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Messages - Soultrigger

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51
Gaming / Re: Super Smash Bros. Thread
« on: September 14, 2014, 09:11:13 PM »
Quote
I've unlocked all of the customs today and these are what they are.
B
Metal blade
Hyper bomb - 4 directions. Explosions of course. Very much just a bomb that is thrown in an arc.
Shadow blade - 4 directions for some reason. Weaker than metal blades but can combo with them

SideB
Crash bomb
Danger wrap- very small and travels vertical. Explodes on contact
Ice slasher - freezes opponent but its really ****ty and I can't find a use for it cause its slow and they break out right away

Upb
Rush coil
Beat -great recovery range and you can still act when its done
Tornado hold -very weak recovery but has interesting setups since you drop it down and it damages and carries opponents up. Also can act out of it.

Downb
Leaf shield
Skull shield- wind effect. Skulls don't have hotbox unless thrown
Plant barrier- not really sure. Slightly more percent on the rotation of leaves tho

Source: http://smashboards.com/threads/wily-tower-mega-mans-custom-moves.352449/page-2

52
Gaming / Re: Super Smash Bros. Thread
« on: September 14, 2014, 03:26:23 AM »
I'm really curious about the single player unlock conditions. Everyone seems to have gotten certain characters in different ways. Though I don't think people have looked outside of Classic mode much yet.

The easiest known method is # of Versus Matches. Every 10 matches results in a new challenger, up for 120 total matches for the last one. You don't need to win those matches, and every failed attempt at unlocking a new character immediately lets you retry after the next match. The fastest method that I know is 1 stock, play as Sonic and versus CPU Bowser (short victory animation), run offscreen and suicide. Repeat until all 12 are unlocked.

My verdict on Mega Man: best move is Slash Claw. All of his other moves in particular are mediocre. In general, they suffer from:
- complete lack of guaranteed combos
- lack of priority (can cancel most projectiles but can't pierce)
- lack of damage
- lack of knockback i.e. killing potential
- lack of range
- susceptible to so many hard counters (pocket, Link's shield, reflectors, etc.)
- too much endlag -> too linear (e.g. Samus's missiles have a slow startup = can attack during missile = multiple vectors of attack)

Mega Man seems to thrive on positioning (i.e. trying to manipulate your opponents to move in unfavorable ways, usually through projectiles) and straight up gimping. In particular, throwing and Top Spin can push opponents outwards from center stage, Sliding can protect the ledge. Offstage Slash Claw is the best way to kill enemies, especially since it's very useful against characters with relatively poor recovery (e.g. Link), even at low %s. Otherwise, Charge Buster to capitalize on certain situations like reading rolls.

Metal Blade: not very useful except maybe protecting recovery.
Crash Bomber: can force opponents to shield or jump, usually misses or gets canceled, but if it manages to hit, it can kinda be followed up by charge buster
Leaf Shield: useful for grabbing, otherwise way too much startup, pathetic damage, don't throw it.
Rush Coil: apparently a glitch/exploit can negate certain knockbacks that are nontumble. Haven't really tried it myself. Otherwise, self explanatory recovery (can midair jump after using it).

53
Gaming / Re: Super Smash Bros. Thread
« on: September 13, 2014, 10:06:18 AM »


There's your mewtwo in smash 4.

Also chorus kids and ice climbers. They're all with Wolf in the trophy hell.

Poor Mewtwo. D:
Chorus Kids though can rot. I love me some Rhythm Heaven, but the Gematsu Leak is just dumb.

54
Gaming / Re: Super Smash Bros. Thread
« on: September 13, 2014, 03:57:57 AM »
I wouldn't mind getting a code, but I also don't mind waiting a week . At the moment, I'm more interested in listening to game rips. :3

56
Gaming / Re: Super Smash Bros. Thread
« on: September 12, 2014, 12:34:10 AM »
[spoiler]I think it's somewhat early to rant about clones. I mean, sure it'd be nice if Ganondorf stopped doing Falcon Punches and Falco started calling his Arwing. It sucks to see veterans cut too. But clones development cost-wise are understandably cheap. I never really think of clones existing at the expense of another character, because original characters are a lot more expensive to produce. Also, even if their fundamental base are mostly the same, we've still yet to see if their custom moves are different.

