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Everything posted by SolxBaiken
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Examu Cup '14 (quarter finals and up) [ part 1 | part 2 | part 3 | part 4 | part 5 | part 6 | part 7 ]
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Phantom Breaker (Now coming to arcades)
SolxBaiken replied to Hecatom's topic in Misc Fighter Central
Shizuka still has her loop? o.o I thought they patched it out in 1.01? -
This game is pretty much 80% High risk/reward across the board, at the very least there are either Medium risk or reward options but I'd be hard pressed to say there are many [if ANY] Low risk options, and Low reward usually comes off of under utilized options.
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Hmm, I dunno, I would kind of advise against this; sure there are few strictly anti-air attacks but there are plenty of moves with hitboxes that can cover slightly above you, and due to there being no moves with start-up invulnerability you will trade [or likely just get beaten right out] more often than not. Also jump attacks generally have poor tracking so they are pretty easy to evade, especially if you telegraph them, not to mention the opponent can tech in any direction and escape your range and punish you. Also having your jump attack whiff or blocked is a free punish for the opponent, so overall I wouldn't say aerial approach is free at all. Honestly, the [anti-]wake up game has to be approached in a different manner entirely and absolutely has to be respected. Don't forget this is a 2-on-2 game, once I know that I already have done the maximum of what I can do and have got the knockdown [if my partner/opponent's partner isn't too far out] I'll usually go and give some assistance [especially on non-zoners since now they have to chase you down and make the riskier bets]. Otherwise I'll charge meter and block/punish wild swings out of invulnerable frames. I actually find Double Jump a better too for evasion/distance creation rather than approaching [unless you are already in mid air and see the chance to come down with a punish].
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J-Stars Victory VS: Player's Guide & Discussion
SolxBaiken replied to SolxBaiken's topic in Misc Fighter Central
Well in J-Adventure you'll get a bunch of characters near the end and yeah like you said a few temps along the way [ichigo also had a small thing with Nube and Killua is a consistent temp until the 3rd act] so I just list the 3 primary characters. And I'll add the OST stuff in too! -
J-Stars Victory VS: Player's Guide & Discussion
SolxBaiken replied to SolxBaiken's topic in Misc Fighter Central
Sorry SoWL, I just didn't want to keep making a bunch of tiny posts lol, but I'll update you guys on when I update the opening segments [i'll do them in bigger bursts] I also added your notes, thanks! Good work so for Qubil, I'll add your Killua stuff in soon, I'll just reorder a few things [in general I'll probably put any talks of Auto-Combos into the Key Strings section, since it is meant for taking about good natural strings like if say someone's L > H ends in crumble and is good for combo extension, etc] And put the God Speed mode that Blaze talks about in. Speaking of, yeah no training mode does suck, having to test stuff against myself is a pain especially since you have to thing outside of the box on a lot things [like with the Voltage gauge]. Damage is a relatively hard thing to calculate which is why I wrote "around" and "about" so much in my Kenshin guide lol. Also you can't finish Raoh off! lol I have to test the exact conditions but every time I fight Raoh in Victory Road he always explodes on the final KO, he's all like "nah bro,m I finish myself off on my own terms!" *boom* -
Jojo's Bizarre Adventure: All Star Battle
SolxBaiken replied to SolxBaiken's topic in Misc Fighter Central
Looks like Europe/Australia is getting a collector's edition [wtf, how come Europe gets all the cool stuff lately? ; -; ] However...I can't help but notice the lack of the OST...[which is why I really, really want...] -
J-Stars Victory VS: Player's Guide & Discussion
SolxBaiken replied to SolxBaiken's topic in Misc Fighter Central
Yeah sorry for the slow developments, there's just so much to cover [i even find myself making new place holders for things to include lol] but yeah anyone who wants to fill out a character section or other tidbit then please just put the info here and I'll copy pasta it in ' 3' [really wish I could have others just fill it in on their own, ahh the joys of a wiki ; -; ]. -
We already have Momiji #kappa As for Marie, she's pretty fun, maybe it is due to the fact she is new or that I haven't touched a more demanding fighter in a while but her comboing her strings are a bit stricter than I originally thought. She's not quite as Lili as she seems on paper either, but I probably won't be playing her because she seems to get most mileage off of combing her Advance Holds, and I am in no way a good enough player to be utilizing that Still I like that Teccoei has been supporting the game in general as much as they have, wasn't even mad that I had to buy her. Still I am actually more excited to try out Apa and see who they'll introduce after her.
