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Bill307
Canada9103 Posts
http://forums.shoryuken.com/showthread.php?t=157293
Latest arcade top 10 ranking from Aracadia 1. TEKKEN 6 340.2 / Pts. 2. Mobile Suit Gundam: Gundam VS. Gundam(Highest New Entry) 327.5 / pts. 3. GUILTY GEAR XX Λ CORE 315.7 / Pts. 4. Arcana Heart 2230.8 / Pts. 5. THE KING OF FIGHTERS'98 ULTIMATE MATCH 188.6 / Pts. 6. Virtua Fighter 5 157.9 / Pts. 7. MELTY BLOOD Act Cadenza 128.2 / pts. 8. Sengoku BASARARX 103.3 / pts. 9. STREET FIGHTER 3rd STRIKE76.4 / ptss 10. Mobile suit Gundam SEED DESTINY combination vs. Z.A.F.T.II 60.4 / Pts. http://www.arcadiamagazine.com (emphasis mine)
AH2 in 4th place! Booyah!
Looks like 3s is slowly on its way out, though...
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thedeadhaji
39489 Posts
honestly I'm surprised 3s is even that high. Its playing population itself was never that large in recent years, just that the players who play it tend to be dedicated, even the chobos. It's basically SC in the arcades in terms of demographics.
all the other games are pretty much new / brand new, the oldest out of those is... VF and MB?
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how do they rank these games?
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thedeadhaji
39489 Posts
pretty sure it's "most played"
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MAHVEL BABEE!! ^_^
hopefully I'll get to upload new MvC2 matches from the philippines ^_^ I don't have my cellphone cam with me lately so I can't record any matches (I'm too poor to have a videocam hehe)
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thedeadhaji
39489 Posts
definitely loved the MAHVEL vid <3 even though I hate the game! <3
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Lol, haji you so pringles
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Bill307
Canada9103 Posts
According to the Youtube comments for that vid, there is actually some logic behind the stuff Yipes said.
Pringles - Once you pop you just can't stop.
When applied to Magneto's ROM Infinite: Once you're in it, there's no escape.
It's a flavor of Ice cream from hagen daz; he said it cause Mag-fucking-neto just scooped up storm for the throw
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That's what I initially guessed before I read the comments. :D
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If you read the SRK thread that ranking is somewhat inaccurate due to the nature of how they did it; some arcades are excluded, etc. I should really try out the gundam fighting games sometime. The problem is that the cabinets are generally surrounded by Japanese gosus..
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Yus. The arcades here are kept alive by the asian population, so naturally there are lots of good players (every time I try to play GG at my arcade some japanese dude will kick my ass). I do want to learn a Gundam game though, just because mechs are cool. The only mech fighting game I've played is Techromancer.
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Bill307
Canada9103 Posts
The 3s tier list has been updated.
Chun Li is now considered the best character, being 50/50 with Yun rather than 40/60. Also, Dudley is now the 5th-best character, higher than Yang. In addition, I noticed that Makoto vs Yang is now 50/50 when before it was 60/40 (I always felt that 60/40 couldn't be right).
Edit: apparently Sean/Remy is 50/50! :O
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Hahahaha, yes! Duds, I love you!
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On June 02 2008 04:13 Myrmidon wrote: Bill, did you mention the differences between AH2 and AH1 before? I seem to recall something, but what can you say about the differences between the two in terms of characters, style of play, additional systems, etc.? Is there eventually going to be a pretty complete migration from AH1 to AH2? It's a similar game but it's different enough. Still, experience with AH1 helps- mostly with guard-cancel mindgames, the whole air-unblockable thing, and setting up/dealing with AH tech traps. Overall, by making the loops less prominent, AH2 emphasizes all of the footsies, homing/guard-cancel mindgames, clash recognition, and general mixup/trap situations that made AH1 interesting in the first place. Combos are still good, just they don't go on forever and do 80% + knockdown after 2 minutes.
If you want more in-depth info, the SRK thread has some discussion and a lot of NYC ego circle-jerking, but I play the game pretty often and keep up with stuff so I'm down with talking the nuances/specifics of the game.
