Avatar Fighter Online

Depending on my internet, and how well the lobby behaves, i might do it once in a while
I’ll be on vacation for a bit so maybe after that. I’ll post when it happens

lobbies are wacky, beats someone and gets kicked to the back while they go on. Unless there is some kind of way to do this manually? Anyway thats why I cut out early.

Iceball should never have chip. Sub-Zero has never had chip, and like MK games they do this because the reward for connecting is great, and in this game the same applies, but reward is even greater here because if the first ice isnt combo’d into, you get another one in the combo, and depending on super, you get yet another chance to juggle.

Pounce should stay as is. Yes it creates UB traps, but still the only really bad one is +Ice, and you get it on average only once a round.

Orbs. The only change to orbs should be 4 orbs with increased durability. LOL. Nah, both orbs should disappear when it hits another fireball.

I agree, orbs should take two hits to destroy projectiles, like the shuriken blade thing. And yes, pounce should stay as it is, because it doesn’t do a whole lot of damage, and comboing after it can be a little difficult.

Iceball should definitely never do chip, that would make the move really cheap.

And Mr. Brian, do you think you would ever do something similar to what Skullgirls has done where they show off what is being changed in developmentt?

And one thing this game could use is a more “robust” training mode- with options like setting the ai to jump and block.

Oh, and there is a lobby glitch where the match will randomly freeze for one player, and you have to press start and leave the match when it is over, thus losing your spot in the lobby (and the match won’t count for points also, which is very dissapointing when it/that happens).

stupid question :

how i can create and “endless battle” lobby in AFO? i can’t find the option :frowning:

thanks :smiley:

I will be streaming soon just…I just downloaded Xsplit and trying to figure out the settings.

www.twitch.tv./stryfeno1

Did that guy help you out?

Anyway (non related) GG in SFIV, as you can see I’m hella late to the party. Got rocked, only got one win which I’m sure you let that happen. Dont give me anything, I gotta get used to certain SFIV stuff like resets, punishes ect. that you know. I play old stuff, but pretty much in SFIV if you keep attacking, likely I havent seen it before and you will win.

GGS on SF4 but Yeah, you need to get some more practice sessions. I hardly play because after the monstrosity called of SSF4:AE where Yun was godlike just turned me off.

The Chun win was my mistake for miscalculating my zoning but I don’t go hard or practice because my Gamestop do not run any tourneys anymore on SF4. They only run it on SFxT and UMvsC3 which I don’t really like. But if you ever want a sparring partner just send me an invite.

Did anybody heard that Darkstalkers 4 may be announce by Capcom at this months SBO tourney?

@mrbrian Darksniper and I were playing and found a glitch with the health meter…It happens when you down to the last hit. When your health meter is at 1%, you can not block any normals. Did anyone witness this bug? There is also an infinite with the freeze ball. I saw someone who try to do it but wasn’t 100% successful but I will post my findings.

I think I have had that glitch happen, and I always assume it was because I’m playing on standard 360 pad, which doesnt like to read directionals unless youre forcefully pressing it.

As for Darkstalkers 4, probably not interested. It’ll be like playing SFIV compared to playing ST. I have beaten J Wong in ST at a Seasons Beatings, and to me those old games, just feel ‘right’, When I play SFIV, it feels…different. Like most of my SF2 or SF Alpha knowledge just doesnt matter. I think Darkstalkers 4 is going to be the same. If you know Vampire Savior, that knowledge will mean shit for DS4.

Also did Ailerus help you on the stream situation?

Nope…I didn’t ask. It took me hours but I finally got it to work but my dazzle has a horrible resolution. Oh well.

Theres just way to many Rage quitters, Hope Mr Brian can come up with something to punish them! With there points like SF if you rage quit you lose more points or maybe a disconnect percentage so we know, also GGs to all you guys ^.^

"Let’s see… Omg, a fighting game for a dollar!11!!, i will buy it and mash some buttons, this must be a joke… what?? that guy play it SERIOUSLY?? are you kidding me??..

…host as ended session"

that is what I think that goes through their minds before ragequit(*)

  • powered by google translate.

The talk is getting really good here & now more people are coming in, super cool!!!

