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BotageL pretty anime princess

Joined: 04 Dec 2006 Location: *fidget*
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BotageL pretty anime princess

Joined: 04 Dec 2006 Location: *fidget*
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Posted: Sat Nov 12, 2011 3:25 am |
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Frank West's DLC alt is also a Megaman outfit.
Now Capcom is just fucking with fans. _________________
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BotageL pretty anime princess

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Posted: Sat Nov 12, 2011 2:26 pm |
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| Persona wrote: |
Unlabored flawlessness, if you're a fan of cps era Capcom games, let me tell you about this game called Skullgirls...
I haven't gotten into Blazblue either outside of when it first showed up in arcades, so I'm thinking of getting into it with Extend too. Relius is the kinda character I'd be into and I was curious to try out Plantina/nium/whatever her name is. Wonder when it'll come out in the US - maybe along with the Vita launch so they could dual launch on both? |
That's what they said last time anyone asked them, so February-ish.
Platinum is pretty neat, she has a solid "core" game with good damage and fun mixups, and has the addition of a psuedo-Zappa random item which randomly gives her a reversal (which she needs pretty badly in some matchups) and other tools that let her zone or extend her combos. If I were still playing BB I'd probably be using her. _________________
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BotageL pretty anime princess

Joined: 04 Dec 2006 Location: *fidget*
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Posted: Mon Nov 14, 2011 3:46 am |
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| Deets wrote: |
| dementia wrote: |
| The best UMvC alt is real Spencer |
And RobotRocker predicted it like a year ago, too! |
Man, everyone knew that would be his alt as soon as we knew they were doing DLC alts for Vanilla Marvel 3. _________________
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BotageL pretty anime princess

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BotageL pretty anime princess

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Posted: Tue Nov 15, 2011 7:02 pm |
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Why bother with hitsparks when you can make the screen shake any time you land the slightest blow _________________
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BotageL pretty anime princess

Joined: 04 Dec 2006 Location: *fidget*
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Posted: Tue Nov 15, 2011 8:10 pm |
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| mauve wrote: |
the best part about death cargo is the developer has zero interest in actually understanding how fighting games are played, so every mechanic in there is some sort of anti-things-scrubs-hate or we-are-bad-at-coding-fighting-game-engines thing.
apparently you can't even jump over your opponent. awesome. rise of the robots 2k12 let's go |
He's clearly taking inspiration from Mortal Kombat, which is about as bad a starting point as I can imagine for making a good fighting game _________________
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BotageL pretty anime princess

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Posted: Tue Nov 15, 2011 8:22 pm |
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Turns out I had subscripted to the Golden Phantasia Youtube account, and this popped up today:
Last edited by BotageL on Tue Nov 15, 2011 8:26 pm; edited 1 time in total |
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BotageL pretty anime princess

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Posted: Tue Nov 15, 2011 8:33 pm |
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They seem to be learning from some of their earlier mistakes, I'm just not sure they've managed to turn the game into something fun/interesting yet. To be fair, I haven't tried it since I bought it in January. Game always seemed to have a bit of an identity crisis about what style of 2D fighting game it wanted to be.
e: also goddamn Umineko is a gaudy franchise. _________________
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BotageL pretty anime princess

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Posted: Wed Nov 16, 2011 4:08 am |
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I'm totally down with Akihiko and Mitsuru's new cape-tacular superhero outfits. _________________
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BotageL pretty anime princess

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Posted: Wed Nov 16, 2011 4:53 pm |
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Wright also can (and SHOULD) land his Objection after using the Maya super, since he recovers well before it ends. DHC into it for a nice and easy setup. _________________
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BotageL pretty anime princess

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Posted: Thu Nov 17, 2011 2:34 pm |
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SFxT has the mutant power of looking worse and worse all-around every time I see new footage of it. And we haven't even gotten to play a build with Gems yet...!
(e: though, admittedly, the alternate outfits are pretty awesome)
Better res Akihiko and Mitsuru outfits:
I can dig it. _________________
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Last edited by BotageL on Thu Nov 17, 2011 3:04 pm; edited 1 time in total |
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BotageL pretty anime princess

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Posted: Thu Nov 17, 2011 2:39 pm |
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btw in case anyone is trying to convince themselves otherwise (like some dudes on neogaf were), i saw the GameSyncSoftwares logo myself when the game started up
so yeah it's totally confirmed
also i have not heard any positive impressions from anyone who knows how to play the game who has tried the online. _________________
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BotageL pretty anime princess

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Posted: Sat Nov 19, 2011 6:09 pm |
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I really hope KOF13 does well enough to sustain itself, at least with further DLC/arcade expansions. I'd be okay with a balance update/another team or two every year. _________________
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BotageL pretty anime princess

