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InWithTheAshes

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About InWithTheAshes

  • Birthday 11/20/1995

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  • Location
    Manchester, England.
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    InWithTheAshes
  • PSN
    AshesDokkan
  1. Actually, is it fine if I rescind my entry? I'll probably be busy during the time it occurs.
  2. Matches will be two out of three games aside from winners, losers and grand finals, which will be three out of five. All legal I'm assuming means every character is allowed for use. You're unable to change characters until either the match is finished or you lose a game. Also, I'll be entering. PSN tag is AshesDokkan (Manchester, United Kingdom).
  3. The very concept of combos in fighting games was originally an unintended use of SF II's mechanics. There's little more proof required than that. The teleport cancels aren't detrimental to the game in any way, and therefore have little reason to be corrected.
  4. This is obviously late, but if you're talking about the Character assessment articles they posted before the game's released, Sourenga showed translations of at least parts of Shana and Kirito's in the old thread.
  5. Actually, we may both be wrong on this: I looked through the old thread to look for what was translated when the mechanic was announced and according to one of SoWL's posts on the eigth page, the initial article described it has possessing one hit of super armor. Of course, this may have been changed afterwards: Now I regret not saving an archive of each article as I initially planned to check .
  6. Well I guess my thread's outdated. fine job on the primer, although there are some corrections required: There is no note of the increased passive meter gain made while moving towards an opponent. There is no note of the instant one stock of meter gained by a power up burst, adding towards the increased passive gain. In the "Climax Gauge" section, there is no specification on the amount of meter consumed by EX attacks, support cancels or regular supers (I also think there is increased meter usage for cancelling specials into EX's/supers, although this may be incorrect). I'm not entirely sure, but I think describing the auto combo as "like P4A's" is in some sense innaccurate, because unlike P4A, I do recall the autocombo being a chain of A move > B move > C move > special > super, rather than the second hits being unique moves. I could be wrong on this though. There is no specific mention of the guard point on either either of the "Impact" abilities. Impact Break's and Skills both contain guard point: It's just that only Skills include it for the entirety of startup.
  7. A compilation of Kirino combos: http://www.nicovideo.jp/watch/sm23154913 .
  8. Some day three shaky cam Asuna combos, which shows her shooting star being even more like wolf cannons by crossing up during them, and having a loop within the corner. Edit: And here would be a Tomoka one, and another video which seems to showcase safe jumps/option selects against Asuna's defensive options (although I'm not entirely sure how said option selects would work, I may look through the command lists again and ask Xie). This time they seemingly take footage from matches and therefore are within higher quality.
  9. Ah, alright. That's strange: It could be something involving button priority, but if so then while P would take more priority than S if input at the same time, it would also be overridden by K in the same situation, meaning that the button's priority order wouldn't simply be "lowest to highest" or the other way round (I think it was the latter in AC, although it may have been the former). This does warrant more investigation. ...Now I want the game to test for myself .
  10. Wait: If he's still using S, wouldn't that have even more potential for overlap (with the pogo set), seeing as it uses the same directional input whereas Rerere only uses it during the end?
  11. I don't really have much of a preference for either design. In fact I'm not sure why the move actually happened: There was already a Dustloop IRC chat, and even if the in - built one is gaining more users than that now, it could easily be simply because it's new and eventually fade out. Although if it does continue it's popularity, then that would indeed justify the transfer. Edit: Actually wait now that I think about it there are the larger avatars. Would it have been possible to implement them using VBulletin?
  12. Even if you are, I don't see what you could use to get higher damage than usual other than 6C, missiles, and perhaps bombs. And 6C already connects on CH. So most of the time it doesn't really have use. . Also yes pan/fan x n shall be a thing and amuse people.
  13. To be fair, I already had a very fine candidate for main (Shana) from the initial announcement and am satisfied with having only one choice for playable be accepted: Therefore, I wasn't constantly waiting for the roster to gain a Character I would really like to play, unlike a lot of people. I would also criticise the information release portions of their business plan: During the earlier stages of pre - release, the team was unusually open concerning their work (most notably streaming an entire loketest), with some large information being released every few weeks or so. Then some period of time ocured without any information on new playables whatsoever, and the only Character announcements being a small selection of supports (which were accompanied with the nigh - inevitable statements of "but I was hoping for them to be playable!" without any actual playables to sate this), and when new playables information was finally released, there only being two after such a long time (including one owning a rather large hatedom), it wasn't enough to satisfy for some. Although perhaps expectations were too large: French Bread are a relatively small studio, and they would also be expending resources upon UNiB at this time. In fact, the larger amount of supports could indeed be compensation for having this little an amount of playable Characters on initial release. Still, I shall reaffirm I am interested in the game and don't consider the roster to be disappointing (despite Kino assist ;_; ), and will stay that way at least until we gain some competent footage of the game outside of an outdated loketest and deem it not worth my time. ...I'm not entirely sure how you came to this conclusion. What exactly do you mean by "real fighter"? Somebody that plays really up close rather than zones a lot (although from the footage I've seen, Shizuo is basically a middle point between these: Great projectile, but with solid albeit slow normals that work well in close, although again we don't have any high - level footage as of now, so he may turn out to be either one)?
  14. As perturbed as I am by Kino being assist, I would go against the grain and say I'm honestly somewhat satisfied with the roster. People seem less "homogenous" and more "simple" , and I'm looking forward to the resource mechanics and support customization. I'll agree there is some wasted potential (as before, Kino ;_; ), but overall I think the roster's relatively effective.
  15. At least within the first loketest, while they may not have been different for all Characters, potential was at least available throughout other methods: For example, I remember Misaka throwing Kuroyuki, then gaining a potential bonus after doing so. I'm not sure if something similar happened during the most recent demonstrations, but I'll look through the footage we have of them to verify if they did. Also, seeing as we now have more recent information, I'll probably take the first loketest notes out of their sections and replace them with the moveset lists. Does anybody want me to keep said notes in a separate section, for any reason?
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