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Messages - Hyper Inferno

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1
Unranked Games / Re: Valkyria Chronicles 2
« on: October 04, 2010, 09:32:21 PM »
Anthem corp buff also actually lasts 3 turns, but since you can't use it on yourself, I didn't feel the need to mention it.

2
Unranked Games / Re: Valkyria Chronicles 2
« on: October 02, 2010, 10:58:37 PM »
There's also status effects on characters. For most classes, its pretty insignificant, but I'm pretty sure Engineers have a higher chance of inflicting random statuses than other classes (ammo drop was really frustrating toward the end). And at least Randy can make use of that with his unlocked potential. Also, Melodist debuff lasts for 3 turns and is pretty substantial at what it does. May be worth using?

How about tank? Too bad Tank Mastery is only post game though.

I'd personally allow characters to mix and match classes/3rd potentials for an optimum scenario to help differentiate between characters. Lack of a Max potential really does hurt some characters in game, although it would make Heavy Gunners absolutely insane in this setting. But that's just how it goes.

3
RPGDL Discussion / Re: Fire Emblem 10 in the DL
« on: May 24, 2010, 02:39:09 AM »
PC characters get to use weapons. For Laguz, their equivalent to weapons are their transformation items. That's how I always thought about it.

4
Guy can hit a weakness with Severing Wind if you consider Wind->Flying type. And then he'll (eventually) be able to use Dragon Tempest. Maybe if he uses Center a lot? He's probably not running out of ALL of TP.

5
Unranked Games / Re: Dragon Quest 5 (PCs)
« on: August 05, 2009, 05:59:33 AM »
I've got an endgame save of DQV: DS, but I'm a bit overleveled due to some postgame stuff I've done already. I'll see what I can do.

6
Unranked Games / Re: Valkyria Chronicles
« on: June 06, 2009, 01:02:03 PM »
How about some stats for DLC/boss Selvaria or no tank Welkin? Scout Welkin would almost be interesting if he could give himself orders, but no... they make you do the EX Hard mode missions without them. May be interesting if you gave each class their own set of orders or something, although CP limitations kinda screw with that.

Some minor nitpicks, I think the accuracy on Engineers is too low to really give them credit for reliably getting all 7 shots in with the A-20. If you fire at someone's feet, and they duck, you still only deal 1/4th damage. This is really noticeable against the enemy aces in game.

With 20% regen, Alicia could potentially play an incredibly nasty stall game by firing at her opponent, then running as far away as possible. Scout movement is pretty insane, and if double movement triggers, that's like the entire Barious Desert map in terms of distance. Heal with Ragnaid/Mysterious body, and then fire and run again.

Crossfire is one of the more unique things of VC which I would try to include. Like, melee opponents would have to run in a little past crossfire on their turns and depending on their movement speed, determines how much crossfire they get hit by.

7
RPGDL Discussion / Re: Season 49, Week 2
« on: January 31, 2009, 11:41:51 PM »
Caellach does have an Iron Rune, so he's immune to criticals at least.

8
General Chat / MMOs
« on: January 09, 2009, 12:12:54 AM »
So what kind of MMOs do people here play? I recently started playing SMT: Imagine, which is a pretty cool (free!) MMO set in the SMT world. It hit open beta recently, so you can download it quite easily.

http://megaten.aeriagames.com/

I also play a little bit of Phantasy Star Online, through a special server. Never really played it online back on the GCN (no modem), but on the PC, I finally get to use those darn Photon Drops!

No World of Warcraft for me though. Could never bring myself to that pay to play system.

9
Unranked Games / Re: Tales of Vesperia
« on: December 16, 2008, 12:45:03 PM »
So yeah, coming to ToV with very little idea of how the game works, but this seems completely possible under DL legal settings?
http://jp.youtube.com/watch?v=3iwViNMefIo

Obviously TP restoration wouldn't happen, but an infinite overlimit chain like that seems pretty broken.

10
RPGDL Discussion / Re: DL Interps
« on: November 18, 2008, 09:57:32 PM »
Items: Anything easily obtainable for a unique item command is legal. Easily obtainable is 99% store bought, but I'd allow Rikku to use Strength Spheres or something in her mixes if she really wanted to.

Item-casting: Stuff that you can equip. This is why I think Soldier should have won against Harken such a long time ago in unranked (Swordedge armor, + Hero's shield healing every turn)

Money: As much money as you want. The only RPG I can think of where money is still really a big issue at the end game is SO3.

Limit Meters: If meter carries over throughout battle/is insanely easy to replenish, I allow it. Exceptions occur mostly if I'm too lazy to recalculate 3-turn averages for stat topics that don't have this.

VP1 PWS: I guess they can carry it over.

Weaknesses: Mostly on the character end. Nothing's come up for me that really matter yet (I think).

MP Death: I'd let SO3 characters get MP busted, Gau probably not, since in a normal playthrough you'd give him an esper, although I wouldn't allow him to use the esper magic in battle.

Counters: Perfectly legal. Although, I'm not inclined to give it to FE, since every character can do it.

IP Suppressing and ARPG Stun: Leaning toward perfectly legal. ARPG stun is taken care of by how I view a 'turn' in ARPG standards. Course, this means I need to think of a way to balance Xorn, or otherwise he just cancels everyone who's roughly average speed and they never get a turn against him. Oh, and all PC Tales mages suck since a single attack cancels them out of any spell higher than the most basic.

ARPG speed: Linked to how often/how quickly an attack can connect. So Guy would have more initiative than Luke by a lot (since he runs a lot faster), but his attacking speed wouldn't be quite as high over Luke (still higher though). Likewise, this means that all Tales mages are slow as hell when using spells.

Distance: For SRPGs and ARPGs, if the attack is long range, then its somehow long range in the DL.

WA4/5 HEX system: Haven't played the games.

