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atdsutm

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    atdsutm#1216
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  1. atdsutm

    Tekken Tag 2

    SO MUCH CONTENT IN THIS GAME PROBABLY THE BEST TEKKEN EVER TO DATE!!!!!!
  2. [13:34] <@MrWizard> more i play persona [13:34] <@MrWizard> more its not a good game [13:34] <@MrWizard> lol [13:37] <@MrWizard> how about no push block or some mechanic other than burst [13:37] <@MrWizard> to get people off of you [13:38] <@MrWizard> how about ultras [13:38] <@MrWizard> how about cheap ass unblockable moves [13:38] <@MrWizard> how about weeaboo central [13:38] <@MrWizard> game is garbagola! [13:48] <@MrWizard> love having to block for 10 sec [13:48] <@MrWizard> and cant do anything about it! [13:48] <@MrWizard> great game! [13:50] <@MrWizard> love midstrings and they juwst go overhead [13:51] <@MrWizard> such a good game! [13:56] <@MrWizard> im fine with blocking [13:56] <@MrWizard> but when they are on me [13:56] <@MrWizard> and go to a 2 frame overhead [13:56] <@MrWizard> its a bad game 17:28 MrWizard its easy mode 17:28 MrWizard its got comeback ultras 17:28 MrWizard unblockable s*** 17:29 L-Knight its easy mode, but youre dying to mythical 2f overheads? 17:29 MrWizard who said im dying? 17:29 MrWizard stop putting words in my mouth 17:29 MrWizard k thx you re**** 17:29 L-Knight youre saying stuff that doesnt make sense 17:29 L-Knight about a system you dont understand 17:29 L-Knight you sound hella dumb tbh 17:30 *** DaFeetLee joined #capcom 17:30 --- MrWizard has banned *!*lk@************.cmdnnj.fios.verizon.net 17:30 *** L-Knight was kicked by MrWizard (tell me how my **** tastes) [08:38:03] (@MrWizard) yeah p4a is fun [08:38:07] (@MrWizard) just not good =( [08:39:09] (YayaJason) In all seriousness though, are you honestly banning somebody like LK over something so trivial? [08:39:17] (YayaJason) Not telling you how to do your job, but jeeze [08:39:33] •• Channel Mode(s): MrWizard sets mode(s) (+b *!*@**********) [08:39:33] •• This [*!*@**********] ban affects: [YayaJason] [08:39:39] •• Kick: YayaJason was kicked by MrWizard (LOL!) [08:41:06] • Topic Change: MrWizard sets the topic to: RIP! [08:41:41] (@MrWizard) now let me go back to spamming my unblockable supers [08:41:44] (@MrWizard) with teddie i also heard that chrisG is complain about rushdown and having to block in the corner for 10 secs. i think ive heard this somewhere before
  3. http://www.4gamer.net/games/178/G017851/20120807066/
  4. exactly what i was about to say. anyways have you guys tried persona 4 arena as well
  5. calling BB "corner traps" shows that you really havent played BB at all.
  6. yeah, they are rebalancing kliff and justice.
  7. Overall changes: - Game engine now has 4 frames of inherent lag due to 720p output on modern arcade boards/consoles. - Health bar is now green when full, and changes and stays at orange when you take any damage. - Combo counter now shows which hit was techable for black beat combos. - Stun/stagger meter added below the joystick waggling icon, shows how much stun is left. - Slashback has longer hitstop (was 2F) which makes it more realistic to SB multi-hit moves (eg. Dark Angel). - Slashback failure penalty changed - instead of being unable to block for 30F, guard guage increases instead. - Doing an IB in the air causes a "Guard Clean" (?) A.B,A: - Goku Moroha mode: damage up, damage penalty from hits landed reduced, longer duration, more powerful overall. - 236D FB fireball in Moroha or Goku Moroha: more hits, travel distance increased. - 5H now gatlings to 2H. - 5H now vacuums in on second hit, has slower startup, cannot be comboed from far 5S. - Moroha mode gauge moved to be above tension gauge. - Now has 4 bloodpacks, up from 3. - Can't do double Keygrab anymore. Anji Mito: - 6HS: FRC changed to be just before the move hits. - FB On (623D): New FB, FRC possible right after the move hits, not possible to combo after (yet). - 2H, 6H new gatling, combos on crouching hit only. - 6H is now special cancellable. - FB Butterfly (236D) travels farther. - K Stomp (214K) causes a smaller ground bounce. - Fuujin (236S/H) has shorter untechable time. - 3S cancel is easier. - Close 5S increases the guard gauge more. - 3K no longer floats opponent. Axl: - P, 2P, 6K, 2S, 2HS, jump 6P, jump S: you now hold the button to get the 2nd hit of each move. - Raieisageki (63214H): FRC removed. - FB Kyokusageki added, 4 (charge) 6 D, has vacuum effect. Combos after 5H, but not after 2D. - 5P-6K is now possible as a gatling. - Axl Bomber no longer hits overhead. - 623P counter on CH causes a different wall bounce. - Rensengeki followup upwards (charge 4, 6S, then up) hitbox modified, can combo from CH trades. - Close 5S looks different. Baiken: - Youshijin: new command is 623P, not possible as guard cancel anymore but only as a normal special move. - Zakuro: Return of the "wheel counter" from GGX / EX mode, command is 214P while guarding. Seems