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Awww, lame, Marie has no unique tag throws with anyone .v. Forever alone~
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J-Stars Victory VS: Player's Guide & Discussion
SolxBaiken replied to SolxBaiken's topic in Misc Fighter Central
Community Player List/Network IDs??? -
J-Stars Victory VS: Player's Guide & Discussion
SolxBaiken replied to SolxBaiken's topic in Misc Fighter Central
Media Match Play??? MiscellaneousPlayView Combo Exhibition Kenshiro w/Ichigo Near Death combo by PepperBeef2Spicy -
J-Stars Victory VS: Player's Guide & Discussion
SolxBaiken replied to SolxBaiken's topic in Misc Fighter Central
J-Cards Ace Hancock Akainu Naruto Sasuke Madara Goku Frieza Vegeta Yusuke Toguro Hiei Toriko Zebra Ichigo Aizen Rukia Gon Killua Hisoka Kenshin Shishio Seiya Kenshiro Raoh Oga Beel Gintoki Kagura Sadaharu Medaka Kumigawa Ryotsu Arale Gatchan Korosensei Saiki Momotaro Edajima Bo-BoBo Don Patch Tsuna Reborn Luckyman Taro Wandering Granny Jonathan Joseph Nube Neuron Chitoge Jaguar Kuroko Bossun Himeko Switch Lala Allen Shouya -
J-Stars Victory VS: Player's Guide & Discussion
SolxBaiken replied to SolxBaiken's topic in Misc Fighter Central
Game Modes J-AdventureThe premier mode of J-Stars Victory VS, here you can experience the story of the merging Jump worlds as you explore several world maps in search of treasure, friendship, and answers. This mode is split up into 4 sections, each one following a different set of main characters: Dynamic Arc - Luffy, Ace, and Seiya Hope Arc - Naruto, Gon, and Yusuke Investigation Arc - Toriko, Zebra, and Goku Pursuit Arc - Ichigo, Oga, and Hiei Victory RoadHere you'll traverse a world map as well, however it is much more linear and basic than the one featured in J-Adventure, in fact this is much more reminiscent of a "dungeon crawler" (on its most basic level of course). Each time you select a location you will have to battle through several stages in order to clear the area and certain stages will even offer additional challenges that will reward you with extra J-Points if met. Free BattleThis mode lets you battle CPU opponents or friends with no restrictions. Online BattleTest your skills (and cooperation) against the world to see who is the best of the best! Also be sure to log-in every day for your free 1000 J-Point bonus! J-CustomizeEdit your J-Decks with the J-Cards you have found (in J-Adventure) or purchased (though the J-Point Shop). Gather strong cards and form cleaver setups to help give yourself that little bit of extra edge in battle. You can see the J-Cards section for more details. J-Point ShopYou can spend the J-Points acquired through play in order to acquire consumable items (for J-Adventure), unlock new characters*, or get new J-Cards. *In the beginning you will have a fixed allotment of how many characters you can buy (initially staring out with only 3) but this limit will increase as you raise your Friendship, Effort, and Victory bonus gauges (represented at the top, just beneath your J-Point value on the main menu). All modes of play will increase these stats based on play and you will need a combined total of level 27 (each stat maxes out at 10) to have all 52 characters available. GalleryCheck out the character models and voices or re-watch your favorite battle replay. OptionsAdjust various settings; camera controls, screen display, audio levels, customize the song list with music from your HDD, or up/download save data which can be shared among PS3 or Vita copies of the game. Default OST List__________ Raging Blast (Dragon Ball Z theme) Never Ending Adventure (One Piece theme) Ninja Slayer (Naruto theme) Good Appetite! (Toriko theme) Bring it On! (Gintama theme) Matsuri! Revolution (Kochikame theme) Brave Soldiers (Saint Seiya theme) The Styx (Bleach theme) Burning Sword (Rurouni Kenshin theme) Dark Inferno (Yu Yu Hakusho theme) Man of Men (Sakigake!! Otokojuku theme) You're easygoing . . . (Dr. Slump theme) Bravely and Resolutely (Hunter x Hunter theme) Edge of the Fist (Fist of the North Star theme) Bad Boys (Beelzebub theme) Abnormal Psychology (Medaka Box theme) Assassin Rendezvous (Assassination Classroom theme) Psycho Circus (Saiki Kusuo no Psi Nan theme) Beat tun Up! (BoBoBo-Bo Bo-BoBo theme) The Hitman (Katekyo Hitman Reborn! theme) Good Luck! (Absolutely! Luckyman theme) The Incredibles (Chin'yūki -Tarō to Yukai na Nakama-tachi- theme) Two Steps from Hell (Hell Teacher Nube theme) Fighting Stars (J-Stars Victory VS theme) -
J-Stars Victory VS: Player's Guide & Discussion
SolxBaiken replied to SolxBaiken's topic in Misc Fighter Central
Support Only Assists There are a total of 13 characters that are Assist only, while it is saddening that certain characters are regulated to this role these are actually a few of the more interesting options as many of them have unorthadox actions which have more utility outside of comboing. Kuroko Edajima SKET-dan Allen Lala Chitoge Shoya Hisoka Jaguar Rukia Neuron Kumagawa -
J-Stars Victory VS: Player's Guide & Discussion
SolxBaiken replied to SolxBaiken's topic in Misc Fighter Central
Beelzebub Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Fist of the North Star Kenshiro can be best described as a lightning bruiser, he hits REALLY hard and is not too slow to boot either (he's kind of a medium speed character leaning slightly towards slow). That being said, Kenshiro is still on the slower side of the cast when compared to characters like Luffy, Naruto and Kenshin. However, although his normals and strings are somewhat slow, he makes up for it in high damage output. His heavy attack string is strong enough to wipe out a good 20% on its own. Kenshiro is also an almost entirely melee character which puts him at a disadvantage against keepaway or anti melee characters like Saiki or Vegeta, Yusuke. Kenshiro only has one ranged projectile attack, Tenha Kassatsu and even then its not an amazing ranged attack. Despite that his normals have surprisingly good range and hitbox size making it relatively easy for him to hit opponents, but the also have long whiff recovery frames. Kenshiro relies somewhat heavily on his Area of effect attacks like Hokuto Hykyaretsuken (I will refer to it as 100 Crack Fist or atatatata for simplicity's sake), and