Holy Order Sol
Member
Not used to Tokido smiling this much
I think he likes this video game
Not used to Tokido smiling this much
What does this mean and where does it come from? I think people think that we're going to lose characters or something which is definitely not the case. It'll probably be the current SG with an extra 6-8 characters, THCs (probably changeable like assists), higher super jumps, a more fleshed out story mode and cross-play (please Ravi pls) if we're lucky.
If we're talking characters... I'd say Annie, Isaac and Minette will be near locks.
Remember that SKill said $500k is a good deal for one fighting game character. That is a lot of money for Indies.
How much did the SG kickstarter bring in, again? If they want big bucks, I think they need to shift to a different art style.
i heard chris ceglia was the one who did all the instant replay videos though
I think he likes this video game
tokido will have his nickname changed from murderface to smilyface by evo 2016Not used to Tokido smiling this much
I think he likes this video game
loltokido will have his nickname changed from murderface to smilyface by evo 2016
Specials:
Float - Input "Jump" in midair
-> Float Cancel - Input "Jump" while floating
Tengai no Hi - 41236C (chargeable)
Tourai no Hako - 214A or B
Gaihou no Geki - 236A
Renge no Kai - j.63214B
Jiai no Yuu - 63214C
Mujuu no Tate - 623B
-> Mujuu no Gou - 623B during Mujuu no Tate
Shizuku - 41236D (chargeable)
Araragi - 63214D (chargeable / can manipulate by pressing 2 or 8 while charging)
Distortion Drives:
Hazen no Kui - 236236B
Kyomu no Koku - 214214C
Jindou no Koku - 720A (consumes 100 meter)
In normal mode her C attacks have followups when pressing C again. In Magatama mode she loses the followup C attacks and the ability to block but in their place gains 4D, 2D and 6D as projectile attacks. 5D switches between modes. Exceed Accel is called "Nayuta <Arc Drive>".
tokido will have his nickname changed from murderface to smilyface by evo 2016
Also no one reads OTs anyway so it really doesn't matter who makes it or what it looks like.I think whoever calls it get's it, and Robot Pants made the Bloodborne OT and that looked fine. Someone could always collaborate too with him and make a community hub list/or tutorial section.
~$828,768How much did the SG kickstarter bring in, again? If they want big bucks, I think they need to shift to a different art style.
Well... Morrigan is a tiny nineties VSav sprite while Skullgirls models are drawn at a resolution of 2,560 x 1,440.Just wondering because a potential Skullgirls 2 would be 2020 at best, and that's if they don't work on another project. By then they might feel like letting go of the old style. Then again Capcom and Morrigan, lol.
Ew. Jumping to jump cancel is gross. Why not assign it to the D button or something? -_- It's like how Muramasa made you tap up to jump instead of giving a jump button.
Izanami move list with translation, from dustloop
whoever guessed that "jumping" again would cancel float was right, so thats how those float > ground combos from the trailer will work
By the way, I RSVP'd to that. :-DThat exhibition was just plain fun. The commentary, the matches, everything about it. I just cannot wait for this game.
Having a gathering the first weekend and can't wait to get back into a new SF with a bunch of friends.
The thing is, Dead or Alive is THE game of hot wrestler girl, hot nurse girl, etc., and it does way better than Skullgirls because the artstyle is more universally appealing. Hot girls sell games, but I think most people don't find the Skullgirls characters sexy, just tacky.~$828,768
Changing the "art style" would mean going back and redoing the frames on every single character released. I don't have to tell you why that isn't happening (unless FGW wins the next powerball, I guess). It also wouldn't woo the Capcom, ASW or Netherrealm players who haven't fallen for wrestler hat girl, hot nurse, Jazzy Q, Anime Randy Savage and Egyptian Jedah. We'd lose several new slots to please exactly no one.
Well... Morrigan is a tiny nineties VSav sprite while Skullgirls models are drawn at a resolution of 2,560 x 1,440.
D is for stance switch and projectiles. Im guessing she will have combos that involve the stance switchEw. Jumping to jump cancel is gross. Why not assign it to the D button or something? -_- It's like how Muramasa made you tap up to jump instead of giving a jump button.