very fast, but not possible to combo afterwards. - Suzuran (run): now possible to do guard cancels during the last part of the animation. Recovery time seems longer. - Tatami (236K): hits twice, knockdown on second hit. Wall bounce on first hit. - Air Tatami (j.236K): Hits twice; if you hit with it below the opponent, 2nd hit whiffs and you can continue to combo. Knocks down in a down-forward direction unless wall is close, then it wallbounces. - j.D FRC has changed. Bridget: - 6K: now possible to cancel on hit into yoyo or any special move. - FB Roger Rush (236D): is now homing towards the enemy, causes wall stick. Chipp Zanuff: - FB Alpha Blade: New FB, command is D at the end of 236P (similar to Alpha Plus), causes wall stick. - FB Beta Blade: New FB, command is 623D, does two uppercuts: first one does 1 hit, second one does 3 hits. - FB Gamma Blade (41236D): new FB, holds opponent longer than normal Gamma Blade. Dizzy: - New FB version of Spear (421D), 3 homing blades. - K fish and followup bites 3 times. - Fish laser (214S) causes wall stick. - Text above tension bar (BIT NG) indicates if it's not possible to summon fish. Eddie: - FB Exhaustion (236D): Possible to recover eddie gauge over the normal limit with this move, command changed to 214D. Adds another full Eddie gauge, ~46 frames total. Only recovers gauge if the shadow gauge is onscreen. Is cancellable. - Executor (first hit) causes extra long knockdown state. - Shadow gauge moved above tension bar. - Shadow gauge seems to remain on screen, even when full, for some time. First level of bar is blue, second level (when charged with FB EXhaustion) is purple. - FB Drill Special (22D) has longer recovery; cannot combo 5P after -D- + 22D unblockable. - Nobiru (Shadow S) no longer hits sliding opponents, possible hitbox change. - Damned Fang (623S command throw): Possible FRC removal or timing change. - Shadow gauge refill is slower, both on unsummon and if shadow is hit. - Unblockables still work as usual. - 6P and Shadow Gallery nerfed (?) Faust: - FB door added, D after 214K. - New thrown items: konbu (eatable, recovers HP) and dumbbell (high stun, causes knockdown). - Coin item can now hit while bouncing on the ground. - 5K CH doesn't knock the enemy away anymore. - Pan item now hits 1 screen away. I-No: - FB Note (214D): New FB, FRC possible right after startup, sends 2 notes (one up, one across). - Can now airdash twice. - Horizontal Chemical Love causes wall bounce. Jam: - Can do the powered up versions of kick specials directly (using D) if you have the power up cards, no need to perform as followups anymore. - FB Charge (22D): Now gives one card of each. - 6H no longer wall sticks, causes knockdown instead. - FB Puffball no longer wall sticks, causes knockdown instead. Possibly slower startup. Johnny: - Coin (214H): New move, coin is thrown upwards with same trajectory as ground throw. Is not an overhead. Causes knockdown on air hit. - j.236236H: New overdrive, looks similar to EX Johnny's. - Divine Transport (623S) trajectory changed. - Diving Blade changed(?). - Mist (214P) is released quicker. - Can double jump after a super jump (?). Justice: - Is intended to be balanced / tourney legal. - Is no longer able to ground dash, triple jump, or triple airdash. - N.B. (missiles): command changed from 421 + button to 22 + button, added P, K and D version, possible to roman cancel each of them. - Detonation of N.B.: command changed from P to whatever button you used to trigger the move. - Strike Back Tail: command changed from 412K to 623K. - Michael Blade (41236H): S version added, now possible airborne. - Gamma ray: FRC added, timing is right after the first hit. - Forcebreak 236D now causes wall bounce instead of wall stick. - Valkyrie Arc (236P, counter stance) doesn't work on lows. Kliff Undersn: - Is intended to be balanced / tourney legal. - Sword vault (214K): FRC now possible just before the move hits. - Dodge (214P): has new FB D followup, instant stun, Kliff has long 'coughing' recovery animation. - 5K: Now launches. - 2H: Now ground bounces, now gatlings to 5H. - 6H can now be charged, does more damage. Special/super cancel removed. - Reflex Roar (236236S): Now causes wall stick instead of wall bounce. Ky Kiske: - New move 3HS: Same as the old 6H pre-AC. - New move, S raging Javelin: New S followup after vapor thrust, causes wall stick. - Lightning (222HS): FRC now possible just after the move hits. - FB Greed Sever (214D): new FB, 28 frame startup, causes ground bounce. - Lightning Sphere 214D followup after charged stun edge: command changed to 4D after CSE. - Charge Drive (236D~214D~46D) now wall sticks. - FB Lightning Orb (236D~D) sucks opponent down more when it hits an aerial opponent. May: - 41236D: New FB version of dolphin summon, appears behind opponent. - Now possible to followup vertical and horizontal dolphin with Restive Rolling (623S and 623H). - Dolphin level for 41236+ button appears above tension gauge. - Overhead Kiss (63214K command grab): Startup: 