SRPG Movement-based initiative: Only SRPG in the DL I've played is FE, and for me, that's easy. Based on attack range. Afterwards, normal speed. Doubling is taken care of by comparing speed of PCs to an average endgame enemy and worked into the average from there.

Player Skill: Limited to what the game has 'intended' to be done in a normal battle. In the Tales series, its pretty obvious that you're only meant to cancel attacks upward (IE, Attack chain, level 1 arte, level 2 arte, level 3). If I allowed maximum player skill, suddenly half the cast of ToS and ToA have infinites, and we run into 99 Ultra Jump Mario. Of course, finding the right number for Mario is a bit more difficult, but I'm going to assume its lower than what is required for those side quest items.

Focusing: If a boss has forced MT, than it remains forced MT damage even against a single person. If the boss has forced MT only due to a quirk in the damage system and ingame it deals focused damage against 1 person, it still remains MT damage in the DL.

Beyond endgame: Illegal. If its just a little beyond endgame levels, then maybe. Terra's Fire 3, passable. Her Ultima? No way. Shion's Erde Kaiser is a weird one.

Semi-unique skills/equips: Mostly illegal. Case by case basis for some things.

Initial equips/skills: Perfectly allowed.

Plot claims for items/equips/skills: Generally legal.

Universal equips: :Leaning toward illegal actually. Giving an entire cast status blockers or elemental blockers seems to go against my view of how unique a character is.

Plot elemental-typing: Mostly for things that are clearly something that isn't listed by the game. Like if a wind elemental attack clearly has a lightning animation, then I'm inclined to call it lightning. Chrono Cross makes this weird.

Specific elemental-typing nonsense: Light and Dark in P3 are actual elements, it just so happens that every single spell in game with Light and Dark as an element is either gravity based or ID based.

Guarding: You can guard as much as you want. Running out a FE character's weapon is a perfectly legitimate strategy. (And one I'd like to see come into play with something like Articuno pressuring someone out of uses)

Status-blocking for bosses: Pretty much if the boss blocks everything in game, then they block everything period.

Status-blocking for PCs: If a character has a unique status blocker that blocks everything in game, then they block everything.

Specific status nonsense: If there is a status that goes through even perfect status resistance (Gau's Charm), then it always goes through, even against PCs/Bosses who have perfect status resistance.

Equipment Breaking/Stealing: Equip changing is allowed if it can be done in game. Equip breaking just removes that piece of equipment from the stats.

Forced Retreat: Boss wise, if the boss uses an ability that forces a retreat on a party member, and kills the rest of your party, and you don't get a game over, then illegal. But if you do get a game over, then perfectly legal. PC wise, if it ejects the enemy, its fine (although bosses get auto immunity to this).

Percentage-based RNG skills/crits: Turn 1 I see as somewhere between 60-70%.

Damage scaling lower limit: Things can tink.

Plot fusions: Usually illegal? Only things I can really think of are stuff like Doom Dragon from GS1 and Valkyrie from VP2, and those are pretty clear cut illegal to me.

Multiple Unique Forms: Free form choice.

Unranked Forms: Typically unallowed. Exception is XS3 forms.

Temp-scaling: Scaled to the party at the time.

HP stuff: Still working it out. 2.5x average damage KOing average HP makes battles nice and easy though.

Team stuff: No team, no team attack.

Boss support: Unless the boss's support is clearly someone else, then I allow it in its full. So Emelious and Melfice get all their parts in battle, and Arietta is still stuck as a mage.

11
RPGDL Discussion / Re: Season 46 rankings- Final Fantasy 3 and Persona 3
« on: October 21, 2008, 03:21:59 AM »
Umm... does Shinjiro even get Power Charge at his normal temp levels? I'm not inclined to give him endgame levels and scale them to that, but rather what his performance was during when he's actually available.

12
Unranked Games / Re: Marvel vs. Capcom 2
« on: October 09, 2008, 06:07:14 AM »
This time, a person who loves meter, and my personal favorite character! Sakura, and Blackheart!

Sakura
Speed: Average
Damage: 100% damage taken

Ground chains:
(c.) lp ((c.)lk), (c.) mp (c. mk), hp (hk) (3 hits, 24 damage)
(c.) lp ((c.)lk), (c.) mp (c. mk), hp (hk), Shououken (10 hits, 35 damage)
(c.) lp ((c.)lk), (c.) mp (c. mk), Hadoken (3 hits, 25 damage)
(c.) lp ((c.)lk), (c.) mp (c. mk), Shunpu Kyaku (4 hits, 30 damage)
(c.) lp ((c.)lk), (c.) mp (c. mk), hp (hk), Shououken, Haru Ichi-Ban (25 hits, 62 damage, requires 1 meter, knockdown)
(c.) lp ((c.)lk), (c.) mp (c. mk), hp (hk), Shououken, Hadoken super (17 hits, 57 damage, requires 1 meter, knockdown)

Air chains:
(c.) lp ((c.)lk), c. hp (2 hits, 17 damage, launcher)
(c.) lp ((c.)lk), c. hp, lp, lk, mp, mk, hp or hk (7 hits, 44 damage, knockdown)
(c.) lp ((c.)lk), c. hp, lp, lk, mp, mk,  Shououken (9 hits, 42 damage,)
(c.) lp ((c.)lk), c. hp, lp, lk, mp, mk, Hadoken (7 hits, 45 damage,)
(c.) lp ((c.)lk), c. hp, lp, lk, mp, mk, Shunpu Kyaku (8 hits, 53 damage)

Special note: Reverse dragon motion + lk turns her into Dark Sakura. This transformation is instant (used in some combo videos to do some crazy things) and requires 3 meters to do so. Her normal damage/moves does not change, but her Hadoken and Shouoken do. Her Hadoken actually travels the full screen now, and her Shouoken no longer has its crazy energy shield. She also gains two new supers, and a teleport, which is instant (and can be easily used for stalling purposes)

Dark Sakura:

Ground chains:
(c.) lp ((c.)lk), (c.) mp (c. mk), hp (hk), Hadoken (4 hits, 35 damage)
(c.) lp ((c.)lk), (c.) mp (c. mk), hp (hk), Hadoken, Shinkuu Hadoken (24 hits, 71 damage unmashed, 28 hits, 75 damage mashed, requires 1 meter, knockdown)

Air chains remain the same.
Raging Demon: 18 hits, 70 damage, unblockable, requires 3 meters

Misc: Teleport, 1 frame startup (instant), no lag, and travels her a decent distance.

