I FUCKING KNEW IT!!! there had to be a character like that…Gotta love ASW
Well, Noel at least has a projectile super. But why would the fact the character uses guns make them linear?
And where do your avatars keep coming from?
Well I’m under the slight impression that guns fire BULLETS, which are usually used in a long range manner, that is; to give yourself a much larger physical field of ability to injure your opponent.
You have characters that satisfy that. Cable from MvC2, Anonym from Akatsuki Blitzkampf, Makoto from Eternal Fighter Zero. They all play vastly different from one another, but they’ve got guns and they’re really fun to play with.
But then Petra came in for Arcana Heart 2, and of course I get a giant boner cuz she’s this dumb anime stereotype and I’m foaming because she’s got guns and I’m dreaming of a mix between Cable and whoever. Then I finally get to play her and she ends up being this linear bitch whose gunshots create exaggerated hitboxes and actual zoning ability is dick.
So hearing Noelle play like Angel from KOF already knocked her down a notch for not having an original playstyle, and it makes me cringe even more considering how close you have to be to your opponent to play Angel correctly.
I mean what the fuck is the point of the guns at that point? Shit is lame in my opinion.
BAH
Okay, well with Noelle when you fire the gun she can determine how long the shot goes. She can make it go either close range or far. The gunshot is nothing like Cable’s where if you shoot it goes to the end of the screen. You will be able to see where it will go. She does have an anti-air version as well where she puts the gun over her shoulder and shoots, this can be a determined shot as well, either up close or a little farther. So basically you can back up and avoid the bullets. Also, when I saw Hellmonkey play her, he did her air combo. Her air combo is finished off by a series of gun shots (3 I believe) but that’s a qcf + H I believe. So yeah, don’t expect Cable. Also, with her Angel style moves, you do something like hold a direction and press D to start it off, if you make contact you can do something like F + H, for some odd reason this throws out some sort of spinning fireball confused: which sits there and keeps hitting the opponent (something like Jedah’s spinning blade but very small), you then keep performing combos on the opponent while they are being hit by this spinning ball of fire. I got a 12 hit ground combo off this and comboed it into the super which came out to be around 30 something hits.
-Tha Hindu
You should have said that alot sooner, you mislead me in terms of how I imagined her to be played.
She sounds much more appealing and enticing now.
Thanks~
GG is filled with “random” characters, all of which are very diverse in gameplay and design (with some typical ones obviously).
If BB can get anywhere close to as balanced, fun, and diverse GG is, especially in it’s first incarnation, it will have succeeded.
Regarding Noel, whatever you have heard about her is probably horribly misled, I was the ONLY Noel player at the BB loketest that I noticed doing anything aside from mashing D.
If anyone is interested I can write up what I remember of her.
I love Cable because he carries a gun. If you are in a no-hold barred battle, with no rules, why not bring a gun? Seems perfectly okay to me. Rolento has the right mindset too. I mean if you are going to win a big tournament, might as well go apeshit and bring some grenades. It some giant robot who can fly like a fairy, but stomps like King Kong was on my ass, I would definitely want to bring a gun. That’s why Cable is God-tier.
I also like chicks. And if you have a chick with a gun, I’m definite;y sold. Sorry to sound superficial, but it’s just too tempting to overlook
Edit: Hellmonkey, please writeup about the chick with a gun. That is always an interesting topic. And where can I find some info on the fighting system in english?
go please, tell us your impresions of the character
You would be the best so far to do the write up since you were the only player. God knows I didn’t know what the hell I was doing with her most of the time.
-Tha Hindu
Due to not having enough time to go through her shit extensively, I focused on playing her without her drive (d moves/mode), so I’ll give a quick rundown on her normals first, then what I remember of combos. PM me for a link to the video I refer to with time marks.
All drive moves put her into a drive state, in which you either cancel into another drive move, special, or go into a reloading recovery animation.
2a - Doesn’t hit low, didn’t use it that much, reminded me of Baiken’s 2p (not that great, 2b better in almost any situation you’d use it) Small/Medium range.
2b - Low hit, main low guard break move. Seemed the same speed or even a little faster than 2a. Small range.
5a - generic standing jab. Dont’ remember using it much, not even sure if it’s jump cancellable (I don’t think it is, otherwise I probably would have used it more for connecting into aircombo)
5b - midrange gunshot normal, similar to 5a in that I didn’t end up using it much so I don’t remember it well.
