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SSF4: Dictator, Ibuki, Rufus, Chun Li
Tekken 6BR: Bob, Alisa, Jack-6, Roger Jr, Wang
BlazBlue CS: Litchi, Tsubaki, Rachel
Arcana Heart 2: Petra, Clarice, Maori
SSF2THD Remix: Cammy, Dhalsim, Zangief
its not a different approach to fighting games imo, its just a change in basic mechanics.
I came to Keystone II and all I got was DP'd.
Yeah I know, but I needed an example :3Originally Posted by Hatred Edge
I'm pretty hyped about most of that, because it sounds like the game may end up playing in a completely novel way (as opposed to being a direct successor to GG) just because of oki/ukemi and the throw stuff. However to bring it up one last time, I'm really sad about lack of chip.Originally Posted by Aion
What else would be a different approach other than a change in the basic mechanics?Originally Posted by MAGUS1234
Hey guys I stoped by to play BB at ffa just a few mins ago and I used Bang shishigami and I was wondering if anyone knew what his QCB+D is when he throws this little sphear thing into the air does I know the game just got out but was wondering if anyone knew.
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"If we could see the miracle of a single flower clearly, our whole life would change."-Buddha
...which constitutes a different approach.
You can't just say "It's just a change in the basic mechanics"; because those 'basic mechanics' are just that...the base of the game, the supporting pillars of the gameplay. Changing the base mechanics is what makes the overall difference.
So, if Arc removed blocking from the game, are you gonna say that its not a different approach and that it's just a change to the basic mechanics? It's true that it's just a change to the basic mechanics, but why are you denying the result?
BB's oki system IS a different approach (for 2d fighting games) and so is the lack of chip damage and and the grabbing system. Why? Because it's a break from the norm and it forces YOU to change the approach you normally take.
Well to me a different approach to fighting games is more extreme. All they did was tweak a few things, hardly a different approach. A different approach to me is like streetfighter, to guilty gear. Or tekken to mortal kombat. Not like sf 2 to sf 3, or guilty gear to blazblue, they are essentially too similar in design to constitute a different approach to me. It's semantics really and who really gives a fuck.
Anyway, I want to see Arakune's air super and air low attack being used. Are they useful?
I came to Keystone II and all I got was DP'd.
I don't know. What if you just downpowered throws altogether, making them less powerful than regular attacks, and made it so that they couldn't be comboed after? I think that would be a much better alternative to making them brakeable.
And though it won't happen 100% of the time, I still think that in eventual high end play, people with good reaction skills will be snapping out of throws almost every time. The only thing I might find good about this is if breaking out of a throw puts you at a frame disadvantage or something.
Also, different approach to fighting games = Gleam of Force. Yee haw
Geeeeeeeeeeeeeeeeeesepaaaaaaaaaaaaaaaaaaaaaaants
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Doesn't seem so radically different from other fighting games. Turning off chip damage does not a new approach make. If that's the case then every fighting game is a new approach to fighting games. Ohhh Cvs2 has grooves, it's a new approach to fighting games. MvC2 has assists, it's a new approach to fighting games. 3rd strike has parry.... well that actually does change the game at its core. But really, all this shit falls under gimmicks, nothing more nothing less.BB's oki system IS a different approach (for 2d fighting games) and so is the lack of chip damage and and the grabbing system. Why? Because it's a break from the norm and it forces YOU to change the approach you normally take
If you want an example of a fresh take on fighting games, then I'd say Power Stone was that. Smash, for all its detractors, was genuinely different. Not necessarily good, but different. You know what else is I think is a fresh take on fighting games? HD Remix. It's been so long since we've gotten a game without a fucking gimmick I'd say it's fresh again.
Either we all live in a decent world, or nobody does. - George Orwell
^ ^ ^ Mmmh, good points and definitely aknowledged; almost every (decent) fighting game brings something new to the table, and few of them should be played alike.
Still, it doesn't undermine the fact that BlazBlue is delving into some relatively uncharted territory, at least for 2D games. Some of it is fairly unorthodox/untraditional when compared to the more classical mechanics most of us have grown used to/up with.
No block damage isn't particularly revolutionary (I think that SF2 having it in the first place was) and I have no idea how the throw system works, but that OTG/okizeme stuff looks kinda cool. I mean it's really not as radical as some people are making it out to be, but it's unarguably new, and it's certainly a little more unique than the average novelty subsystem or whatever.
