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Everything posted by Manta
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I was being slightly facetious in my post. So take with a pinch of salt, there's a lot of that going spare on the Tager forums anyway. You might argue that ODs are a step towards homogenity, but at the same time, since they all do different things (Even though it's invariably more damage as a result) you can still call it more varied than say, X-Factor. Getting back to Tager, Air buster was needed because the one thing he always lacked was a workable air-to-air unblockable. He can do ground to ground (in lots of only slightly different ways) and Ground to air (sorta) already, so this was one more gap to be filled in. I'm not sure that an air-to-ground move would work though. Tager also lacked a decent air finisher (Although CSX was a big step in the right direction). Now he can finally do combos that start airborne and ground them and keep the combo going. Which is awesomesauce.
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INFERNO DIVIDER! Yeah okay, but seriously I like the more freeform nature of how things work in BB. Where combos are just "A B C Launch Jump A B C Special" or minor variations thereof. One of the big issues I have with Capcom games with regards to their depth is that everyone is a reworking of Ryu's template in too many cases. Too many people have 236P for a projectile, 623P for an anti air etc... Whereas with BB, while everyone (sensibly) gets the same defensive mechanics (we all block, throw reject, barrier and tech the same), the way we attack in BB is just so jarringly different. I particularly admire that statement where Mori said he didn't want every combo to be an aircombo.
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Bullet gets her own bondage treatment too. Ass in the air too. Ass tral finish indeed.
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It's legit. There seems to be a general preference towards 6B jump cancels though when you can do them.
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I'm noticing one rather large flaw with the CT combos; You basically end up using more than 25% heat in real terms, since you spend 25% and then crap on your heat gain for a good proportion of the combo afterwards. To the point where not using CT and sticking MTW on the end would get the same net gain and more damage too.
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Basic rule is, if you can high-block it (Or it's a projectile), 6A and voltic can armour through it.
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Ct has 100% p2. Hot dog! Also. Generally worse P2s all around but with a 60% combo rate means that Boobs will be shorter, but with the damage way more front loaded. 4D seems to be a waaay better opener in terms of potential damage. Which is great. 2C isn't as good in combos now but holy shit 92% p2 on 6C.
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That's more landing though. It could just be that there's a conveniently placed building next to every arena.
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He has rocket boosters up his arse. For real, you seen the smoke trail on his astral?
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http://www.youtube.com/watch?feature=player_detailpage&v=lskMvMkMpHw#t=113s New gimmick of the day. Get your air throw rejected, use j.360 to suck them back in and throw them anyway.
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A lot of the tricks with potemkin happen faster because the game generally happened on a quicker timescale (Fastest pokes were quicker, normal throws were 1 frame, Pot buster was waaaay slower at a whole 3 frames, and the guard gauge mechanics meant that 100% combos did exist in certain instances). Potemkin also didn't have to put up with Nu's shit either, the game in general was a lot more up close and personal.
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From what I can see, he does, but only after the launch. And even then only subtly. Also caught a good bit of his modified theme tune. Getting a more imperial vibe to the whole affair. In fact, I'm getting that about all of the tracks I'm hearing.
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It always could do that, I think it collapses after taking 1000 damage (1000 after the super-armour halves it, that is). Unless they've changed it in CP which seems entirely plausible. EDIT (ninja'd by Mike Z): I think the animation for 623D is fine. I like the way you only get a different animation after the bolt launches, I'd rather not give any clues about where that bolt's going during the startup.
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Well Tager's combo paths got completely re-routed again damage seems quite good but our neutral game seems to have nothing new or clever to show for it.Also apparently we have these things called "Jump cancels" now, dunno wtf that's all about though.
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In general it means no more long ranged guard breaks of any kind unless Nu gets a Projectile CT, in which case you should be able to barrier that shit in time.
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It's more the ultra-specialised that do that. Any character that requires match up knoweldge to beat properly to beat a Scrub. Tager, Nu and Hakumen are all examples.
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The Tager player in me welcomes the tech change, now we can work on the subtle art of 1-frame tech window traps since you can expect players to tech in them more often.
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So long as comeback mechanics aren't powerful to the point where you're more likely to win from low health than high health (Like you can only do some 11k combo if at 2% health and it's really easy to land it) then comeback mechanics in principle are okay. BB, like a lot of FGs still places much of the advantage to the current winner, through more available heat, better positioning and well... having more health.
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So where, in the weird world of Fighting game nomenclature, did the word "Rekka" come from?
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wtf is a rekka and why do we care?
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A well made tutorial mode is good. Post match analysis with a better replay system would be ideal. Think about it, if you could set the replayer to pause an indicate when specified events happen (Overhead was blocked low and thus hit, Throw missed because of jump startup, player mashed throw too early and got a TRM, attack got stuffed, etc) so that it not only shows stuff you can see if you know what to look for, but also stuff that you can't see (Maybe just display both player's inputs or at least outputs) as well as having much greater control over the flow of time, it would mean you can really break down what happened in those key moments and let you learn from them so much more easily.
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There's actually a rule when it comes to throw clashes, it seems to go against of person who last hit with an attack (Or had one blocked). Usually with green throws this just means you get an instant reject, but command throws can't be, so eh. j.360 may share Tager's other command throws in that they fix his momentum, preventing magnetism or wind from moving him.
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I meant 5B, saw it used in that way. Although if I'm reading the hype right, any normal can be used to cancel into a CT. Also, Tagertime, AC was never able to pull grounded people. What's probably happening is that they've increased the attraction force, but had it startup slightly later, meaning 3C > AC whiff won't have as much time to pull them as hard and it will be trying to pull them later on in their fall, i.e. when they've moving faster downwards.
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The startup on all CTs I've seen seem beatable by the three holy techniques: Mash A, Mash ID and backdashmash. There's also the issue that a blocked CT looks disavantageous to the attacker, meaning you can't just pressure-string 4 CTs.
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Type 2 diabetes is that much fun?