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Everything posted by Kain
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I'd like to say yes, but I can't guarantee anything, since I'm not exactly of the age to do whatever I want without consequences. :/
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>full on nudity >male and female >do you realize what you just said? I could get into the implications and distastefulness of fighting naked, but I'll leave it up to you to fill in the blanks. >_>
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>Miyazato >why not just say Erika instead That other inf you found...nice job on that. ...there needs to be an update soon. I think we've been on ver. 0.5 for forever now.
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Someone called?
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Got Soku Lobby? I frequent that place often...it's buggy as fuck, but it's a lot better than attempting to host matches with people on IRC. I'll hit you up there.
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I had a suspicion about that... Nice find, man.
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Just dl'd SWR and Hisoutensoku. I play a scrubby Meiling in the latter, if anyone feels like playing me in Soku.
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I think everyone knows full well that this is an alpha, which can change when they release a new alpha/beta or the full version of the game. Which does not stop anyone from posting their findings now, so that they have a reference point of just how much has changed between versions. It's like a loketest in that sense. Someone else asked the same thing way back in this thread, you know.
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Notice I said 'into', as in, in the middle of the combo, as opposed to 'off', as in, using the move to start a combo. Also notice that I said 'unless you mean comboing into a ground proj, in which case you can do that if you get them in the air.' I don't mean to sound like a jerk, but I knew about the air meaty 236B combo from when I first got my hands on the game... Forgot to mention, I figured out a consistent way to do the fireball glide. Doing it as fast as possible gets a DP, which is not what you want. Instead, the way I did it was 8...623[6]A. The way the inputs work allow you to get an airdash and still do the fireball. The trick is not to do it as fast as possible, but fast enough that you can complete the fireball motion before you lose your dash momentum. Still kind of useless IMO, though. We'll see.
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Where were you all this time ago? Where are you getting that you can combo off a ground projectile, though? The recovery is bad enough that combos from a ground proj are nonexistent, unless you mean comboing into a ground proj, in which case you can do that if you get them in the air. Don't forget that you can do instant j.C after a JCable normal and reverse beat j.A>j.B while the opponent is on the ground.
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Don't be so sure. If you don't know how to program at all, it's a safe bet that you'll attempt to create netplay, look at pages of pages of code, think 'what the hell am I looking at?', then close the debug program and never look back. Okay, maybe the 'never look back' part won't happen, but everything else will happen...
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New discovery (useless, I think): Doing an air 236A immediately after an airdash will cause Kunagi to 'glide'. The problem with this technique is getting the fireball to come out instead of the DP (956236A will get DP), and I doubt it's worth the effort.
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Bolded parts make me go 'huh?'. In any case, assuming the BBB community is on board with this game, maybe someone can persuade someone to make a caster this time around, or someone may need to do some research on how2netplay...
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oh Kunagi. Who would've thought that your 63214D super would hit backwards? Also, to note, the 214A/B>C cancel seems to be timing specific. Exact timing is a bitch to figure out, but I've gotten it a few times without turbo (all by accident, though). This game is in need of netplay...
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huh? I'm not sure, but if you can't use the D button for anything other than supers, I doubt that Boost Recovery would exist. Then again, I never tested out recovery options in the time I had this game. On another note, here's a combo with 2 supers, using the 'garbage' super DP. 623D>5A>5C(1)>623A/B>623D Does a fair good chunk of damage for meter, but you may want to omit the second super for meter purposes. Wait a bit after the 623B to get the full 5 hits from the second super. And also a corner-only super only combo: 63214D>63214D>623D It might be possible to get more supers in if you do the first 63214D at the maximum possible distance where all the hits will connect, but yeah.
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Okay, I found a weird-ass occurrence (with turbo, but still). Kunagi's 214A/B>C apparently has the ability to cancel itself... I'm thinking it's some sort of kara-cancel, as the spin starts to animate, and then it cancels out without actually hitting anything, and acts as if she just did a superjump. This gives Kunagi another jump option (airdash, double jump), but I doubt its practicality, since I haven't been able to recreate this (so far) without turbo and it doesn't seem to have any use in combos other than adding another jump option, and as you can't JC attacks right now... Still, this might be interesting. If someone can do this without the aid of turbo, then maybe it'll see some use.
