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Messages - AquaTeamV3

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1
I'd like to think that they're planning on porting both collections to Switch at some point. It'd be a big missed opportunity if they didn't.

2
Challenge Mode / Re: MHX: Vile Mode Stylish Run
« on: March 19, 2017, 10:54:39 PM »
[youtube]K3gD1e1eNQA[/youtube]

Feature length

3
Challenge Mode / Re: MHX: Vile Mode Stylish Run
« on: March 08, 2017, 03:27:47 PM »
Forgot to update this thread - have 4 more mavericks!

[youtube]/watch?v=Wccv4vAOPw0[/youtube]
[youtube]/watch?v=bPOjhfmioPE[/youtube]
[youtube]/watch?v=Wt748eFwViA[/youtube]
[youtube]/watch?v=SDwmslNJBW4[/youtube]

4
Challenge Mode / Re: MHX: Vile Mode Stylish Run
« on: January 03, 2017, 08:38:00 PM »
[youtube]https://youtu.be/vvAZKE76aj8[/youtube]

Gotta go fast!

5
Challenge Mode / Re: MHX: Vile Mode Stylish Run
« on: December 05, 2016, 01:38:06 AM »
Storm Eagle is up!

[youtube]https://youtu.be/QgKf9Lo9rUg[/youtube]

Distance Needler is nuts!

6
Challenge Mode / Re: MHX: Vile Mode Stylish Run
« on: November 12, 2016, 01:37:23 AM »
Chill Penguin is up!

[youtube]https://youtu.be/Cqr8SnNkEXE[/youtube]

7
Challenge Mode / MHX: Vile Mode Stylish Run
« on: October 31, 2016, 10:39:12 AM »
Welp, I'm at it again!

This run will be completed under the following conditions:
- Hard Mode
- No Damage
- No Sub/Heart Tanks
- Custom BGM because I can

[youtube]https://youtu.be/gj408V05bCs[/youtube]

Stage Notes:

[spoiler]This stage isn’t really tough, as the real challenge is learning to control Vile. Unlike X, who only has a buster and special weapon to worry about, Vile has 3 different weapons with unique functions. You really have to know when to use each one, as they affect different angles, along with your mobility. The last thing you want is for your feet to get nailed to the ground at the wrong time which can leave you wide open.

There are two particular things that are worth mentioning in this run, the Bee Bladers and X himself. The minibosses themselves aren’t a big hassle, but you do have to watch and see what attack he’s going to do before you start hitting him hard. Missiles are the biggest problem; the mech fires either 2 or 4, and if you start leg bombing as it does this you’re going to get hit. The Ball De Voux summon gives you a LOT of time to bomb the Blader, and the machine gun fire does the same, though you have to mind your distance.

X, on the other hand, can be a complete jerk. If you stay on your side of the screen, he’ll stay where he is and fire away. This isn’t much of a problem in itself, but he fires often enough that you can’t get a clear shoulder cannon shot in without getting hit yourself. Only the 3-shot pattern that ends with a high one allows you to safely hit him. X can also fire a semi-rapid stream of bullets as long as he feels like, and it’s a pain to jump over. Vile can hover, but if you aren’t ready for it you can easily find yourself in a bad position. The leg-bomb isn’t worth it in this fight; it does a truckload of damage to X, but it also forces him to change his pattern, which is much harder to deal with.[/spoiler]

8
Gaming / Re: Mighty No. 9
« on: June 28, 2016, 06:07:07 PM »
Am I really supposed to crouch dash precisely under these two giant purple death generators in a row? The game tells me to crouch dash (which in and of itself is arguably a bad game design choice if you have to tell a player to use a certain function just to continue), but I always seem to come up way too early and die as a result.

That is easily my least favorite segment of the game by far. There's no reason for you to know that crouch dashing even exists (you auto crouch-dash under those narrow passages), and the game introduces you to the mechanic in a situation where you die if you happen to be off by a little. You have to stand uncomfortably close to the hazard and crouch dash so that you'll come up on the other side. It's horribly designed.

9
Gaming / Re: Mighty No. 9
« on: June 28, 2016, 02:28:37 AM »
Countershade's stage is fine if you can get around those obnoxious electric traps. Seriously, what is it with this game and purple strands of death?

