DANG IT! How do you unlock A. Hinata stuff?
I’m not mad… really I’m not…
edit: nevermind
:china: :china: :china:
DANG IT! How do you unlock A. Hinata stuff?
I’m not mad… really I’m not…
edit: nevermind
:china: :china: :china:
I wouldn’t ban Sakon, his <-A isn’t THAT good. I don’t truely believe that anyone is bannable.
Okay, at 99% complete, and I can’t find that last 1%. I’ve unlocked the stats and voice of A. Hinata. All missions beat. WHAT ELSE IS LEFT! I even played survival with A. Hinata past 10 people.
edit: again, nevermind
:china: :china: :china:
I retract my comment of Kabuto being in the running of being the best new character; he is infact very generic. The only thing he has going for him are his auto-block strings and his X is good for OTG.
There are guaranteed death combos in tag without even using a super on the default dmg setting >.< …tag mode should be played on lowest dmg setting…i’m sure there are still death combos, but this is kinda ridiculous…
So what settings should be tweaked for tournament play? I’m thinking of lowering the damage setting to 1 and increasing the time to 90. And set it to first to 3. The speed at which these rounds can end is sometimes insane. Maybe I’m just to scrub at this though.
I’ve always played each installment on the highest difficulty and the lowest damage setting with an infinite time clock; my matches usally range to be rather long. I find the cpu is way too easy on any difficulty other than 4.
This way, you need to use your chakra alot sparingly and utuilze situations in which you can fully use a string without it being cancelled by KnJ or a tag.
I find that the cpu just randomly stops blocking your strings in the difficulty other than 4, which does not make for fun or challenging game play.
With the default 2/3 rounds, 60 seconds default timer, damage setting default 2 it just seems a bit to punishing. 2 properly executed combos could easily cause 70-80% of the bar without specials. It just seems to much. On the other hand matches can easily also go to timeout if both players use KnJ to escape (with default settings).
How does this game compare to in this regard? I never played that in tournaments
I always PROMOTED timed matches as I felt a lack of a time bar gives a lack of incentive to do any action. Matches may end too quickly under default settings, but under the lowest damage and infinite time settings, I think they last way too long.
:china: :china: :china:
60 seconds is too short. Always do 90. Those quick matches only happen occasionally, and against certain characters.
You’re not going to get many chances to pull them off though. Obviously some characters will assist that much better but still. Besides, you know it’s not always guaranteed.
As for Itachi, I don’t think he’s bannable at all. If he is, then Haku and Kankuro should be too =P
Sakon, no way should he be banned. He’s got good stuff but he definitely isn’t broken.
Default for most tournaments(and if I were to put one together) I see is 90 secs, 2 damage setting
anybody bitching about Kimimaro’s b+B, d+X yet?
How is orochimaro in this game?
Yeah, that shit is way powerful. Makes you really learn to never miss a techroll as well cause if you do you eat TEH BONES.
Orochimaru’s as good as he always was. good strings, a fast teleport, probably the best kunai in the game, one of the best supers(easy to land on wakeup, seals opponents chakra bar for 10 seconds), cancels make him great against KnJ since the 3rd hit in his neutral B combo or second in his d+B combo launch, pretty good chip damage, a nice b+B, etc.
Yes, I agree that orochimaru has one of the best kunai in the game; usually with other players you can jump them if you accuratly time your jump and land an air move. This is not the case with Oro. His strings do great damage in order to gaurd break and of course, his X is just retarded. He remains as being one of the top tiers yet again. The only thing that has been changed with his X, just like last year, is that it doesn’t have the same effect as it did in 2. Also, I believe that Oro now has the quickest d+B; Neji’s was slown down just enough so that it isn’t as quick as it was in 3, which makes it harder to counter B attacks.
I’ve been experimenting with <-B movements, but I haven’t been able to find any single <-B attacks the cancel. Can anyone verify this? I’m on campus, YET AGAIN, and just thought of it on the way here.
I’m pretty sure there aren’t any f+B moves that will cancel, besides, if you’re trying to move with f+b, UC, you’ll only make it about 4 steps
Haha, thanks man; alot of people talk down about ->B attacks, but if you know how to utuilze them, you’re set. Use ->B strings to close a gab between wiffed hits if a regular B string won’t work.
Plus Switchup, I asked for <-B, not ->B but I appreciate the input.
There are some ->B strings that cancel too, by the way.:tup:
S.Kakashi can cancel his ->B string in the 2nd or 3rd hit, for example.
I forgot to mention this earlier:
In regards to cancel points, I found a strange issue concerning ground B strings. If it isn’t possible to use a cancel point in a specific place during a ground B string, it is most likely possible to use it if you use the same string after a juggle.
I don’t have any specific examples right now, but I know I have done so many times. I think it works like this:
You can’t cancel a ground string unless you are on the ground; that is, if one of the attacks in the string causes your character to take both feet of the ground, then it won’t work. But if your opponent is being juggled, it doesn’t matter. I’ll verify this tommorrow.
oh haha its early for me, I wasn’t even paying attention
oh yeah, kyou, I should have said earlier but it’s pretty much confirmed that any hit that knockdowns, knockbacks, launches, floats, juggles, or hits the enemy while juggleing, etc. is cancelable. That excludes sweeps and d+B’s in general.