roly82 escribió:I G4M3 oV3R escribió:Pregunta de n00b, que ventajas tiene tener el modo sombra activado? ( Juego con Spinal)
Te refieres al instinto? En cualquier modo offline si seleccionas la lista de comandos y vas a la pestaña del instinto te lo explica. El de Spinal creo que te recarga las calaveras y eso te da la opcion de lanzar proyectiles aunque tampoco conozco mucho su utilidad.
Jorgti escribió:He visto la edición Combo Breaker a 15€ en mediamark, me la recomendáis??, en el online te empareja con gente de tu nivel o al azar??
Un saludo
oilyjarl escribió:Bueno hoy ya por fin veremos el teaser de omen y golem a ver como queda la versión final del primero...por cierto muy buenas las partidas con hellraiseralu el tio tiene nivel,a ver si otro día nos juntamos unos cuantos
Jorgti escribió:He visto la edición Combo Breaker a 15€ en mediamark, me la recomendáis??, en el online te empareja con gente de tu nivel o al azar??
Un saludo
oilyjarl escribió:Han publicado el video?hoy no lo vemos...
Hellraiser2 escribió:Pues si, la verdad que muy buenas partidas. Dentro de poco si seguis asi, yo y mi analogico nos quedaremos atras........pero no os va a ser tan facil
Bufff...que mala espina me da lo del trailer de Omen, se supone que salia esta tarde, luego que esta noche....y ahora no se si saldra o que. Claro que tampoco me extraña, porque segun lei ayer en el foro oficial, HOY por la mañana terminarian de meterle los ultimos ajustes y sonidos al trailer....vamos, que no lo tenian acabado...
Saludos
Ironalucard escribió:brutal pero esas pataditas a lo chunli se pueden mejorar parece un dummy el cabron pero de puta madre con ganas de pillarlo
diego777 escribió:Me encanta..... como tambien me disgusta ver como nadie nota que le pegan siempre a los personajes de la session 1.
Es asi nomas.
tratando de dejar en ridiculo lo obsoleto de los personajes de la anterioi session, ya es personal, es para mear y no tirar gota.
El resto , omen sigue siendo el de hace 15 dias, y el golem me encanta , pero no se como haran los agarres y ataques aereos, si es que orchid puede levantar semejante pedazo de bestia.
esta claro , hasta que no vea a grimmz y su jago perfecto vencer el golem no voy a estar feliz..
salu2
O Dae_soo escribió:30 de Enero......para los de la Ultra, y 5 Febrero para los de la Combo breaker edition....
Qué espabilaos, no?
Pero bueno, es gratis, pero qué cabrones!
Ironalucard escribió:ostia hell no nos vendria mal un art of fighting remake ee?jajajaja
roly82 escribió:O Dae_soo escribió:30 de Enero......para los de la Ultra, y 5 Febrero para los de la Combo breaker edition....
Qué espabilaos, no?
Pero bueno, es gratis, pero qué cabrones!
De gratis nada, si yo no tengo la 2 temporada no disfruto de Omen. Ni que tuvieran que ser todas las temporadas de 8 personajes.
roly82 escribió:O Dae_soo escribió:30 de Enero......para los de la Ultra, y 5 Febrero para los de la Combo breaker edition....
Qué espabilaos, no?
Pero bueno, es gratis, pero qué cabrones!
De gratis nada, si yo no tengo la 2 temporada no disfruto de Omen. Ni que tuvieran que ser todas las temporadas de 8 personajes.
josedavidqp escribió:ojala equilibren mas a maya, que la pobre es una mierda.
tengo ganas de que sea viernes ya, quiero a omen.
y quiero ver mas sobre el golem.
josedavidqp escribió:si pero es que le han quitado por lo que he leido un movimiento que era muy bueno.
no se a ver que dicen los expertos.
O Dae_soo escribió:josedavidqp escribió:si pero es que le han quitado por lo que he leido un movimiento que era muy bueno.
no se a ver que dicen los expertos.
Maya es mid tier, está muy equilibrada y es rushdown puro.
Puedes ver habitualmente por twitch a GamerLCD que es nivel 40 y da gusto verle. También Cdjr que es el que ganó el EVO2014 ya ha ganado un campeonatillo con ella.
La clave es no soltar las dagas en plan random, no levantarte con DP , salvo que sea el shadow y saber usar bien los frames traps (movimientos que te dejan en ventaja cuando los bloquean), y presionar, presionar...
