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GetTheTables

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Everything posted by GetTheTables

  1. Also, stealing this idea from the SFV thread: It wont hurt to boot up UNIEL @TWINBLADES_SRK. Go on..... play de game heheheheheheheh............ ๐Ÿ˜ˆ
  2. Yeah I almost picked up Ed but veered off him due to 2 buttons specials and piano'ing. Similar to Falke I was iffy on the 2 button (or less) specials but that extra component was enough to make me pass on 'em. It would be sort of interesting if they kept rolling out Ed Crew characters in future seasons that had a similar gimmick. I hope we get the gorilla next.
  3. Yeah the no commands thing is goofy. It is nice from a hit confirm perspective as it is easy to just slap 2/3 buttons on a hit but I still prefer the traditional motions. Hitting 3P/3K for EX moves throws me. Holding P really gets me. Not at the basic level, but trying to do that while also playing normally is tricky and sort of cramps my hand. ๐Ÿ˜‰ But there are other characters like Birdie or Boxer where people have been holding buttons since they came out so I figure least I can do is try to get used to it. Also practically I'd say that there isn't a great reason to learn Falke if you're playing Sakura. Sak seems just as good if not better than Falke. So the only reason to really pick her up is if you super dig her. I've always wanted a decent compliment character to Laura and Falke seems like she may fit that. Her play style is a good inverse and I think she may be a bit better in some of the match ups where Laura has a rougher time. Menat definitely covers those match ups but she is also higher maintenance than I think Falke is.
  4. She's definitely not as cute as Sakura. ๐Ÿ˜‰ I do like Falke's attitude based on some of the win quotes I've seen and having played through her Story mode.
  5. Alternate thread title: "GetTheTables Talks to Himself About Animu" ๐Ÿ˜‹ Still poking at this here and there when I can. Still really like Nanase. I think she is the character I'm going to try to legit learn stuff with, though I'm sort of at a loss for resources about playing her outside of the in-game resources (which in fairness are quite good). I'll poke around and see what I can find. Trying to go through the mission modes with Yuzuriha and Mika to see how I feel about them and try to get a feel about their combos. Yuzuriha continues to be weird but cool; even the flow of her combos have a bit of a different rhythm to them. I'm stuck on 3-1 or whatever it is. I can't consistently stick the Dash B after the air C juggles. I'm assuming I'm not hitting all of it fast enough to get the Dash B to juggle. One thing I know is throwing me is that Yuzuriha has air normals on forward + button, so my usual method of "mash forward + dash" to get the Dash B to juggle instead leads to her swinging at air. No bs'ing my way out of this one it seems. As an aside, one feature I love in this game is when you're doing the combo trials you can dial the game speed down. Helps tremendously with trying to see if there are fine grain differences with timing some sequences. Mika is much more straightforward and conversely satisfying. I was able to get her Dash B juggle after a half hour or so of banging on it so she instantly jumped up in the tier list in my heart. ๐Ÿ˜‰ Should have time to play Friday and during part of the weekend so hopefully I can get some more time in on this then in addition to SFV.
  6. Didn't get to play much yesterday due to work being a bit of a fucker. I agree with DevilJin's assessment that she is more of a traditional SF style zoning character than someone like Menat, who is like if Dhalsim had an anime baby. I like that aspect of her (more "traditional" pokes and fireball game) but I haven't been a fan of the "buttons for specials" implementation and likewise holding a button to charge a special has never been something that I groked. I want to keep messing with her to give myself a chance to get adjusted to the different mechanics, but I found Menat more accessible and fun out of the gate so I may end up just sticking with her. We'll see though.
  7. Yeah for sure. They've been pretty good with wrapping things up early but it could just as easy go mega-fucked and end up running longer. If SFV is up I'll hop on and try Falke. If not, UNIEL it is.
  8. One potential silver lining is that they have often finished up the maintenance periods well before the listed completion time. No guarantees but there is still a chance that the maintenance won't run into the late evening for those of us more eastward.
  9. Falke maintenance times announced: 11:00am - 5:00pm PDT / 2:00pm - 8:00pm EDT Now everyone knows when to start charging P.
  10. Best part about that picture is that there are yet still more blonds for the sequels.
  11. I'm looking forward to clips and gifs, if that counts?
  12. You ever give serious consideration to running Mika? She has some of Gief's good parts (command grabs, mix up pressure) while also not being quite so boned in some of his worse match ups because she has better mobility. She still runs into problems similar to him but it doesn't seem as miserable. Plus she still has muscle spirit and is adorable. Just a thought if you're feeling the grappler twinges.
  13. Yeah I can never hate on Bullet. That character almost pulled me into BB like 3 different times.
  14. That art is super cute. Also, Infiltration is interested in a female character with a pesky, keep away play style and bare feet? I'm shocked.
  15. But UNIEL even has hops and something sort of like Max Mode with Veil Off! Always good to hear about people playing more KoF.
  16. Very nice art. DiasFox continues to kick out excellent work. Watching WSO Falke demo. I think generally she looks nifty. Iโ€™m not sure how much Iโ€™ll personally like her (I donโ€™t like hold button specials) but her AA ability and shots are really enticing, and I like her damage output. If nothing else Iโ€™m looking forward to seeing what people do with her.
