Taxman said:For some reason Batsu's level 3 when his partner is KO'd cracks me up. Cry those manly tears, Batsu!
Taxman said:For some reason Batsu's level 3 when his partner is KO'd cracks me up. Cry those manly tears, Batsu!
Hiltz said:Unfortunately, Ronin Warriors belongs to Sunrise.
It would have been pretty sweet to see some of those characters in a sequel.
I think it would be very interesting if Capcom did a Versus title with Sunrise or perhaps Geneon. There's a lot of brand power there.
Sunrise has titles like Outlaw Star, Gundam, Cowboy Bebop, Inuyasha, Code Geass, Vision of Escaflowne.
Kadey said:The game needs Samurai pizza cats! Is Ronin Warriors Tatsu? Because that looks cool and needs to be in it too.
I still have to work on the kinks, the whole three button thing, it's coming along nicely.
Ookami-kun said:You can continue the combo after shinshoryuken
Yeah its unsafe on hit, which is why I said to DHC into Casshan/Polymar/Yatter1 super.Ookami-kun said:It's risky to use Roll Sweep Turbo as an OTG due to her recovery though.
Patrick Roy said:What's the difference between the 2 openings? I watched them myself and thought they were the same video...
Insaniac said:how do you pull off double supers? like both chars dfoing their super at the same time?
also i've seen some funky symbols while looking at the command list, like Karas has a lot of them, what do those mean? )the x with the dots and the numbers?)
Andrex said:Any two attack buttons + Partner button
Incitemaybe said:Ha, right on man
Does anyone know where these strange hieroglyphics for some characters moves come from or what they mean?
heringer said:So, how's the online compared to Street Fighter 2 and Marvel vs Capcom 2 (PS3 versions)?
Funny you should mention this just as I'm turning on my system. Let's do this shit son!Threi said:why are GAFers never on when I am
Doorman said:Nobody's playing ranked matches right now. I'm doomed to remain a super rookie forever. D:
...Correction, found a match against a super master PT-X user who lagged like hell and the match died out halfway through. Super.
Threi said:why are GAFers never on when I am
Doorman said:Aww, I'm very disappointed in Capcom. Just tried a little experiment that didn't work out.
Doorman said:Aww, I'm very disappointed in Capcom. Just tried a little experiment that didn't work out.
When using Yatterman-1's Yatter-Wan charge hyper combo, you know how initiating a cross-over hyper causes the character to jump in wherever Yatter is at the time? I thought I could use it to bait a player into blocking that, and then jumping in with Alex's hyper bomb, so he'd show up to grab right in front of them, making it basically impossible to avoid unless you super-jumped over Yatter-Wan to begin with.
Well...he goes through the grab animation, and it looks for sure like he's within range, but it never connects. So much for kicking people's asses whenever I have 4 super bars.
I know, that's what I've been doing. I was trying it out in training mode, setting the dummy to block so that they'd be on the ground and blocking while Yatterwan charged. I had it timed just fine so that Alex would leap in and do the Hyper Bomb grab literally right in front of the dummy while it was blocking. I'm positive that Alex wasn't out of range, so unless the Hyper Bomb is somehow blockable, I'm not sure how this fails short of the developers deliberately addressing it. Feel free to try it yourself if you like, I'm sure I was doing it right.Ookami-kun said:Alex can only grab grounded players, and must be directly beside him. When you DHC from Yatterwan Charge, you appear to where Gan's located.
Doorman said:If you're having such problems with inputs, Bandit, then either your internet connection or that of your opponents' simply is not good. That's not Capcom's fault.
I'm pretty sure that you can't throw an opponent that's still in blockstun. Not for normal or command throws, anyway. Supers may or may not be different. Never checked.Doorman said:I know, that's what I've been doing. I was trying it out in training mode, setting the dummy to block so that they'd be on the ground and blocking while Yatterwan charged. I had it timed just fine so that Alex would leap in and do the Hyper Bomb grab literally right in front of the dummy while it was blocking. I'm positive that Alex wasn't out of range, so unless the Hyper Bomb is somehow blockable, I'm not sure how this fails short of the developers deliberately addressing it. Feel free to try it yourself if you like, I'm sure I was doing it right.
TvC's netcode is less reliable than almost any other fighting game I've played (though I haven't played some of the more infamously bad ones, like the most recent KOF). It's probably not Nintendo WFC's fault either, as I had consistently better connections playing against Japanese players in Bleach DS in 2006 than I have had against domestic TvC players in 2010.And the netcode is just fine. I'm in Michigan and most of my online time has been against a friend in New Jersey and it plays basically lag free except for a rare dropped frame. If you're having such problems with inputs, Bandit, then either your internet connection or that of your opponents' simply is not good. That's not Capcom's fault.