... I think. I'm not even sure what I'm saying anymore.![]()
I played it for a while tonight, actually seems like a good game. I'll consider playing it competitively, we'll see.
But there is chip damage, I can tell you that.
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I got to play as Bang tonight and all i gotta say is Bang Install is absolutley insane. Didn't think it would be that crazy and hard to control.![]()
faithless is he who says farewell when the road darkens
Are we getting this in UK anywhere? Trocadero maybe?
No one said it's radically different, but this 'different approach' is coming from the creators mouth himself.
As for chip damage being a different approach, I didn't mean that it's a different approach on its own; I actually tied it in relation to the guard bar and defense meter (read my earlier posts). What are the norms in FG's with the guard bar? Most fighters have chip damage and a guard bar that simply takes damage. In BB the guard bar and defense bar are tied in relation to each other. You don't wanna eat guard damage so you FD, but you FD and you reduce your defense meter; the way you play defense now does in fact change.
MvC2 assists are actually a new approach. Unless you were talking about calling your characters in?
CVS2's grooves aren't a new approach because that existed before in all KoF games (choosing the bar/meter you want to suit your needs) and quite a few other SnK games, and the SF: Alpha series and to some degree 3S.
Not saying BB is completely original, but it expands on things enough to change things more drastically. Sure, Garou and a few other games also let you tech to the right or left after KD, but BB expanded on that even more until it's now more like Tekken's recovery system.
Sure in MB you can grab characters during hit stun...but that's only in the air.
Tager can COMBO into his 360's and 720's...
I'm not talking about a different type of fighting game (e.g. Powerstone and Smash like you mentioned), but simply a different approach. Arcana Heart is also a new approach, and it does it well. It's just a detraction from the norm which takes you away from what you're used to.
To hear it from the creator himself though, you should listen to the Aksys podcast...he probably explains it better than me.
Ok, so I just spent like, 45 minutes typing a long ass post, and I accidently hit the back button on the mouse. Not my computer, so im not even used to HAVING a back button on a mouse. Kinda pissed. Anyways.
I had everything typed out about my weekend in Osaka with Blazblue, but im gonna skip it and give a 2 sentence version shortened from like, 4 paragraphs. Overall, I played a crap ton of BB over the weekend. Started out bad, what with never having played it before, but afterwards, I ended up getting mad crazy winstreaks and doing really well.
The character breakdown as i saw it:
Lots of Noel/Jin/Litchi/Ragna
A few Tagar/Taokaka/Rachel
Very few Carl/Bang/Arakune
Note this isnt how good they are, just how much they were used. I saw a really good Taokaka player, too, despite how much everyone says how bad she is.
The important stuff that I actually am going to retype is the noel stuff:
The combos I used.
(anything into) 5A 6A sj.BCB dj j.BC j.236C
- Standard, links from j.B, and even j.C and j.A if you're quick enough.
(air opp) 6A I usually just did j.AB dj j.BC 236C for simplicity sake, since the opp tended to be too high up to do the one above. I did it if they were low to the ground tho.
CH 2D, or CH 2C 5D or CH 5D etc - 5A 6A 5A 6A 236D
If opp is in corner - same as above but 28D 5A 6A j.BC j.236C instead of 236D.
You can also cancel into 236236D instead if you want.
6B 3C 22C run up (unless opp is in corner) 6C 2D 28D j.AB dj j.BC 236C
-This one is good cause its off the overhead, which is really cheap. You can do this off of 3C alone or anytime you hit with 3C in a combo too. An easier version might be like:
3C 22C run up 5A j.AB dj j.BC j.236C. Obviously not as much damage, but still decent.
236A j.AB dj j.BC 236C - Self explanatory, if they get hit by the shot, you have plenty of time to run up and air combo them. I like to do it from far away if theyre expecting the long range shot.
You can also do things like: j.AB dj j.BC 236236D instead of just j.236C usually. Or you can do j.AB dj j.BC j.236CxxA+B+C~B+C. This cancels the j.236C into a throw. Does decent damage since throws dont really scale. Good for if you need that last bit of damage.
I did a lot of just poking in the air with her also and as long as the j.236C hits, it did decent damage for the most part.
