Aquapazza: Queen of Hearts returns (sort of), coming to PS3!

Not that I know of. Go beat score attack and see if it gives you anything. I haven’t, that shit is way too hard.

Anyone else finding that they need to be much quicker with inputs in this game than in a typical 2D fighter? I only opened my copy a few days ago because a friend wanted to play and found it harder to get inputs to register correctly than AH3, P4A, BB, and others. Maybe I was just having a bad day and fooled myself into believing this.

Anyway, I’ll try playing again in a few days and see if things go any better. May have all been in my head.

I’m in Reynoldsburg. I would have kept coming to game night, but my ride started college right after my first night. It really sucks since I really enjoyed my time there and everyone was so friendly.

I’m trying to go to Season’s Beatings for my Birthday (not going to enter anything unless 3S is there, which I believe it is), so hopefully I get to see you guys again.

No, this game has the easiest fucking execution of any game I’ve ever played in my life.

I’ll be happy to meet you there, I’ll be the one black guy witht he afro and glasses. Kind of stick out like a sore thumb in GC.

Somewhat. While not comparable to KOF, it feels more like a “poking” game than a “combo” game in this regard, especially as most characters cannot hit confirm from C attacks. Like in the Arcana Heart series, I find 360/720 motions especially irksome to perform consistently (and coupled with the Kira-style requirement to spin the stick/pad to increase damage = bad, bad Examu! ^_^). On the whole, though, most combos are short and simple, so landing a hit is IMO more difficult than capitalizing on it.

Been mucking around in training for a while with Hakuowlo and Oboro to try and find some combos and videoed the results, not sure how useful or useless they are (well beside the Multi specific combos, they are just wastes of bar) since all I’ve really put time into is training and story mode atm, but figured I’d have a bash at finding something.

Hakuowlo Combos

Spoiler

[media=youtube]xGqKsBY65Qw[/media]

Oboro Combos

Spoiler

[media=youtube]Y3T0jWkCkWo[/media]

So i got this game on monday, did a little research on how the damage calculation worked today and posted this on dustloop, i’m gonna copy/paste this here as it might interest a few people :

The damage calculation system is based on three modifiers: basic scaling, guts and emotion system.

So for to start everyone has 20000 points of life, when being above 50% life and at neutral emotion, all character have the same defense, that’s what I’ll use as a base for percentages given to all damage modifiers.
The basic scaling is simple, it start at 100% for the first hit of a combo and goes down 10% per hit until it reaches its minimum at 10%, note that after a throw, the scaling will start at 50%.
Supers have 30% base minimum damage and splash arts 50%, but the other damage modifiers will apply on top of that. Note that for splash arts, only the opponent defense modifiers will apply as doing a splash art automatically puts you in neutral emotion.
Regarding multi-hits moves, looks like there is no absolute rule, some count as one hit for the scaling counter (Karulau’s 2B, Chizuru’s 214124AB) and for other all hits will be taken into account.
There are also specific cases where a group of hits count as one, for example Chizuru’s 214x or Morgan’s splash art, the first hit count as one, and all the following hits count as another one.
Counter hits give you a 20% bonus on the first hit, for multi-hits moves, it follows the same rules as the basic scaling, if multiple hits counts as one for the scaling, they all get the 20% bonus.

Then we have a guts system like there is in a lot of other fighting games, when you get low on life you get better defense, here it kicks in when a character gets down to 50% life and the value goes stronger as life goes down, values are specific for every character.

And finally there’s the Active Emotion System, it gives you an attack and defense modifier depending on your character status, but unlike what i read on the wikis, the values of those modifiers are not the same for all the cast.
Note that depending on the character the defense boost for high emotion and low HP can be either a fixed value or a variable that gets stronger with life going down, could be argued that it gives a guts boost in this case but either way the results would be the same.
For the supers in high emotion, some get more hits that obviously gives more total damage, but even those which doesn’t change that way can get more damage than only the modifiers would give. Doesn’t look like there are fixed rules for that, for example, the first two hits of Konomi’s DP super get the normal bonus but the third hit will do 26,9% more instead of 8%. Another example with Morgan’s Arrow super, depending on how it hits, it will get a 12,5, 14 or 16,5% damage bonus instead of 5%.

Now to get the modifiers for each character, I used Yu’s 5D that does 1000 base damage, for Arawn I used also his 5B to check as his partner gets a 25% damage boost.
For the guts, I just set the life to 50% and use this same move repeatedly until the character’s life gets to 0 to see how it progresses.

Here are the results:

So what can we say about this? Maybe that when Chizuru glows red and have low life, she have fu**ing X-Factor!
But the thing that really strikes me, maybe because I play Morgan, WTF is with her and Oboro having a defense nerf when on high emotion, especially Morgan that gets an even worse defense when on high emotion and low life, plus she also has the lowest attack bonuses of all the cast :confused:

EDIT: I did a pretty basic mistake as my first tests were Riannon and Morgan vs Hakuowolo, those having the same low emotion modifiers for attack (Morgan,Riannon) and defense (Hakuowolo) on full/low life, I didn’t noticed at first it wasn’t the same for everyone. Anyway i updated the data with the values for those cases.

EDIT 2 :

Here’s the formula for calculating the damage :

(move base damage x basic scaling) x (attacker emotion bonus + opponent emotion bonus + opponent guts)

To get the damage of a combo do that for every hit and add up, here’s some tests :

Note : The value between brackets for Riannon 236236AB is the raw damage during high emotion for the second hit (without the emotion attack bonus).

So far everything look correct, we can see that the game seems to round up when there is a decimal value.

Then while doing some tests i noticed that OTG hits didn’t do the calculated damage, after checking a bit i found that an OTG hit apply a 50% modifier to the scaled damage of a move, so the formula looks like this :

((base damage x basic scaling)/2) x (emotion modifiers + guts)

Some tests :

Here i discovered something interesting about Riannon’s 236236AB, the calculated damage was 1050, but in the game i got 525.
The fact is that 2C trips the opponent and so the first hit of the super hits OTG after the little bounce, but if we look closely this hit does make the opponent bounce another time before the second hit.
So I think that the OTG modifier applies for every bounce, so in the combo I tested that’s ((30000.70)/22) which gives us the 525 we get in the game.

You had to go out of your way to make the Morgan and Oboro player sad, didn’t you? D:
Awesome information, but why the hell does Tamaki have such high guts?

Nice info dump there, Maho!

We can definitely add all of that up to the wiki.

Why does Tamaki have high guts? Why the hell does Multi have the highest guts? I know she’s a robot but still…

it took me a few hours to figure her out but riannon is pretty fun

anyone got vids of her :D?

I have some video links I could post up after I get home from work for ya, Chibi.

I’m interested in Riannon too! :slight_smile: Gonna start learning her after I get more comfortable with Konomi.

Konomi is a dumb bitch btw~

Sounds like someone is getting DP’d a lot. :3

Waaaaaaaaaiiiiiii

This game fucking owns.

I’m actually never close enough to her to be dp’d, I just find everything about her to be annoying, gameplay, voice, character, whatever.

I edited my last post with a few new infos about OTGs and the formula to calculate the damage.

https://twitter.com/AQUAPLUS_JP/status/246485869165412352 netplay patch incoming!

Who was it that told me that this would never get patched?

Brilliant news, quicker then i realistically expected, but then again this fighter IS big in Japan so i can imagine them trying to fix netplay as a priority

That would be me!

And I said not to hold your breath! Thanks based Examu!