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Everything posted by AMB Bakery
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
AMB Bakery replied to PozerWolf's topic in South
How much later? Like whenever you get off work? -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
AMB Bakery replied to PozerWolf's topic in South
....PC versions of games are fine, MBAACC on PC is the latest version of the game and it runs great. when BBCP hits, we'll be too busy playing the game to post in this thread. P4UC on console won't be until next year around this time or possibly later. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
AMB Bakery replied to Hecatom's topic in Under Night In Birth
Last version Carmine did like 4-6k on average if he hit you, probably more in the upper region because lol chainshift in the last version. So you basically died in two combos which made his oki set-up and mix-up a serious threat. His high-low is pretty much whatever the game gives him (short-hop j.B/j.C, empty short hop low, cross-up assault j.B/j.C) + his standing charged overhead, but he also has hella frame traps and a command grab. His kit is decent, which was enough to basically make him a seriously deadly rushdown character with a good zoning/projectile kit to boot. In this version I'd say he's honestly equally as strong, probably top 4 along with Hilda and Yuzuriha. -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
Disregarding the math and conditions, just from seeing it enough I can tell it's the 22C version. 22C version animation has Azrael rocketing over to the opponent, 623C version looks like a short hop. As for how he did it, it probably works similar to Platinum 22C. The opponent doesn't have to be downed for it to work, they just have to have been downed at one point in the combo. In this case, I think the 3D ground-bounce was the trigger. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
AMB Bakery replied to Hecatom's topic in Under Night In Birth
Can't believe this didn't already get posted: 9/25 Miracle Dome Casuals: http://www.nicovideo.jp/watch/sm22026974 http://www.nicovideo.jp/watch/sm22027102 http://www.nicovideo.jp/watch/sm22027220 http://www.nicovideo.jp/watch/sm22030419 http://www.nicovideo.jp/watch/sm22030521 http://www.nicovideo.jp/watch/sm22030632 http://www.nicovideo.jp/watch/sm22030730 http://www.nicovideo.jp/watch/sm22030866 http://www.nicovideo.jp/watch/sm22030952 -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
Fine example of somebody doing it right. I applaud you for your patience and diligence. I watched the vids last night and iirc Tahichi does something like 236C~46C RC, dash 236C as the winning mix-up vs. Film. I like mix-ups after RCing Cobra. I guess because I see Dogura do 236A RC, 6D/3D mix-up all the time, but since you have to be (relatively) close for Cobra to connect anyway (plus it moves you forward), I feel like it's the perfect spacing for forward dash, high-low, and maybe throw at the right distances (and also assuming your opponent didn't barrier either of the rekka hits). Correct me if I'm wrong though, I just don't remember seeing Gustaf RC forward dash mix-ups recently. -
Braver's Revel 2on2 Top 8 Playlist http://www.nicovideo.jp/watch/sm22037598 http://www.nicovideo.jp/watch/sm22037837 http://www.nicovideo.jp/watch/sm22039913 http://www.nicovideo.jp/watch/sm22039964 Features N-O, Kaichou, Noze, Dogura, Tahichi, RYO, Film, Tocchi, Yuitaba, and Kouya.
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
AMB Bakery replied to PozerWolf's topic in South
lol, the people who post in the Austin thread are probably the people who aren't going to play Chaos Code with you outside of maybe Pozer and Scottie. Mike and Eric should be enough to sustain it w/e. -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
AMB Bakery replied to PozerWolf's topic in South
No one in America wants to play anime games with smelly nerds. -
I think the global rule should be use whatever will get you the most returns on nico or youtube. Using the player card is okay if the player isn't prominent or doesn't show up in much videos or if you don't know the player's usual name beforehand. Anytime other than that, though, using the name on the card should be avoided as they can change it at anytime.
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They can still tech forward or backward if you dustloop/air combo into j.D. The only way to get a knockdown after corner throw w/o charge is throw > 6H
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Even though 0 is easily my favorite Bullet (his Order-Sol experience translates really well to this character), M Shi's is good to watch for a couple of reasons. One is his understanding of higher-level neutral (combining movement and normals) with Bullet, dash 2B in particular being really strong. Second is his コンボ選択, though not necessarily hyper-optimal, he can convert otherwise weak hits into kill combos. I, for one, want to try j.B dj.B j.C xx j.623C~623D for MAXIMUM DUNKING.