Tenha Kassatsu as they are a core element of his gameplay. At the same time these moves do tax heavily on Kenshiro's stamina gauge in return for dealing huge amounts of damage. Kenshiro's transformation is just him taking off his shirt but doubles his stamina gauge and (unconfirmed) damage output, his ougi Transformation, Musou Tensei i will cover later To break it down here's a quick pro and con list Pros: -High Damage output -Normals that have good range, hitbox size and very combo-friendly, as they either knock the opponent extremely far back, or into the air. -Decent set of air attacks -Stamina charge time is very short for Kenshiro as he charges very quickly -Strong set of AoE attacks -Good assist with atatatata -Very strong AOE fighter with atatata while dealing massive damage -Very useful and practical ougi with Musou Tensei Cons: -Very melee centric, vulnerable to keepaway -Tenha Kassatsu, Kenshiro's only ranged attack is both slow and somewhat short ranged (but it stuns and does heavy damage, can combo off of potentially) -Kenshiro relies on his AoE attacks and thus consumes allot of stamina. -Running speed and running recovery frames both kind of slow -Strings have long animations and thus has big whiff windows -Doesn't have an amazing gap closer. -Not every move is useful General Tips__________ -Kenshiro is a melee character, getting him in is essential -Be cautious of just straight using Kenshiro's run to get in, its not that great and leaves him very vulnerable to ranged or counterattacks, instead try jumping or just walking -Should always powerup at the start of matches, Kenshiro's charging speed is very fast compared to most characters and as a stamina heavy character he needs it -Tenha Kassatsu should be used for specific situations, it is not a move to be spammed, try using it to finish off someone far away, or interrupt an opponent hitting your ally. -In cluttered battles with all 4 players in close range, Atatatata is extremely useful in gaining the upperhand as its vortex, large hitbox size and high damage are all incredibly useful -Sometimes you have to respect opponents' speed, Kenshiros normals are not the fastest in the game -Use dodge to move around primarily in Musou Tensei, and make sure you won't get hit when you go for a Musou Tensei punish -Musou Tensei can save your life if you're very low as it makes you practically unkillable, use this to stall for your partner to gain the upperhand -Kenshiro does really well when paired up with a character who has projectiles and or long range thus can help Kenshiro deal with keepaway/provide ranged support. -Kenshiro has extremely high damage potential if he can gang up on someone during a non-cutscene ougi attack (Gintoki's ougi, Toriko's Ougi) as using atatata while an opponent is getting hit by a partner's super is tons of damage. Key Strings g.L - Kenshiro whips out double nunchaku and strikes his opponent multiple times before kicking them away. This move I don't find very useful, its got an awkward command doesn't have amazing range nor damage and its kind of slow on coming out. Specials Hykyaretsuken (S) - Kenshiro's signature attack he punches rapidly in a 90 degree cone in front of him with a total of 30-40 punches before finishing with a strong punch that causes a huge knockback, costs 5 stamina bars to use. This move's damage/duration can be extended by mashing S. This is Kenshiro's primary damage nuke attack, landing it in a combo is essential since landing the entirety of the punches does MASSIVE damage. -While in Musou Tensei: Kenshiro's heavy attack string is changed to have the first attack a small amount of invincibility frames, is now a very long ranged dash and does more damage. -Musou Tensei in general seems to amplify all of Kenshiro's damage by a small amount -The most important feature of Musou Tensei is invulnerability: Kenshiro's standard dodge is replaced by a unique dodge where he creates afterimages instead of actually moving, while dodging Kenshiro does not use stamina, and becomes completely invulnerable to all damage while dodging, his blocks in Musou Tensei also no longer consume stamina (unconfirmed) Kenshiro's Musou Tensei movement also allows him to pass through enemies and some character created obstacles like Bobobo's Don Patch or Aizen's force fields. This dodge is also much faster in movement and recovery frames to start the next dodge. -Pressing R3 again while intiate Musou Tensei's attack based on the final punch delivered on Raoh in HnK, Pressing R3 will thrust Kenshiro a small distance forward very quickly, if the punch connects Kenshiro will turn around and do a high damage (at least 60-70%) rush punch that also knocks opponents back. If Kenshiro does not connect with this move he will end the Musou Tensei state. -For whatever reason Musou Tensei can only occur while Kenshiro is shirtless (Transformed) thus, if you are not shirtless when Victory burst is used, Kenshiro will pop his shirt first and then proceed into the Musou Tensei transformation automatically, he's still invulnerable but do note that it takes longer to get into. -Note that Musou Tensei is only invulnerable while dodging or blocking running around or attacking while in Musou Tensei still makes Kenshiro vulnerable. -Musou Tensei's unique attack can be comboed into but it is difficult since you have to do it while under the effects of the Musou Tensei transformation unlike other characters who can do a combo, victory burst then use it straight away. -If people are stupid, they will try to hit Kenshiro while he is in Musou Tensei, this will allow for very easy punishes and even using Musou Tensei's super, smarter opponents will try to run away espscially by jumping, but you can still chase them down. -Personally I like to stalk my partner's opponent and wait till he attacks and then use the Musou Tensei attack, after entering Musou Tensei I for the most part move around using almost only dodges since its invincible. Combos (WIP) ??? Assist Partners__________ ??? Raoh Character Overview Key Strings character specific mode/key action Specials Assists BoBoBo-Bo Bo-BoBo Bobobo is without a doubt one of the most unique characters in the game that has a strange playstyle. Bobobo's unique trait is that he can call Don Patch as