10stars Posted November 14, 2009 Posted November 14, 2009 All general discussion involving Continuum Shift can happen here! General theoryfighting etc all belongs in this thread! REMEMBER: THIS THREAD IS FOR CONTINUUM SHIFT ONLY, CT QUESTIONS WILL BE DELETED.
SSMugen Posted November 14, 2009 Posted November 14, 2009 Ok so I'll start off, Is there any way possible to combo into new command throw super like let's say j.D, 2B, 623B, Distortion Drive? Also given that j.236A and j.236B both work in a similar manner which one is worth using now? As in are the buffs to poison damage enough to outweigh the fact that j.236B now retains air momentum?
10stars Posted November 14, 2009 Author Posted November 14, 2009 I'll be testing the bomb nail and the poison nail once i touch the game. Gliding is one of the things i want to look into, and damage on the poison nail as well. It was in fact increased but they have to really make it more worth it, even double its damage from CT isnt really worth it imo. If they made it 800-1000 over 8-10 seconds id like it more. So: Noted to report back here on day 1 that i have with it at the arcade. I have not seen videos of anyone comboing into the command throw super yet, but apparently its like Tagers ATOMA COLLIYDA (In combo throw, however it is unbreakable.) Noted to test this as well, it was on my main checklist though.
JinSaotome Posted November 16, 2009 Posted November 16, 2009 is the flame from grab DD the only part of the hitbox, or does it hit Bang's feet as well? Something tells me we'll be doing unescapable meaty grab DDs ala Joseph in JJBA.
Justice7541 Posted November 16, 2009 Posted November 16, 2009 Since he could apparently do 5A 5B Ashura in one of the loketests before they changed it, I would assume that the DD hits grounded opponents, but probably only if they're standing, much like Tao's jump super.
10stars Posted November 16, 2009 Author Posted November 16, 2009 is the flame from grab DD the only part of the hitbox, or does it hit Bang's feet as well? Something tells me we'll be doing unescapable meaty grab DDs ala Joseph in JJBA. From my understanding (So far at least!) It's going to end up working like Tagers 720, where if you dont jump after the superflash, you're screwed. Which means that we gain more tech traps (Neutral ground techs and depending on the moves hitbox - rolls may be trappable) Since he could apparently do 5A 5B Ashura in one of the loketests before they changed it, I would assume that the DD hits grounded opponents, but probably only if they're standing, much like Tao's jump super. Yes it does in fact hit grounded opponents. There was a video of a nu doing 2c and bang beating it out with the command throw distortion. It also had invul on it in the loke test. Edit: http://www.youtube.com/watch?v=VQYNufpyaHI At 1:35 in this video (Terrible quality) You can see Nu do 2c right before Ashura, then when the timeups going off you see bang finishing the distortion in the air. Safe to assume - it has or *had* invul, and it hits people standing/crouching
DaiAndOh Posted November 16, 2009 Posted November 16, 2009 Is it confirmed to be unblockable though? With a fast startup speed, let along invuln on a grab in this game could be pretty amazing.
zeth07 Posted November 17, 2009 Posted November 17, 2009 Is it confirmed to be unblockable though? With a fast startup speed, let along invuln on a grab in this game could be pretty amazing. -- That was my questioning as well. It was called a "command throw" when they were talking about it in the CS threads in BB General, which to me means unblockable. But it also seems like it has the invulnerability during activation as though if you predicted a jab or something you could do it and not get hit out of it. I basically thought that as long as they got hit by that "fire wall" they would get hit by it, since it is so short horizontally but not vertically it becomes an anti-air but still semi-useful as a "reversal". However, I watched that Bang vs Ragna match and during that 1st Round I believe, it seems like Ragna is capable of blocking it while in the air.....Which to me, means it isn't an anti-air Command Throw, but more like a "Shield" so that if they attempt to come at you and attack (and you predict that and use it) you will catch them in the "fire wall" and it hits them. -- I noticed the animation for FRKZ is different, it seems to be not as long, will this mean we have less time afterward to get a move off?? Like 5C-FRKZ-Fatal Eruption....I don't remember if I saw anyone try to do anything during that window after FRKZ to know whether or not there is a difference now. All I remember was seeing All the symbols show up at the same time, I guess i'll have to look for the videos.
