Friday, October 1, 2010

Almost 2 months later...

And I got a bit more info on what I mentioned before. I realize people aren't reading this blog BUT if they were they'd be privy to some of the extra info I'm gonna be posting here in the next few weeks or so.

Anyways here's a little something something...



-Rockman Out-

Thursday, August 19, 2010

New Naruto Game.....

..... and its NOT Ultimate Ninja Storm 2 and will be released as somewhat of a "dlc package" via shishi-rendan...

Stay Tuned...

Monday, July 19, 2010

Been a long time.. I shouldna left you...

Yo!

Been quite a while as I'm seeing the last time I posted something up here was December of '09, before the great Narutimate depression- and yes by that I mean NA3.

*SMH*

What a disappointment that was =( . So much so that it almost single handedly killed the entire NH/NA scene! I mean btwn NUNS not cutting the mustard and NA3 being all but unplayable in a serious competitive setting, people felt forced back into NA2 and let me tell you from my experience on this Earth that people don't like being forced to do anything no matter how much it might be good for em'.

So some time passed and even though we kept playing the rest of the world pretty much stopped.. chaos ensued. Some put on NUNS for a laugh or just to have fun playing a game that isn't tourney worthy but by God is still where it's at for them and I don't hate on those people. Some continue to live in denial about how shitty NA3 is and try to sell everyone else on the idea that if you win in that game there is some sort of skill involved, those people? I actually have a good amount of hate for. Just die.. please.

But here we are! Almost 9 months later and NA2 has made a comeback! Not that it's back to the old days of Foxhound vs Anbu and the crooked jester monthly tournament era, but slowly but surely we're getting there and from what I seem we're getting there with MUCH stronger players this time around as the people that are here now are 500% here to play!

Me and Bass have recently implemented a ranking system and much of whats going on with that can be seen in the threads over at shishi-rendan.com. Just a beta at the moment but we hope it'll give way to a bigger site/worldwide ranking system where the winners at the end of every season can score plane tickets to the big dance over in the states, thanks to your friendly neighborhood ANBU players!

Also ont he horizon is an idea I have brewing in my head called "Tournament no Jutsu: Gigantic Battle!", yeah.. it's gonna be the shit!

So stay tuned! It feels so good to be baaaaack!

-Rockman Out-

Thursday, December 17, 2009

Rape by Alpha Counter

Ok we all have been playing for a while, some longer the others, but undoubtedly one of the best and most innovative new features is the "alpha counter".

Performed by holding block and taping O right as an opponents hit connects. It's great to push bulldogs away and the risk/reward isn't too bad either as an over use of such a technique can actually work against you since it stifles your Awakening meter by 25% (give or take). The meta-game gets changed a bit by it too since a person who is being overly defensive and just waiting for their chance to alpha counter can be susceptible to guard break which leads into ougi/jutsu and the like. Plus it deals out a little more damage then a shuriken toss so damage is not an issue.

But what happens if your character can't attack on block at all? I mean of course with the A.C. there is wayyyy more timing involved with it then a knj, but what if there wasn't?

Enter Neji and Kisame.

Apparently if you use a character who has rapid hits, you're dicked. The 2nd through 6th hit of his chain comes out in almost a perfect stream of attack, if you're blocking you can press O at almost anytime and he's countered, it takes very little timing and actually because he does hit in such a steady stream you can pretty much mash O and it's going down against him. Though he has a saving grace. His Forward+O,O chain is actually a much better alternative in almost every way. It comes out fast, has high priority and the hits chain fast enough to keep someone from dashing out of your combo as well. On block the timing to alpha counter it is about the same for a normal chain and 2 of them plus a single O is enough to cause guard crush. Plus for those that do want to use the neutral chain you always have the option of opening the attack with forward plus O, if it's blocked then you continue it and if it's not you can shuriken cancel and go into your normal chain which is safe on hit. There are still ways for Neji to get down, you just gotta be careful!