That said... Core system differences: -5 buttons now, new button is dedicated to Arcana attacks and your guardcrush attacks (AH/AHF 6/3[C] attacks) as well as air attacks- if an old character had a j2C, it's jE now, for instance. For everybody else, jE is an entirely new move. D button is now completed dedicated to homing. -meter builds a LOT faster. Like, start a combo with no meter and with some smart homing use, you'll probably be able to end with a super. -Arcana homing: you can now homing cancel Arcana moves, including projectiles (which can be HC'd without hitting first). -new super-finish bubble colors lol
New characters: Angelia- boss loli. Not terribly good, but not bad. Normals are kinda sucky. Catherine- giant robot bunnygirl. Best character in the game. Clarice- demon nun. Strong character emphasizing strong zoning, punishing mistakes, and forcing high reward/low risk situations. Dorothy - loli magician with cards, pretty weak overall. Damage output, range, defense modifiers, etc. are all pretty bad. Oki would be cool if she had a good overhead or if her [E] didn't suck. Elsa- Belmont nun. Strong character, solid in everything, good damage output and good moves all around. Good starting character with simple but effective offensive options and good basic defensive options, with some advanced stuff that's really good. Petra- gun girl. Straight-forward character who has to reload sometimes. Guns don't actually give her that much range. More of a mid/close range fighter, at least she has 623AB to anti-air people for free. Zenia- Nanoha character ripoff girl. Very strong character, if fairly straight-forward offensively. More focused on winning through good movement and punching through things with her various invincible moves and quick normals. Has to get in to win against some characters but it's not that hard.
Old character synopsis: -Fiona- way better; damage output is about the same/better as before but everybody else has been balanced to around her damage level; clean-hits are too good, clean-hit lvl3 is way too good. Normals just seem better all around. -Heart- about the same; loses crazy loops like everybody else, but still has some loops, damage is still good, gets a buff new move in 6C (UPPA~), still the best clash character in the game. -Kamui- her crappy 22x powerups got completely overhauled- instead of burning like 10% life for a measly meter or homing stock, now they power up your next special move (except counters and air 22x) into the super version for a minimal life cost. Keep in mind that it's like the old AH1 versions, so powered up j623x causes ground bounce and allows for combo followup. Other than that, slides now go through your opponent which changes her basic ground combo and her pokes feel a BIT slower, so she's more of an aggressive character with good zoning rather than an overly strong zoning character with decent offense. -Kira- has more or less the same loop but shorter, seems to have more silly clash frames, still the same strike/throw mixup character as before but with a weaker rocket toss? Arcana of choice has changed to poison, apparently. -Konoha- same as always, better overhead/crossup setups now with the way her jump/airdash works now, air 360 is better, lvl3 is beastly. Still the same fast, furious, low damage without meter ninja furry as always. -Lieselotte- no more 2 minute loops for all your life. Pretty weak overall since people are still figuring her out. Has an infinite off her lvl3 that is the same glitch as time Kamui's infinite in AHF- patched in 2.1. -Lilica- no more loops but gets jE and phat lovelazer combos. Damage output is still really good, trickery is still kinda there, still has a really fast 2E for burst punish and such. -Maori- no more sister loops, so she has to rely on trickery and zoning... so pretty much AH1 Maor with a few new moves. -Mei-Feng- no more loops and this hurts her the most since she doesn't really get a new crazy high damage option to compensate, and that's the only thing that made her stand out in AH1/AHF. New jE is pretty cool, though. -Saki- same old same old, with a new roll move that's hilariously tricky with the right arcana. -Yoriko- waaaaay better, super pentagram is good, damage output is right there with everybody else, pentagram mode is still stupid good, supers are better, pacing of the game fits her better...
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thedeadhaji
39489 Posts
On June 03 2008 16:47 Bill307 wrote: The 3s tier list has been updated.
Chun Li is now considered the best character
Tokido theory prevails~~
edit: when someone asked him on his blog why he doesnt play yun (Tokido has always played the top ranked char in his games - just his philosophy in things), he replied that he thought chun was the #1.
