I don’t have any muscle memory to clean out of my system for this game. All I ever did was mash!
Tonight I literally noticed for the first time that this game has negative edge.
I don’t have any muscle memory to clean out of my system for this game. All I ever did was mash!
Tonight I literally noticed for the first time that this game has negative edge.
correct! in addition for randi – dunno if this applies to everyone else – his old d/f.C is now his d.medium and his old d.C is now d.heavy. for air attacks his old j.C is now j.medium and j.heavy is now a smash down atk iirc. oh i forgot to check if randi still had his f.A… everything else seems like the old saturn style when performing normals. it helps if you don’t think of the atk buttons as light, medium, and heavy but rather as the old two atk button layout of weak and strong with the addition of a dust/magic button. also the old slow backrun seems to have turned into a quick backhop you can use to cancel normal attacks during hit to quickly place yourself either farther away or directly behind your opp.
Actually, the way it seems to work, is that between clone characters (Han, Sword Han, Gash) (Katrina, Serena) (Macho, Gambo), etc, they seemed to have given each one different properties and magic series. For some Examples, Gash is a multi-hit monster now, and Katrina has a different Heavy attack / chain ender than Serena. It seems like they’ve actually tried to give clones more reason to exist, overall. Gash’s Uppercut special ends in Hard Knockdown, whereas Han’s leave them in the air for more juggle fun. It’s much easier to combo with Gambo, as he has less move-overlap with his specials, but Macho has a few more moves, if I’m not mistaken.
Interesting tidbit: for characters with no duck normals (such as the Banisher, now called a Purger), you can still magic-series chain the high and low versions of a move together on hit. While this does not always result in an attack combo (such as the Purger’s first weak A pushing back too far for down A to hit at mid screen), it opens up some nice options for various characters, of just lets you get off rapid-fire normals in general.
Also, generally, everyone crouching chain is jump-cancellable on the last blow, allowing easy air combos. Multi-hit air-mash moves can also be double-jump canceled instantly into themselves, so Serena can go into her spinning blade whirlwing, and then double jump to now move upwards, still in the spinning blade whirlwind. Very great for taking out giants and Mid!
Know exactly how you feel, haha. Some very serious negative edging, and a very generous move buffer, as well… also, it seems like you can possibly stop other specials by holding a button, so it has KoF Style “stop pesky overlaps with button holding” strats too, I believe.
There’s a nice fighter engine in this remix mode… it’s quite intriguing, and makes many of the characters feel like new!
Man, I was wondering about Serena/Katrina… Was flipping back and forth between them yesterday and just scratching my head thinking to myself “Have they always had different combos?”
So, Remix mode has many more true combos. Not only that, but if you can do a combo against a level 1 opponent, then you can do it against a level 200 opponent. Unlike Original, VIT no longer increases drop speed, and AGI no longer reduces hitstun.
Also, you don’t take damage from bumping into people that you hit with the Fireball spell.
Question. Can you recover from Dizzy while you are in the air? If not, then corner infinites (probably midscreen infinites) exist, because when you OTG someone it doesn’t knock them out of Dizzy.
Ahh, thanks.
Yeah, I dropped row shift closer and row shift away a long time ago. The one shift does all is the way to go.
MNT seems to be the stat that increases dizzy resistance the most, then LCK, and finally VIT. If you have +32 in both MNT and LCK, then you have a chance of not getting dizzy from one Barrier by a +8 INT Nicole…
highlight of the day: in a 1v1 match this Randy player I’m rushing down with Ginjurou tries to activate tornado and I hit cr.medium…clashed for the entire duration lol.
online matches found!
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demo impressions: han gets way buff, little people get slight buff but can still get their launcher/combo starter stuffed like before, nicole can still barrier cancel, randy loses robe animation. i dont think the additions were worth it short of system direction. hope i can find an original mode game when i get home next week.
Note: You can Pushblock Nicole’s Barrier (Guard + Medium Attack, out of blockstun). It pushes her and the field away, allowing you to easily plane switch / wait for her cancel and punish / etc.
You can use the “Burst” (Block + Heavy Attack) style mechanic to tech out of dizzy. So the only time Dizzy should worry you, is when you have low MP. It’s a good tactic to keep normal characters from spamming skills, because if you’ve spammed, and then get trapped in a solid combo, your character’s life could possibly be over, haha.
You can also use it to escape moves WHILE BEING HIT. You can also recover instantly into block, so no worry about using it to escape, and then still eating persistant hits.
Just want to point out a few things about The (Remix) backdash:
It’s great to see how many changes they put into the clone characters. For instance, Macho now has a 2 hit Wind-Punch, while Gambo’s only hits once. Gambo’s cround combo floats, while Macho’s keeps you grounded, which leads to different followups. Also (this was in the original too) Macho has an instant DP, while Gambo’s is slower, but has startup invincibility. There’s a great amount of things that really makes each character feel different.
Hey guys, really loving this game and grinding out my Valgar fundamentals. I’d love to get this game to a point where we can agree what level everybody should be at as a competitive standard (I would say, like, 50) but I have to ask: is Golden Silver fair AT ALL? I don’t want to sound like a scrub, but I’m new to this game and I feel like 90% of the orthodox cast just can’t beat him. Maybe I’m missing something as to how his character works, but between him and the orbs, it feels impossible to hit his orbs! Are there any obvious strategies I’m missing, or is this guy too good?
G. Silver’s floating set of testicles is his weakness, since they can’t block. He gets his shit ruined in original by AOE attacks and Han dives for free. I haven’t played him in Remix yet, though.
new match found! their skills are getting better!
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is vs 12 player only?
The AI autofills the empty slots but you can shut it off.
Man, why haven’t you played it yet? I thought you said you were getting it yesterday.
couldnt transfer my live account for some reason. gonna try again tonight. cant read the menu text on my dads ancient rear projection tv.
earth spirit is OP
nicole a+b, smileys
Earth and Sky Spirits have always been OP! It’s a rule of life. It’s one of those “everyone join together to take over the largest threat” style situations…