But Kisame? Not so lucky =(

This guy hits SOOOOOOOO many times in his chain that you can seriously tap O the second he hits your block and either your button press will counter the very first hit or the hit directly behind it because he hits so fast. And this puts the shark man in a very messed up position because ALL his ground attacks are this way, from his forward O to both his chains, which doesn't leave him a whole lot to work with.

He still has his GB (which can't be ac'd) but it is definitely too slow to really work with and it can be knj'd with almost the same amount of ease.

It seems the only way he'll be able to pull damage is from baby shark jutsu (which luckily auto aims if you knj after any one of the sharks hit you) and to stick to aerials, which ironically is more or less the way he was most effective in NA2, just not as dire as this.

Does it ruin the game? It doesn't at all, its just funny to me lol. Like it's assists all over again in the sense that somebody at CC2 had a great idea and dudes were like: "Yeah lets put it in!!" Not realizing it made it so you couldn't even hit grab without an assist blasting you or in this case not thinking about characters who can be ac'd 9.5/10 times lol.

Ahh, I mean it's only really 2 characters that suffer badly from it (plus a few with rapid hit chain enders) but I think this falls in line with CC2 normal mode of operation which is basically:

It was a good idea, but they didn't think it through fully.

-Rockman Out-

Saturday, December 12, 2009

NA3 Impressions part 2

Ok Im back after a nite of fucking around and I'll answer things as clearly as I can. If I miss anything let me know.

First and foremost, Chakra dash does not ignore block stun. We're pretty safe there lol.

Nextly dudes do have up, forward and Down+O. If you looked at the post right after my first initial one I was freaking out because people were able to do down+O into ougi if the guard breaking hit was blocked. The guard crush animation lasts THAT long! This explains why hinata and just about everybody else in the game has down+O's that are insanely slow, if you hit it in more cases then not that = free ougi.

Now there are some characters that get the short end of the stick here as they either have multiple hitting down+O's or their ougi is too slow to connect afterwards, but there are even ways around this if you look hard enough. For example, Sasuke's stupid down+O breaks guard then multi-hits. Whats worse is that you cannot cancel the initial break with anything but chakra dash and while thats good for some really serious untechable setups with his foward+O,O chain, you cant hit ougi from chakra dash.

So in traditional NA style he has to give himself a homemade setup. Basically you can down down+O and as it coming out tap triangle twice to setup the ougi, then dash cancel (foward,foward) right as its about to end and then hit ougi. Again in old school NA style you actually can set up a VERY small button lock here that allows you to chain ougi. This can actually be done MUCH easier if you activate your special item first (speed up).

Jutsu startup always deflects Shuriken. Does it defelect special items? Dunno yet as computer hasnt thrown one while I was doing jutsu.

Some jutsu deflect shuriken during the entire active time. Asuma's overhand right (his old down,down+O) actually deflects shurikens the entire time you're charging it up! So timing a jutsu against a shuriken cancelling opponent can be key.

The dashing system also plays a big part. Dash (foward, foward or back, back) can be used to cancel any attack where you could normally cancel jutsu, which means there are some points in attacks where you can't do it. Basically this is what setups most of the rush down and guard breaking situations in the game. If your opponent is waiting for the end of your chain or a certain point to leave or make their move, dash canceling in the middle of the chain to extend the combo can really throw off timing.

Becareful though as its not invincible and if that same person sees you dashing they can pop you with something to make you pay for doing it recklessly. Chakra dash "beats" regular dash, so if your opponent is prone to dashing away, a chakra dash will plow into them before they're able to block.

Dash can also be used to go through your opponent, so if you're pinned down in the corner and there's a small break in your opponents attack you can use dash to dash past them and out of the corner. Also pretty cool for dashing past an opponent in mid combo to throw off their sense of direction.

Also chakra dash cancels any move or attack INSTANTLY. So there are a lot of cool things you can do with it (namely with sasuke lol vid soon).

X-dash isn't cancelable anymore (sadface) but the game doesn't suffer from it with chakra dash kind and jutsu canceling shuriken there's a lot more to work with.


