Хм, действительно.
А всё потому, что сюда её никто не репостил.
И почему я думал, что они озвучивают аннонсеров "в образе"?
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild, Sollst sanft in meinen Armen schlafen!
им правда нужно было оставить характеры персонажей, чтоб джин постоянно впадал в истерики, а тао вообще на что то постоянно отвлекалась.
и еще аракуне было б клево, чтоб типа - з.. вил ..ф.. фт.. из.. т.. рн.. ин.. ... рбл.. в .. н.. ф.. йт!! гхххггнн!
It's more right to reach for thesedreams and fall
Than stand by andnevertry to reach them at all ..
И почему я думал, что они озвучивают аннонсеров "в образе"?
Братка, я вообще смел наивно мечтать, что Тао вместо оригинальных имен будет своими кликухами всех крыть! T_T
Короче, слишком серьезно они отнеслись к опциональным аннонсёрам; наверно, думали, народ не поймет, если будет стёб, а вышло наоборот - все стёба в образах и ждали :(
- A huge punch, similar to Jin's Blodia Punch super in MVC2, untechable knockdown. The super can be charged like her Drive, but the effects of charging are not explained, likely just more damage, possible added wallbounce.
- A 3-part move (the individual parts don't add to the heat cost apparently) where you punch the opponent, launch herself above the opponent, and then do her ground super straight down, forcing opponent to the ground in untechable knockdown.
- Apparently, the background for her using her DD is specific to her.
Unlimited Makoto changes
- Basically Dudley from SF3S
- Instead of her Dempsey Roll move, she has a rapid jab.
- Taunt throws an acorn that does no damage but causes hit stun.
- Has a counter move.
No Astral Heat mentioned
Overall Stats:
She takes damage fairly well, at least average health if not higher
Ground dash seems to be at least average
She is a motion character, charge character fans get no love.
Her general attack range is really short, poking people from long range is something she won't be doing.
Can't say much about her damage potential. Her individual strikes seems solid enough, but Makoto players at the con have had to make do with basic 5 hit combos (multiple hits due to her throw notwithstanding) since she really is brand new.
Makoto's basic throw is her grabbing you and smacking your face around with her tail before tossing you up. Her airthrow seems to be her flip throwing you to the ground while following up with a T-hawk style dive. Her 2 or 3 C is something where she does a spinning slide that sweeps opponents. You seem to be able to hold it down to affect whether she spins more before connecting.
Her drive is a chargeable attack, kind of like a golf game where you have to hold it not too long and not too short to get max damage. The meter is visible at the bottom of the screen when she's charging.
She has a DP, which has a followup which spikes an opponent down diagonally. Seems to have good 'priority' but I don't think it has a lot of invincibility if any since I've seen it get stuffed by projectiles.
She can summon an energy ball and then hit D immediately afterward to launch it forward. The distance the ball travels is determined by her D charge when launched. The ball can dissipate other projectiles whether it launches or not except for possibly the spark bolt. It makes a graphical effect if it eats a projectile, kind of like a smaller faded version of Hakuman's barrier, unknown if it actually does something. If launched, it seems to only hit once. If the ball is not launched, it can hit for multiple times and Makoto is free to do whatever she wants.
Her three clones thing is determined by what button you press. It seems to do no damage on its own. In addition, the move has three or four potential followups similar to Hazama's or Tao's D cancels.
As mentioned before, one of her distortions is basically a Blodia punch. Full screen or close enough to it, capable of hitting both ground and air targets. It also seems to hit a little behind Makoto since the portal sets a little bit behind her. Stuffed a possible crossover attempt.
Her other is the three hit combo. Extremely short horizontal range, no longer than her jab. Can be comboed into. As mentioned before, it's her doing an launch and basically spiking the opponent at the end. You charge the two hits after the initial ala her drive mechanic. They also do a closeup of her face when doing the second attacks. She doesn't go into the launch animation if she whiffs.
