Dual Blades Thread Redux

So…Nagasapa would be Sakura. :wgrin: :V

Very true. Makes sense that alot of my observations have occurred games before LB. Pretty much all fighters borrow something from somewhere, with some adjustments to make it stand out.

Wow that sounds cool, almost like a swordsman parry or clash.

Oh! One more thing! Can the Japanese version connect and battle with the US version etc…?

Why was the Euro version canceled and was any copies made?

Nagasapa is more like Sentinel.:wink:

Coming up next TIERS!

Jap and USA versions can not connect… Even if they do, fight will go out of sync, since there are game play diferences.

Euro version is canceled because me and the crew left the company. I found another job… And no copies have been made. But I’ve the code and bin file of the Euro version. So I can play on a gba emulator :slight_smile:

Good for you.:sad:

Might you be taking another shot at the fighting genre? I must say, this game looks very interesting for a GBA fighter and from what I’ve read about it here I will surely be buying it off ebay sometime soon.

I’m sure with the right team you could do a lot more on a more powerful console (in this case, ANY other console), have you had any thoughts about making another fighter?

I can see this game being redone with updated sprites and animation. Work on some of the balance issues and it’s good to go.

TIER LIST!

Here I will provide a list of the tiers for the non-EX characters in Dual Blades. I personally don’t find this to be the full list because when EX characters are put into the mix the tiers becomes are little more high level.

I will first list the tiers and then a brief reason why they are top tier.
**
BROKEN:** Alperen
**
TOP:** Kanae, Nagasapa, Efe

MID: Duke, Shin, Jaman
**
LOW:** Rungard, Brandon

As you can see the tiers are fairly balanced, with the low tier bracket very small compared with most current fighters. (Although most fighters nowadays have more than 9 fighters. :razzy:)

**

Alperen:** As a boss character it should come at no surprise. His Weapon Mode is devastating both in speed, priority and power. His Soul Mode is equally as powerful, although more defensive overall. His B&B does well over 60% and one of the combos I already listed does close to 100% if done perfectly. Simply put, this guy is totally broken.

**--------------------------------------------------------------------------------------------------------

Kanae:** Insane combo potential. Quick normals, excellent range and speed on all her attacks. Possesses 2 infinite combos and a B&B that does 49% Damage initially.

Nagasapa: Pretty much the Sentinel/ O. Sagat of Dual Blades. Insane space control, unpredictable high/low game and one of the most damaging supers in the game. Her Curse moves combined with her hit and run style can really frustrate and opponent to defeat if played properly.

Efe: If Kanae is this game’s Magneto/Storm hybrid then Efe is this game’s Ironman. Very damaging bread and butter, insane range, deadly corner game, and Ottoman Seige, the greatest super EVER!!! Not only does this super define Efe, but it leads to one of the easiest infinites in the game. Without a doubt Efe can go toe to toe with these other top tiers with ease.

**--------------------------------------------------------------------------------------------------------

Shin:** Excellent keepaway game. If not for the recovery time on his moves he would rival Nagasapa’s projectile game easily. His midrange game is also deadly with his long spear normals. His Secret Weapon super is one of the most damaging supers in the game and one of the few to have complete invincibility at startup. He has an infinite although impractical for most fights.

Duke: A tank. Powerful attacks and has an infinite (although quite hard to pull off in a heated match.). He possesses excellent combos and counters, however, he lacks the speed to get in. Being the largest character in the game doesn’t help in taking Duke-only extended combos either.
**
Jaman:** Poor Jaman. One of the few characters to inherit no special glitches to exploit like the top tiers. Luckily what is already built into Jaman is so good that it doesn’t detract from his excellent design. Nice average damaging combos, good specials, excellent mid-air fighting and jumps, and one of the best supers in the game, the nearly unstoppable Beast Roll.

**--------------------------------------------------------------------------------------------------------

Brandon:** Just like Jaman he has nothing special to offer but unlike Jaman what he does have stinks. Poor specials, slow normals, and very poor damage in the way of combos. His supers for the most part are impractical except in close range combos. Just a boring character all around.

