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  4. There's a general consensus that Xrd is simpler than +R in 99% of aspects. With that being said, there's still plenty of depth, with absurd combo routes as usual and some interesting mechanics like Blitz and the expanded Roman system which let you get away with more than usual, especially with projectile > Yellow Roman oki for mixups and whatnot. There is an element to be known that Xrd is built off the Accent Core build rather than the +R build. This is most prevalent in characters like Pot, who was absolutely insane in +R but relatively weak in Xrd, because AC Pot was pretty bad. Extend this to the rest of the cast, and comparatively, +R was a lot more, for lack of a better term, unhinged than AC which lead into the Xrd design philosophy. Xrd was the first game that was built more to suit a newer player that would see some of +R's crazy fast and complicated execution and be scared away from the game; remember, Xrd was also the first primary console version and trying to stand out amongst the other games available is insanely hard. All that to say, yes, Xrd is overall simpler than +R, but it still has plenty of complexity. Whether fortunate or not, however, most of its complexity is left to the quick decision making in scramble situations or trying to figure out how to get in through walls of zoning or dealing with insanity like invisible high-lows. Combos are generally simpler (albeit still absurd compared to modern games like Strive) in exchange for equally (and sometimes crazier) neutral and pressure. Xrd also tends to have more interactions per round courtesy of the insane guts scaling, giving more emphasis on the neutral and on optimizing combos, which, at high levels, leads to crazy routing there's no reason to have at lower levels.
  5. I tried to pick I-No in 2013 when the game came out on ps3 but I was new to fighting games and could not figure out what she wanted to do at all, so I played a different character in Xrd and didn't touch +R again for a long time. after rollback I went back because she's really cool and I like execution challenges.
  6. I played in the test with Toph and it was so much fun doing things with the platform and pillars. Oki with the pillar to deny roll out and then meaty with the rock flow cancel was so cool. Movement feels really good in that game and you can cancel dashes into throw like frame 2 to get a sliding throw, it's really silly. Azula's moveset looks cracked too so I'm interested in trying her out.
  7. I'm a very new FG player (200 hrs in +R, 100 hrs in Xrd), and I can't find anything to like in Rev 2 that isn't just cooler in +R. I don't care about the better graphics or input buffer, or anything like that. I play Baiken in +R, and she looks dumbed down in every way in Xrd. I can manage going through Azami before accessing the GC, and the existence of Azami is absolutely hilarious, but beyond that, I don't like one change. Her GC options are less varied, her execution is largely dumbed down, her combos are way less cool, etc. Compare 2H in both games: ones is an AA, a pressure tool, and a situational side-switcher in combos, and it does that all in a unique way. Xrd 2H? Pretty standard call-out low profile-- fine in its own way, but I find it less saucy. And things are similarly less saucy to me like this wherever I look. Additionally, I like chars who have a wide variety of options to represent in any given scenario and high execution, and I can't find anything in Xrd that isn't clearly inferior in both departments to +R. Baiken, again, falls victim to this in my eyes: For example, the flop on Tatami being gone removes a valuable option on pressure and neutral, with not really anything to fill the void, leaving BA simplified in my eyes. I've tried AN, BA, LE, EL, RA, JA, JO, and CH, and have found nothing that dispels my opinion of Xrd being less cool than +R in every department I care about. Closest was EL with her admittedly genuinely unique and rad versatility and oki, but I dislike her mundane defense too much for me to want to main her in a game I dislike. I really do want to like this game, but I just fail to find anything to like about it due to +R always being there. This week's play sessions have just been focused on finding that thing to like about it, and it just won't show up. Can someone point me the right way? Edit: changed "crappy defense" to "mundane defense" to better reflect I'm sharing my opinion of playing her, not making a judgment call to the power of her defense.
  8. I'm pretty excited for it but I'm still a little bit hesitant to give myself too high expectations. Definitely keeping an eye on it and will see how things look in the first couple days, Azula and Toph look really cool and the general game look very dynamic.
  9. Earlier
  10. the reveal of azluas kit has made me a day one buyer of this lmao they are cooking with gas
  11. I played a bit of the alpha and it was really enjoyable! It had a really nice movement feel to it that a lot of newer games just don't have anymore. They've also seemed to change a lot of minor things that made things feel weird, like hit/block sounds. Azula was also an incredibly cool reveal
  12. i'm excited that it has regional pricing, going to give it a try for that alone. haven't been in any of the betas though so don't really know what to expect
  13. I'm pretty interested, most of the stuff I've I've seen looks interesting, I'm just worried it'll flame out on launch like dnf duel did so I've kind of been keeping my distance.
  14. As of a few days ago, every character (except Sailor Uranus...) has a starter guide written! Pluto was the last to be added as she's undergoing some advancements thanks to a dedicated main of her named Virus. Thanks to O-RANGE, Inva, Legs, BowserBrowser, kan kan mikan and Virus for writing for their characters! While there's still a lot we have to cover in characters advanced strategy, this is an amazing point to get to. There's never been a better time to get into the game!
  15. Makes sense, playing for popularity. Out of curiosity, what "metatextual level"s do you think the "simple" games come across as?