Usually when I think of clones done right, I think of Fox and Falco in Melee. Same animations, but completely different properties leading to radically different playstyles. Characters like Dark Pit might actually be widely embraced in the future, if we're talking strictly mechanics and competitive viability.[/spoiler]

57
Gaming / Re: Super Smash Bros. Thread
« on: September 11, 2014, 10:26:54 PM »
[spoiler]Speaking of Falco, I hope you guys prefer the ground. lol

R.O.B. has a new final smash. He charges his lazer.
IIRC, Dedede sucks the opponent in, does a few spinning heavy hammer swings, then throws a giant bomb.
Lucina's = Marth.
Dr. Mario is Mario Finale with giant pills and a trailing bubbly effect.
DHD is like Blue Falcon, except with Sheriffs shooting the opponent during the cinematic.

Personally, I'm pretty happy with the roster, although I still think the CSS looks really bizarre. (Shulk is actually still in the bottom after Mii Fighters are added in). I do feel somewhat underwhelmed by everything else though (recycled stages, playable modes, lack of different costumes). The new stages are really cool. Waiting to see all the custom movesets. I don't think Metal Face is in the 3DS version...
[/spoiler]

58
Gaming / Re: Super Smash Bros. Thread
« on: September 11, 2014, 06:38:57 PM »
Oh, I totally forgot about the padlock.
Someone (I think Neo Zero from smashboards?) supposedly had insider information hinted something about the ESRB images all being from the same build/save. I can't remember to be honest, and I also don't know how trustworthy that is.

EDIT:
[spoiler]


Seems like I was right. :/[/spoiler]

59
Gaming / Re: Super Smash Bros. Thread
« on: September 11, 2014, 06:33:34 PM »
Umm, to be honest, I think the ESRB leak IS the final roster, unless DLC is confirmed.
[spoiler]If you place Mii Fighter into the roster, Shulk moves into the row above, leaving two nice left of Pac-Man and two spots right of Random. In other words, the symmetry makes sense and the guest characters have their own row. It's similar to the missing corners in Melee's roster, albeit without the Random functionality.

I also find it odd that the ESRB leak would withhold characters, and that leakers are taking so long to unlock anyone outside the ESRB leak.[/spoiler]

Also, does anyone know kanji?
[spoiler]
Rockman's 2nd 3DS track is an 8-bit medley.
I'm trying to find the kanji before 曲.


EDIT: Nvm, found it: 原曲
[/spoiler]

60
Gaming / Re: Super Smash Bros. Thread
« on: September 11, 2014, 06:38:16 AM »
[spoiler]
Looks like I won't be the one to... take you down. :(
[spoiler]
[/spoiler][/spoiler]

61
Gaming / Re: Super Smash Bros. Thread
« on: September 04, 2014, 06:24:13 AM »
I should probably mention that the Ninka leaker doesn't know anything beyond the roster leak that everyone has seen. So in terms of cut/additional characters, that is still up in the air.

I mainly referred to it to confirm other known alts that haven't been shown yet. Hope that clears things up.

62
Gaming / Re: Super Smash Bros. Thread
« on: September 03, 2014, 09:54:22 AM »




Dark Samus!

Apparently the Ninka leak (as it's referred to) has been pretty much all but confirmed now from the PotD.

For those curious:
[spoiler]
-Confirmed Bowser Jr. Koopaling alts
-Confirmed Olimar Alph alts

[/spoiler]

63
Gaming / Re: Mighty No. 9
« on: September 02, 2014, 12:47:33 PM »
I really really really really have to disagree with the dash-absorption mechanic. It's a mechanic that has a much bigger impact on the overall design of the game than I originally thought. It's simply not fun having to dash into every enemy to finish them off, and the mechanic just has so many logistical implications on player movement, stage design, and enemy AI that I feel it's a lot more hassle than its worth. I know it's pointless to complain about it since it's way too late to reverse it at this point (it's clear a huge portion of the game is designed around it), but I can't help but voice that I'm not a fan of it. At least, not the way it is now.

The combo system at the moment just feels completely contradictory. You can multiply the points you yield from absorption by chaining multiple kills in one dash, but because the window to get 100% absorption is so short, you often destroy your combo going for a chain dash.

