Akatsuki BLITZKAMPF - PC Thread (1131sp1) - Its still playable!

Christ if this comes to Chinatown I will stop playing everything for it.

it wont

it could?

stateside.

please.

dear god.

Pretty exciting news.

I’m hoping it’s a new character too, but it probably is Mycale. That’s what she looks like in her win-screen. Sans the glasses, anyway.

(closeup).

Will this game be forgotten like Rumble Fish 2?
I certainly hope not.

…EVERRRRRRRRRRRRRRRRRRRRRR

Hahahaha…sigh it certainly looks as if it’s headed that way :sad:.

Now all abk:ac needs is a spot at the next sbo to catch some new interests (crosses fingers, arms, and legs >_<).

BLITZ HEIL!!!

Professor Senior Master Chibowitz

It worked for Melty…

… in Japan anyway.

And there won’t be any more matches at Ko-Hatsu. Hmmm…

Has anyone seen this match video? [media=youtube]Jl5Ponl1yTY[/media]

As Adler’s walk animation is different from the version I have…Plus I’ve never seen that lightning win pose at the end of the match…

That’s version 1.1.3.1.
You can get the patch from the A:BK site.

Nevermind the different hair/eyes/whatever else, the one in that poster looks like she has a MACHINE GUN ON A STICK.

Maybe they’re adding in Cable to push Mycale down a tier.

Mycale’s fine.

no need to nerf her

Somebody will probably come up with a full list and stuff, anyways:
Title’s now Akatsuki Blitzkampf Ausf.Achse.

New character’s Perfecti, a different Mycale (like Adler is to Soldat, except the changes are heavier) with some kind of zomg proton/blitz spear, shoots shit. No sign of Mycale’s old moves being re-used.

Old chars have recieved some minor tweaks (visual too), but so far they feel the same.

Further reading: http://oggg.dip.jp/index.php?e=1005#more

part 1.
title: ???Ausf.Achse

there may be some mistakes

Board: SEGA NAOMI
Release date: n/a
Sale: PIC

GamePlay and Stuff

Controls haven’t changed, the board has 3 buttonns (the main complaint at 2ch so far). Neither did the San Sukumi System
Game Modes
vsCPU:
-Arcade Easy
-Arcade Normal
-Arcade Hard
-Practice (lasts only 5 minutes, there will be/is a home version of it as well)

Versus matches last until 10 victories (human vs human?).
Arcade goes up until Adler and there’s only one Soldat. Upon beating Addie there’a a game over screen with Mycale, Mura and Tank and a message ??? (something like “under development”?).

New Char select, VS and Win screens.
Story mode convo screens have changed (?).
The world map screen has gone.
New western-like fonts with horizontal writing instead of vertical.
Lifebars had changed a little - new colors an char portraits.

New, better hit FX (guard FX remains the same).
Blood’s gone, some yellow liquid instead (WTF?).

BGs for EX attacks and LV3 have been altered.

When being thrown out of reflector, the screen flashes and the words ??? appear on-screen - throw becomes a counter? Same with command throws.

Some tweaks with reflector/counter proration? Ex: doujin-version Aka did ~5500 pts with his attack into Lv3, in loktest it’s now around 4000.

Juggle height had been lowered it seems. For instance, in Sai’s Reflector->B->236C->214BC, opponent now falls in the middle of 214BC.

Upon successful reflector, a ??? message appears. It doesn’t after aerial attacks?

Damn, Nekich beasting with the translations. good stuff :clap:.

And I doubt they will change. Hope this will be a wakeup call for the idiots that advocate button macros.

“san sukumi system”? Is that related to the rock/paper/scissors concept?

…oookaaay. Pretty random. Is Japan getting soft now?

I think thats pretty cool to display a msg for that. It’s like telling your opponent “Oooh no you dont!”. Don’t know about screen “flashing” thing though :wasted:. Gotta see how thats presented.

oh crap…OH CRAP! This may hurt Wei’s sexy juggles/damage :sad:. NOOOOOOooooooo.

I sure as fuck hope it does.

:rofl:

Yeah, the San Sukumi system just refers to the whole Attack > Throw > Parry rps thing.

Regarding the scaled gravity, it seems to only apply for successful reflectors at the moment, and not for regular situations.

It seems like there’s a general nerf of reflectors in this release, what with the Counter Hit damage for grabs from whiffed reflects, the aforementioned scaled gravity, and the increase in damage proration from a successful reflector (the Akatsuki lvl. 3 damage bit mentioned above). Interesting changes, imo.

…or maybe I’m just saying that because I play Kanae and I can do more damage from grabs hohohohohohohohohohohohohohohohohohohohohohohohohoho yeah.

Perfecti and Character Changes.

Continuing from where nekich left off, some more loketest information translated from: http://oggg.dip.jp/index.php?e=1005
*Info added/updated from the 2nd day of loketesting (11/24/07) is labeled in this color.

Character Related
Before getting into character specific changes that were noticeable from the loketest, the writer makes note that he kept more of a focus on the new character rather than the original lineup.

New Character: Perfecti

  • Due to wielding a spear/rifle like weapon, she has long reach.
  • All her special moves are projectile based, so she’s pretty much a ranged based character.
  • Her walk speed is slow and her jump travel distance is lacking. She also seems to have low defense/life.
  • Both her front/back dashes cause her to warp/teleport.
  • She sits on a chair for her crouching pose (same as Mycale’s winpose).
  • Intro Animation: She initially appears as Mycale and then chants ‘Come forth, demon sword Dainslef,’ and transforms into Perfecti.

