Original message (3342 Views )
| Replies: |
Iggy 5445th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):Rumor : SS AW" , posted Tue 11 Jan 17:34
quote: Yea, I like the game how it is too... maybe if they update the graphics more people will play it but...
If they indeed asked Yuki, I'll guess we will have something amongst the lines of Supisupe without the gore, with AW graphics, which doesn't bother me because Yuki's dotters are good (the original sprites of SS0 and Mizuki were better than recent KOF sprites in my opinion). I guess they won't really redraw the sprites, just add more frames of animation / add more colors / redo some stances / maybe make them with a better resolution. Well, it's not hard to update 8 years old sprites.
What I wonder is "when this game will be supposed to happen" and "who will appear". If the game is set after Yuga, then will Shiki and Asura come back even though they disappear after Yuga's death ? Of all the new characters from SS0, only Gedô, Yumeji,396 and Yoshitora are alive (ah, and Rera and Rasetsumaru), will they make a magical come back "we weren't there between SS1 and Polysamu 2, but don't mind it" ? Or will they remake an existing story, like "SSS with better graphics and SS0's system" or "Polysamu in 2D" ? And will they reuse Asura and Shiki's sprites ?
Hum.
Or my scapulomancy skills are all wrong, and SNKP will be shitting the game, and we won't ever hear of the series anymore.
「とにかく、それは愛のムチよ。 愛しいXXX先生は君を愛弟子として愛するがゆえの厳しさよ」だって。
|
Saiki 146th Post
Regular Customer
| "Re(5):Rumor : SS AW" , posted Tue 11 Jan 17:47
quote: What I wonder is "when this game will be supposed to happen" and "who will appear". If the game is set after Yuga, then will Shiki and Asura come back even though they disappear after Yuga's death ? Of all the new characters from SS0, only Gedô, Yumeji,396 and Yoshitora are alive (ah, and Rera and Rasetsumaru), will they make a magical come back "we weren't there between SS1 and Polysamu 2, but don't mind it" ? Or will they remake an existing story, like "SSS with better graphics and SS0's system" or "Polysamu in 2D" ? And will they reuse Asura and Shiki's sprites ?
If it's after Yuga, then Ukyo is dead too. And Rimururu is frozen in ice for 20 years And Nako is also sealed away........
|
Iggy 5460th Post
Platinum Carpet V.I.P- Board Master
| "Re(9):Rumor : SS AW" , posted Wed 12 Jan 03:47:
quote: Well, Oboro sealed Nako and Rimu after Yuga. So unless Yuki plans on completely ignoring the future SS, the 2 sisters cant be in.
Nobody would resent them if they ignore the PS game.
,,、-‐''"  ̄ ̄ ̄ ̄ ̄ `゙`''ヽ、 ,、'" /\ `゙ヽ、 / // \ \ / 厶-/-/ \-|\-、、 、 \ // イ'/// / \| \ヽ ヽ ヽ / / // /___ ___ヽ_ \ヽヽ トヽ\ / ,イ // ,,z====ュ ,z===ッ、,ヽヘト、 |\! \ // | ハ / '´ 、、、、 、、、、 ` |-ヽ | ヽ / /|/ヽ,| ' レ'^、ト、 ゙、 / { ゙i ┌─────┐ | | ゙、 / ゙i | |/ | レ' / ', / \, | | | | / ゙, ./ ーヘ | | /-< i ,' / \ ヽ / / \ | | ,、-'" \ \ / / ゙ヽ、 | | ,,、-'" ゙''-、,,_ ゙'ー‐'" _,,,、-''" ゙''-、 | ー‐''" |`゙'ー─‐‐''"| ゙'ー‐' ┌┤ ├┐ / i'" ゙'i \ -''" ヽ / ヽ
「とにかく、それは愛のムチよ。 愛しいXXX先生は君を愛弟子として愛するがゆえの厳しさよ」だって。
[this message was edited by Iggy on Wed 12 Jan 04:09] |
Nate 406th Post
Gold Customer
| "Re(4):Rumor : SS AW" , posted Wed 12 Jan 17:23
quote:
Where do I start...
Keep in mind these are things that personally irk me and as always, the other 90% of the populous probably have no gripes about any of these.
Unified POW Specials Command
Never understood why this had to be done in the first place. I only had problems with a few of the old commands.
