Ougon Musou Kyoku - Umineko no Naku Koro ni Doujin Fighter ABC Yuu Agin

true but these cost meter of sort, the the type I’m of speaking is a poor mans one that don’t uses gauge. I was expressing how it can be use like a roman cancel except with more frames of recovery added and since its a feint it would result in a counter hit if interrupted.

Either way I’m not saying the game needs my idea or another cancel option. but another system that’s not part of the touch system and gauge compensate. Normals and commands are not enough. ( throw needs to be tweaked a bit)

I finally unlocked the two elusive announcers

Announcer 23 and 24

Spoiler

http://img689.imageshack.us/img689/1526/zepa.png

http://img152.imageshack.us/img152/6326/fur.png

I don’t really know exactly how, i just cleared arcade on hard with the Battler/Beato team after having unlocked all the others to get Zepar and with Battler/Evatrice to get Furfur(I didn’t lose any matches either).

That song is from Dragon Ball Z… and no, im not kidding.

[media=youtube]NMnptbOB5kU[/media]

I’m selling my un-opened copy if anybody is interested

patch for ver. 1.01 is out
[z?^Abvfgpb`

share the savefile :smiley:

Sure
GameMain.sav

Also, first update!
http://07th-expansion.net/ogon/update.html
Has a bunch of small fixes, damage-teaking and netplay related things
and you can use the start menu on a keyboard now (W)!

Might just be me, but the game feels kinda clunky now…
Edit: No, not clunky, rather, hits seem to have stricter rules of when you can chain them into each other…

Looks like there are some changes to the characters too, I can only read something about Ronove’s shield though.

EDIT: Aww, they corrected RANMDOM, I liked RANMDOM D:

EDIT2: From the wiki

General Gameplay Changes

Hitstop increased.
Increased the delay cancel window on many normals.
Many attacks (such as throw) that did not prorate previously now have proration.
Normal attacks now auto-correct properly when a cross under occurs.
Adjusted various attacks and specials.
Added throw invincibility when landing after being hit in the air.

Bug Fixes

Ronove’s Enchant Shield bug fixed.
Kanon’s Offscreen bug fixed.
Various other bug fixes.

Other Fixes

Option for POV and XY inputs
Keyboard ‘W’ binded as "Start"
Game no longer picks up keyboard input when not active window
Various netplay tweaks

I believe there was some issues with Ronove’s enchant not disappearing which is now fixed.

I hope the patch fixes the random DC issue. Going to try it out later on with a friend to see if it still DCs like before.

I know adding a start button for the keyboard was more important, but you’d think they’d at least bother to add the AB,BC,ABC shortcuts since the kb is the one that needs them the most -__-

It was said from the very beginning that the keyboard is generally not supported,
not having a start button was odd, but not adding the shortcuts wouldn’t since they aren’t needed.
If they did that, they could as well just go the extra mile and make the keyboard editable like with gamepads.

In other news.
I’ve actually lost on hard now that i have to get used to the new
hit-confirmation changes (only twice, but still)!
While it generally makes the game a bit slower, i think i like it, makes it feel like my hits count a bit more.

Aren’t needed? AB and BC maybe, but for god knows what reason activating meta when you want to is ****ing hard on keyboard, I can only actually do it like 1/10 times. I know it’s not my keyboard because I can do stuff that requires ABC perfectly fine in other games like KOF.

Worst part is the keyboard rebinder doesn’t work with 1.01 -__-

Allow me to reform that, “aren’t necessary”.
It may be difficult to do things without the shortcuts on a keyboard, but it’s not impossible
unlike pressing a non-existant start-button.
And again, the keyboard was not supported in the first place.

I did say the start button was more important, that’s true. You say it’s not impossible, but honestly I feel it might as well be. Yeah, they did say the keyboard was not “supported”, but I don’t think you can disagree with me when I say that that’s just ****ing stupid since that’s the default controller. It’s like if in SFIV for example they only allowed you to bind PPP or KKK to a button when using an arcade stick but not on a pad which has a harder time doing that, and even then that’s easier to do than activating meta on keyboard here in my experience >__>

It is indeed pretty lazy, the whole “the keyboard is not editable and we didn’t even give it a start button until an update because it isn’t supported” ordeal, at any rate,
just see this as a good oppurtunity to get a pad,
playing fighters on keyboards isn’t exactly prefered no matter which one it is
(though let it be said that i played fighters on keyboard for many years before buying my trusty Logitech Dual Action).

1.01 update didn’t resolve my blackscreen problem on my netbook, sadly. I really wanted to get this going on my netbook, a Samsung NC-10 with Intel 945 graphics, Windows XP home. Currently, the game will just display a black window or screen, but play all audio just fine, including the demo fights when you dont go into the menu. If anyone has any bright ideas for fixing it, I’d love to hear them; video drivers and DirectX have all been updated, with no change, turning down video hardware accelration doesn’t resolve it.

OMG THEY FIXED THE WINDOW TO BUFFER SPECIALS AND SUPERS.
Now this game is playable.

Personally, to me stick>keyboard>pad with only a few games being an exception, and I do have the first one, I’m just calling out how stupid the situation is. That and I can’t exactly carry around an arcade stick all the time for when I play on my free time between clases at college can I? >_>

you have not played fg on a piano control yet :slight_smile:

I don’t think it’s going to be resolved…this game isn’t going to play nicely with integrated video. The “required” hardware starts at a Geforce 7900.