The powerup system I also don't agree with. Having timed powerups which influence your controls or options (i.e. bullet piercing) just creates unnecessary variables in a game where you should be focusing on your enemy. A Contra-like penalty system would be much more favorable, as it would encourage a more methodical approach as opposed to a guns blazing, rushdown mentality, while also making the experience a lot more consistent.

I wish I could be more positive about my feedback, but I honestly thought a lot of design choices came off as jarring or unpolished. For now, I commend them for being experimental and original. The game seems to have potential, but it needs some finetuning and rethinking.

64
Gaming / Re: Super Smash Bros. Thread
« on: August 29, 2014, 02:06:20 PM »
....You do realize we were talking about the massive leak of Shulk being revealed the page before, this is no suprise at all.
Was being sarcastic. and also ironic since Shulk can see the future...nevermind...
Also, I was briefly part of the discussion when the leak was confirmed lol.
NBD, early in the morning.

And Zero Suit-I mean Swimming Trunks Shulk from the Facebook page:


The entire 3DS direct: https://www.youtube.com/watch?v=ghFEU4t_Pm8
Japanese 3DS Introduction video: https://www.youtube.com/watch?v=omeOylQYkuU
Japanese 3DS CM1: https://www.youtube.com/watch?v=QBXddbXQaXE
Japanese 3DS CM2: https://www.youtube.com/watch?v=6OT5HX9QolQ

By the way, for those hoping for potential Snake (in spite of Kojima claiming to not know), on the 3DS box information, MONOLITH SOFT is also not credited, unlike in all the recent videos with Shulk. Meaning, only the pictures shown on the box must be credited, leaving a small possibility for Snake in spite of his guest status.

On the other hand, Ridley deconfirmed yet again?: http://www.reddit.com/r/smashbros/comments/2ex06e/picture_of_allstar_mode_found_in_japanese/
Points to consider:
-no Sheik or Toon Link, so characters within series are separated (therefore ZSS should not be here)
-Ganondorf and Ganon are considered different apparently since Ganondorf technically debuted in OoT
-no Pit or Palutena (both 1986) means there is at least a "part 2" of 1986 afterwards.

New CSS: [spoiler]

Of the officially revealed, only Lucina is missing.[/spoiler]

Amiibo:
[spoiler][/spoiler]

65
Gaming / Re: Super Smash Bros. Thread
« on: August 29, 2014, 01:16:00 PM »
No one saw this coming... :)

Japanese
English

[spoiler]"Now it's Shulk time." lol[/spoiler]

Other tidbits:
-soundtrack was confirmed as a Nintendo Club double pre-order bonus.
-new 3DS has a built-in C-stick, four shoulder buttons (L, R, ZL, and ZR), gyrosensor for adjusted 3D, microSD card slot, and built-in amiibo functionality.
-Xenoblade ported to new 3DS
-Japanese Smash Bros design for 3DS is similar to the European one, with the title swapped with the Smash Emblem.
-3DS customizable case skins that you can swap

66
Gaming / Re: Super Smash Bros. Thread
« on: August 26, 2014, 09:48:10 AM »
Personally, I'm happy with the current known roster. Shulk was really the only one I wanted left, moreso because I want more representation for fresh blood, and also because not having Xenoblade music would be a damn shame.

The other additions [spoiler]Bowser Jr., Duck Hunt Dog, Doctor Mario, Dark Pit[/spoiler] I don't personally agree with, but they don't really make me angry or anything. I've come to the realization that Smash roster leaks tend to be really disappointing, not just because characters people wanted didn't make the cut, but mainly because the characters weren't interesting enough to make a hype reveal for (hence why they're saved for post-release) which explains why they're "meh" on discovery.

There are 5 slots left, and a leaked image of locked All-Star Mode means there are definitely more characters left. Whether they're missing vets [spoiler](Ice Climbers, Lucas, Wolf, Snake, Mewtwo)[/spoiler] or entirely new characters remains to be seen.