Anti-defensive techniques
I really wish this series would adopt a guard drop system. The defense breaking throws aren't cutting it; especially when SNK keeps making them more useless against the cpu with each new game. Speaking of which...
Throws
Why is it so hard to make a SS game where you don't screw up and a get a throw instead of the move you really want?!
This was never a problem for me back in SS 1-2.
Double Jump Shortcut
Something about seeing Gaira and Kusaregedo jumping twice without any recovery animation in between jumps that just seems unnatural.
Dash, Stop, Dash, Stop, Dash, Stop,...
Could we try making a SS game where this doesn't equal unbeatable rushdown game. Some lag on a dash would be nice.
I actually agree with you on most if not all of these. I've definitely witnessed most of them.
The POW special command I don't mind so much now as I did when it was implemented in SSIV. It had a much more annoying motion then, making it a lot harder to pull them off, at least for me. I think the only problem I had with individual motions was some of the ones in SSII, where I didn't do them fast enough and would end up throwing out a special with huge lag, like as Cham Cham.
What exactly was wrong with the guard destroyer system in SSV that they had to stop it? I didn't find it too abusive.
Do you mean you want regular throws back? Because I wouldn't mind Charlotte getting her oh so stylish regular throw back rather than having to hit with that stupid slide before it.
Eh, the jump issue...consider how high/fast characters can normally jump in a fighting game. Besides, if they had recovery time from jumping, how would they be able to fight against Gaoh without taking lots of chip damage or worse?
Only certain characters can pull off the dash, stop, dash, stop, though. Some actually do have a bit of lag.
THIS IS DWARF INVASION!
|
YeldellGW 433th Post
Gold Customer
| "Re(5):Rumor : SS AW" , posted Thu 13 Jan 04:59
quote: I don't understand.
The only means of dealing with constant shelling is either a top down attack or the throws. No guard drop system like KOF or Chaos were one's guard is broken from blocking too much.
quote:
I could answer something really mean, but I will just say you could try a little harder.
There's some things all the trying in the world won't fix. I've sucked with throws before tech hits/escapes and that other stuff was implemented. And I'll continue to suck at them now that that stuff's being implemented. It's a weakness I've gotten use to by now.
quote:
I don't think I've ever seen Gaira of Gedô jumping twice. And as the lack of animation is general for a game with 8 years old sprites who weren't well animated in the first place.
Seems you've misunderstood. In SS 4 there was a shortcut introduced that if you were to hit up forward or up away prior to actually landing from a jump, your character would jump again, by passing their normal landing animation; which wasn't that lengthy to begin with.
quote:
I don't understand. Are you talking of the footwork of Amakusa in Musôken?
The cpu in genereal.
quote:
What exactly was wrong with the guard destroyer system in SSV that they had to stop it? I didn't find it too abusive.
Do you mean you want regular throws back? Because I wouldn't mind Charlotte getting her oh so stylish regular throw back rather than having to hit with that stupid slide before it.
I want a SS game where I do an attack when I'm close and get the attack, not the throw due to overlaping commands. In SS 3-5 f+kick was also your throw and that would usually come out instead of the kick if you were too close. In Special, the throw command was changed to C+D so that problem would be fixed, but now comes a new problem. Whenever I go for a point blank range POW Special, I end up getting the throw instead (Quarter circle motions in general seem harder for me to pull off in Special for some reason.).
I had a similar problem with Cammy and Chun-Li's close Roundhouse kicks in SSF2. If any opponent were relatively close, I get their close roundhouse kick when I hit the button; even though the enemy wasn't close enough to get hit by it instead of the normal standing roundhouse kick. Appears that was carried over intact for the anniversay edition.
I wouldn't object to having the old throws back either...
quote:
Only certain characters can pull off the dash, stop, dash, stop, though. Some actually do have a bit of lag.
Must be a cpu thing cause I've yet to see any of that lag. And seeing Kusaregedo zip across the screen as if he was Rimururu's size is beyond believable.
I didn't bother to list the broken damage parameters because I filed it in the lost cause department.
I'm just waiting to hear someone say how they were killed or killed someone with just one hit in a SS game. My quickest kill use to be with Genjuro with 3 hits in SS 2.
Now it's Mizuki in Special with a mere 2 hits.
|
Iggy 5470th Post
Platinum Carpet V.I.P- Board Master
| "Re(6):Rumor : SS AW" , posted Thu 13 Jan 05:30
quote: I didn't bother to list the broken damage parameters because I filed it in the lost cause department.