The thing is, Dead or Alive is THE game of hot wrestler girl, hot nurse girl, etc., and it does way better than Skullgirls because the artstyle is more universally appealing. Hot girls sell games, but I think most people don't find the Skullgirls characters sexy, just tacky.
Also no one reads OTs anyway so it really doesn't matter who makes it or what it looks like.
Do you mean that she loses ALL blocking ability in one of her stances?D is for stance switch and projectiles. Im guessing she will have combos that involve the stance switch
Good thoughts.I'd say it a little differently, the primary design goal wasn't to create Playboy models for the player to salivate over, but instead a more Kamitami like approach of stylized design that also reflects the artists' preferences for female form.
So it ends up in a weird space where it wasn't going straight in on appealing to people who want the former but still alienated people who don't want the cheesecake (and the ones who want it but need a lot of male characters to camouflage it).
It's hard for me to articulate (and tbh the discussion is better to have over beers than on internet forums) but what's going on in SG and what's going on in DoA are two very different things.
yes, same as valken wolf formDo you mean that she loses ALL blocking ability in one of her stances?
Only 1.28% of Steam owners have a 1440p monitor going by December 2015's hardware stats. Between that, IPS models and OLED in the future SG will probably age better (technically anyways, don't jump down my throat, guys) than other 2D (not talking 2.5D here) fighters.Lol yeah they made 1440p sprites
Beckx covered it nicely, but I'll add that a lot of the female designs weren't actually made to be primarily sexy in the first place. Peacock is a silver age cartoon homage in grandest (and most mainstream) fashion, Painwheel is a walking mass of pain that barely resembles a 14 year old girl in motion and Double... I don't have to explain that one unless FGW has weirder fetishes than I thought. The DLC characters continue that trend. Squigs is a rotting corpse (far more of a corpse than Hsien-Ko for example) and Eliza routinely splits open like some sort of vore exhibitionist. Most of this stuff is really what Kinuko and Alex excelled at when SG was being made and playing to that strength really resonated with people.The thing is, Dead or Alive is THE game of hot wrestler girl, hot nurse girl, etc., and it does way better than Skullgirls because the artstyle is more universally appealing. Hot girls sell games, but I think most people don't find the Skullgirls characters sexy, just tacky.
Nice postI'd say it a little differently, the primary design goal of SG wasn't to create Playboy models for the player to salivate over, but instead a more Kamitami like approach of stylized design that also reflects the artists' preferences for female form. (and yes, people can criticize that with "well, I like Kamitami and I hate what Alex & Kinuko do" but that's personal preference, it's insupportable to say Cerebella is tacky but Sorceress isn't.)
So it ends up in a weird space where it wasn't going straight in on appealing to people who want the former but still alienated people who don't want the cheesecake (and the ones who want it but need a lot of male characters to camouflage it).
It's hard for me to articulate (and tbh the discussion is better to have over beers than on internet forums) but what's going on in SG and what's going on in DoA are two very different things.
the faster it's on page 2 (or 20 or 120) of the discussion, the better.
I dislike higher scaling at the end of life bars in every game it's in. I don't think no chip kill unless CA is a problem but I'd rather have damage be consistent and the life bar being a clear and accurate indication at all times. We get enough of those James Chen moments without that bullshit.
Honestly, the worst thing about Smash is the lack of chip damage. Shields should only negate 75% of the damage done by specials.I dont like chip damage at all, and I dont like health scaling. Xrd's health scaling is awful
Edit: persona actually does health bar scaling in a way thats fun, since you can bypass it if your opponent makes a mistake and it also leads to strategic burst timing.
That exhibition was just plain fun. The commentary, the matches, everything about it. I just cannot wait for this game.
Having a gathering the first weekend and can't wait to get back into a new SF with a bunch of friends.
maybe its because all of the games I play are extremely offensive, but chip punishing good defensive play just seems backwards to meHonestly, the worst thing about Smash is the lack of chip damage. Shields should only negate 75% of the damage done by specials.
Good defensive play would be avoiding the attack entirely.maybe its because all of the games I play are extremely offensive, but chip punishing good defensive play just seems backwards to me
in blazblue and persona, good defensive play is not avoiding the attack entirely. Its just not possible. A lot of characters thrive on their ability to punish blockstrings as wellGood defensive play would be avoiding the attack entirely.
