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shadowbringer

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  1. are these Chizuru combos still valid? (namely, the ones that she can combo into an assist and then her Splash Art, and then preferably her Splash Art ender -- which seems to do lower than average damage but ignores damage scaling -- even if you have to use different assists than the ones from the video; btw is she special cancelling her 2C and 5C? is she jump cancelling her 5BC too? or does she just have faster frames during her SA?)
  2. I wish you lived near me (edit: south america, Brazil), or vice-versa, in times like this, thinking of people nearby to play this game with, this is the sound that comes to my mind
  3. seems that the link has expired, can you please make another?
  4. I can ignore people calling AquaPazza "WaterPizza", but AquaPlazza.. makes me wonder "how do you even misspell AP as that?", and "are you doing this on purpose?" @ yuuki konno (can't quote your post somehow, will reply here to avoid doing a second post right after this one) besides Heart, I haven't had any previous contact with the other characters' source material (somehow, while most people might be afraid of "Fear Of Missing Out", I'm more afraid of having spent time in a (anime/manga) series that ends up being a disappointment, as this could be considered a waste of effort and time, so I feel that I should delay starting looking forward to marathoning something, until I decide it's worth the time and effort; this has led to me having a lot of stuff that I didn't even start to read/watch -- I'm not even familiar with Visual Novels/LNs, which imho would further decrease my available time, and my expectation for having enough time to read/watch manga/anime is already low -- despite having heard of them), yet I had a lot of fun playing the majority of the cast, they had a lot of variety between themselves (the same thing happened in AquaPazza, where I also didn't have any previous familiarity with its characters yet they were fun to play and had varied playstyles) both in NPB and AP (and to some extent, in KoF 98), it feels to me that I could random select my characters and still do well (and that sticking to one character -- or team, in the case of KoF -- gives me the feeling that I also want to play the other characters), of course against advanced enough players (in any game), "still do well" won't be enough, but even if I lose, playing lots of characters is fun (and also helps me not get bored with one character)
  5. AquaPazza's console version is a port of the latest arcade version, same with AH3LM (not to be mistaken with AH3LMSS); both of them had rebalances on their arcade versions prior to their console releases (none of the two had console-only characters, so I think that it's possible that heart/homura/sonico and maybe other characters/assists get some rebalance after some test period in consoles and arcades, if deemed necessary)
  6. some more Heart information - j4B whiffs against crouching Mora (haven't tested against other characters yet), so even if you can start combos with 2D jB j4B on a standing character, the j4B would (probably) whiff on a crouching one - jC and jE combo more easily from 2D than jB - Heart's Lethal Blaze's 3rd level (the screen zooms in slightly with each level of rotation, during the startup of her LB) doesn't whiff against crouching Mora - it seems hard to me to find meterless combos from max range 2A (and moves that reach farther than it) - it's possible to link jB into 2C but it's timing is difficult - it's also possible to link jump-ins into 2a 6a, but (like 2C) the opponent has to be close enough - homing jE (and sometimes jC) require some distance as Heart might reach the ground during their startup - it's harder to land jump-ins through airdashes in NPB than it is for her in AH3 - apparently, her homing's availability is based on her height, and since there's not much difference between the startups of jumps against high jumps, it seems preferrable to use high jumps if you're trying to use homing after a jump cancel (and from there, use either jA or jB) - 421C can cross crouching Mora (would like to test it against a knocked down one, because the 421x