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The Official Fighting Games Topic - Page 15
Forum Index > General Games |
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New Zealand6137 Posts
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Bill307
Canada9103 Posts
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Myrmidon
United States9452 Posts
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thedeadhaji
39489 Posts
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SayaSP
Laos5494 Posts
Edit: O yea is there any place with info on the new arcana? As to how they are played and stuff. Just wanted to know cause I was watching this punishment mei-fang doing that slashy super | ||
thedeadhaji
39489 Posts
What is your view on the overall gameplay and balance/depth of the game post-#R? It's gone through Slash, AC, and now AC+ in fairly rapid fashion, after #R was around for a fairly long time. I was reading one of the top players' blogs last year (he's the foremost I-no player in japan i think, but I forget his ID), and I do think he commented that the balance blew (at the time, it was at the very end of Slash's tenure). It seems to me personally that #R was easier to follow and things were much more straightforward(?) than they are these days. Might just be b/c I actually played #R and watched a crapton of vids of it, while I havent touched Slash and AC at all whilst also reading no strategy or watching hardly any vids. Actually I'm not really concerned about balance, b/c I'm sure it's reasonably level, but gameplay is something I'm curious about. Also the effects seem significantly flashier than before iirc. | ||
freelander
Hungary4707 Posts
Btw, AC and AC+ doesn't have any balance change. Was the blog by KO1? Maybe slash's balance was better then AC. I can't tell it exactly, the strongest characters radically differed from the strongest characters of AC. #R is definetely easier to follow than AC. AC is faster I think (it feels faster, at least O_O), has more light effects, more moves (many bait moves got added too). The average damage output got higher, too. Definetely it is less straightforward, than Reload. Gameplay got deeper, with the added parry and throw break. All of the characters got improvements, some of them got radically altered. I can say, many of the characters just feel more "complete". Some of them too complete O_O . More combo possibility, more FRC points, more, more, more.. Wait, I can tell now, why some think that slash was better: it had less broken things. I can list some moves in AC which are clearly broken, but hardly any from slash. The main new gameplay thingies: -throw break, parry -lil' supers, basically EX moves for 25% tension -new move property is the wallstick in corner -sliding on the ground.. while you slide, you can't tech out, and your opponent can lift you from the ground to continue comboing with an appropriate move -many of the moves have an OTG property, which let you continue comboing in a specific time window, there was nothing like this before. | ||
thedeadhaji
39489 Posts
Thanks for the overview Ah yea, the blog was by Koichi~~ he seemed like a pretty big goofball/lunatic hahaha. They did some 'on the spot' 13v13 battle at an arcade w/o notifying the staff and they got totally pissed at him lolol. One thing that worries me a bit is that GGXX is going down a similar path to KOF, in that the new versions are coming out in such rapid succession that the game isn't completely dug down before the next one comes out, etc. Maybe we'll see #R make a comeback in the way KOF'98 has recently, who knows~ | ||
freelander
Hungary4707 Posts
#R is played because it is the only one with netcode. I can play only this version btw | ||
KOFgokuon
United States14888 Posts
Most recent is an FFA 5-8 Battle + Show Spoiler + AFM vsYamazaki Pierrot vs Boss (MA) Youhei vs KSK YSB vs K.O (YA) semi finals + Show Spoiler + AFM vs Boss Youhei vs K.O 3rd place and finals + Show Spoiler + AFM vs Youhei Boss vs K.O I can't figure out what's going on in the previous ranking battle without english translations so i'll just post the vids + Show Spoiler + | ||
Bill307
Canada9103 Posts
The finals were AWESOME and definitely worth checking out! By the way, did anyone else find it amusing, during Youhei vs K.O, how the guys in the background were so audibly shocked that Youhei actually won a round? The round starts at 6:06 and towards the end everyone starts going, "Woah. Woah! WOAH!!" | ||
KOFgokuon
United States14888 Posts
finals were very enjoyable matches, so close | ||
SayaSP
Laos5494 Posts
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New Zealand6137 Posts
At first this video seems normal, but wait until the third round | ||
myrmidon2537
Philippines2188 Posts
+ Show Spoiler + Loved the last match, both players were trading blows but then Boss got Stunned =p that was a thing of beauty <3 | ||
SayaSP
Laos5494 Posts
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Bill307
Canada9103 Posts
So what the heck happened?! From what I can see, he did some super at first (dunno what it did), then the Naruto punching super, then for some reason hitting Slayer with the super actually gave him metre, then his metre maxed out and I think that made Robo-Ky explode? Then he burst out of his own explosion or something, and did it all over again. That's as much as I can figure out, heh. | ||
thedeadhaji
39489 Posts
On May 20 2008 04:12 Bill307 wrote: LOL WOW. The hit counter went over 1000 and the thousands digit wasn't even displayed, lol! huh? | ||
freelander
Hungary4707 Posts
Btw it wasn't anywhere near 1000 , just over onehundred or something .. yea bad quality video. So basically: robo has a special called "robo-dash". It's very much beats anything that comes against it. Highly invincible. If it hits, you get 50 % tension, if you let the move finish (there is some taunt animation when it hits). If you don't let finish the animation, you won't get tension, but you can do other things like a combo or something. So the combo started with a counter-hit robodash. The opponent bounced on the wall.. Robo didn't let finish the animation, because he had almost 100 % tension. He activated his countdown super for 50% tension. It's a fun move, really. There is a 10 second countdown, when it hits 0, you explode, and that blue power field or something gives you about 300 frame advantage if it hits ( lol ). Additionally while the countdown is going down, you move about twice as fast as before and get 10% per second. After the activating this, robo had about 40 % tension. He got 10 % from the countdown super, and activated the punch super. IF YOU SMASH, ROBO WILL SMASH TOO! omg It doesn't damage much, but if you use supers, the opponent can't burst out, and actually it can punch the enemy until the coundown ends(if you spam enough)! So the first countdown ends, robo bursts out from the explosion, lays a mat (which gives you tension, about 10 % per second), does a robodash again, he lets the animaion end, so he gets 50 tension, activates the countdown super again, and does the spam again. Omg this was the explanation only one combo | ||
KOFgokuon
United States14888 Posts
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