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the_d3v

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Everything posted by the_d3v

  1. Here's a collection of "Day 0" videos for the game. http://t.co/uvIh7Krrrq
  2. League of Fighters getting recognized by Riot was big enough news that even mainstream sites were reporting on it. Same with Yatagarasu. And that's different from ST how?
  3. I also think Divekick probably won't be a good competitive game longterm, tbh, because the game is begging to end up with a stale and solved meta -- but that's a different conversation. Balance has little to do with being competitive. Some of are actually enjoying the fact that the game has a few hard counterpicks (near ST levels). Also, people don't play fighting games to solve the meta. We play 'em to solve the problem that is the other player. Once you understand this, then you understand that simplicity isn't a problem. Heck, ask any SFII/ST player and they'll tell you how the Guile/Ryu matchup is still interesting after all these years despite how simple it seems. EDIT: As for the SRK front page, we're currently evaluating if this is something that'll gain traction and will be worth putting on the front page. We get requests to post about Kickstarter stuff almost every week and we need to make sure that we post stuff that's worth posting so that we don't become obligated to simply post everyone's crowd funded project/game.
  4. We got just about every day 1 combo vid and infinite here. http://shoryuken.com/2013/08/30/jojos-bizarre-adventure-all-star-battle-day-1-video-round-up-combos-glitches-and-infinites/
  5. Lol at the lack of gravity in this game. Basketball infinites are already a thing of the past, not when we have boxing speedbag infinites. http://www.nicovideo.jp/watch/sm21710106 EDIT: PersonaZ's Jotaro combo. http://www.youtube.com/watch?v=ssVj8ZMBpDQ
  6. More like Rival Schools Gan. http://www.youtube.com/watch?v=7LqXDvtFsJA
  7. LOL at Rival Schools infinites. http://www.youtube.com/watch?feature=player_embedded&v=M9n2I_qDoZw http://www.youtube.com/watch?feature=player_embedded&v=m5CDMW2ziQ8 And for anyone asking about blocking or dodging, the characters are in hitstun, they can't block or dodge.
  8. Here's an interesting new fighter on Kickstarter for anyone who enjoyed SNKs games on the old Neo Geo Pocket and Neo Geo Pocket Color. http://www.kickstarter.com/projects/cardboardrobotgames/pocket-rumble-a-new-fighting-game-for-pc-mac-and-l?ref=home_location Aside from the retro-handheld artstyle, the team also wants to go for a game that focuses more on strategy and execution. What's interesting is how meter seems to be very important (I'm getting a definite 3S vibe here) and how each character has different meter options. For example, one character has a standard "capcom style" meter, while another has one that builds through keeping your opponent in blockstun while yet another has one specifically for ArcSys style bursts. The other interesting thing is that they've implemented an actual "frame data bar." In other words, there's an actual bar under the lifebar that shows the startup, active and recovery frames of a move as well as the blockstun and hitstun for the defending player. Their Kickstarter goal is $16,000 with an additional $2000 giving us GGPO netcode as a stretch goal. EDIT: Kick from Divekick is the final boss and his divekick is still a 1 hit KO.
  9. I think it'll be the opposite. We'll see FBs (probably slightly nerfed), but we wont see FRCs since Ishiwatari it seems didn't like how they, as a 25% option were more used than regular, 50% tension RCs.
  10. Marvel avoids the animu stigma simply because it's popular. It started by riding on the coattails of MvC2, which had a scene that was generally separate from the GG/anime community and built from there.
  11. From the videos at least, the "choppiness" of the intros is fine for the most part. It actually helps make it look more like its traditional animation and not 3d cell shaded. One of the things that's always bothered me with cel-shaded cut scenes is that they always looked too smooth, reminding you that they aren't traditional cells. From what I've seen of Xrd, it doesn't seem to have that problem.
  12. IMO, people are not realizing that, due to the series' age and being part of the late 90's, GG actually does have some "old school cred", especially among gamers who may be fans of fighting games, but aren't actually aware of issues with "animu" games. These are people who might not ever consider touching something like BlazBlue, Persona, Melty, Arcana Heart, etc. but would happily pick up Guilty Gear simply because it's a familiar, old-school name from back in the day (I know more than a few people, including a know TO, who would fit into this). The key then is for the existing community to find a way to milk this fact to be able to grow their numbers.
  13. Not sure about this, but one of the gameplay videos did have Millia doing a double YRC.
  14. Sol thinks he's a Mahvell character.
  15. Guilty Gear Xrd Location Test Sol vs Millia by aristobule http://www.youtube.com/watch?v=OJtpeeiZ1JA
  16. New videos are finally up on the SRK front page. http://shoryuken.com/2013/08/12/guilty-gear-xrd-sign-location-test-video-round-up/ If any were added since these were posted, please do tell me.
  17. I'm surprised people are still worried about this after we've seen characters like Vega (SFIV) and Spencer (MvC3) - the latter especially since his bionic arm is always on the side closer to the player.
  18. It's already been mentioned that the music and sound effects for the location test built are placeholders from the older games. In other words, they most likely haven't started recording anything yet.
  19. Stupid Saado-sutraiku-san, it's not like I play you because I like you. /blush /twintails.
  20. Dabbles is an overstatement. He may occasionally play 3rd Strike but he doesn't really play 3rd Strike.
  21. Correction, Max is a Marvel vs. Capcom 3 guy. He dabbles in other games occasionally (and seems to be enjoying Injustice), but UMvC3 is his main thing.
  22. Fighting games have stories? /boggle
  23. That defeats the purpose of meter, which is to put a limit on powerful options. In other words, the higher cost options should be stronger because they cost higher can be used less times than the lower cost options. This also leads to interesting quandaries and/mind games where you are forced to choose between spending meter now for a lesser option, or saving it for a better option - that's basic meter management in a nutshell. Make the 25% option better and you ruin that since there's now almost no reason to go for the 50% option. This also leads to interesting mind games where a player can try to force their opponent to use their meter at the wrong times to limit their options.
  24. Wasn't it mentioned that all of the sound effects were placeholders from previous games? Perhaps the reason that they aren't timed right is because they would rather wait until they had the actual finished in game voice work to time the mouth movements correctly. EDIT: What Henaki said.
  25. I'd like to know as well. Does it just slow stuff down in general (i.e. add frames of animation)? Is it just on attacks? Does it add some input delay?
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