SALUDOS
EDITO: ULTRA DE OMEN http://youtu.be/MsRapNc4od4
O Dae_soo escribió:@diego777 en los juegos de lucha frame trap (trampa de frames) es lo que parece, un golpe que en block te deja en positivo, es decir en ventaja para poder meter el siguiente antes que tu oponente. Te lo explico con un ejemplo:
-el atras puño medio de kanra te deja en +4 en block(creo) , con lo que si tu oponente lo bloquea,tubsiguiente golpe saldra 4 frames antes que el contrario. En KI el golpe normal mas rápido sale en 4 , asi que si buscas un golpe que salga en 5 o 6 frames saldra SIEMPRE antes que el del contrario, salvo que este use un movimiento con invincibilidad en sus primeros frames o un shadow que salga antes que el tuyo. En resumen esos golpes hay que respetarlos y cubrirse y no intentar meter tú un golpe despues de ellos.
Por eso son frame traps, te da la sensacion de que si te cubres podras atacar tu pero nada de eso.
Espero haberme explicado bien
esilvan escribió:En realidad lo de los frames ha sido así toda la vida. Es decir, tu cogías el ki de snes o arcade, ponias a un muñeco frente al otro y le dabas al puñetazo fuerte por ejemplo a la vez con ambos muñecos. Quien da a quien ? Los dos ? No. Solo golpea uno. Quien ? El que tenga el golpe que 'gasta' menos frames .
esilvan escribió:En realidad lo de los frames ha sido así toda la vida. Es decir, tu cogías el ki de snes o arcade, ponias a un muñeco frente al otro y le dabas al puñetazo fuerte por ejemplo a la vez con ambos muñecos. Quien da a quien ? Los dos ? No. Solo golpea uno. Quien ? El que tenga el golpe que 'gasta' menos frames .
oilyjarl escribió:Quién se apunta ahora a unas partidas?
esilvan escribió:Algún día me metere si chino. Es que me da un perezon increíble... De momento no hay un muñeco que me guste como para picarme con el... Además que lo veo tan machaquer que me da cósica, jajaja.
Al mk x le daré seguro. Este tengo la ultra edición esta comprada y le daré pero algo menos.
Nah mi problema con este juego es el sistema este de muñeco al mes , me parece un sistema horroroso para los juegos de lucha. Y creo que el sistema es el que mata el propio juego .
System Changes:
• White health healing rates will increase over time if you aren’t hit, letting you heal large amounts of white health faster if you play safely.
• If throws and projectiles/attacks hit on the same frame previously, the throw would take priority. Now, the projectile/attack will take priority. This should eliminate a number of inescapable setups on wakeup across most characters.
• Previously, when a combo ended with the opponent standing after a KO, there was 1 frame in which that character could still be hit and a new combo would start. This has been fixed, removing “deadbody” infinites from the game.
• Characters can now tech out during Blowout reactions if their opponent attempts a Counter Breaker.
• The window for performing an Auto Double after a jump in attack is now checked dynamically, so it should no longer be possible to perform a blocked Auto Double after a jump in. If it isn’t going to combo, you’ll get the neutral version of the button you pressed instead.
• Fixed a bug that caused character’s gravity values to get stuck when getting hit out of the start of their Counter Breaker attempt by an opponent’s projectile.
• You are no longer allowed to use Ultra Enders during a Grab animation, as this was breaking the attacker out of the animation while the reacting player just got slammed around.
• Fixed a bug that allowed players to perform unbreakable combos by canceling into shadow enders during an attack's hitstop. This may make some of your cancels hit a frame or two later than you are used to but was necessary to avoid unbreakable combos.
• Fixed a bug where non-comboed sequential wall splats resulted in a blowout.
• Fixed a bug where characters could not perform an Ultra following an Opener that started a combo.
• Fixed a bug where starting a combo with projectiles lead to not being able to perform and ultra.
Jago:
• If Jago completes one revolution of his Around the World auto double series, he generates a little bit of instinct meter for himself.
Sabrewulf:
• Fixed a bug where Shadow Eclipse was breakable as an ender following a manual.
Glacius:
• Fixed a bug preventing Shadow Hail projectiles from destroying themselves properly if Glacius used a Counter Breaker.