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On June 03 2008 17:41 MCMcEmcee wrote:Show nested quote +On June 02 2008 04:13 Myrmidon wrote: Bill, did you mention the differences between AH2 and AH1 before? I seem to recall something, but what can you say about the differences between the two in terms of characters, style of play, additional systems, etc.? Is there eventually going to be a pretty complete migration from AH1 to AH2? It's a similar game but it's different enough. Still, experience with AH1 helps- mostly with guard-cancel mindgames, the whole air-unblockable thing, and setting up/dealing with AH tech traps. Overall, by making the loops less prominent, AH2 emphasizes all of the footsies, homing/guard-cancel mindgames, clash recognition, and general mixup/trap situations that made AH1 interesting in the first place. Combos are still good, just they don't go on forever and do 80% + knockdown after 2 minutes... + Show Spoiler + If you want more in-depth info, the SRK thread has some discussion and a lot of NYC ego circle-jerking, but I play the game pretty often and keep up with stuff so I'm down with talking the nuances/specifics of the game.
That said... Core system differences: -5 buttons now, new button is dedicated to Arcana attacks and your guardcrush attacks (AH/AHF 6/3[C] attacks) as well as air attacks- if an old character had a j2C, it's jE now, for instance. For everybody else, jE is an entirely new move. D button is now completed dedicated to homing. -meter builds a LOT faster. Like, start a combo with no meter and with some smart homing use, you'll probably be able to end with a super. -Arcana homing: you can now homing cancel Arcana moves, including projectiles (which can be HC'd without hitting first). -new super-finish bubble colors lol
New characters: Angelia- boss loli. Not terribly good, but not bad. Normals are kinda sucky. Catherine- giant robot bunnygirl. Best character in the game. Clarice- demon nun. Strong character emphasizing strong zoning, punishing mistakes, and forcing high reward/low risk situations. Dorothy - loli magician with cards, pretty weak overall. Damage output, range, defense modifiers, etc. are all pretty bad. Oki would be cool if she had a good overhead or if her [E] didn't suck. Elsa- Belmont nun. Strong character, solid in everything, good damage output and good moves all around. Good starting character with simple but effective offensive options and good basic defensive options, with some advanced stuff that's really good. Petra- gun girl. Straight-forward character who has to reload sometimes. Guns don't actually give her that much range. More of a mid/close range fighter, at least she has 623AB to anti-air people for free. Zenia- Nanoha character ripoff girl. Very strong character, if fairly straight-forward offensively. More focused on winning through good movement and punching through things with her various invincible moves and quick normals. Has to get in to win against some characters but it's not that hard.
Old character synopsis: -Fiona- way better; damage output is about the same/better as before but everybody else has been balanced to around her damage level; clean-hits are too good, clean-hit lvl3 is way too good. Normals just seem better all around. -Heart- about the same; loses crazy loops like everybody else, but still has some loops, damage is still good, gets a buff new move in 6C (UPPA~), still the best clash character in the game. -Kamui- her crappy 22x powerups got completely overhauled- instead of burning like 10% life for a measly meter or homing stock, now they power up your next special move (except counters and air 22x) into the super version for a minimal life cost. Keep in mind that it's like the old AH1 versions, so powered up j623x causes ground bounce and allows for combo followup. Other than that, slides now go through your opponent which changes her basic ground combo and her pokes feel a BIT slower, so she's more of an aggressive character with good zoning rather than an overly strong zoning character with decent offense. -Kira- has more or less the same loop but shorter, seems to have more silly clash frames, still the same strike/throw mixup character as before but with a weaker rocket toss? Arcana of choice has changed to poison, apparently. -Konoha- same as always, better overhead/crossup setups now with the way her jump/airdash works now, air 360 is better, lvl3 is beastly. Still the same fast, furious, low damage without meter ninja furry as always. -Lieselotte- no more 2 minute loops for all your life. Pretty weak overall since people are still figuring her out. Has an infinite off her lvl3 that is the same glitch as time Kamui's infinite in AHF- patched in 2.1. -Lilica- no more loops but gets jE and phat lovelazer combos. Damage output is still really good, trickery is still kinda there, still has a really fast 2E for burst punish and such. -Maori- no more sister loops, so she has to rely on trickery and zoning... so pretty much AH1 Maor with a few new moves. -Mei-Feng- no more loops and this hurts her the most since she doesn't really get a new crazy high damage option to compensate, and that's the only thing that made her stand out in AH1/AHF. New jE is pretty cool, though. -Saki- same old same old, with a new roll move that's hilariously tricky with the right arcana. -Yoriko- waaaaay better, super pentagram is good, damage output is right there with everybody else, pentagram mode is still stupid good, supers are better, pacing of the game fits her better...