Best damage:
Air chain-> Shunpu Kyaku (8 hits, 53 damage)
Ground chain-> Shououken, Haru Ichi-Ban (25 hits, 62 damage, requires 1 meter, knockdown) OR
Ground chain-> Hadoken, Shinkuu Hadoken (24 hits, 71 damage unmashed, 28 hits, 75 damage mashed, requires 1 meter, knockdown)

Blackheart
Speed: Below average
Damage: 86% damage taken
Special notes:
Blackheart is the only character I will allow any infinite for. His HKs send out green goblins that stun and capture people. If they capture them while the opponent is jumping, it will cause a weird bouncing effect that he can capitilize on. I feel this is the best way to translate his demon capture feature in the DL and the infinite does have benefits for his opponent. It gives them a TON of meter. Ways I would translate this to the DL? Triple limit break gain in FFVII, extra SP regeneration in Grandia, etc.

Blackheart's ground dash is SLOW. SLOW SLOW SLOW. But he's fast in the air. What this means is that Blackheart does NOT want to create knockdown, as his ground dash is so slow, his opponent can easily capitalize on it if they have an attack that can reach across the screen quickly (IE, Cable).

Ground chains:
(c.) lp ((c.)lk), c.mp (c.)(mk), (2 hits, 15 damage)
(c.) lp ((c.)lk), hk (8 hits, 28 damage)
(c.) lp ((c.)lk), hk, Heart of Darkness (16 hits, 70 damage, requires 1 meter, knockdown)

Air chains:
Down Forward HP (launcher), lp, lk, mp, mk (5 hits, 44 damage, knockdown)
Down Forward HP (launcher), hp, Judgment Day(23 hits, 57 damage, requires 1 meter)

Misc: Down Forward HP (launcher), Armageddon (15 hits, 74 damage, requires 1 meter)

Misc:
Infinite: ~45 hits, ~56 damage

Best damage:
Air chain-> Down Forward HP (launcher), lp, lk, mp, mk (5 hits, 44 damage, knockdown)
Ground chain-> (c.) lp ((c.)lk), hk, Heart of Darkness (16 hits, 70 damage, requires 1 meter, knockdown)

13
RPGDL Discussion / Re: Season 46 rankings: Preliminary topic: Now open!
« on: October 09, 2008, 05:15:01 AM »
MMXCM and P3

14
Well, since Yuffie uses a level 3 limit instead of a level 4, that could conceivably help her there, since level 4's take forever to get.

15
Feraligatr seems to have a decent shot of beating Jill if you don't allow Laguzguard. Damage is just short of a 2HKO, but Jill has noticeably below average RES so its a clean 2HKO for him (remember, Feraligatr attacks magically despite his higher attack stat in GSC!). Meanwhile, Jill's damage is just above a 2HKO, but Feraligatr has above average physical defense, so Jill can't 2HKO him back.

16
Unranked Games / Re: Marvel vs. Capcom 2
« on: August 23, 2008, 07:21:02 PM »
Charlie, Guile and Akuma now. Been a while.

Charlie
Speed: Average
Damage: 100% damage taken

Ground chains
(c.) lp ((c.)lk), (c.) mp (mk), hp (hk) (3 hits, 24 damage)
(c.) lp ((c.)lk), (c.) mp (mk), hp (hk), Crossfire Blitz (11 hits, 57 damage, requires 1 meter)
(c.) lp ((c.)lk), (c.) mp (mk), hp (hk), Triple Somersault (16 hits, 57 damage, requires 1 meter)

Air chains
(c.) lp ((c.)lk), c. hp (launcher), lp, lk, mp, mk, hp or hk, (7 hits, 44 damage, knockdown)
(c.) lp ((c.)lk), c. hp (launcher), lp, lk, mp, mk, Air Sault (7 hits, 50 damage, knockdown)

Best damage:
Air chain->Air Sault (7 hits, 50 damage, knockdown)
Ground chain-> Triple Somersault (16 hits, 57 damage, requires 1 meter)

Guile
Speed: Below average
Damage: 100% damage taken
Notes: It's easy for Guile to connect his hk after his hp in the air, which many other characters normally require the corner to do

Ground chains
(c.) lp ((c.)lk), (c.) mp (mk), hp (hk) (3 hits, 24 damage)
(c.) lp ((c.)lk), (c.) mp (mk), hp (hk), Flash Kick Super (16 hits, 57 damage, requires 1 meter)
(c.) lp ((c.)lk), (c.) mp (mk), hp (hk), Sonic Hurricane (18 hits, 58 damage, requires 1 meter)

Air chains
(c.) lp ((c.)lk), c. hp (launcher), lp, lk, mp, mk, hp, hk, (8 hits, 50 damage, knockdown)
(c.) lp ((c.)lk), c. hp (launcher), lp, lk, mp, mk, Flash Kick (8 hits, 50 damage)
(c.) lp ((c.)lk), c. hp (launcher), hp, Crossfire blitz (13 hits, 67 damage, requires one meter, knockdown)

Best damage:
Air chain-> Hp, Hk (8 hits, 50 damage, knockdown)
Air chain-> Crossfire Blitz (13 hits, 67 damage, requires one meter, knockdown)