For her D string, I noticed that if i do like, 2D 5A, i get 2Aed out of it. So one way to stop that is to be out of 2A range, or do something that will make the 2A whiff. 2C into 5D is pretty good, i usually do a C after that because of the range. Hard to punish when it's that far away, and if it hits, you can go into whatever for major damage. Another thing is 5D into 2D. 2D on CH goes into whatever, and it goes over low pokes. 2D is amazing just for that alone on a regular basis. But 2D 5A will get stuffed by pokes. I like doing 2D (if blocked) 4D (pulls noel away to safety) 5C (range, damage, stun on hit)
Noels 6A is amazing as anti-air. She has crazy invul on her upper body with it. It doesnt even trade, it just straight up beats moves. Its nice. A good tool to have considering she's lacking a DP (that isnt part of her D strings).
Her 5C is actually not too bad for AA. It hits on both sides of her, its jc-able, so she can def air combo afterwards, and it had decent range. Its lacking invulnerability like the 6A and it isnt nearly as fast, however. 6C is also really good, but not air unblockable with the first hit. It also has good invul, tho. However, if it whiffs, you're screwed. I like doing 6C and having the 2nd hit be blocked and cancel it into 2C (since it looks like its free to be punished). And of course 2C CH leads into 5D full combo.
Noel's ground super is mad unsafe, but her air super is really safe. It's also really really quick...Unless you need the instant invul from her ground super (if the opp is all up in your grill and stuff) or if you're gonna combo it, i wouldn't even bother. The good news is that if you have 100% beat gauge or whatever they call it, you can Rapid the super and have it be safe. I'd rather just do 2 j.236236D or use the bar to cancel the j.236C into j.B+K.
Overall, the game is amazing, and it's soooo much fun. Im totally obsessed with it, and im gonna play the crap out of it tomorrow as well most likely. I'm doing way better than I thought, and i've got a few double digit win streaks under my belt already.
<3<3<3 Noel. :D:D:D
My new Japan blog (updated regularly) - http://arcanaheartnana.blogspot.com/
meta` (in #arcana): rob, you're cooler than orka
BB is far from being unique and fresh. The creators just mixed and matched a whole bunch of systems and subsystems from other games. Oh, and it's okizeme game? That's right out of Vampire Savior.
Just because Aksys says it's a totally new game (especially Aksys, for that matter), doesn't mean that you should preach it.
Very few Arakune in Japan? Considering he still kinda sorta has his inf from before?
Noel sounds really cool. Thanks for dropping that knowledge too.![]()
Last edited by Anakron; 11-23-2008 at 08:34 AM.
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manly tears...
<@Sabin> yo at the same time i dont like how the fg scene in the us has basically become "those that play sf4" and those that dont
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Anakron - Keep in mind, i only played at two different arcades. I saw it being played in a couple other random arcades, but they were all scrubs who used like, jin/ragna/litchi and stuff. This is just what I personally saw (or didn't see, lol).
Noel is amazing. She's way more fun than i thought.
Lol thanks Liam. Im surprised im doing as well as im doing, honestly, but I am putting a lot of time and effort into it, so i guess it makes sense, heh...
I got this one ranga player mad angry tho. He slammed the machine a bit and then after i won a round in the last match we played, he just ended up doing ranga's anti-air punch over and over, and obviously whiffed and I punished, and halfway though the round he just left, lol.
My new Japan blog (updated regularly) - http://arcanaheartnana.blogspot.com/
meta` (in #arcana): rob, you're cooler than orka
So for you does it seem like Carl's too hard to learn initially or are people just staying away from him based on design...etc?
Or some other reason; he didn't seem that weak in the Loke...
JoJo's Bizarre Adventure- Mariah, Jotaro
BlazBlue- Hazama, Jin, Hakumen, Carl
Super- Guy
Battle Fantasia- Urs, Ashley, Face
I think he's just not popular. He looks solid, and I can see him being really scary, but he's not nearly as EZ mode as a lot of the other characters, it looks like. I have no comment on his character design either. >_>
My new Japan blog (updated regularly) - http://arcanaheartnana.blogspot.com/
meta` (in #arcana): rob, you're cooler than orka
Yo can someone tell me the deal with Rachel's stage? Sometimes the flowers are red, other times they're white, and each version of the stage has different music. IIRC, she doesn't share her stage with anyone, so why would she need two versions of it.![]()
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