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Dengeki FIGHTING CLIMAX: Announced at TGS.
AMB Bakery replied to InWithTheAshes's topic in Misc Fighter Central
A better Kaori is already in UNIB in the form of Yuzuriha though. Raildex is so popular that I wouldn't be surprised if four (Touma, Accelerator, Misaka, Index) or more characters from the series got in. -
[CP] Azrael - Gameplay Discussion (Pre-Console Release)
AMB Bakery replied to zeth07's topic in Archive
You could probably look on the wiki and find that out but... yes, that is his 6B. Though only one of two moves of his that has head invuln, it pales in comparison to his other anti-airs (5A, 5B, 2C) due to how he moves during it and its hitbox. You also have to dash cancel it if you want to make it safe, though it oddly enough gatlings into 6C, 6D, and 3D. -
If they super jump, you just H missile once, unless it's Anji in which case you can just S missile every once in a while (like you should be doing to cover against airdashes). You should never have to detonate either cos you can just Michael Sword them to push them back out if they even start to get too close, even though the bombs themselves should be enough of a threat already. As long as you keep the stream of p and k missiles up (as you should be doing anyway, it's arguably the most optimal way because no one can stay in the air forever), potemkin will just face-plant onto a bomb if he tries to slide head. If you walk forward even just a little bit you can also punish him with Michael Sword. If it takes a hell of a lot of mental fortitude just to get through the danmaku of a Justice that's literally just holding down 2 buttons and mashing down down, imagine what it would be like in the hands of someone who actually knows what they're doing.
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Skimming over the google docs, jesus christ. It seems you're trying to splice mechanics from games you've played (Skullgirls/KoF/3S/and a whole hell of a lot of Guilty Gear). I won't dissuade you from using other games as 'inspiration,' but for fuck sake, at least try to call them something different and cite the inspiration (you did this for the assists, but not for Black/Gold characters and Roman Cancels and FRC's?) Another thing that almost made me tear my hair out was reading one of the character descriptions (which there are some cool/nifty ideas in there): no anti-airs. Why would you do this? In the crazy-ass, airdasher, assist-based game, you decided to not give a character an anti-air. At least give him some kind of special to control air space. Otherwise you have a character that can just be jumped in on all the time and won't be able to do anything about it. The 8 button thing also irks me, just because you could probably accomplish the same thing with just six (one button throw, burst and OD are same command [just like the game you borrowed it from], taunt is an entirely separate button altogether, making certain normals that would have otherwise needed a different button into command normals, etc.). And then 3 OTG's sounds crazy (unless only certain moves can OTG like in Melty Blood/Guilty Gear) and then you're thinking of making the cap 15? Do you just want people to make combo movies with this game? I don't mean to discourage you too much. It's probably a good thing that you came here to get some input rather than just make a totally broken game. You should maybe look into finding some kind of buddy that is better than you at fighting games so he can look over this stuff.
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I think this is honestly in the wrong website altogether, but I'll give you some things to think about: Do you think you're the only one like yourself? You know, having an idea for a fighting game? There's at least 1,000 other people like you (including myself). You should be glad that the idea came to you while you're still in high school, but just consider that you still have a long ways before even the idea of your game is complete (there's a word for what you're doing, too: design document. Mark Cerny talks about it in an interview with EA's Rich Hilleman). What else can you contribute? It's nice that you have this idea, but it's hard to convince others with talents that you need if you just appoint yourself creative director and do nothing else. I would take Celerity's advice and learn some programming. You should also at least consider being some kind of writer for your game if you have a clear idea of what you want the story, setting, characters, etc to be. Where do you plan to find talent? This is a hard one, I know, but just think about the elements you need to complete the game and what you want them to look, feel, and sound like. For example if you find an artist on some website and you really like their art style, maybe you could commission them to do some character designs. This thread is probably going to be closed because it's essentially blogging. I wish you good luck on your ventures.