I've seen projectiles stuff her distortions, but the thing is they connect really bloody fast. Her Blodia punch with it's humongous range and hitbox should be able to nail you if you look at Makoto funny while she has meter.
hands on makoto impressions:
- air game kinda crappy, nothing hits in front of her very far except j.D
- 236A summons orb, 3 hits. Seems good in block strings.
- 236A~[D] punches hte orb. 1 Hit. Lvl 3 almost goes full screen, fatal counter, removes primer, wall bounch. Lvl 2 and 1 do none of those things (actually i don't remember if lvl 1,2 do wall bounce or not).
- 623C dragon punch, has inv and whatnot. didn't try air version.
623C~[D] dragon punch follow up is a basketball dunk kind of move that slams the opponent into the ground. Followup combo not possible (maybe if you rc?)
- air throw is her throwing you into the ground and then doing a diving headbutt lol
- astral has her doing a dash punch. If it hits, she does a kenshiro fatal ko followed by a big bang upper. Opponent gets launched into the moon, then the moon shatters. All very silly.
- when doing drive moves, if you hold the button down too long, she won't attack at all. Despite this, i think it's too slow to be used as a feint.
- 46 is a parry. After you parry, press D (chargable) to do dudley's cross counter animation. Didn't test if it has any invulnerability or if you could parry lows. I tested this on a prjectile. You can't move right away after doing a parry; she's stuck in a pose. Dont know if hte pose is invincibile or auto guard or anything like that.
- all her supers are chargable, but all the charging is done during super freeze.
- has blodia punch super. chargable. traded with stuff so it probably has some invincibility but not all the way to the first active frame
- has shin shoryuken super. 3 hits. Each hit is chargable. If you don't charge to at least lvl 2, she won't do the rest of hte hits.
- j.2C makes her fall straight down and hitting hte enemy with her tail. Cancels out all momentum
- 3C makes her spin on the ground. i think it's that dempsey roll thing ppl mentioned earlier. Inv to Head and Body attribute. Pressing any attack aftewards does a sweep (though it's slow to startup). If it touches the opponent, you have a lot of gatlings you can go into.
- 214A/B/C does the 3 clone dash. A is ground, B is low air, C is high air. A version has followups you can do (A,B,C,D). B and C versions recover in time to allow you to do all your air options.
214A~A cancels the dash
214A~B goes through teh opponent
214A~C does a punch
214A~D takes a step back and does a chargable Drive punch
Specials:
Impact (D, delayable)
Comet Cannon (236A)
Break Shot (D, during Comet Cannon, delayable)
Corona Upper (623C, mid-air also)
Meteor Drive (D, after Corona Upper, delayable)
Space Counter [Parrying] (46, when under attack)
Space Counter (D, after parrying an attack, delayable)
Asteroid Vision (214A/B/C)
Break (A, while the A Asteroid Vision is active)
Eclipse Turn (B, while the A Asteroid Vision is active)
Lunatic Upper (C, while the A Asteroid Vision is active)
Shooting Star (D, after a A Asteroid Vision, or a Lunatic Upper)
Mars Chopper (A, after a Lunatic Upper)
Star Gazer (B, after a Lunatic Upper)
Infinite Rush (C, after a Lunatic Upper)
Lightning Arrow (D, while the B or C Lunatic Upper is active, delayable)
Distortion Drives:
Big Bang Smash (632146D, delayable)
Particle Flare (236236D, delayable)
Particle Flare [Launch] (D, during Particle Flare, delayable)
Particle Flare [Finish] (D, during Particle Flare [Launch], delayable)
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild, Sollst sanft in meinen Armen schlafen!
- A huge punch, similar to Jin's Blodia Punch super in MVC2, untechable knockdown. The super can be charged like her Drive, but the effects of charging are not explained, likely just more damage, possible added wallbounce.
