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Vulcan422

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Everything posted by Vulcan422

  1. I'm so going to do 6C into Rekkazan now whenever possible.
  2. IMO here are the current fun levels of each character at this point. Ratings go through 5 levels (1 = not fun, 2 = kinda fun, 3 = fun, 4 = very fun 5 = super happy fun time or super-fun) Ragna: Fun Jin: Super-fun Noel: Not fun Rachel: Fun Taokaka: Not fun Tager: REAL SOVIET FUN (Special level - 6) Litchi: Fun Arakune: Kinda fun Bang: Fun Carl: Very fun Hakumen: Very fun Lambda: Kinda fun Tsubaki: Fun Hazama: Fun Mu: Kinda fun Makoto: Kinda fun Valkenhayn: Fun Platinum: Super-fun
  3. Just for lulz, I put zephyr's lyrics in Google Translate. Here is the result. Deep Blue Eating speak to the Black Forest Dark Blue Optical branch of fate ... looking forward Red Thread is the lifeline of whom brought near Hauling Erosion is also a memoir true you'll upset Forever looking to turn burdened Fuikushon 脱Gi捨Tetara now fear, ask my heart Rusty goes around the sky Infuiniitei Engage Ragnarok the Blue Lost in Komu How much 振Rueru sword? The soul Yuzurazu Monochrome melancholy sky blind To much rain down chaos Climb or dance anyway? The answer is to redeem the future ...
  4. All I ever did on Reload was mash out basic gatlings and then mash out a special or a super and pretend I was some kind of deity. And I still won. I still do it today.
  5. Just read Klaige's visitor page and I'm still grinning. Oh and HELLO FRIENDS
  6. Exactly. Song Accord 2 better have a full version of it.
  7. Just listened to the new intro. Infinitely better than that kotoko shit.
  8. Last of this season or forever?
  9. And Bass would be voiced by Crispin Freeman and everyone would be merry and gay
  10. Regarding my mains, both Valk and Bang are being brought down from their celestial throne of godlike combo damage output, Hakumen is becoming more user-friendly, and Hazama's formerly useless tools are now incredibly useful. On the whole so far I like what ASW is doing with everybody. It's like everyone's formerly useless moves are now useful. There's going to be quite a bit more variety now, no matter how small. Not really. The salt cloud just subsided before it was noticeable. It was more along the lines of everybody either somehow gained common sense or were afraid of being infracted/banned and decided to fix it themselves.
  11. Balance changes so far General * All characters now considered to be mid-air right after the invincibility frames of their backdashes end. Ryu + Far Standing Medium Punch is now Special Cancelable. + Close Standing Medium Kick damage increased. This took off 70 life in SSF4. + Close Standing Hard Kick has more frame advantage on hit and block. You can Link into a Shoryuken now with it. + Decreased Crouching Medium Kick's active frames. - Towards + Hard Punch (Dash Punch) damage decreased. This took off 120 life in SSF4. - Jump arc nerfed on his Air Hurricane Kick. It's more difficult to run away with this, but crossups with it will be more ambiguous. + EX Air Hurricane Kick will no longer miss last few hits. Balrog -/+ Damage for Close Standing Medium Punch was decreased slightly. It now forces opponent to stand on hit, and is Special Cancelable. This move took off 80 life in SSF4. - Far Standing Light Punch will now miss crouching opponents. - Damage on Headbutt was decreased and it now has more recovery frames of animation, but recovery time is the same if it hits. Balrog's Headbutt took off 100/120/140/150 for the Light, Medium, Hard and EX versions in SSF4. + Ultra 2 (Dirty Bull) motion changed from a 720 to two half-circle backs + 3x Punch. C. Viper + Ultra 2's hitbox size increased. Cammy + Close and Far Standing Light Punch, Close Standing Medium and Hard Punch, Crouching Light and Medium Punch recovery time decreased. These changes give Cammy more frame advantage with her Normals. - Cannon Spike flies less distance away after connecting, making it easier to punish, this is on block and hit. - Regular version of Cammy's Cannon Strike (Dive Kick) cannot be done as low to the ground as before. The EX version was unaffected. Guy -/+ Crouching Light Kick damage decreased. Has a 3 frame startup now, it was 4 before and took off 30 damage. +Far Standing Medium Kick has faster startup time and less recovery. +Far Standing Medium Punch hitbox improved. +Towards + Medium Punch (Overhead) is