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Everything posted by Domayv
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we are now past 4000 supporters
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which studio handled CT and CSI-II for the voices? Bang Zoom?
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Then who handled Calamity Trigger and Continuum Shift I-II
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What about Travis Willingham (Relius) and Philece Sampler (Taokaka) So far, for those who have supported the petition * Patrick Seitz (Ragna) * David Vincent (Jin/Hakumen) * Cristina Vee (Noel/Nu/Lambda/Mu) * Mela Lee (Rachel) * Julie Ann Taylor (Tsubaki/Izayoi/Kokonoe) * Cindy Robinson (Makoto) * Erin Fitzgerald (Bullet) * D.C. Douglas (Azrael) * Yuri Lowenthal (Amane) * Amanda Celine Millet (Nine) VAs who have yet to express support * Philece Sampler (given that she's union-only and wasn't even credited at all in Alter Memory, unlike Jamieson Price (who goes under as Taylor Henry), she may not reprise. We could have Melissa Fahn take over) * Steve Kramer (Bang, though I wish they get back Tony Oliver) * Spike Spencer (Arakune) * Lauren Landa (Litchi) * Laura Bailey (Platinum, though given her increasingly busy schedule, I'm not sure if she could reprise. If not, then Alexis Tipton can take over) * Doug Erholt (Hazama/Terumi) * Doug Stone (Valkenhayn) * Travis Willingham (Relius, though given his increasingly busy schedule, I'm not sure if he can reprise. If not then Kaiji Tang or Matthew Mercer can take over) * Grant George (Kagura) * Steve Staley (Hibiki)
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As far as I know, the Unlimited versions of most of the characters have the effects of their Overdrives active by default, but some have a unique Overdrives exclusive to their Unlimited versions. These are the characters. Taokaka: Advanced Dancing Edge (Almost Becoming Two becomes a Distortion again) Litchi Faye-Line: All Honors Iron Tager: Voltech Overclock (replaces Voltech Field) Bang Shishigami: Erupting Soul (Fu-Rin-Kan-Zan becomes a Distortion again) Tsubaki Yayoi: Custom Install (all I know is that it increases her damage output)
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Domayv replied to Anne's topic in BlazBlue Gameplay
At least I don't have to torture myself through Unlimited Mars though. Also don't forget Elphelt and Leo. And let me guess which attacks would boost her imported Axe Gauge and which attacks are affected by it. And holy shit Unlimited Celica. I think they made her that way just to piss on her haters (which are numerous here in America). -
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Domayv replied to Anne's topic in BlazBlue Gameplay
I'd like to see how they are different from their vanilla counterparts (i.e. new moves and whatnot) Can you buy Unlimited characters off PSN and Xbox Live in CPE? -
[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Domayv replied to Anne's topic in BlazBlue Gameplay
do Celica and Lambda-11 have Unlimited versions? -
except Scorpion came way before Ragna (I would consider Fujikido Kenji/Ninja Slayer as ninja Ragna). If anything Ragna would be "Scorpion but not Ninja", and in turn Ryuko Matoi would essentially be Ragna genderbent. Shiki has ninja stuff already, as shown with Melty Blood.
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Ever thought of having Crispin Freeman or Keith Silverstein (they both sound alike to each other) do him (the latter would be easier since he's FiCore (can appear in union and non-union projects without difficulty) whilst the former is union-only). They can pull an awesome Hazama/Yuuki Terumi in Central Fiction if Aksys decides to give the dub's budget a beef-up (or better yet if SEGA steps in and becomes the new publisher of the series (which they should have done with Guilty Gear a long time ago) since they have Atlus (which, coincidentally, was the US publisher of the first Guilty Gear game) to do the job for them).
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even then, good luck with that because Capcom's focusing on Street Fighter V, and gameplay-wise Street Fighter is different from Guilty Gear and BlazBlue. Also Sega Sammy owns Sammy, and Sammy no longer publishes video games (their games duties are now handled by Sega). At least we could have Sega include characters from BlazBlue and Guilty Gear in Dengeki Bunko Fighting Climax, given ArcSys's relationships with French Bread/Ecole Software (though it would require negotiations with the three companies).
