[media=youtube]dMxrdrVTJLo[/media]
Sorry that its slow, I had Utorrent up at the time.
Here’s one of the BnBs I made for Yoko. Not as damaging as the others but it doesn’t require meter.
[media=youtube]dMxrdrVTJLo[/media]
Sorry that its slow, I had Utorrent up at the time.
Here’s one of the BnBs I made for Yoko. Not as damaging as the others but it doesn’t require meter.
We are live!
[media=youtube]CvJ8oyKBULU[/media]
Not sure if I’m late to the punch but this is a thing and I like it
[media=youtube]IsTvfpq4rQU[/media]
It’s a cool combo, but with the damage scaling it’s completely pointless, unless you’re trying to time them out, and is a good waste of meter. Try working in an awesome reset.
Im not really sure what your issues are with these moves, but if it’s the amount of invincibility on them, let me address them individually
[LIST]
[]H Nadia’s :d::db:+:snka::snkb: – The only difference between this move and it’s normal counter parts is the invincibility on startup. Getting rid of its’ invincibility makes it pointless. You can either jump to avoid it or grab if you think she’s going to do it since normal grabs are faster than command grabs and this one is not invincible to grabs.
[]H Maya’s :d::db:+:snka:/:snkb:/:snkc: – This move is only invincible to projectiles and only when she gets in the air. It also takes ~7-13 frames to get into the air, so reacting to fireballs is difficult.
[]D Oliver’s :d::db:+:snka:/:snkb:/:snkc: – It’s unblockable because it’s a command throw. It has its weaknesses, but I’ll let you figure those out on your own. As far as it being cheap; cheap does not mean it’s broken or even overpowered.
[]D Oliver’s :d::df::f:+:snka:/:snkb:/:snkc: – Again, I know this move is annoying; it was designed to be. In fact, Oliver revolves around being an annoying character, but he is probably not broken. I know the weaknesses of his moves as I am the one who designed them. They’re definitely beatable, you just have to figure it out.
[/LIST]
You know, you should probably play against more humans. Having played this game for 3 years, I’ve never had any issue with this. Getting stuck in the corner is hard because of the increased knockback meaning the offender has to rely on pokes and resets to keep you there. Many characters don’t even have reliable pokes anyhow. Additionally, many EX moves have priority or invincibility so you can use them to get out if done correctly. Yes you have to guess and yes you’re at a disadvantage, but that’s the nature of fighting games.
Awesome. That’s why I like the stance characters. They have so many combo options.
Yeah it’s not too practical, but that’s the coolest thing I’ve ever seen. Keep these coming!
I think it’s been long enough from release for me to do this, so let’s do a combo contest! I can’t offer an actual prize, but you’ll get featured (and mentioned) in an upcoming video and on my youtube page.
Here’s the rules/guidelines:
[LIST=1]
[]The combo has to be real. Basically, no combos that violate meter requirements.
[]If you have an infinite to show, cool, but combos are going to be judged on how fun they are to watch.
[]Creativity is key here, not necessarily practicality or damage output, but both will be considered.
[]Bonus points to uncommon characters (not really, but it’s more fun for us to see characters that aren’t used all the time)
[*]Deadline is June 3rd
[/LIST]
Show me some cool stuff!
i guess its time to rev up some roy combos that actually use cool jump and aftershock
Got a combo for Zippr using BIN. Trying to make it as damaging as possible. The combo itself looks epic.
[media=youtube]SP1wvqAdUSs[/media]
H Nadia’s :d::db:+:snka::snkb: [SIZE=4]is totally invincible. [/SIZE]
H Maya’s :d::db:+:snka:/:snkb:/:snkc: invincible to everything.
D Oliver’s :d::db:+:snka:/:snkb:/:snkc: In the video I’ve tried to jump and attack and you can see result.
D Oliver’s :d::df::f:+:snka:/:snkb:/:snkc: I dont even want to explain.
Most of the humans don’t want to play R.P. after first 15 minutes.
(Deleted)
You found problems with moves. Okay, lets just fix them.
Second, if we are talking about core gameplay, it’s pretty much fine. This game is unique and should stay that way with the exception of things such as the heavy corner push back that you complain about, which IMO is completely fine with people that have actually spent time on the game.
Now if only I actually had someone that actually knows how to play a fighting game to play with…
Turns out there was actual physical problems with how invincibility was coded. It was making characters invincible to everything when they were only supposed to be invincible to a couple things. Anyways, here’s what I fixed:
[LIST]
[]H Nadia’s :d::db:+:snka::snkb: – This is now only invincible up until the actual grab. She will still be able to grab Zppr’s arm if perfectly timed, but you now have 1 frame to do it.