Akuma
Speed: Average
Damage: 137% damage taken (game worse)
He has the same glitch as Ken, but his air physics make him lose one hit on the whirlwind kick in the air

Ground chains:
(c.) lp ((c.)lk), (c.) mp (c. mk), hp (hk) (3 hits, 24 damage)
lp, mp, hp, Hadoken (4 hits, 37 damage)
lp, mp, hp, Whirlwind Kick (6 hits, 36 damage)
lp, hp, Shoryuken (5 hits, 39 damage)
lp, mp, hp, Hadoken, Messatu Shoryuken (13 hits, 66 damage, requires 1 meter)
lp, mp, hp, Hadoken, Messatu Hadoken (25 hits, 74 damage unmashed, 28 hits, 78 damage mashed,  requires 1 meter

Air chains:
lp, mp, c. hp (launcher), lp, lk, mp, hp or hk (7 hits, 44 damage, knockdown)
lp, mp, c. hp (launcher), lp, lk, mp, Hadoken (7 hits, 44 damage, knockdown)
c. hp, lk, Whirlwind kick (5 hits, 63 damage)
c. hp, lk, Whirlwind kick, Messatu Hadoken (19 hits, 91 damage, knockdown, requires 1 meter)

Best damage:
c. hp, lk, Whirlwind kick (5 hits, 63 damage)
c. hp, lk, Whirlwind kick, Messatu Hadoken (19 hits, 91 damage, knockdown, requires 1 meter)

Charlie and Guile seem freakishly similar, but I guess that's to be expected.

17
Godlike

Myria (BoFs) vs Jecht (FFX)
Rubicant (FF4) vs Emelious de Pamela (G3)- More damage I think
Melfice (G2) vs Xorn (G3)- Faster, and can dispel Melfice's buffs
Nate Nanjo (Pers) vs Jade (BoF1)

Heavy

Red (Saga) vs Lazlo (S4)
Emeralda Kasim (XG) vs T260G (Saga)
Ayla (CT) vs Cliff Fittir (SO3)- Cliff doesn't like using HP for attacking
Garnet Til Alexandros (FF9) vs Ike (FE9)- Protect, heal, and status

Middle

Menardi (GS) vs Legault (FE7)- Doesn't get doubled, ID
Yangus (DQ8) vs Ulf (G3)- Shadow Warrior
Bartholomew Fatima (XG) vs Jean (BoF2)
Jade Curtiss (TotA) vs Haschel (LoD)

Light

Zoah (CC) vs  Mustadio Bunanza (FFT)
Lucied (WAs) vs Yukimaru (Dis2)
Red Wizard (FF1) vs Jun (VP1)
Nina Wyndia (BoF3) vs Relm Arrowny (FF6)

18
You can sway Zap and Boom? Huh, didn't know that. Still, don't know if I'd grant Yuki dodging enough times given how he needs to be standing perfectly still and not doing anything to dodge them. And he's definitely not dodging the counters.

As for Yuna, I let her keep her Aeons, but like someone said before, I scale them to the party average for damage. Keeps her from being super broken (and fits more with gameplay), but keeps her really interesting by making her one heck of a tank. That and Anima being powerful all by himself (100% ID tends to do that).

Even though they're FAQtastic, I don't really see that as a reason why to ban the celestial weapons (well, unless you think it makes the cast really uninteresting). There's a lot of cases of this that seem unreasonable to take away quite a bit from characters. Some of the Chocobo Hot&Cold stuff is really hard to get without a FAQ or serious time investment, but taking the Ultima Weapon away from Zidane isn't something I'd do. IIRC, the Lionheart from FFVIII is really hard to get without a FAQ or guide, but that'd drop Squall a lot. Heck, figuring out how to use Falcon's Crest in ToS is near impossible without a FAQ as well.

Post-game argument?

I don't see why they'd be considered post-game since they're all pretty accessible in game and don't require any hard grinding to get (I don't think any do in fact). The argument that getting them means you're overpowered for the final bosses (to me) just means that FFX has a really easy final dungeon sequence.

Taking away the Celestials because they're simply too powerful seems like a bad idea.

And that's how I usually judge things in the DL. The very first thing I do in determining legitimacy for anything is how well it reflects gameplay wise. After that, its uniqueness (just to prevent things like entire casts getting full healing or full status protection against everything), but mainly to keep the cast interesting and different, not to jack characters up or down. Interestingly enough, this view makes me disrespect Tales mages very very very highly, since in the coliseum, they're not getting their more advanced spells cast without being smacked in the face and canceling the spell (even the spell saving abilities they have don't save them usually).

19
Unranked Games / Re: Marvel vs. Capcom 2
« on: April 24, 2008, 01:45:06 AM »
Next up, Captain Commando and Psylocke, two characters most widely used for their assists, and not actual competence on point.

Captain Commando
Speed: Average
Damage: 100% damage taken

Ground chains
(c.) lp, (c.) lk, mp, (c.) mk, hp (5 hits, 32 damage)
(c.) lp or (c.) lk , mp or (c.) mk, c. hp, c. hk, Captain Corridor (5 hits, 55 damage, rollable)
(c.) lp or (c.) lk, c. hp, Captain Strike (14 hits, 56 damage, requires 1 meter, knockdown)
c. hk, Captain Corridor, Captain Strike (14 hits, 74 damage, requires 1 meter, rollable)
(c.) lp or (c.) lk , mp or (c.) mk, c. hp, Captain Corridor, Captain Sword (11 hits, 74 damage, corner only, requires 1 meter, knockdown)

Air chains:
Down-foward lp (launcher), lp, lk, mp, mk, hp or hk (6 hits, 45 damage, knockdown)
Down-foward lp (launcher), lp, lk, mp, mk, Captain Fire (6 hits, 46 damage)

Misc:
(c.) lp, (c.) lk, hk (Launcher), Captain Corridor, Captain Sword (9 hits, 73 damage, requires 1 meter, knockdown, only works on slightly larger than average characters)

Best damage:
Aerial chain-> Captain Fire (6 hits, 46 damage)
(c.) lp or (c.) lk, c. hp, Captain Strike (14 hits, 56 damage, requires 1 meter, knockdown)

Psylocke
Speed: Above average
Damage- 116% damage taken

Ground chains:
(c.) lp, (c.) lk, (c.) mp, mk, hp (5 hits, 38 damage)
(c.) lp, (c.) lk, (c.) mp, mk, c. hk, Psy Cross ( 6 hits, 38 damage, rollable)

Notes: Psylocke does have a teleport, but its really really slow, and not worth using at all.