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I still wonder why Sega never bothered to release that game overseas (and even worse why never bothered to make an English translation), or better yet why they never bothered to release Guilty Gear (and possibly BlazBlue if they wanted to) themselves overseas, and why Sega holding on the Guilty Gear IP prevented ArcSys from making a new Guilty Gear game other than updates (Overture was self-published but it couldn't contain any of the characters from X and XX because it wasn't published by Sega and Sega owned the rights to those characters) until very recently. I knew Majesco released Reload, Dust Strikers and Judgment, but I never knew they released Rise of Arms.
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ArcSys would have to negotiate with Koei since they have the current video game rights to the series (the ArcSys game of that series was published by Sega) ArcSys would have to negotiate with Bandai Namco for that, and besides, CyberConnect2 is already making those games for them (and now they have JoJo). The only French-Bread title that ArcySys has published is the console version of Under Night In-Birth (which, like Guilty Gear Xrd, in the arcades is published by Sega because they use the Sega RingEdge arcade board, though Accent Core Plus R was self-published). If only ArcSys gained some significant expansion, like getting more members (which is borderline impossible). Also, I can guarantee that had Sega not hold onto the Guilty Gear IP like a control freak until ArcSys got it back until 2011 (Sega's constant meddling with the Guilty Gear IP was probably what motivated ArcSys to start self-publishing, as well as create the BlazBlue series as their placeholder fighting game until they get back the Guilty Gear IP), the newer Guilty Gear games (Overture, Accent Core, Xrd, etc.) would have come out a lot earlier. I don't know where else to put this thread in?
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oh yeah, though Bandai made Gundam and Namco made Tekken prior to the merger. Also, shouldn't this thread be about what it would be like if ArcSys makes a Marvel fighting game and not about who's a more prominent fighting game company?
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but even then, they're not seen at the competitive fighting game scene with the same level of frequency as Street Figher or even Tekken
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NetherRealm only gained prominence with MK9, and that was in 2011, already when ArcSys had gained prominence years earlier, and before that the Mortal Kombat series (save for the first three games) was dismissed from the competitive fighting game scene due to the later games (between MK4 and Armageddon) having way too many imbalances (characters that were clearly underpowered without anything to make up for, such as Mavado, and characters that were overpowered with virtually no weakness to balance it out, such as Onaga). The only justifications for NetherRealm being bigger than ArcSys in the public conscious are that their games are AAA titles (thus receiving a lot of attention) and that they're backed by Warner Bros. As for Capcom, they are still fairly big, even to this day, but ArcSys has been growing ever since the late 2000s with BlazBlue, pretty much becoming almost an equal to them. Heck, they even publish and port over to the consoles various fighting games from other companies, like Arcana Heart (which, sadly, it isn't in the competitive fighting game scene) and Under Night In-Birth (which it is). Bandai Namco only has Soul Calibur and Tekken, and the former has pretty much lost prominence after the failure that was Soul Calibur V, with Tekken being the only viable fighting game franchise for Bandai Namco, and Tekken's a 3D (read, sidestepping) fighting game, which those types of games seldom appear on the competitive fighting game scene due to their association with cheaply-made, usually a tie-in to an established series (like Naruto), effortless (has virtually zero fighting strategy, resulting in virtually all of its combos being nothing but mashing the same button again and again) fighting games that pretty much caused the fighting game's dork age until BlazBlue and Street Fighter IV helped bring the genre out of that dork age.
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Since Capcom's pretty much reached the end of the line with Marvel, it would be great if ArcSys makes a Marvel fighting game after finishing BlazBlue: Centralfiction, since the company is the premiere fighting game company, taking over that mantle from Capcom. Just imagine: Marvel characters + Insant Kills + Daisuke Ishiwatari music. How awesome could that be?
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Although this isn't related to Guilty Gear or BlazBlue, some of the P4Arena series characters' Persona Rushes (D normals) have gimmicks: Aigis's has counters like Hakumen's, Rise's fires lasers a la Dizzy's 214S/HS, Akihiko's pulls the opponent towards his persona Caesar a la Kokonoe's Gravitons, Kanji's does a lightning strike that can be directed based on the directional input (2D for close, 5D for medium, and j.D for far), Shadow Labrys's allows her to control her persona a la Carl Clover and Zato-1, Teddie's throws items a la Faust's What Could this be? attack, and Yukari's throws balls that make her arrows home in on the opponent whenever the arrows touch the ball.