• Victims of Glacius’ throws are no longer vulnerable to attacks until after Glacius plays his throw damage event. This prevents a game crash that occurred if a projectile hit before Glacius did.
Thunder:
• Lowered vulnerable boxes on a number of moves to fix Thunder being able to jump out of Riptor’s Flame Carpet, or avoid its combos.
• Fixed a missing kara cancel window for Shadow Call of Earth.
• Fixed a bug where Thunder's enders were higher priority than shadow moves when canceling a manual attack.
Sadira:
• Fixed a bug that prevented Sadira from doing Linkers after Manuals if the combo was opened with an Instinct Web
• Fixed a bug that was preventing Sadira from attempting a counter breaker during the super freeze startup of Shadow Linker Blade Demon.
• Blade Demon moves had a bugged amount of hit-shake on block in some situations, causing some characters to vibrate out of control.
• Fixed a bug preventing players from inputting their next move as early as other characters during a heavy punch auto double.
Orchid:
• Lowered vulnerable boxes on a number of moves to fix Orchid being able to avoid Riptor’s Flame Carpet.
• Orchid now has collision when falling from her airthrow to make follow ups more consistent.
• Orchid can no longer summon Firecat when falling down from an air counter breaker, preventing a few safe counter breaker setups.
• Fixed a bug that was preventing Orchid from attempting a counter breaker during the super freeze startup of Shadow Linker Fire Cat.
Spinal:
• Fixed a bug that prevented Spinal from doing Linkers after Manuals if the combo was opened with a Heavy Searing Skull
Fulgore:
• Devastation Beam deals additional Potential Damage on hit. It also deals this Potential Damage on block! Devastating!
• During Instinct Mode, Fulgore can press HP+HK to perform a Reactor Charge, gaining 1 pip.
TJ Combo:
• Fixed a bug that let TJ get medium manuals off of a light Spin Fist Linker.
• Fixed a bug that caused enders to be blockable after Light Punch manuals.
• Fixed a bug that was preventing TJ from attempting a counter breaker during the super freeze startup of Shadow Linker Flying Knee.
• Fixed a bug that prevented Heavy Auto Doubles from comboing in some situations off of Tremor and Flying Knee linkers.
• Made it possible to combo into Level 4 Powerline Ender and Level 3 Tremor Ender from a crouching light kick manual.
Maya:
• Lowered vulnerable boxes on a number of moves to fix Maya being able to avoid Riptor’s Flame Carpet.
• Fixed a bug causing Maya to play the wrong animation when being thrown forward by another Maya.
Kan Ra:
• Fixed a bug where Kan-Ra's level 2, 3, and 4 Scarab Swarm enders would not face the opponent if Kan-Ra changed sides mid combo. This frequently happened following a Shadow Dervish.
Riptor:
• Run Back HP is no longer counted as airborne until frame 3. This used to allow her to guarantee that, at worst on wakeup, she would take an air hit, meaning only a character with a bit forward moving recapture could punish her.
• Increased block pushback on Riptor's crouching flame breath and instinct crouching frame breath to prevent a block infinite.
• Fixed a bug that allowed Riptor's heavy shoulder charge and level 2 run to absorb multiple hits with superarmor.
• Fixed a bug where Riptor's Shadow Shoulder Charge was not punishable by shadow counters.
• Fixed a bug that prevented the ground bounce from Jumping Heavy Kick from working on a crouching opponent.
• Ultra Ender is now unblockable to fix a rare case where it could be blocked.
• Adjusted the cancel window on Standing Close HP to be closer to the active frames so it feels more natural.
• Fixed a bug where Riptor could cancel her Shadow Talon Rake Linker into other linkers, which is forbidden by the combo system.
• Fixed a bug preventing Riptor's Level 3 Tail Flip Ender from leaving the ground.
• Fixed a bug where Riptor's Level 4 Tail Flip Ender could whiff the first hit.
• Adjusted proximity boxes on Riptor's predator stance moves to follow the rules for other attacks.
• Fixed a bug that caused the ground version of Tail Flip to not ever have attack boxes while cursed by Kan-Ra.
• Fixed a bug that caused players to blow out during Riptor’s stage ultra.
• Fixed a bug that forced players to break Tail Flip attacks with the wrong strengths.
O Dae_soo escribió:esilvan escribió:Algún día me metere si chino. Es que me da un perezon increíble... De momento no hay un muñeco que me guste como para picarme con el... Además que lo veo tan machaquer que me da cósica, jajaja.