5F -> ~30F, May now runs forward during startup, looks the same as running animation. - Close 5S, 5H gatling on airborne opponent no longer works. Millia Rage: - New j.2H: return of the old jump H from pre-Slash. Is harder to combo into. - j.236D: FRC point added ~8-9F after input. - FB Secret Garden: New FB, command is 214D, ~76F total recovery. - FB Longinus (214S~D): now causes wall stick instead of sliding. - Harder to combo after throws. - j.K-j.D no longer combos, possibly due to slower j.D. - FB Disc (236D) has longer recovery, disc now disappears if Millia is hit during the move (previously only disappeared if she was hit within first 3F). - j.D causes ground slide if they touch the ground (?), previously caused slide only on CH. - Additional time added before you can retrieve Pin (j.214S/H). Order Sol: - Charge gauge: When using a move the gauge depletes slower. - Dragon Install Sakkai (632146S): Tension cost became 50% instead of 100%. - Lvl 2 Blockhead Buster (236P) now causes wall stick instead of stagger. - Lvl 2 Bandit Revolver (236K) now causes sliding instead of knockdown, has longer startup. - Air Lvl 2 Bandit Revolver (j.236K) untechable time decreased, no longer knocks down after air combos. - Lvl 2 Rock It doesn't cause ground bounce, knocks down now. - Lvl 1 and Lvl 3 specials are still the same. - 2D apparently has shorter range. - Can (still) dodge Slide Head with FD. Potemkin: - Slide Head: FRC added right after the earthquake comes out, possible to combo after. - Slide head causes groundbounce instead of knockdown, enemy enters normal OTG state after, full combos no longer possible unless you FRC. - Hammerfall (Charge 4,6 S(?)): FRC timing is later. - FB Judge Gauntlet (63214D): P followup added, cancels the animation of judge gauntlet. - 6H causes wall bounce. - j.S causes knockdown on air CH, otherwise knocks down. - Megafist (236P, 214P) causes knock down. Robo-Ky: - 623H: Now possible airborne, FRC possible just as the ground version. - 2H missile: Now comes back down towards opponent after a while. - 2S: Hits twice and launches when heat gauge is over 80%. - Currently has a bug that crashes the game if you do 2H missile the moment he overheats. Slayer: - Undertow: FRC added right before hit and causes ground bounce. - Bite: command changed from 63214H to 632146H. - New move, HS Dandy step (214H), Is like S Dandy Step but goes farther (about 2/3 of screen). - New move, FB Dandy step (214D). - 5H causes sliding now instead of stagger, still possible to do 5H into Pile Bunker. - 2H now causes stagger now instead of launch, still combos into BBU. - 2S has faster startup. - 2D has a little more recovery. Sol Badguy: - Fafnir (41236H): return of the old tensionless fafnir, possible to special cancel into. Combos from far S CH, 5H, and 2D. Does not have the old FRC timing. - FB Fafnir (41236D): possible to special cancel into, combos from 2D, causes sliding on Clean Hit. - Tyrant Rave (fafnir followup after H or D fafnir): command changed to 64D from 46D. - FB Sidewinder (j.236D): New move, always has Clean Hit property. Seems to have a really good hitbox. - Bandit Bringer: Clean hit property added. - 214K (airborne) during Dragon Install: new move. Same animation as VV followup kick, has flames, hits overhead, causes groundbounce. Can be looped, has minimum height requirement. Testament: - Hitomi (tree): command changed to 623S, can be done with 236S(?) - Zeinest (web): command changed to 623H, can be done with 236H(?) - Ruft Warrant: New move, command is 22 P or K. Doesn't hit, is only a warp. - New FB phantom soul: command is 236D, tracks opponent. - EXE beast - Can be held to hit after it is summoned. Can summon one while the other is charging. Both have FRCs Can still be done instantly, does 2 hits total. - 6K hitbox appears to be smaller. - Bad Lands range decreased, untechable time is apparently shorter, Bad Lands can no longer be looped. Venom: - 5Sc now gatlings into 6H. - FB stinger aim: no longer freezes balls in place, balls pushed with this move can now bounce several times on the floor and screen borders. - FB carcass raid: same as above. - 6P no longer gatlings into 6H. - 6H has faster startup. Zappa: - j.236H (sword mode): FRC now possible right after landing, now knocks enemy up on hit for followup combos. - Darkness Anthem (236S, Raoh mode): now possible airborne. - Last Edguy (214S, Raoh mode): now possible airborne. - Icons added above tension bar for each summon. - 632146H gives one orb per hit, maximum of 4 orbs. - Smaller chance to summon Dog (?) - When Dog gets hit in neutral state, he sleeps. - Sword 2H stays in place for a bit after the animation.
  8. because it has to be HD to be playable? is guilty gear still big in america? i heard that US and SRK loves guilty gear, but i dont see them being active with it or even put it in EVO
  9. http://shoryuken.com...egins-june-2-3/ Guilty Gear Accent Core plus R note that this is not a port ITS A FUCKING NEW GAME THAT IS BEING REBALANCED
  10. atdsutm

    Divekick

    http://www.youtube.com/watch?v=rU8n9tGCmwY&feature=related i should have posted this video first http://wiki.mizuumi.net/w/Divekick
  11. atdsutm

    Divekick

    http://www.youtube.com/watch?v=YRua4Vek2sk&feature=related http://www.youtube.com/watch?v=heenWdYYhg0&feature=related
  12. http://www.groubal.com/twisted-metal-dlc-from-eat-sleep-play-and-sony/#sign pls sign
  13. Also another good news is about the TUS system which the patch changes are only done server side. So that means they could tweak it faster without passing patches to Sony QA and all of the other complications and hassles of bringing a patch to a game. Although some of the changes for me are too big and drastic, i think this is because Jaffe knows it can be easily tweak on a whim.
  14. Latest patch just arrived awhile ago -Targeting system has improved Crimson Fury -Special regen rate faster to 32 seconds (40 before) -Freeze breakaway improved by 57% Kamikaze -Special regen rate faster to 38 seconds (40 before) Roadkill -HP increase to 175 (160 before) -Special regen rate faster to 30 seconds (40 before) Juggernaut -HP decrease to 550 (700 before) Talon -Energy regen decrease to 42 seconds (33 seconds before) -Megagun tracking nerf Sweettooth -Megagun tracking nerf while in flight mode Reaper -Damage increase of Stage 2 RPG to 60 at outer blast radius (45 before) -Damage increase of Stage 2 RPG to 120 at inner blast radius (80 before) NUKE: STATUE HIT XP CURRENT: 75XP CHANGE TO 100XP CHANGE TO: Still not feeling satisfying/pay off-y enough JUNKYARD DOG-MORE XP FOR HEALING TEAMMATES CURRENT: Handful of current numbers but the just is they are too low in our opinion and thus don't motivate players to use the 'healing class' aspect of Junkyard Dog in team games. We feel these numbers will change that while making sure JYD doesn't become over powered in terms of XP. Weap - Bonuses - Team Death Match CHANGES: Player Given: 5xp Upon Healing: first 20%HP and 5XP for every successive 20%HP (multiple vehicles can be healed at the same time for bigger XP bonus) Weap - Bonuses - Team HUNTED Player Given 5XP for healing 20%HP of teammate. Player Given: 20XP for healing first and every following 20% of TEAM'S HUNTED. Weap - Bonuses - Nuke Player Given 5XP for healing 20%HP of teammate. Player Given 20XP for healing first and every following 20%HP of TeamMate Carrying Faction Leader. Weap - Bonuses - Team Last Man Standing Player Given 10XP for healing 20%HP of teammate. WINNING A GAME OF NUKE XP CURRENT: 100XP CHANGE TO: 600XP REASON: Nuke games not played enough and many folks online say that the 30 min time limit that yields tiny XP for most players is the reason. Here's the exchange between Bill and I that brought us to agree on this number: the all caps part is copied pasted in Jaffe's blog. as some changes are tweaked in the final patch version. Jaffe also specifically responded to my calling and Roadkill was buffed. If I didnt post anything, he might had missed Roadkill in the patch. He stated that the changes can be immediately tweak since its server side and could possibly be changes on monday base on feedback. Although i think Roadkill is a "little" bit strong, but the megagun nerf and other changes are incredibly good and spot on. ============================================ He also stated that, he is currenly requesting to Sony to release a multiplayer game version that only costs $10 to play the game online, just as KILLZONE 3 had a multiplayer-only version sold. IF ONLY NAMCOBANDAI LISTENS TO PEOPLE LIKE THIS FUCKING DUDE!!!!!!!!!!!!!!!!!
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