Wow thanks for signing up to post that analysis. :D
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On June 03 2008 23:30 Myrmidon wrote:Show nested quote +On June 03 2008 17:41 MCMcEmcee wrote:On June 02 2008 04:13 Myrmidon wrote: Bill, did you mention the differences between AH2 and AH1 before? I seem to recall something, but what can you say about the differences between the two in terms of characters, style of play, additional systems, etc.? Is there eventually going to be a pretty complete migration from AH1 to AH2? It's a similar game but it's different enough. Still, experience with AH1 helps- mostly with guard-cancel mindgames, the whole air-unblockable thing, and setting up/dealing with AH tech traps. Overall, by making the loops less prominent, AH2 emphasizes all of the footsies, homing/guard-cancel mindgames, clash recognition, and general mixup/trap situations that made AH1 interesting in the first place. Combos are still good, just they don't go on forever and do 80% + knockdown after 2 minutes... + Show Spoiler + If you want more in-depth info, the SRK thread has some discussion and a lot of NYC ego circle-jerking, but I play the game pretty often and keep up with stuff so I'm down with talking the nuances/specifics of the game.
That said... Core system differences: -5 buttons now, new button is dedicated to Arcana attacks and your guardcrush attacks (AH/AHF 6/3[C] attacks) as well as air attacks- if an old character had a j2C, it's jE now, for instance. For everybody else, jE is an entirely new move. D button is now completed dedicated to homing. -meter builds a LOT faster. Like, start a combo with no meter and with some smart homing use, you'll probably be able to end with a super. -Arcana homing: you can now homing cancel Arcana moves, including projectiles (which can be HC'd without hitting first). -new super-finish bubble colors lol
New characters: Angelia- boss loli. Not terribly good, but not bad. Normals are kinda sucky. Catherine- giant robot bunnygirl. Best character in the game. Clarice- demon nun. Strong character emphasizing strong zoning, punishing mistakes, and forcing high reward/low risk situations. Dorothy - loli magician with cards, pretty weak overall. Damage output, range, defense modifiers, etc. are all pretty bad. Oki would be cool if she had a good overhead or if her [E] didn't suck. Elsa- Belmont nun. Strong character, solid in everything, good damage output and good moves all around. Good starting character with simple but effective offensive options and good basic defensive options, with some advanced stuff that's really good. Petra- gun girl. Straight-forward character who has to reload sometimes. Guns don't actually give her that much range. More of a mid/close range fighter, at least she has 623AB to anti-air people for free. Zenia- Nanoha character ripoff girl. Very strong character, if fairly straight-forward offensively. More focused on winning through good movement and punching through things with her various invincible moves and quick normals. Has to get in to win against some characters but it's not that hard.