**Rungard: ** Innovative character but very hard to use for a poor payoff. He has an AWFUL close range game which combo heavy characters like Kanae and Efe absolutely destroy him in pressure. The lack of a quick easy dash also hurts although his teleport dash suffices decently. Sadly, with all his sorcery Rungard usually ends up in meatchunks.

Any further questions are greatly appreciated.:pleased:

Look like cool WS! Thanks for this thread. My char is Jaman, wery fun with play jaman. XD but music is bad i play without music.

If an opportunity arises I will definetaly try again, but I’m afraid it’s not soon. The problem is finding good artists who are very patient to draw so many animation frames and doing pixel art. And that’s too rare in Turkey. And the another problem is being a registered developer and finding a publisher.

Anyway thanks for the nice comments, I will never miss a chance to make a new fighting game! It’s in my blood :rofl:

If anyone is willing to redraw the frames, I appreciate that :wgrin: The problem is how we’ll distribute the new one :sad:

Extra Info!

I’d love to release this one… I wish I were Nintendo :rofl:

But for the people who wants to play it bad, I can provide some… erhh… some extra…erh… INFO… yes info… Just mail me and introduce yourself then I’ll share the link of the EXTRA INFO with you… :rofl:

galip_ka@yahoo.com

Cheers!

I can draw, problem is I don’t have the equipment. :razzy:

Hmm this EXTRA INFO intrigues me… strokes beard:smile:

Coming up (FINALLY) Kanae’s Strategy and Info.

KANAE’S STRATEGIES & MISC. COMBOS!

This section will explain some of the intricate strategies and some unique combos that Kanae can use in opportune scenarios.

STRATEGY:

-Use Dash Cancels!

Kanae has many moves that have fast startup most notably her DF+K and BD+SL dash slash. By zig-zagging around with the dash and quickly canceling into one of those attacks you can do shock damage and mess with your opponent’s mind a little. If you fail a quick Recovery is more than enough to cover you since most opponents will defend completely rather than risk a counterattack.

-Overhead Surprise!

Kanae has the absolute best Overhead in the game. One of the few characters than can combo into and out of her Overhead. Not to mention it is relatively safe compared to others.

Her short hopping overhead can be used when an opponent gets up after a knockdown. Because of the hop it can’t be wakeup thrown and if it hits it can lead to-

*DF+PW, DF+BS (5 hits 20% Damage)

*DF+PW, Slash Dance (10 hits 40% Damage)

That’s right! She can combo into her Slash Dance from it, although the window is pretty small and requires some practice.

-Overhead Strings:

*J.BS, Overhead

*D.SL, Overhead

*F+SL x N, Overhead

*D+K, Overhead

*Overhead, pause Overhead (lol I love this one.)

*Overhead, Jump back DF+SL, Overhead

Backdash XX BD+SL Recovery Overhead
**
-Aerial Maneuvers!
*

Kanae possesses the Falling Death a sharp aeriacl slice downwards that brings her to the ground quickly a la Sakura’s QCF+K. This move has awesome priority and the SL version has fast startup.

Uses:

Aerial Feint- By doing a quick jump back DF+SL you can surpr

**
MISCELLANEOUS COMBOS:**

.:The Clincher:.

  1. Throw D+K (Recovery) dash-jump toward grounded opponent J.BS, S.BS xx Slash Dance, DF+BS (11 hits 25% Damage)

-I call this combo, The Clincher. This combo has saved me quite a few times. It does respectable damage considering the recovery scaling. Kanae is one of the few characters that has a super bar to spare after a full meter recovery. Plus she’s one of the few characters who can take advantage of that spare superbar. One most my most proud creations.:cool:

  1. INFINITE!!!

J.BS, S.BS, FB+SL, DF+BS 1st hit xx Sudden Death hold up

-This is the setup for the infinite, here’s the why it works. SlasherX and his cohorts took great care in making Kanae’s AA safe from glitches by preventing you from using Recovery early. Why do you ask? Because for the subsequent hits of her Dragon Slash to hit the opponent has to be in Juggle State 3. This mean the juggle state continues to exist as long as the the opponent is knocked down.