I think Avi is a good boss to start with. His stage is fairly straightforward, and once you understand how his attacks work, there's no real reason why you should ever get hit. Seismic works too, some moderately tough (but fair) platforming followed by an easy boss fight.

10
Gaming / Re: Mighty No. 9
« on: June 26, 2016, 03:55:31 AM »
I really like how devs handled the harder difficulties. While I don't care for the fact that you get all weapons at the start, it feels like they put actual effort into making the game harder. None of that Mega Man Zero crap of nerfing the player, here the enemy placement and boss attack patterns have been beefed up to add more challenge without making you feel weaker. Considering the fact that so many games get this wrong, I was pleasantly surprised to see that it wasn't the case here.

11
Gaming / Re: Mighty No. 9
« on: June 25, 2016, 12:17:40 AM »
[spoiler]Yeah, the part when it's in the middle shooting gunk all over the place. There must be something I'm missing there. I have no idea how to move around it.[/spoiler]

[spoiler]Am I the only one that just spammed the ice ability during that fight? It slows down Trinity's movement and hits fairly hard.

As for the 'spewing gunk' in the middle part, the trick is to take out the base. Once that happens, you can chill on the upper platforms since the gunk can't reach you at that height.[/spoiler]

12
Gaming / Re: Mighty No. 9
« on: June 24, 2016, 05:01:59 AM »
I started off thinking that Ray's gameplay was kinda meh...and then I got my first special weapon. I like the fact that her weapons feel FAR more innovative than Beck's, and once mastered, you can really fly through the respective stages. The one that acts like Sonic's homing attack is my personal favorite.

13
Gaming / Re: Mighty No. 9
« on: June 22, 2016, 05:09:53 AM »
Game is fun so far, I've taken out 4 robot masters Mighty Numbers already. There is one section in Dyna's stage that reeks of terrible level design. "Hey, let's introduce the player to this movement option in a death trap where they have to start over if they slightly misjudge a hitbox".  X(

I like mechanic of defeated bosses helping you out in other stages. Feels like a natural evolution of what they did in X1.

Also, glad it wasn't just me having trouble trying to judge Pyro's next move. Even the voice tells don't seem to help much, I feel like I'm rolling dice.

14
Gaming / Re: Mighty No. 9
« on: June 21, 2016, 03:11:08 PM »
Anyone's PS4 codes working? Mine isn't working and reportedly others are having the same problem. Maybe we'll have to wait for the PSN store to update later this afternoon.

15
I have no hope whatsoever, and that design is atrocious. Never thought Id be praising Xover design

Xover actually looked like it could fit into the MM continuity. This, on the other hand, is just...something else entirely. I don't know what it is, but it ain't Mega Man.

16
Challenge Mode / Re: Mega Man X8: Iron Fist Maverick Challenge
« on: January 15, 2016, 02:00:53 AM »
Makes me think about doing a Layer X Zero K-Knuckle only run. Would make an interesting stream perhaps... I wonder if it would even be doable against the later bosses.

I thought about this; the K-Knuckle has certain limitations since the game wasn't exactly designed around it. Copy Sigma would be near-impossible to hit once he lights the floor on fire, and guard breaking Lumine multiple times in his final phase would be just as fruitless. Stageplay wouldn't be too bad since you can just skip enemies that might be problematic. The hard part would be those miniboss rooms that throw swarms of enemies at you; the K-Knuckle is terrible in the area of crowd control. The ride armor barrage in Pandamonium's stage can get pretty nasty too.

I do think it'd be pretty entertaining tho. Pair the run with some Streets of Rage BGM and you've got yourself a good time!  XD

17
Challenge Mode / Mega Man X8: Iron Fist Maverick Challenge
« on: January 04, 2016, 03:27:32 AM »
Welcome to the MMX8 Iron Fist Challenge! The premise is simple; defeat all 8 Mavericks using the K-Knuckle. What makes this challenge unique is that the bosses are done chronologically; I'm collecting weapons as I go, which means that I have to put some thought into what order I take the bosses down. This adds an interesting dynamic as the K-Knuckle already has its fair share of limitations. (i.e. Earthrock Trilobyte is literally invincible without Yodantotsu or Ganzahana)

As usual, the no-damage rule applies here.