Al mk x le daré seguro. Este tengo la ultra edición esta comprada y le daré pero algo menos.
Nah mi problema con este juego es el sistema este de muñeco al mes , me parece un sistema horroroso para los juegos de lucha. Y creo que el sistema es el que mata el propio juego .
No creas, tío, es como un subidón mensual. Tienes tu main pero de repente sale uno nuevo, y digo NUEVO porque aquí no son clones como en SF... y te picas para probarlo o al menos para ver cómo encaja contra el tuyo, y así mes a mes el juego se va haciendo un poco más grande en vez de caer en la monotonía.
En serio, yo pensaba como tú hasta que un día con Evil y Templar en mi casa me volví a picar con el KI.
Y ,vale, machacando haces combos del 50% y con 4 combos te pules un combate, pero esa es la gracia, cualquiera puede ganarte y puedes ganar a cualquiera, no es como en el SF que cuando te toca uno de más de 3000 pp sabes que chungo,chungo.... aquí no tienes esa sensación nunca. Y ser sólido requiere horas de tiempo porque no sólo es saber manejar tu main sino conocerte los golpes de todos para poder romperlos, eso es lo más jodido si empiezas tarde, que hacer los breakers es un poco lotería.
De verdad, anímate que no te arrepentirás
PARCHE PARA EL VIERNES:System Changes:
• White health healing rates will increase over time if you aren’t hit, letting you heal large amounts of white health faster if you play safely.
• If throws and projectiles/attacks hit on the same frame previously, the throw would take priority. Now, the projectile/attack will take priority. This should eliminate a number of inescapable setups on wakeup across most characters.
• Previously, when a combo ended with the opponent standing after a KO, there was 1 frame in which that character could still be hit and a new combo would start. This has been fixed, removing “deadbody” infinites from the game.
• Characters can now tech out during Blowout reactions if their opponent attempts a Counter Breaker.
• The window for performing an Auto Double after a jump in attack is now checked dynamically, so it should no longer be possible to perform a blocked Auto Double after a jump in. If it isn’t going to combo, you’ll get the neutral version of the button you pressed instead.
• Fixed a bug that caused character’s gravity values to get stuck when getting hit out of the start of their Counter Breaker attempt by an opponent’s projectile.
• You are no longer allowed to use Ultra Enders during a Grab animation, as this was breaking the attacker out of the animation while the reacting player just got slammed around.
• Fixed a bug that allowed players to perform unbreakable combos by canceling into shadow enders during an attack's hitstop. This may make some of your cancels hit a frame or two later than you are used to but was necessary to avoid unbreakable combos.
• Fixed a bug where non-comboed sequential wall splats resulted in a blowout.
• Fixed a bug where characters could not perform an Ultra following an Opener that started a combo.
• Fixed a bug where starting a combo with projectiles lead to not being able to perform and ultra.
Jago:
• If Jago completes one revolution of his Around the World auto double series, he generates a little bit of instinct meter for himself.
Sabrewulf:
• Fixed a bug where Shadow Eclipse was breakable as an ender following a manual.
Glacius:
• Fixed a bug preventing Shadow Hail projectiles from destroying themselves properly if Glacius used a Counter Breaker.
• Victims of Glacius’ throws are no longer vulnerable to attacks until after Glacius plays his throw damage event. This prevents a game crash that occurred if a projectile hit before Glacius did.
Thunder:
• Lowered vulnerable boxes on a number of moves to fix Thunder being able to jump out of Riptor’s Flame Carpet, or avoid its combos.
• Fixed a missing kara cancel window for Shadow Call of Earth.
• Fixed a bug where Thunder's enders were higher priority than shadow moves when canceling a manual attack.
Sadira:
• Fixed a bug that prevented Sadira from doing Linkers after Manuals if the combo was opened with an Instinct Web
• Fixed a bug that was preventing Sadira from attempting a counter breaker during the super freeze startup of Shadow Linker Blade Demon.
• Blade Demon moves had a bugged amount of hit-shake on block in some situations, causing some characters to vibrate out of control.
• Fixed a bug preventing players from inputting their next move as early as other characters during a heavy punch auto double.
Orchid:
• Lowered vulnerable boxes on a number of moves to fix Orchid being able to avoid Riptor’s Flame Carpet.