- A 3-part move (the individual parts don't add to the heat cost apparently) where you punch the opponent, launch herself above the opponent, and then do her ground super straight down, forcing opponent to the ground in untechable knockdown.
- Apparently, the background for her using her DD is specific to her.
Unlimited Makoto changes
- Basically Dudley from SF3S
- Instead of her Dempsey Roll move, she has a rapid jab.
- Taunt throws an acorn that does no damage but causes hit stun.
- Has a counter move.
No Astral Heat mentioned
Overall Stats:
She takes damage fairly well, at least average health if not higher
Ground dash seems to be at least average
She is a motion character, charge character fans get no love.
Her general attack range is really short, poking people from long range is something she won't be doing.
Can't say much about her damage potential. Her individual strikes seems solid enough, but Makoto players at the con have had to make do with basic 5 hit combos (multiple hits due to her throw notwithstanding) since she really is brand new.
Makoto's basic throw is her grabbing you and smacking your face around with her tail before tossing you up. Her airthrow seems to be her flip throwing you to the ground while following up with a T-hawk style dive. Her 2 or 3 C is something where she does a spinning slide that sweeps opponents. You seem to be able to hold it down to affect whether she spins more before connecting.
Her drive is a chargeable attack, kind of like a golf game where you have to hold it not too long and not too short to get max damage. The meter is visible at the bottom of the screen when she's charging.
She has a DP, which has a followup which spikes an opponent down diagonally. Seems to have good 'priority' but I don't think it has a lot of invincibility if any since I've seen it get stuffed by projectiles.
She can summon an energy ball and then hit D immediately afterward to launch it forward. The distance the ball travels is determined by her D charge when launched. The ball can dissipate other projectiles whether it launches or not except for possibly the spark bolt. It makes a graphical effect if it eats a projectile, kind of like a smaller faded version of Hakuman's barrier, unknown if it actually does something. If launched, it seems to only hit once. If the ball is not launched, it can hit for multiple times and Makoto is free to do whatever she wants.
Her three clones thing is determined by what button you press. It seems to do no damage on its own. In addition, the move has three or four potential followups similar to Hazama's or Tao's D cancels.
As mentioned before, one of her distortions is basically a Blodia punch. Full screen or close enough to it, capable of hitting both ground and air targets. It also seems to hit a little behind Makoto since the portal sets a little bit behind her. Stuffed a possible crossover attempt.
Her other is the three hit combo. Extremely short horizontal range, no longer than her jab. Can be comboed into. As mentioned before, it's her doing an launch and basically spiking the opponent at the end. You charge the two hits after the initial ala her drive mechanic. They also do a closeup of her face when doing the second attacks. She doesn't go into the launch animation if she whiffs.
I've seen projectiles stuff her distortions, but the thing is they connect really bloody fast. Her Blodia punch with it's humongous range and hitbox should be able to nail you if you look at Makoto funny while she has meter.
hands on makoto impressions:
- air game kinda crappy, nothing hits in front of her very far except j.D
- 236A summons orb, 3 hits. Seems good in block strings.
- 236A~[D] punches hte orb. 1 Hit. Lvl 3 almost goes full screen, fatal counter, removes primer, wall bounch. Lvl 2 and 1 do none of those things (actually i don't remember if lvl 1,2 do wall bounce or not).
- 623C dragon punch, has inv and whatnot. didn't try air version.
623C~[D] dragon punch follow up is a basketball dunk kind of move that slams the opponent into the ground. Followup combo not possible (maybe if you rc?)
- air throw is her throwing you into the ground and then doing a diving headbutt lol
- astral has her doing a dash punch. If it hits, she does a kenshiro fatal ko followed by a big bang upper. Opponent gets launched into the moon, then the moon shatters. All very silly.
- when doing drive moves, if you hold the button down too long, she won't attack at all. Despite this, i think it's too slow to be used as a feint.
