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Entertainment / Re: TMNT 25th anniversary direct to DVD animated movie
« on: October 16, 2009, 10:12:01 PM »
i don't remember how i got this thing.
Totally righteous. What does it say on the base?
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i don't remember how i got this thing.
I'm not so used to the voices yet, but everything else was funny.
I mean, honestly, you're not really supposed to be utilizing that super that much, if at all. 90% of the time, there's likely a better option for you to put that Super Meter to use.
Poor Roll, I can see that many players are gonna take advantage of the scenario.
wait, what.
U Hitomi.
Pharaoh Woman seems popular, by KEI-SUWABE.
Yes, because he'd fire Shadow Blades like a [chameleon sting]er.
you can nab the energy pellet as it falls on her.
IGN has new NSMBW videos. One is of the new Lemmy Koopa Boss Battle.
http://media.wii.ign.com/media/143/14354229/vids_1.html
Looks like the Koopalings are getting voices at last besides the cartoons.
Tekkaman and Yattermans endings were better.
Has the game become another CroTrig addiction?
Next up was Zero, Mega Man’s moody futuristic incarnation, who turns out to be a combo-friendly fighter. Zero’s special moves currently border a bit on the overpowered side. Ryuenjjin is basically a fiery dragon punch that uses Zero's plasma sword. Hadangeki is a plasma wave that flies across the length of the screen. Hienkyaku is an evasive dash that lets Zero quickly change positions onscreen. The hyper Zero blaster is a charged attack triggered by holding down one of the attack buttons. When released, the attack releases a projectile that differs based on which button was used to trigger it. The powerful attack can be done in the air, which is sure to annoy fighters. Finally, Zero’s sentsuizan is an angled diving attack you can only do in the air but dovetails nicely into some devastating combos. Zero’s super and ultras follow the “overpowered and almost cheap” theme. The rekkoha knocks Zero’s opponents back and slams them with a rainbow of colorful energy beams. The sougenmu calls a shadow dupe of Zero that mimics all his attacks, a la the old-school custom combos from the Street Fighter Alpha series, which essentially doubles his damage. Finally dark hold, Zero’s ultra combo, traps his opponents in a bubble just long enough for Zero to whip out his plasma sword and slash them some serious pain.