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shadowbringer

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  1. shadowbringer

    Aquapazza: Aqua+ Dream Match

    are these Chizuru combos still valid? (namely, the ones that she can combo into an assist and then her Splash Art, and then preferably her Splash Art ender -- which seems to do lower than average damage but ignores damage scaling -- even if you have to use different assists than the ones from the video; btw is she special cancelling her 2C and 5C? is she jump cancelling her 5BC too? or does she just have faster frames during her SA?)
  2. shadowbringer

    Nitroplus Blasterz: Heroines Infinite Duel

    I wish you lived near me (edit: south america, Brazil), or vice-versa, in times like this, thinking of people nearby to play this game with, this is the sound that comes to my mind
  3. shadowbringer

    Koihime Musou (2D fighting game)

    seems that the link has expired, can you please make another?
  4. shadowbringer

    Nitroplus Blasterz: Heroines Infinite Duel

    I can ignore people calling AquaPazza "WaterPizza", but AquaPlazza.. makes me wonder "how do you even misspell AP as that?", and "are you doing this on purpose?" @ yuuki konno (can't quote your post somehow, will reply here to avoid doing a second post right after this one) besides Heart, I haven't had any previous contact with the other characters' source material (somehow, while most people might be afraid of "Fear Of Missing Out", I'm more afraid of having spent time in a (anime/manga) series that ends up being a disappointment, as this could be considered a waste of effort and time, so I feel that I should delay starting looking forward to marathoning something, until I decide it's worth the time and effort; this has led to me having a lot of stuff that I didn't even start to read/watch -- I'm not even familiar with Visual Novels/LNs, which imho would further decrease my available time, and my expectation for having enough time to read/watch manga/anime is already low -- despite having heard of them), yet I had a lot of fun playing the majority of the cast, they had a lot of variety between themselves (the same thing happened in AquaPazza, where I also didn't have any previous familiarity with its characters yet they were fun to play and had varied playstyles) both in NPB and AP (and to some extent, in KoF 98), it feels to me that I could random select my characters and still do well (and that sticking to one character -- or team, in the case of KoF -- gives me the feeling that I also want to play the other characters), of course against advanced enough players (in any game), "still do well" won't be enough, but even if I lose, playing lots of characters is fun (and also helps me not get bored with one character)
  5. shadowbringer

    Nitroplus Blasterz: Heroines Infinite Duel

    AquaPazza's console version is a port of the latest arcade version, same with AH3LM (not to be mistaken with AH3LMSS); both of them had rebalances on their arcade versions prior to their console releases (none of the two had console-only characters, so I think that it's possible that heart/homura/sonico and maybe other characters/assists get some rebalance after some test period in consoles and arcades, if deemed necessary)
  6. shadowbringer

