stunedge Posted November 23, 2009 Author Posted November 23, 2009 Not sure somebody mentioned before: Fatal Counter: occurs when guard break moves counter hits the follow up combo will have lower combo rate, which will lead to bigger damage
Skye Posted November 23, 2009 Posted November 23, 2009 Not sure somebody mentioned before: Fatal Counter: occurs when guard break moves counter hits the follow up combo will have lower combo rate, which will lead to bigger damage Arakune's loops and setups may be useful yet.
BladeOfJustice7 Posted November 23, 2009 Posted November 23, 2009 Not sure somebody mentioned before: Fatal Counter: occurs when guard break moves counter hits the follow up combo will have lower combo rate, which will lead to bigger damage Is that even possible, so wait that means the person must be block AND attacking at the same time no?
Eji1700 Posted November 23, 2009 Posted November 23, 2009 I thought it meant any move with guard break properties. Doesn't mean it's currently guard breaking, just that you scored a counter hit with it.
BigNastyStyle Posted November 23, 2009 Posted November 23, 2009 Is that even possible, so wait that means the person must be block AND attacking at the same time no? When a guard break move is used, not when a guard break move is used on you, that would make no sense at all.
BladeOfJustice7 Posted November 23, 2009 Posted November 23, 2009 OHHHHHHH ok I get it now, like if shippu/6c counter hits, follow up combo damage will have minimal proration. Ok thanks, haku just got MOAR AWESOME:toot:
kid viper Posted November 23, 2009 Posted November 23, 2009 jyakou>5C>2C>jyakou for 3.7k (this can't be right) jaykou>2C>jC mash>jC mash> hirentotsu for 3.4k 5C>jyakou>4D>jyakou>mizuchi (snake super probably) does 5.9k the above combos should be read jayoku>5c>2c> jyakou jayoku>2c>jCx3-4>jCx3-4>hirentotsu 5C>jayoku>4D>jyakou>mizuchi
kid viper Posted November 23, 2009 Posted November 23, 2009 jyakou and jayoku are two different moves. Jyakou = 623D or the Chain uppercut that throws opponent to the other side Jayoku= 236236B or the Kick super that launches to the sky
ryokoalways Posted November 23, 2009 Posted November 23, 2009 Thanks. I knew there was something wrong with those combos.
Nobus3r1 Posted November 23, 2009 Posted November 23, 2009 Do we have a list of HP and Guard Primers points for each character yet?
ryokoalways Posted November 24, 2009 Posted November 24, 2009 Nu: ・Cavalier initiate mid screen C arc>6C>2DD~ close to ground C arc, mid screen (5D(counter))>C arc>6C>C arc>2DD>JDD>J2DD>crescent C arc>2DD>(delay) 6C>C arc>2DD>JDD>J2DD>crescent C arc(counter)>C arc>6C>C arc>2DD~ 5D(counter)>C arc>2DD>crescent>DD>6DD>2DD>jc>~ 6B(counter)>C arc>6C>C arc>2DD>crescent>5DD>6DD>2DD>JDD>J2DD> crescent corner C arc>2DD>6C>2DD>6C>2DD>JDD>J2DD>crescent ・C related combo 2C>3C/6C>B arc 3C>B arc(rc)>5DD>C arc>2DD~>aerial 5BB>5C(all hits)>6C(all hits)>B arc(RC)>5DD>6DD>2DD>jc>JDD>jc>J2DD>crescent 5BB>5C(all)>6C(all)>B arc(RC)>5DD>C arc>2DD>jc>JDD>jc>J2DD>crescent corner blade (counter)>2C>JC>j2C>JB>JC>crescent ・gravity related combo 3C>A field>2DD>6C>(delay)C arc>2DD>JDD>J2DD>crescent B field>2DD>6C>C arc>2DD>D aerial 3C>A field>2DD>6DD>2DD>JDD>J2DD>crescent B field>2DD>6DD>2DD~aerial 3C>A field>2DD>tk 214D>land 5DD>6DD>2DD>aerial 3C>A field>2C>jc>JC>j2C>jc>JC>J2C>crescent ・ground spike related spike(ground hit)>2DD>(delay) 6C(all)>C arc>2DD>aerial C spike>C arc>2DD>6C>2DD>aerial ・4B initiate 4B>JC>J2C>2DD>J2C>JDD>crescent 4B>JC>J2C>JC>J2C>crescent ・throw combo character dependent, unspecified though throw→5DD→2DD→6C→(slight dash) 2DD→6C→(slight dash) 2DD→J2C→jc→JDD→crescent throw→2DD→6C~ same as above throw→(slight dash) 2DD→6C~ same as above throw→(slight dash) 6B→2C→JC→J2C→jc→JC→J2C→crescent ・air throw combo throw(RC)>spike>2DD>6C>C arc>2DD>D aerial throw(RC)>6C>(dash) 2DD>6C>2DD>aerial ・2C(counter) initiate 2C(counter)>6C>(slight dash) 2DD>tk crescent>5DD>6DD>2DD~ 2C(counter)>6C>(delay) C arc>2DD>JDD>J2DD>crescent Others J2DD>crescent(RC)>J2DD>(land)2DD>6C>2DD>D aerial