  16. The assumption is that all characters have been revealed and the last 2 mystery fighters are just avatar state aang and avatar state korra going off the current state of things that have been shown, i think i'll either play Aang or Sokka but i'm looking forward to what they do with Zaheer
  17. I kind of just pick it up every now and then just because it's a gear-adjacent thing that is popular and some people play. 2.0 definitely feels like the best state the game's been in as a casual dabbler. I much prefer xrd and +r overall, and outright avoid other "simple" FGs like Granblue VS Rising because they just remind me too much of season 1-2 strive on a metatextual level
  18. Steam Store Page: https://store.steampowered.com/app/2424420/Avatar_Legends_The_Fighting_Game/ Anyone else hyped about this game? Who do you think they might announce next?
  19. Yeah, Testament is maybe a B-Tier character. You've got characters like Zappa, Baiken, and Dizzy running these streets now
  20. wait ky was supposed to be of russian origin?? really??? was this ever mentioned since
  21. Legitimate question as an outsider looking in, why do you play this game? What makes it fun? I find myself watching Strive sometimes and concluding "this game is hot garbage and is clearly a downgrade from Xrd," yet other times I think "this game stands on its own and has a well-built system and characters for the system." Personally, I abandoned the game partway through Season 2 partially because of roundstart Gold Burst and partially because of the Large and Very Large counters seeming very prevalent amongst other issues, but I never fully stopped following the game. I want to like it, but something about it just feels... unruly(?), I don't know, to me and I can't pin down what. If anyone could make a case study on why the game is "objectively good" or "objectively bad" or whatever, I'd appreciate it. I'd also like it if we mostly looked at it in isolation, since there's a bunch of things about it that make no sense in context of +R or Xrd.
  22. I figure the best way to start off the Sailor Moon S subforum is with an infodump on the game and some links if you'd like to learn and play! Bishōjo Senshi Sailor Moon S: Jōgai Rantō!? Shuyaku Sōdatsusen is a game developed by Arc System Works and published by Angel (Bandai) for the Super Famicom in 1994. It is the first fighting game that ArcSys developed and has somewhat of a cult following. Since the Dustloop forums went down (which seems to be around 2017 or so, before my time) the game has become quite popular and has continued to grow. Around that time was when the game was finally starting to get noticed and a competitive scene formed. In the early days it was marketed as a crazy, unbalanced kusoge, but over time it has become to be understood as surprisingly well balanced and forward thinking. When it comes to fighting games on the SNES it really doesn't get better than SMS. If you are interested in learning more, please make some posts about it! The SMS community is really eager to grow our game and welcoming to new players. Important Links Moonlight Fight Society Discord Server - http://moonlightfight.com This is where almost all discussion about this game happens. Tournament announcements/talk, character discussion, TAS findings, talk about other Sailor Moon fighting games and many other games too. It's all there. Though I'm hoping that this new forum can be a great resource too, for people that don't like using discord as much. How to Play - https://www.dustloop.com/w/SMS/How_to_Play Information on the proper LAN setup and netplay through a recent fork of BSNES. Wikis https://newchallenger.net/w/index.php/Sailor_Moon_S https://www.dustloop.com/w/SMS The Dustloop section for this game is relatively new, though myself and some others are working hard to make it even better than the NewChallengers wiki which we can no longer edit. You might find some information there that hasn't been ported over yet, like static hitbox images. But the Dustloop has a lot that the old wiki doesn't, like matchup information for each character and starter guides for most. Koushun's Videos - https://www.youtube.com/@紅春-koushun1022/videos The Father of SMS. Made videos about the mechanics of this game and lots of sick combo videos too, way before it was noticed by the mainstream FGC. Tournament VOD archives - https://www.sprintinglegs.com/sms/tournamentslist.php Legs, an SMS community member, hosts a page that archives SMS tournament VODs and brackets going back to 2017. It's an extremely important resource for finding footage of all characters from the beginner to highest level. Godot's Coconut Throwdown Netplay Weekly - https://www.start.gg/godot Every Monday at 8PM Eastern, ran on BSNES.
  23. I noticed that there isn't a subforum for Sailor Moon S, any chance one can get created?
  24. UNI2 is currently the game with the most pre-registrations at UMAD 2026
  25. Our next monthly is this Saturday! This will be the last one until Beach Episode. At Balance Patch as usual, streamed games are BlazBlue, Uni2, and Strive. Details at https://start.gg/bbb Doors open at 2:00 PM and we usually close up at 9:30-10:30 PM. First tournaments start at 4:00 PM.
  26. I uh I think the date on the announcement is wrong unless I somehow missed the forums being open for a full year
  27. lowkey im realizing i cant say this without posting videos. yall gotta see this shit. im not liable thankfully but they will be closed for "1-2 months for repair" (its gonna be way more than that). we went to play basement house session and when some people came back for their cars, the alarm was still blaring at 10-11pm. deeply unfortunate but also incredibly comedic it was literally raining Inside after a toilet flooded upstairs. credits to bishopgx and derpingbanana for videos 3 and 2 respectively IMG_6857.mov PXL_20260426_172633707.LS.mp4 PXL_20260426_172814590.TS.mp4
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