well i seem who I need to drop, (damn tomy for not nerfing kankuro enough)
So the time limit is set to stock (60 seconds)? It seems REALLY short.
It should be set to 90. That’s what we’ve been using in the tournaments so far. I honestly don’t know why TOMY made 60 stock =/
why is the rounds set to 3/5 instead of 2/3 like a normal fighter for tournaments?
3/5 is starting to get popular due to the fact it flesh out more of player abilities.
isn’t that what double elimination is for? It just sort of rubs me the wrong way fucking with all the settings, chanigng the damage to 1 and making it 3/5…
3/5 was proposed I believe in GNT4, where matches could take all of 5 seconds to be won. It made the tournament not finish in the blink of an eye, and gave everyone a chance to feel like they actually just were in a tournament.
Back in EX3, we set the count to 2/3 because matches took WAY too long to win due to low damage/high chakra gain ratios, which made a tournament with all of 7 people take 4 hours. Now that the damage was upped and the chakra regain rates better, we agreed to go back to 3/5 to get some bang for our buck so to speak. However, since the damage/chakra rates are sort of the middle ground between GNT4 and EX3, the community is sort of split on what to keep it at. However, we have kept it to 3/5 thus far.
Damage setting 1 makes the game playable without having it be a KnJ fest. You can hardly get part of a combo off before people have 75%, much less have to incorporate Y cancels to extend your combo or do any combo into super besides BBX or throw BBX.
Double elimination does the same how ever when one apply certain rules, it then can can become a tag of counter picking.
Counter pick is unavoidable but with longer matches, the possibility of player/character getting use to match up is better than 2/3. Once a person loses their first round, the winner is usually at a 60% percent advantage over the loser.
Also certain strategies like conservative gauge till last round and do big damage becomes less practical.Ideally it can be done in 2/3 matches how ever it becomes much more strict to prevent such strategy and usually creates very good mind game advantage to the one holding the filled gauge. Most games with certain gauge allow player with certain character to build their gauge to max in their first round. This than creates a certain pattern of players to just build for gauge during first round and than abuse it any way possible in second round for the win.
This is strategy but certain game designs and character can make it too good to cope with in short matches. However this strategy isn’t as practical in 3/5 matches were if a player does get max gauge and manages to conserve it for next round. That player will than will have to maintain that gauge by using sparingly during the second round. It creates a double edge scenario to a strategy that i think fighting games thrive on.
Its not my ideal to ruin strategy but to make sure an affective balance of strategy is insure. I can’t stand games design where a predominate strategy over power others then creating a linear competitive environment thus isolating other potential competitors
excellent anylis on why the settings are what they are I hate when it’s “Just because it is” lol. Another question - what’s KnB?
KnB? Did you mean KnJ? KnJ stands for Kawarimi no Jutsu, which means Substitution Technique. It’s a quick abbreviation that we’ve used on Willvolution as the standard.
Oh ok. Yeah I meant KnJ, sorry. My friends and I just abbreviate it as “sub” and for our nonnaruto fan friends who play (i.e. me until a few months ago) Just called it teleporting.
Many of the slang still used right now can be found here:
http://www.willvolution.com/phpBB2/viewtopic.php?t=1277
That is an old version, with nothing of the new stuff that have been made for Revolution 3. But many still use many of those and in case you wanted to know what something was, that is a good start.
The game was played back when it was still just a Japanese Import, so for the old school players still playing they have gotten used to calling many of the techniques by those names. I know many of the new players will not know that, since everything now is translated for them. So I might ask there if we can do an updated list to those with some of the new terms been used now for Revolution 3. For example Paper Bombs.
Yeah I’ve been playing the series since GNT 4, I imported it in 2006 for my cube.
Which wouldn’t be such a problem if I was able to throw people out of KnJs and if R KNJs werent AS quick as they are…
Wow Fucking Orochimaru in this game IMO is WAY over powered. When you use LNP’s, he can just parry EVERYTHING with that house special that does 50% damage. Christ, even Projectiles. it’s such bullshit. what’s a run around this? I can’t figure it out and it’s pissing me off.
I’m thinking of picking this game up for my little cousin (his birthday coming up) who is into the Naruto anime. Thing is that all he has is the controller that originally came with the Wii and no old school GC controller. Is it easy for a kid to learn how to play this fighting game on the Wii controller or do you recommend getting a GC controller?
Thanks!
you need the nunchuck too but besides that he can use the wiimote
Steve u gotta bait out rashomon (orochi counter super)
I suggest the GC controller though. It’s the standard and in most people’s opinion the best for it. Easiest control set-up, too. The only thing it lacks is waggle mode and hand signs, but hand signs are banned anyway and I don’t think I’ve ever seen someone use the waggle. If it’s just for funzies he can use the Wiimote-Nunchuck combo but I’d recommend the GC controller if you can procure one for cheap.
@ ShotgunSteve: You have to bait him into using it and punish him as the animation ends. If you time it right, it should punish without activating the counter.
Thanks. I’ll try and find one of those wireless GC controllers since I don’t think his parents want him playing near the big TV in their living room lol.