I really want to see you play sometime. You come up with good stuff, and it sounds like you have good execution. You're 360 only, right?
First off, I'm totally flattered at this, but being realistic, I'm definitely more theory than I am application (currently). This is the first fighter I've gone in full on and as such, I'm pretty much trying to play catch up to guys with years more experience, even at a casual level. Nowadays, I'm just trying to add to the discussions in here with little beginner level things I notice instead of playing dedicated stream monster/ordinary guy here. Regarding my play, I think it's mostly because I'm still trying to get comfortable with single portions of the game at a time, but if you saw the kinds of things I fall for and my lack of composure at a moment's notice, you'd probably think otherwise.
Admittedly though, that might be more because my competition is static and very often documented as troublesome to deal with IRL. I want to go to Next Level sometime in the future though, it's about a 20 - 30 minute train ride from where I am in Brooklyn, but I'm shy. :lol
As for system, 360 only. I swear, that system is like a dedicated Mahvel box more than anything else at current.
Personally, instead of getting a Darkstalkers game, I fantacize about them just making a Marvel expansion of all Darkstalkers characters. In fact, I think Capcom should make nothing but Marvel expansions from here on out, giving us hundreds of characters...
As much as the thread probably gets tired of hearing about it, I'd totally be down for a shitton of character DLC from both sides if they said it's expansion time. Pick ten from both sides and call it a day. I still believe in Megaman X, Gene, & a good Spidey villain! :lol
The neat thing about the Breath of Fire series is that all of the games have an interconnected, overarching plotline that isn't explicitly told but that you can see if you really pay attention. I don't think any other JRPG has done this, in the sense that most are either sequels where the connections are obvious or they take place in newly developed worlds. Breath of Fire worlds are always the consequence of the last game's plot, but it's so subtle that you can overlook it entirely.
I think Nina would make everyone go "woah" if they used my moveset...
Yeah, I'll have to make it a priority to play this series. I love subtitles in world building.
The weird thing about Nina is that she gets lolified more and more as the games go on. It's one of the biggest crimes in gaming history. This...
thing is BoFV Nina:
http://images3.wikia.nocookie.net/_...ages/thumb/3/37/NinaBF5.jpg/479px-NinaBF5.jpg
I won't even image it so people might spare their eyes.
Whoa... That is bad, especially after 3 & 4's art.
Seth is definitely Marvel material, but I honestly don't know if I'd want him over other characters. I'd rather get a Mahvel-ized Ibuki or Makoto first tbh.
You guys are going to make me post a Makoto moveset along with that idea I had for Ibuki now, aren't you?
Makoto
- Cannot wave dash, meant as a slow and imposing "bulldozer" character with scare factor thanks to her insane fast dash.
- 875K ~ 1M health
- She's all about knockdowns both in design and inspiration, so expect a lot of moves with knockdown.
- f.M - Back Kick - Nothing special, just her f.mk from the games. Can be linked into her c.H which shares its animation with her s.hk from the games.
- f.H - Trip Kick - A slow start up, walk-up sweep kick that hits low and knocks down. Can't be canceled by anything other than (Hypers or) X-Factor. Makes for good setups when paired with a lockdown assist.
- Mash H - Triple Punch - She takes a step forward and throws out three punches with significant hitstun. Spacing move.
- S - Animation is that of her s.LK from Third Strike/SSFIV.
QCF + ATK - Hayate (Rush Punch)
Works as always, she travels straight forward a certain distance for a rush punch. This can be charged by holding the ATK input (charged will always do soft knockdown) feinted with S. QCF+S version works like the EX version. She charges forward and wall bouncing an opponent on hit. Move has 3 hits of super armor or total invincibility on initial startup. Players can hold the S for a short time (like one or two frames beyond a feint input) to have her fire an "invisible" punch forward. (Weaker in damage by a few percent; persistent minor annoyances for neutral game's sake, except the S version.) This move has the same properties distance or EX wise depending on the button used for start up. Air OK. Can juggle in the corner.
QCB + ATK - Oroshi (Karate Chop)
All versions OTG. L version is safe on block, M version staggers a standing opponent, H version deals hard knockdown to a standing opponent. S version is projectile invincible for start up. All three deal hard knockdown to an opponent caught from the air. Can be jump cancelled. (
)
DP + ATK - Fukiage (Up Punch)
Punch strength determines distance traveled before throwing a punch upward. S version causes soft knockdown (ceiling bounce for dramatic effect). Can be jump cancelled. Hitbox is Mahvel'd up to hit opponents standing near herself.
QCB + ATK - Tsurugi (Ax Kick)
L version is fastest, has no additional properties to its Third Strike/SFIV incarnation (good for juggles), M hits harder and does soft knockdown/staggers grounded opponents, H has highest start up but does hard knockdown. S version is the EX version, has instant start up and hits twice for hard knockdown on a grounded opponent and soft knockdown on an aerial opponent.
RDP + ATK - Karakusa (Choke Grab)
Command Grab. Works as always. S version has one hit of armor.
Lvl. 1 Hyper - Abare Tosanami
Sends her flying at a set angle towards the side of the screen she's facing. Can be linked off a Hayate on hit (distance dependent) or Hayate projectile. Very unsafe on block. Can combo afterwards however.
Lvl. 1 Hyper - Tanden Renki
Boosts her damage considerably and speed moderately for similar time as install hypers like Devil Trigger or Berserker Charge. Stat value changes carry over to her assists. Cannot build meter in this mode.
Lvl. 3 Hyper - Seichusen Godanzuki
Has the shortest range, but instant startup after super flash. After pummeling the opponent she launches them into the air. Maintaining the stance, she announces the name of the finisher as the character falls back down limp on the ground in an explosion of rubble in the distance behind herself.
I'll do Ibuki if you guys enjoyed this one.
He is, 360 Silver though IIRC. I want to play Jeri some time too, though my interest is more in trying to get some payback from the Brawl days xD
Which reminds me, I haven't played Smash in ages. Here's hoping Smash 4's online community is strong from the get go and the online is better than better for it.