2b - Same as 5b. Ground shot normal that hits a couple times. 5b and 2b are definitely slower moves and most of my gameplay was using her special shots and airmoves for zoning along with 2b for guard breaking. (at :27 you see him run up 2b 5b (the 5b guard crushes) 2b -> drive shit)
6a - A roundhouse kick, I tried using it some as an anti-air unsucessfully but there may be more to it since it was very late in the test that i started testing it. I think it was jump cancellable but put them too far to connect (I’ll get to this later). I use it at the very end of the video for reference (3:02) (you can see how far it launches him away).
6b - A 2-part gunshot move that immediately hits close than then does a gunshot later forward toward the air. The two hits combo I believe, but the move is jump cancellable so I almost never finished it while on the ground. This was my main launching move for combos. The 2nd part might be a good anti-air but it’s VERY slow to come out. It is not safe so what I did was jump cancel it and airdash out usually after the first hit was blocked (1:48) Against the smaller hitboxes you have to be quite deep to connect a 6b after landing 2b, so perhaps she needs to use other options for them more often than not.
6c - A fairy slow overhead. Didn’t get enough time to see what it chained/linked into, and the drive overhead is most likely faster so I’m not sure how much use it will have (possibly used to get into drive), I remember it moving pretty far so maybe it will have use when you are out of the range for her drive overhead.
3c - She slides forward and does a gunshot sweep, you can see me show it at the beginning of the 2nd round (1:19). Didn’t get to use it that much, might be good to guard break outside of 2b range, possibly cancel into close shot safer than off of 6b (what i usually used), maybe safely go into drive from it.
5c - Don’t remember this at all really, it was a generic longer range normal I believe.
j.a - Tried to use this for most of her air poking, it’s definitely the fastest and worked OK. Was hard to catch taokaka at all and even when I was in range I usually lost to taokaka’s moves.
j.b - Slightly longer range but slower than j.a, mainly used it for combos although it may have a good air hitbox, not enough time to play with it.
j.c - Multiple hitting move that hits down and forward from her in the air. I tried to use it as an air-to-ground when zoning but the range doesn’t seem that great. It’s also not incredibly fast, but seemed good for air combos. I tried using it as a crossup while airdashing over Tager and I remember it working quite well, although that might be Tager or the bigger guys only.
j.d (drive move) - An air vertical gunshot that puts her into drive state as she lands. I tried to use this as a safe drive setup but it’s pretty slow (although I didn’t play around that much with drive). I attempted to combo into it from j.c at 1:01 but it was a black beat.
Drive overhead (2d i think?) - Probably her fastest overhead move, probably not safe on block or especially instant block. You see me try to do it while running at him for okizeme but I get wakeup supered (2:52)
Drive Flashkick (?D) - Seems like an uppercut, definitely not safe on block and you need to be in drive to use it instantly so I didn’t see that much use for it (maybe good to bait a mash/jump, or possibly a way to combo after launching with it?).
Drive crossup (??) - looks somewhat like Jam’s H puffball where you move to the other side and then elbow them the other way. Don’t remember much else about it, wasn’t terribly fast or slow.
I won’t bother talking about the other Drive moves because I really didn’t use them much. They were almost all high blockstun although I don’t think many were +frames because they are fairly slow themselves. Only some combinations combo into each other and/or are safe, there are drive moves with buttons that aren’t D but you can only use them once you are in drive mode.
I’ll write up about specials/combos/zoning/teching later this is taking a lot longer than I expected.
Thanks HM, see you at EVO buddy.
-Tha Hindu
From DUSTLOOP:
CARL=CLOVER
http://uraita.s158.xrea.com/upotr/source/ggxxup2032.jpg
TOP HAT IS RUINED. T_T
x
Lame char or lamest char?
Just lame. I actually think Bang is the lamest
My dreams of drunk penguin robot with tophat have been crushed.
^^^ I wanted a Penguin fighter too.
WORST. CHARACTER. EVER. This is some Zatch Bell bullshit.
damn i thought top hat guy will be some short awesome pimp and not this crap…
Daemon Bride where are you?
well maybe johnny voices him, then he WOULD be a pimp. IT’S STILL POSSIBLE TO BE AWESOME.
Well the name of the move is Inferno Divider, it can sound similar to Volcanic Viper if you aren’t listening closely enough. :looney: