Avatar Fighter Online

Still loving the game, but getting a lot of ragequits from people who seem to not really know how to play fighting games at all.

Although im definitly pumped about stomp having fireball invincibility as a stomp player, but I am afraid that it will be a little overpowered, along with tackle.

Im all for games having more insanely good and fun moves that having dumbed down ones for balance, and I do not consider myself a high level player, but stomp already gives a character the chance to combo off of lots of situations that cant be done without stomp, such as throws, and can be used to extend really any combo.

Im really not sure if its stomp that would be more broken, or just shoulder tackle as you can get HP tackle(cross under)->low jab to uppercut into another fullscreen tackle loop, as seen in the yadamoto video. Its not even hard, I managed to improvise a more than 50% combo after not playing for a day with stomp and tackle.

Im vouching for a teleport (scorpion style) and a spear/freeze/constraint move!

Well, Stomp already hits from full screen so making it projectile immune sorta makes sense, especially for non-projectile based character builds. If the other player is smart, theyā€™ll jump to avoid it or pick Invincible. At the same time, Stomp OTG-ing makes sense as a move and also gives itā€™s unique property that makes it worthwhile. Besides, Stun is unblockable and can set up big damage. Pounce is also unblockable and can be used to extend juggles on top of being a decent mid-ranged punisher. Donā€™t even get me started on Combo Maker which is Genei-Jin on steroids, crack and PCP.

I like the fact that thereā€™s lots powerful stuff in the game that more or less balance each other out. Really adds to the old school feel of games like ST and Karnovā€™s Revenge where pretty much ANYTHING can spell death if youā€™re not careful. It forces you to think about the moves and how to beat them and the player using them, like any real honest fighter is supposed to. This is part of what makes this game mad fun. Keep it that way. Letā€™s please not turn a great game in to AE/MvC3 or MK9 where everything under the sun get patched/buffed/nerfed without real consideration to the metagame.

Ninja Star already kinda works like a Sonic Boom. Just shorter range. Iā€™d say itā€™s a mix of Sonic Boom and Sonic Hurricane, which is just fine as is. Makes it unique from the other projectiles and has different usage. Headbutt is basically your standard charge special anti-air i.e. Flash Kick.

I welcome this. Can we have air grabs? Oh, and can we have KoF style comboable command grabs again? >:-D

I wasnā€™t disagreeing with stomp OTGing, just its invincibility, but it goes to show I should have spent more time with the game before I opened my mouth. For now most of the supers are looking really good, but Im hoping more of the special moves get buffs so they can have as many uses as tackle, headbutt twin orbs. I think that ninja star should have more hits, maybe 4 because its a 4 sided blade, and tornado kick should be more controllable so you can do oki mixups like tackle.

Comboable command grabs are sick.

Itā€™s ok, I dont think itā€™s going to end up being a big buff. Since the fireballs freeze while the super starts up, it will end up probably hitting them before they fully pass through. I remember trying it and being surprised how hard it would be to pass through successfully.

I dunno about that oneā€¦ Iā€™m fairly sure that would make super-throw the new best move in the game since you canā€™t escape it :stuck_out_tongue: Air grab would be fun, though grabs are the hardest moves to create :x Thatā€™s why theres only the one haha

hey hows the netcode for this game?
like, input delay notacibility and all that,
compared to the popular fighters.

Found out that Jill (or a custom with Jillā€™s moveset + air fireball) can, from her corner, take a standing or crouching character to the other corner with [s.LK (JC) instant air fireball] x 8 or so, maybe more. Itā€™s kinda difficult to do that many TK (tiger knee) air fireballs in a row, let alone linking them with s.LK each time, but itā€™s there. Probably about 40%+ damage if you get the whole combo, and Iā€™m not sure if thereā€™s anything you can do with, say, one of the supers afterward once you get to the corner. Doesnā€™t work as a juggle.