Well, really, if you want a game with less damage... Play another game. SS is all about being able to reverse the situation with only one strong slash. The games where they changed it (Kôrin or the Polysamu, as you can see with the 2D Shiki) felt weird. Samurai Combination go home ! SSS or SS0 are anyways less ridiculous than a KOF where a single jump D or crouching A can lead to a 60% or an infinite at worst... The only difference is Haomaru's strong slash takes less time, looks less ridiculous and more importantly is harder to land.
quote: The only means of dealing with constant shelling is either a top down attack or the throws. No guard drop system like KOF or Chaos were one's guard is broken from blocking too much.
It wouldn't work with the kenki system of SS0/Spe. You would waste all your gauge in no time to land only a hit with an empty gauge. Beside, SS is a counter game, and SS0 pushed it further this way with the Kenki gauge. Beside, in SupiSupe, the nerving of the mu no kyôchi prevents it to be used as a way to breack the guard of the opponent. But the reason why it doesn't turn in a turtling fest is because of the dammage. Even with 40% of your life, you can die in one hit, but so can the opponent. Beside what the apparences may tell, it's a very aggressive game, which is why characters that have a hard time to breack the opponent's guard (like Gaô for example) are not too weak.
quote: I'm just waiting to hear someone say how they were killed or killed someone with just one hit in a SS game.
Are you kidding ! I'm sure every character in SS0/Spe has at least a 100% move against Mina in ikaribakuhatsu and full kenki gauge.
「とにかく、それは愛のムチよ。 愛しいXXX先生は君を愛弟子として愛するがゆえの厳しさよ」だって。
|
Baines 20th Post
New Customer
| "Re(6):Rumor : SS AW" , posted Fri 14 Jan 10:19
quote:
I'm just waiting to hear someone say how they were killed or killed someone with just one hit in a SS game. My quickest kill use to be with Genjuro with 3 hits in SS 2.
Now it's Mizuki in Special with a mere 2 hits.
Don't remember the number of hits, just the number of separate moves (which is what really matters).
(2 moves) SS2 Genjuro standing AB for ~60% plus chance of dizzy, followed by standing AB if the dizzy happened. You deserved that damage if you were actually hit by the move. I've done it and seen it done.
(1 move) SS3 Amakusa 100% special. Lost to this one once, and have seen it done to someone else. Didn't bother me, I earned that loss. It isn't easy to get, and is less annoying that lower damage things that some other characters can do.
(2 grabs) SS1 Nakoruru unarmed AB throw. The mashing throws didn't have damage caps, and Nak could get at least 50%. (SS2 cut damage for humans, making it much less effective.) I'd lose my weapon on purpose to land it, particularly since many people thought unarmed meant "harmless" and would open themselves.
(1 grab or was it the special?) Seen CPU Gen-An get 90% on his wannabe-blender throw, and another player said he'd seen the CPU get 100%. Humans couldn't get that kind of damage.
But that was what the game was about. Knowing how to play made a big difference, but it wasn't a matter of knowing the best 4 to 20 move combo strings. It was knowing the individual moves, and realizing that any opponent could turn a match around if you relaxed too much.
|
Toxico 4002th Post
Platinum Carpet V.I.P- Board Master
| "Big damage on SS game??" , posted Fri 14 Jan 11:47:
Well, since I'm hardcore enough I have seen many of them.
SS 2 -> Haohmaru's standing AB 95% damage against CPU galford, against human I have made somthing like 70% damage.
Notes -> Haouhmaru slash has several damage output but it depends on the 'distance', when the enemy in the perfect distance you see the miracle happens; sounds easy but it is not. At worst distance the attack does 1% damage and leaves you open.
SS 4 -> Sogetsu, throw the enemy with back + C, far standing C, B, DM -> 75% damage.
Notes -> Issues like this is what makes Korin an awful game, by throwing the enemy you can from 50% damage to 100% damage with many characters.
others: Jubei cornered, throw the enemy at your back, close standing C, crouching B, Qcf + A, up + C. -> more than 40% damage. - The set up sounds weird, but since the enemy is trying to escape the corner you'll see this happen, a lot.
Sogetsu MAX pow bar, then do upc + slash in a bloquing enemy then repeat until they drop dead, adjust yourself to the distance and you can wack them. If the enemy gets hits by the move you can continue the infinite.
