Broken Destiny - First Impressions

If this shit comes out on PS3, youre all gonna cry.

ZASALAMEL:
* 1BBA no longer stuns, it knocks back and rings out to your right.
* Pimphand deals 12 damage normal, 14 counter.
* Pimphand knocks back to 66B range.
* 4A knocks back/down and rings out to your right.
* 3AB sends behind you on normal hit and will ring out.
* WR A now has WR A4 draw that does 28 damage vs regular WR A 18.
* I *think* CH4B:B sends them behind you further.
* CH4B:B, BT B+K seems to have changed in timing.
* Guard break/soul crush A+B+K added. Move from SC3, don't know the notation sorry.
* 66A+B4 actually listed in the move list. Forces them into a stun crouch, but doesn't seem that BT B+K will combo into it.
* 3B4, 66A+B4, BT [B+K] combos for 64-67 damage and will ring out in front of you. Yes, only the fully charged BT B+K will work.
* FC 3B, 66A+B4, BT [B+K] combos for 76 damage and front ringout.
Both of those combos can be just ukemied out of after 66A+B4.


This makes me so freaking happy.
 
Siegfrieds 4K never knocked down on NH, nor did 4A stun on normal hit. Even more unreliable SBH B for groundhit is not appreciated, but doesnt hurt him THAT much either.
Things that are more important:

Does he still have his HUGE throwrange? What is the dmg on his frontal standard throws?
Is 3~SCH B a combo on normal hit? How much dmg does ch 3~SCH A+B deal?
1B still deathfist punishable? How much dmg does it deal?
How unsafe is flapjack?
Can B+K G.I. horizontal kicks again?
Does 22 still hit grounded/rollers reliably and does SSH K still beat BBs on block?
 
So the new A+B+K thing has me a bit worried since I feel I can't choose the move I want to CF with. Are the A+B+K moves easy to avoid like most UB's? Do they work well as a basic attack for other things? Is it obvious it's coming? Can you crack the SG with another move and A+B+K to CF like you do now?

And look into Ivy more. I want to find something! SE maybe becomes safer and has tracking fixed? SW 214K and 6 no longer glitch at tip range? Useless moves like CL 1A now are good? It feels like she got all nerfs that made no sense what so ever to any complaints made on her in SCIV.

As well take a look at Hilde. Does she feel balanced or has this seemingly insane damage buff put her right back into broken or even worse? I'm all for her getting a damage buff at the price of losing the broken RO combos (which I think now still RO at a reasonable range like they should've from the start), but it seems they went overboard. 130dmg for C3B ????????? Is there something we're missing here that will put this all in perspective?

They seem to be doing a good job with the low tiers though.
 
So the new A+B+K thing has me a bit worried since I feel I can't choose the move I want to CF with. Are the A+B+K moves easy to avoid like most UB's? Do they work well as a basic attack for other things? Is it obvious it's coming? Can you crack the SG with another move and A+B+K to CF like you do now?

No more G+A+B+K for traditional CF's. Instead, just hit your A+B+K macro (default is R) during a soul crush, and you'll go past your A+B+K move, straight into the CF like you used to, without needing a G input.

The new system is the same as the old system, with two improvements.

#1: The input for a CF is A+B+K instead of G+A+B+K.

#2: If you try to do it at any time other than a Soul Crush, you now get a super sweet new attack instead of a humiliating facepalm animation. And your super sweet new attack happens to have additional CF earning powers, should you choose to use them.

So, you can still CF in the original way. The input window of the red soul crush cloud animation looks a lot shorter, though. But that might only be how it looks. The window might actually stay open for longer than the animation would lead you to believe. Or not.
 
I got a question about the weapon system. Is it still like in SCIV where you have to give your character the weapon you want them to use as you create them or is it like SCII-III where you can choose at the character select? Because now I'm confused about standard characters. Since you cant actually customize their outfit does that also mean you cant change their weapon inlike colour edits in SCIV?
 
To give them a different weapon: create a color edit, and give it to that. There is no weapon select on the character select screen.

Know what else isn't on the character select screen? Handicap options. Finally. I still can't believe you can't turn that off in SCIV.
 
Also, does anybody need anything tested?
Yes. If you can PLEASE break down Cervantes move list, and some combos, that would be great. I read a little bit in the Cervantes forums about a small 10 point damage buff on some combos, just curious on some more details. Thank you
 
Im curious about Cervys walldamage....can somebody test aK~W!~BT B+K~66B~W!~3B~22B~iGDR 8B please??

You need a corner for this one of course, it the last part is to tricky just go for a second 66B or 3B~44A or 3B~4A+K~2B+K...
 
As well take a look at Hilde. Does she feel balanced or has this seemingly insane damage buff put her right back into broken or even worse? I'm all for her getting a damage buff at the price of losing the broken RO combos (which I think now still RO at a reasonable range like they should've from the start), but it seems they went overboard. 130dmg for C3B ????????? Is there something we're missing here that will put this all in perspective?


