oilyjarl escribió:Chino se sabe si hoy hay teaser de hisako o ya el viernes que viene?
Nuhar escribió:Yo hoy he empezado a jugar con Aganos
Algun consejo para cuando te acorralan? Y alguno usa el mazo? Lo veo muy complicado usar porque si retrocedes y golpeas con el puño fuerte absorbes piedras y te quita el mazo, aparte de no golpear y dejarte vendido.
Nuhar escribió:
Como con todos los personajes tengo dos enormes fallos, cuando me presionan que no se salir y que me hacen muchos combobreakers y a mi me salen naranjas o me como el contrabreaker, me pongo de una mala hostia con esto que no veais....
Por cierto, el puto Tj combo y su agarre que se lanza, como cojones se para? Estoy hasta los mismisimos de que me lo metan y quedarme vendido tooooodo el rato.
Nuhar escribió:Lo de OP no se que significa, y salto neutro me imagino que es saltar hacia arriba cuando se lance, no? jajaja No estoy puesto en las nomenclaturas de los FG
Vale, otra pregunta, como hago los counters? inicio el combo, doy al HP y encuanto le doy estoy pulsando el counter? pero solo una vez o varias? ya me dara tiempo a hacer el linker despues?...
Eh, impresionante que ha llegado a oro sin saber hacer esto jajaja.
O Dae_soo escribió:Nuhar escribió:Lo de OP no se que significa, y salto neutro me imagino que es saltar hacia arriba cuando se lance, no? jajaja No estoy puesto en las nomenclaturas de los FG
Vale, otra pregunta, como hago los counters? inicio el combo, doy al HP y encuanto le doy estoy pulsando el counter? pero solo una vez o varias? ya me dara tiempo a hacer el linker despues?...
Eh, impresionante que ha llegado a oro sin saber hacer esto jajaja.
"OP" = overpowered = roto
"salto neutro" saltar sin dirección, ni adelante ni atrás
-Lo de Aganos que te digo es iniciador+(te recomiendo linker después que se ven más difícil) + doble fuerte+ automáticamente MP+MK para hacer counterbreaker. Es decir, el otro verá un golpe fuerte y antes del segundo,cuando intente romper, se comerá el counterbreaker
Nuhar escribió:Ayer estuve entrenando los counters y no me puedo creer que alguien los haga aposta, o algo estoy haciendo mal...
Es solo dar al MP + Mk, no? Sabía perfectamente cuando la maquina me iba a hacer el counter y me ocurría siempre lo mismo, me adelantaba o me comía el breaker. Me salieron como 3-4 de unos 100 que intentaria, desesperante
En el dojo no he visto donde entrenarlo, sabeís si esta escondido en algun lado?
Ironalucard escribió:señores este hilo esta muy abajo hay que subirlo un juego de esta categoria no puede estar tan abajo en el foro xD
O Dae_soo escribió:Ironalucard escribió:señores este hilo esta muy abajo hay que subirlo un juego de esta categoria no puede estar tan abajo en el foro xD
Tienes razón.
El Viernes sale el trailer de Hisako con el teaser de Cinder, verás como sube
Tengo ganas de probar a Hisako por el tema de sus command grabs y sobre todo de sus parries, estoy harto de que los machakers de turno te ganen a veces aporreando, y este es un queco que les hará pagar por sus botoneos
josedavidqp escribió:en pocas horas vemos a cinder no?
oilyjarl escribió:https://youtu.be/3fWi1wjBnjk,hisako ultra y stage ultra acojonante
O Dae_soo escribió:Aquí el stream entero https://youtu.be/PV0RaD2097g
P.D: Hay grandes cambios en Thunder, nerfeos en KanRa,TJ,Riptor y mejoras en Orchid y sobre todo Aganos
O Dae_soo escribió:Aquí el stream entero https://youtu.be/PV0RaD2097g
P.D: Hay grandes cambios en Thunder, nerfeos en KanRa,TJ,Riptor y mejoras en Orchid y sobre todo Aganos
LEAGUES
TOP 32 WILL RESET & PRO MEDALS WILL BE AWARDED ON APRIL 1ST 12AM PST
A big thank you to everyone that's given us feedback on the league system and suggestions for improvements! We're incorporating a lot of them into the system and will have an update as to what's coming in a future text stream.