a sort of 2nd assist but with a much lower cooldown along with the team shared assist. As a result Bobobo can move independent of Don Patch and both can hurt the opponent. Bobobo plays well at a medium-distance from his opponent or up close, While Bobobo has ranged options he is not a pure keepaway character but at the same time he is not entirely rushdown either. Bobobo works really well as a lockdown and pressure character I've found as his set of multi hitting attacks that locks opponents in blockstun or unable to move does amazing things for debilitating your opponent. While Bobobo has allot of lockdown moves (Oranges Assault, Don Patch Flurry, Hanage Flurry, Hanage Smash) he has a couple low points Bobobo while having some of the fastest meter charge in the game he is one of the few characters with only 1 stamina bar available as he cannot charge past his initial bar. This also means Bobobo has no transformation. Bobobo is also very meter hungry as his Specials are essential to his core gameplay. His normals are also very combo-unfriendly and very slow, they're range and hitbox size is decent but they're still pretty slow and the incoming dash is not that great. Pros -Don Patch assist -Some of the best lockdown and pressure -Decent attacks from all ranges, both ranged and melee -Good dash -Decent Ougi -Very fast stamina charge -Works well with anyone and benefits everyone Cons -Only 1 bar of stamina -Really subpar normals. -Don Patch assist calls cost allot of stamina -Low combo versatility -Low Damage overall Tips -Bobobo is meter hungry, try to be wise on how you use his meter -Hanage Flurry can be used during Don Patch flurry to do great damage but its hard to get all the hits to connect and can be a waste of stamina -Bobobo can call Don Patch to save him from being hit by multiple opponents or a single opponent who is going in for the attack -Bobobo's normals himself are slow and his guard break cannot start a combo, keep these in mind -Orange Assault is a great projectile at medium range but the projectiles will dissipate at a far ranges and they're not good anti-airs -If an opponent is blocking Don Patch assault, you can open them up with Nose Hair Smash, thus creating an unblockable setup. -Bobobo can stamina charge while Don Patch flurry is being used thus setting up for more stamina or an additional Don Patch Flurry -Don Patch can be jumped away from so make sure to use it as close as possible. -Orange Assault stuns opponents for a long time. -Bobobo while he has great tools, he has overall low damage therefore he has trouble killing opponents quickly keep this in mind as if your partner is losing its hard for Bobobo to make a great come back -His Ougi is good in chaotic situation with all 4 players and make sure you're in capable range -Bobobo can use his Super off of Don Patch Flurry but you have to be very very close as Don Patch will gradually push them away from Nose Hair Alley's range. -Bobobo's Super has fast startup. Key Strings Specials Combos ??? Assist Partners__________ ??? Medaka Box Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Yu Yu Hakusho Meter Management__________ This is where Yusuke's damaging combos are attempted to be balanced. Yusuke, like everyone else, starts off with 1 full stamina bar which is 10 small blocks. All his specials and Beatdown take stamina. Take the last combo for example, it uses 3 Spirit Guns for max damage. That means the combo takes a whopping 9 stamina to execute. Do it with more than 9 stamina and you should be fine. However, the game allows you to use specials even if you don't have the full stamina need to do it. So let's say you did it with 7 bars. You would fire all three shots and probably still get max damage but your character would be fatigued. That means you can't charge, step, dodge, or anything else that uses stamina. It also means that until you get 4 bars of stamina back, blocking is worthless as one hit will crush your guard and allow whatever else to combo. To make it worse, the game signal's your fatigue by making you flash red. To prevent this you should always be wary of your stamina gauge and do NOT mash your Spirit Gun combos. See all the combos say "Spirit Gun (1-3)" except for one? That's because at most only 3 Spirit Guns will actually combo but the game has no problem letting you fire off a 4th. Mash them out and not only did you just extend how long it'll take you to recover from the combo, you also have to wait for your stamina to recharge before you can block successfully. In combo 4, it's possible to fire off the 4th shot, go into fatigue and recover fully before the opponent can attack but remember this is a team based game with assists. Doing a combo is risky enough, there's usually no need to fire that 4th Spirit Gun and lose the ability to block. Lastly, because of Yusuke's huge meter use it's good to charge up his second meter but the damn thing takes so long to charge that getting it full will only result in letting your partner get beat or worse. Because of that, it's best to just forget about the second meter and rely on the normal stamina recharge unless one opponent is already dead. Key Strings Demon Mode Going along with the true-to-anime theme, Yusuke's signature move also happens to be his most useful special in this game. While charged Spirit Guns do a bunch of damage, it's far easier and better to fire off a quick uncharged one which also knocks the opponent down immediately on hit. It's actually possible to combo 3 rolling Spirit Guns (direction+S) if the opponent doesn't tech however I'd advise against it bc of the stamina cost and most people will tech anyway. After Spirit Gun, it's best to either run in (dont dash to let your stamina recharge) or sit back and recharge stamina depending on your current strategy. Lastly, certain combos allow you to fire 3-4 Spirit Guns back to back for more damage (see meter management for more info before using it though). Shotgun (g.S) - A modified version of the Spirit Gun which fires off a bunch of "bullets" as if it were a shotgun. This move's range is much more limited than Spirit Gun and costs 4 bars. On the flip side, this move also knocks opponents far away allowing for more stamina recharging and more potential damage from crashing into