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#241 |
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Posts: 45,950
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Buddy's having a Battlefield binge. Gotta wait but I wanna get on for sure.
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#242 |
"Steven, your fossa!"
Posts: 9,603
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I'll probably be on for about an hour. Just about to try making someone else that isn't an original character.
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#243 |
"Steven, your fossa!"
Posts: 9,603
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New customisation DLC is up on the US maketplace. No sign of it on the UK one yet.
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#244 |
"Steven, your fossa!"
Posts: 9,603
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Ever let a 4 year old use the character creator? I have my nephew over at my house for a few days and I let him make some guys in the creation mode.
So far, he's made 3 characters, all dressed from head to toe in green with the default voice set to maximum squeekiness. One, called Eddy, has a cape and a panda head, using Cervantes style. Another, Edd is dressed in mismatching green armour, also using default voice at max squeekiness and uses the style of the pole character, I forget his name. The final one is a green pirate, same voice as above, also using Cervantes style. I was hoping he'd go with Ed so he'd have Ed, Edd & Eddy. He settled for Cpt Cabbage. He seems to really like the sinking merchant ship level with Cervantes music because it's like "Pirates of the Caribbean". No real point to this post. Just that young kids seem to like squeeky voices and things dressed in their favourite colour. I guess that explains the Chipmunks. Might use them online next time. |
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#245 |
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Good session with Drak and Khuntry. Hope Drak picked up some good advice on the way, and he has the fundamentals down. Surprised I didn't see you pick Astaroth.
Also, check out my latest replay. Beat some pompous ass. |
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#246 |
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So I made this girl who can either be Nightmare's daughter or little sister. She's small so the reach isn't the same and it's made me focus on pokes and Grim Sliding a lot more. It's kind of like how I play 'Nightmare' differently depending on whether it's him or a created character. I don't know why I do that.
Made a good version of her with Seig's moves. I kinda miss classic Nighty so this may make me pick up that movelist. Oddly enough, I have no Devil Jin characters. I'll put somebody together soon. |
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#247 | |
"Steven, your fossa!"
Posts: 9,603
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Quote:
I could have used Astaroth himself but I've barely touched any of the real characters since I bought the game. I prefer just using my created guys. Character creation being the whole reason I bought the game. I have many characters I never got to show. Those names are real names or words btw. Morfran being a Celtic boys name meaning "Ugly demon". The Scottish warriors name means "fire". I think it would be cool if we could assign our created characters a stage and theme. Then maybe put them into a route in arcade mode or maybe even make our own route. This would be even better if the game had "original" music than none of the main cast use, like SvR but a better selection. |
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#248 |
"Steven, your fossa!"
Posts: 9,603
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I only got your advice about getting up but I didn't get it too clearly. No idea what you where telling me to do. I just heard something about getting up a certain way or something.
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#249 |
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Recovering in SC (and most 3D fighters) requires some forethought since you can get pummeled the entire time and the there is no invincibility period like in 2D fighters. You can fast recover (in several directions), roll forward or back, spin up or down, stand straight up and defend from there, and there's some cases where it's best to stay down!
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#250 |
"Steven, your fossa!"
Posts: 9,603
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I've been it situations where I'm attacked no matter what I do. I roll forward, back, left or right and I'm whacked with someones sword.
Is it possible to attack when down at all? I've never understood why some games let you be hit when you can't hit back. That'd be one of my philosphies if I had my own fighting game. The fight wouldn't stop when you fell over. You would be able to fight your way to your feet. |
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#251 |
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The only attack from the ground is Lexia's 'cry baby' thing. It being shockingly useful probably says a lot about your idea.
But pressing the attack on a downed opponent is a tenet of most 3D fighter wake-up games which makes knockdowns that much more important. Momentum after knockdowns can change a match, but you can regain control. The next time we lobby up I want to pay special attention to knockdowns between me and Khuntry. I'll try to be more clear about what's actually going on over the mic. |
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#252 |
Butt Stallion says hello
Posts: 1,792
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if you are Xiba and are on the ground, hit RB and he should do a spinaroonie thing that sweeps their legs
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#253 |
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That's another one. A very good one.
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#254 | |
"Steven, your fossa!"