Some guys though honestly are just gonna have it hard and are gonna have to work the guard crush system to get anything done. For example, Sai is pretty ass without his grabs and a blocking opponent pretty much has the advantage on him, BUT his chains break guard extremely fast. Just 2 reps of Ox3 (basically up to the 4th hit right before the end of the chain) breaks guard and can leave your opponent open for an ougi. So a lot of his game against a defensive opponent is gonna come from rush down with foward+O to put the opponent into a position where they have to block chain and just being ready to bust out jutsu if they knj and go for shuriken or using chakra dash to chase down someone who is using regular dash to leave or tries to jump away from him.

Hurting an airborne opponent who's blocking is pretty nigh impossible at the moment, but it comes down to timing guard break so that they land in it and eat ougi, and cancel the guard break into chakra dash if you see them trying to throw shurikens or attack as you go for it, since chakra dash cancels any attack INSTANTLY.

I hear you einherjar but honestly if you haven't played it don't give up so easily. You'd be doing yourself a dis service as the game moves along and plays pretty damn good. A lot of new elaborate things made it in (using dash cancel to chain combos that you normally couldnt, using air chakra dash to keep the pressure on an opponent, dash priority battles, etc), you should at least give it a try.

Oh and Gai's air grab? It's an air grab.. cuz he's gai...

But oddly enough he isn't broken in this game! No air maxium entry, no foward+O~shuriken cancel nonsense as he has his nh3 foward+O this time around (though he does have the old foward+O in gates but its hard to cancel... though one blocked one and a shuriken breaks guard instantly lmao. But not so bad since you dont have ougi in awakening)! So for all you gai fans, your time has come, hes playable again =p.

-Rockman Out-

Friday, December 11, 2009

1st Impressions of NA3 Gameplay!

Finally the Rock has come back... To the blog lol

Seriously though just hear to let all the hardcore players know whats going down and what to be ready for..

Guys this is NOT your mama's NA.

In fact it's not NA at all, more like some bastard lovechild that came out of NUNS and NA2 having a baby. Now some people don't like bastard children but I'm all for change.. though there is a bit to swallow this time around.

First and foremost..

*sigh*

There are no grabs.

That's right, I said there are no grabs and honestly I'm not too upset about it. Again, crazy I know right? But that's because they added the NUNS style guard system here.

After your guard takes a couple of hits it starts to change color, from blue to green to yellow to finally red and then CRASH they're open for business. The guard crash animation is more like alpha 3 then nuns though. They slide backwards (like when the match starts) but not so far away that you can't hit them with a free ougi or jutsu as they;re open.

Can they KNJ from the crash? Not sure as it's only me and mah training mode getting it in but Im supposed to be adhoc-ing it up with my boy ryuuka tomorrow so we'll do some more reasearch.

Also different is that characters now only have 3 ground chains and 2 air chains.

On the ground its:

Ox4
Ox3, Down+O
Ox3, Forward+O

and in the air:

Ox3 (or 4)
down+O

This is clearly so that you can use these chains in 4 player mode where as a Back+O chain would turn you around because of the way they made the game.

The new dashing system has a LOT of potential for funsies. Fowardx2 or Backx2 dashes you in that direction but you can also use these dashes to cancel moves. I've already messed around with Neji's new down+O aerial (the Ox3, back+O combo ender that pts neji has but in the air!). You can light jump and do it then forward dash cancel and hit another untechable one against the wall.

Chakra dash? Sexy. Full charged one puts you full across the stage and you can use it to cancel combos (as seen int he video). But much like nuns watch yourself. You start charging a chakra dash from far away, you have to commit to it! So if someone sees you coming be ready to eat whatever they feel like meeting you with if their timing is right!

There are a couple of other things I've found out but I need another person to really test the ebb and flow of the game.

Real talk though? It's going to take a WHOLE lot of getting used to. At the moment my biggest worry is people running away and turtling against characters who don't have an outright guard break chain. But foward, forward/back,back dash is NOT safe and you could definitely eat an ougi if your opponent anticipates you coming forward and chakra dash could easily catch a backdasher....

We'll see what's good.

I'm going back in!

-Rockman Out-

NEW EDITS!

Hold up HOLD UP HOLD UP!!!

I'm wondering why everyone's guard break (down+O,O) chain is so slow now..