Well winning by KO was never really her issue to begin with. I don't think buffing her damage would be a bad idea, with doom combo gone. Hell with doom combo gone she'll really need some help anyway.

I wonder if they changed anything about charge moves frames on block? If not even that won't be too much a problem, if they changed step like people are suggesting they did, I can't see people sidestepping and STILL getting hit by C3B nearly as much.
 
I REALLY hope PS3/360 get the BD update. Especially if sidestepping is faster. That was probably the #1 reason I quit SC4. Not to mention, GIing more rewarding? hell yes.
 
Well winning by KO was never really her issue to begin with. I don't think buffing her damage would be a bad idea, with doom combo gone. Hell with doom combo gone she'll really need some help anyway.

I wonder if they changed anything about charge moves frames on block? If not even that won't be too much a problem, if they changed step like people are suggesting they did, I can't see people sidestepping and STILL getting hit by C3B nearly as much.

Yeah this is right. We now get a chance to stand up if we fuck up once, and really that was the issue with the doom combo. I think the main issue is the C2A or something went up really high. The moves are still positive on block so charge spamming is still feared. But The more I think about this and people finalyl putting valid input into this, I'm becoming more accepting of this.

Im still a lil peeved at the treatment of some characters and so far it seems ivy got shafted hard. I also fear Mina will suffer even more since I hear she can't exploit SG as much and with upped side stepping...yeah. hopefully more info will come out and clear this up. The ivy ones are still disgusting to me.
 
Siegfrieds 4K never knocked down on NH, nor did 4A stun on normal hit. Even more unreliable SBH B for groundhit is not appreciated, but doesnt hurt him THAT much either.
Things that are more important:

Does he still have his HUGE throwrange? What is the dmg on his frontal standard throws?
Is 3~SCH B a combo on normal hit? How much dmg does ch 3~SCH A+B deal?
1B still deathfist punishable? How much dmg does it deal?
How unsafe is flapjack?
Can B+K G.I. horizontal kicks again?
Does 22 still hit grounded/rollers reliably and does SSH K still beat BBs on block?


Godly Throw Range: Yes.
A Throw: 50 dmg
B Throw: 55 dmg
No, 3~SCH B does not combo on normal.
69 dmg on the CH 3B A+B
1B is still Deathfistable. 68 dmg.
Cant test other stuff right now. Time's up. More later.
 
Well I played some BD... not really happy with the few Taki changes Ive noticed so far.

Overall it feels like she lost more damage than she gained. But I gather this is the case for most characters. But one change in particular has me irked, her Assassin's Revenge. 66B,A is now JF ONLY. No more sloppy input. It's boosted to 55 but STILL doesn't ring out like SCIII version. Lame.

3B,K now KNOCKS DOWN on normal hit! At first glace, it doesn't seem to lead into anything. I could be wrong, stupid PSP gamepad sucks so hard, you fight with it more than anything, 1A seems like it might, dunno for sure. Sadly this doesn't ring out either. However, when used on a stunned opponent, it crumple stuns, so still good in stun strings.

33_99A,B,B,B JF is either missing or the PSP buttons are just impossible to get anything out of. (not that it matters, such a worthless JF...)

A throw does perhaps a tad less damage. 66B throw does perhaps a tad more damage. Guess we know what to break a tad more often now.

A few moves got some boosts. 44K,K now at 52 (I think it was high 40s before). 44A & 4A are a bit stronger. WR K is now at 57.

Her new A+B+K (the universal guard crush move) has some apparent serious tech crouch in it, deals out 36. With the exception of that, there is apparently nothing that is going to really help her game. Still has all the limitations imposed over the years.

Overall, at least so far, Im not thrilled with the changes. Perhaps understanding all the property changes will change this. But the new damage isn't in the best places, and the JF only on Assassin's Revenge is just total BS. Aside from that, I was really hoping for more new moves :(

Character Creation Stuffs

Real characters cannot alter their 1p costumes. But Created ones can use all 1p materials. You can now more or less make 1p Taki with Astaroth's moveset. At least their faces and voices remain their own. They should have just made real souls 1p costumes have some customization. However, if say you make an imitation Taki with Astaroth's moveset, the custom model looks totally inferior when stacked up against against the real models. But its hard to say if such a limitation will be as noticeable in SCIV with its much greater poly count models. In the end, I hope they do not add this "feature" to SCIV.

On the plus side, the game starts off with about every item in SCIV (including some DLC) available. There is probably more stuff locked away.

The single biggest improvement in creation is photo mode. It nearly looks like they spent more time on PHOTO MODE than they did on improving ANYTHING else in this game. The photo mode lets you make a portrait of your character that NO ONE WILL SEE BUT YOU (cause really, there's like five of us on here who will play this game with a friend..). You can select from many backgrounds, you can even select the portrait frame! And to top it off, you can cycle character animations to snap just the right perverted shot. AND you get a whopping SIXTEEN character slots!