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Posted: Sun Nov 20, 2011 3:59 am |
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Most of the people I've heard from suggest that the netcode is still not great. And no, "as good as SF4" really isn't saying much, guys. Nor do I expect a day 1 patch. _________________
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BotageL pretty anime princess

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Posted: Sun Nov 20, 2011 5:15 am |
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| unlabored flawlessness wrote: |
It almost seems like you want the netcode to be bad, BotageL.
I haven't spent a great deal of time with Street Fighter IV (probably because I don't like it all that much), but I think I've only ever had two problematic online matches in that game, and they were still playable. So comparing its netcode to XIII's seems pretty reassuring to me! I even had a respectable number of matches in XII with no noticeable lag. I guess that could just be my fiber-optic T1 connection, though. |
I'm sure SF4's netcode is fantastic if you have a high-quality Internet connection and are competing against players in a close geographical area. Neither of these conditions are likely in the United States. My personal experience with SF4's netcode is it always ends with someone being extremely annoyed at the way that inconsistent levels of input lag and other weirdness change the game negatively. There's no such thing as perfect netcode, but there are games that have done far better than SF4.
| alvare wrote: |
| Talking about netplay and GGPO, let's talk about Skullgirls: am I the only one completely against the "infinite detection" system? And the "anti unblockables" thing? A good system should be tunned in order to either avoid these things, make them extremely hard to pull off or little rewarding, like Eddie's 22S FRC IAD j.S unblockable (extremely hard to do) or Zappa's dog infinites (useless if at a great disadvantage because of damage scaling and extremely situational). To me this "detection mechanisms" seem more lazy than innovative, and work against the spirit of fighting games (which to me is about having strictly defined and simple rules and punching each other in the face with them). |
1) Not having to worry about testing carefully for every stupid simple loop allows the developers to spend more time working on interesting points of balance. It's very likely that because the pruning of certain dumb tricks is left to the game engine that we'll end up with a system as flexible, open and "broken" as the game will possess. I consider this a big positive.
2) Infinites are not interesting. A game that devolves, as one like Skullgirls otherwise would, into who can set up and execute their infinite the easiest will not last. Marvel 2 lasted as long as it did competitively for many reasons, but the presence of infinite combos was not one of them. Discouraging the use of any that sneak past other forms of hitstun deterioration, etc., should hardly be condemned.
Actually, alvare, what do you think about hitstun deterioration in games like GG, etc.? Doesn't that "violate" in the same way as Skullgirls' systems? _________________
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BotageL pretty anime princess

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Posted: Sun Nov 20, 2011 3:01 pm |
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I mostly hope that cards aren't indicative of who's not being considered for future DLC because not only gene but a NUMBER of characters I would've liked to see added, personally, are in these images. Most of them, even. _________________
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BotageL pretty anime princess

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Posted: Sun Nov 20, 2011 3:12 pm |
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| alvare wrote: |
| cowguy wrote: |
| Actually, alvare, what do you think about hitstun deterioration in games like GG, etc.? Doesn't that "violate" in the same way as Skullgirls' systems? |
How? In GG it's extremely simple: it follows the Guard Bar, you can even see it. How many times have I decided not to FRC Jam's ground throw when I see the opponent's guard bar flashing, telling me they will not be able to tech until mi 2HS is deep in their hitbox? And how much the GB changes is documented in the attack's frame data. |
See, I don't see how learning how the hitstun deterioration in a game like GG is any different from learning how not to trigger the infinite detector in Skullgirls. It's not a "random" system at all; if you look around on Dustloop or SRK's Q&A sessions with Mike Z, he goes into quite a lot of detail about how exactly it works, and it functions a lot like a specialized form of hitstun deterioration. It's laid back at the start, and as your combo continues past various jump cancels & such it gets stricter and stricter.
| Quote: |
| I just wrote a pretty long post explaining why loops are good, but I just noticed: does it prevent loops or just infinites? I'm guessing the later. Well, I'm not pro-infinites, they can be stupid, but to be honest, I'd feel honored if someone pulled a ROM loop on me. So I guess it won't have aerial hitstun deterioration, weird. I'm gonna break that shit apart so hard. |
There have been loops used in official pre-release match footage posted by the devs. They tend to be more Marvel 3-style loops, where you only get about 3 reps and then have to move on, but they're definitely in there.
| Quote: |
| Also infinites are interesting, they are the first thing to appear in SRK's front page. MvC3 has (had?) really stupid infinites, of which I saw none being used at Evo's. Infinites aren't one of MvC3's problems, like they aren't a problem in MvC2 or GGXXAC. What about "pseudo infinites" like O.Hawk's meaty negative edged SPD or damdai's Ken option selects? Super Turbo has certainly lived a long life. |
Well, one reason infinites aren't a problem in MvC3 would be that Capcom has patched out most of the practical ones within a couple weeks of their public disclosure, and several others were fixed in UMvC3. The ones that are left are stuff like the Chun-Li/C. Viper/Viewtiful Joe TAC infinite that desk is so fond of using in his combo videos, which isn't ever used in competitive play because not only does it involve using Chun-Li, C. Viper, and Viewtiful Joe as your team, but it also requires using upward TACs, which can be broken extremely easily if you know the infinite exists. Completely impractical.
| Quote: |
| But yes, I am too classic. Maybe it turns out to be a great game, but it will certainly be very different from classic 2D fighters, and MikeZ's GG legacy could even play against it. |
I think you're extremely overrating the significance of this feature in how the game will be played. _________________
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BotageL pretty anime princess

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Posted: Mon Nov 21, 2011 1:12 am |
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| alvare wrote: |
| Why? In GG I can show you the calculations for the why. There are functions and constants and variables, it's a logical system. In Skullgirls it's more like "just because I don't like infinites, deal with it ... fag". |
I don't get it, do you think that there's no thought or logic behind the way the infinite detection system works? _________________
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BotageL pretty anime princess

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Posted: Mon Nov 21, 2011 2:50 am |
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c'mon, give us some direct feed shots already, arcsys
or better yet, gameplay footage _________________
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BotageL pretty anime princess

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Posted: Mon Nov 21, 2011 2:56 pm |
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By the way, I just want to remind everyone that King of Fighters XIII is so good and I can't wait for Tuesday. Been playing early copies at gatherings all week - this game just feels right.
Also, they put button config on the character select screen (though for some reason only Player 1 is allowed to open the menu). THANK YOU. THANK YOU. _________________
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BotageL pretty anime princess

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Posted: Mon Nov 21, 2011 11:11 pm |
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Aw shit guys, Tekken Hybrid is on its way from Amazon alongside my copies of KOF! BLOOD VENGEANCE in my own home!
Also, some kind of Tekken Tag 2 demo. _________________
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BotageL pretty anime princess

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Posted: Tue Nov 22, 2011 2:32 pm |
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| Laurel Soup wrote: |
| BotageL wrote: |
| or better yet, gameplay footage |
I saw some at a nerd convention a couple weeks back; I didn't realize it wasn't already on the internet. It looks Guilty Gear-ish obviously. I don't know the P4 characters very well, so I can't really add more. I was expecting more of a Jojo's vibe with the Personas showing up for more than just a flashy full screen attack. |
I meant gameplay featuring the new characters. We've seen some from a previous build of the game. I'm really looking forward to footage once people start getting their hands on the game at length. By the end of the TGS footage, some people were starting to figure out how to exploit some of the Persona mechanics -- the Protagonist, at least, can take advantage of his Persona remaining on screen after certain attacks to position it for further attacks, and I assume most of the cast has tricks like that to be discovered. _________________
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BotageL pretty anime princess

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Posted: Tue Nov 22, 2011 9:10 pm |
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There's no way Tron will be a playable character in MvC3, she's already in the background of one of the stages _________________
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BotageL pretty anime princess

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Posted: Wed Nov 23, 2011 3:51 am |
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Well, you could ask Tutorial Mode to tell you, but since I'm here:
LIFE GAUGE: The big one at the top. I think you know what this does.
GUARD GAUGE: Look it's labelled right there on the fucking screen, guess!
SUPER GAUGE: The big one at the bottom with numbers. Use 1 stock to do a DM (chinese for super) or an EX move.
DRIVE GAUGE: The smaller, two-sectioned gauge above the super gauge. You can use half of it to do a Drive Cancel (cancel a special move into another special move or a super move, executed by simply doing the motion for the move you want to cancel into) or cash in all of it to enter Hyperdrive Mode (think Max Mode from 2002). In Hyperdrive, you get free Drive cancels for the duration, plus doing your NeoMax (level 3 super) only costs two stocks if done during HD.
Both Super and Drive gauges build by hitting opponents, blocking attacks, or being hit yourself. _________________
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BotageL pretty anime princess

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Posted: Wed Nov 23, 2011 6:55 pm |
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| Interstellar Dinghy wrote: |
So how exactly do you unlock Billy in this?
The internet is telling me to play through arcade mode doing as few target actions as possible, but I've gone through it a few times only doing 1-2 and he's never shown up. Is it just random? |
It appears to be based on your score in Arcade mode. I did very few target actions and played normally, and Billy appeared after the third team on my first try. Did a shit-ton of target actions every round (like at least 6 per character) and Saiki showed up. I think the score level you have to beat to see Saiki is like, above 2000000 at the end of the third stage?
I'm not sure if Billy has a minimum level -- I'd say to just make sure your score's below the mark for Saiki and go from there. _________________
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BotageL pretty anime princess