Next month, you'll see some scoring system changes going into effect for the April top 32 as we continue our beta - more details on that change soon (next week).
RETRO RIPTOR!
https://vine.co/v/OYhaw9jbqbT
You'll have to wait on her accessories... they're really good. I predict that one set of them will quickly become a favorite of all Riptor players.
2.5 BALANCE CHANGES & FIXES
System Changes:
Fixed an issue that allowed you to use a Counter Breaker after a manual all the way up until the manual was over, even well after the Breaker window had passed. Now, you can only use the Counter Breaker if your opponent is still in their Breaker window. This prevents a bug where you could do your Counter Breaker very late after a juggle hit and break the game’s physics for the rest of the match.
The Natural Born achievement for reaching Killer tier is fixed. People that are currently in Killer will receive it after playing 1 match in Killer once they update to 2.5
Thunder:
Move Change: Call of Sky (Projectile Attack Move) has been removed from the game and replaced with Call of Sky (Dash Buff Move).
The new Call of Sky strikes Thunder with a bolt of lightning, causing him to enter a charged state and crackle with electricity.
His next dash will consume his charged state and be replaced with an Instinct dash (Murder of Crows), including all of its features.
You can only hold one charge at a time, but hitting Thunder will not remove his charge.
The charge will expire if unused after 8 seconds.
The team felt that the old Call of Sky was not accomplishing the goal of forcing players to fight you at a bit less than full screen. We also felt that it was a bit too difficult to get in during certain matchups, and this new Call of Sky is a fun and versatile way to extend Thunder’s arsenal in the spirit of a grappler.
Jago:
Increased the size of hitboxes on the Tiger’s Fury Enders so they won’t ever miss crouching opponents.
Glacius:
Cold Shoulder attack box goes deeper into Glacius’ body.
Light version becomes active 2 frames earlier
Medium version becomes active 3 frames earlier
Heavy version becomes active 4 frames earlier.
This change should help with being able to wipe out Kan-Ra’s swarms using Cold Shoulder as intended.
Frame advantage increased on Cold Shoulder to match earlier startup noted above. When close, advantage is the same as before. Better than before advantage is possible now when hitting late.
Fixed a bug causing his Puddle Punch Enders to drop when cursed by Kan-Ra.
Made his grab attack box taller so that characters couldn’t sneak under it in unintended ways.
Orchid:
F+HK is now immune to throws from frame 9 until 39.
Orchid can now cancel Ich Ni San into Shadow moves on block.
Shadow Uppercat is no longer counted as in-air until frame 2. This should increase the priority of its first hit.
Fixed a bug that got introduced in the Aganos update that caused Orchid’s Ultra Ender to cause an air wall splat instead of the expected ground wall splat.
Fulgore:
Fulgore’s Heavy Eye Laser now travels a reduced distance.
Light and Medium Eye Beams when used as Manuals are now breakable.
You can now cancel Devastation Beam into Instinct Activation.
TJ Combo:
Performed a full cancel window pass on Auto Doubles, Linkers, and Shadow Linkers to make responsiveness and feel more similar to Season 1.
Tremor’s Shockwave doesn’t come out behind TJ anymore.
Knee attacks have more recovery, but inflict more blockstun. Frame disadvantage will be similar on block.
Spin Fist is now 0 on block, instead of +1.
When used as part of a combo after a Wall Splat, Shoot Toss damage has been greatly reduced.
Maya:
Performed a full cancel window pass on Auto Doubles, Linkers, and Shadow Linkers to make responsiveness and feel more similar to Season 1.
Fixed a bug that allowed Maya to use forward dash into HK before the round begins.
Kan-Ra:
Performed a full cancel window pass on Auto Doubles, Linkers, and Shadow Linkers to make responsiveness and feel more similar to Season 1.
Recovery after Sacrifice is now longer, and the attack box size of the explosion has been reduced. Characters who read this with a jump back won’t be hit as easily and should have enough time for a punish in most situations now. Kan-Ra will not be able to replace his Sand Trap for free on hit anymore, either.
The startup portion of Swarm is now a projectile instead of a physical hit, so you can projectile invulnerable through it as expected.
Standing Heavy Kick (Sand Spray) and Crouching Heavy Kick (Anti Air Sand Upheaval) are no longer counted as physical hits, and are now projectiles so that you can use projectile invulnerable attacks to go through them as expected.