Creation still has horrible limitations on undergarments, and clipping issues are about the same.

But yeah, that's my first impressions (well first and a half impressions (hence edit)). I still want the stages and any new stuff to make its way into SCIV, but I think some of these gameplay changes still need a LOT of work.

-DeathCom
 
Finally some Taki impressions. Thank you DeathCom!!! Looks like they made her slightly harder to play.
Wow and I thought Project Soul's Director's favorite character was Taki. It looks like they kinda hate her. :)

I hope you don't mind answering a few more questions:

-If her 66B,A is now a JF, whats the damage when only the B hits? If the B is blocked, is it still unsafe?

-Also hows PO? Any changes in damage or properties of her hover and otherattacks?

-How about her bombs and air throw? I find it silly that her air throw is technically useless when you have tons of more damaging combos and better options after ninja cannon

- CAN YOU CANCEL PO A+B?! (Okay, no, don't answer that.)


TIA
 
When only the B hits its 25. Also it's 50 total, not 55. You get an aditional 5% damage with a broken equipment level.
 
Ah yeah, forgot about broken equipment. Threw off a few of my estimates, was so caught up going through the list I totally missed that. Subtract 5% on those :P So yeah, WR K is like 46. Ill test it more later today.

But no, 66B does not seem to be safe on block.

Hover seems about the same, PO attacks are all about the same. Bombs are about the same, it might be easier to GI the 2nd bomb now... it still seems sorta hit or miss random esq, not sure. The AI does it all the time though.

Oh, forgot, 77_11K is now bound stun on any hit. Seems to have same properties as the back turned version.

However, reverse stalker drop is better than the standard combo. 4A+B,B > Stalker Drop is 70. 4A+B,B A6, WR B is 65-68 depending on timing.

But, combos off of ninja canon fury are still best.

Exorcism cancel? LOL, no way silly, Namco cant give her the good stuff anymore. But yeah, its true, Namco just totally hates her these days. Also note, the director's other favorite character is Lizardman... Seriously, she didn't even make it into the crap ass intro the game has. WTF is with that? (though really, even if she like came in and like nuked Algol's tower or something, the intro would still be bad... well no, actually that would be really cool, both visually and story wise. WTH Bamco?)

-DeathCom
 
More Zasalamel. Cry more about your nerfed characters.

General Changes:
66A KND + RO on NH
3B4 launches higher and makes 4A+B consistent. 66A+B4, BT B+K combo is possible on normal hit 3B4 now for good damage + ringout.
4A+B rings-out behind consistently.
6B+K has been completely fixed. 1st hit no longer pushes out on hit or block so the second part will never whiff. Damage has been reduced.
4B:B definitely sends them farther back.
33B and 44A now have huge pushout on block
4A whiff recovery improved greatly
4A tracks very well to the left.
6BA now connects post-GI (unless they re-GI).

Damage
Big damage buffs across the board. Looks like he's on par with other characters now.
Damage buff to KK
2[B+K] now does more damage than 2B+K
3AB leaves opponent in BT mixup range on NH and CH
CH 6A+B,B damage buff (60)
His 2K now does the same damage as everyone else.

Frames
+
AA is now + on hit/CH
AA seems faster and punishes more things (i13 maybe?)
1K is now +1 on hit, but damage is now same as 2K (12)
CH B+K auto-taunt is gone and it appears to be +1 NH and CH
4B safer. (-12?)
WSB safer. (-12?)
BB is safe. BB4 no longer deathfist punishable.


CRY MOAR!


Lets put emphasis on some things:

B+K does damage
6B+K second hit doesnt whiff, first hit always drags you in
BB is SAFE
1K safe on hit
50 more ways to ring out


Basically, Zasalamel is competitive. Cry n die everybody.
 
Godly Throw Range: Yes.
A Throw: 50 dmg
B Throw: 55 dmg
No, 3~SCH B does not combo on normal.
69 dmg on the CH 3B A+B
1B is still Deathfistable. 68 dmg.
Cant test other stuff right now. Time's up. More later.


Hm, an intact throwgame is already good news.
Also seems he got some minor dmg increases.
Im really curious if anything changed about B+K, tho.
If you get the time you can also test:
WS frame-trap
ch SSH K combos (still guarantees i16 and faster or even better?)
3A still unsafe (if yes to what)
Wall combo scaling (Try the SBH A ones from the thread in the siegfried forums or anything that leads into WS B or 11B)

Thanks for the info.
 
I have 45 out of 50 honors ... and there are -quite- a lot of customizations ...

let me know if anyone figures out how to do the honor where you have to customize a char with a "certain group of parts" X(
 
Back
Top Bottom