Posts: 9,603
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Quote:
I guess it's because I prefer an aggressive approach to a defensive approach. Mostly it's because it would just feel fairer if there was no "Oh no, I'm completely vulnarable" situations. |
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#255 |
"Steven, your fossa!"
Posts: 9,603
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I watched Kalyxs replay vs the gold Astaroth player. I can't imagine the guy was happy with how the last round ended.
I've unlocked a ton of new armour peices and I'm currently into making various knights. I'm enjoying giving the knights character based on armour shape and colour, along with fighting style. For example I've made a cocky knight called Monroe. He has the Scoundral voice, Maxi's moves and wears a green armour with orange trim. I was trying to go for a "think's he's better than he actually is" vibe and I think I pulled it off. I gave him Maxi's moves and the scoundral voice which combines to give a cocky attitude, and the really ugly combo of colours gives off a vibe that he's un-coordinated and a bit lame. The weird helmet I gave him helps as well. I forget it's name but it looks vaguely like an eyeless anime octopus with a red/blue default colour. What's with the weapon trails? I'll pick a colour and get a brighter version. Black trails come out white, dark purple comes out pink etc. |
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#256 |
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Being that they're 'lit' effects you'll never get anything terribly dark. Black is grey and so on. A small price to pay for the option.
That Asty player was a flowchart dick and I was more than happy to dispatch him the way I did. |
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#257 |
"Steven, your fossa!"
Posts: 9,603
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They should probably have just had preset colours then, rather than letting is use the RGB slider. It seems a bit weird when I want my big bad guy character to have a dark purple streak which comes out pink. It's like he's evil but in touch with his female side.
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#258 |
"Steven, your fossa!"
Posts: 9,603
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I'm seeing some improvement in myself. I played through arcade as Algol and playing arcade/quick battle with a character using Patroklos style, I was able to pull of small combos. Just 4 or so hit's but it's an improvement, along with being more "in tune" with how the game works.
I think I'm starting to learn to "walk" where as before I was definitely at the "crawling" stage of my SCV development. |
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#259 |
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I'll see soon enough.
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#260 |
The Satanic Mechanic
Posts: 52,521
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God, I wish they'd release SC3 on Live/PSN with online play and a rebalance.
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#261 |
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So basically SC3's arcade edition? That never went home.
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#262 |
The Satanic Mechanic
Posts: 52,521
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Well, I mean the home version with that later rebalance... and that nasty save bug being fixed, that would be cool too.
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#263 |
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A few Tekkens had that issue. Glad they cleaned up on this generation.
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#264 |
"Steven, your fossa!"
Posts: 9,603
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Why does the game only allow the green repel moves to work at very specific times?
I'll do a move and my sheild will have that green glow for 2 seconds but it'll only repel in a very narrow half second of those 2 seconds. The glow should either be shorter or the move should repel anytime I'm attacked in that 2 seconds. The game seems to change the rules on blocking CE moves. Sometimes I'll do Patroklos style CE and the AI cannot block it, even if it is actively and clearly trying to. Then, other times, the AI can block it. The AI is doing nothing differently. On both occasions it is blocking while standing upright. I'm also not a fan of my CE meter being drained when I input the CE command yet it doesn't actually activate. I think I'd prefer it if the meter only drained when the move activated the camera zooming in. |
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#265 |
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I think you're talking about exclusive parries and not the one that cost meter, right? Here's the thing:
Some parry-moves only parry horizontal attacks, and some vertical attacks, and others both. Some parry low attacks (though no current character comes to mind, I'm just thinking of the series as a whole). Just like normal moves, parries vary in actual parry window. They can be hard to land but fairly useful and stylish. It's absolutely fine that the window is strict, trust me. Meter cost parries have larger windows and parry anything, take that as you will. Don't take what happens with AI as gospel for anything. Namco does strange things with AI that I won't get into here, but just don't worry about events in a match against the AI. You input CE and you get that effect at your feet, you activated it. The game doesn't concern itself with whether you did it safely or not, that's on you. The meter's for the opportunity, not landing it. All meter moves work the same way - whether you land it or not you spent the meter. |
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#266 |
The Satanic Mechanic
Posts: 52,521
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Yeah, AI in fighting ames in general tends to not be the way to guage a character. They will always be able to do shit you cant. Think of Guile's endless sonic booms in a few editions of SF2. I was all "am I really being fireball spammed by Guile right now?"