[youtube]! No longer available]https://www.youtube.com/watch?v=81-7O3z9jGY[/youtube]

BGM

- Urien Stage (Arranged) - Street Fighter III: 3rd Strike
- Theme of Magneto - Marvel vs Capcom 3
- Battle in the Base - Metal Gear Solid 3
- Traveling without moving (live) - Jamiroquai
- Frozen Mist - Street Fighter EX2+
- In Search of the Last Metroid - Joshua Morse - Game Arrangements
- Dental Driller - Jabberloop (Old School)
- Boss 4 - Cadillacs and Dinosaurs

Individual Maverick Notes

[spoiler]**INDIVIDUAL BOSS NOTES**

Bamboo Pandamonium

I chose this guy first for a few reasons: Zero doesn't have a guard break outside of Yodantotsu with the knuckles equipped, and this boss is easy enough to defeat with the base moveset.

Pandamonium doesn't have too much to write home about. His missiles do need to be watched though, because what goes up must come down. Sometimes there's a rather large delay in between the launch and the detonation, but those bad boys will always come down at the worst possible moment whenever you take your eyes off of them. You can get boxed in pretty hard by the bamboo shoots if you get caught napping. His grenade toss can be a pain post-desperation, but he doesn't get a chance to pull that off in this fight.

Speaking of, Pandamonium's desperation is arguably my favorite one in X8. It doesn't involve filling the screen up with stuff like so many of the others do, it's just a single powerful hit...so powerful that it's enough to take Zero out in a single hit. The recovery animation leaves him wide open though, and you can get several jump kicks in before his next attack. The damage is absolutely unbearable.

Gravity Antonion

GRAVITY Antonion? SQUEEZE Bomb? The BGM provided itself lol.

Anywho, this fight is a prime example of the importance of knowing where to stand on screen. You can't take Antonion on the ground because he can just charge you. Likewise if he's on the ceiling and lands next to you, he can go for a Juuhazan. If you're in the wrong spot, it's gg. The best thing to do in this fight is keep your distance until you get a good opportunity to churn out some damage.

Thankfully, there's a lesser-known trick involving Antonion's block toss; any guard break can fling his rock right back at him if you time it right. Do this three times in a row and he takes damage. You can sneak in some punches in between tosses for even more damage. Managed to land this for a rather satisfying finish!

Dark Mantis

This is a prime example of how useful Zero's weapons are. This fight is a 10/10 with no gear, and a 7/10 with Ganzahana. Dark Mantis isn't too bad normally, he's pretty formulaic about what he does. His projectile is odd but once you resist the urge to jump it gets much easier. The real problem is hitting the dude. You can land normal punches on him for the first half of the fight, but once the blades appear on his arms you can forget about it.

Let me be clear, it is nearly impossible to safely punch him past 50% health, because his hitbox is so huge. Ganzahana is the only thing that Zero has that allows him to attack without being hit in the process.

Gigabolt Man-O-War

This is arguably the toughest Maverick in this run. Mr. Jellyfish here puts so much junk on the screen that it can be difficult to get around. Without the Z-Saber to bat away the projectiles, there are so many "no win" situations that you can be placed in. It he uses his ultimate twice in a row and there's a big jellyfish coming at you, gg. Because of this, the objective for this fight becomes clear: kill him before he has a chance to do anything crazy.

Before his desperation phase, you can manipulate him pretty easily. Punch him on the ground until he coughs up the little jellyfish, and then whack him with Ganzahana to push him into his ultimate attack. Once that happens you pretty much roll dice and pray that he doesn't put you in a situation where the big jellyfish can come at you. I chose to use the double attack to net a kill where I could; it's rare that he was that generous with his move choice, and I had to capitalize before he changed his mind.

Avalanche Yeti

...LAWD

If Gigabolt Man-O-War is the toughest Maverick in this run, Avalanche Yeti is a VERY close second. You can bait a lot of his stuff by sticking on the walls, but what makes this fight tough are the limitations of the K-Knuckle. You don't have the luxury of being able to shoot or slash those icicles out of your way, if he's on the far side of the screen and decides to spray a fan of ice your way, it's gg. Even using the Tatsumaki Senpukyaku will result in you taking a little damage.

Beyond that, his ultimate is arguably the most annoying one in the game. Those snowflakes are very random and make dodging his attacks that much harder. I opt to use his weakness here because it's the only way to get any sort of breather here. Raijinken is interesting in that it works a lot like Kazuya's EWGF in Tekken. If you plink dash and special, you get an instant uppercut, while holding the button gives you a little dash beforehand. Being able to do the quick version helps a lot with clearing the snowflakes out of the way, along with hitting the big guy of course.