All HK “Sand” Buttons are now considered Special moves.
Linker Shadow Swarm can now manual into Heavy buttons.
Jumping Heavy Kick (Dune) is now breakable.
Fixed a bug causing Kan-Ra’s backdash to not have invulnerability. Also realigned his Head vulnerable box on his forward dash.
Fixed a bug that caused whiffing a c.HK (Sand Upheaval) to turn any knockdown into a hard knockdown.
Fixed a bug that let Kan-Ra cancel Shadow Linkers into another Linker.
Riptor:
Performed a full cancel window pass on Auto Doubles, Linkers, and Shadow Linkers to make responsiveness and feel more similar to Season 1.
Fixed a bug causing Riptor to recover from Throw attempts 7 frames faster than the rest of the cast.
Fixed a bug causing Shoulder Charge Enders (Lv2, 3, and 4) to deal more damage than intended.
Fixed a bug that caused Talon Rake, Flame Carpet, Flame Arc, and Flame Wall to remove Aganos’ Chunks on block.
Fixed a bug that caused an unbreakable Opener->Ender situation after Predator MK Tail Stings.
Aganos:
Natural Disaster Hop now hits overhead on the way down only.
Natural Disaster Hop causes a hard knockdown on airborne opponents so they cannot quick rise to punish this on hit.
Close Standing MP now hits overhead.
Shadow Natural Disaster is much lower profile on startup and while being held. It is also projectile immune on startup and while held, but not while moving forward.
Shadow Natural Disaster’s final hit can recapture airborne opponents. It has a larger auto double cancel window as a result, and a shorter manual cancel window (though a heavy manual is still possible.)
New Command Normal – Back + LP anti air flick. Still has flick’s projectile destroying properties.
All LP buttons have larger projectile destroy boxes.
Ender damage tweaked. Pulverize and Natural Disaster Enders hit a bit harder. Low level Payload Enders do a bit less.
Fixed a bug that allowed you to Instinct Cancel Shadow Ruin on hit. Also fixed a bug preventing you from using an Instinct Cancel on block.
Fixed a bug that caused manuals to change speeds depending on Chunks, leading to inconsistent linker to manual rules depending on chunk load.
Fixed a bug that caused Walls to not take damage on Aganos’ knockdown if that knockdown killed him in some situations.
Fixed a bug preventing Light Natural Disaster Linker from working after some Manuals.
Fixed a bug prevented specials from coming out using the Heavy Punch button during the Light>Medium Peacemaker chain combo.
Fixed a bug that caused a Heavy Kick to sometimes come out after activating Instinct.
Fixed a bug that caused Level 4 Pulverize Ender to whiff if you used a Heavy Kick Auto Double before it.
Fixed a bug that prevented the Peacemaker from breaking when Aganos attempts a Counter Breaker.
Fixed a bug preventing Peacemaker from breaking when you start Shadow Natural Disaster.
Fixed a bug that caused Wall Crashes to play during Hitstop, making those moves unbreakable instantly.
Fixed a bug that could cause Natural Disaster to roll the wrong way after whiffing a Ruin.
The size of Aganos’ Yellow character collision box is reduced after frame 6 of recovery from a blocked Ruin. This was preventing certain moves from punishing the recovery.
Fixed a bug that prevented the KV penalty on multiple recaptures after an Ultra from triggering.
Fixed a bug that caused the Level 2 version of Pulverize Enders to whiff after HK Auto Doubles.
Sabrewulf, Omen, Spinal, and Sadira:
no changes
O Dae_soo escribió:Aplazado el trailer hasta primeros de semana que viene , pero no se retrasa su salida que seguirá siendo en Marzo
Al menos nos han dejado un pantallazo borroso de RetroRiptor
Edito:
PARCHE 2.5LEAGUES
TOP 32 WILL RESET & PRO MEDALS WILL BE AWARDED ON APRIL 1ST 12AM PST
A big thank you to everyone that's given us feedback on the league system and suggestions for improvements! We're incorporating a lot of them into the system and will have an update as to what's coming in a future text stream.
Next month, you'll see some scoring system changes going into effect for the April top 32 as we continue our beta - more details on that change soon (next week).
RETRO RIPTOR!
https://vine.co/v/OYhaw9jbqbT
You'll have to wait on her accessories... they're really good. I predict that one set of them will quickly become a favorite of all Riptor players.
2.5 BALANCE CHANGES & FIXES
System Changes:
Fixed an issue that allowed you to use a Counter Breaker after a manual all the way up until the manual was over, even well after the Breaker window had passed. Now, you can only use the Counter Breaker if your opponent is still in their Breaker window. This prevents a bug where you could do your Counter Breaker very late after a juggle hit and break the game’s physics for the rest of the match.
The Natural Born achievement for reaching Killer tier is fixed. People that are currently in Killer will receive it after playing 1 match in Killer once they update to 2.5
Thunder:
Move Change: Call of Sky (Projectile Attack Move) has been removed from the game and replaced with Call of Sky (Dash Buff Move).
The new Call of Sky strikes Thunder with a bolt of lightning, causing him to enter a charged state and crackle with electricity.
His next dash will consume his charged state and be replaced with an Instinct dash (Murder of Crows), including all of its features.
You can only hold one charge at a time, but hitting Thunder will not remove his charge.
The charge will expire if unused after 8 seconds.
The team felt that the old Call of Sky was not accomplishing the goal of forcing players to fight you at a bit less than full screen. We also felt that it was a bit too difficult to get in during certain matchups, and this new Call of Sky is a fun and versatile way to extend Thunder’s arsenal in the spirit of a grappler.
Jago:
Increased the size of hitboxes on the Tiger’s Fury Enders so they won’t ever miss crouching opponents.
Glacius:
Cold Shoulder attack box goes deeper into Glacius’ body.
Light version becomes active 2 frames earlier
Medium version becomes active 3 frames earlier
Heavy version becomes active 4 frames earlier.
This change should help with being able to wipe out Kan-Ra’s swarms using Cold Shoulder as intended.
Frame advantage increased on Cold Shoulder to match earlier startup noted above. When close, advantage is the same as before. Better than before advantage is possible now when hitting late.
Fixed a bug causing his Puddle Punch Enders to drop when cursed by Kan-Ra.
Made his grab attack box taller so that characters couldn’t sneak under it in unintended ways.
Orchid:
F+HK is now immune to throws from frame 9 until 39.
Orchid can now cancel Ich Ni San into Shadow moves on block.
Shadow Uppercat is no longer counted as in-air until frame 2. This should increase the priority of its first hit.
Fixed a bug that got introduced in the Aganos update that caused Orchid’s Ultra Ender to cause an air wall splat instead of the expected ground wall splat.
Fulgore:
Fulgore’s Heavy Eye Laser now travels a reduced distance.
Light and Medium Eye Beams when used as Manuals are now breakable.
You can now cancel Devastation Beam into Instinct Activation.
TJ Combo:
Performed a full cancel window pass on Auto Doubles, Linkers, and Shadow Linkers to make responsiveness and feel more similar to Season 1.
Tremor’s Shockwave doesn’t come out behind TJ anymore.
Knee attacks have more recovery, but inflict more blockstun. Frame disadvantage will be similar on block.
Spin Fist is now 0 on block, instead of +1.
When used as part of a combo after a Wall Splat, Shoot Toss damage has been greatly reduced.
Maya:
Performed a full cancel window pass on Auto Doubles, Linkers, and Shadow Linkers to make responsiveness and feel more similar to Season 1.
Fixed a bug that allowed Maya to use forward dash into HK before the round begins.
Kan-Ra:
Performed a full cancel window pass on Auto Doubles, Linkers, and Shadow Linkers to make responsiveness and feel more similar to Season 1.
Recovery after Sacrifice is now longer, and the attack box size of the explosion has been reduced. Characters who read this with a jump back won’t be hit as easily and should have enough time for a punish in most situations now. Kan-Ra will not be able to replace his Sand Trap for free on hit anymore, either.
The startup portion of Swarm is now a projectile instead of a physical hit, so you can projectile invulnerable through it as expected.
Standing Heavy Kick (Sand Spray) and Crouching Heavy Kick (Anti Air Sand Upheaval) are no longer counted as physical hits, and are now projectiles so that you can use projectile invulnerable attacks to go through them as expected.
All HK “Sand” Buttons are now considered Special moves.
Linker Shadow Swarm can now manual into Heavy buttons.
