Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Mod: Asches LF2 Mod v1.13 (Last update: 12/09/2016)
#18
Quick test from Luce:
D>J D^A J (as seen from the gif) - this happens because there's a weird bug in LF2 where the first 2 inputs from DxA is saved for DxJ.
AAA A D>A
D^A >J <A
D^A < >>JA (only doable from edge of your kick range)
D^J >>JA (note: you can chain from D^A if you pause before pressing J)
Luce Comments:
* Wish her D>J were usable from rolling like Bat, and maybe have a faster recovery. Its useless for actual combos since it doesn't have fall60 or higher (its fall25), so I see no point in it having Resonance except to escape, but it IS useful as a distance-closer.
* Wish she could use D^A from grab. D^A should also have vrest so she has better crowd control.
* D^A can cancel into D^J too quickly, resulting in Luce not hitting her kick before the explosion.
* D>A isn't very useful for combos, and you don't get resonance from the superpunch/>>A kick D>A combo anyway.
* Missing wpoint for Luce's kick moves.
* Luce is powerful, but she has trouble hitting enemies who are inside her, especially since she is so reliant on the kicks/D^A for combos. She's also a little stiff to play, if partly because of the whole D^AJ bug; you can consider changing the kick's input to DvA to whole the issue altogether.
* Having Resonance for self-heal is pretty silly. Personally I don't think Luce needs a self-heal, but if you wish to keep it, please make it faster; refer to John's DvJ animation speed for reference, as well as change the input from DvJ to DJA.

Molotov Cocktail should break the instant it hits people. There's 2 ways to go about it:
1) itr kind 8 - it goes to whichever frame the dvx is. However, this will mean the molotov will "break" on ANYONE even invisible Rudolf or someone getting up from the floor.
2) Grenade system. Basically, after picking up, the molotov transforms into molotov2, which will explode when it goes into on_the_sky frames when it collides or when it hits the ground.

The ghost boomerang is weird.

Have you tried using Richie's wind knife while doing run attack >>A on a boulder/crate? Its hilarious!

Stage Mode:
* Still really easy, you can just spam >>JA to kill all the mooks in 1-hit (on average, dash attack does 70dmg), and there are still too few of them. I can beat the stage on Difficult with all hostages intact.
* I suggest lowering the number of allies again. Really should just have 2 companions at most.
* The section where there are a lot of weak enemies in 1-1 is kind of pointless. Half the enemies, double their HP.
* I played through the stage again on Crazy with Luce. In the sections where there are few enemies the x2 enemies is fine, but in the sections where you need to fight Henry or Firen its ridiculous. You can also look at LF2's stage mode for some pointers on how to balance the number & variety of enemies - use this as a pointer on how to balance the difficulties. Currently its too easy even on Difficult but has a huge difficulty spike in Crazy - that means there's a good middle ground.
* Sorcerers could use more HP.

Speaking of Firen, I really hate stage 1-4. You can't fight the bandits because they'd immediately spawn to the left or right, which is exactly where you'd be standing so you'd get run attacked in the back a lot of the time. You have Jan who can D^A you from over the rocks. Using Luce, I have no throwing strength at all, so I can't really fight back with stones. Meanwhile, the enemy just keeps throwing the meteors & stones which will RESPAWN! And to make matters worse, there will be milks in the center of all the stones, so naturally Firen will keep trying to steal the milk and drink it, prolonging it way longer than it needs to be.

* Jan in Asche's wind phase is very dangerous if you have allies with you due to Jan's D^A scaling with number of allies (maximum 7) and the wind lifting you up, making you absorb all the hits. Again, that's fine imo, just lower number of allies.
* I didn't clear 1-5 with Luce on Crazy, died in the 2nd phase with the sorcerers. Luce really needs better crowd control.

EDIT 20/08:
I decided to play Moey in stage 1 proper. He's... both overpowered and underpowered at the same time. Overpowered because of how he works against AI, underpowered because his repertoire is actually really crappy.

Being based on Sorcerer, his basic attacks have pathetic damage; punch deals 15 instead of 20dmg, his run/jump/dash attack never deal more than 45dmg where other characters have an average of 55 for >>A and 70 for >>JA.

D>A is the same as John's, especially when it gets reflected - only thing is the animation speed is even slower than John.

There's a reason why John's D>J expires after 1 hit and don't last particularly long - its to prevent people from getting bounced back & forth between both shields. Furthermore, the AI is too stupid to avoid these orbs unlike with John's shield which use itr kind 9(which can also destroy state 3005/6 balls but automatically goes to hit_d on hitting a player - Moey is weak to Henry) - so they often walk into a trap of two orbs aimed at each other for massive damage.

DvA is useless compared to D^A. They have the same really expensive mana cost & time to detonate, but D^A is a lot better in many ways: it burns so enemies can't flip out of it. It does 125 dmg instead of 75dmg. And it doesn't suffer any form of friendly fire.

D^J is probably best used to escape, DvJ is what you'd use to distract the enemy from a distance while you set up your attacks. Ultimately both have crappy damage though.

DJA pretty much makes D^J pointless; just turn it on for instant invulnerability and then A or J away as needed.

I think Moey should be revamped at some point. He's not a particularly interesting character and he's only strong in stage mode because the enemy AI is dumb.
Reply
Thanks given by: AscheLeee


Messages In This Thread
RE: Asches LF2 Mod - by Hellblazer - 07-23-2016, 07:55 PM
RE: Asches LF2 Mod - by STM1993 - 07-23-2016, 11:31 PM
RE: Asches LF2 Mod - by AscheLeee - 07-24-2016, 02:00 PM
RE: Asches LF2 Mod v1.9 - editted - by STM1993 - 08-13-2016, 06:33 PM
RE: Asches LF2 Mod v1.10 (Last update: 17/08/2016) - by STM1993 - 08-17-2016, 02:36 PM



Users browsing this thread: 1 Guest(s)