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Posted: Thu Nov 24, 2011 3:33 am |
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In ranked match, you can't even reject people with shitty connections like you can in SF4! Be glad you have that luxury in Player Match, at least. _________________
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BotageL pretty anime princess

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Posted: Thu Nov 24, 2011 4:10 am |
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I've been playing it mostly on PSN, since that's the system in my room (and attached to my Evo monitor) though I have the game on both systems. _________________
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BotageL pretty anime princess

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BotageL pretty anime princess

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Posted: Thu Nov 24, 2011 4:52 am |
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Dinghy, I think something got hosed on my end. My ISP, frankly, sucks, and I've been having a lot of upstream issues lately (when it even works). Now I can't connect to any other players either! Oh well, so much for online play tonight.
Also, watch out with the close rekkas -- I believe they're unsafe on block, and you can't do much about it since Drive Cancels only work on hit, not block.
Wish I'd actually managed to finish one of my Shen combos; half the time the fwd + B into overhead series didn't come out, never mind the follow rush punch :( _________________
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BotageL pretty anime princess

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Posted: Thu Nov 24, 2011 5:43 am |
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K' has an "alternate outfit" which is just ten new default palettes for him showing off how each of his arms and legs can be made a different color. They're pretty funny looking. _________________
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BotageL pretty anime princess

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Posted: Thu Nov 24, 2011 4:02 pm |
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| Interstellar Dinghy wrote: |
| Edit: by the way, is there any kind of dustloopesque site for KOF? Searching youtube for match videos containing a specific character is nearly impossible right now, and whenever I find a video with the character I want it's just them getting 100%'d by Raiden or Mature. |
Check out Dream Cancel's forums and wiki. The SRK wiki actually has some pretty decent information on KOF13, too. _________________
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BotageL pretty anime princess

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BotageL pretty anime princess

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Posted: Thu Nov 24, 2011 11:45 pm |
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I'm pretty sure SNK went out of their way to make sure that you can't make naked Raiden or Yuri this time. Though you can have Yuri's spandex outfit be any length you want, or rainbow striped, or what have you!
Robert and Terry each have colors referencing each other, which is great for fucking with people for an instant. Half the cast comes with a pink palette, too, which is nice (though I've been making even pinker ones). _________________
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BotageL pretty anime princess

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Posted: Fri Nov 25, 2011 6:16 pm |
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Why is that girl dressed as Lenneth
Are they nerfing the mage girl who shits all over the rest of the cast with projectile zoning?
e: so daemon bride is like that touhou game except with trinity blood characters right _________________
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BotageL pretty anime princess

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Posted: Fri Nov 25, 2011 8:38 pm |
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Arc System Works is throwing their own 3v3 international team tournament for BBCS Extend. Sounds a lot like the various SBO arrangements that have existed in the past, with a US tournament to win a spot and then a trip over to Japan to lose in the first round to the finest Japanese players, assuming your team isn't nearly cut because the TOs can't count. Guess it's good for the SoCal scene!
e: As a comment on QAksys's site points out, the US event is scheduled for 2/25/2012 -- and the Vita is launching 2/22/2012. Assuming that Aksys keeps to the current plan of releasing Extend at the same time as the Vita launch here, this is effectively a day 3 tourney to determine who goes to fight Japanese players who will have had the game for months. GJ guys _________________
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BotageL pretty anime princess

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Posted: Mon Nov 28, 2011 6:25 pm |
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I really like Examu, they just need to get better animators and try picking a character design style that's a little more appealing to people who actually play fighting games _________________
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BotageL pretty anime princess

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Posted: Tue Nov 29, 2011 1:15 am |
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| Deets wrote: |
| It really bums me out that the conversation about this game seems to be stuck in "FUCK THE NETCODE" mode, even though it's A) not that bad, seriously |
No, it really is _________________
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BotageL pretty anime princess

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Posted: Fri Dec 02, 2011 12:50 am |
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| mauve wrote: |
AE2k12 has a trailer to go along with the change list. I like how the clip of Rose is her getting back something she lost in Super.
So why the fuck does Gouken have stick wiggling on Denjin now? What sense does this make? Argh. |
They wanted AE players to feel the pain of Marvel players. _________________
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BotageL pretty anime princess

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Posted: Fri Dec 02, 2011 4:20 am |
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It sounds like they toned down the mashing a lot from earlier builds of the game. I mostly find it annoying because all it adds is a token extra bit of damage, while making DHCs artificially more difficult to time while you're mashing for hits on your current super. It's not insurmountable by any means, but it is obnoxious as hell. _________________
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BotageL pretty anime princess

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Posted: Fri Dec 02, 2011 3:23 pm |
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still waiting for someone pro enough to run a team with terry & robert wearing each other's colors _________________
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