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Made some mistakes in Kunagi's gatlings. -4C actually gatlings to 6A, otherwise the corner-only meaty fireball would never work... -5B gatlings to 6B -Omitted 2C, it gatlings to 4C Will fix these when I edit my other post. List of cancels for all of Kunagi's normals: J=Jump S=Special D=Super On Hit 5A: S, D(???) 2A: S, D 6A: J, S, D 5B: J, S, D 2B: S, D 6B: S, D 5C: J, S, D 2C: S, D 4C: J, S, D jA: S, D jB: S, D jC: S, D On Block 5A: S, D(???) 2A: S, D 6A: S, D 5B: S, D 2B: S, D 6B: S, D 5C: S, D 2C: S, D 4C: S, D jA: S, D jB: S, D jC: S, D
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Looks fun to play. ...except I don't know a single thing about BBB at all. Anything I need to know about this game? I'm DLing it right now. Edit: ...oh great, my stick doesn't seem to work, or at least the inputs in the key config screen aren't registering. Edit2: With that sorted out, minus the fact that the game now thinks I'm holding up in the menu now, here's a quick write-up about claw-girl's normals (Kunagi?) 5A: Quick swipe. 2A: Attacks with the arm-sleeve that is behind her. 6A: Swipes towards the air. Launches on hit. Can also special cancel to other moves, although I wonder at the importance of said special cancels... 5B: Does a little twirl and swipes diagonally downwards. 2B: Slashes while sitting on the ground. 6B: Overhead, of course. Causes a bounce effect on air hit, but its use in combos is questionable due to how high her launcher sends her opponent... 5C: Twirls to hit her opponent twice. 2C: Sweep. Has a bit of startup, special cancellable. 4C: Spinning swipe. jA: Kicks out at a 45 degree angle. jB: Horizontal slice. jC: 2 hit spinning slice that covers a circular area around the attack. Gatlings: 5A: 6A, 2A, 5B, 6B, 2B, 5C, 2C, 4C 6A: Nothing 2A: 6A, 6B, 5B, 2B, 5C, 2C, 4C 5B: 6A, 6B, 2B, 5C, 2C, 4C 6B: Nothing 2B: 6A, 6B, 5C, 2C, 4C 5C: 6A, 2C, 4C 2C: 4C, 6A 4C: 6A jA: jB, jC jB: jA, jC jC: jA, jB Also a fairly simple combo I came up with. 6A>2369B>jA>jB>623A/B>623D
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Double jabs as starters? Naw, that'd mean you'd be subject to less damage overall in your combo. If you have to start a combo off 5A in the first place, you might as well end it with something that gives an advantageous knockdown to compensate for the damage.
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Yes, it does have online. However, no one ever plays #R on XBLA. I can't remember the last time I ever got a match in the time that I had #R for XBLA. Just stick with PC #R netplay, it's better that way.
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To be fair, you don't necessarily have to play anyone who uses this crap in the first place because apparently there's some sort of filter for Beginner and Pro control schemes. However, whoever thought that being able to do charge moves at the touch of a button with no charge whatsoever was a good idea needs to be shot.
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My 2D/HD Painted Fighter (WARNING IMG HEAVY)
Kain replied to Ashenwraith's topic in Misc Fighter Central
Damn, this went to shit fast. You already lost my respect when you posted a Jin artwork that doesn't even look like Jin at all, and then talked about BlazBlue like Calamity Trigger was the ONLY game in the BB series, completely ignoring Continuum Shift. Your defensive attitude in general pretty much shows that you don't have the right attitude to think about making games, as well. Crtiticism is to be expected when you start putting your own shit out there for everyone to see, and if you can't handle that, that's your problem. -
My 2D/HD Painted Fighter (WARNING IMG HEAVY)
Kain replied to Ashenwraith's topic in Misc Fighter Central
Hmm, okay. I take a lot of interest in projects like this, because someday I'd like to make my own fighting game (not crossover/Mugen-esque stuff, but an original fighting game). The demo itself? I guess I shouldn't have expected much from it when you were saying it was shit. What I do have to say: -Did you actually design the background yourself? My guess is it was ripped from somewhere else. -I have a feeling the mini-sprite on top is meant to emulate GG's thing, where a mini-sprite imitates what the character is doing right now. Right now it just feels like unnecessary clutter on a screen with no HUD to speak of. -Jin's attacks feel clunky. Compared to BB, this Jin's animations are not smooth at all. 5B is missing a lot of necessary frames. Especially noticable when you pause at 0:28, where he's missing a leg. -The 'shadow' is really just a mirror image of the char's foot. I'm guessing a lot of people aren't really taking much interest in this because you're a bit of a unknown (I didn't even know you existed until this thread was made) around here. Oh wells. -
My 2D/HD Painted Fighter (WARNING IMG HEAVY)
Kain replied to Ashenwraith's topic in Misc Fighter Central
So basically, you want to make a GG vs. BB? Sounds good, but I can't really judge, as I can't play your demo in Windows Media Player. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Kain replied to Hecatom's topic in Under Night In Birth
I play Jojo's, and I think you're wrong here. Yes, you control 2 characters at the same time with characters who have 'active' Stands, but for the most part, you'll be using them to set up tandem mixups and to attack, not necessarily have to worry about where they're positioned, especially as you can control your Stand without moving with a special command. Devo is the only real Carl-like char in the game, and Carl has to control both his sister and himself at the same time while worrying about resources, where Devo only has to worry about his doll when he's applying pressure or when he wants to be a dick and attack you from fullscreen. So what if his doll dies? He gets it back in a second anyway. (this is the opinion of a Jojo's scrub who plays a char with no Stand, is one of the worse characters in the game and has a SF4 Akuma gameplan) I honestly hope this game is good on launch, looks really hype.