- 46 is a parry. After you parry, press D (chargable) to do dudley's cross counter animation. Didn't test if it has any invulnerability or if you could parry lows. I tested this on a prjectile. You can't move right away after doing a parry; she's stuck in a pose. Dont know if hte pose is invincibile or auto guard or anything like that.
- all her supers are chargable, but all the charging is done during super freeze.
- has blodia punch super. chargable. traded with stuff so it probably has some invincibility but not all the way to the first active frame
- has shin shoryuken super. 3 hits. Each hit is chargable. If you don't charge to at least lvl 2, she won't do the rest of hte hits.
- j.2C makes her fall straight down and hitting hte enemy with her tail. Cancels out all momentum
- 3C makes her spin on the ground. i think it's that dempsey roll thing ppl mentioned earlier. Inv to Head and Body attribute. Pressing any attack aftewards does a sweep (though it's slow to startup). If it touches the opponent, you have a lot of gatlings you can go into.
- 214A/B/C does the 3 clone dash. A is ground, B is low air, C is high air. A version has followups you can do (A,B,C,D). B and C versions recover in time to allow you to do all your air options.
214A~A cancels the dash
214A~B goes through teh opponent
214A~C does a punch
214A~D takes a step back and does a chargable Drive punch
Specials:
Impact (D, delayable)
Comet Cannon (236A)
Break Shot (D, during Comet Cannon, delayable)
Corona Upper (623C, mid-air also)
Meteor Drive (D, after Corona Upper, delayable)
Space Counter [Parrying] (46, when under attack)
Space Counter (D, after parrying an attack, delayable)
Asteroid Vision (214A/B/C)
Break (A, while the A Asteroid Vision is active)
Eclipse Turn (B, while the A Asteroid Vision is active)
Lunatic Upper (C, while the A Asteroid Vision is active)
Shooting Star (D, after a A Asteroid Vision, or a Lunatic Upper)
Mars Chopper (A, after a Lunatic Upper)
Star Gazer (B, after a Lunatic Upper)
Infinite Rush (C, after a Lunatic Upper)
Lightning Arrow (D, while the B or C Lunatic Upper is active, delayable)
Distortion Drives:
Big Bang Smash (632146D, delayable)
Particle Flare (236236D, delayable)
Particle Flare [Launch] (D, during Particle Flare, delayable)
Particle Flare [Finish] (D, during Particle Flare [Launch], delayable)
Nevertheless, if you're still upset by some of these posts, please fill out and submit the attached form and we'll dispatch staff to your location as soon as possible.
Релиз Макото благополучно состоялся. Всякие вкусности можно брать здесь и здесь.
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild, Sollst sanft in meinen Armen schlafen!
Какой-то поломный дамаг у нее.
Миксап-игра вполне себе хорошая, гораздо лучше, чем я ожидал.
Перри-кансел - жара.
Короче, надо будет потратиться... когда игра до меня дойдет... после выхода европейской версии =)
Nevertheless, if you're still upset by some of these posts, please fill out and submit the attached form and we'll dispatch staff to your location as soon as possible.
240 рублей за качественно нового чара это очень и очень недорого. Я думал, будет что-то в районе 500р. Другой вопрос, как в амерском псне на доллары купить? Там же условные единицы были? Или с запуском Plus на доллары перешли?
PS:
ANTIVANDALLER писал(а):Короче, надо будет потратиться... когда игра до меня дойдет... после выхода европейской версии =)
Что-то мне подсказывает, они европейку уже с длцшками продавать будут. Интересно, zen по этому поводу еще не отписывались? UPD:
A.T писал(а):А баланс патчи будут по логике вещей после всех ДЛЦ.
Можно для дурака: Что за баланс-патчи? Они собираются еще дополнительно регулировать дамаг в игре что ли?
Просто не совсем понятно, сколько еще они менять-рокировать всех будут... ведь КШ отчасти сам по себе уже "доработка КТ". Значит, они опять не попали с рассчетами и балансом? Не понятно, как это происходит :-/