10stars Posted November 17, 2009 Author Posted November 17, 2009 -- That was my questioning as well. It was called a "command throw" when they were talking about it in the CS threads in BB General, which to me means unblockable. But it also seems like it has the invulnerability during activation as though if you predicted a jab or something you could do it and not get hit out of it. I basically thought that as long as they got hit by that "fire wall" they would get hit by it, since it is so short horizontally but not vertically it becomes an anti-air but still semi-useful as a "reversal". However, I watched that Bang vs Ragna match and during that 1st Round I believe, it seems like Ragna is capable of blocking it while in the air.....Which to me, means it isn't an anti-air Command Throw, but more like a "Shield" so that if they attempt to come at you and attack (and you predict that and use it) you will catch them in the "fire wall" and it hits them. -- I noticed the animation for FRKZ is different, it seems to be not as long, will this mean we have less time afterward to get a move off?? Like 5C-FRKZ-Fatal Eruption....I don't remember if I saw anyone try to do anything during that window after FRKZ to know whether or not there is a difference now. All I remember was seeing All the symbols show up at the same time, I guess i'll have to look for the videos. This is a good question, however i think that Bang will most likely retain his +2 advantage on use, so 5c > BI > daif should still work. I would assume that the command throw is unblockable on the ground, barrier blockable in the air, has frame 1-XX invul. I'll be screwing around with it ALOT when i touch the game cause i love my tech traps. And most likely - the reason they made bang installs activation faster is because in CT your pushback and air untech time is reduced by the number of frames that have passed in a combo. For instance: If you hit 5a you have X amount of frames that go by (A calculation of seconds, 60 frames per second) until your opponent can either ALWAYS air tech, or you will be pushed back out of range from landing hits. This is why if you use 5a > 5b > 6c > j.d > 2b > 623b > 623b > 2b > 623b on Tager, he can tech inbetween the last 2b > 623b. The combo was too long and the untech timer was reduced to nothing. So even though 2b > 623b normally always works on him, the timer saves him. This was true for freeze frames as well (Note - Bang install) And is the reason why if you do 5a > bang install > 5b > 2b > 2c you get pushed back too far to do the combo. The same goes for 2c > bang install > 6 dash > 5d > 9 dash > j.d The 5d will connect after bang install - but once they're in the air they can tech, since too many frames went by during the activation of bang install. This setting in the engine was absolutely terrible and shouldn't have been in CT in the first place, hopefully they did something to remove it. Because it also made it problematic with rapid cancel combos. You do a long combo and RC it to try and continue a combo to do a little more damage to finish someone off but what happens, they can tech because the timer isnt long enough. End result is that its really gay and takes alot away from a players ability to make things up as he goes. Instead of being able to get that RC combo off and do some more damage, it would have been a better idea to do a simpler easy combo that just ended in daifunka, which is terrible for advanced players who would rather do something flashy and get an extra 100 points of damage for it. I do however believe that the frame timer has been adjusted or changed. Bleed was playing Litchi at one of the loke tests and figured out a 100% combo (That was obviously removed by the next loke test) But it involved multiple hits canceled on the ground into eachother. Which means that the frame timer was reduced for pushback at the very least. Most likely what I'll be doing to test this is the 2b > j.4a bang install loop. The reason being is that if it werent for that pushback timer, it would have been an infinite in CT.
ShoMeYaMoves Posted November 17, 2009 Posted November 17, 2009 This setting in the engine was absolutely terrible and shouldn't have been in CT in the first place, hopefully they did something to remove it. Because it also made it problematic with rapid cancel combos. You do a long combo and RC it to try and continue a combo to do a little more damage to finish someone off but what happens, they can tech because the timer isnt long enough. End result is that its really gay and takes alot away from a players ability to make things up as he goes. Instead of being able to get that RC combo off and do some more damage, it would have been a better idea to do a simpler easy combo that just ended in daifunka, which is terrible for advanced players who would rather do something flashy and get an extra 100 points of damage for it. 100% agree with this, it's bothered me to no end. You'd think they would know from GG how to do it properly the first time.
rei-Scarred Posted November 17, 2009 Posted November 17, 2009 Is Bang's immovable time decreased, or invul frame changed on steel rain?
10stars Posted November 17, 2009 Author Posted November 17, 2009 Is Bang's immovable time decreased, or invul frame changed on steel rain? WUT may know the answer to this. I know it got a buff, but im not sure which one.
WUT Posted November 17, 2009 Posted November 17, 2009 Umbrella super seems largely unchanged aside from being guaranteed to come out, provided no last minute adjustments to it. Which is fine, as that's all it needed. Now it's actually viable as a projectile punish and for oki. Especially considering roll, special move is no longer possible, umbrella is officially one of the most solid oki situations in the game. New dd can only be a good thing. I don't think it'll be very useful as far as tech traps are concerned, but being a solid aa and a hit throw gives bang more potential damage. Which is something he really needed in the corner. I just wonder if it will remain unprorated mid-combo. If so it will probably replace dashing dd as the ender for longer combos. Dashing dd fades into obscurity.
iw2ma Posted November 17, 2009 Posted November 17, 2009 Well if it isn't prorated to hell and neither is dashing DD which is better in general for damage?