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At this point, the two options are ban macros for Justice only or ban macros altogether. Earlier in the thread, I was of the opinion that banning it for Justice only (which is imperative) was a feasible option so long as everyone was informed of the effects of letting a Justice player use macros. This would also avoid upsetting anybody that uses macros for execution purposes (namely FRC). However, brett pointed out something that I hadn't considered: soft-banning macros, but letting players decide before a match if they should be allowed (again, still fully aware of the possible ramifications). This solution is good for a couple of reasons: 1. It structures the rules to where macro-users are the exception to the rule. Of course I don't have numbers, but I'm willing to wager that pad players that use macros are in a vast minority. This way, the rule is global but can be tailored to certain people so long as they make their case before a match. 2. It settles the issue without allowing it to get out of hand. Now of course, I imagine a select few people are going to mess around with this glitch regardless of whether or not macros get banned, just for the sake of exploration, but as Klaige said, it's not just Justice. A whole pandora's box of new tech with macros could get discovered (May dolphins as RealBobMan pointed out). At least the macro ban would dissuade exploration of the glitch for use in tournaments.
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Without the macro, you can only get two of the same bomb if you FRC it or if you press the pause button. It's not humanly possible otherwise to release and press the corresponding button in 1 frame, much less do it every single time without fail. The problem with the Justice glitch is not just two of the same bomb, it's a stream of bombs that are nigh insurmountable unless you're Sol (grand viper), Chipp (teleport), or I-no (horizontal chemical love). Even then, those examples have their counters or are distance-dependent in the case of Sol and I-no. Not to mention the stream of bombs gives you meter that you can keep as long as you walk forward a couple of pixels every so often.
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The meter use is justified by an advantage in position and threat levels. What scenario would you rather be in? Up close and with H2 level drive, or be in neutral where you have to make an approach again? There's lots of alternatives to use meter on the offensive too: - Rapid OD after landing a drive move at low health (works at any heat level). - Rapid combo into snaphance after landing a drive move at H1 or H2. - OD Rage Aggressor in some meaty combo either by cancelling normals or linking after corner snaphance (or some high hitstun move). All of these scenarios offer significant additions in unburstable damage. And you could even contend that one of her good defensive options is reversal 720, if you see someone who's about to land or if you think they won't jump.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
AMB Bakery replied to Hecatom's topic in Under Night In Birth
I hope you get devoured by unreal BLACK THINGS. Combo length and combo damage are at near-perfect ratios right now, not to mention the increased hitstun deterioration forces people to get (somewhat) creative with their combos now, so we don't have to see stupid shit like dash 5B loops. -
Oh I just didn't know if sj IAD j.P connected or not. I know that it does off regular jump, I just wasn't sure if super jump added more frames before you could airdash or took longer to start up or whatever. I just noticed that every time he tried to go for a combo off 5H and did a super jump into IAD, it didn't connect, so I attributed it to non-working combo routes rather than player execution. Though, then again, there are probably certain heights where even IAD sj.P won't connect if you juggled too high already. I do agree, though, off regular hit Fafnir (especially) or CH j.H air hit or even ground hit at certain distances and heights, 2S 5H into whatever depending on resources is definitely the way to go, just because of how reliable it is. I just made my contention with 5K 5S into dustloop (and even possibly extended dustloop) because I believe it provides the most flexibility in terms of both damage output and combo-end situation (j.D float prevents forward tech from going forward lol).
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Dengeki FIGHTING CLIMAX: Announced at TGS.
AMB Bakery replied to InWithTheAshes's topic in Misc Fighter Central
How are you guys forgetting about the greatest series, Ro-Kyu-Bu? I would like some lolis and dunking in my fighter, yes please~ -
Man, Epyon... That suit sucked ass in NEXT, but at least it was a fun troll suit. I hope he still has his hype combos from NEXT.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
AMB Bakery replied to Hecatom's topic in Under Night In Birth
That 5-sen-gachi was sick. Just goes to show that those two characters are still forces to be reckoned with... or at least how much you can make a character look top-tier just by being really good.