Mediocre defensive play is blocking the projectile, and your punishment is taking chip damage.
Similarly, the punishment for a poorly spaced/utilized special is its avoidance, and typically, taking damage from the other player.
The reward for a properly spaced/utilized projectile is guaranteed damage of some kind.
I play a lot of fighters, I think it's a good universal rule. Chip damage on normals is debatable, though I'm liking it in SFV so far.
You talking about that CO tournament? I can't decide if I'm going to that or Undefeated yet.
By the way, I RSVP'd to that. :-D
Blockstrings seem irrelevant to this conversation.in blazblue and persona, good defensive play is not avoiding the attack entirely. Its just not possible. A lot of characters thrive on their ability to punish blockstrings as well
It's to prevent dying by two 50% combos. I personally don't mind it, but added in with the magic pixel/little bit of grey health at the end is kind of annoying :/.
Nah, I couldn't go to that because I work Saturdays until early afternoon.
I'm having a gathering at my apartment with other friends that can't make it.
because with chip damage, blockstrings would have the defensive player eating damage.Blockstrings seem irrelevant to this conversation.
I also think you are clearly wrong in regards to both BlazBlue and Persona. I'm not even sure how you can maintain such a position while playing those games.
In a good game, the offensive player is given a choice: guaranteed chip damage out of a blockstring with weak frame advantage, or no chip damage with stronger frame advantage. Personally, I usually go for the former route because of the kind of player I am. BlazBlue gets rid of the first option, forcing people to always go for the best frame advantage option. I consider that a loss of depth, though it doesn't bother me in a significant way because it's mitigated by the guard gauge and other interesting mechanics (see below).because with chip damage, blockstrings would have the defensive player eating damage.
And ive been playing blazblue and persona for a long time. You dont just avoid every Nu 13 projectile or Yukiko fan, you block and find openings. For special only chip, half of Nu-13's mixup is specials as well. It would be obnoxious if all of that was chip damage, especially for tager players
Well... Morrigan is a tiny nineties VSav sprite while Skullgirls models are drawn at a resolution of 2,560 x 1,440.
Ah dang that sucks. It's probably sorta sad but I cleared out a bunch of Saturdays in my work schedule just so I could make it to events lol
Yeah, Sim's gonna have to work for that last hit more.
I was going to do this, but I'm an adjunct teacher part-time, and have to teach what they tell me or not teach.
I plan on going to one out of state tourney other than EVO this year, but I'm thinking something after EVO rather than before.
why would I be biased, Nu doesnt even frustrate me. What you are saying here is blazblue is a better designed game, and thats something i can agree with. There are much better options for designing a character than chip damage being some majorly beneficial thing to a zoner. Its also why zoners are so fucking boring in most games that arent ASW.I feel like you're biased against zoning/keepaway here because you play a rushdown character. There need to be rewards for good zoning/keepaway in the neutral when it can't lead to combos. It doesn't HAVE to be chip, it can be something like Arakune's curse bar building up so he gets a massive boost from a period of successful zoning. Similarly, Nine's reward for proper zoning is spells. Rachel's reward for proper zoning is screen-placed damage areas. Etc. I think BlazBlue does a good job of giving characters rewards outside of chip damage, which is a good thing, but hopefully you recognize that BlazBlue is evidence in my favor, since it is designed to consistently give rewards to zoning characters that zone effectively, and those rewards are typically WAY better than chip damage.
correct, should make for some really interesting options, like Jump > float cancel > ground normal from low height which leads into a combo that resets onto the groundSo Izanami have no double jump if your float is air jump and jump again while floating to cancel it?
I wonder if she'll have similar instant overhead ability as I-no with fdc, but that depends how soon she can float after jump. Definitely a character I'm looking at.correct, should make for some really interesting options, like Jump > float cancel > ground normal from low height which leads into a combo that resets onto the ground
definite possibility if her ground mids become overheads no float, then it could be like 98 > 5B as an overhead option. Could be interesting if she pans out that wayI wonder if she'll have similar instant overhead ability as I-no with fdc, but that depends how soon she can float after jump. Definitely a character I'm looking at.
the instant replay on mike's facial expressions (instead of the usual gameplay footages) were priceless