So, when is the European release about to happen? The radio silence in that regards makes me a little uneasy. I am already expecting it to release months later and digital only. :/
Zone him outOkay what's some tips to beat Percival? I literally haven't beat a single one with any of my characters.
Isn't that every fighting game?It would provide them with more opportunities to capitalize on a mistake, which is what 90% of GBVS is, capitalizing on mistakes and stealing turns.
But yeah, if someone decides to just be iron clad and play lame, there's not much that can be done, especially since her big damage is started at 3/4th screen anyway.
Asami Imai (Vira's VA) apparently let slip in her show with Famitsu that Vira showed up in the story and is part of the crew in GBVS.
So I guess Vira DLC is kind of confirmed, to the surprise of no one. Now it could be either Zoi or Vira for the fifth char of pass 1.
Hope to play with some of you this weekend likely.
FFXIV been taking my attention away.
I like Gran but the more I play Zeta... I think Zeta might be it.
Sure the boot needs to be respected but the spear dive feels great.
Just wish it had rollback. I feel like all the fighting games I truly enjoy (though I haven't found a fighter that I didn't enjoy on some level), all have delay-based netcode.
This hurts so bad man. Like I've tried MK and while it's fun, it just doesn't do it for me like these trash netcode JP fightersJust wish it had rollback. I feel like all the fighting games I truly enjoy (though I haven't found a fighter that I didn't enjoy on some level), all have delay-based netcode.
Lol I definitely enjoy and have fun using Zeta waaaaay more than Gran but to say she's better? Hol' up amigo I think you might be pushing itFully agree on Zeta probably being better than Gran, she seems to have way more options in the corner to mixup/crossup peeps and her pokes at midscreen are way more reliable.
This hurts so bad man. Like I've tried MK and while it's fun, it just doesn't do it for me like these trash netcode JP fighters
Lol I definitely enjoy and have fun using Zeta waaaaay more than Gran but to say she's better? Hol' up amigo I think you might be pushing it
Doesn't the block button completely destroy the notion of crossups though? Like if you see the pogo you just use the block button and remove all guesswork from the mixup.Ehh, it's anecdotal evidence from the matches I've but the few Zeta's I've played who knew what they were doing just seem to be able to take control of the midscreen or unga bunga into safe ex move pressure way more often than Gran can. Her pogo can do some ambigious crossups if setup right. I have to play a bunch more matches against her though to get a real feel for the matchup though.
While her spear range is not bad, the pogo kind sucks when someone uses the block button. That aside she's still lacking in some key areas, like her damage isnt as good as you'd have hoped with her execution needed, no invincible move(has armor stance but not as good imo), she cant frametrap you like Gran can either. Like I don't think zeta sucks but compared Gran? Hmm idk about that oneEhh, it's anecdotal evidence from the matches I've but the few Zeta's I've played who knew what they were doing just seem to be able to take control of the midscreen or unga bunga into safe ex move pressure way more often than Gran can. Her pogo can do some ambigious crossups if setup right. I have to play a bunch more matches against her though to get a real feel for the matchup though.
Doesn't the block button completely destroy the notion of crossups though? Like if you see the pogo you just use the block button and remove all guesswork from the mixup.
While her spear range is not bad, the pogo kind sucks when someone uses the block button. That aside she's still lacking in some key areas, like her damage isnt as good as you'd have hoped with her execution needed, no invincible move(has armor stance but not as good imo), she cant frametrap you like Gran can either. Like I don't think zeta sucks but compared Gran? Hmm idk about that one
Beelzebub will be 300 yen (around $3), but that's probably only an early unlock price. No idea what the ones who can't be unlocked for free will be, but $5 tends to be typical for games where Arc develop yet don't own the IP.
I wouldn't know, waiting on the US release myself. That said, $10 is the lowest for prepaid cards here as well, so doesn't seem likely.Hm... I know when I purchased HK cards that the minimum was 10. Is there any $5 equivalents?
I wouldn't know, waiting on the US release myself. That said, $10 is the lowest for prepaid cards here as well, so doesn't seem likely.
It's most likely Zooey for the final S1 character, if only because I really doubt Cygames would be generous enough to offer both Narmaya and Vira in the same pass instead of saving the latter for S2. Other than Zooey already showing up in the story, I recall someone in the thread mentioning that she shows up in the artbook from the premium edition too.Hm. Might have to take a look at what I have left over and either just go for the SP or not.
Wish we know what the final character was on the first Season Pass.
Nothing too crazy, focused on grounded combos, juggles, and wall bounce combos above all else. Good damage on optimized ones, though. The game is closer to Street Fighter than a typical anime fighter, so no air dashes or air combos (though Metera has loops, and Zeta can launch with her EX spear dive before hitting again then landing ahead of the opponent in the corner).Ok...I had no interest in this in spite how beautiful it was till today's trailer. Chaos Bringer or whoever has an amazing look and great looking tools and animations. Genuinely a character fully in line with shit I like making in my own artwork and who looks fun to play.
How are combos is all I wanna know.
Ok...I had no interest in this in spite how beautiful it was till today's trailer. Chaos Bringer or whoever has an amazing look and great looking tools and animations. Genuinely a character fully in line with shit I like making in my own artwork and who looks fun to play.