ryokoalways Posted November 24, 2009 Posted November 24, 2009 Carl: Move:DMG:Starter:Combo 5A:160:80%:82% 5B:430:90%:89% 5C:620:100%:92% 2A:130:70%:82% 2B:390:70%:89% 2C:600:90%:80% JA:150:80%:84% JB:510:100%:89% JC:660:90%:89% J2C:700:85%:92% 6A:480:100%:70% 6B :580:90%:89% 6C:550:90%:90% 6C(full charge):1100:90%:90% 3C:590:100%:85% throw:960:100%:70% back throw:840:100%:70% air throw:940:100%:70% cantabile(1):0:100%:84% Cantabile(2):100:--%:100% contata(20 hits):2309:87%:41% 6D:960:90%:85% 2D:720:90%:104% 8D(hand):720:85%:85% 8D(wave):560:104%:78% volante:560:90%:89% anima:1500:90%:80% generaru:3000:60%:90% gold burst:0:80%:80% 4D:320+780:90% :90% 3D:200×4:90%:95% burio(1):310:90%:95% burio(2):800:--:-- allegreto(6 hits):1449
Lastblade Posted November 24, 2009 Posted November 24, 2009 Thanks for the carl write up, that'll help a bit when I'm working on CS combos.
ryokoalways Posted November 24, 2009 Posted November 24, 2009 Rachel: ◇Wind 1, mid screen combo 5B→5CC→B lobelia→JBJC→air iris→land→super jump JC→JC→A lobelia for about 2.5k 5B→5CC→(delay)B lobelia→dash 6A→iris→JB→JC→JB→JC→A lobelia for about 2.4k, but has more wind recovery 5B→5CC→frog→3C→A lobelia→6C→JC→air iris→land→JC→JC→A lobelia for 3k+, 2B for 2.1k 5B→5CC→frog→3C→B lobelia→5CC→iris Low firepower, mainly for wind recovery ◇wind 2, mid screen combo 5B→5CC→super jump(direction 9) J2CD→aerial for 2.8k. Level2 j2c allows for aerial ◇wind 3, mid screen combo 5B→5CC→frog→3C→super jump(direction 8)D→J2CD→(delay)A lobelia→5B→baden lily→frog→3C for 4.7k with level 3 j2c ◇Wind 1, corner combo 5B→5CC→frog→3C/5B→A lobelia→(5CC)X2~3→3C→frog wind recovery combo ◇Wind *, corner combo 2B→5B→5CC→frog→5B→JA→C lobelia→6A→baden lily→6C→JC→3C→frog→super jump (direction8)D→J2CD~ ◇Others J3CD→A lobelia→RC→5B~ 50% meter mixup option J3CD→A lobelia→2A hazama and tsubaki limited 6B(Counter)→6D5B To make up for the lack of stun time by reducing distance between target after hit confirm.
Tari Posted November 24, 2009 Posted November 24, 2009 @ryoko: Not sure if you can clarify or not, but was wondering about these (bit of a repost from the Rachel forums): 5B→5CC→frog→3C→A lobelia→6C→JC→air iris→land→JC→JC→A lobelia for 3k+, 2B for 2.1k It looks like this one involves an OTG frog combo? Seen a lot of whiffed attempts at frog combos (enemies floating too high after 3c236a to get frogged, mostly), so I'm a bit surprised to see a combo involving one. 2B→5B→5CC→frog→5B→JA→C lobelia→6A→baden lily→6C→JC→3C→frog→super jump (direction8)D→J2CD ...how does this one work? The first bit makes some amount of sense (weird way to knock them into the frog, but if it works, it works~), but the second part is confusing. I see no way for '6C→JC→3C→frog' to all fit within a single BBL. I'm assuming it means that there's a frog out before the 6c or something, and that you 3c the opponent back into him for the level 3 j.2c? Just confusing because I'm assuming the first 'frog' is for pulling him out and the second one is for George actually hitting the opponent. If the first 'frog' and second 'frog' are the same summon of George, then that's a really interesting combo.
lunaris Posted November 24, 2009 Posted November 24, 2009 i pointed it out in the arakune forums, but the "hiranuru" the japanese talk about is arakune's 6D. after doing a forum search it seems like no one knew what it was so i figured it'd be best to point it out here too. i'd seen it listed in a change list or two in this thread if i remember right.
