Dong Dong Never Die - Terminator FTW!

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The first combo is the most stupid one I saw in fighting games, I mean sending a fireball and then chasing it while pushing opponent in front of you at it to produce more hits xD

I’ve been playing this game for about a week, and it certainly is the best piece of shit I’ve played in a while.

Da Lan, the cowboy grappler, has a few infinites he can pull off if he can Bicycle Kick from a sweep into the corner or can hit a jump-in with one of his punch rekkas.

( his super throw is ridic as hell too goddamn )

Actually, alot of characters have some super that gets enhanced when they are at blinking health. Just experiment with supers of your char and there’s a chance you will pull an extended version of it on low health.

This game is f’ing amazing. Me and my friends are having a blast playing this!

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So stupid :rofl:
Awesome stuff there.

at least there is damage scaling :confused:

As for super loops, damage scaling makes them kinda not worth it, since you can take like 40% of lifebar with single super on low life, and in loops damage becomes a few inches.

EDIT: Just tested netplay with my friend, it runs okay on delay 6 seemingly without lag

Also, there are special moves that turn into enhanced versions on blinking life

2 new videos

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Haha, seeing those videos makes me think about how crazy this game is, it’s filled with loops and weird characters, I like that kind of stuff, from what I can see Bioman is indeed the most powerful character, he can can make a loop from his gun in any moment he wants.

I will download this game and play it later :razz:

This looks like new MvC2 :stuck_out_tongue:

Dong Dong creators need to increase damage revision, plus make it that in the end damage of each hit can drop to 0 points, and not to 1 point as now. With 0 points for next hit in combo, it will clear game from infinites more or less.

naw they need to just leave the game how it is

In that case, they might as well make the comboed character become invincible until the combo ends after the damage starts dealing 0. Otherwise, won’t infinites be used to run out time instead? Or to max out your meter before dropping it? That makes for boring matches.
There’s really not much difference between doing 0 damage or forcing an end to the combo… Except you can’t run out time and the attacker gains no additional meter.

Nah, game feels a little… clunky to be the new MvC2. No OTGs either.

Gouki’s 2426 super is nuts, it’s got like a -20 frame startup and leads to infinites/100% combos :rofl:

And yeah, you don’t want damage scaling to go to 0. That’s what happened in Basara, and well, that game didn’t last two weeks because everyone would just infinite you until time ran out.

All this game needs to remove infinites are air recover and air block.
and not giving you meter when doing supers would help too

Can’t configure my stick for this game, even using Joy2key. It keeps assuming I am holding a directional. I am using a SFIV SE pcb with XBCD plus, and I cannot for the life of me configure the directions, the buttons are fine. Anyone else have this problem?

Try Xpadder.

Weird because Joy2Key works for the dpad if I’m using my sidewinder USB pad, so I am thinking it is some kind of bug in XBCD+.

I’ll try xpadder though.

edit: Xpadder works, does not recognize my roundhouse kick button but it’s a 4 button game so whatever.

Nurses have a stupidly easy infinite, do Psycho Crusher and then repeated jabs on falling opponent. Character Specific though, works on Iori girl but not Soccerball guy, so I assume it only works on floaty characters who fall slow.

An english movelist translation would be fucken sweet if someone could translate the movelist pic?

edit: The nurses cannot charge back in d/b, is that true for all charge characters in this game? No charge partitioning sux!