8th gate indeed…
I added that shit to the OP.
awesomesauce! :tup:
but u may wanna add the definition of what LNP is. to the 1st post. or people aren’t going to really understand what they are reading when they see percentages and etc…
Good sh** digimonemp, and Killtz for helping get more ppl interested. You guys are awesome. We need more help in the char specific forums in willvo, everyone get crackin!
Yo D1_ ! I didn’t know YOU play da game! Then u r gonna love FGA at hunt next semester :lovin:
is online 30 fps only? or is it that I am just getting bad connections?
Online is TERRIBAD, proceed with caution…:lame:
[media=youtube]-QeGetScCkM[/media]
:looney:
Wow. I think their servers may be congested from the holiday season. Wasn’t this bad before.
TIGGY YOU SIR ARE A FUCKING GENIUS!!! :rock::tup::rock:
…but just know that’s never work in a real match. it’s possible to shake stuns. and obviously u can RKNJ too. :wgrin:
EDIT:
Online was always shitty from the very start. Lag and latency don’t mix very well. :sad:
EDIT 2:
That stun looks kinda hard to shake out of. I may have to do some testing.
Thanks for this video. I’ve been wondering where those Byakugan cancels existed for awhile now…
If you want a quick counter super out of Byakugan, cancel into normal Hinata and do her counter super for anti-KnJ. SO MUCH DAMAGE!
Thanks for the compliment! Once I found out she had the transformation earlier this week it took me like 5 minutes to figure out the rest.
As for the second part of your post: Well DUH! :looney: I just showcased her three cancels in the mission for the sake of showing them. Plus it gets me exactly 99 hits :razzy:
Now that’s awesome :tup:
And you welcome kdede, making vids is fun
holy hell…they’ve made Hinata into a monster?
You can KnJ long before the end of the combo. He was just showcasing the places you can activate/cancel Byakugan mid-string.
So I have to ask, what does everyone who has played this game think of it?
I honestly didn’t think that Tomy and/or 8ing had what it takes to make as many competitive changes to this game as they have done. Substitutions occur less frequently, sidestepping fixes SO MANY PROBLEMS that this game used to have with turning around, and save for a certain character’s Godlike back B, there are not many broken elements in this game as there have been in the past.
Did I mention that online play is actually worth it? So many people keep asking, what about online play? Is it good? Yes, it is good and totally playable. Granted, the LAN adapter might make online play better if everyone jumped on board, I will personally vouch for online and say YES, the Wii has finally taken a step in the right direction for once.
So what do you guys think of this game? Shout out your opinions. Also, I’m always looking to set up online matches! Send me a private message if you’re interested!
We’ve been doing that this whole thread!
Ok, I finally got this game today, but won’t be able to play until tomorrow at least. I haven’t really played Naruto games since 2 in the GC as I mentioned before, what new mechanics and stuff should I expect? I know there’s some kind of cancelling, the LNPs, and that now the sharingan characters are not the only ones with more than one super, but what else is new?
The 12-year-olds aren’t 12-year-olds anymore…?
There’s some new stages/BGM…?
In terms of mechanics I think you covered the most important stuff
Y-canceling - If you do just about any move (excluding 99.9% of trips and if your feet are off the ground at the time of the attack), you can cancel the recovery animation of it at the cost of 25% chakra. This allows for MUCH longer combos to be possible, and any number of customizable options for what you’d like to use. The best options for combos involving Y-cancels have pretty much been found, and the aren’t always the best solution. For example, Ten Ten doesn’t get much use out of cancels since her moves don’t do enough damage to constitute wasting 25%, and she has longer combos without.
LNP (Latent Ninja Power) - When your character gets to a certain percent of health, they get at least one upgrade. Some characters only have 1 (i.e. Oro), while others have many (i.e. Neji). This is to add a tiny bit more depth at the end of the match, and make sure that your opponent doesn’t “just have to land one more move.” They now have to TRY to get that one last move, while avoiding the added buffs. There have been some hardcore comebacks made because of it.
PB (paper bomb) - Also at the cost of 25% chakra, if you hold R and L and press A, you will throw a kunai with an explosive tag on it. If the opponent blocks it, they will take a sliver of damage and be knocked into the air with their guard open (can’t block). Along the same lines, you if you do the same but while holding down and hit A, you will lay a trap on the stage for 25% chakra. It IS blockable, but it can add safety and limit the options of the opponent’s retaliation, or their general mobility on the field. I believe if you hit R+L and B, all GPBs (ground paper bombs) on the field will explode. Haven’t ever used it, but I’ve heard it works.
Interesting tidbit about PBs and GPBs: they reset the gravity of your combo. The longer you combo, the faster the opponent will fall out of the combo. That is the game’s “gravity” system. However, beginning a long combo and add a PB in the middle will result in the utmost success of the combo. Easy peasy lemon squeezy.
WUT and WUA (wake-up teleport and wake-up attack) - In an effort to make WUS (wake-up super) harder to hit with, TOMY have added a mechanic that offers an escape. While you are standing up after being grounded, if you hit the A or B button you will do one of two things: either you will teleport behind the opponent like an L KnJ for 50% chakra (A button), or you will stand up and do a sweep for free (B button). Cannot be done from a tech roll.
Kunai deflection - If you time it right, you can now deflect kunai thrown at you with the C-stick. Just flick it in any direction (doesn’t have to be back in the same direction) just about as the kunai makes contact with your guard and you will send them back in the direction they came. Iirc the only exceptions to the last part are Neji, Byakugan Hinata, and Komachi’s j.As. Neji’s and Hinata’s go back at the same ANGLE they came in at, but down instead of up, while Komachi’s go straight back at her no matter where she is.
That’s all I can think of right now, but there’s probably a little bit more.