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ivanchu77

Nitroplus Blasterz: Heroines Infinite Duel

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Interesting or not, they still deserve to be translated.

Following partner characters added:

- Tsunemori Akane: Dominator (from PSYCHO-PASS)

- Amy: Messenger (from Suisei no Gargantia)

- Yoguruma Mugen: Fist of Yog-Sothoth (from D.Y.N. Freaks)

Color palettes:

- Each main character receives additional palettes (5 each).

Bug fixes:

Escape Action:

- Fixed a bug that didn't allow you to input it as a reversal.

Vanishing Guard:

- Fixed a bug that sometimes didn't make you throw-invulnerable on block.

- The time stop is now re-applied when you block melee attacks while holding down Vanishing Guard.

- It is now impossible to special-cancel Vanishing Guard on start-up in mid-air.

Counter Raid:

- Fixed a bug that increased your power gauge on hit or block.

Other system changes:

- Fixed some camera issues.

- Fixed some issues with time stop.

Ein:

- 2E: fixed a bug that made Ein go in standing hitstun rather than crouching hitstun when damaged.

- Colt Python (236AB): fixed a few offensive parameter values.

- GEPARD-M1 (236236BC): fixed a bug that caused KO during the sniping.

Al:

- Variable Rush (CE): the enemy's position now syncs properly on first hit. Fixed a bug that allowed you to cancel some routes.

Saya:

- Aerial dodge (j.D): fixed a bug that made Saya's projectile invincibility shorter than of other characters.

Ignis:

- 2E: fixed a bug that made Ignis go in standing hitstun rather than crouching hitstun when damaged.

- Assassination: Black Arrow ((j.)421A/B): fixed the time period after which you can re-apply the wire. Fixed the behavior on B version's hit.

- Various supers, Lethal Blaze: fixed the bug that didn't allow you to press buttons simultaneously.

- Slaugher: Khazad-dûm ((j.)421AB): fixed the bug on activation during Ignis's time stop that messed up the timing of giving you back the controls. Fixed the time stop on the wire activation.

- Most Noble Blade "Anor" (236236BC): fixed a few offensive parameter values.

Anna:

2E: fixed a bug that made Anna go in standing hitstun rather than crouching hitstun when damaged.

Sansei Muramasa:

2E: fixed a bug that made Muramasa go in standing hitstun rather than crouching hitstun when damaged.

Manual Down (421AB): fixed a bug that made you recover no health sometimes.

Franco il Nero:

- It's Showtime, Let's Kill'em!: fixed a few offensive parameter values.

Althea:

- Blade of War Axe: fixed a few offensive parameter values.

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It's not an overhaul, it does consist of mostly bug fixes and some add-ons without any balance changes.

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There are a lot of problems with the game at the moment. Examu was pushed by fans to release the game early (at least I got to play!) and a lot of people are basically saying that we're playing a beta. That's not really a bad thing, but I was expecting some more drastic changes to occur. When dumb things happen people in the arcades were like "it's a beta after all". It's kind of a bad look when you see a bunch of empty squares on character select. Since I'm very partial to Aquapazza, I was expecting similar polish.

 

The biggest problem I have is how powerful assists are. In general you'll be able to use an assist 1-4 times per match with no meter exchange involved. You can use them in the air, on the ground, in combos without much problem. It lets you win the neutral game and assist management ends up being "do I want to win neutral or do bigass damage with my assist". Two assists let you have the option of doing both. Having assists take meter on cancel would still be a great idea in my mind. Hopefully the balance is better on assist choice though. It's to the point where Alushia was on every team and lets you easy confirm into your level 3 (thank you for the nerf at least) from any confirm with any character. 

 

Another problem I have is how retarded bursts are. Offensive bursts sealing off an opponent's burst is a hilarious mechanic where if you win neutral, you're guaranteed to be eating a 10k+ combo after midmatch. Most people will save their bursts at the 1.5~3 meter mark to avoid this combo or to prepare this combo. It's pretty frustrating to be winning a ton of neutral with a lot of resources only to get your blast sealed and die in one combo because you made one mistake in the latter half of a match. 

 

The thing about this game that set it apart from the others is the EFZ/Blitzkampf hybrid-like shield. It is really interesting but it ends up being a coin flip neutral at point blank range. Will he cancel his normal into shield or not? It's worth to note that unlike EFZ's RG, you can punish a 2A on its recovery with a shield if they try to 2A again.

 

I believe Examu was trying to make the game more accessible to the lower leveled players while trying to strike a balance with complexity, but I think the complexity is washed away by how overbearing the game mechanics turned out to be. Not to say it's not a fun game. Dengeki Bunko is a fun game that also has a share of problems. But it feels like the start of the match is just foreplay to reach a point where you'll just wreck someone after any conversion. With the way damage and meter gain (fastest in any Examu game!) is handled, there's little reason not to hold your meter until you get your level 3 combo. It shouldn't be a surprise that my favorite part of the match is when there aren't any assists available with 0 meter available...

 

Just my input on how I hope the game moves towards.

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In terms of presentation, yeah they could have left the blank squares out. That definitely was a pretty bad design choice.

 

As for the other complaints, a lot of them can be said about anything. Sealing off bursts is nothing new to fighting games (Supers, Overdrive, etc). And due to Nitroplus Blasterz having so many variables and movement options at neutral, there is a huge sacrifice involved with calling an assist just for an attempt to gain offense. Shielding defense is prevented by grabbing and mixups (you have to choose between high and low shield). You also can use staggers and jump cancels to help see / react to the shielding animation. 

