Avatar Fighter Online

Imma get the update later tonight…

I would play but my internet sucks!
Dont forget to try out the Create-a-Match standby feature (press X in lobby)

I didn’t get to try everything in the lobby but I did do that little training mode thing.

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Janks and I messing around with the update but we had a bit of lag while playing.

Mr. Brian, this is the best update to date for AFO! Thank you for putting out a high quality product!

Please, put a lobby system into this game! I would love to run tournaments for it with friends!

Anyone else experiencing buggy dash inputs?

There is a lobby system. I’m not sure if you have to do the little option trick to get to access it but I’ve been able to host a lobby.

After an intense several hours in the lab…I’ve come to realize Headbutt have receive some nerf but I can live with that.

But I’m loving this update. Good Job mrbrian.

Nice playing with you Stryfeno1 and Mr. Janks, sorry about my connection there.

Thanks, glad you guys are liking it

To create lobbies: go to options: press LB + RB, then BACK + X + Y, then you can create a match/lobby

I tried to buff the Headbutt, by giving it popup/faster recovery against in air opponents, and it brings you closer afterwards.

still haven’t gotten it… tonight or tomorrow, I swear! haha

Yeah…Maybe I’m not use to the new properties of the headbutt. Need more playing time with it but great update nonetheless.

>:I lobby score reset bug is still there

HB bringing you closer when done is a nerf on block actually. I played that guy once, and it was easier to punish blocked HB with c.lk before buffered backdash could even happen. On hit juggles are easier, so I guess its an even trade off.

Also the last couple weeks my PS2 adaptor has been out. If they cant send a new one, I’ll have to be off of this and SFxT until they do. I’m hype because of the update, but I’m fighting my controller as well as the opponent.

Anyway, I’m going to continue to champion some of the regular characters, and I now really like Cyndi.

And I encourage all to get on that grab-breaking.

Actually HB can be cancelled now by Trust Kick, Teleport kick and ect…And the wake up headbutt is gone.

Played Yadamon. Some good stuff, and his grab breaking is on point.

I used Ryan, and Bill, and some custom Twins/Meteor/Orbs.

My impressions. I played Ryan the same as before, except I have a good corner combo now. Bill, is pretty beast, couple hits = big dmg with that air grab. But having used Bill since pre-online, the supergrab should NOT be able to be teched, especially since it lost the ability to be ground comboed into a few updates ago. Also sometimes trying to buffer wakeup INV becomes grounded INV, giving opponent ability to regroup. I see that as an issue with a purposely done one aswell, since you still have to fall, gives opponent time to back away, and not to mention its shorter time, done by the time you fall, chase them. Its okay but not worth extra cooldown.

Twins, are garbage now IMO. Ice ball had beaten it a couple times, and with the increased recovery from the previous patch, trying to use them against ice ball is a liability. Ice, is extra good Yadamon had a good setup, Ice>Pounce, Ryan DP beat it, and reaction INV worked, otherwise it was damn good and led into mass damage, every time. Sidenote: 360 pad cant hardly distinguish meteor and twins on same character.

good times

Loving the 1.3 Mr Brian… My personal move list: Freeze Ball/Rising Kick/Stomp got me 63% When I was the preview of 1.3 w/ the Super Throw in the corner, I was like hell yeah I can grab them out of the air; when I tried to perform it out in the open, it wouldn’t work like I thought in 1.1 where I can do a few quick punches & it would count as an combo but it only works in the corner. (Which is still cool :-p) Molly’s right about the Flying Kick Loop in the corner…

Freeze Ball only works twice, depending on how you use it. Teleport Kick (Fake), got them thinking what’s gonna happen next, I love it dearly. Air Fireball 2 is really good for the corner punch juggle combo, quick jump air kick, AF2, then back into the combo w/ timing or/and mix it with the Flying Kick Loop…your choice!!! You can cancle out the Pounce ULT w/ HK!!!------ without getting hit.

It’s like an enhanced 1.1 but croped. Other than that, keep up the good work & tell noobs to train harder or go training mode and get better.

Oh yeah, there’s a loop with the Freeze Ball & Uppcut: Uppercut-Dash-QP-Freeze Ball. If done right, you can run underneth them. Be at the point where you can move from Left to Right-Uppercut-Dash; If done correctly, you will QP the way your Dashing & Uppercut the other way-Dash-Repeat

Super Throw’s range is short so doing it in the corner is a challenge with all the pushback. That’s why optimized combos using a launcher and a few punches into super throw is great for like 28% combos. I used Ground Stomp to take them out the corner and get atleast a 40% combo. I liked Stryfeno’s setup though, he was already good with spacing using the ninja star. With its durability he won most of the fireball wars and shut down some attempts to j.HK him.

Flying Kick is good in block strings since its recovery isn’t to long. I tend to use it to cross up ppl in the corner and setup super throw within the block string. I dropped Shoulder Charge just because I felt that Flying Kick gave me an easier dmg output and can be followed up with LP xx Super Throw.

What’s QP? quick punch?