Spoiler
I don't know how this managed to get approved.
RBelmont wrote:A little math shows that if you overclock a Pi3 to about 3.4 GHz you'll start to be competitive with PCs from 2002. And you'll also set your house on fire
You sick fuck The Theme Of SumezSumez wrote:I should have known better than playing anime games.
idgi, she looks like a perfectly ordinary children's anime villainSumez wrote:I don't know where you're picking up the names of the enemies in the game, but I wanted to figure out what a Danburu is, and let's just say it's not safe for work D:
I should have known better than playing anime games.
RBelmont wrote:A little math shows that if you overclock a Pi3 to about 3.4 GHz you'll start to be competitive with PCs from 2002. And you'll also set your house on fire
RBelmont wrote:A little math shows that if you overclock a Pi3 to about 3.4 GHz you'll start to be competitive with PCs from 2002. And you'll also set your house on fire
Mercury and Venus? Weren't you just calling the characters (check posts) Minako, Makoto, Ami, Rei and Usagi?WelshMegalodon wrote:If you're playing as Mercury or Venus, it's possible with some practice to walk away from them just as they emerge from below and create enough space to safely combo them, but for Jupiter it's probably best to just use your health-draining special when they get close.
Since you don't seem familiar with the cast I thought their Sailor Senshi names might make it easier for you to differentiate between them, but I guess I will have to keep using their regular names for the sake of consistency.Sumez wrote:Mercury and Venus? Weren't you just calling the characters (check posts) Minako, Makoto, Ami, Rei and Usagi?WelshMegalodon wrote:If you're playing as Mercury or Venus, it's possible with some practice to walk away from them just as they emerge from below and create enough space to safely combo them, but for Jupiter it's probably best to just use your health-draining special when they get close.
Very useful to know! I'll need to keep this clip in mind when facing off against the Andore trio in Final Fight GUY (and while trying to figure out how to embed GIFs in this forum, lol).BIL wrote:Andore's straight will take your motherfucking head off, as will his running tackle, so stay off-axis and start combos from there. When I attack him head-on, it's because I've secured the advantage - either in suplex iframes, or during his wakeup.
RBelmont wrote:A little math shows that if you overclock a Pi3 to about 3.4 GHz you'll start to be competitive with PCs from 2002. And you'll also set your house on fire
The BBcode link (highlighted below) always works for me - it'll automatically applyWelshMegalodon wrote:trying to figure out how to embed GIFs in this forum, lol
If you copy the "Direct Link" link, you have to change the extension from GIFV to GIF otherwise the embedding won't work.BIL wrote:The BBcode link (highlighted below) always works for me - it'll automatically applyWelshMegalodon wrote:trying to figure out how to embed GIFs in this forum, lol
kitten mentioned her imgur account acting weird, re GIFs coming out as MP4s. I try to keep mine between 2-3mb, dunno if their uploader gets cranky beyond that.
Just about every Power Rangers episode ended up with them hopping in their mech for a giant-scale battle! Maybe the game should have included them for earlier bosses instead of just the last two, but I'm glad they made it in. It make the first SNES game feel more special than the movie game and staying only on foot. That Zord sequence also pretty much knocked-up Natsume with Power Rangers: The Fighting Edition.Sumez wrote:Aaand then, at the tail end of the game, after beating five stages of the same formula, it suddenly switches format entirely (and never changes back), and you're controlling this giant robot fighting another giant robot in a setup that feels more like a fighting game with a blocking mechanic and special attacks. However, it's still best to approach each of the remaining bosses as a more traditional video game boss, waiting for specific attacks and learning how to counter them.
These scenes could easily have been very clumsy, but when you get a hang of it they really aren't too bad, and play very well. It's just a really oddball decision to change the game's format so drastically for only two boss fights in the eleventh hour, rather than trying to ramp up the system already in place.
RegalSin wrote:You can't even drive across the country Naked anymore
This is exactly what happens much more often that what feels reasonable XDBIL wrote:(it can indeed also land you square on an incoming mortar)
Respawns in normal tend to be lower quality than in hard and they seem to respawn more slowly as well, though I don't believe you can ever deplete them. I'm not sure what the exact mechanics are but my experience is that after you kill the two initial shinobus you have about a full minute to wale on Jubei before anyone else arrives. It's possible that the earlier you kill the shinobus the more private time you get with Jubei.Sumez wrote:I must be missing some key strategy here, because I remember a post in the R2RKMF thread where Vanguard claimed that one difference in normal mode is that he doesn't get any additional spawns after the first two, which is absolutely untrue, and I wonder how you're even able to destroy him without seeing the next ones? I'm pretty sure I usually get at least three sets of enemies before Jubei goes down.
Oh yeah, I'm playing as Ninja of course.
Yeah, the giant dudes' official name is Over Shinobu iirc. Strange that the claws are joining immediately after, they always take their good sweet time when I play on normal.Sumez wrote:Are these the guys you call Shinobu?
If I get stranded in his optimal striking range, without any zako to throw, I'll typically approach with my guard up - watching for him to rev his chainsaw. When he strikes, I'll Tumble (Jump during Guard) into range, and try to land an Atomic Drop. If I don't reach him, it's no biggie - the Tumble will iframe through anything, while instantly returning you to Guard. It won't take more than a couple to close the distance, the trick is to Tumble when he's busy attacking, so you can snatch him.Sumez wrote:It's easy when they are on opposite ends of the screen, or you're all ganged up like in your GIF. But if you're in one end, and he's in the other end with one of his chums, there's almost no way to close the distance. Block his attack you'll get punished by whoever he brings instead. Try to dash over there, and you'll likely bump into one of them before being able to deliver a kick, leaving you open to the other's counter attack (which is probably going to be a chainsaw to your face).
There's definitely a hard memo aspect to mastering TNWA (just like any tougher arcadesque, really) - knowing where certain spawns materialise/drop in is vital. There'll always be a bit of RNG spillover to contend with, but yeah, you can definitely defang would-be chokepoints as you describe.I checked out your playthrough, and the pattern you're using to start out the encounter looks like a good way to contain the Panther when it spawns, and stay on top of the fight.
I feel like there's a bit more of that in hard mode. Even on Normal, the biggest challenges outside of the bosses are certain enemy spawns designed to pincer you, where your positioning before it happens can change the experience entirely. A monkey or fire breather in the wrong location can be almost impossible to deal with at the early stage of any encounter before you get things under control, or even a rifle guy isolated from you in the wrong end of the screen can turn surprisingly deadly. But if you're positioned to kick it off with a strategic throw it's almost a non-issue. And there are a lot more of these setups on Hard for sure.
My memory's blurring a bit, between TNWA and Once Again - the latter's enemies have more knockdown sweeps, making crouch/evasion a bit more valuable - so I'll need to rewatch my runs, but yeah - I recall aggressively avoiding crouch on SFC. Not only will the tiniest hit floor you (potentially wrecking your meter), but Ninja and Kunoichi are both much slower while crouch-walking, hampering counter-grapples. If I get jabbed while standing, it's a snap to hit [forward], closing the gap and snuffing the attacker's momentum. Standing also makes it easier for Ninja to bust out Nunchakus, which again, you wanna do (invincible bidirectional knockdown that also does good damage, and moreover, looks sick as all hell )Good to know you're not relying on ducking that much, I'll have to find a different way to deal with these situations (seems like most panthers and snakes will choose to go for a standing punch if you just let them come at you, rather than aggressively moving towards them?)