Tuesday, August 30, 2011

Persona 4 Fighting Game


Wow they're really going in!
Might be kusoge but godamn I'll play it anyway!

Monday, August 29, 2011

Extreme VS tiers

This is just going here so I don't have to dig up a text file every time this game is mentioned.
Coming December!

3000 Cost Suits:
S: STRIKE FREEDOM DESTINY
A: MASTER TURN X > 00 UNICORN Quanta
B: NU V2 > Zero (Endless Waltz Version) Turn A DX

2500 Cost Suits:
S: Tallgeese III
A: Zeta Crossbone X-1
B: God Deathscythe Hell (Endless Waltz Version) Cherudim > Full Armor ZZ SAZABI
C: QUBELEY Kshatriya > Infininte Justice Crossbone X-2 SINANJU

2000 Cost Suits:
S: Char Geloog
A: Susanowo Heavy Arms (Endless Waltz Version)
B: MESSALA(tentative) Dragon Gold Sumo Delta Plus Strike Virsago Chest Break > HYAKUSHIKI Providence F91 Gunner ZAKU Warrior Astray Red Frame
C: PHYSALIS EXIA ZEPHYRANTHES FULL-BURNERN Forbidden Gundam (Original)

1000 Cost Suits:
S: ZAKU II FZ LaGOWE
A: Hildolfr > Gouf Custom
B: Berga Giros > Ez8 Qubeley Mk-II (Ple Two)
C: ZUDAH Alex ACGUY Gun Ez

Wednesday, August 24, 2011

AoS2 1.1

Things fixed:
1. Hime's SA infinite was "fixed" by moving the dash cancel window way later in the animation. What this has done is basically made her a sitting duck on chain whiff, however the infinite still exists, albeit with much stricter timing, because the hit stun on SA is still very high. Hime's SAA target combo dash cancel window has been entirely removed so the lazier SP WA WA infinite is gone.
2. Saki's WB now pushes the opponent back after a certain number hits, it feels frustratingly inconsistent. Saki's dash SB pushes back after a certain amount of hits also. Mefidex thinks the dash SB infinite is still doable but I think this more or less kills both of her infinites handily. What I don't like though is to combo off WB at all now you're basically forced to mash D everywhere because of the knockback pushing them away.
3. Alte/Mira Advanced mode bug fix. Too used to Standard for Mira by now anyway (one button tornado hyper!).
4. Sora laser hyper changed from 9f to 18f startup. The laser animation actually appears before the hyper hits, meaning it's pretty easy to move on reaction now. Still comboable into and out of.
5. Sora delayed missile speed slowed considerably. Don't know if this was needed.
6. Sham Sprite and Dwarf HP increased. Still Sham tier.
7. Iru slow-moving missile of doom now explodes (and still hits) if you destroy it before impact.
8. Kae can direct where the opponent files after her SA combo with directionals.

Overall, pretty welcome.
I believe Sora delay missile didn't quite need the nerf, just the hyper, which was dealt with.
I still have not quite figured out how to adjust as Saki to the knockback on WB.
The Star Breaker players have a legitimate complaint in regards to sticky mines sticking on Nanako's idle bits, though I mean they'd stick on her Eater Reef anyway (Edit: SB homing bits do NOT stick on Eater Reef), it just makes it a tiny bit less silly.
Tsih infinite was not fixed. Does it need to be? I honestly don't know.
Hime still has no anti-ballistics besides beam, I wonder if it's intentional now.

Monday, August 15, 2011

AoS2 full



Anyway version 1.0 is exactly the same as the Demo with more characters, which means NO NERFS to expected dumbshittery.
Hoping for the Sumika patch (story mode patch) to help shit.
List of stuff I want fixed (starting with just game stuff then gameplay balances, warning theory fighter):
1. Fix advanced for the characters that it breaks on. Alte and Mira in advanced have no access to neutral (Hyper+WA) hyper at all.
2. Fix netconfig.exe crashing after you open a port.
3. Fix netconfig.exe randomly erasing the netconfig.txt!
4. Fix Saki's infinite. I really like how she plays though, introduce some sort of pushback if you do two or something, I don't know.
5. Nerf Sora's hyper. It is a 9 frame full screen ungrazeable hyper. Get out.
6. Make Hime's WA kill missiles again. Hime has absolutely nothing to kill ballistics except hypers.
7. Buff Mira's melee. Speed it up, increase the range, make it so she's not running away from non-melee characters or continually losing out to Kae mashing dash melee, this is absurd for a ninja character.
8. Buff Sham's everything. I don't know how you'd do this, make the blocks homing? Make them faster, make them explode when destroyed? She's just ass.
9. Nerf Kyoko and maybe Nanako and Mira's meter build. Feels downright absurd at the moment.
10. Fix Hime's infinite. It's pretty match viable and doesn't really address her faults at all.

That's all I can think of at the moment.

Thursday, August 11, 2011