It’s bloody annoying to pull off since the timing for B is pretty tight but if pulled off, can send your opponent to the other side of the screen which then you will eventually get out of range for it or after reaching 20 hits or so. If you don’t feel like just getting pushed out of range, you can connect QCB Z after the last B that you think will connect.
Naah. Damage Scaling in this game prevents that. And if you mess something…
But she will be very good against tall characters.
And she is very interesting character now:
She has interesting chains with B,2A, A,2B and 6C>anything.
She can use Fireballs to apply pressure.
She has very good air game with her j214A\B\C and JC. (she the your character if you love crossups). PS.: A,B,6C,A,B,6C(Whiff)
Tsukiko Dec
[2C, 214B]xN (you need to do 214B until opponent will be almost above you, then do 214A once)
Is her JC untechable?
Its very easy to do from the maximum range of 5B (because 214A hits later and gives you more frame advantage). And if you do something like 5B, 2A, 5B, 2B you will be in that range.
A lot of infinits have been fixed but tsukiko still has her infinits and i found another 214 atk 2C and 236 atk atk ( super) 5C and just repeat 5C.
The command lists also need to be fixed.
But i am really glad with the update roy doesent have his infinits anymore and i like the new character.
If it makes you feel better, both Zppr and Charlotte have amazingly low stamina. You might be right about the custom combo activation. Right now you only have to have 1/6 to start it. I’ll look into that.
Yeah, building meter in Hex is tricky. You’ll have to be a bit aggressive just to do it, or you can take hits (not the optimal solution). As an advantage though, Hex’s style specials are free.
That’s pretty much intended, though I might have it push slightly more so the loop ends a bit sooner.
That whiff in the combo is also intended, otherwise you’d have a nice little super easy to do infinite.
Good catch. I’ll look into this too.
Hah. Good catch guys. I’ll check this out.
First, you have to activate debug mode (Ctrl+D). Then press Ctrl+C twice to show hit boxes like that.
I totally forgot about Tsukiko, but her throw loops actually aren’t infinites. You can break out of each of her grabs by guessing correctly. For example, if she grabs someone, presses :snka: and her opponent also presses :snka:, they’ll break out. If they press something else, or nothing at all, the grab goes through. So yeah it seems like an infinite, but it’s not. I totally forgot about this. The new ones listed will be noted and taken care of though.
Yeah the command list is going to probably be in the next patch. It’s kind of a big thing (believe it or not). It’s also going to require everyone to download a clean copy of the game which is pretty annoying.
Glad you like the fixes so far!
That’s odd. I didn’t touch that at all. Some of my other fixes may have affected it though. I’ll check into it.
Again, something I didn’t change. I’ll check the Roy issue too.
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Interesting note: Starting Aerial Rave with SofieDecimal’s 2A > 2B >2C >3C(Launcher) only gets you two reps. Doing anything into >5C >3C(Launcher) lets you loop it infinitely.
In the last two videos I’ve did, I’ve been using Fraps. Although I’ve been experimenting a bit to see which program will give me the best quality.
A number of characters have easy infinites. Its probably just because hitstun decay hasn’t been fully implemented into everyones attacks, but I’ll compile a list of them all now anyway.
Just something i’d like to point out: Hex natalia is reeeeaaaaaalllllyyyyyy cool. Super simple but I feel that her long range pokes, such as st. B and cr. B are pretty cool for footsies and it seems like you have a day and half to hit confirm from cr. B. One complaint is that you have to chain cr. A into cr. B pretty quickly to get it to connect, which really isn’t that bad, its just awkward. If that’s an intentional mechanic then I’ll just l2p. If not that might be something to look into.
Edit: also I recently got screen cap software so I’ll record some of my bnbs to see if I’m on the right track.
For some reason my Fraps won’t hook onto Mugen. I wanna record some Nadia stuff, and some Taeko stuff.
On a side note, I know Oliver’s grab range and needs to be shortened and all, but everyone else has a pretty crappy grab range. It kinda makes it next to impossible to use seeing as normals keep you so far away, then there’s specials. So many normals move you in for a hit, and it’s hard counter grab, if that would even be an option. Just something I figured you should take a look at, since if you’re gonna have grabs in the game, you may as well make them useful.
See: sfxt. Anyway, I think this is an appropriate time to bring something up about general balance in fighting games. Some things are incredibly broken and need to taken out (e.g. freeze glitches and infinites). But some things that are really strong, but not game-breaking, instead of nerfing it a whole bunch, maybe nerf just slightly and think about how you can give the rest of the cast answers to that certain problem. Just my thoughts on balancing. I’ve never made a game though and that could be a huge pain in the ass, so ignore my ignorance
btw whats the best use of super meter for hex style?
I found a bug with sofie hex if you use her super and you have to use it at is maximim range she will first hit the opponent and then she wil whip air and both you and your opponent will freeze.
Also Oliver decimal has a semi infinit.
Open up your Mugen.cfg file with notepad (its located in the data folder) and change all of the “RenderMode” under [Video] from whatever it was before to OpenGLScreen.