In Juggle State 2 what happens is that the opponent can be juggled for 2 hits then they return to neutral state. Brandon’s DF+BS spin attack is an example of this.

Lastly Juggle State 1 occurs when only one hit is allowed after a juggle. Brandon’s throw and Kanae’s Magic projectiles does this.

Now these states are practically illusions because what you’re changing is not only the property of the opponent but the properties of the moves that your character is using. Otherwise if you use them with a normal or a knockdown special, they will inherit the new juggle state of 1-2, making this infinite and others end abruptly.

So let’s continue…

…DF+K wait until the opponent falls down completely FB+BS, wait until the opponent falls completely DF+K repeat xN

Certain specials will always retain that Juggle State 3 property no matter what. Most of these attacks are ones that lack their own intermediary juggle state and thus does damage cleanly.

Now scaling will start once you start this infinite, fortunately by using only special moves means that even at the most base level it will still take off 2-3% each special move, sometimes rounding to 4% for unknown reasons. Still it’s quite painful if you’re on the receiving end and the only way to get out is the full meter Combo Breaker.

3.** T3H INS@N:looney:!!11!**

Call the ambulance because this is by far her hardest combo, one that I’ve only attempted once, and I’m too lazy do again. Best done on Duke.

In Corner- (air) DF+SL, FB+SL, DF+PW OTG! Slash Dance, time jump (good effin’ luck) (air) DF+SL ***OTG!***, FB+SL, S.BS xx FB+SL, DF+BS Dizzy J.BS, FB+SL, S.BS xx FB+SL, DF+PW, DF+BS ( approx. 24 hits ??? Damage)

*Note this combo can be extended for a longer session if done with EX-Kanae. Thanks to her extra cancel.

I did this one time before and never again so I know it is possible, the worst part is unless you’re in the corner it is impossible to know if the OTG’d (air) DF+SL comboed with FB+SL. The precision is near inhuman.

Hanzo_Hasashi: If you do this combo for the vid I will give you a bajillion e-points and rep you for all eternity.:smokin:

This ends my Kanae section, I will start the Nagasapa Guide next when I’ ready…

Toodles!:karate:

Wow! I must congratulate you :slight_smile: This is a really good in-depth char analysis.
I have a few comments:

Nice Job! :lovin:

Let me explain the glitch here:
Your juggle theory is good but actually there is only 1 juggle state. When an opponent enters into this state they can be hit whenever in air or ground as long as they get into the idle state or stand up.
So certain hits of the chars put the opponent into the juggle state and some don’t.
every hit of Kanae’s Dragon Slash, Brandon’s Air Sonic Slash, Efe’s Low Magic…etc But in certain times of the performed move, opponent’s juggle state is closed. For example when Kanae lands from Dragon Slash. And sometimes the opponent can close it, like when an opponent hits to the ground after getting by Kanae’s magic. The glitch here is actually Dragon Slash’s cancel point here. I couldn’t notice the possibility of canceling it to Sudden Death and keeping the “enabled juggle”. Actually the juggle ends when Kanae lands from Dragon Slash. And I also forgot to close the juggle state when Kanae lands from AA Sudden Death :slight_smile: So you can produce the same glitch with Slash Dance and Samurai Slicer. I’m not sure about Dragon Tail… Just cancel Dragon Slash’s first hit :wink:

Looking forward to it :wonder:

Nagasapa YES!

I should be the one honoring you. :china: You and your team made a kickass game where I could find out all this stuff. :pleased:

It doesn’t work with Dragon Tail, the last hit is a regular knockdown… sadly. (Dragon Tail is a pointless super :razz:)

Wow! It was actually more complex than I ever imagined! So this is why even when I only hit with the first hit of Brandon’s DF+BS and miss with the rest I still cannot juggle my opponent afterwards like with Kanae?