• Orchid now has collision when falling from her airthrow to make follow ups more consistent.
• Orchid can no longer summon Firecat when falling down from an air counter breaker, preventing a few safe counter breaker setups.
• Fixed a bug that was preventing Orchid from attempting a counter breaker during the super freeze startup of Shadow Linker Fire Cat.
Spinal:
• Fixed a bug that prevented Spinal from doing Linkers after Manuals if the combo was opened with a Heavy Searing Skull
Fulgore:
• Devastation Beam deals additional Potential Damage on hit. It also deals this Potential Damage on block! Devastating!
• During Instinct Mode, Fulgore can press HP+HK to perform a Reactor Charge, gaining 1 pip.
TJ Combo:
• Fixed a bug that let TJ get medium manuals off of a light Spin Fist Linker.
• Fixed a bug that caused enders to be blockable after Light Punch manuals.
• Fixed a bug that was preventing TJ from attempting a counter breaker during the super freeze startup of Shadow Linker Flying Knee.
• Fixed a bug that prevented Heavy Auto Doubles from comboing in some situations off of Tremor and Flying Knee linkers.
• Made it possible to combo into Level 4 Powerline Ender and Level 3 Tremor Ender from a crouching light kick manual.
Maya:
• Lowered vulnerable boxes on a number of moves to fix Maya being able to avoid Riptor’s Flame Carpet.
• Fixed a bug causing Maya to play the wrong animation when being thrown forward by another Maya.
Kan Ra:
• Fixed a bug where Kan-Ra's level 2, 3, and 4 Scarab Swarm enders would not face the opponent if Kan-Ra changed sides mid combo. This frequently happened following a Shadow Dervish.
Riptor:
• Run Back HP is no longer counted as airborne until frame 3. This used to allow her to guarantee that, at worst on wakeup, she would take an air hit, meaning only a character with a bit forward moving recapture could punish her.
• Increased block pushback on Riptor's crouching flame breath and instinct crouching frame breath to prevent a block infinite.
• Fixed a bug that allowed Riptor's heavy shoulder charge and level 2 run to absorb multiple hits with superarmor.
• Fixed a bug where Riptor's Shadow Shoulder Charge was not punishable by shadow counters.
• Fixed a bug that prevented the ground bounce from Jumping Heavy Kick from working on a crouching opponent.
• Ultra Ender is now unblockable to fix a rare case where it could be blocked.
• Adjusted the cancel window on Standing Close HP to be closer to the active frames so it feels more natural.
• Fixed a bug where Riptor could cancel her Shadow Talon Rake Linker into other linkers, which is forbidden by the combo system.
• Fixed a bug preventing Riptor's Level 3 Tail Flip Ender from leaving the ground.
• Fixed a bug where Riptor's Level 4 Tail Flip Ender could whiff the first hit.
• Adjusted proximity boxes on Riptor's predator stance moves to follow the rules for other attacks.
• Fixed a bug that caused the ground version of Tail Flip to not ever have attack boxes while cursed by Kan-Ra.
• Fixed a bug that caused players to blow out during Riptor’s stage ultra.
• Fixed a bug that forced players to break Tail Flip attacks with the wrong strengths.
oilyjarl escribió:Quién se apunta ahora a unas partidas?
no pasa nada para otra avisad y ya nos jugamos unas partidasHellraiser2 escribió:Sí, por ahora se queda igual. Un skin de Jago, aunque con su propia casilla de luchador. Al parecer idearan algun modo para que todos podamos conseguirlo y que no se quede la casilla vacia a los que no lo tenemos. Y bueno, tambien han dicho que a lo mejor para la proxima temporada se plantean cambiarlo y ponerle movimientos propios, pero por ahora no.oilyjarl escribió:Quién se apunta ahora a unas partidas?
Ostia tio, mira que te vi conectado, pero te vi haciendo otra cosa (navegando creo)y al final nos pusimos a jugar Ironalucard y yo al Titanfall tio. La verdad que hubiera estado bien una pachanga entre los tres.
Saludos
Ironalucard escribió:Lo Digo ya para que no pase desapercibido el tema esta noche alas 00:01 NO tendremos a omen xD
hasta mañana casi ala tarde, como es de costumbre y tan bien hecho que esta españa que siempre seremos los ultimos en tenerlo y si no es asi grabare un video comiendome un bocadillo de polvorones(dos bocaos ee no flipeis).