objects. Unlike the Spirit Gun, this move is also a big "fuck you" to Aizen's shield as it completely ignores it like most g.S attacks. More damage than Spirit Gun but less than a charged Spirit Gun. Unsafe on block. Spirit Wave (fully charged g.S) - Yusuke does a gutpunch filled with spirit energy. Takes around a second to charge fully and can hit airborne opponents (tho unlikely that you ever will). A very costly special at 7 bars and useless as there's only one known combo for it with a linked Spirit Gun afterwards. Making it even more useless is that you can extend the combo used for it (instead of doing Wave) then add two Spirit Guns and get more damage for half the stamina you'd use in the Spirit Wave combo. So why use this move? Well it does actually launch the opponent a very short distance then they land in a hard knockdown state (comboable). Beatdown (j.H > g.H) - No known official name yet but Yusuke does a diving punch at the opponent and proceeds to pummel them into the ground then kicks them away. Throw-type move (Yusuke can be hit while in the animation tho) and the g.H version has amazing tracking. Everyone I've seen try to sidestep it gets hit. This move also has no problem jumping in the air and bringing someone back down to the ground. Make your opponents fear this move! Super: Spirit Gun Mega (Theory - Yusuke's VB options being so useless makes me feel like he'd go best with a character who can fully utilize their Super. While playing online, I ended up just not activating VB unless my teammate did it first. Afterwards, I tried to not transform and let my teammate use both stocks of ougi. Combos 1. LLHH > HH Shotgun/Spirit Gun (1-3) - Basic combo that uses 3,4, 6, or 9 bars depending on your combo ender. Shotgun and Spirit Gun Double do the same damage at about 3.5 bars. A third Spirit Gun cranks it up to 4 bars of damage. ??? Assist Partners__________ ??? Hiei Character Overview Key Strings character specific mode/key action Specials Assists Toguro Character Overview Key Strings character specific mode/key action Specials Assists Rurouni Kenshin Kenshin is a strong intermediate to advance character that has strong tools which require firm understanding to utilize efficiently. Sheath Stance Movement__________ The first thing to note is moving is this stance results in the same speed and velocity of a Dash, but unlike a Dash Kenshin can quickly and easily alter his direction, also this movement only consumes a single section of Stamina rather than continually drain it like a normal Dash (this includes changing your direction, so as long as you do not stop you will move quickly at optimum energy consumption) adversely you cannot recover Stamina while moving. Be cautious however as Kenshin can neither jump nor defend while in this stance. Also keep in mind that there is a point when approaching the target that you cannot alter your course, you will recognize this range when Kenshin begins to tilt sideways. This brings us to another benefit of this movement over a standard Dash, when you reach your target you will not stop in front of them, rather you will actually cross them up and appear behind them! (or beside them if a wall prevents the former) but passing through them will NOT occur if the opponent is in recovery state. One final note about movement, it is small but all knowledge can be valuable, be aware that fall of an uneven surface will cause Kenshin to enter an aerial state and will cancel the stance upon landing. Offensive Actions__________ Sheath Stance allows for quite a few attacking options but keep in mind that preforming any one will immediately take you out of stance. First let us talk about his Normal options: g.H > L is Kenshin's Cross Rush Launcher; this is the move to go to when you need a helping hand from your partner to tack on some extra damage against an opponent. g.H > H has you cross through the opponent [if close enough] and leave them in a crumble state on hit (which can easily be followed up with various attacks - see: Combos). g.H > H on block drains a lot of Stamina on block [4] and if done close to the opponent still passes through them, in fact it lands you a good distance away from your opponent, so it is a relatively safe option. Out of the Sheath stance Kenshin can do 2 of his 3 Specials; Dragon Storm and Dragon Counter, which act exactly the same as when he is in normal stance [see: Specials] but cannot do his Super (can still Burst though). Key Strings Specials *Note: for the sake of simplicity I will be using nicknames derived from the actual move name translations Assist Actions__________ ??? Assist Partners__________ Chitoge - first and for most, she can lock the opponent's Assists for a significant amount of time, so this helps Kenshin maintain pressure. Also when summoned during combos, due to the close proximity and Kenshin's tendency to cross up the opponent a lot, Chitoge can often strike from behind the opponent and send them flying toward Kenshin. Example: L > Assist > H > [stuff] Kumagawa - for the same reason that Chitoge is a great partner, Kumagawa allows Kenshin to play his game while preventing the opponent from playing theirs. Either of his actions are good because worst case scenario you simply get the stun [but can now do all sorts of wonky combos] and best case you get to lock your opponent's Stamina! Neuron - as his ability is casting invisibility, he is obviously a great partner for anyone, however I am actually listing him to point out something that weakens his combination with Kenshin in particular . . . you see . . . Sheath stance technically counts as an "attack" so Kenshin can NOT combine its high mobility with Neuron's ability, not even if you enter the stance before walking through his field. Bummer . . . Combos (still WIP) L > H > HH > LLLL > SSS - does 50% for 4 Stamina. The trickiest part is linking the HH for the re-stand (you can essentially mash it but be careful about doing so on the LLLL or else you won't get the proper chain for SSS). If Chitoge is your partner you can call her in between L > H to make the following HH easier to link, tack on a bit of extra damage, and lock the opponent’s Assist. Shishio Character Overview Key Strings character specific mode/key action Specials Assists One Piece Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Ace Character Overview Key Strings character specific mode/key action Specials Assists Hancock Character Overview Key Strings character specific mode/key action Specials Assists Akainu Character Overview Key Strings character specific mode/key action Specials Assists -