Air chains:
(c.) lp, (c.) lk, (c.) mp, c. hp (launcher), lp, lk, mp, mk, hp or hk (9 hits, 39 damage, knockdown)
(c.) lp, (c.) lk, (c.) mp, c. hp (launcher), lp, lk, mp, mk, Psy Cross (9 hits, 40 damage)
(c.) lp, (c.) lk, (c.) mp, c. hp (launcher), lp, lk, mp, mk, hk, Psy Wave (11 hits, 41 damage)
(c.) lp, (c.) lk, (c.) mp, c. hp (launcher), lp, lk, mp, mk, hk, Psy Wave, Atomic Butterfly (30 hits, 61 damage, requires 1 meter, knockdown)

Best damage:
Air chain-> hk, Psy Wave (11 hits, 41 damage)
Air chain-> Atomic Butterfly (30 hits, 61 damage, requires 1 meter, knockdown)

20
Unranked Games / Re: Marvel vs. Capcom 2
« on: March 30, 2008, 01:39:48 AM »
Next up, the 3 character most people agree are are the next best, right after the God Tier. Iron Man and Cyclops lose so much from this interpretation (Iron Man's incredibly easy infinite, and Cyclop's mad runaway skills)

Iron Man
Speed- Above Average
Damage-100% damage taken (average)
Can Fly

Ground chains:
lp (lk), mp (mk), hk (launcher) (3 hits, 23 damage)
lp, lk, mp, c. hk (5 hits, 30 damage)
c.lp, c. mp, Repulsor Blast, Proton Cannon (51 hits, 93 damage, requires one meter, knockdown)
c.hp, Proton Cannon (must be far away) (31 hits, 60 damage, requires one meter, knockdown)

Notes:
c. hp is a slow moving rocket
Proton Cannon does about 24 damage even when blocked (incredibly laggy though)

Fly chains:
lp, lk, mp, mk, hk (5 hits, 32 damage)

Air chains:
lp (lk), mp (mk), hk (launcher), lp, lk, mp, mk, hp, hk (9 hits, 50 damage)

Best damage:
Aerial Chain (9 hits, 59 damage)
c.lp, c. mp, Repulsor Blast, Proton Cannon (51 hits, 93 damage, requires one meter)

Dr. Doom
Speed- Slightly above average
Damage- 93% damage taken
Can Fly

Ground chains:
(c.) lp ((c.)lk), (c.) mp (mk), (c.) hp (3 hits, 24 damage, c.hp launches)
(c.) lp ((c.)lk), (c.) mp (mk), Electric Ball (16 hits, 48 damage, requires one meter)

Notes:
Molecular shield summons rocks around Dr. Doom that do roughly 24 damage even when blocked. This is primarly used as an assist, but works when Dr. Doom's on point as well. Funnily enough, if you do take the damage, it only does 11.

Fly Chains:
lp (lk), mp (mk) (2 hits, 11 damage)

Air chains:
Ground chain (end with launcher), lp, lk, mp, mk, hk, (8 hits, 46 damage, knockdown)
Ground chain (end with launcher), lp, lk, mp, mk, Aerial Photon Array (23 hits, 71 damage, requires 1 meter, knockdown)

Notes: j. HP is a laser that Doom shoots out from his gun. Its slow, but it can't be nullified. It can do up to 4 hits, at 7 damage per hit. Against most people it'll do 2 hits.
Aerial Photon Array can do about 30 damage when blocked if Doom does it at point blank range.

Best damage:
Ground chain (end with launcher), lp, lk, mp, mk, hk, (8 hits, 46 damage)
Ground chain (end with launcher), lp, lk, mp, mk, Aerial Photon Array (23 hits, 71 damage, requires 1 meter)

Cyclops
Speed- Average
Damage- 100% damage taken

Ground chains:
(c.) lp, (c.) lk, mp (launcher) (3 hits, 15 damage)
(c.) lp, (c.) lk, mk, hk, Cyclone Kick (Optic Blast) (6 hits, 43 damage)
(c.) lp, (c.) lk, mk, hk, Cyclone Kick (Optic Blast), Super Optic Blast (15 hits, 76 damage, requires 1 meter)
JWong comeback, Gene Splice, Super Optic Blast (10 hits 51 damage, requires 1 meter, can be repeated to win against overwhelming odds)
(See here for explanation http://youtube.com/watch?v=u83LQ5G5kpE)

Notes: Both hps are optic bullets, medium speed/size projectiles that travel the screen. They do 13 damage.