So you actually forgot to take away that cancelling ability from Kanae’s Dragon Slash heh? Or did you mean for it to cancel but eliminate the juggle state from that point?

I am humbled.:sweat: Due to your new information I almost feel like starting my favorite character Efe (possessing another braindead easy infinite) next but I already made a promise to cover Nagasapa so…

P.S., I almost forgot! Kanae does have a 3rd infinite but that one is just as ridiculous to pull off as the OTG version (posted before the last one)

In Corner- (air) DF+SL quick rejump! DF+SL xN…

Yes it can actually combo but the timing is so strict that if you’re a few milliseconds off it won’t combo.

Fortunately, she has a much easier combo to do the corner that does fantastic damage, too bad it’s Duke Only:

In Corner- SUPER DEEP! J.BS jump (air) DF+SL rejump J.BS, (air) DF+SL, J.BS, (air) DF+SL, DF+BS… (11 Hits 54% DAMAGE!)

-Now this combo does amazing damage but most likely you will never get to pull it off in a real match for the simple fact that J.BS has to hit very deep and in the corner for this to work. Don’t waste meter ending it with Slash Dance because it actually does less damage overall ironically. Duke can become dizzy in the combo which can be continued like so:

SUPER DEEP! J.BS, (air) DF+SL, DF+PW, DF+BS. (7 hits/ variable scaling damage)

Because of the limited canceling and nothing but powerful normals and special being used this entire combo works really well. Try it!

And that’s pretty much it for Kanae…:wgrin:

Yeah, adding a juggle opportunity at the end of it may have made it a lot more preferable :wink:

2nd one. I forgot to eleminate the juggle state. Super canceling Dragon Slash is cool IMO :lol:

If I could find some time, I’ll check the Euro version and prepare an in-depth changes list. I may also make some new changes to balance the characters according to the analysis have been made… But why am I doing this? :rofl: Who will play it anyway… :lovin:

I should have nerfed her…greatly :slight_smile:

Anyways I also appreciate if anyone presents his ideas to balance out the fighters.

I’d love to hear how to make Alperen a normal fighter for instance…

Slasher why dont use the DB sprites and create an engine ofyour own or a PC “fan” made game from scratch?

The thing is even Slash Dance can be used as a Pseudo-AA Super instead of it.

What possessed you to? Ah nevermind… lol

lol True no one would play it… but don’t you want to know that you’ve made the game the best it can be? :wink: BUT WAIT! Couldn’t you make this freeware and just make it downloadable online?:pleased:

Yeah but she was your pride and joy, it’s only natural.:rofl:

Oh here’s a new extension of the previous combo I listed!

(On Duke in the corner) SUPER DEEP J.BS, air DF+SL, J.BS, air DF+SL, J.BS, DF+SL, Slash Dance, DF+BS (DIZZY) SUPER DEEP J.BS, air DF+SL, Slash Dance, DF+BS (24 hits 66% Damage!!!)

ROFL! I actually figured out that during the dizzy if I repeated the same formula I can raise enough meter for a second Slash Dance!:badboy: Thanks SlasherX!:rofl:

Don’t make the same mistakes as other fighting programmers, instead of toning down the better characters make the worse characters better.

Do you mean pre-Dual Blades or just toned down?

Well here’s my toned down version…

Make him quasi-Weapon Mode, give him the DDD+P AA move but change it to DF+BS/SL (to prevent Weapons combo confusion) and only allow it to be juggled once.

Oh and keep Soul Spear, Soul Axe, and Soul Fist but reduce the damage.

BTW did you try out those Alperen combos I posted on the first page? Those should give you an idea on how broken he is. :razzy:

Ah, I see why. I noticed she can lock down like mad and those curses are screwed up, especially the no blocking and no jumping curses.