J-Stars Victory VS: Player's Guide & Discussion
SolxBaiken replied to SolxBaiken's topic in Misc Fighter Central
Toriko Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Zebra Character Overview Key Strings Eating Specials Super: Meteor Noise Assists Combos (WIP) Dr. Slump Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Dragon Ball Z Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Vegeta Character Overview Key Strings character specific mode/key action Specials Assists Frieza Character Overview Key Strings character specific mode/key action Specials Assists Naruto Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Sasuke Character Overview Key Strings character specific mode/key action Specials Assists Madara Character Overview Key Strings character specific mode/key action Specials Assists Hunter x Hunter Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Killua Character Overview Key Strings God Speed Mode Specials Assists Combos Bleach Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Aizen Character Overview Key Strings character specific mode/key action Specials Assists -
J-Stars Victory VS: Player's Guide & Discussion
SolxBaiken replied to SolxBaiken's topic in Misc Fighter Central
Assassination Classroom Korosensei's largest weakness are his close range attacks which, despite their range and damage potential, are slow and usually can be punished easily. This forces him to commit to calling a support character or using his missile Skill that costs 4 stamina in order to get enemies off of him; providing he can not successfully Just Guard. Keeping Korosensei's stamina up is key to successful play and mastering his movement skills will yield great success against anyone and everyone. It should be duly noted that Korosensei can not charge stamina when underwater on the Planet Namek stage so staying underwater for extended periods of time is detrimental to his game plan. Key Strings H·L / H·H·L - These strings knock the opponent down and buy Korosensei time to charge stamina and/or slip away using his dash Skill. The L attack ender dashes through the opponent, making it his most difficulty attack string to punish. They also take a great deal of stamina when blocked. character specific mode/key action Specials Missile (S) - Korosensei uses his Mach 20 speed to teleport out of the arena and throws a missile upon return that explodes on impact. Uses 4 stamina with each use and useable midair. Can You Keep Up? - 30 second cooldown. A very solid assist that comes out very fast and knocks the opponent down. Useful for putting pressure on opponents quickly from large distances. Sticky Situation - The support version of this move loses its projectile negating properties making its uses limited. It is likely best used while the enemy is in close range as a defensive tool or a combo extender. Assist Partners__________ Himura Kenshin [Dragon Counter, 30 second cooldown] - Korosensei's biggest weakness revolves around his close range game. His light and heavy attacks are generally more damaging but they are also slower making them easy to interupt. In most cases, using the invincibility of Korosensei's missile Skill is usually his best bet, but at close range this can be baited and punished heavily. The time freezing effect of Kenshin's field makes it an incredibly well rounded assist that can be used make Korosensei's attack strings safe, get / keep opponents off him for safe stamina charging and retreat as well as a powerful combo extender. Easily one of the best assists to compliment Korosensei. Kagura & Sadaharu [30 second cooldown] - One of the best defensively oriented assists in the game. Sadaharu is relentless and will not rest until Korosensei's opponent is incapacitated and as far away from Korosensei as possible; giving him ample time to continue his evasive runaway game or go back on the offensive. Misogi Kumagawa [30 second cooldown] - Despite its slow start up, Kumagawa is a very solid assist for Korosensei when paired with his movement and trickery. When called at a far distance, Kumagawa's screw will lock out an opponent's stamina for roughly 15 seconds. This allows Korosensei to harass in any manner he wishes. When called at a close distance, Kumagawa's screws lock the opponent in a set spot for a few seconds making it a solid combo extending and combo breaking tool. Combos LL >H > S* HHH > t.S* HH > LLLL* HH > L > HH > L* LL > HH > L* LL > g.S* LL > Victory Burst > Ultimate* *All of these combos can be done off of a dash attack and/or jumping Heavy Attack Katekyo Hitman Reborn! Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Gintama Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Kochikame Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Saiki Kusuo no Psi Nan Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Sakigake!! Otokojuku Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Hell Teacher Nube Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? JoJo's Bizarre Adventure Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Joseph Joestar Character Overview Key Strings character specific mode/key action Specials Assists Saint Seiya Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Chin'yūki -Tarō to Yukai na Nakama-tachi- Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? Absolutely! Luckyman Key Strings character specific mode/key action Specials Special 1 (S) - ? ??? Assist Partners__________ ??? -
J-Stars Victory VS: Player's Guide & Discussion
SolxBaiken replied to SolxBaiken's topic in Misc Fighter Central
HUD Win gauge - ? Voltage gauge - ? Health bar - ? Stamina - ? Team Members - ? Partner - ? Assist - ? Stage Map - ? Timer - ? Lock-on Reticule - ? Controls & NotationsSquare = Light attack / L Triangle = Heavy attack / H Circle = Special attack / S X = Jump L1 = Lock-on L2 = Assist L3 = Taunt R1 = Guard R2 = Dash R3 = Victory Burst/Super *Note: for the examples listed below "X" represents an empty variable which is representative of any button press, not the X-button on the controller specifically, anywhere else where "X" is listed will indicate the actual press of the X-button. t.X = toward + button g.X = Guard + button j.X = aerial button XX = consecutive button presses System Rules of EngagementJ-Stars Victory VS is a team based, arena style fighter where each side competes to fill their Win gauge to maximum. The Win gauge increases by 1-point with every KO'd opponent on the opposing team, first side to 3-points* is victorious! In the event of a time out** the team with more points in their Win gauge are the victors, however if both sides are also equal in points then final judgment lies with the team that has more total combined health. *Note that in J-Adventure mode the total number of points toward victory can vary. **There are only two possible settings [when adjustable] for the timer: 300s and Unlimited. Advance ActionsStep (guard + direction) - For the cost of a little more than 1-point of Stamina you can preform a fast, short distance Step in any of the four primary directions [forward, back, left, or right]. While this action has no invincibility it does has significantly less start up and recovery than a Dash and moves quicker than your normal walk. Use it wisely to avoid linear attacks, escape opponent attack ranges, and swiftly close gaps! Stamina Charge (guard + X) - You can manually charge up your Stamina gauge, many characters can hold 2 full bars of Stamina which can allow for more attacks, greater defense, or more movement. Be warned, not all characters charge at the same rate and you will be vulnerable while building meter and shortly after releasing the charge. Also, if you are at the maximum capacity for your character, you will not enter the charge state when entering the command. Dash Attack (L, during dash) - A quick running attack that will leaven the opponent in a crumble state on hit, relatively safe on block but a risky maneuver due to Dashing's inability to change direction or halt easily. Reversal Attack (g.L) - An attack with a small window of invulnerability, however that period comes AFTER some start up, so it is not something you can mash out easily. Guard Break (g.H) - Will instantly break your opponent's guard, however these attacks tend to be much slower than most of your other attacks and the guard crush does not deplete any of your opponent's Stamina. Victory VoltageVoltage gauge: The meter between [or beneath if playing split-screen] the team Win gauges may appear like a typical tug-of-war system but that is actually not the case, instead it is a meter that determines how close your team is to activating a Victory Burst! The Voltage gauge is built up as members of your team successfully hit attacks and whenever an Assist is called. In general there are no ways to deplete the gauge [a rare exception is Lala, see: Support Only Assists] so don't worry about being penalized for creating distance between you and the action. Victory Burst: A powered up state that is activated when all team members press R3, it will grant you different bonuses depending on the "Character Types" of your team (which is, in all modes but J-Adventure, the 2nd to last/4th option after selecting your character): Friendship ( 友情 ) - Reduced Stamina spent on actions. Effort ( 努力 ) - Increased defense. Victory ( 勝利 ) - Increased attack. Note that Character Type effects do not appear to stack, so always make sure you and your partners are complementing one another. Also, along with these bonuses, you are allowed access to your most powerful attack, your Ultimate Super! While Burst is in effect the Voltage gauge will transform into 3 pairs of thunderbolts, the center bolt represents the timer for how long Burst will remain active. The bolts to the left and right represent 1 stock each of Super, so doing your ultimate attack will spend one bolt, greying it out. However this is not an indefinite thing as after 1/3 of the timer goes by a stock bolt will vanish, regardless if you used a Super or not, and on the final third you will not be able to do Supers at all! Also keep in mind that stock bolts are shared among team members. Team work will be key to making the most out of Victory Burst, especially when you consider a few additional notes: When the Voltage gauge reaches maximum both team members don't need to activate immediately, you are given a considerable timer before the activation effect wears off, but even if you miss that initial window you only lose a little Voltage, making it easy to build back up again. You can activate Burst at almost any time, including during most cases of hit stun, and when you do you will be returned to a neutral state. This will allow you to escape many different types of situations. Also, due to the neutral state, you can even initiate actions immediately after the cinematic ends, this can lead to the illusion of an "instant" Super or other attacks! Combination AttackCertain attacks will put the opponent in a special launch state where, if you and your partner carefully alternate presses of the H button when prompted, will allow for team up attacks. Some character pairings even have unique enders when on the same team, this end result is known as a Cross Break, but we'll identify the entire sequence as Cross Rush. StagesTougenkyou (Gintama Stage) - ??? Kameari Park (Kochikame) - ??? Thunder Needle Battleground (Sakigake!! Otokojuku) - BANNED!!! Or at least it should be due to being the only area that features environmental hazards; periodically you will see a prompt appear that counts down from 3, when it hits 0 the outer edges on the bottom of the stage will raise up electrified spikes for a fixed time. These spikes are unblockable, knock you back, and take easily 1/4 of your life. Sure you can work around it but for the sake of keeping things balanced and fair it is just better to avoid playing on this stage all together [although if you are just fighting the CPU then it is an easily exploitable means to victory!]. Shrine of Athena (Saint Seiya) - ??? Vegetable Sky (Toriko) - Small area with A LOT of destructible obstacles, J-Stars has a tendency to lag a bit when a lot is happening on screen at once so this environment can easily add to that stress. Also there is a large divider between the team's starting points which is not destructible at all, so there is a bit more maneuvering required. There are also elevated spaces thanks to various plant leafs that players can stand and fight upon. Penguin Village (Dr. Slump) - ??? Planet Namek (Dragon Ball Z) - an uneven stage with a high plateau on the west, a road in the middle and a lake on the east. Fighting underwater only affects a select few characters [reflecting weaknesses shown in their source material]: Koro-sensei is unable to stamina charge Luffy loses auto Stamina regeneration Ace is unable to use any flame based attacks Also note you can only lock on to opponents underwater if you yourself are also underwater, and vice-versa. This can easily lead to dropped combos if you launch the opponent out of (or into) the water, as well as some degenerate gimmicky tactics, such as Sasuke using Amaterasu with little risk. Konoha Village (Naruto) - ??? Soul Society (Bleach) - ??? Dark Tournament Arena (Yu Yu Hakusho) - A smaller area with no walls however the central area plate can be fully destroyed over time, creating an even crater space. Time of Great Inferno (Rurouni Kenshin Stage) - Smaller and more confined area, probably one of the most "balanced" fields as outside of a few walls (some of which are destructible) it is all fairly even, open space. Alabasta (One Piece) - ??? -
New general discussion thread for J-Stars Victory VS, now with the first few posts reserved for information that will hopefully make the transition into playing the game that much easier! [currently developing . . .] Table of Contents SystemExplainations of the HUD layout, battle rules, and controls. CharactersDescription and analsys of the 52 playable characters. [Part 1 | Part 2 | Part 3 | Part 4] Modes & Translations guideRundown of all of the gameplay modes and a few handy translation notes. J-CardsBreakdown of the J-Cards system. MediaMatch play and various other types of videos CommunityPlayer registry with Playstation Network IDs for easy match making.
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Chance is sort of mysterious... It probably has different conditions since you can get it both in and out of Burst and even the meter it gives varies slightly [sometimes you get 2/3 voltage and others you get full]. However one thing I can affirm is that if you are already in Burst and you get a Chance KO, you will NOT receive the bonus, instead merely returning to neutral as intended. Also, man, I keep getting distracted...lol So I began messing around with the J-Cards in preparation for the guide, it is interesting to see who will make combos, as being from the same series is not inherently going to make one [for example; Rukia-Ichigo-Aizen makes a combo but Luffy-Boa-Akuinu does not]. If anyone is searching for the two line combo trophies, here is how I got mine [keep in mind star rating does not matter and you can only have 1 of a character in your deck with the only exception being the J-Adventure exclusive cards]: Rukia - Ichigo - Momotaro - Kenshin - Ichigo (JA) Hiei (JA) - Toguro - Aizen - Hiei - Allen
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EDIT: OK, so I found out the effects of Burst types [thanks basic reading comprehension!] Friendship - Stamina costs down! [seems to reduce cost by about 25 points, assuming each section equal 10 points] Effort - Increases your defense Victory - Increases your attack Similar types don't appear to stack. - Pretty much, you do build Voltage from assist calls to [regardless if they hit or not] - When you select your character you can select your "type" which is Victory/Effort/Friendship but I have still yet to see how this directly affects you, like if it gives any bonuses or such. For now, it is a mystery . . . - No, it is returned to neutral. It is very possible to get your own Burst two times in a row [that's when you know that your team is on fire B3] Well the center bolt is just the Timer, the 2 side bolts are indeed your allotted supers but yes, they do indeed drain the timer and at the remaining 1/3 of time it is not possible to Super even if you didn't spend your points because they will disappear after a 1/3 of natural time flow. Honestly the activation of Burst is very important as it acts as a Roman Cancel, returning you to a neutral state [even from hit stun] and you can input any action before the cutscene ends in order to do it immediately. So delaying the activation of Burst for a more favorable situation has its uses. Bursts still need a lot of exploring, but [at the moment] the only reason that I see not to spend Supers immediately [outside of the RC like Burst activation of course] is their large start up. I feel as if most Supers are going to need setups in order to be practical. This is the community's guide, if I write something down that is wrong then definitely tell me so, last thing I want is something with a lot of misinformation, so let us all work together to figuring out this game o/
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Dengeki FIGHTING CLIMAX: Announced at TGS.
SolxBaiken replied to InWithTheAshes's topic in Misc Fighter Central
Man, so I finally watched some post release gameplay and I gotta say I am disappointed in the basketball character, they showed an interesting idea but I feel like they sort of wasted it, this should've been the Venom or Junpei of this game but I feel like they don't use the concept to its fullest potential. Ah well, game looks fun either way. -
[Xrd] News & (Theoretical) Gameplay Discussion
SolxBaiken replied to Shinjin's topic in Guilty Gear General
But what about #R's syrupy smooth netplay for the original Xbox :3 -
OK, guys, before I make the new thread I just wanted to run the skeleton format by ya'll in case there's something you'd like to see added or changed: Post 1 - Intoduction Post 2 - System: explain HUD layout, battle rules, controls Post 3~6 - Characters: provide in-depth explaination of each character, each post will contain 13 characters with the last [post 6] containing support only characters. If everyone is fine with the format, each character [that applies] will be setup in a modified ver of what I did with my Kenshin guide. Post 7 - Modes & Translations guide Post 8 - J-Cards Post 9 - Media Post 10 - Community