    Nitroplus Blasterz: Heroines Infinite Duel

    some more Heart information - j4B whiffs against crouching Mora (haven't tested against other characters yet), so even if you can start combos with 2D jB j4B on a standing character, the j4B would (probably) whiff on a crouching one - jC and jE combo more easily from 2D than jB - Heart's Lethal Blaze's 3rd level (the screen zooms in slightly with each level of rotation, during the startup of her LB) doesn't whiff against crouching Mora - it seems hard to me to find meterless combos from max range 2A (and moves that reach farther than it) - it's possible to link jB into 2C but it's timing is difficult - it's also possible to link jump-ins into 2a 6a, but (like 2C) the opponent has to be close enough - homing jE (and sometimes jC) require some distance as Heart might reach the ground during their startup - it's harder to land jump-ins through airdashes in NPB than it is for her in AH3 - apparently, her homing's availability is based on her height, and since there's not much difference between the startups of jumps against high jumps, it seems preferrable to use high jumps if you're trying to use homing after a jump cancel (and from there, use either jA or jB) - 421C can cross crouching Mora (would like to test it against a knocked down one, because the 421x moves have a noticeable recovery, which wouldn't be much of an issue on oki or with enough frame advantage) - tk 214C can cross opponents, however its practicality (like crossup 421C) haven't been tested; apparently has less recovery than 421C - 5C has slightly less range than f5B (against Mora, this can be tested by restarting the training stage -- press Select --, doing 2C 2C 2C, then 5C 5C 5C 5C 5C; from there, one f5B or two 5Cs will hit Mora) - 2A (starter) will always combo into 5C, even at max range - f5B prorates the combo differently from 5B (the more preferrable attack), similarly to 2B - some combos might whiff with the opponent on the corner, especially air DPs, air DP supers, and j214AB, because Heart is pushed further away from the opponent - combos that follow from 236AB's wallbounce depend on how close/far away Heart is from the opposite corner - I need to replace some combos that start from 2D jB j4B with ones that don't use j4B; I haven't realized that j4B whiffs against crouching Mora by the time I did them - combos that end in Variable Rush (A) are better suited for long combos, damage-wise (at least better than Variable Rush (B) or (C) are) and now some combos - 0 gauge - 2A 6A jc jB j4B djc djB djC djD djB djE dj623A = 4275 - 5B 2C (delay) jB j4B djc djB djC djD djB djE (dj623B) = 5844 (6480) - 2B 2C (delay) jB j4B djc djB djC djD djB djE (dj623B) = 5239 (5827) - (throw) D 5B jc jB j4B djc djB djC djD djB djE = 4419 - (throw) D 5B jc jB j4B djc djB djC djD djB dj4B dj623B = 4766 - 1 gauge - 2A 5C 236B 236AB jB j4B djc djB djE = 5554 - (corner) 2A 5C 236B 236AB 6A hjc hjB hj4B hjE = 5829 - 2D jB j4B (land) 5B 236A 236AB jB djc djB djE = 5943 - (corner) 2D jB j4B 5B 5C 2E 236A 236AB 6A hjc hjB hj4B hjE = 6298 - jD jB (land) 5B/f5B 5C 236AB jB djc djB djE = 6005/5668 - jC (land) 5B/f5B 5C 236AB jB jE = 6223/5908 - jE (land) 5B/f5B 5C 236AB jB jE = 5734/5453 - 5B 2C (delay) jB j4B djc djB djC djD djB djE dj623B (2 hits) dj623AB = 8080 - 2 gauges - 5BB 5C 236AB ABC 5BB jc jB j4B djc djB djC djD djB djE dj623B (2 hits) dj623AB = 9291 - 5B 2C (delay) jB j4B djc djB djC djD djB djE dj623B (2 hits) dj214AB ABC (step) 2C hjc hjB hj4B hj623AB = 9563 - 2D jB j4B (land) 5B 5C 236B 236AB ABC 5B jc jB j4B djc djB djC djD djB djE dj623B (2 hits) dj623AB/dj214AB = 8151/7801 - 2D jB j4B (land) 5B 5C 236B 236AB ABC (5A*) 5B jc jB j4B djc djB djC djD djB djE dj623B (2 hits) dj214AB = 7801 (/7841) (* use 5A if the opponent is cornered) - (corner) 5BB 236AB 2C hjc hjA hjB hjC hjD hjB hj4B hj623AB = 9058 - 3 gauges - 2D jB j4B (land) 5B 5C 236A 236AB CE (A) = 9206 - 2D jB j4B (land) 5B 5C 236B 236AB ABC 5B jc jB j4B djc djB djC djD djB djE dj623B (2 hits) dj214AB (land) 236AB = 9301 - (corner) 2D jB j4B (land) 5B 5C 236B 236AB ABC 5B jc jB j4B djc djB djC djD djB djC dj214AB (land) 236AB = 9151 - 236AB CE (A) = 10097 - 236A/236B/236C 236AB CE (A) = 10268/10468/10668 (236C on corner only) - (corner) 5B 2C (delay) jB j4B djc djB djC djD djB djE djABC (land) 5B(B*) jc jB j4B djc djB djC dj8D djB djC dj214AB (land) CE (A) = 11399 (11459) (*the timing for landing the second B is strict, omitting it is more practical) edit: - seems like it's easier to manually do 8214C than actually trying to tk the j214C
  7. shadowbringer

    Aquapazza: Aqua+ Dream Match

    haven't played AP in a while (nor do I do much research on it), so I'll brainstorm a little (without regard to optimal partners) - Chizuru (confirm the BC overhead into D BC, BC, BC... can also confirm 66C overhead into D 66C 66C 66C...) - Morgan (the 214A could cross the opponent, never tested that combination's practicality though) - Oboro (I'm just guessing that you could try to lower the opponent's emotion with 5ABAB... while fishing for 6BC guard cancels, or trying to reset pressure with jC crossup after a light attack) - Konomi (same as Oboro, the idea would be to try to reset pressure with hyper hop or try to frametrap; haven't tested either Konomi or Oboro, though) - Arawn (since he has long normals -- jB, 5C.. -- you could try to pressure your opponent and gain meter, and force the opponent to 6BC guard cancel, at least I think this could work better than using Sasara for that purpose.. however you could be antiaired too -- some antiairs are air blockable, some aren't good against crossups..)
  8. shadowbringer

