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CHAZumaru 39th Post
Rare Customer
| "crappy translation GET" , posted Wed 19 Jan 03:50:
quote:
Tnx man… But where did you read all of that? Dimps helding a beta test or something?
Yes, there was a loketest at Ikebukuro GIGO.
Hmmm Iggy hasn't show up, I guess he's too busy with the beginning of sales in department stores this week. I'll try to translate news as accurately as possible, but remember my japanese is quite crappy.
- As usual it will take time to understand how to make new comers effective characters. Cheryl is a lolicon character. She is very weak and must avoid close combat. Projectile and earial chara. Looks low-tier as of now.
- Mito has a wooden sword (medium to long reach), different stances and he seems to have no CA. He can change stances during a combo and seems to be the most appreciated new character but for some reasons seems quite unfinished yet.
- Bazuu has very strong one-hit moves, he can guard crush easily and doesn't rely much on combos.
- Rad (Lad?) is hard to grasp and/because not many people played with him. His commands look pretty unconventional. He has a tackle move that only hits high and allows combos. His specificity is to accumulate a heat gauge which improves damage. Apparently something annoying happens when the gauge reaches 100% (auto special move, I think).
- One of the new characters (Bazuu maybe ?) is reminiscent of a character from Hokuto no Ken, he has a Mohican and reminds players characters like Blanka and Busuzima (from Bloody Roar 2 if I remember correctly ?), although is isn't precised whether this is just design-wise or also gameplay-wise.
- I don't remember what the "boost type" system was in the first game (or maybe is it a new feature ?) but it plays an important part into making most characters effective in TRF2. [edit: from what I get it seems to be indeed a new feature, or at least totally revamped] [edit2: OK the "boost type" is actually the new system accessible with LP+LK that I was mentioning in my previous post]
- There's either a new system or a new version of the system called "Aerial Impact" which punishes you dramatically if used carelessly.
- Zen has been toned down.
- Viren has a new aerial technique called "Salamander Flair Bomb" (236+P in mid-air) implying a throw and the usage of bombs.
- There are new color layouts for characters depending on the button pressed. The torn clothing graphical effect isn't satisfying.
There are much more details, especially on character moves, but because of my lack of experience with the first one and my crappy japanese I am afraid to translate them wrong and tell you something inaccurate.
[this message was edited by CHAZumaru on Wed 19 Jan 06:04] |
Iggy 5510th Post
Platinum Carpet V.I.P- Board Master
| "Re(1):crappy translation GET" , posted Wed 19 Jan 18:27:
quote: Hmmm Iggy hasn't show up, I guess he's too busy with the beginning of sales in department stores this week.
Actually, I was eprouving de la joie by taking an extreme training course of wearing 20kg of food while eating 10 kg of clothes in the night, the wind, and the rain. Excuse me if my hobbies are more interesting than yours.
Also, notice that I was never afraid to say anything inaccurate.
Bonus from the rocket thread: (I don't know shit about the original Fish, so I can't go in depth either) : - there are 2 energy gauges now (like in Musôken I think) LP+LK = boost drive. Both OA and DA gauges can hold up to 3 points. The dodge can be made in the air to evade ground moves. Also, the properties of the down evasion move have changed a lot.
A random button has been added (good!).
Viren's animations has been changed a bit (dash and LP at least) and has the salamander flare bomb. He's one of the only old characters to get new moves.
quote: - Mito has a wooden sword (medium to long reach), different stances and he seems to have no CA. He can change stances during a combo and seems to be the most appreciated new character but for some reasons seems quite unfinished yet.
More importantly, Mito seems to be a loli as well. (Shy, depressed emo-loli) Because of her range, she can't be countered after a blocked move if she's far enough. Her boost creates a heart that flies around her and can damage the opponent. She has 2 kamae; her default one has good normal moves but no rush combos. She has a very good projectile, a very bad shôryûken, and then an overhead move.
quote: - Bazuu has very strong one-hit moves, he can guard crush easily and doesn't rely much on combos.
He is huge and has huge hands. He can make rocks fall from the top of the screen, or set some rocks that can be destroyed by his attacks or the opponent's. His boost make the falling rocks go bigger.
quote: - Rad (Lad?) is hard to grasp and/because not many people played with him. His commands look pretty unconventional. He has a tackle move that only hits high and allows combos. His specificity is to accumulate a heat gauge which improves damage. Apparently something annoying happens when the gauge reaches 100% (auto special move, I think).
He has a hero-like personality, like Zen. When his heat gauge is high enough, you can push LP+SP to make stronger moves. He has a Burn Tackle-like move, followup possible, a move where some fireworks appear before him, and some rapid punch. His boost dive makes his original gauge MAXed.
Cheryl uses a thread. Her normal moves are short ranged. She has a normal projectile and another one that goes upward then bounces against the top of the screen. She has something like GGX's Venom (sets up to 4 balls on the screen). They can explode, or the threads move to the opponent, I don't quite get it. She also has something like that Whip move where she goes down from the top of the screen and kicks. Her boost allows her to use more threads.
Boost: Zen has shadows around him (Geneijin?) Viren: all his normal moves jolt Garnet and Kaya: the opponent's weak point appears (apparently, when you manage to hit the weak point, you make a lot more of damage and/or dizzy the opponent) Orviletan: Hyper armor Hikari: healing Void: the star finger becomes a projectile. That awful dwarf : can shots more projectiles. Alan: Original combo.
Also, 2 characters boxes are black (the bosses?)
Link
Edit : Please don't hit me, I'm just a cute little dog.
Edit 2 : also, those were extremely fashionable clothes. I'm not eating last year's fashion, mind you.
「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 19 Jan 23:14] |
Chupiler 892th Post
Red Carpet Regular Member++
| "TRF2" , posted Tue 25 Jan 16:41
......Ugh, swamped with work...
I can't believe I just found out about TRF2. Well, I read up on it, and will add what I have to offer.
New Systems (I'll skip Boost Types, since there's adequate info already)
Ground Recovery When down, or Allows you to move before getting up. Has invincibility. Cannot be done after being thrown or hit on the ground.
High Air Dodge In Air, Mid-air dodge. Your character will spin and fall straight down. You will not be able to attack until landing, so as of now, anti-anti-air and jump cancels are the main uses.
Impact Blow When a special move hits, (1 Offense stock) Prevents the opponent from using a Quick Recovery. I find this extremely useful as being comboed after landing an anti-air was a bit annoying.
Some corrections about some characters' Boost Type.
Zen - Is constantly in Kakon-Hou mode (the move) in this mode is a new move.
Aran - More closer to Yan's Seiei Enbu then SFZero's CC. Every hit hits twice.
Viren - I believe his attacks aren't entirely Jolt Attacks. Certain normal moves and lever moves are simply unblockable.
Presonally, I'm looking forward to this game. The additional stocks for both O and D meters and the change to 2 life bars will (I hope) speed up the pace of the game, which seemed to be a complaint in the first one.
Well... Back to slaving away. If I find time during the 2nd loca, I'll translate the reports... IF I FIND TIME. *sigh*
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