moves have a noticeable recovery, which wouldn't be much of an issue on oki or with enough frame advantage) - tk 214C can cross opponents, however its practicality (like crossup 421C) haven't been tested; apparently has less recovery than 421C - 5C has slightly less range than f5B (against Mora, this can be tested by restarting the training stage -- press Select --, doing 2C 2C 2C, then 5C 5C 5C 5C 5C; from there, one f5B or two 5Cs will hit Mora) - 2A (starter) will always combo into 5C, even at max range - f5B prorates the combo differently from 5B (the more preferrable attack), similarly to 2B - some combos might whiff with the opponent on the corner, especially air DPs, air DP supers, and j214AB, because Heart is pushed further away from the opponent - combos that follow from 236AB's wallbounce depend on how close/far away Heart is from the opposite corner - I need to replace some combos that start from 2D jB j4B with ones that don't use j4B; I haven't realized that j4B whiffs against crouching Mora by the time I did them - combos that end in Variable Rush (A) are better suited for long combos, damage-wise (at least better than Variable Rush (B) or (C) are) and now some combos - 0 gauge - 2A 6A jc jB j4B djc djB djC djD djB djE dj623A = 4275 - 5B 2C (delay) jB j4B djc djB djC djD djB djE (dj623B) = 5844 (6480) - 2B 2C (delay) jB j4B djc djB djC djD djB djE (dj623B) = 5239 (5827) - (throw) D 5B jc jB j4B djc djB djC djD djB djE = 4419 - (throw) D 5B jc jB j4B djc djB djC djD djB dj4B dj623B = 4766 - 1 gauge - 2A 5C 236B 236AB jB j4B djc djB djE = 5554 - (corner) 2A 5C 236B 236AB 6A hjc hjB hj4B hjE = 5829 - 2D jB j4B (land) 5B 236A 236AB jB djc djB djE = 5943 - (corner) 2D jB j4B 5B 5C 2E 236A 236AB 6A hjc hjB hj4B hjE = 6298 - jD jB (land) 5B/f5B 5C 236AB jB djc djB djE = 6005/5668 - jC (land) 5B/f5B 5C 236AB jB jE = 6223/5908 - jE (land) 5B/f5B 5C 236AB jB jE = 5734/5453 - 5B 2C (delay) jB j4B djc djB djC djD djB djE dj623B (2 hits) dj623AB = 8080 - 2 gauges - 5BB 5C 236AB ABC 5BB jc jB j4B djc djB djC djD djB djE dj623B (2 hits) dj623AB = 9291 - 5B 2C (delay) jB j4B djc djB djC djD djB djE dj623B (2 hits) dj214AB ABC (step) 2C hjc hjB hj4B hj623AB = 9563 - 2D jB j4B (land) 5B 5C 236B 236AB ABC 5B jc jB j4B djc djB djC djD djB djE dj623B (2 hits) dj623AB/dj214AB = 8151/7801 - 2D jB j4B (land) 5B 5C 236B 236AB ABC (5A*) 5B jc jB j4B djc djB djC djD djB djE dj623B (2 hits) dj214AB = 7801 (/7841) (* use 5A if the opponent is cornered) - (corner) 5BB 236AB 2C hjc hjA hjB hjC hjD hjB hj4B hj623AB = 9058 - 3 gauges - 2D jB j4B (land) 5B 5C 236A 236AB CE (A) = 9206 - 2D jB j4B (land) 5B 5C 236B 236AB ABC 5B jc jB j4B djc djB djC djD djB djE dj623B (2 hits) dj214AB (land) 236AB = 9301 - (corner) 2D jB j4B (land) 5B 5C 236B 236AB ABC 5B jc jB j4B djc djB djC djD djB djC dj214AB (land) 236AB = 9151 - 236AB CE (A) = 10097 - 236A/236B/236C 236AB CE (A) = 10268/10468/10668 (236C on corner only) - (corner) 5B 2C (delay) jB j4B djc djB djC djD djB djE djABC (land) 5B(B*) jc jB j4B djc djB djC dj8D djB djC dj214AB (land) CE (A) = 11399 (11459) (*the timing for landing the second B is strict, omitting it is more practical) edit: - seems like it's easier to manually do 8214C than actually trying to tk the j214C
  7. haven't played AP in a while (nor do I do much research on it), so I'll brainstorm a little (without regard to optimal partners) - Chizuru (confirm the BC overhead into D BC, BC, BC... can also confirm 66C overhead into D 66C 66C 66C...) - Morgan (the 214A could cross the opponent, never tested that combination's practicality though) - Oboro (I'm just guessing that you could try to lower the opponent's emotion with 5ABAB... while fishing for 6BC guard cancels, or trying to reset pressure with jC crossup after a light attack) - Konomi (same as Oboro, the idea would be to try to reset pressure with hyper hop or try to frametrap; haven't tested either Konomi or Oboro, though) - Arawn (since he has long normals -- jB, 5C.. -- you could try to pressure your opponent and gain meter, and force the opponent to 6BC guard cancel, at least I think this could work better than using Sasara for that purpose.. however you could be antiaired too -- some antiairs are air blockable, some aren't good against crossups..)