Burn Rooster

3rd hardest Maverick, easily.  He's moderately difficult normally, but once he goes Super Saiyan the fight becomes an absolute nightmare. You can guard break him to take him down a level, but your only guard break is a close-range move and you have to keep doing it in order to keep his power level in check. Of course, the other option is to hit him with a good old fashioned Shoryuken and call it a day. :)

Optic Sunflower

Much tamer boss than the previous few. Watch what level he's standing on and you shouldn't get hit by his lasers. His ultimate is painful but dashing at the right time keeps you out of trouble. What you DO need to watch out for are those capture balls. Past 50% he likes to toss one out and immediately follow it up with an ultimate. If it were just one ball I'd be fine with that, but I've seen up to 3 at a time on screen at once. Nothing worse than finding the perfect dodge spot only for a ball to appear and hold you down for a charged laser. Jerk.

Aside from that he's remarkable easy to damage. He stands still a lot making him a prime target for jump kicks and punches. Just watch your screen position and you should come out on top.

Earthrock Trilobyte


He's easy, but at the same time not as easy as you'd think. Those little blue orbs in conjunction with the crystal wall pushes him into borderline Rogue Legacy territory. Thankfully they do eventually disappear, and sometimes he'll mercifully use his easy-to-dodge ultimate in order to give you a breather.

After a guard break he stands still long enough for you to really let him have it, so oblige!
[/spoiler]

18
Gaming / Re: Super Smash Bros. Thread
« on: November 29, 2014, 02:01:12 AM »
If I'm not mistaken, you can choose the teleport win pose manually.  Holding left on the D-Pad triggers it.

19
Gaming / Re: Super Smash Bros. Thread
« on: November 29, 2014, 01:15:47 AM »
How to play Mega Man online:

- Every time you win a match, change your color to the one that closest matches the opponent's character. (i.e. If you beat a Pikachu player, change to yellow/black, etc.)  8)

20
Gaming / Re: RPM's Nintendo Network, Friend Code, Secret Base lists
« on: November 28, 2014, 09:52:29 PM »
NNID: BaconStunner

21
Gaming / Re: Super Smash Bros. Thread
« on: April 18, 2014, 05:43:34 AM »
Annnnd after doing some googling I can confirm that this is a fake made 10 months ago.

 :|

Have to admit, this is pretty well-made, though.

22
Gaming / Re: Super Smash Bros. Thread
« on: April 18, 2014, 04:55:07 AM »


That's a pretty well-rounded selection.  The BN costume looks good and Quint took me by surprise.

23
Gaming / Re: Super Smash Bros. Thread
« on: April 09, 2014, 03:00:23 AM »
I'm just gonna sit here and drool at that Megaman Final Smash for a few more...hours

24
Shooting Star / Re: why don't very many people like starforce?
« on: October 09, 2013, 07:59:58 AM »
I can definitely sympathize with Soultrigger's opinion.  With the classic Megaman series, the premise was that 20XX was a future that featured technological advancement in the form of robots.  While fun to speculate about, it's clear that our world isn't headed that way.  Enter Battle Network.  Here we have an alternate universe where the Internet is used over robotics.  This is so much more realistic, especially when you consider that a lot of the tech you see in Battle Network exists today.  Heck, a PET is nothing more than a smartphone.  The BN series was arguably the most relatable series in terms of technology, and I really liked that about it.

Star Force isn't bad, but it really did destroy all of the relatability that BN had.  Real/Matter Waves in particular just took it to an all new level of "out there", and I wasn't too fond of that.

25
Shooting Star / Re: why don't very many people like starforce?
« on: October 07, 2013, 08:57:14 PM »
Only Star Force game I played was 3, and I loved it!  I guess if Star Force 2 is as bad as eveyone makes it out to be, then I can see the series suffering for it.  It's like how BN4 severely wounded the credibility of the Battle Network series.

Let's be honest. Star Force's Mega Man's character design sucks balls. It's utterly retarded and I'm not TERRIBLY fond of it.

Out of all the franchise iterations, I've always felt like Star Force MM looked the least Megaman-ish.  The beast design isn't terrible, it just doesn't feel like Megaman.

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