 

Every other valid complaint you had is in agreement with my last post (which is that damage needs to be adjusted). I think the game is fun, but to each their own.

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Okay, pretty much finished the important parts of the sections for this game on my forums (Did Aquapazza first but managed to finish both today). I'll start on Yatagarasu next after I get some sleep.

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It's pretty frustrating to be winning a ton of neutral with a lot of resources only to get your blast sealed and die in one combo because you made one mistake in the latter half of a match. 

 

If there's one thing I noticed, this is it. At this point, it doesn't really matter who you pick because neutral is mostly irrelevant with the big damage that everybody can do.

It was a good read; it certainly provides a better understanding of the game now, & hope it moves foward as well. Still fun looking, but I like playing characters, not assists lol.

 

Okay, pretty much finished the important parts of the sections for this game on my forums (Did Aquapazza first but managed to finish both today). I'll start on Yatagarasu next after I get some sleep.

 

The site is shaping up nicely. Last time I checked there wasn't the forum art on the homepage, but it really brightens things up!

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Everyone missed it, but Examu had another stream today, mostly dedicated to the new update:

http://live.nicovideo.jp/watch/lv221985623

As usual, a short summary of the new stuff:

- Amy is similar to Natsumi in that she goes across the screen and then back after a short delay. However, she does it in the air and travels three times in total. If she hits you (or if you block her), she falls off her glider and doesn't do any more attacks. The height is fixed for the second and third flights, going right over the heads of standing characters, but her first flight starts right above you when you call her.

- Akane changes her attack depending on the amount of opponent's health. Most of the time, she shoots a Paralyzer, a laser projectile that crumples on hit and gives the opponent a speed debuff. If their health is orange or red, she shoots an Eliminator, which straight-up kills them (so I assume it gets a damage buff; they didn't do that good of a job showing it properly, using her with a sliver of health left). Both attacks can be crouched under.

- Mugen distorts space in two circular areas on the screen around opponent's position (note that the circles are bound to the screen, not the background, so they move around along with the characters). After a short delay, those areas go black, blowing the opponent away if they're inside of them. There is a small area covered by both circles, so it can hit twice. Both hits also guard crush, so it can be an unblockable one-two punch or just give you an opening.

- They only showed the new palettes for Saya and Muramasa. I didn't recognize the Muramasa ones, but Saya got an Angelica palette.

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Yeah, I saw the twit about the stream only after it's already ended... they could post a link earlier than this, damn.

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It lets you win the neutral game and assist management ends up being "do I want to win neutral or do bigass damage with my assist".

My current beef. 

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That's much quicker than Aquapazza . . . and that freightens me, as I'm afraid we won't be getting the definitive or best version of the game. But I guess Nitro+ just wants to cash in on their IP ASAP .v.

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That's much quicker than Aquapazza . . . and that freightens me, as I'm afraid we won't be getting the definitive or best version of the game. But I guess Nitro+ just wants to cash in on their IP ASAP .v.

I'm a big fan of full priced fanservice fighters with almost no content. :lol:

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Playable Sonico confusion comes back with vengeance! I think I could've lived with her being playable if she were announced that way from the very beginning, even if that would mean that the roster has one character who cannot fight at all (not even in Ruili's "well maybe it runs in the family" way). But by announcing her to be playable before they even released her Assist version makes a lot of her aspects very weird. Let's say that her Assist turns out to be quite good; will I be able to use it on consoles? If I am, can I use it along with the playable Sonico? Does that mean that the other Assist characters can become playable in the future, as well?

Ugh. In any case, I'm glad that we're getting more playable characters, and still hope that there is a chance for Ichijou, Hikaru and Noko.

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The scans (and the web article) are out:

https://twitter.com/Kurushii/status/606130306677149698/photo/1

https://twitter.com/Kurushii/status/606130368039763968/photo/1

http://www.famitsu.com/news/201506/04080055.html

A few new facts, though it's nothing too interesting:

- Marvelous is publishing the game;

- The console OP is going to be performed by Sonico and her band;

- The game is barely half-done at the moment.

At least Sonico's in her title screen outfit, making her different enough from her Assist version.

And, uh, that Muramasa looks more risque than ever, which is a big achievement for a porn game character.

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Arc system isn't publishing this?  I guess it's time to pray for decent netcode  :gonk:

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Arc system not doing it is a good thing too if any one would be nice enough to rip the sprites from it Arc is well known for stopping rippers from releasing rips from there games.

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- The game is barely half-done at the moment.

By that you mean the arcade version or the console version?

And I guess we should thank Santa for that Muramasa pose. BTW as far as I remember Nitro+Royale art was actually one of the first Tsuji Santa's works, right? So it looks like they're making a homage to that by making him do the posters again.

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I mean that the scans say 55%. I assume they mean the console version, since the arcade version is already released (even if there are lots of updates down the line).

I don't think that pose was Santa's call, and even if it was, it's not like other artists have the moral high ground (Namaniku himself draws lewd Muramasa all the time). But yeah, I think Nitro Royale was Santa's first "big" work, as his first VN work was Sumaga. And I guess he designed Sonico, but she was relatively unknown back in 2007.

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as his first VN work was Sumaga.

Nah, his first VN was Chibi Mama that was co-developed by Nitroplus. Also there's Dra+Koi too which was released before Sumaga.

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