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With Revelator on the way, I thought that I should talk about what it would be like if the Guilty Gear characters had a drive system like what the BlazBlue characters have. This is my idea. Notation: * L replaces P (punch) * M replaces K (kick) * H replaces S (slash) and, to some extent, HS (hard slash) * D (dust) is the same * E replaces HS (slash) Sol Badguy: His HS attacks will burn the opponent, dealing "afterburn" damage (formula: damage of attack x 0.1 x 3 seconds). Afterburn damage ignores regular blocking and instant blocking, but can be negated by Faultless Defense. Afterburn damage is subject to proration a la Yuuki Terumi's Force Eater. Effect cannot be cured but it lasts fairly quick. Dragon Install doubles the afterburn duration. Ky Kiske: His HS attacks will electrocute the opponent, leaving them in an Paralysis state, where they cannot move (i.e. walk, jump, airdash, etc.). However, Ukemi and moves that automatically move the character can still be used. In terms of status effect, it will follow a similar rule to Jin Kisaragi's Freeze Count, where there's a limit to how many times Ky can electrocute someone in a combo. Effect lasts until it either wears off or the electrocuted opponent hits him. May: ??? Millia Rage: ??? Zato-1/Eddie: Shadow summon (NOTE: he might lose his original HS attacks) Potemkin: ??? Chipp Zanuff: ??? Faust/Dr. Baldhead: His HS attacks will invert the enemy's controls on hit, causing the status effect Confusion. Similar to Ky, there's a limit to how many times Faust can apply the confusion status effect in a combo. Effect lasts until it either wears off or the confused opponent hits him. Axl Low: ??? Baiken: Her HS attacks will steal the opponent's Barrier gauge and add it to her own a la Ragna the Bloodedge's Soul Eater drive (that is, if Faultless Defense had its own gauge like BlazBlue does as opposed to being tied to the Tension gauge). This mechanic is meant to offset the low health she has. It works regardless of hit or block, but does not work against Faultless Defense. Youzansen, Sakura, Ouren, Tetsuzansen, and Tsurane Sanzu Watashi are the only non-Drive moves that can steal Barrier gauge and add it to her own. Testament: His HS attacks will poison the opponent, dealing poison damage (formula: damage of attack x 0.15 x 5). Unlike Afterburn damage, blocking the attack will not cause the opponent to take the Poison status effect. Effect lasts until it either wears off or the poisoned opponent hits him. Kliff Undersn: HS attacks deal 2.5x the amount of stun (it refers to the fact that Kliff can be easily stunned, so why not make his attacks stun easily) Justice: Nuclear Blast. (press 236E) to detonate. (NOTE: she might lose her 5HS and 6HS attacks. 2HS is now 3H and j.HS is now j.2H) Anji Mito: His HS attacks have an auto-guard period, in which the attack itself can block most incoming attacks. After blocking the attack, he can press any of the attack buttons (except E) to perform an auto-guard-based attack (like Kou is you press P and Sou if you press K) Venom: He will deploy his pool balls (NOTE: he might lose his original HS attacks) (press 236E or 214E to change ball formation) (NOTE: 2HS is now 3H) Johnny Sfondi: His HS attacks will "silence" the opponent, preventing them from using their Drive attacks. Similar to Ky, there's a limit to how many times Johnny can apply the silence status effect in a combo. Effect lasts until it either wears off or the silenced opponent hits him. Jam Kuradoberi: ???, possibly something similar to Izayoi's drive Dizzy: Summons (a.k.a. My Talking Buddies) (NOTE: she might lose her 5HS and 6HD attacks; 2HS is now 3H and j.HS is now j.6H) Bridget: Deploy/Release yo-yo Zappa: S and HS Sword, Raoh and Triplets normals, and D normals from Dog are now reconfigured as Drive attacks.. Slayer: Something similar to Noel Vermillion's Drive attacks. I-No: HS attacks will absorb the opponent's Burst gauge and add it to her own. Robo-Ky: ??? A.B.A.: Damage dealt by her HS attacks will slowly replenish her Blood Pack supply (maximum: 4 Blood Packs) (formula: damage of Drive attack x .25). Each Blood Pack can heal 120 health. Order-Sol: HS attacks are the same, but deal Afterburn Damage at levels 2 and 3 (forumla: damage of Drive attack x .075 x 3 (Level 2); damage of Drive attack x .15 x 3 (Level 3)). Sin Kiske: HS attacks electrocute the opponent if Sin is above 8000 Calories. Unlike Order-Sol, his drive attacks consume his charge gauge (125 calories). Should Sin be at <=8000 Calories, then his HS attacks will not electrocute. Unlike Ky, Sin does not have an electrocution limit, but if multiple attacks that electrocute are done in a combo, then the electrocution duration will last shorter than it they were done separately. Bedman: HS attacks will put his opponent in a "scanned" condition that lasts for 300 frames on hit, similar to Rise Kujikawa from P4AU. While the opponent is scanned, all of Bedman's projectiles will home in on the opponent. Ramlethal Valentine: Deploy sword (6S is now 5E, 2S is now 2E, 6HS is now 6E, 2HS is now 3E) (NOTE: 5HS is now 6H, 2S is now 2H, 2HS is now 3H, j.HS is now j.2H) Leo Whitefang: Brynhildr Stance (NOTE: Leo might lose his 5HS and 6HS attacks. 2HS is now 3H and j.HS is now j.6H). The L/P (anti-air), M/K (sweep), H/S (footsie) and D (counter) followups remain the same, but the HS (overhead) followup is now 6H. A 6P (command throw) followup and a 6K (projectile) followup is added). Elphelt Valentine: Ready, Miss Confire and Ready, Miss Traveler (press 22E to swap weapons). (NOTE: Elphelt might lose her 5HS and 6HS attacks. 2HS is now 3H and j.HS is now j.6H) Jack-O': ??? (details of her have not been revealed in full)
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I'm talking more like the special moves themselves (i.e. Yu's Zio paralleling Ky's Stun Edge and Jin's Hishoken, Swift Strike paralleling Ky's Stun Dipper and Jin's Musou Senshouzan; Yosuke's Dash Spring paralleling Chipp's Alpha Blade, Flying Kunai paralleling Chipp's Shuriken and Bang's Bang-style Shuriken).
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I know Yu Narukami is the P4:Arena series's answer to Guilty Gear's Ky Kiske and BlazBlue's Jin Kisaragi in terms of moveset, and Yosuke Hanamura is this to Guilty Gear's Chipp Zanuff and BlazBlue's Bang Shishigami, but what other characters from this series are similar to Guilty Gear and BlazBlue characters in terms of moveset?
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Guilty Gear characters BlazBlue style (gameplay-wise)
Domayv replied to Domayv's topic in Zepp Museum
That is a possibility. I could make Ky's Drive attacks summon a Grinder. Here's my revised version of Ky Kiske. How's this for now? Ky Kiske (revised) * Health: 11,000 * Movement Options: 1 Double Jump/Airdash, Run-type Dash * Drive: Thunderbolt Thunderbolt enables Ky to electrocute opponents (essentially stunning them), allowing for extended combos and unconventional reset opportunities. Compared to Jin's Frostbite damage, it deals more damage and generally lasts longer, but enemies can get out of being stunned by waggling the joystick when they're stunned. Moves that can electrocute have two additional values: Electrocution Count and Electrocution Duration. ** Electrocution Count: This value determines the amount of times that an opponent may be electrocuted in a single combo. Under normal circumstances, an opponent can only be frozen once per combo using a normal Drive attack (5D, 3D, 2D, 6D, j.D). If you use another normal Drive attack while the opponent has already been electrocuted once before, the normal Drive attack will not electrocute the opponent. In a combo, you can only electrocute an enemy once, unless it's a Distortion Drive, which ignores the Electrocution Count. ** Electrocution Duration: This value determines how long the opponent will be electrocuted after being hit by a move that electrocutes. Electrocution Duration is not affected by hit-stun decay or bonus hit-stun from a Fatal Counter starter, which basically means that the Electrocution Duration is fixed/set. ** Drive attacks will also summon a Grinder, which changes the properties of 236C, j.236B/C, 236D and j.236D, and