The info is sound and noted. I’ll tinker around with Buzushima as well while we’re on it =P
Another quick question more about the mechanics. I bought copies of BR without the instruction booklet. So there’s this thing I don’t know what it’s called, or if it even explains it in the instruction booklet. But there are certain moves that give off a green aura and seem to be uninterruptable to an extent (eg: Bakuryu’s qcb+P or f, b+P). Does this mechanic have a name? What’s it called?
I just call it green guard. I do not believe its given a name in the booklet. It basically has the auto-guard on the move, so many guard break and lows will go through it still.
Well I’m aware of it’s weaknesses =P
I was curious as to whether or not it had a name =o
Busuzima’s normal jab combo will make contact with a blocking crouched opponent but will not knockdown. If he is striking with his left arm at the beginning of the string the third hit misses some characters. His qcf+P hits and puts people into a stunned state. b+P might work on some characters but it goes right over most of the ones I’ve tests heads. b, f+B knocks down and creates distance. There are probably a lot more but these seem to be important ones.
Noted :woot:
Do you think he would become dependant on fuzzy guard techniques, trying to
bait a lo-block and punishing overhead and vice-versa? And how potent is this tactic with the Chameleon form, via invisibility?
It definitely works well since a lot of his moves have good properties on counter hit, it makes him very annoying. df+P is a bitch. I always have a hard time getting through when he is invisible because of the counter hit properties on these speedy attacks and then I end up get baited into his stunning moves quite often. Since Busuzima also has some of the best range in the game on his normals (and way greater than anyone on some of his specials) it adds to its effectiveness. I cannot really say much about him though til I can try to get some matches in with people.
Same here. I’m gonna try to call some friends to get together to play some BR soon =P
Reporting my findings:
Dodge Glitch:
Apparently while dodging attack animations, if you are pressed against the wall, you’ll
instantaneously warp behind your opponent as they continue their attack string. I’m not entirely sure if this is character dependant as I’ve done this with Bakuryu.
**Shina: **
Shina has a juggle that seems to loop. Not sure how many times, or if it lasts till death.
However, can only be executed in beast mode. This loop can lead to a decent wall combos and
can end with her Beast Super. Loop seems to be Air Techable, but I’m not sure if it’s dependant
on the players timing or depends on the opponent’s falling behavior. Or if it is even consistent at all.
Also, seemingly, Shina has an alternative super move. After performing her throw (Initially, I thought was a
360 motion) you can also input 632147P, then input the commands B, P, B, B,K, K to perform the alternate super.
Fang is awesome. Shen Long is awesome. Nuff said.
Seen it a few times as Bakaryu and Kohryu. Whether its meant to be there or not is debatable, but it suits their characters nonetheless.
The Marvel juggle is nothing new. You can air tech dodge it but this can be punished as well. It is a major part of her game since it does such big damage. Against people who don’t understand how to avoid the juggle it is utter rape.
The command grab also leads into her loop which is what I usually do from it. The third super is a very flashy way to end matches. I think it does like 60-70% of health against most characters. The most effective way to get the grab in for me has always been off a counter hit 1P.
Bloody Roar 4 was a crappy, buggy, dull, unfinished beta (despite Alice’s cowgirl outfit, more detailed beast form and awesome super-launcher sidekick) as well as a shitty backstory and super-poor dubbing…Primal Fury was also a beta, but it was FAR more finished and enjoyable. Both games later relesed in more completed forms in Japan. They used us as unsuspecting beta-testers of a sort. Primal Fury was supposed to be a gamecube version of BR Extreme for xbox (which came out after the japanese gamecube version), but with animation instead of crappy cg endings. When the japanese version of Primal Fury for gamecube came out (titled Extreme), it pretty much was the american x-box version (minus shitty cg endings), with additional physics (such as passive guard-breaks sending opponent sliding backwards when heavy-gaurded).
So it’s called the Marvel combo. I’ll remember that =P
I’ll report more if I manage to find anything else.
Shina’s original name is Marvel…that’s probably why he refers to the combo as such. The only other “marvel” combo I can think of would be the universal beast form air combo: Launch, jump, chain p, k, b, land, jump chain p, k, b, land, jump, etc…that’s the closest you’re gonna get to a marvel-style combo in this game.
Ooooooooooh… I never knew that =o
So the Japanese version of Bloody Roar 4 is good?
xD
No, I think all he’s implying that BR4 is the inferior one =P
No, I mean he mentioned the Japanese and American versions of Bloody Roar being different.
From what I gathered, in most cases the American version is the crappier of the two.
So my question was asking if the Japanese version was good in comparison.
I know it has hitbox data and a debug mode, which is very appealing to me.
Hmmm… I wanna know too.
In spite of all of this you just stated, I still enjoy it. I think that’s what really matters, when you get down to it.
And there’s nothing wrong with that xD
People like whatever they decide to like, and to each his own :woot: