So I think I'm gonna buy a Japanese XBox 360 next week so I can properly matchmake in certain fighting games and also get some really fucked up weeaboo region-locked games. Let's go!!
disclaimer: if you play any of these youtubes, you will get AIDS
And oh boy, I haven't even posted any of the Kinect offerings yet
I just thought of something... DIABLO 3 DIDN'T RELEASE WITH PVP OR THE REAL MONEY AUCTION HOUSE. I HOPE ALL YOU SKULL GIRLS WHINERS ARE COMPLAINING ABOUT DIABLO 3 OR YOU ARE FREAKING HYPOCRITES
Since this thread has been bumped, have a taste of the update notes for Skullgirls:
Quote
•TOURNAMENT MODE with mandatory controller selection + button settings every set, all colors unlocked, no achievement gains, and goes back to controller select if a controller is unplugged after match.
•Menus wrap
•Exit Game no longer exits game, is "End Match" (End Match no longer exists)
•IPS counts standing/crouching/command normals that use the same button as the same move
•Post-startup throw tech window extended 3 frames
•Achievement freezes fixed
•Double's level 3 sped up and only kills on the last hit, sends opponent to opposite side of the screen afterward, if it hits an assist is no longer invincible
•Hornet Bomber HK no longer has any invincibility and causes techable knockdown.
•Valentine's level 3 sped up and if you hold punch skips the cutscene
•Valentine's green vial wears off twice as fast if the opponent is in hitstun
•Fortune's head leaps to the other side of the screen after Omnomnom
•Parasoul's tears scale properly in combos and according to team size
•Painwheel's spindash is just down + mash K instead of down, down + mash K
•Cerebella's Excelebella assist input is more lenient at custom assist screen
•Filia's air tatsu is negative edge-able and assist calling is fixed
•Netcode fixes
•GGPO savestates, dummy options in Training Mode
•Assist characters take 20% additional damage (used to be 6%)
•Movelists
•Visible nametags/custom assist choices in online VS
•360 load times roughly 1/3rd the length they used to be
•Instead of hitboxes, low-resolution versions of the characters appear when data isn't fully loaded
•LP + HK is assist 1, LK + HP is assist 2 (in addition to previous inputs), easier to do on pad
•Deadbody combos that trigger IPS immediately cause invincibility on the corpse
•Time is stopped while a character is dead and before the next character comes in
•If you happy birthday, you'll never see bubblegum sparks if you continue comboing an assist after killing the point earlier in the combo
•Training Mode input display
•various crash fixes
There's more stuff we don't know about yet (this is coming with the update that adds a character or two)
Street Fighter Anniversary Collection on ps2 is pretty awesome. It has ST, 3rd Strike, some other stuff and great extras. Also, download GGPO.
Welp, guess I better start updating Fightman Game again! Should I keep it on tumblr, move it, mirror it, or does it not matter? I don't really like tumblr except for the chance to be reblogged...
Seriously higurashi might be my favorite animu, which makes kira even worse. It sounds like you haven't seen it. Its very recent, like this year or last year
Read the post where i said it was really good, but this new thing they made is awful. I would probably be less ashamed to be caught watching porn than the first ep of hnnkn kira
DMTV World Fighters is JPN only. GameCube and PS2. I believe I reviewed it for NWR many years ago actually! Snake is pretty good in that game. The roster is nuts actually. The actual system is simple and exactly how I explained it, but the life bar indicator is kind of confusing, at least inititally. It's just a sliding scale thing, the guy with the most life is shown at the right, and the other players are shown further to the left the less life they have. Does that make sense? It's really like all 2-4 life bars overlaid onto one meter.
The life coins that are dropped are always less than the life lost, so matches won't go on perpetually.
Were any of these shows based off of their manga counterparts, or were they just created as anime?
You'll have to ask an anime nerd. I don't know **** (except for Higurashi, it started off as a visual novel kinda game and was made into a really good show, except for this new thing they made which is Really Bad)
Actually, I think that this proves the Smash Bros idea is viable, but could use some tweaks. I like the damage meter against a player increasing. But I could also see a system where you can basically "get on fire" and either damage you do becomes more powerful...or another idea is that you heal the amount of damage you give...proving that being aggressive will give you benefits.
I actually like the idea of healing, and have it start after a certain combo...of course the combo system here would not be like a Street Fighter combo, but a string of hits before you are hit by somebody. (With a timer to prevent running away tactics.)
dude what
No really, I have no idea what you're trying to say here. But, maybe you should look at/play DMTV World Fighters. It's the Konami/Hudson/Takara smash-ish game, and you could more or less be healed by attacking the other players. More specifically, when you hit guys, they lost life and dropped heart coins, which would give you life when you picked them up. There were no ring outs, so you had to beat the other players to death to win.
In that game, you could runaway or attack from a distance for a while, but it would tend to put you at a disadvantage against whoever came out ahead between the other players in a 3-4 player match. But, if you could successfully zone a guy out in a 1 on 1, that usually worked out pretty well.
None of this seems to matter a lick for PSAS because there are no life bars and ergo, no healing! You just have to get in there and kick ass to build meter faster than your opponents.
"Kingmaker" is a player that will definitely not win, but whose actions will determine which other player will win. This happens a lot in Smash Bros if you're playing 3 or 4 players.
Functionally, supers in PSAS are quite a bit different from Final Smashes because: - they are earned through attacking other players - they are apparently the *only* way to KO other players
They are different in some other nitpicky ways but those are the big ones.
I kind of want to weigh in on the controller discussion here. DualShock - bad 360 controller - bad Wiimote - bad GameCube controller - bad Wii classic controller - sort of okay
N64 and Saturn for best controllers!
Seriously, why do Sony and MS use mushy analog buttons? Roughly zero games use them, and even less use them effectively. I mean, that's what the triggers are for, right? Snappy digital buttons feel and respond so much better...