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#267 | ||
"Steven, your fossa!"
Posts: 9,603
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Quote:
Quote:
That's another thing I'd do if I had a fighting game. If you can't do something. The AI can't do it either. I always hated the way charge characters in SF could do moves instantly. It's just that the AI in SCV seems to change the rules all the time. Either a standing block stops my Patroklos CE or it doesn't. All I want is for the game to make up its mind one way or another. I'm trying to make a Harley Quinn costume for Tira. I might abandon it because I don't think you can do the colouring of the shoes sperately to make one red and one black. Same for gloves. It also ruins it that I have to settle for a purpley red for her body because firey red seems unavailable for stickers. The RGB starts at yellow for stickers for some reason. Probably some ridiculous attempt to stop people making "LOL n00d" characters. |
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#268 |
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All characters have certain moves that have 'EX' versions, by pressing ABK right after the attack (R Trigger if you didn't change your buttons). These pumped up moves can really help you lay down damage. Back+ABK is a universal parry that works like oldschool SC parrying. I don't recommend it, though - plenty of ways to parry or dodge that doesn't cost meter.
Fighting game AI, to me, is besides the point. |
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#269 |
"Steven, your fossa!"
Posts: 9,603
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I was just getting used to the "oldschool" parrying for SC1 on XBLA when I bought SCV so I could probably make use of it.
Fighting game AI should only be able to pull of actions a human can pull off and rules of the game shouldn't be changing. Imagin playing chess with an AI and the AI suddenly decides you can't move a certain peice a certain way even though you could move the exact same peice the last time. Or if the AI decided one of it's peices could move illegally and it be ok just because it was an AI. I'm sure we wouldn't be as accepting of it as we are of this kind of thing in fighting games. The same thing happened with Mario Kart on the SNES. Loved it as a kid but, when I played it last year, I saw the AI racers drove through obstacles and it completely ruined the fun. I felt it took away the "game" element. I've reached level 53 so no more creation parts to unlock ![]() ![]() |
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#270 |
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It seems you should stop playing AI in games meant for people to play each other?
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#271 |
"Steven, your fossa!"
Posts: 9,603
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AI is my only option a lot of the time. Very few of my friends are into games and the ones that are are still pretty "lightweight" and would prefer either to just watch or play something more laid back like The Sims or Saints Row 3 or whatever.
I don't think I'm asking too much of the developers, though. |
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#272 |
The Satanic Mechanic
Posts: 52,521
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Fighting game AI just doesn't "feel right". Dunno how to put it right now. The only fighter I can think of that had excellent AI (in terms of mimicking real people) was Tekken 5: DR. The dojo mode had various dojos with different members. Each member is based on real players from the Japanese arcades and it shows. Sometimes dojos will have 2 guys who use the same character but the play style and skill level are different. And I say skill level because it's not just a difference in how hard your opposition is, but in the moves that get used as well. Higher ranked members of the dojo tend to also use moves that have difficult inputs, while lower ranked guys stick to the basics.
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#273 |
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Peep my latest replay upload; a Nightmare mirror-match that ended with a brutal wall combo that made me feel kinda dirty.
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#274 |
"Steven, your fossa!"
Posts: 9,603
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How do I get Violas sphere to come back? After a while it just decides it would rather sit this round out.
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#275 |
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Viola has two main modes: With Ball, and Without Ball. Her normals change between these modes (without the ball she's short range with trap options, with ball she has more range but longer recovery between attacks).
There's a specific command that always returns her ball after certain moves. I don't know it, but she has a system to it. Check out her move list and find the pattern of commands. |
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#276 |
The Satanic Mechanic
Posts: 52,521
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Use that training mode. SC's training mode is traditionally fantastic.
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#277 |
"Steven, your fossa!"
Posts: 9,603
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I keep meaning to use it but I never do. I should probably get around to that.
If anyone fancies beating up my created characters, I might be online in a bit. |
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#278 |
The Satanic Mechanic
Posts: 52,521
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Too baked to play, gonna be on Netfix
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#279 |
Hey Mister!
Posts: 54,952
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Can't seem to really get into this for some reason.
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#280 |
"Steven, your fossa!"
Posts: 9,603
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I'm still sub standard at it but I'm enjoying it for the creation. I can't see myself being at the level I was at for SSFIV.
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