- Yes, an infinite with the enemy blocking, the only way of escaping is that sogetsu doesn't do the move at all. One of the reasons of why sogetsu is among the 2 more powerful characters of the game.
I won't bother with the combos, but others character with infinite combos are:
Shizumaru, Genjuro, Nakoruru.
Characters with 'seudo' infinites strategies cheap damagee/pressure tactics are:
Kyoshiro, Tam Tam, Hanzo, Galford, Haohmaru, Kazuki and more than I would care to remember. ;P
See??? He is a God...
[this message was edited by Toxico on Fri 14 Jan 12:12] |
Mosquiton 1489th Post
Red Carpet Executive Member
| "Re(4):Re(10):Rumor : SS AW" , posted Fri 14 Jan 13:20
quote: And if that's how Asura plays then hot dam... I saw that one lance coming out of the ground move in the trailer too. Oh and the arrow move. Asura morphs his sword in to other weapons.. for example, a huge scythe, a battle axe, a bow, that "lance that pops out of the ground", etc. He has a fun counter move where he turns it in to a shield, and when you hit him, a bunch of long spikes pop out of it and impale the opponent.
Yeah, I'm super-psyched about playing Asura... I would hate it if he turned into something like CvS2 Kyosuke being a completely new character and all, but that probably isn't likely.
/ / /
|
YeldellGW 434th Post
Gold Customer
| "Re(5):Re(10):Rumor : SS AW" , posted Fri 14 Jan 16:18
quote: And IMO it suck!!! I'm more for the forward+button it's 100 time easier, SFZ3 and SF3rd are the only games were I extremely rarely use thrown, because of this. when in some game like KOF, MOTW it's so easy to make...
Depends on the game. In Chaos, the 2 buttons throws weren't too bad until you come across Dragon Punch wins against everything Violent Ken and company (Especially when you're cornered.)
For the most part it's just another idea that makes landing throws harder (Not that some of us could land them that easily in the first place.). :eyes:
quote: Also I think that they shouldn't re-use many characters, so then in 5 months we can get a supisupe2. XD
Amen to that. This series is overdue for another SS 3 style roster facelift.
I've been pondering who should stay and who should go for the next game for some time...
Now that I think about it, I do remember to some other insane kills.
SS 1:
My best friend used Haohmaru and I was using Tam Tam and he dazed me with a jumping AB slash, standing AB slash combo. Then he repeated the combo, which resulted in a re-dizzy. Then another re-dizzy. And another...
Cpu Jubei's doulble hit close AB slash on Nako was the same way, as was Hanzo's piledriver.
God! Nako and Tam Tam had such piss poor defense back then.
Thinking back to that, I don't miss dizzies quite so much now.
SS 2:
Cpu Sieger's AB slash after blocking Genjuro's qcf+slash x3 move. Wiped out my life bar (Only had 75% of my life at the time.). Probably the reason why I only do two of the three slashes when I play SS 2 now.
Haohmaru's low AB slash, super secret move (Thank god for the invincible angry animation.).
SS 3:
Just check Personna's combo vid. About the only thing missing from it were Slash Haohmaru's infinite and Shizumaru's cross up combo involving his POW Special.
Between the new throw and running behind your foe, I don't know which broke the game more.
Oh yeah, can't forget about pre-round positioning. By far the worst addition.
SS 4:
Only thing that comes to mind is Sogetsu's Jumping C slash, ducking C slash combo; which wiped out the top life bar of my best friend's Galford.
SS 5:
I started 2 player game just to check the damage of Haohmaru's hcb, f+AB move and it completely killed the 2nd player.
But I don't think that really should count considering it wasn't an actual game that was played.
SS 5S:
Mizuki's low AB slash and ground portal move on Jubei (I think.)
Cpu Haohmaru repels an slash and counters with hcb, f+AB (Somehow, something tells me I got royally screwed on that one.).
And for the WTF department:
One AB slash and he's completely enraged Enja...
quote: (2 grabs) SS1 Nakoruru unarmed AB throw. The mashing throws didn't have damage caps, and Nak could get at least 50%. (SS2 cut damage for humans, making it much less effective.) I'd lose my weapon on purpose to land it, particularly since many people thought unarmed meant "harmless" and would open themselves
Forgot about Nako's old punch hold. Use to use that one myself back in the day.
quote: (1 grab or was it the special?) Seen CPU Gen-An get 90% on his wannabe-blender throw, and another player said he'd seen the CPU get 100%. Humans couldn't get that kind of damage.