  17. That would be rad. ๐Ÿ˜„ Been trying to poke my way through the mission mode to get an idea of what the character's basic stuff looks like. The combo progressions are nice, but I hit a wall with some of them pretty quick (getting better though). I think it is kind of funny that they put the most practical stuff dead last in the "playlist". Very good info overall though. Much better than the nothing I have right now. ๐Ÿ˜‰
  18. From the Capcom Unity post: "Falke utilizes her staff in battle to keep opponents at range, but it also serves as her conduit for Psycho Power. By holding down any punch button, Falke can charge up and store Psycho Power until the button is released in one of three different ways: Standing (Psycho Kugel) โ€“ Falke releases the Psycho Power through her staff like a shotgun Air (Psycho Feder) โ€“ Falke shoots a projectile at a diagonal angle downwards from the air Crouching (Psycho Kanonen) โ€“ Falke lays on the ground and shoots a projectile at the opponentโ€™s feet. She can avoid projectiles while using Psycho Kanonen." And: "Like Ed, some of Falkeโ€™s special moves only require either two punch or two kick buttons โ€“ no special inputs required. Pressing two punches will result in Psycho Schneide, which is her version of an uppercut. Pressing two kicks is Katapult, which sees Falke pole vaulting towards the opponent in a kick motion." So she's going to have 3 non-motion commands: hold P, KK, and PP. That is similar to Ed who has PP, KK, 6P, hold P, and mash P for specials. Since Falke has 3 different shot types the holds may be considered most of her list.
  19. Capcom's sense of weight and proportions aren't always the best when it comes to their female characters. Cammy's boobs in SFV probably weigh as much as she did overall in ST when she was built like a 14 year old. Mika's boobs are probably legit the size and weight of a small child.
  20. So since I'm just scratching the surface of the is game, here are thoughts on the assortment of chars I used during the last Official Anime Weekend Extravaganza: - Nanase: I still like her a lot. She is a good combination of accessible for a noob like me but also has some more depth so she'll be fun to stick with. Also has enough unsafe stuff with her that you can't just mash shit out. I feel like I know just enough with her that I'd come back to her even if I didn't "main" her just to do her combos (her juggles have really satisfying hits). - Yuzuriha: I absolutely love her character design but hol-ee-shit is this one of the least "figure shit out mid-match" friendly characters I've run into recently. She definitely benefits a lot from having some time in with her; her normals and specials seem great but you need to understand where and how to use them. Just mashing shit out or throwing out sick katana cuts doesn't really get you far with her. Of all the characters I played she is the one I am most interested in putting more time into, if for no other reason than she seems like a super rewarding character once you learn her ins and outs. - Mika: I like her a lot. She is noob friendly enough that I enjoyed the matches with her right off the bat, and her suite of normals and specials are fun and seem decently effective. She has the closet kit to what I usually gravitate towards and I think her character is adorable and amusing. Her lack of an actual crouch animation weirds me out though. - Phonon: The other character I had initially put any time in with. She is also very rad. Fun space control character, also decently accessible at a basic level. I don't think she's a character I'd main but very fun to play and another character that just looks amazing on screen. - Enkidu: Picked him randomly to try someone new, didn't dig his swirl hair. However, he makes a great first impression. Pretty accessible right out of the gate with decent normals (based on my mashing), rekkas for damage, upkicks, a dive kick, a sick B+C move, and a counter. Just a really well rounded kit, seems solid, and was fun to use. Definitely the surprise of the night for me. Also appreciate a Gilgamesh callback. - Hilda: Another character whose design I really like, but she was like Yuzuriha+ in that she is absolutely not "figure shit out mid-match" friendly. And unlike Yuzuriha I never really got a handle on her. I almost want to go back to her just try to figure out more about her. She seems like a fun variant on a zoning character. - Waldstein: Quite possibly the biggest big body I've seen in a game. Also like trying to pilot a house into your opponent. Has the normals and specials to sort of go along with that slowness plus a command grab with a cool animation but I feel like playing him seriously in this game could be a nightmare. He is so goddamn big and slow so it seems like fast rushdown or keepaway characters would suck (they usually do in anime games as a big body) and that is like everyone in the game. Still love his way over the top design. I want to try to cycle through all the characters over time just to give them a shot. Enkidu showed me that its worth exploring options I'd normally ignore especially in this game. The overall character designs in this game seem really solid. It has the thing I like a lot about GG in that the characters are really distinct and are all worth checking out because they are so diverse.
  21. I think maintenance is the biggest issue. New or returning characters mean that you need to go back to the mines and get another character made - they weren't only expensive but really time consuming. Also if you ever want to change anything on a character you'll need to go back and futz with their animations which is probably still decently expensive and time consuming. Like if you wanted to bring back a move for a character or add a new one, that is going to be way harder with that intricate sprite work versus 3D models. It also gave them (painful) experience building 2D game with 3D models. Getting experience with that helps them overall if they continue to make fighting games. They've definitely learned a lot from KOFXIV so if/when they ever decide to pull the trigger on another SamSho they have a head start. Whereas if they keep reusing KOFXII/XIII sprites then you end up with a super-fugmo SamSho reboot, as an example. Been watching a bit more KOF XIV recently. For me they could still tune up the lighting/character models but I think it still looks pretty good. The biggest thing for me is the actual art style choice for the models. They sort of have the DOA doll vibe going on so it makes a lot of the chars look creepier/weirder to me.
  22. Falke looks interesting. I don't know that I like her special move inputs but I figured she'd be a control weirdo like Ed. The biggest problem with her CA is that she ends it with an adorable little bonk on the head with her stick. Doesn't have enough oomph. May be something they can tweak with camera angles or whatever though. Also not like it technically matters. Looking forward to trying her out next week.
  23. Well at least the link to the blog post doesn't work. They are kind of terrible at this whole internet thing though. Looking forward to the post going live today.
  24. GGs @misterBee This game is fucking sick.
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