Air chains:
(c.) lp, (c.) lk, mp (launcher), lp, lk, mp, mk, hp (hk) (8 hits, 37 damage, knockdown)

Best damage:
Ground chain-> Cyclone Kick (Optic Blast) (6 hits, 43 damage)
Ground chain-> Cyclone Kick (Optic Blast), Super Optic Blast (15 hits, 76 damage, requires 1 meter)

21
Unranked Games / Re: Marvel vs. Capcom 2
« on: February 28, 2008, 07:42:13 AM »
Well, Jill, Cammy, and Tron are done.

Jill
Speed: Average
Damage- 106% damage taken
Special features: Has special moves that can summon zombies

Ground chains:
(c) lp ((c)lk), (c) mp ((c.)mk), (c) hp ((c.)hk), (3 hits, 24 damage)
Notes: Ending with c.hp is a launcher, ending with c. hk knocks them down
lp, mp, hp, Shoulder Tackle, (5 hits, 39 damage)
lp, mp, hp, Hyper Shoulder Tackle, (13 hits, 60 damage, requires one meter)

Notes:
Summon Zombie: lk version summons a zombie that deals 2 damage, and latches onto the enemy, allowing Jill to run up to them and combo them. Hk version summons a zombie on fire that deals 15 damage when it hits the enemy. The lk version can be timed to latch on right after she does a combo in order to start a new one up again, but its not possible to summon another one to latch on at the end of the next one. You can only have one zombie on the screen at a time.

Her hp version of the Shoulder Tackle can be charged for an unlimited amount of time to deal more damage, but while doing so, you cannot press the hp button. Not worth using in my opinion.

Air chain:
lp, mp, c.hp (launcher),  lp, lk, mp, mk, hp (8 hits, 46 damage, knockdown)
lp, mp, c.hp (launcher),  lp, lk, mp, mk, Shoulder Tackle (9 hits, 48 damage)
lp, mp, c.hp (launcher),  lp, lk, mp, mk, Shoulder Tackle, Hyper Shoulder Tackle (18 hits, 66 damage)
Call Flaming Zombie, wait, c.hp (launcher),  lp, lk, mp, mk, hp, bounces onto Flaming Zombie (7 hits, 55 damage, corner only)

Best damage:
Air chain-> Shoulder Tackle (9 hits, 48 damage)
Air chain-> Shoulder Tackle, Hyper Shoulder Tackle (18 hits, 66 damage)

Cammy
Speed- Fast
Damage- 112% damage taken

Ground chains:
lk, (c)mp ((c)mk), hp (c. hk, back+hk), (3 hits, 22 damage)
lk, (c)mp ((c)mk), hk (launcher) (3 hits, 24 damage)
lk, (c)mp ((c)mk), hk, Cannon Spike (4 hits, 42 damage)
Note: Cannon Spike is completely invincible on the way up
lk, mk, hp, Cannon Drill (4 hits, 37 damage)
lk, mk, hp, Spin Drive Smasher (12 hits, 54 damage, requires one meter, knockdown)

Air chains:
lk, mk, hk (launcher), lp, lk, mp, mk, hp (hk) (8 hits, 42 damage, knockdown)
lk, mk, hk (launcher), lp, lk, mp, mk, Cannon Drill (8 hits, 44 damage, knockdown)
hk (launcher), hp (hk), Cannon Drill, Killer Bee Assault (8 hits, 85 damage, requires one meter)
Note: If you add additional hits to this combo, you'll build more meter, but you'll do drastically less damage, due to damage reduction kicking in on that last hit

Best Damage:
Air chain-> Cannon Drill (8 hits, 44 damage, knockdown)
hk (launcher), hp (hk), Cannon Drill, Killer Bee Assault (8 hits, 85 damage, requires one meter, knockdown)

Tron Bonne:
Speed: Above average
Damage: 93% damage taken
Special Features: Can lock enemies into place with Servbots. Additionally, her assist Projectile type does 45 damage over 3 hits, which is more than her normal ground chains do. s. hk is a rock that Tron picks up and throws.

Ground chains:
c. lk, mp (7 hits, 23 damage)
(c.) lp (c. lk), c. hp (launcher), (2 hits, 19 damage)
c. lk, mp, Drill (15 hits, 31 damage unmashed ,21 hits, 37 damage mashed)
(c) lp, mp, Lunch Rush (46 hits, 57 damage, requires one meter)
Note: Lunch Rush's 41 hits deal 1 damage, essentially meaning that this move ignores defense
(c) lp, mp, Drill, Lunch Rush (55 hits, 68 damage unmashed, 62 hits, 75 damage mashed, corner only, requires one meter)

Servbot Capture: Fires a slow moving (invisible) cursor, that when hitting opponent, causes them to be locked in place for a very long time by her Servbot buddies.

Air chains:
(c.) lp (c. lk), c. hp (launcher), lp, lk, mp, mk, hp (hk) (7 hits, 49 damage, knockdown)
(c.) lp (c. lk), c. hp (launcher), lp, lk, mp, mk, hp, hk (8 hits, 56 damage, corner only, knockdown)

Best damage
Air chain-> hp (hk) (7 hits, 49 damage, knockdown)
(c) lp, mp, Lunch Rush (46 hits, 57 damage, requires one meter)

Special note: This team can actually be a decent low tier team. While not utilized in this topic, Jill can combo off of her crouching roundhouse kick since it recovers so fast, into an aerial combo for decent damage. Toss in Tron's utterly stupid assist, and a DHC to Cammy, you can kiss a character good bye.

22
Unranked Games / Re: Marvel vs. Capcom 2
« on: February 28, 2008, 01:17:04 AM »
Next two characters, synonymous with the fighting genre, Ryu and Ken!