Don't remind me. It's the whole reason I hated that freak; along with his jumping B and AB slashes where he does a circular slash. I don't think I ever got a hit through those.
|
Iggy 5490th Post
Platinum Carpet V.I.P- Board Master
| "Re(7):Re(10):Rumor : SS AW" , posted Fri 14 Jan 17:27
About infinites and bugs, I remember this amusing infinite of Genjurô in Musôken where you made a move (standing AB?) cancelecd with concentration, then back into the move... Eh. Also, SS0's unarmed Jubei was one of the strongest opponents in the game. His counter could wipe our more than 80% of your life (but it was a bug).
quote: every chara's meter fills at different rates, and Enja is shitty enough as it is, he needs at least A bone (not like his super really is one, anyway...)
plus it fits with his personality. I think Kazuki filled at a 300% rate and Enja at a 600% ? Or maybe Kazuki 180% (the maximum of anyone except those two) and Enja 300%. Either way, the difference with the rest in so great it's funny.
DAMN ! I want a Supisupe mook.
quote: Oh, and because of all of this Asura talk, I might make a few new vids with him. Stay tuned!
Hooray !!!
「とにかく、それは愛のムチよ。 愛しいXXX先生は君を愛弟子として愛するがゆえの厳しさよ」だって。
|
Iggy 5513th Post
Platinum Carpet V.I.P- Board Master
| "Re(10):Re(10):Rumor : SS AW" , posted Thu 20 Jan 03:11
quote: Hahaan definitely deserves a spot over Galford. I don't find her to be a horrible stereotype and her fighting style's fun, so why get rid of her?
Well, since she was fired twice (in Musôken then in Polysamu), I guess they think she doesn't belong to the universe anymore(more Japan-centered). Same for Tamtam and Chamcham ? I don't know, really. I don't really like Charlotte because of the poking... I have trouble to see exactly where her moves hit, she has extremely strong normals but for some reason it doesn't come clear to me... On the other hand, the game is so full of lovable characters I don't really try hard with her.
quote: Why exactly is Galford popular? He's so boring to play as.
I don't think he is. It's really only all the "one character model- two characters" with Hanzô, I think. I mean, in SS0, they made his weaker than his DOG. His zetsumei ôgi is nearly a joke in this aspect. Plus, his aborted love story with Nako makes me think even the original creators didn't like him that much. I kinda liked the rasetsu version, though...
Another character I find boring as hell is Jubei. I hope they won't port him over in SSAW.
「とにかく、それは愛のムチよ。 愛しいXXX先生は君を愛弟子として愛するがゆえの厳しさよ」だって。
|
Nate 413th Post
Gold Customer
| "Re(2):Re(10):Re(10):Rumor : SS AW" , posted Thu 20 Jan 03:25
quote:
Well, since she was fired twice (in Musôken then in Polysamu), I guess they think she doesn't belong to the universe anymore(more Japan-centered). Same for Tamtam and Chamcham ? I don't know, really. I don't really like Charlotte because of the poking... I have trouble to see exactly where her moves hit, she has extremely strong normals but for some reason it doesn't come clear to me... On the other hand, the game is so full of lovable characters I don't really try hard with her.
They put her in one of the NGPC games based on the PolySamu games, at least. But yes, I suppose she just doesn't fit anymore. They threw out all the non-Japanese characters after Jigokuhen. Pretty much anyone who didn't use some kind of blade, too. Gaira being the exception to that rule. Bastards. I WANT MY HAHAAN.
quote:
I don't think he is. It's really only all the "one character model- two characters" with Hanzô, I think. I mean, in SS0, they made his weaker than his DOG. His zetsumei ôgi is nearly a joke in this aspect. Plus, his aborted love story with Nako makes me think even the original creators didn't like him that much. I kinda liked the rasetsu version, though...
Didn't his bukitobashi (is that the word? I forget) in PolySamu also have him only able to cheer Poppy on while the attack hit? His Rasetsu version was much cooler, if only because he didn't have to rely on Poppy.
quote:
Another character I find boring as hell is Jubei. I hope they won't port him over in SSAW.
Jubei's Rasetsu version in Kourin was pretty good, if maybe a little too damaging with the counters...not that they were easy to time all the time. He's pretty boring overall, though, yes. Plus, you can block in between some of his double hit normals. What's the point of that? It hurts him.
THIS IS DWARF INVASION!
|
|
|