Perfecti Normals
**- 5A: **She tilts her spear to attack. Has minimal reach.
- 5B: Slashes with her spear. Has long reach.
- 5C: Thrusts with her spear horizontally. She moves forwards with the attack, adding to the reach.

- 2A: Kicks while sitting on the chair. ‘Yazuka Kick.’
**- 2B: **Twirls her spear upwards. Antiair-ish.
- 2C: Thrusts with her spear towards the opponent’s feet.

- jA: Feels like an air version of 5A. Due to the other 2 air normals being superior, it doesn’t seem like it’ll be useful.
- jB: Similar to Fritz’s. Air-to-air horizontal slash with the spear.
**- jC: **Slashes with her spear. Seems to be easy to use and great for both Air-to-ground and Air-to-air.

- Reflector: “Explosive!” She causes an explosion in front of her. Despite the appearance, it’s a melee hit.

- Throw: “Umasugiru~!” Absorbs a fraction of the opponent’s life. Seems to do the same for the air version.

- j2 + A/B/C: She takes a little hop in the air before diving downwards with her spear. If blocked, she bounces backwards. Because of this, reflector followups whiff her. Seems to have no delay upon landing, but has a bit of start up.

Specials
- Getta Kanone, 236 + A/B/C:
“Te–!” Launches a projectile from her spear. The projectile itself is fairly fast, slightly slower than Anonym’s gunshots. The A version goes horizontally, the B version tilts about 30 degrees, while the C version tilts the projectile about 60 degrees.

- Rantsunettsu, 214 + A/B/C:
Set-up projectile. Upon activation, three bullets will be set on-screen and will start homing towards the opponent after a few moments. Upon contact, the shots will explode. Though there are 3 shots, they collide with each other, so they only function as 1 hit. Despite moving towards the opponent, they can be easily dodged by a backstep. A/B/C determines the time in which the projectiles start to home towards the opponent.

- Gleipnir, 22 + A/B/C:
“Gleipnir!” Similar to Mycale’s Freya (214). Summons chains from the ground and upon connecting, it’ll hold them/keep them stunned for a period of time. Although, it activates quite late compared to Freya. A/B/C determines the range of which the chains are summoned (like Freya omg).

- Syuterunprethya, Hold a button for a period of time then release:
“Eins!” Launches a beam projectile from the spear. Activates pretty quickly. The beam becomes bigger and does more hits depending on how long you hold the button. Her voice sample also changes to “Zwei” or “Drei” depending on the hold duration. Also exectuable in the air, where it launches at a 45 degree angle instead. *Think Boxer punches replaced with a lazorattaxxx. *

- 236 + BC:
“Moratta!” Enhanced version of a normal 236. *I can’t make this next part out help plz. *

**- 214 + BC: **
Yadda yadda. Launches 5 projectiles. Unlike the normal version, each projectile has an individual hitbox so the move does a total of 5 hits.

**- 22 + BC: **
“Sokowo ugokuna!” Full screen chain attack. Also stuns/holds the opponent upon a successful hit.

- Hold BC for a period of time then release:
Launches a big beam. The duration of the hold doesn’t seem to matter/affect things for this one. Due to the input for this move, it becomes impossible to do a reflector while charging for it. <- oops

- Gjallarhorn, jABC:
Dives towards the opponent with her j2x pose. Upon a successful hit, she locks on and fires a beam. Unlike Blitztank’s move of the same name, this is melee based. Couldn’t make out what the hell she was saying. Can only be done from the air. It’s possible to combo into this by canceling off an air Syuterunprethya (hold/release special). lazor V-Slasher omg

Existing characters (from the doujin releases)
Akatsuki:

  • Graphical changes to the retreat, backdash, dash, 6B* (according to a 2ch post it’s now an overhead elbow instead of kick) *and j.2c animations.

Sai:

  • Graphical changes to the walk, backdash, and dash animations. He slouches forwards much more for his walk, making him more Sai-ish.
  • 6B animation changed, appearing somewhat similar to Geese’s standing D attack.
  • 236C -> 236B seems to no longer work. An increase in delay after 236C?
  • a close 2C doesn’t lift the opponent off the ground
  • 4C’s reach seems to be reduced

Kanae:

  • Changes to the retreating animation. :S

Fritz:

  • Changes to the retreating animation.

Marilyn Sue:

  • Animation for the air throw altered drastically. Kicks the opponent towards the floor (therefore, it seems no longer possible to follow up after it)
  • The animation for the first hit of ABC changed. She does some sort of spin before doing an uppercut.
  • 5C -> 2B chain deleted… instead 5C causes a ground bounce upon hit, allowing follow ups afterwards.
  • No longer able to follow up from a midscreen palm rekka.

Wei:

  • Graphical changes to the walk, dash, backdash, and the pose after a successful reflector. The dash makes him look more like a solid martial artist. what the
  • New 2nd winpose.
  • New animation for his air throw. He strikes the opponent with his fist. Functions the same as his old air throw.

Anonym:

  • Slight alteration to the retreat animation.
  • Removal of the power up bonuses from Tetragrammaton (ABC). oops.

E.Soldat:

  • Slight alteration to the retreat animation.
  • Drastic change to the 1st winpose. Rather cool for being Soldat…! 8U
    **
    Blitztank:**
  • There appears to be an increase in startup for ABC.
    **
    Murakumo:**
  • An alteration to 2B.

Mycale:

  • Something regarding her reflector, can’t quite make this one out.

Adler:

  • He didn’t change at all!

good shit =)