Ryu
Speed-Average
Damage- 100% damage taken

Ground chains:
(c.)lp ((c.)lk), (c.)mp, hp (3 hits, 24 damage)
(c.)lp ((c.)lk), (c.)mp, hp, Hadoken (4 hits, 37 damage)
(c.)lp ((c.)lk), (c.)mp, hp, Whirlwind Kick (4 hits, 39 damage)
(c.)lp ((c.)lk), (c.)mp, hp, Hadoken, Shinkuu Hadoken (~26 hits, 66 damage, unmashed, ~33 hits, 73 damage mashed, requires one meter)
Shin Shoryuken (3 hits, 80 damage, requires 3 meters)

Air chains:
c. hp (launcher),  lp, lk, mp, mk, hp (6 hits, 40 damage)
c. hp (launcher),  lp, lk, mp, mk, Hadoken (6 hits, 42 damage, knockdown)
c. hp (launcher),  lp, lk, mp, mk, Whirlwind kick (6 hits, 43 damage, knockdown)
c. hp (launcher),  lp, lk, mp, mk, Shinkuu Hadoken (~18 hits, 49 damage unmashed, ~24 hits, 57 damage mashed)

Best damage:
Air chain-> Whirlwind kick (6 hits, 43 damage)
Ground chain-> Hadoken, Shinkuu Hadoken (~26 hits, 66 damage, unmashed, ~33 hits, 73 damage mashed, requires one meter)

Ken
Speed- Slightly above average
Damage- 106% taken
Special features: You'll see

Ground chains:
c.lk, c.mk (c. mp), hp (3 hits, 24 damage)
c.lk, c.mk (c. mp), hp, Hadoken (4 hits, 35 damage, corner only)
c.lk, c.mk (c. mp), hp, Whirlwind kick (7 hits, 39 damage)
Shoryuken (3 hits, 26 damage)
Note: Ken's Shoryuken is completely invincible on the way up
c.lk, c.mk (c. mp), hp, Hadoken, Shouryureppa (14 hits, 63 damage, requires one meter)

Air chains:
c. lk, c. hp (launcher),  lp, lk, mp, mk, hp (Hadoken) (7 hits, 44 damage, knockdown)
c. hp (launcher), lk, Whirlwind kick (6 hits, 76 damage)
Note: This move is glitched. Its supposed to knock down after the first hit, but it doesn't, allowing Ken to hit 4 times with it for a TON of damage)

Misc: Ken can roll at will, allowing him to dodge attacks for a short time and get around the opponent

Best damage:
c. hp (launcher), lk, Whirlwind kick (6 hits, 76 damage)
Doesn't need super

I'll do Jill, Cammy and Tronne Bonne next I guess then.

23
Unranked Games / Marvel vs. Capcom 2
« on: February 27, 2008, 07:59:48 AM »
MvC2 unranked topic!
I may be insane, but that's something I'm proud of.

The way I'm working this topic is similar to the Tales series. I'll list series of moves that naturally cancel into each other and ignore stuff that just happens to combo together well (like infinite combos). As for speed on the battlefield, I'll just list their speed compared to other characters, and how well I think they can move (like a character with an air dash or double jump gets a boost to their speed). I will also ignore the team aspect of the game (assists) in order to simplify things.

If I ever get around to it, I'll post damages for 'no-holds barred' which will be pretty much what characters would do on their own in an actual match.

Every character has 143 HP, but take varying amounts of damage depending on their defense modifier. Some characters have super armor as well, which allows them to take one attack before flinching, and they can block to stop a combo from starting. In general, the more hits a combo has, the more it ignores defense, while the less hits a combo has, the more it is affected by it. So Cammy's Killer Bee Assault combo would be heavily influenced by Sentinel's massive defense, while Tron's Lunch Rush combo would not be.

Attack abbreviations:
s. (x) = standing
c. (x) = crouching
j. (x) = jumping
(assume s. (x) for ground chains, j. (x) for aerial chains, exceptions will be noted)
lp = light punch
lk = light kick
mp = medium punch
mk = medium kick
hp = heavy punch
hk = heavy kick
knockdown = enemy is set slamming into the ground and must get up
launcher = move that sets up for an aerial combo
(x) = either or
(ex: lp (lk), means either lp or lk works)

I will not list special move damage by themselves yet, as 1.) that's WAYYY too much work, and 2.) most won't connect by themselves ingame anyway (exceptions will be noted). Likewise, the damage on each individual move won't be listed, and only the final combo damage.

Moves that have extraordinary properties I will list. (ex. hp is actually a projectile, invulnerability frames)

As a note, due to MvC2's system, you cannot throw out a mp or mk by themselves, you must cancel it from a light attack.

Every character has a series of moves known as a 'magic series' in the air, which is lp, lk, mp, mk, hp, (hk), that will cancel into themselves. On the ground, the natural series of combos varies, and will be listed with characters. For simplicity, for the longer chains, I will take the most damaging shorter one and extend it into the longer ones. I will also not include jump ins to start combos. Also for simplicity, moves that do not actually combo, despite canceling into each other, will not be listed in combos.  Combos that only work in the corner will also be noted. Some moves can be rolled out of to avoid additional hits, and will also be mentioned. Finally, for all air chains, I will list the best launcher to start it up, and all moves after the intial will be in the air.

Chip damage is an utter pain to deal with, and will eventually be added in, but not now.

Due to the way the combo system works in MvC2, in some cases, I will skip moves for max damage, as the higher the combo meter is, the less damage each additional move does (this matters for characters who have their highest damage at the end of a combo).

Mashable moves will be mashed as well as I can on a keyboard. These moves will be noted, and nonmashed, and mashed damages will be shown.

Some characters can fly, and will be listed. Fly chains are different from normal aerial chains.

You start out each match with 1 super meter. Every attack done, connected with, and received will regain meter. 2 combos by your own character and 1 combo by your opponent is usually enough to gain another meter. Note that during the 2nd combo of your own character, you won't have an entire meter until the end, which is where the super will be.

For best damage, I will list no meter first, then meter.

Sentinel

Speed- Fast
Defense- 71% damage taken
Can fly
Has Super Armor

Notable moves/features:
s. hp, c. hp: Laser that cuts across the screen. 2 hits, 10 damage each, 2nd hit is unblockable unless first hit was blocked
All of his moves deal chip damage.

