Broken Destiny - First Impressions

Not sure where was the right place to put this, so I'm gonna put it here. A+B+K speeds and in a few cases evasion frames:

Amy i36
Hilde i36
Kilik i36
Mitsurugi i36
Maxi i36
Lizardman i36
Raphael i36
Seong Mi-na i36
Talim i36
Xianghua i36
Yun-Seong i36
Yoshimitsu i36
Zasalamel i36
Algol i37 TJ[9~]
Astaroth i37
Kratos i37
Nightmare i37
Rock i37 TC[20-28]
Siegfried i37
Setsuka i37
Sophitia i37
Tira i37
Voldo 37
Cassandra i38 TJ[14~]
Cervantes i38
Taki i38 TC [14-26]
Dampierre i40
Ivy i42
 
Ivy's A+B+K is a worthless garbage. Not only it's so slow and vertical, but it doesn't have any tracking at all, it doesn't hit grounded opponent, doesn't give anything guaranteed on hit, doesn't have any evasion properties...

By the way, Suirad, is every A+B+K in the game -16 on block?
 
I would say most of them are pretty bad, except maybe algols since its a high payoff TJ move with auto backstep and a couple of them that cover a lot of distance like taki/LM. Ivy's does seem particularly bad though even amongst the others...

All the one's I've tested have been -16, but I havent tried all of them.
 
They gave certain quick match AI's personalities, per say. It usually coincides with the title you earn for beating them. The umbrella spamming Setsuka for example, has the title "Reckless Fool" because of how unsafe she is.

Yeah noticed that the play style of each AI are intentionally different. I read from the official Japanese page that some of those AI are actually based on the testers and developers of Project Soul. (HiyaD, KillerGreg, Phoson etc)
 
They should have binned this and spent the money developing SC 5....any word yet?

Most Fighting Games tend to go through tons of reversion before changing to a new sequel number. Street Fighter II (turbo, Champion edition etc), Tekken 5 (5.1,DR etc). SC4 is no exception. As a business, its a way to milk the franchise which is good because the more money Bamco get out of this franchise, the more chance we may see a sequel.
 
Odd technical property I noticed:

If you use the system's standby feature, where you quickly flick the power switch instead of holding it to fully power down, you can see an odd process with the glowing effects in SCBD. The easiest way to see this effect is to use Nightmare's A+B explosion to get into soul charged state. Send the system into standby while Nightmare is glowing, and you'll see the glow effect disappear from the scene a second before the system turns off.
 
Just a tidbit that's not particularly useful or anything; I'm not sure if it works for all NCs (Haven't really felt like testing it =P), but if you block the first part of an NC AA or BB, you can let go of block and the second hit will be blocked automatically.
 
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