1up.com having a podcast tomorrow at 5:pm PST

Dampierre's gameplay was pretty interesting. I saw one new move for Talim and Lizzy. And it seems that everyone agrees it is more balanced. Good things so far.
 
I heard some comments from the players that I'm rather interested in. One said Algol's bubbles were 'fixed' but didn't go into much detail (did mention that GIing bubbles moves you forward now), and someone mentioned low tiers/Tira being alot stronger (something about a 100+ damage combo off of a JF?). Other tidbits I remember include Cervy's launcher's being stronger/iGDR leading to more damage, and Lizzy's headbutt getting stronger.

I didn't catch the first half of it though.
 
What? So it's on right now? Is there anyway to view it all in one shot after it's finished? Or is that it? No more?
 
i dont see why they dont just update all the characters in sc4 with the changes, if they dont there just lazy fucks
 
They could do that but from their perspective where's the money in that? If they do what some are expecting and eventually make BD download-able for console they make money out of it.
 
I don't think BD is coming because Kratos makes it a ps exclusive. If this gets posted tomorrow, can someone please post a link. The computers at work weren't showing it with sound, so I heard nothing. All I saw was Voldo vs Baby Marduk.
 
Alright people, here's what I can recall as far as changes from our short time playing the game at 1up. Richard and the other people from there rock, btw.

~Voldo:
Overall It looks like he's received a pretty good sized nerfing, but certain things are improved.
1K, 6:6B doesn't slide, it barely rings out.
3A on CH barely stuns, it definitely looks worse.
SCC is gone (obviously with the new CF moves ~ Voldo takes a lunge back and stabs forward in a linear fashion)
BS 1A seems more unsafe.
4A+B_BS4[A+B] do around 20-30 more damage, like it was in Sc2/3.
B+K on it's own does 45 ish damage like it used to. The clapper's back =)
BCR A does a crumple stun on CH, 3B is guaranteed for around 60 total.
BS 4K,A -- Doesn't ring out anymore, but the A is a guard crush, not that it matters ;/

~Cervy: Brian Hates can elaborate more on this, but he's received several significant buffs in the damage department ~ iGDR into the follow up is no longer a 2,8 input, it's just an 8.

~Zas: Pimp hand now does damage! It also forces them a bit far back on CH.

~Cass: Has a new JF from doing 236A -- still couldn't figure out what it did.

~Mitsu: 2K knocks down on it's own, hit or CH, but 2k,b doesn't guarantee a follow up 3b/11b etc. He seemed to have a bit more damage on wall combos, as I've seen what Belial and others can do.

~Algol: his CF Move is better than most, it tech crouches / tech jumps and flies back --
Guard impacting bubbles forces you towards Algol, bubbles are transparent and Algol now teleports when he breaks throws. Gives 'em some pretty good distance. Many old bubble combos seem to be gone.

~Tira: The below 40% to get to gloomy rumor was false, it's still as random as it's always been... but ~ her combos from Gloomy were ending up as 100+ damage. She seems quicker.

~Lizardman: From Crawl, B on block from a distance will no longer bounce (leaving you open for punishment) you're instead back to being grounded and it looks like at advantage. Couldn't find if he breathed fire, Oof. His CF move is a delayed headbutt. no other noticeable changes.

~Nightmare: Looks hideous when soul charged. That is all :p

~Amy: Nerfed in the RO department.

~Hilde: 44K against airborne opponents doesn't even do anything ~ C3B, C3A, C2B, C2A combo for around 114 damage, which is fine as most her combos don't slide the opponent anymore. Alex might've tested more, but not sure. CF move is a pretty good ranged, but linear stab.

~Yun: Seems buffed. A+B,B,B (I believe the notation) the 3rd GC hit could *not* be ducked.

~Dampierre: Alex can probably say more about 'em ~ but he's definitely random as hell.

~Kratos: is a total badass -- I believe that's all I'm allowed to say.


Regarding CFs:

You both start with blue soul gauges now, but they seem to go towards the red faster than usual (so it's about the same as Sc4)

When someone is flashing red, you can CF them by breaking their gauge like always, but everyone has a new A+B+K CF move (dunno the term yet lol) ~ If the opponent either blocks or takes the hit, you win. I found in numerous occasions where the CF move hit, and i didn't even hit A+B+K again after (instead of hitting all 4 face buttons) -- it wins for you automatically.

So I experimented and it looks like you can only be CFed if standing, so if you jump in time or are grounded (some CF moves hit grounded, others don't) ~ you'll be fine. But again, not enough time to really test =(

Other system changes:

The new 'Active Purge' is interesting. At any time you can sacrifice all 3 levels of your armor (low, mid and high pieces) to restore your soul gauge from flashing red all the way back up to blue. The notation is 222A+B+K. That one time you use it, it's counted like a GI (similar to Nightmare's A+B) but I believe it GIs lows too. So one get-out-of-jail card per match.

Everyone's step definitely seemed better, Brian's Cervy was going around my shenanigans pretty quickly :p

JIs against airborne attacks knocks them back into the air a bit for a possible air combo.

Otherwise the game looks and feels amazing for being on a 300mhz PSP ~ Smooth, no noticeable lag as we were playing wireless. The music (especially for Kratos' stage) was awesome as well. This being an optional patch for SC4 would be simply badass =)


-Manta-
 
Back
Top Bottom