On the VERY plus side, itā€™s not a block-stun infinite (thankfully), as the air fireballs have what seems like horrible block stun. The computer kept hitting or throwing me when I landed, so I assume that itā€™s possible to get out of. Iā€™d mention the viability of this pressure in actual play but Iā€™ve only got one game and the guy quit after a matchā€¦two others booted me pre-fight and another two just wouldnā€™t start the game. :frowning:

Also, I feel quite ridiculous that I kept trying to find powerful mid-screen juggles without super using specials and the best I found so far is c.LK xx c.HP, dash, s.LP xx s.HK. 24% with Jillā€™s moveset (no specials :stuck_out_tongue: ). Might try some other movesets tomorrow or this weekend to see if any of them do more with the same combo.

ā€¦seriously, I have UMVC3 and AE tournaments to practice for and all I do is play this game instead. ^^;

Better than any of the Namco games, better than KOF13, better than UMVC3, and roughly the same as or a bit better than Super SF4 AE. Not as good as GGPO (or HDRā€™s GGPO-lite) most of the time but I honestly like it better than 3Soeā€™s online. Havenā€™t played MK9ā€™s netcode but I imagine that, from what bad things people say about it, you can chalk it up to being better than that as well.

Whoa, mrbrian, I recently got this game 2 days ago, and I am freaking addicted lolol. I love how unique the whole concept is, choosing two special moves and one super per player, you can see many diverse strategies and combos with different players. I constantly find myself in the training mode trying to discover broken and crazy stuff in this game over Heroes and Heralds which I was so hyped for before (I got this game the same day that came out). I REALLY wish more people played this game, it has amazing potential, and this is from somebody who plays ALL fighting games competitively, from the mainstream games to the obscure poverty fighters. Iā€™d just like to say, Iā€™ve been urging all my friends to get this game. So far Iā€™ve gotten almost 10 friends to buy it in two days and weā€™re all loving the hilarity and craziness of the game. :smiley:

Now, I donā€™t know if anyone knows about this, BUTā€¦ my friend and I discovered that on pad, if you hold forward on the left stick and back on the dpad, you can block both ways at the same time (like the Hitbox problem in Marvel a ways back). The animation is just the character in a 1 still pose moving forward, but when attacked they instantly block. But even worse, is that this constantly maintains CHARGE. Light punch shoulder ram pseudo-infinites all day.

Definitely not. Itā€™s just like SF4, donā€™t through a fireball when Honda has ultra 1.

This game needs a sequel :slight_smile:

You donā€™t have to hurry though, your support to your project has been nothing short of incredible.

Good point. Super Throw is good enough as is. SF-style command grabs as opposed to a Karnovā€™s Revenge/KoF-style command grabs have their own place, properties and usage. Guess Iā€™m having one of my ā€œI love throwing characterā€ moments. :V And yes, I sorta know first-hand that animating throws can be a pain. I tried in Fighter Maker for PS1. hahaha Yeah, not easy. I guess just sorta reuse the super throw animation for the air grab if that helps. :smiley:

Keep up the good work, man!

man, this game is going to change so much when unblockable fireballs are fixed.

Holy crap, yeah, just got my first whiff of unblockable projectiles. That requires a patch, bad. Got one-touch-killed a few times tonight. Also, unlimited charge is pretty disgusting. Not the biggest fan of corner infinites. :frowning:

Just got this game and liking it a lot, but no one can beat me online LOL. Everybody just rqā€™s, def need some good competition.

Add my gt: Pong Boom

my gt: Gummowned

was trying to play a game with someone but it keeps saying version mismatch. I asked him if he was playing on v1.1 and he said yes (same verion Iā€™m on), but no dice. Maybe he was lying?

GGs PongBoom. I saw you kept trying to uppercut right after the tackle and it whiffs. You need to do a c.lp right after tackle and then you can uppercut (provided you donā€™t get pushed back to far after the c.lp)

Whats this projectile unblockable everyone speaks offā€¦ Im still enjoying my meteor divekick stuff from before umvc3 came out lol the okizeme is to much

Thanks man, ggā€™s!

We should set up a tourny or something xD

Hey taht sounds GOOD!

when a player wakes up from a knock down and a projectile is right over them, they canā€™t block it.

So if someone had the orb spheres super activated and you were knocked down, you wouldnā€™t be able to block the orbs when you wake up if the opponent was standing right next to you.