It’s some stuff on the other page I couldn’t get to remember but I wrote em’ down for discussion to throw some change into the pot also…

  1. Training AI - Thumbs Up / If so, make the AI harder for Offline & Training Mode

  2. Timer - Needs to be fix / It counts down in Lobby Mode but if I’m playing a Ranked Match, it’s at 99 all day

  3. If I got company at the house and they want to play-also learn how-to (besides Offline Mode), make Training Mode 2 players alone with the AI switch…

  4. Tournament Mode - Maxed out Lobby huh, expand it to like 8-12 people (really wanna say 16 man but the lag itself off 6 people is hell enough to balance) with a countdown timer by the Host: Not only when you’re see the next one starts automatically, 1st Come, 1st Sever as a slot…

  5. Nowadays, Indie games coming out with controller vibration, why not when you get hit??? Light hits=light vibs / Heavy hits=meaty vibs like “Ooohhh” Mixed with an Combo Maker ULT… wonders why women use those things!

Check out Avater Massage/Online and turn them all the way up, that’s how the ULT should be

  1. Flame Ball (Another fireball), nahh… Already got Ryan’s where it’s the fastest in the game. Even if you do block it, it chips your health than the Freeze Ball timing just right, you’re get 2 hits just across the board without hitting them—but which ones stronger???

  2. Leave the Pounce Strike as is (1.3b) - If you know how to use it into your combo + move set (Avater), then you know how to add more damage +/- corner action*
    7.1 Also the Rolling Kick - It hits low first, not mid. Mid Hit will pop you up top, not rolling on the floor!!! Forgot who said that about Rolling Kick into the air like Gen is a badass idea%… that will bring me to my next one…

  3. Air Moves/Throws - Hell yeah… grab you & tossed back on the floor (lol) then Ground Stomp…
    8.1 - Old rumor about the Tornado Kick can be done in the air, possible for an update? Please? and since we on the same page about Sid, make the Ball Charge (Blanka Roll) air able too/ The same as it looks & speed on the ground can be done into the air. Thinking about the Rising Uppercut also like Ken on MvC.2

  4. Inspired with/by Stryfeno1 : EX Moves - All who played SF games know about that glowing extra hit. Ohh yes!! By pressing both light+heavy will execute your move or combo into something… sparkling@

Ex 1.

Hope I done this quote right… but yeah, instead if twins, it will be quads (4) getting thrown.

Ex 2. Read 7.1… | The Rolling Kick/ A. Rolling Kick could be EX’ed. Think it like this, the Charge Ball IS the same thing as Rolling Kick but slower, and Super Throw into the air* but the EX A. Rolling Kick will hit em’ more (Nerf). The glow looks like the Combo Maker Echo Shadow with a different color… I say Green. Why, look at the color wheel: Combo Maker is Purple, SF EX is Yellow…

Ex 3. Just like Cyndi’s Pounce Strike is unblockable, Bill’s Shoulder Tackle is EX’ed with unlimited run time across the screen or until you get hit.

*For EX moves, some buffed for more damage, some nerfed for more hits
*New moves would have to be in range of the game play than the (fighting) stands, but not repeated “Ex 2.”
*Quote/Unquote about the Alt. Costumes switch for Jill and them… wanna fight with the Pink shorts…
*About the Stun ULT, yeah you can get out of that: 1. Jump out the way in time or 2. Hit or Grab em’ BEFORE you get it with it… just like that!

This post will be about flameball.

Why don’t flame has the range of Dan’s fireball in SF4 and on contact be like Akuma’s/Ryu’s half circle fireball? Just a thought…Ryan fireball needs some serious buffs because it’s kind of useless right now.

Actually, I played this one player (forgot his name though), and he was amazing with the fireball. It is a very good move for zoning, and it will actually eventually beat out freezeball in a flame war. *fireball war, I mean. Also, it does have a misleading hitbox, and does do some pretty solid damage.

And give the game a gadouken? That’s interesting, but the ninja star is basically like that (the LP version, at least.) And I just realized that Cyndi’s fireball/ninja star is a reference to Spinal from Marvel Vs. Capcom 2’s fireball… huh, that’s pretty interesting.

Im trying to do a regular character practical combo video, but the 360 pad is sucking it up. The main point of the vid would be to show some of the people that are interested what can be done easily in a match, looks ‘cool’. You know like those guys that kinda have a clue, but dont fully understand. They’ll hit you with an iceball, uppercut, then Liu Kang kick as you fall. If they can be shown combo concepts, they’ll be able to do so much more.

I have the combos ready to go for every character, just gotta be able to hit them in ONE TAKE, otherwise editing will suck since I have shitty resources to work with. Unless I say fuck it and roll with the missed combos.

And I have a simple discovery that makes meteor shower far more useful.

Iceball too powerful. Please fix or remove. Thanks!

Hello v1.3c is out. Just some tweaks here and there

Freezeball duration almost halved
Jabs are 1 frame longer
longer throw escape time
can block regular attacks when no life left
Lobbies are more stable maybe?
Lobby leaderboard scores are now disabled
Super orbs die from 1 fireball hit

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