[]H Maya’s :d::db:+:snka:/:snkb:/:snkc: – This move is now only invincible to projectiles
[]D Oliver’s :d::db:+:snka:/:snkb:/:snkc: – It’s still unblockable, but I increased the startup time, reduced the active time, and reduced the priority so you can now anti air it on reaction as well as jump out of the way in time.
[]D Oliver’s :d::df::f:+:snka:/:snkb:/:snkc: – I didn’t do much to this because it still hasnt been proven that it’s unfair in anyway. I reduced the active hit time as well as extended the hitbox forward so you can hit him before and during the move is out at the right range. I’m going against my better judgement to leave this alone despite the fact that you didn’t even bother to explain what you found wrong with this move.
[/LIST]
I’m not really sure what you’re trying to say here, but I’m going to assume you didn’t mean to sound insulting. I am aware that you’re not a fan of some of the core elements of the game, but that doesn’t make the game bad or problematic for it. Again, I made this game mostly for people like me. I’m not trying to please everybody because, first; it’s impossible to do so, and, second; I want a game that a group of people will love rather than have a mass of the population sort of like. This is just how it is and if you’re not a fan, this just might not be the game for you.
Now, this isn’t to say that I’m not open to fixing actual problems though. However, you do have to prove to me that any problem you see is actually an issue. If you really think getting cornered is such an issue, show me in an actual fight and I’ll take it from there.
Wow what a wonderfull statment ‘‘humans posting in your thread don’t know the shit about fighting games because they only mention "infinities’’.
What has mentioning infinities and problems has to do with not knowing ‘‘the shit’’ about fighting games?
ABSOLUTELY NOTHING!
And what is exactly the shit about fighting games i presume you included yourself as somebody that knows the shit about fighting games.
So please tell me about this shit.
Well, I haven’t seen many people actually posting about the inter workings of the game. What use are unbroken characters if the engine itself is the thing that needs fine tuning?
There are more problems in fighting games than just infinites. Look at SFxT. So far I’ve only really been seeing information regarding characters combo properties and move properties. While those things need to be fixed, there are more important things that need to be slightly nerfed, like The brokenness that is Decimal and the fact that some characters just can’t build meter because their normals>specials.
I think one of the biggest things that needs to be fixed is the Binary cancelation properties. It allows you to cancel animations that shouldn’t even be cancel-able, like landing from a jump.
Megamettaur i agree that that most of the people posting in this thread dont really mention things about the game overal and balance.
I also believe it would help more if we say how this game can improve instead of just saying wich infinit you found.
But araragi’s statement is just plain stupid.
Araragi’s statement might be stupid, but hes contributed more than most people so far.
Also yeah, Im holding out on criticizing specific gameplay/ balance issues until the game is closer to completion. Half the combos we find dont do much damage because of the proration.
@liero116 I’ve starter making a video about “corner pushback” but suddenly found that some characters don’t have almost ANY unsafe moves. So I think it pointless to change anything. Sorry for bothering.
Also Charlotte HEX:
If you do 236A and then super, projectile’s damage will be buffed. So you can buff damage of 236A while it on screen. Is it supposed to work like that?
And 236A will hit even during her throw (not big problem if 236A isn’t charged up to 300 damage).
@dizzzzzy Stop butthurting already.
Butthurting over what?
You said something which i disagreed about and i pointed it out.
AKA being butt hurt. Lol. That’s the internet for you.
Araragi contributes more because of the ridiculous speed that he finds various problems in balancing and the game system.
Also, I might have found a flashy and impractically hard combo for Roy, just gotta figure out why fraps won’t work unless I make RP windowed, which then people can see my ugly desktop because windows movie maker is shit like that.
Common issues:
1. As far I check there crossups works strangely: VS tall characters Jump and immidiately do jB, jC so jC could crossup opponent. Now ask somebody to block this. You’ll see that you can block this by blocking in one direction.
2. You can’t jump out from throws if you been hit in mid air with attack without knock down.
Oliver
Any mode
Throw has huge range (mentioned before). And it gives hard knockdown so it can be comboed after.
DEC: Throw, 66~3 2A 2C, JABC (126 dmg)
DEC: Throw, 66~3 2A 2C, into infinity. (corner only)
BIN: Throw, 66~3 2C, 236C (160 dmg)
BIN: Throw, 66~3 2C, 214C, into infinity (corner only)
**DEC **
Infinities:
…2C wait 236A\B 5A 5B 5C wait 236A\B…
corner only: …2C wait 6C 2A 2C… (because 6C has hard knockdown)
Speed Mode combos: [236A\B\C]x18 (for 792 dmg) Also throw can be canceled after 1st hit in Speed Mode so we have unblockable 100% combo.
BIN
Bug: JC soft knockdown works only if opponent flew around length of one game screen. So [jC]xN infinity in the corner.