Jumping Heavy Kick (Dune) is now breakable.
Fixed a bug causing Kan-Ra’s backdash to not have invulnerability. Also realigned his Head vulnerable box on his forward dash.
Fixed a bug that caused whiffing a c.HK (Sand Upheaval) to turn any knockdown into a hard knockdown.
Fixed a bug that let Kan-Ra cancel Shadow Linkers into another Linker.
Riptor:
Performed a full cancel window pass on Auto Doubles, Linkers, and Shadow Linkers to make responsiveness and feel more similar to Season 1.
Fixed a bug causing Riptor to recover from Throw attempts 7 frames faster than the rest of the cast.
Fixed a bug causing Shoulder Charge Enders (Lv2, 3, and 4) to deal more damage than intended.
Fixed a bug that caused Talon Rake, Flame Carpet, Flame Arc, and Flame Wall to remove Aganos’ Chunks on block.
Fixed a bug that caused an unbreakable Opener->Ender situation after Predator MK Tail Stings.
Aganos:
Natural Disaster Hop now hits overhead on the way down only.
Natural Disaster Hop causes a hard knockdown on airborne opponents so they cannot quick rise to punish this on hit.
Close Standing MP now hits overhead.
Shadow Natural Disaster is much lower profile on startup and while being held. It is also projectile immune on startup and while held, but not while moving forward.
Shadow Natural Disaster’s final hit can recapture airborne opponents. It has a larger auto double cancel window as a result, and a shorter manual cancel window (though a heavy manual is still possible.)
New Command Normal – Back + LP anti air flick. Still has flick’s projectile destroying properties.
All LP buttons have larger projectile destroy boxes.
Ender damage tweaked. Pulverize and Natural Disaster Enders hit a bit harder. Low level Payload Enders do a bit less.
Fixed a bug that allowed you to Instinct Cancel Shadow Ruin on hit. Also fixed a bug preventing you from using an Instinct Cancel on block.
Fixed a bug that caused manuals to change speeds depending on Chunks, leading to inconsistent linker to manual rules depending on chunk load.
Fixed a bug that caused Walls to not take damage on Aganos’ knockdown if that knockdown killed him in some situations.
Fixed a bug preventing Light Natural Disaster Linker from working after some Manuals.
Fixed a bug prevented specials from coming out using the Heavy Punch button during the Light>Medium Peacemaker chain combo.
Fixed a bug that caused a Heavy Kick to sometimes come out after activating Instinct.
Fixed a bug that caused Level 4 Pulverize Ender to whiff if you used a Heavy Kick Auto Double before it.
Fixed a bug that prevented the Peacemaker from breaking when Aganos attempts a Counter Breaker.
Fixed a bug preventing Peacemaker from breaking when you start Shadow Natural Disaster.
Fixed a bug that caused Wall Crashes to play during Hitstop, making those moves unbreakable instantly.
Fixed a bug that could cause Natural Disaster to roll the wrong way after whiffing a Ruin.
The size of Aganos’ Yellow character collision box is reduced after frame 6 of recovery from a blocked Ruin. This was preventing certain moves from punishing the recovery.
Fixed a bug that prevented the KV penalty on multiple recaptures after an Ultra from triggering.
Fixed a bug that caused the Level 2 version of Pulverize Enders to whiff after HK Auto Doubles.
Sabrewulf, Omen, Spinal, and Sadira:
no changes
Nuhar escribió:No os da la sensación que se estan pillando un poco con las fechas en los ultimos personajes?
Tampoco es algo que me preocupe, pero es una sensación que me da...
Cuando es la Evo? Dijeron que no sacarian mas parches de modificiar daños y así para asegurar la competición.
Nuhar escribió:No os da la sensación que se estan pillando un poco con las fechas en los ultimos personajes?
Tampoco es algo que me preocupe, pero es una sensación que me da...
Cuando es la Evo? Dijeron que no sacarian mas parches de modificiar daños y así para asegurar la competición.
Nuhar escribió:Me cago en todos los muertos de quien creo el crossup,los breakers, los counters y todo el que me humilla!
En serio, esto es una autentica pesadilla, no he pasado de los 120 puntos en liga oro, es que me siento un titere y totalmwnte indefenso cuando me hacen crossup, me como todo todo todo