How are combos is all I wanna know.
It's most likely Zooey for the final S1 character, if only because I really doubt Cygames being generous enough to offer both Narmaya and Vira in the same pass instead of saving the latter for S2.
It's most likely Zooey for the final S1 character, if only because I really doubt Cygames would be generous enough to offer both Narmaya and Vira in the same pass instead of saving the latter for S2.
It's most likely Zooey for the final S1 character, if only because I really doubt Cygames would be generous enough to offer both Narmaya and Vira in the same pass instead of saving the latter for S2. Other than Zooey already showing up in the story, I recall someone in the thread mentioning that she shows up in the artbook from the premium edition too.
Nothing too crazy, focused on grounded combos, juggles, and wall bounce combos above all else. Good damage on optimized ones, though. The game is closer to Street Fighter than a typical anime fighter, so no air dashes or air combos (though Metera has loops, and Zeta can launch with her EX spear dive before hitting again then landing ahead of the opponent in the corner).
All I'm after is combos that arent so restrictive that most of the routes are all the same. I get super bored on flowchart fighters. Ditto for when an autocombo is just as viable as manual combos . I just enjoy it more when I can get playful and change up what i do next in a combo since I'm a setup guy and like to end or go for resets in a lot of ways from the same starters.The combos are pretty simple, reminiscent of Super Turbo with some more bells and whistles
Autocombos aren't much of a concern since they're more akin to the P4A-style mash A normals where they're unique attacks. In this case, they're also only available after close proximity standing normals. They're often used to help hit confirm or pressure, but optimum damage combos tend to use them as little as possible to reduce scaling on subsequent combo parts.All I'm after is combos that arent so restrictive that most of the routes are all the same. I get super bored on flowchart fighters. Ditto for when an autocombo is just as viable as manual combos . I just enjoy it more when I can get playful and change up what i do next in a combo since I'm a setup guy and like to end or go for resets in a lot of ways from the same starters.
Hmm. Not bad. The no special to super canceling is the big restrictor here on combo length and damage because I'd imagine it forces you to use either ex to normals then super or just ex to super as your ender and that sounds rather meter pricey on resources.Autocombos aren't much of a concern since they're more akin to the P4A-style mash A normals where they're unique attacks. In this case, they're also only available after close proximity standing normals. They're often used to help hit confirm or pressure, but optimum damage combos tend to use them as little as possible to reduce scaling on subsequent combo parts.
As another user mentioned, combos are very Street Fighter-ish. Normals generally don't cancel into other normals, so the ones that can combo do so via links. All normals are also special and super cancelable, and specials are not super cancelable. There generally aren't many wild conversions from midscreen except off anti-airs, but corner damage can get pretty wild with EX moves allowing for wallbounce, float, crumple, etc.
Flexibility can greatly vary by character, but generally supers, EX, and sweep combo enders have hard knockdown for safe jumps or other oki setups, probably with different wakeup timings depending on attack, juggle height, etc. Ending juggles with other normals or non-hard knockdown specials can also allow for different air/ground recoveries with differing strike/throw invul timings that can be used to put opponents in weird situations, too. I don't think you can chase air techs with air unblockables though.
Hmm. Not bad. The no special to super canceling is the big restrictor here on combo length and damage because I'd imagine it forces you to use either ex to normals then super or just ex to super as your ender and that sounds rather meter pricey on resources.
Ability 1 : Black Fly
A projectile that fires black feathers. The Triangle (M) version fires several feathers and is difficult to jump over. Holding down the button charges up the move for multiple hits, and can be done on the Square/Triangle/Circle (L/M/H) versions.
Ability 2: Langelaan Field
An invincible ability. Places a barrier around him that also hits behind him. The Circle(H) version cannot be blocked in the air, so it's useful both against Cross Over and jump-ins.
(George Langelaan wrote The Fly, for reference purposes)
Ability 3: Chaos Calibur
A spinning move that attacks with Bubs' wings. Has a long reach, which makes it easy to use both for combos and for mid-range pokes. The Triangle (M) version hits low, and shrinks Bubs' hurtbox down.
Ability 4: Karma
Places a projectile in front of Bubs that sucks in enemies (only works on airborne enemies if they're in hit stun). The strength of the suction is based on the strength of the button used.
Ability 5: Unisonic
An air-to-ground dive attack. It can be blocked crouching. The move will briefly stop Bubs in the air, so it can be used to bait opponents' anti-air moves. The Circle (H) version will launch them and lead to a combo, especially near the corner.
Unique Action: Shadow Move
Teleports forward. The ending point of the teleport is fixed, but it is faster than regular dashing. Can be used for ambushes, or can be used to try and escape the corner.
Skybound Art 1 : Black Spear
A projectile with some invincibility. Holding down the button will push the projectile forward and turn it into into a multi-hitting attack. This means that hitting it at short range greatly increases the damage.
Skybound Art 2: Ansem (Anthem?)
A command throw with some invulnerability. If the throw succeeds, it flings the opponent away with a black spear. Don't try to react to it, not at close range!
Super Skybound Art: Chaos Legion
A projectile with some invulnerability. Fires countless thorns in front of Bubs. If it hits at close range, it will take them up to the skies, where everyone's favorite Avatar move, Archenemy, brings the fight to an end.