At the moment with at least naruto and sakura you can definitely go down+O, and then just Ougi your opponent on block....

Wow.

LMAO.

Also Naruto lost Hold O fuuma and Sakura lost cartwheel (sadface for her)

-Rockman Out-

OH and there's also that "Blast Away" move we saw in the trailer that's really really similar to Ultimate Punch.

The guide says it's done by hitting R+O at the same time, but I can't get it to work either on block on straight up or anything.

I'm hoping its something that just busts open guard cuz an Alpha counter type move would definitely be too much power on the defensive side, even if you lose your transformation for it!

Wednesday, November 11, 2009

3rd and Final NA3 video until December 3rd!

Or at least the last one we'll be getting from the BandaiNamco site =( .

Gah its a mere 29 days away and I'm dying to play!

Check it out!



As you can see the video shows off the double team jutsu of Kakashi and the 4th (Double Rasengan) as well as a glimpse at 2 of Juugo's aerial attacks and his awakening.

Double Team Moves
---------------------

First off, as seen in previous videos, the double team moves are able to be performed when two characters who are actually able to do them are in the right proximity to one another (which can be seen by the "chakra tether" that connects the both of them). It looks pretty crazy as you can see in the video at exactly the 00:35 mark, you can be a pretty decent amount of space away from each other and still perform it. I wonder what happens when there's an enemy between you or if you do it from far away, do they both do the attack towards the enemy and "crush" him? Or do they just "teleport" and appear at their partners side? Either way that's pretty cool as you can use it for big damage or to "call" your partner to you if they're in some deep shit.

Juugo Aerials
-------------------
We got to see two of his aerials and they both bounced the shit out of you lol. Though I really don't know which one is the down+O aerial as he has one that just slams you and another where he hits once first and then slams. Either way if he has an aerial jutsu he could be crazy with the untechables! I would comment on the awakening but as soon as it's put on, he gets ougi'd lol but its whatever.

Directional Influence
-------------------
Bass kind of bought this up before in the idea or thought that when you shuriken cancel does it still track the person that knj'd? or always go forward on a count of there being more then one target in multiplayer...

Well this doesn't answer it but it could give some incite, (starting at 00:31 right as Juugo lands), it looks as if he does his up+O attack and then in mid attack turns and attacks the other way. Judging by this it seems that you can directional influence your attacks in mid motion. There are 2 questions though if that is the case. 1. Can you change directions on your attacks even on hit? or does it "lock" the direction on the target once the first hit catches them?

and

2. Is this also the case in 1v1?

I really doubt that it is. In 1v1 the game should (if cyberconnect is smart!) run the same as the original games with the same block locking, shuriken cancels, etc. mechanics as it did before since there aren't any other characters for you to attack. It certainly seemed that way in the first vid as naruto's X-dashes "tracked" kakashi everytime he did it.

Either way that could take some getting used to but it could actually make some of the characters who suck in 1v1 be pretty good in a multiplayer situation!

Ougi
------------

The 4th hits his ougi in the video and lets just get it out of the way, it was short and the music didn't change... so the fuck what.

I say this because I know that we're gonna be drowning in tears for the next few posts about it, but whatever. What you need to do is look at the ougi itself and whats changed. The "Seals" look completely easy, though it also looks like a race to see who hits them all first. This was seen in earlier scans but its good to see it in motion.

After the seals are over you can see who had the higher percent (though you can't see Juugo's because the video of the actors are in the way) and I guess the damage is doled out from there. What is very interesting though is the kanji that appears on the screen as every hit connects in the ougi.. I wonder, are those points where you can time your block or something like a knj and reduce damage? I could be blowing smoke but I wonder why that's there...

Also interesting is that after you hit ougi, red orbs pop out of the opponent and they actually give you life back! Now I really hope that this is in team mode only so that maybe your partner can pick up some of the health you dropped because, real talk, in 1v1 why the fuck should I get life after I already took maybe a third of yours? I'm just saying lol

I end this one as I end all my NA3 related posts...

December 10th can't come fast enough =(

-Rockman Out-