    Nitroplus Blasterz: Heroines Infinite Duel

    some Heart combos (all tested against Mora): - 1 meter 5B 2C (delay) jB j4B djc djB djC djD djB djE dj623B dj623AB = 7876 damage 5BB 5C 2E 236A ABC (step) 5BB jc jB j4B djc djB djC djD djB djE dj623B dj623AB = 8158 damage (corner) 5BB 5C 2E 236A ABC (step) 5BB jc jB j4B djc djB djC djD djB djC dj623AB = 7974 damage (corner) 5B 2C (delay) jB j4B djc djB djC djD djB djE djABC (land) 5B jc jB j4B djc djB djC djD djB djC dj623AB = 8526 damage - 2 meters 5B 2C (delay) jB j4B djc djB djC djD djB djE dj623B dj214AB ABC (land) 623AB = 9626 damage [1] (corner) 5BB 5C 2E 236A 236AB ABC (step) 5B jc jB j4B djc djB djC djD djB djC dj 623AB = 9112 damage notes: [1] I didn't try to get more hits after landing and before the 623AB, so far will try to find more combos later
  9. shadowbringer

    Nitroplus Blasterz: Heroines Infinite Duel

    the console version's site ( http://nitroplus_blasterz.marv.jp/ ) says that the download version will be 5990 yen, there's something here ( http://nitroplus_blasterz.marv.jp/dlc/ ) saying about heart and homura being available for free (?) for a limited time, not sure about it though..
  10. shadowbringer

    Koihime Musou (2D fighting game)

    does anyone know if the game will have cross-play between PS3 and PS4?
  11. shadowbringer

    Aquapazza: Aqua+ Dream Match

    Rugal Bernstein (from The King of Fighters series) has the move called God Press (0:57 of this video: https://www.youtube.com/watch?v=urSduEXpODs), in the video it gets blocked by Kyo, but if it's not blocked, Rugal presses the victim against the wall, like Tamaki's super (but doesn't do any follow ups after that)
  12. shadowbringer

    Aquapazza: Aqua+ Dream Match

    I would like to help but I haven't played the game enough or have suggestions that wouldn't negatively affect the balance of the game.. I'll try anyways. would like to see more characters and assists though (maybe this could help alleviate the problem of certain characters having few viable assist options or decrease the ratio of non-viable ones? or is it just me focusing too much on countering the opponent character+assist), and an overall faster pace (I'm okay with Konomi and Oboro's speed, not saying that they should be made even faster, or that the others need to have as much speed as them), maybe that would make Manaka's 214214ab harder to do as an antiair, and Konomi get near Sasara a bit more easily (not counting assists, I didn't have an idea of one which would work, too afraid of getting someone like Satsuki hit before she starts shooting), those two would then need some buffs to compensate for that, not sure though. Heard that some of Riannon's normals are (depending on the matchup, which I don't know tbh) unsafe on block (probably unless super-canceled, but I doubt that her mp regeneration allows her to make her poking safe). Lastly, maybe more specials per character would increase the amount of options for the attacking side to choose from, and the defender to watch out for (as well as defensive options as needed), without making the game too difficult to learn (one thing I liked about the KoF series was the diversity of specials), and then balance them in revisions.
  13. shadowbringer

    [LM] Online Matchmaking

    if anyone from south america wants to play with me, feel free to add me (psn id: shadowbringer616), my available times are quite a mess, but I'll try to put more time at the ps3.
  14. shadowbringer

    Aquapazza: Aqua+ Dream Match

    adding to what others have said about Karulau - poke 5b can combo into 2c (not sure about 66a) - 66a is faster than 2c at neutral (don't know if 214b is better to hit crouchers or not, though) - 66b and 66c aren't special cancellable, and are unsafe - 66a counterhit combos into 623a (which in turn combos into 2b 214b 214214ab, the super may not combo at the corner; don't remember if non-counterhit 623a launches the opponent high enough for 2141236ab into non-otg 2141236ab) - there's a yuki combo (forgot the inputs) that allows her to end the combo with 2c 214214ab - j2141236ab has a slightly better recovery than 2141236ab
  15. shadowbringer

    Aquapazza: Aqua+ Dream Match

    some cents (opinions; feel free to criticize them): Manaka also has another (situational but still dangerous) "reversal", her Splash Art, if the (unaware) opponent is near point-blank and attacks her, leading to a trade Oboro has a (relatively) good jB for air-to-air, his j214x can have some uses (punishes, movement, getting to the ground faster), has one reversal (236236AB), though it does give a lot of meter to the opponent if it hits, not sure if his 214214AB can be used for initiating pressure, but his 5A 5B 5A (repeat) string seems good enough for meter building and emotion (don't know if 5A can be used as a frame trap, I normally stop the string with 5A to try a cross up jC, or with 5C which should be safe); haven't messed around much with his BC and his counter moves. Has anyone been successful with trying to guard break opponents as Manaka?
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