Personally, I just want to see alternate colors and costumes. I read somewhere that [spoiler]everyone has 8 colors/costumes and that Bowser Jr. alts are the Koopalings. That really sounds like a stretch, and also weird since there would be announcer name changes, but that many alts for every character would get me stoked.[/spoiler]

67
Gaming / Re: Super Smash Bros. Thread
« on: August 25, 2014, 05:36:29 PM »
Speaking of leaks:
[spoiler]Turns out it was true: https://www.youtube.com/watch?v=E9eH1JfkkPw&list=UUsKwxhG3ioc6FDKupmlVHZQ

gg[/spoiler]

68
Gaming / Re: Mighty No. 9
« on: August 22, 2014, 02:06:11 AM »
You got me.

Tbh though, I'll probably still play it.

69
Gaming / Re: Super Smash Bros. Thread
« on: August 22, 2014, 02:00:00 AM »
Don't really feel like disputing it since there's technically nothing super conclusively damning about it.

Without going into specifics, I do however feel that the roster is very uncharacteristic of Sakurai, so I'm inclined to think it's fake.

70
Gaming / Re: Mighty No. 9
« on: August 22, 2014, 01:54:19 AM »
Whoops, missed the part it was free. I guess it's nice exposure as a promotional release. I'm sick of 8-bit. D:

I have to question the association with Gal Gun though, even if the inclusion within the game is harmless. Are they hoping people buy Gal Gun afterwards? Is Gal Gun recognizable enough to boost Gunvolt sales? Are they planning a Gal Gun sequel?

I kind of assumed they would want people to forget about Gal Gun, but I guess it turns out they're proud of it...

71
Gaming / Re: Mighty No. 9
« on: August 21, 2014, 08:31:07 PM »
Yaiba x MN9 was acceptable, MN9 animation was pushing it, but now 8-bit Mighty Gunvolt? Sorry for being a negative nancy but

[spoiler]Geezus, they are really milking MN9, before the game's even out. I guess I owe Rin and Tron an apology, they predicted this like 20 pages ago.[/spoiler]

72
Gaming / Re: Super Smash Bros. Thread
« on: August 19, 2014, 09:02:51 AM »
I don't know if it was Namco Bandai's influence, but I'm really loving that they're adding a lot of costumes this time around instead of just for Wario (where is he, anyways?...). Compared to typical fighters like Street Fighter, these costumes actually have neat histories behind them, so for people who have a lot of emotional investment in these series such as myself, the costumes become so much cooler and more meaningful.

That being said, for someone who didn't care much for ZSS before, I'm actually considering picking her up now, haha.

73
Gaming / Re: Super Smash Bros. Thread
« on: August 19, 2014, 08:47:52 AM »
To the surprise of absolutely nobody.
I wonder why they kept so hush hush for so long.
Clearly, they made him stand upright this time.



I wonder why he neglected to mention the blue one is from Fusion... oh well.
Also, Brinstar is returning. in case you were distracted.

74
Gaming / Re: Super Smash Bros. Thread
« on: June 11, 2014, 10:13:46 AM »
Here's the same thing from the Invitational tournament, with the audio and announcer.
Trust me, the announcer's ham is worth it.

If you look closely, KDJ (Rosalina) intentionally let Hugs (Mega Man) both get the Smash Ball and let the Black Hole Bomb hit him.

Anyways, I actually was at the Smash Invitational. The event itself was pretty awesome and fun to watch. Had the pleasure of meeting M2K and Armada.

That being said, I'm...very skeptical about the future of Smash 4 as a viable competitive game. The grand finals was especially an indication of what the meta will probably progress towards. Smash 4 will certainly replace Brawl, but I think the divide between Melee/PM and Brawl/eventually 4 will still remain.

Lastly, I'm very sad to see Mega Man as extremely low-tier material. His forward smash is horrible. His keepaway and approach options seem very bad. His options to kill seem limited. Overall, he comes off as very linear and predictable.

"20XX" Fox vs "20XX" Mega Man was pretty punny, though.

75
Forum Games / Re: Super "What Are You Thinking?" ReBirth
« on: April 17, 2014, 12:37:46 PM »
Hahaha, I love how Soultrigger pinpoints little things in my statements as an argument against the triviality of ZSS' high heels.
Honestly, it wasn't so much about the high heels so much as it was your post itself.

The gamer inside of me wants to elevate games as a respected form of art and not just a moneymaking industry. Reading "it's just a game" implied all kinds of things for me. It's unfortunate that the discussion went south, that wasn't my intention.

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