to be terrifying in a game like this. It just took people finding the combos that recovered back all the health spent on those nasty tools to really propel him up there. -
You can block air-to-airs and fireballs, like in SF Alpha/GG/OMK/AP. I'm a bit shaky on the rules for air-teching in this game (had a broken foot the last three weeks, so haven't been able to test anything in this game with people), but I'm pretty sure that if the combo has actually dropped you can air-tech the grounded normal on reaction like GG. Otherwise there's always BD parries.
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Due to default colour perhaps?
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I've heard that this here game does. Rui is so gloriously braindead in this game.
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Throw > 2H xx 22H 6H jc j.D Can probably get a Michael Sword at the end, or at least a j.H instead for the knockdown. Throw > 2H xx 22H, 2H xx 22H And can probably FRC the second nuke for something. Can also just do a 22P if it'll kill or you think it'll keep momentum up.
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They didn't give Justice an airdash, make Omega Shift a force break and replace 2H with Slayer's
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Right, let's run through what these mean. Hurtboxes: Obvious. Backdash: Depending on how much closer she is to the opponent, this could possibly mean she can backdash then throw or DP, which would be crazy good. Like, backdash pot buster good. 6P: Just stick to 6PH xx Michael Blade. If that means it forces crouching on antiair hit as well though, I'll laugh. 6H: Wait, it didn't do this already? That explains some things, unless they mean it gets a silly BBU style launch now. 2K: Coupled with the 236D speed buff, I'm suspecting that michael blade, 236D, OTG with 2K can occur much more frequently now. 2H: Probably won't change how it's being used much, but nice to have. Airthrow: Perhaps she's actually allowed to do something if she RCs it now. Valkyrie Arc: Back to its old stats, most likely. Hell yeah. S.B.T: Now fully invincible again. I'm suspecting you're allowed to actually combo off it without Omega Shift now. Michael Swords: Better for footsies and you've got more time to chuck a nuke or whatever after the knockdown. Good. 236D: Smaller hitbox is sad, but making it move faster and have less recovery means we can do more whiffed 236D, throw shenanigans, or use it in combos. Blue Burst: ...okay. No buffs to Omega Shift: Still not going to see this being used. Why spend 100 tension to gofast for a bit and run the risk of getting ToD'd when you can just do more Michael Blade? So she's pretty much the same, but with tighter defense and possibly more combo potential. Depending on how much faster the air specials' recoveries are, she might have a lot more chances to do Nuke FRC and actually get some momentum going.
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How can you guys not like Foreigner Four Panel?
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Yeah, my bad. Either way, you can't do IAD stuff off an anti-air jab like in GG. EDIT: You can also hit A+B at the end of a super to RC it for 1 bar. Do this in BC mode and explode with delight.
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Teching: You can air tech, and ground tech. Given the training mode options, and my experiences with the game at a local meetup yesterday, it's only neutral tech. Mechanics - Push A+B to roll. You can only roll forward. There's no guard cancel rolls like KOF. - Push both punches to throw. Tech with the same input. - You can airblock air normals and fireballs, but not grounded normals or specials. So, Street Fighter Alpha/GG airblock rules, without the faultless. - You're allowed to airdash after a double jump. You cannot, however, double jump or airdash after a high jump. This is important because... - Pretty much all ground normals can be high jump cancelled. We IaMP now. - If you select Step instead of Run, pretty much all normals can be dash cancelled. With the right character (read: anyone with a command grab) this can be very nasty. - C+D when defending/at neutral is essentially a parry that costs 1 bar, and puts the opponent in a comboable state. Think of it like SamSho 6 reflect, but better. - Forward with C+D whilst on the offensive is a guard crush that costs 1 bar. It has pretty nice startup, but loses to weak normals. - The game has magic series. All normals can be cancelled into a command normal if you have one, anywhere on the chain. Some far normals have no gatlings though, such as Rui's f.C. - B+C (I just call it MAX Mode out of old habits): Costs 3 bars. A great deal of normals and specials can cancel into it, but not sweeps from my experience. Puts you back at neutral (like an RC) and from my understanding, gives you infinite meter temporarily. However, when time runs out you aren't allowed to build or use meter for something long like 15 seconds. - Special moves can be cancelled into supers. It costs 2 bars, same as KOF 2002 and Super Cosplay War Ultra. The super will also do a great deal more damage, from my experience. Things like Celia II doing ABC6A, Barrier xx GENOCIDE UPPER did about 50%, whereas just ABC6A xx GENOCIDE UPPER did somewhat less. (Incidentally, comboing into Celia II's unblockable super via her command grab does about the same damage. Command grabs scale your damage far harder than plain ol' hitcount so far.) - Whether you can combo into a command grab or not depends entirely on the character. From my first impressions playing with people, most of your optimal stuff's going to come from counterhits and anti-airs. Still got plenty of stuff to find. There's certainly a lot more versatility than good ol' SCWU... EDIT: Oh, MAX Mode has health regen? Guess I'm calling it Blood Heat from now on.
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Well she needs them, given that she's no longer allowed to do (j.S j.H j.D, airdash)x3 silliness anymore.
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I'm pretty sure that's just j.S gattling into j.D. Otherwise, guess she can jump install either her throw or 6H.