Any decent footage of Azure around yet? All I found is two super short youtube videos
He is not finished yet.
He has some frames that need cleaning and some of his specials don’t work as intended yet (I think).
Dont you write it doujin?
The games cool to me, I love the high damage, when I get my quad core installed Ill buy it off steam.
Spent an hour trying out the alpha. So far Crow is the only one I’ve figured out combos for.
Most combos are chains cancelled into specials. Due to game speed and the fact that you can only get 3 attacks if you’re point-blank (and some characters can’t at all), most confirms need to be only one or two hits to be practical.
why the hell can’t i map RT for low parry? this was a problem in the last build as well.
Their engine doesn’t pick up the Z axis at all. If you’re on PS360+ use the PS3 mode by holding lp when you’re plugging it in.
thanks that worked!
Is anyone else getting the down direction stuck with their stick/pad? Apparently someone on Steam discussions figured out a workaround by messing with GD.lst but it seems this problem doesn’t affect a lot of players.
What exactly does the super art select do?
more damage to that super
Extra 20% damage, with two exceptions:
If you choose Chadha’s super 1, you can do additional 360s before you activate for more damage (i.e. you can do a 1440+P or a 1080+P or a 720+P). If you have two bars, you can spend both on an 1800+P.
If you choose Jet’s super 2 (genei-jin), you can cancel out of his LP/LK version special attacks while the super is active. Normally, you can only cancel out of his HP/HK specials.
Or bonus effects depending on the super. But mostly damage.
They let in all backers now. Online is buttcheeks at even 50 ping, the ping slows down the entire game speed, instead of just having inputs come out late, or rewind. If they’re using GGPO, it’s definitely NOT there yet.
40ms and below feels like normal-ish game speed, but the fact that it’s slowing the entire game down frame by frame is obnoxious.
Other than that game seems cool. Working on Jet combos, dunno how to max out Genei Jet combos yet. Mostly just been doing cr.LP or s.HK into ex 236P, juggle with 236HP>214HP off of a jump in or lp+hp
They let in all backers into the Alpha. When they move to beta, only people who paid for beta access will be in.
And no, GGPO isn’t implemented yet. They said that they want to finish the game first before they work on GGPO.
As for Jet, you maximize damage with a BAC xx Super Cancel into df.D, then QCF+K~D. That combo is hard as balls though so you can do BAC xx Super Cancel into [QCF+K~B~AC]xn. You might have to hit C again for that to confirm, I don’t remember.
I played Juicebox’s Hina earlier today in a long set. He gave me the business man, he’s really good at this game. It’s time for me to put in time into this game. Anyway here’s some info Juicebox told me that may or may not be news to you guys.
- Cross-ups in the corner don’t actually cross-up, the opponent blocks the jump in on the same side; but your character will continue falling on the opposite side (like a fake cross-up)
- There are 2 wake ups available in the game: P and K Ukemi. If you push __ when you hit the ground it alters the wake-up timing. P: quick rise, K: delayed. However, if you get hit with a sweep (3+HK), you can only quick rise.
- UOH combos into cr.LP if an opponent is crouching (doesn’t have to be meaty). Some characters can combo UOH, cl.HP (1 frame link) like Crow/Kou. There were some exceptions that couldn’t combo after they’re UOH but they gained something else as a trade-off. I believe they were Chada and possibly Hina, but I don’t remember exactly… the steam chat wouldn’t go back and let me re-read the info.
What are your guys steam info? I’d love to be able to get some games in with good connections. The connection between Juicebox and me were really really solid, I didn’t feel any lag at all. Also don’t forget that you can change the delay (sort of like GGPO) with O and P; the delay ranges from 1-5 frames.
Steam: TheBlackHombre
Location: Florida (US East Coast)
Been playing around with this game a bit… seems fun so far. I really like Jyuzumaru alot, he’s my favorite at the moment, although I’m interested in how Azure shapes when the game is completed because I love me some Reppuken+Shippuken.
One thing that really caught my eye in this game is the counter hit damage. Holy shit.
My online experiences have been alright so far, I played with Rotanibor who is all the way on the other side of the country, it was pretty decent. When we set the input delay to 1, the game was slow as hell, but we cranked it up to 5, and it seemed to be relatively normal.
Figure out some stuff for Hina. Now to find some more reliable ways to connect cr.HP for the juggles.
What exactly is the netcode that’s being used? Rollback?
Didn’t they make enough to use GGPO?
GGPO isn’t implemented yet. I dunno about the netcode the game uses currently, I’m pretty sure it’s not rollback based since I’ve yet to see a rollback occur yet, but it sure has USF4 and KOFXIIISE beat if ya ask me.
The current netcode is exactly the same as the 4.3 netcode, which is proprietary Input Delay-based. However, you can actually adjust the input delay value (from 0-5 frames) at the character select screen after you’ve connected to an opponent and you see their profile card by using the letter keys [o] and [p].
GGPO will be integrated with the Beta, I assume.
I can play matches up to 180 ping pretty well with the delay set to 5.
No reliable way except raw jumpins. Hina’s best meterless combos either end in d~u+P or b~f+HP (+ dp+P followup). For meter, you want to use b+HK or cr.HK xx EX b~f+K xx chicken wing+P.