two hits now and no longer leaves you at a frame disadvantage on hit. +EX Run timing for followups is the same as the regular version now. +EX Run Stop follow up has Super Armor. +EX Run Slide follow up has projectile invincibility. +Super does more damage, and fixed some problems with it not connecting after a combo. Ken + Less recovery time on Crouching Medium Punch. He can now combo Crouching Medium Punch into Crouching Medium Kick. + Improved the hit box for Crouching Light Punch. + Target Combo hit box (Medium Punch into Hard Punch) also had its hitbox improved. +/- Light Punch Shoryuken has 2 extra frames of recovery, but now does 120 damage. It did 100 damage in SSF4. + EX Fireball can juggle twice in the air, so now you can get full juggle off a Light Punch Shoryuken into EX Fireball. - EX Air Hurricane Kick can now be blocked high or low. Used to be that it had to be blocked high. Vega + Crouching Medium Kick start up is now 6 frames, which is 2 frames faster. - Crouching Medium Punch and Crouching Medium Kick do less damage. - More recovery time for Cosmic Heel (Down-Toward + Hard Kick, Launcher) on block. + Less recovery time on EX Rolling Crystal Flash. + You can now combo Crouching Medium Punch from an EX Rolling Crystal Flash. - His Ultra 2 has slightly more startup time. Rufus - EX Messiah does less damage. It took off 100 damage in SSF4. - When Ultra 2 (Big Bang Typhoon) is used as an anti-air, it won't fully connect, so it does less damage in these scenarios now. Fei Long + Close and Far Standing Light Punch have an extra frame of advantage, making it +6 now. + Close Standing Medium Kick has a 4 frame startup. + Additional frame advantage on many moves. + Less recovery on EX Rekka on hit and on guard. - No invincibility on his Hard Flying Kick (Chicken Wing). - Crouching Medium Kick still cannot be Canceled, earlier reports said this might happen. Juri + Her Fireball Kick (projectile) knocks the opponent higher up into the air. Now you can combo it into a Pinwheel Kick, for example. - Less stun and damage on the kick part of the Fireball Kick. + No changes to Ultra 1, but because of the changes to the kick part of the Fireball Kick, it's easier to score knockdowns. + Faster foot speed, while walking towards and backwards. + EX Focus Attack hitbox improved. Chun-Li - Stun damage reduced on Crouching Hard Kick. Damage reduced on Standing Medium Punch. Both moves have the same hit properties. - Her Focus Attack is now easier for opponents to hit. Assumption on what this means: Chun-Li would step back when she started her Focus Attack animation, some moves would miss her because of this. It sounds like this will no longer be the case in Arcade Edition. - Down-Toward + Light Kick comes out slower, more vulnerability. Can still combo after it if it hits an airborne opponent. + No changes to her Special Moves. El Fuerte + Far Light Punch and Crouching Light Punch now have a 4 frame start up (these moves had a 5 frame start up in SSFIV), but also have additional active frames, making them easier to connect. + Crouching Light Punch can now be Chain Canceled. - More recovery on Guacamole Slam (Air Grab) on landing, which includes the EX version, making this easier to punish. - Tortilla Propeller (Run away, press Hard Punch) lost invincibility, can be countered more easily. - More startup frames on El Fuerte's Ultra 2 and the damage was also reduced. The size of the hitbox changes with movement (?), making it harder to hit overall. Sakura + Close Medium Punch has less recovery. + Crouching Medium Punch and Kick can combo from a hit confirm. + Far Standing Medium Punch can be Canceled, just like Ryu. + Vulnerable hitbox on far Standing Medium Kick reduced, making it harder to hit her out of it. + Air Arcing Hurricane Kick can get more airborne hits. + Recovery time on her Fireball reduced. + Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger. Cody + Crouching Light Kick now has a 3 frame start up, it was 4 frames in SSFIV. Frame advantage on hit is still the same. Should be a better low poke, with reach, now. + Toward + Hard Kick has more ability to juggle after connecting it. Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will. + The range at which Cody can pick up the knife has been increased. E. Honda - Light Punch Headbutt now has lower body invincibility instead of upper body invincibility, so it will be harder to utilize it as anti air. + Ultra 1 has projectile invincibility until the last active frame. +/- Ultra 2's command has been changed to two half-circle backs from a 720 motion. It's easier to get it out now. Also, while its range increased, it starts up in 2f so it's possible to dodge it after screen freeze. -/+ He had solid skills that builds high damage, so he had overall damage decrease. His basis of strength has not changed, so he can fight as he does now. Gouken + All of Gouken's normal moves have been improved. + Close Standing Hard Punch and Close Standing Hard Kick have more frame advantage. + Close Standing Medium Kick has 3 frame start up start-up, so it'll be easier to compete against some of the other fighters. + Neutral Jump Hard Punch and diagonal Jump Hard Kick have pursuit properties, and will slam opponents into the ground. * Ranges on his normal moves haven't changed. - Back grab has been changed to deal gray damage, so the combo damage from the grab has been decreased. (Translator's note: They're probably saying that the back grab deals 0 gray damage, so it'll get scaled as a combo as well.) + In specials, Light Punch Running Palm (Senkugoshoha) has been drastically changed, so it will connect from weak attacks (Light Punch/Light Kick), and EX Hurricane Kick locks opponent, making it easier to combo. + Recovery of the Demon Flip Focus has been significantly decreased, making it easier to utilize. + Kongo (Counter) is changed as well. To be precise, it can only be activated now by using Punch buttons and the strength of the Punch changes where it sets up a counter hit at. Light for low attacks, Medium for middle attacks, and Hard for upper body attacks. + His normal and special moves have been changed, and he will be able to do new things while retaining old tactics. -/+ As a result, his 'easiness' might have been changed, but you will be able to enjoy strategies different from Ryu and Akuma. Rose - Her Super will no longer work when there is a Soul Spark in the screen. It is still possible to Cancel into Super from a Soul Spark, though. - Soul Satellite (Ultra 2) has been changed. For the sake of balance, its invincibility has been decreased (or erased). + Normals, her projectile, anti air and her basic tactics will stay, so basically, Soul Satellite is the only one that has really been changed. Ibuki - There have been changes to her normal moves. + Standing Light Kick has a 4 frame start-up, so it'll be easier to utilize as a weak attack. + Standing Medium Kick got changed to have a 5 frame start-up so it's possible to use it as the starting point of combos. Special Moves - Kunai's (Dagger Toss) damage was decreased. - Neck Breaker had damage and stun nerf. * Jump back Kunai's trajectory has been changed to nearly straight vertical-wise. + A Crouching Hard Kick into Standing Hard Kick Target Combo was added. It works in the same way as the later part of her Target Combo 6, but it added in more strategies. + Her Jump Flip (Tsuijigoe) would register as a counter hit when she was hit out of it, so this was fixed. +/- Some of the normal moves have been buffed, and some special moves nerfed, but her potential will be the same as she is now. She will still be the same character when she is in control of the game, so it'll be fun to utilize her!
  12. It's NEVAH ova 'till it's ova. It's BlayzBloo baybee.
  13. interesting...but can you fuck space?

  14. Looks like we've got all the info we needed from only 3 days of testing.
  15. OK. That's a major relief.
  16. I also found that it lacked some ambiance. You know how in Sonic games you can hear the backing instruments contributing to the feel? It's missing that sort of thing. It lacks fluidity in some places.
  17. Define "early". Do you mean that if the charge gauge isn't up to level 5, the move will fail? If so, then massive LOLZ.
  18. Pretty nice. Only problem I think is that it lacks some bass. If you're taking requests I suggest doing a genesis version of Under Heaven Destruction. This world needs need more 16-bit Ishiwatari remixes.
  19. My team so far is gonna be Dormammu, Wesker, and Doom/Magneto.
  20. get at me
  21. He's in there with Yoko Belnades, Maria Renard (loli version), Richter & Simon Belmont, and Hammer (the shop owner). But like Valkenhayn he's been delayed because of fucking Microsoft and their godawful servers.
  22. Coincidentally his theme in X1 sounds a lot like this: http://www.youtube.com/watch?v=igDJ-pWxOU4
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