Old character synopsis: -Fiona- way better; damage output is about the same/better as before but everybody else has been balanced to around her damage level; clean-hits are too good, clean-hit lvl3 is way too good. Normals just seem better all around. -Heart- about the same; loses crazy loops like everybody else, but still has some loops, damage is still good, gets a buff new move in 6C (UPPA~), still the best clash character in the game. -Kamui- her crappy 22x powerups got completely overhauled- instead of burning like 10% life for a measly meter or homing stock, now they power up your next special move (except counters and air 22x) into the super version for a minimal life cost. Keep in mind that it's like the old AH1 versions, so powered up j623x causes ground bounce and allows for combo followup. Other than that, slides now go through your opponent which changes her basic ground combo and her pokes feel a BIT slower, so she's more of an aggressive character with good zoning rather than an overly strong zoning character with decent offense. -Kira- has more or less the same loop but shorter, seems to have more silly clash frames, still the same strike/throw mixup character as before but with a weaker rocket toss? Arcana of choice has changed to poison, apparently. -Konoha- same as always, better overhead/crossup setups now with the way her jump/airdash works now, air 360 is better, lvl3 is beastly. Still the same fast, furious, low damage without meter ninja furry as always. -Lieselotte- no more 2 minute loops for all your life. Pretty weak overall since people are still figuring her out. Has an infinite off her lvl3 that is the same glitch as time Kamui's infinite in AHF- patched in 2.1. -Lilica- no more loops but gets jE and phat lovelazer combos. Damage output is still really good, trickery is still kinda there, still has a really fast 2E for burst punish and such. -Maori- no more sister loops, so she has to rely on trickery and zoning... so pretty much AH1 Maor with a few new moves. -Mei-Feng- no more loops and this hurts her the most since she doesn't really get a new crazy high damage option to compensate, and that's the only thing that made her stand out in AH1/AHF. New jE is pretty cool, though. -Saki- same old same old, with a new roll move that's hilariously tricky with the right arcana. -Yoriko- waaaaay better, super pentagram is good, damage output is right there with everybody else, pentagram mode is still stupid good, supers are better, pacing of the game fits her better...
Wow thanks for signing up to post that analysis. :D
hehe really I thought Bill posted this :D
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Bill307
Canada9103 Posts
Woah, I almost forgot about that question. Thanks mysterious person for filling in the gap.
Oh, I should post up the new tier lists for AH2 that people have come up with. Basically, you'll get a different list depending on who you ask, but here are some Japanese tier lists that got posted on SRK.
For reference, the AHF tier list is: + Show Spoiler [AHF tier list] +S: Lieselotte A: Kamui, Lilica, Heart, Mei-Fang B: Saki, Konoha, Maori C: Kira, Yoriko D: Fiona
To show how the tier list has evolved, initially, White composed the following tier list on April 26th: + Show Spoiler [late April tier list] +A+ Clarice, Saki, Zenia, Kira A- Yoriko, Catherine, Kamui, Fiona, Konoha B+ Maori, Lilica, Elsa, Heart B- Liese, Dorothy, MeiFang, Petra (note: Angelia's unlock code wasn't known back then)
Around mid-May, Legendary Otaku (same guy as OTK in CvS2, I presume) composed the following tier list: S: Catherine, Yoriko, Zenia, Saki A: Clarice, Konoha B: Fiona, Kamui, Kira, Elsa, Lilica, Heart, Maori, Petra C: Angelia, Mei-Fang, Dorothy D: Lieselotte
Lastly, White revised his tier list on May 15th to the following: A+: Catherine, Clarice, Saki, Fiona A-: Angelia, Kamui, Zenia, Yoriko B+: Kira, Konoha, Mei-Fang, Lilica B-: All others (Maori, Elsa, Heart, Liese, Dorothy, Petra)
So that gives us an idea of the state of the game as of a couple of weeks ago. The biggest differences in these two lists are Fiona (mid vs top) and Angelia (low vs high). The rest looks pretty similar, plus or minus a level for each character. A lot of people point out that Liese used to be bottom-tier in AH1/AHF, but then people started learning how to beast with her and she ended up top-tier in the end. Hopefully we'll see Dorothy and Liese rising higher as time goes on, as players learn how to use them better. Similarly, Catherine might fall lower as players learn to deal with her BS, e.g. by jumping away from her rushing-grab-wallslam on reaction, and by rarely/never teching to avoid being air-thrown.
But who knows, maybe there'll be an Arcana Heart 2 Full eventually that effects balance changes.
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Yeah Catherine will drop tier when people learn how to deal with that guruguru -_-;
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