  8. some Heart combos (all tested against Mora): - 1 meter 5B 2C (delay) jB j4B djc djB djC djD djB djE dj623B dj623AB = 7876 damage 5BB 5C 2E 236A ABC (step) 5BB jc jB j4B djc djB djC djD djB djE dj623B dj623AB = 8158 damage (corner) 5BB 5C 2E 236A ABC (step) 5BB jc jB j4B djc djB djC djD djB djC dj623AB = 7974 damage (corner) 5B 2C (delay) jB j4B djc djB djC djD djB djE djABC (land) 5B jc jB j4B djc djB djC djD djB djC dj623AB = 8526 damage - 2 meters 5B 2C (delay) jB j4B djc djB djC djD djB djE dj623B dj214AB ABC (land) 623AB = 9626 damage [1] (corner) 5BB 5C 2E 236A 236AB ABC (step) 5B jc jB j4B djc djB djC djD djB djC dj 623AB = 9112 damage notes: [1] I didn't try to get more hits after landing and before the 623AB, so far will try to find more combos later
  9. the console version's site ( http://nitroplus_blasterz.marv.jp/ ) says that the download version will be 5990 yen, there's something here ( http://nitroplus_blasterz.marv.jp/dlc/ ) saying about heart and homura being available for free (?) for a limited time, not sure about it though..
  10. Date: January 30th/31th, 2016 Time: starts at 1pm (GMT -3) Venue: X-Revolution cybercafe (Engenheiro Armando de Arruda Pereira ave., 1370) Entry fee: 15 Reais (this is the cybercafe's fee for playing the whole day) Tournament fees: - Mystery Game Tournament: 2 Reais - Guilty Gear Xrd Sign: 20 Reais - everything else (Arcana Heart 3 Love Max / BlazBlue ChronoPhantasma Extend / Dengeki Bunko Fighting Climax Ignition / Street Fighter III 3rd Strike): 10 Reais How to go to the venue: after alighting at either Jabaquara or Conceição subway stations (both of them are located on the blue subway line), ask how to go to the Carrefour supermarket; the cybercafe is at the door next to it Saturday tournaments schedule - Master of the Weeaboo day: - 1pm: event starts; BBCP side tournament - 3pm: DFCI side tournament - 5pm: AH3LM side tournament - 7pm: mystery game (single elimination) Sunday tournaments schedule - Ruler of Farofa day: - 1pm: event's second day starts; 3s side tournament (if there's enough players; otherwise, some extra gg tournament) - 3pm: GG Xrd tournament (all times are GMT -3) rules: - FT2 on all matches, save for winners/losers/grand finals - mystery game tournament uses single elimination, all other tournaments use double elimination - FT2 rounds - stylish/simple modes/unlimited characters aren't allowed (except for mystery game tournament, where everything is allowed) - bring your own controller! normally, there are people who can lend you controllers, but it's not guaranteed that there will be spare controllers available. If you borrow a controller, we can't be held responsible for eventual problems that you may have with it. - all games/tournaments will be played on PS3 - if you're using a wireless controller, please turn your controller off from the console so to avoid accidents such as pressing the controller's home button and pausing someone else's match - respect the tournament schedule! - when your name is called, please come play without delay, this time due to the amount of games/tournaments we will be having a tight schedule so please help uncle panda and don't delay the schedule Prizes: - bonus pots for the following games: - Guilty Gear Xrd: R$ 1,200 - Arcana Heart 3 Love Max: R$ 1,000 (courtesy of shadowbringer) - Dengeki Bunko Fighting Climax Ignition: R$ 600 - Mystery Games: R$ 200 additionally, all of the tournament entry fee money for each tournament will be added to their respective games' pot, and the top 3 players will receive, respectively, 70%/20%/10% Stream: - the tournaments will be streamed at X-Revolution's stream here - the entire top 8 of each tournament will be run on stream; pool matches will be run according to the game's tournament and schedule Pre-registration: here FAQ: 1- side games? A: this time, all side game slots have been filled, lol 2- what's mystery game? A: a tournament where a game is randomly chosen for each bracket round; any game which people bring to the tournament is eligible to be played (if chosen), besides the games that the tournament organizer himself has soon I'll update this thread with more details, such as a flyer, a link for helping spread word about the event, and a promotional video original thread: http://www.hitconfirm.com.br/forums/showthread.php/3338-Hit-Confirm-Tournament-Series-2-30-e-31-de-Janeiro-de-2016
  11. does anyone know if the game will have cross-play between PS3 and PS4?