Ground chains->
s.lp, s.mk, Rocket Punch (4 hits, 38 damage)
s.lk, s.mk, Rocket Punch (3 hits, 35 damage)
s.lp, s.mk, Rocket Punch, Hyper Sentinel Force (8 hits, 65 damage, requires 1 meter)
s.lp, s.mk, Rocket Punch, Plasma Storm  (12 hits, 76 damage unmashed, 15 hits, 83 damage mashed, knocks enemy away, requires one meter)
s.hp (c.hp) Rocket Punch (3 hits, 45 damage, close range only)
s.hp (c.hp) Rocket Punch, Plasma Storm (10 hits, 77 damage unmashed, 12 hits 84 damage mashed, knocks enemy away, close range only, requires one meter)

Fly chains->
lp (lk), hk (2 hits, 20 damage)
lp (lk), hk, Rocket Punch (3 hits, 45 damage)
lp (lk), hk, Plasma Storm (12 hits, 55 damage)

Air chains->
s. hk (launcher), lp, lk, mp, mk, hp (56 damage, 6 hits, knockdown)
s. hk (launcher), lp, lk, mp, mk, hp, hk (65 damage, 7 hits, corner only, knockdown)
s. hk (launcher), lp, lk, mp, mk, Rocket Punch (62 damage, 6 hits, knockdown)
s. hk (launcher), lp, lk, mp, mk, Plasma Storm (65 damage, 14 hits, requires 1 meter)

Best damage:
Aerial chain-> Rocket Punch (62 damage, 6 hits)
s.lp, s.mk, Rocket Punch, Plasma Storm  (12 hits, 76 damage unmashed, 15 hits, 83 damage mashed, knocks enemy away, requires one meter)

Storm
Speed- Fast
Damage- 106% taken
Can Fly

Notable moves/features:
Can hold up to reduce falling speed by a lot.

Ground chains->
lp, lk, mp, mk (c. mk, knockdown), (4 hits, 21 damage)
hp, hk (2 hits, 26 damage, corner only)
lp, lk, mp (mk), hp (hk) (c. hk), (3 hits, 24 damage, hp knocks enemy away, both hk's launch)
lp, lk, mp, c. mk, Typhoon (7 hits, 34 damage, rollable)
lp (lk), mp, mk Lightning Attack (5 hits, 33 damage, rollable)
lp (lk), mk, Lightning Attack, Lightning Storm (~21 hits, ~70 damage, requires one meter, rollable, knockdown)
Typhoon, Hailstorm (20-26 hits, 50-56 damage unmashed, 26-31 hits, 56-63 damage mashed, requires one meter)

Fly chains->
lp, lk, mp, mk, hp, hk, lightning attack (7 hits, 46 damage)

Air chain
lp, lk, mp (mk), hk (c. hk) (launcher), lp, lk, mp, mk, hp (hk) (9 hits 45 damage)
lp, lk, mp (mk), hk (c. hk) (launcher), lp, lk, mp, mk, Lightning Attack (9 hits, 43 damage)
lp, lk, mp (mk), hk (c. hk) (launcher), lp, lk, mp, mk, Lightning Attack, Lightning Storm (~18 hits, 62 damage, requires one meter, knockdown)
hp, hk,  lp, lk, mp, mk, hp (hk) (7 hits, 52 damage, corner only)
hp, hk,  lp, lk, mp, mk, Lightning Attack (7 hits, 48 damage, corner only)
hp, hk,  lp, lk, mp, mk, Lightning Attack, Lightning Storm (~17 hits, ~73 damage, corner only, requires one meter, knockdown)

Best damage:
Aerial chain-> hp (hk), (9 hits 45 damage)
Aerial chain-> Lightning Storm (~18 hits, 62 damage, requires one meter, knockdown)

Magneto
Speed- Very fast
Damage- 106% damage taken
Can fly

Ground chains->
All do 17 damage (2 hits)
End with c.hk, knockdown
End with c.hp, launch
End with s.hk, launch (3 hits)
End with Magnetic Shockwave (only from c.hp), 71 damage (12 hits, requires 1 meter, knocks enemy away)

Fly chains->
30 damage (3 hits)
lp, hp, hk
lk, hp, hk

31 damage (3 hits)
lp (lk), hp (hk), pink typhoon thingy

Air chains->
44 damage (7 hits)
Ground chain (end with launcher), lp, lk, mp, mk, hp (knockdown)

48 damage (7 hits)
Ground chain (end with launcher), lp, lk, mp, mk, EM Disrupter

84 damage (~35 hits)
Ground chain (end with launcher), lp, lk, mp, mk, Hyper Grav, Magentic Tempest (requires one meter)

Best damage:
Aerial chain-> EM Disrupter (7 hits, 48 damage)
Aerial chain-> Magnetic Tempest (~35 hits, 84 damage)

Comments:

Cable
Speed- Average
Damage- 100% damage taken (average)

Notable moves/features:
All of his hp's are actually gunshots and thus, projectiles.

Ground Chains->
lp (lk), c. lp (lk), hpx4 (7 hits, 41 damage)
lp (lk), c. lp (lk), hpx4, Viper Beam (15 hits, 49 damage)
lp (lk), c. lp (lk), hpx4, Crackdown (8 hits, 51 damage)
lp (lk), c. lp (lk), hpx4, Viper Beam, Hyper Viper Beam (~26 hits, 65 damage unmashed, ~39 hits, 78 damage mashed, requires one meter)
lp (lk), c. lp (lk), hpx4, Psimitar, Hyper Viper Beam (~38 hits, 79 damage unmashed, ~40 hits, 82 damage mashed, requires one meter)
Note: This version of Hyper Viper Beam is done in the air, and is much less laggy than the ground version

Air chains->
lp, s. lp (launcher), lp (lk) mp, mk, hp (6 hits, 31 damage, knockdown)

Best damage:
Ground chain->Crackdown (8 hits, 51 damage)
Ground chain-> Psimitar, Hyper Viper Beam (~38 hits, 79 damage unmashed, ~40 hits, 82 damage mashed, requires one meter)

Still much much more to be done.

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