ryokoalways Posted November 25, 2009 Posted November 25, 2009 Tager: *A moves 5A…210 2A…280 6A…800 JA…250 *B moves 5B…480 2B…600 6B...700 JB…700 *C moves 5C…not confirmed。5C>A sledge for 1304 2C…1020 3C…760 6C…1050 JC…900 J2C…1100 *D moves 5D…1040 JD…1080 2D and 4D unknown *Throw Throw…1140 Back throw…1140 Air throw…1649 *Specials A sledge…980 B sledge…1100 hammer…unconfirmed。A sledge>hammer for1248 collider…1850 A buster…2700 B buster…3724 spark…1100 gadget…0 *Super Spin…2579 Terra break…unconfirmed. spin>terra for 3723 Emerald…5620
BigLeafyTree Posted November 25, 2009 Posted November 25, 2009 After looking at some of the CS videos I'm sure that Bang's 623B has less recovery time.
ryokoalways Posted November 26, 2009 Posted November 26, 2009 Rachel: (This one seems to be more accurate) 5A:81.56% 2A:81.25% 6A:88.43% 5B:88.75% 2B:84.06% 4B:88.84% 6B:90.0% 5C:84.68% C follow-up:85.0% 2C:88.2% 3C:89.68%(First hit)/100.0%(All other hits) 6C:98.43% JA:83.38% JB:85.84% JC:79.69% J2C:93.88% J2C(LV2):93.46% J2C(LV3):93.75% 〇Special Pumpkin:85.93% A lobelia:91.87% B/C lobelia:91.38% Air A lobelia:Probably same as A lobelia Air B/C lobelia:Probably same as B/C lobelia Iris:85.93% Frog:84.68% 〇Super Lily(Main):Probably same as pole Lily(Pole):84.68%(First hit)/100.0%(Rest) Tempest(4W):62.28% Tempest(3W):51.02% Tempest(2W):46.66% Tempest(1W):46.66% 〇Throw Throw:70.0% Back throw:70.0% Air throw:unconfirmed
killionaire Posted November 26, 2009 Posted November 26, 2009 Rachel: (This one seems to be more accurate) 5A:81.56% 2A:81.25% 6A:88.43% 5B:88.75% 2B:84.06% 4B:88.84% 6B:90.0% 5C:84.68% C follow-up:85.0% 2C:88.2% 3C:89.68%(First hit)/100.0%(All other hits) 6C:98.43% JA:83.38% JB:85.84% JC:79.69% J2C:93.88% J2C(LV2):93.46% J2C(LV3):93.75% 〇Special Pumpkin:85.93% A lobelia:91.87% B/C lobelia:91.38% Air A lobelia:Probably same as A lobelia Air B/C lobelia:Probably same as B/C lobelia Iris:85.93% Frog:84.68% 〇Super Lily(Main):Probably same as pole Lily(Pole):84.68%(First hit)/100.0%(Rest) Tempest(4W):62.28% Tempest(3W):51.02% Tempest(2W):46.66% Tempest(1W):46.66% 〇Throw Throw:70.0% Back throw:70.0% Air throw:unconfirmed Thanks for that. Your previous post stated 2B as having a proration of like 55%... That looked horrible.... And unlikely... This looks much more accurate..
ryokoalways Posted November 26, 2009 Posted November 26, 2009 In the system thread on the JP BBS, there is another theory for how fatal counter works. The way to achieve fatal counter is basically confirmed, with main difference in effect. Fatal counter occurs when counter result from a move that can guard crush (the same) or certain other special property moves (basically certain other moves just have fatal counter built in. An example is rachel's lv3 j2C). The effect is changed from better proration to For a limited amount of time (or perhaps hits), following hits all have counter property built in. This is basically the counter carry-over in the loc tests. Again, I don't know which one is true, but I thought it should be known.
dragontamer Posted November 26, 2009 Posted November 26, 2009 In a nutshell: something deliciously good happens if you Fatal counter your opponent, but we aren't exactly sure what it is exactly.
ryokoalways Posted November 26, 2009 Posted November 26, 2009 Taokaka: (# of taunt sets per starter) 2B- 2 times for 2800 JC>5B- 3 times for 3569 5B- 6 times for 4235 2C(counter)>6C- 13 times for 6738(got 14 times once for 6832 but extremely difficult) 6C- 12 times for 6800 Air throw- 7 times for 4666 Back throw- 6 times for 4426 (7 times for 4466) Throw 6 times for 4445 JDB(counter)>5B 4 times for 4074
ryokoalways Posted November 27, 2009 Posted November 27, 2009 I'm not sure if this is correct, but here is how primer recovery works. Guarding: no recovery Getting comboed: slight recovery Neutral: regular recovery (takes 15 seconds to recover 1 in this stage I believe) comboing:decent recovery block string: Good recovery. Unconfirmed, but I'll just throw this out there. Edit: fixed mistakes.
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