  12. feel free to correct any details that might need correction. - sweeps are helpful in games like KoF and SF, while they're less used and more risky in airdashers because of the risk of an IAD into combo (Melty Blood comes to mind) - because of double jumps and airdashes, staying in the air gives you more movement options than without them (although using the ground is still an option) - the air gives particularly a lot of movement options in Arcana Heart games (thanks to the homing mechanic) - there's a concept in Melty Blood called "airsies", basically, being in the air gives some benefits: --- you (usually) don't eat a big combo if you're hit with an air-to-air attack (unless it's a counterhit) --- the movement options mentioned previously --- you don't suffer as much pressure as you would if you were in the ground - the pressure game is different in airdashers than that of games like SF and KoF (and other similar games), there are chains, jump cancels (Melty Blood/UNIEL have reverse beats) and roman cancel-like mechanics which add mix-up possibilities and frame traps/baits; usually, the defender has (way) more risk than rewards, regardless of the decision he/she takes (escape, do a reversal, poke, continue blocking, do a backdash), compared to the attacker, thanks to increased comboability and possible combo conversions - said roman cancel mechanics can also be used to make unsafe moves safe - sometimes, even long-distance pokes can lead to combos (like Axl's air unblockables), and it may take people a while to identify what hit them, because it's easier to pay attention to the combos, rather than the combo starters - it may take a while for people to incorporate the concept of supers not being so intimidating in Guilty Gear (that you change your behavior depending on whether your opponent can use it or not), compared to games like Super Turbo (or 3s, for example), as well as the idea of blocking for more than 2 seconds (for those not used with long blockstrings) - due to a higher (in average) comboability in airdashers (thanks to chains, jump cancels, double jump cancels, roman cancels), isolated hits (like sweeps) tend to deal less damage (unless the game has a high damage scaling) compared to SF-like games, so being consistently good in neutral game tends to earn less damage for non-zoners (zoners may use their tools to get in to their opponent -- rushdown -- , or they may have good defensive tools when pressured, or they may be more focused in neutral game -- keep away --, or some mix of those three) - airblocking (coupled with movement options and air blockstrings) introduce air unblocks - the stronger pressure game (along with increased damage from combos, compared to neutral) reinforces the importance of okizeme and/or corner carry (to the point where one may sacrifice damage for better oki) - in some games, throws can lead to combos as well
  13. Rugal Bernstein (from The King of Fighters series) has the move called God Press (0:57 of this video: https://www.youtube.com/watch?v=urSduEXpODs), in the video it gets blocked by Kyo, but if it's not blocked, Rugal presses the victim against the wall, like Tamaki's super (but doesn't do any follow ups after that)
  14. I would like to help but I haven't played the game enough or have suggestions that wouldn't negatively affect the balance of the game.. I'll try anyways. would like to see more characters and assists though (maybe this could help alleviate the problem of certain characters having few viable assist options or decrease the ratio of non-viable ones? or is it just me focusing too much on countering the opponent character+assist), and an overall faster pace (I'm okay with Konomi and Oboro's speed, not saying that they should be made even faster, or that the others need to have as much speed as them), maybe that would make Manaka's 214214ab harder to do as an antiair, and Konomi get near Sasara a bit more easily (not counting assists, I didn't have an idea of one which would work, too afraid of getting someone like Satsuki hit before she starts shooting), those two would then need some buffs to compensate for that, not sure though. Heard that some of Riannon's normals are (depending on the matchup, which I don't know tbh) unsafe on block (probably unless super-canceled, but I doubt that her mp regeneration allows her to make her poking safe). Lastly, maybe more specials per character would increase the amount of options for the attacking side to choose from, and the defender to watch out for (as well as defensive options as needed), without making the game too difficult to learn (one thing I liked about the KoF series was the diversity of specials), and then balance them in revisions.
  15. >> 6B - faster startup, added lower body invincibility until after attack startup wonder if Zenia can mash 2a on her own wakeup *checks wiki* >> Hits mid. D: >> Collbrand - active frames of A and B versions shorter, guard crush effect only on opponent in air: I take this to mean it's air unblockable again or maybe it causes guard crush, instead.. >> Sacred Bringer, Sacred Punish, Sacred Slayer - added untechable time, shorter recovery on mishit, added recovery when whiffed: Again, promoting use of clean hits, lessening punishment on failure so long as you connect at all (though I'm 100% certain you're still getting punished) maybe the added untechable time and shorter recovery on non-clean hit could work together to make her safe on non-clean hit? Seems like these changes are to encourage the use of clean hits and to discourage the use of grand divide for okizeme (and as you mentioned, to encourage the use of more arcanas)
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