Forum - View topicThe X Button - Touch Sensitive
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otakunomike
Posts: 39 |
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I actually wish Gundam Side Stories would come out in the US if only for a remastered version of Zeonic Front. That was a great little underrated PS2 game
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Paul Soth
Posts: 142 Location: Columbus, Oh |
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According to news that came out yesterday, the PS3 and PS4 versions of Guilty Gear Xrd will have online cross-play between the platforms and at least one new character for the home version.
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CatzCradle
Posts: 230 Location: Canada |
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I'm torn between the the two Harvest Moon games coming out, only have the budget big enough to buy one >.<
And hnggg! I so want that new Touch Detective 3 game! Hoping it gets licensed in English here! |
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TyrantRaveOmega
Posts: 2 |
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The real shame is that they did not include Order Sol in Xrd. Looks like we will have to wait until Guilty Gear Xrd: ampersand Q batman symbol for him!
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Levitz9
Posts: 1022 Location: Puerto Rico |
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Success is still around? Wow--I thought they had gone under after Windy X Windam crashed and burned.
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Fronzel
Posts: 1906 |
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I was kind of disappointed by the first Touch Detective game. The creepy, blank-eyed character design is calling out for a bizarre, slightly unsettling atmosphere to match, but it feels more like a normal kid's cartoon or something.
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jr240483
Posts: 4447 Location: New York City,New York,USA |
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well i will definitely take GG XRD over the waste of time and money that is USFIV. they should have left well enough alone with SSFIVAE. no way anyone is gonna pay $39.99 just to get new characters. sure i would have been fine with the previous 4 considering they were insanely popular in SF X TK , but SERIOUSLY? A FREAKING CAMMY CLONE AS THE 5TH? i mean come on now. i would have been satisfied if it was reserved for a console exclusive, or better yet they could have allowed popular Alpha characters like Charile , Karin or Rainbow Mika for the final slot or even one of the popular characters from the EX series or even the rival schools series since it sort of tie in to the SF universe. but the resort to a clone which means their seriously getting desperate on milking this series as much as they can. worse all of that for just $40 bucks? if it was 20 then some would manage but 40 is mainly the price for a new game. bit of advice. save that money for GG XRD instead. |
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Rahxephon91
Posts: 1859 Location: Park Forest IL. |
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Man the irony in that post is so delicious.
You're going to buy a game that a year from now will have a $40+ expansion. Then a year after that will have another one and so on. You say this while ignorantly slamming SF for the same thing except its expansions are probably even more spaced out and don't have DLC characters on top of the expansions like Blaz Blue. It's also only $40 for the physical. Super and Arcade can be updated to Ultra for $15. It's also you're loss, but at least stop being ignorant. Decrape does not play anything like Cammy and is an exclent character with cool zoneing abilities. Pretty much all of the other new characters have been great. SF4 has a huge lively community and updates that bring new life into that game are not a waste of time for people who actually care about the game. This is like complaining about WoW reciving expansions. SF is not a release and that's it game, not for the actual SF scene. You obviously aren't a part of it. |
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YaarghThePain
Posts: 1 |
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Objection! The ponytail is awesome! |
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jr240483
Posts: 4447 Location: New York City,New York,USA |
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actually i do. i currently play SSFIVAE. if this expansion was like 20 i would have considered it , but definitely not the price for a new game.
also like many people we buy the physical disks and not the digital downloads so that price for 15 is also debunked for those that dont have the DD. its as i said , it better off to save that money for the GGXrd game or the next Blaze Blue game instead of wasting it on another SF update. it should have ended with arcade edition. |
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nhat
Posts: 922 |
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It's only $15 for an upgrade.... Here's the list of changes per character: http://www.eventhubs.com/news/2014/may/22/final-ultra-street-fighter-4-balance-change-list/ Abel • Close Standing HP first hit hitbox greatly expanded downward • Hitbox on the 2nd hit of C.HP extended lower • Far Standing HK start-up reduced by 1 frame (14F → 13F); active frames increased by (2F → 3F); recovery reduced by 1 frame (19F → 18F) • Falling Sky active frames increased by 1 frame (2F → 3F); upper-body invincibility frames increased by 1 (1F → 2F) • EX Change of Direction starts up 3 frames faster (16F → 13F) • 2nd low hit advantage increased by 4 frames (+1F → +5F) • Finish slow startup reduced by 5 frames (22F→ 17F) • Heartless (Super Combo) active frames increased by 2 (2F→ 4F) • Soulless (UC1) pushbox greatly expanded upward, less likely to cross under after Crouching HP in the corner Adon • Crouching LP advantage on hit increased by 1 frame (+5F → +6F) • Close Standing HK hitbox slightly expanded horizontally and upward • Jaguar Crunch (6+MP) frame advantage against standing opponents reduced by 1 frame (+4F → +3F) • L Rising Jaguar 2nd hit on grounded opponents floats higher upward and slightly more forward, easier to follow in the corner • L, M and H Rising Jaguar → EX Focus Cancel → Forward Dash is now -5F on block • L Jaguar Kick damage reduced by 50 against airborne opponents (140 → 90) • M Jaguar Kick damage reduced by 10 on standing opponents (140 → 130); damage against airborne opponents reduced by 50 (140 → 90); chip damage changed to 33 • H Jaguar Kick damage reduced by 10 on standing opponents (130 → 120); damage against airborne opponents reduced by 40 (130 → 90); chip damage changed to 30; top side of the hitbox has been reduced slightly • M and H Air Jaguar disadvantage on block increased (-2F when done from the lowest height) • All versions of Air Jaguar Kick chip reduced by half • EX Air Jaguar Kick 2nd hit now overhead • Jaguar Revolver (UC1) forward movement from 2nd hit and after slightly shortened, easier to connect all hits on close opponents; damage reduced by 30 (510 → 480); Active frames on the first kick reduced by 1F (7F → 6F) • Crouch lp has one more frame of hitstun added (+5F → +6F) Akuma • Close Standing MK now forces stand on hit; start-up reduced by 1 frame (5F → 4F); hitbox expanded downward; recognition range increased • Far stand heavy punch now EX Red Focus/Special/EX Focus Cancellable; damage reduced by 30 (120 → 90) • Crouching HK can no longer be cancelled into Wrath of the Raging Demon (UC1) • All versions of Back Jump Zanku Hadoken recovery increased by 2F • L, M and H Hyakkishu now have the same EX Zanku Hadoken follow-up as EX Hyakkishu • M Goshoryuken 2nd hit can no longer be EX Focus-cancelled on block • H Goshoryuken 2nd and 3rd hit can no longer be EX Focus-cancelled on block; invincibility time reduced by 1 frame (6F → 5F) • L, M and H Goshoryuken → EX Focus Cancel → Forward Dash is now -5 on block • EX Shakuretsu starts up 6 frames faster (25F → 19F) • L Hurricane hitbox increased downward slightly Balrog • L Dash Straight advantage on hit increased by 1 frame (-2F → -1F) • M Dash Straight pushback on hit has been reduced • L Dash Swing Blow damage reduced by 10 (80 → 70); stun reduced by 30 (100 → 70); advantage on hit reduced by 10 frames (+10F → 0F); disadvantage on block reduced by 3 frames (-5F → -2F); charge time reduced by 10 frames (55F → 45F) • M Dash Swing Blow advantage on hit reduced by 8F (+10F → +2F); disadvantage on block reduced by 1 frame (-7F → -6F); charge time reduced by 5 frames (55F → 50F) • Turn Punch charge from Level 2-4 has been adjusted to 2 seconds per level • Turn Punch Lv2 disadvantage after block reduced by 1 frame ( -5F → -4F) • Turn Punch Lv3 disadvantage after block reduced by 1 frame (-8F → -7F); disadvantage after hit reduced by 1 frame (-4F → -3F) • Turn Punch Lv4 disadvantage after block reduced by 3 frames (-12F → -9F); disadvantage after hit reduced by 3 frames (-8F → -5F) • Crazy Buffalo (Super Combo) last hit can be changed to a straight when holding P or an uppercut when holding K • Dirty Bull (UC2) input command changed from 63214 x2+PPP to 720+PPP; recovery reduced by 10 frames (58F → 48F) after a successful Ultra; throw range extended from 1.09 to 1.30; damage reduced by 149 (399 → 250) Blanka • Forward Dash total frames reduced by 1 frame (21F → 20F) • Close Standing MK now airborne 1 frame sooner (from 4F→ 3F) • Crouching MK advantage on hit increased by 1 frame (+4F → +5F); pushback on guard and hit increased • H Rolling Attack knocks down the opponent at all distances • All versions of Backstep Roll cause 2F more block-stun • All versions of Vertical Roll can be EX Focus-cancelled on hit or block • Shout of Earth (P version) now has a larger hitbox on the 1st active frame; no longer hits standing opponents Cammy • Close Standing HP damage reduced by 5 (85 → 80); stun reduced by 30 (150 → 120) • Far Standing HP 1st active frame damage reduced by 10 (80 → 70) • Crouching LK start-up increased by 1 frame (3F → 4F) • Crouching HP damage reduced by 10 (90 → 80); stun reduced by 50 (200 → 150); advantage on hit decreased by 1 frame (+7F → +6F) • H Spiral Arrow first hit now has one more frame of hit stun (+3F → +4F) • L, M and H Cannon Strike height restriction slightly reduced; recovery increased by 2F (5F → 7F) • EX Cannon Strike block-stun reduced by 5F • Hooligan Combination now has L, M and H Cannon Strike follow-up • L, M and H Cannon Spike → EX Focus Cancel → Forward Dash is now -5 on block • Gyro Drive Smasher (UC1) non-cinematic last hit damage reduced by 40 (210 → 170) Chun-Li • Vitality increased by 50 (900 → 950) • Rear Spin Kick (3+LK) hitbox expanded; start-up reduced by 2 frames (12F → 10F); active frames reduced by 1 frame (4F → 3F); recovery increased by 1 frame (15F → 16F) • Yosokyaku (Jump 2+MK, all 3 hits) hitbox expanded downward and horizontally • Light spinning bird kick now causes knockdown; damage reduced by 60 (160 → 100); recovery reduced by 2F (12F → 10F); stun reduced by 80 (180 → 100) • Heavy spinning bird kick total damage increased by 10 (200 → 210); now causes knockdown on hit; (recovery increased by 4F (12F → 16F) • EX Spinning Bird Kick hitbox slightly expanded forward and downward; 5th hit hitbox slightly expanded upward • EX Kikoken now causes knockdown on hit • EX Hazanshu now has armor-break properties • UC1 now floats lower on hits 2-7; damage reduced on hits 2-9 by 10 each (30 → 20) • Kikosho (UC2) invincibility increased by 1 frame (8F → 9F), damage increased by 35 (330 → 365) And a lot more in the link above but this gives you a taste of what they did |
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Rahxephon91
Posts: 1859 Location: Park Forest IL. |
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