increase their zoning capabilities) ** If you hit an opponent with a move that electrocutes while they're crouching or while they're airborne, they will be forced into a standing state. ** If an attack hits Ky while the opponent is electrocuted, or hits an enemy with an attack that electrocutes, the opponent will recover from the electrocution effect immediately after hitstop. ** Opponents will also break free from the electrocution effect when they are hit by a normal attack, if Ky goes over the Electrocution Count limit or after the Electrocution Duration expires. * Overdrive: High Voltage High Voltage allows Ky to electrocute his opponent with his sword normals and all of his specials, it allows him to break the Electrocution Count limit on his normal Drive attacks, and his specials and Distortion Drives gain additional properties. ** Sword normals (5C, 2C, 6C, j.C) will now electrocute the opponent and have a Electrocution Count limit of 2. ** Normal Drives (5D, 3D, 2D, 6D, j.D) gain an extended Electrocution Count limit of 2. ** Special moves will now electrocute the opponent and have a Electrocution Count limit of 4. ** Normal Drives (5D, 2D, 6D, j.D) gain more frame advantage, have a higher P2 and electrocution for a longer period of time. ** All specials electrocute on hit. ** Electrocution attacks that trigger SMP will fail to electrocute the opponent. ** You can only electrocute the opponent up to 4 times in a single OD combo (not counting Distortion Drives). The specials' Electrocution Count limit of 4 is shared with the sword normals/Drives' Electrocution Count limit of 2, meaning that you can only electrocute the opponent up to 2 times with sword normals/Drives and 2 more times with special attacks for a maximum of 4 electrocute per OD combo. * Combo Rate: 65% * Moves ** Stun Edge (236C) ** Air Stun Edge (j.236B/C. B goes at a 30 degree angle. C goes at a 60 degree angle) ** Vapor Thrust (623B/C) *** Lightning Javelin (Vapor Thrust ->C) ** Stun Dipper (236B) ** Greed Sever (214B) ** Split Ciel (214C. Summons a Grinder) ** Lightning Strike (222C when opponent is down) ** Charged Stun Edge (236D, air OK. Aerial version goes at a 60 degree angle) ** Lightning Sphere (214D) *** Charge Drive (Lightning Sphere -> 46D) ** Stun Rays (j.214D, summons a Grinder) ** Ride The Lightning (632146D air OK, consumes 50% heat, electrocutes on hit) ** Sacred Edge (236236A, consumes 50% heat, electrocutes on hit) ** Astral Heat: Rising Force (236236D, consumes 100% heat, kills instantly on hit) Now for Sin Kiske Sin Kiske * Health: 11,000 * Movement Options: 1 Double Jump/Airdash, Run-type Dash * Drive: Thunderbolt II Sin's former H attacks now deal electrocution damage, similar to Ky's. Unlike Ky's, it is subject to proration similar to that of Yuuki Terumi's. Level 1 attacks (no calories) do not deal electrocution damage. Level 2 attacks (1-8000 Calories) deal electrocution damage but less stagger compared to Ky's Drive attacks. Level 3 attacks (8001-16000 Calories) deal greater stagger than Ky's Drive attacks. ** Every time Sin uses a Special attack (with the exception of 214+P/K and 214+HS) he will burn 1,000 Calories ** You can also cancel Special attacks into other Special attacks by burning an additional 1,000 Calories (ex. 623C > 236B will burn a total of 3,000 Calories) ** If you hit 0 Calories when doing Special Attacks, you will be forced into a hunger animation for 95F after the Special Attack. * Overdrive: I'll Never Stop Growing Sin regenerates calories at 10 calories per frame (totalling 600 calories a second) at a set rate for how long OD will last depending on your health.Meal recover is shortened during OD. * Combo Rate: 70% * Moves ** Hawk Baker (623C, burns 1,000 calories) ** Beak Driver (236D, burns 1,000 calories) *** I'm Sure I'll Hit Something (CCC... during Beak Driver) ** Bull Dash (214C, burns 1,000 calories) ** Elk hunt (236B, burns 1,000 calories) ** Vulture Seize (j.214C, burns 1,000 calories) ** R.T.L. (632146D air OK, consumes 50% heat) ** Voltic Deign (236236A, consumes 50% heat) ** Astral Heat: Raiden (236236D, consumes 100% heat, kills instantly on hit)