WUT Posted November 17, 2009 Posted November 17, 2009 Dashing dd has more initial damage but is more susceptible to proration from combos. If new dd isn't ravaged by proration from being part of a combo then it could end up being the best combo ender for fire punch loops. If they want to differentiate each of bang's supers, I think dashing super should function like slayer's dead on time overdrive in gg: fast startup/small invincibility and used to punish things that bang normally couldn't. That would go a long way toward giving bang control and potential momentum.
SSMugen Posted November 17, 2009 Posted November 17, 2009 Dashing dd has more initial damage but is more susceptible to proration from combos. If new dd isn't ravaged by proration from being part of a combo then it could end up being the best combo ender for fire punch loops. If they want to differentiate each of bang's supers, I think dashing super should function like slayer's dead on time overdrive in gg: fast startup/small invincibility and used to punish things that bang normally couldn't. That would go a long way toward giving bang control and potential momentum. Now if only we could combo off of Daifunkar on CH like you could DOT in GG....that would be so god like
Justice7541 Posted November 19, 2009 Posted November 19, 2009 My general impression of Umbrella super is that once you get the superflash, the umbrella stays out even if you get hit, sort of like Litchi's. I doubt he has i-frames or anything on it, it probably still has its huge startup.
10stars Posted November 19, 2009 Author Posted November 19, 2009 My general impression of Umbrella super is that once you get the superflash, the umbrella stays out even if you get hit, sort of like Litchi's. I doubt he has i-frames or anything on it, it probably still has its huge startup. well, he had Invul frames on it in BBCT, they were just very small invul frames. You could punish bursts and very fast projectiles with it etc. Example: http://www.youtube.com/watch?v=lbXDniu4t9c
Reioumu Posted November 20, 2009 Posted November 20, 2009 Bang's new movelist from the official site Only changes are FRKZ is 632146D. 214214B is now 632146B. The new super grab is 236236D All of the other specials are the same.
Justice7541 Posted November 20, 2009 Posted November 20, 2009 According to my friend's friend who is capable of making sense of Japanese moonspeak on BBS: - Daifunka has invul again. - j.D has less scaling than loketests, still more than CT (apparently Daifunka combo out of j.D does 4k). - j.C back to old CT j.C, dunno what his new aerial's input is. - Airthrow throws them to the ground now, can combo after. - 2A still links to 2A - AH is really good (?)
zeth07 Posted November 20, 2009 Posted November 20, 2009 According to my friend's friend who is capable of making sense of Japanese moonspeak on BBS: - Daifunka has invul again. - j.D has less scaling than loketests, still more than CT (apparently Daifunka combo out of j.D does 4k). - j.C back to old CT j.C, dunno what his new aerial's input is. - Airthrow throws them to the ground now, can combo after. - 2A still links to 2A - AH is really good (?) If your friend of a friend is accurate all of those sound good to me. The Air Throw sounds promising. And my only hope about the AH is that the input has changed since it isn't shown on that list. I don't know how it could be "really good" unless they changed something else about it so we'll have to wait and see. Either way, most of that stuff sounds like a nice balance between old stuff and new changes.
faultydefense Posted November 20, 2009 Posted November 20, 2009 According to my friend's friend who is capable of making sense of Japanese moonspeak on BBS: - Daifunka has invul again. - j.D has less scaling than loketests, still more than CT (apparently Daifunka combo out of j.D does 4k). - j.C back to old CT j.C, dunno what his new aerial's input is. - Airthrow throws them to the ground now, can combo after. - 2A still links to 2A - AH is really good (?) i came
DaiAndOh Posted November 20, 2009 Posted November 20, 2009 AIRTHROW!!!! J. D is still pretty good! 2a hit confirm low, low high tick mixups and stuff! ..did I mention airthrow!?!?!? Still hoping 5a and 6c hit everyone! From Ryoko: Daihuka has invincibility (welcome back) jD combo start into daihuka for 4k Can follow up with air throw (couldn't understand exactly how) Regular throw wall bounces, may be able to follow up. Seal combo is easier, but not as easy as loc test. new super does 2.3k Regular throw wallbouncing sounds promising. This was one of my main gripes, that I had to use a slower throw with less range for damage outside for FRKZ during a mixup. New super damage...I need to see it in combo action to be safe.
ShoMeYaMoves Posted November 20, 2009 Posted November 20, 2009 According to my friend's friend who is capable of making sense of Japanese moonspeak on BBS: - Daifunka has invul again. - j.D has less scaling than loketests, still more than CT (apparently Daifunka combo out of j.D does 4k). - j.C back to old CT j.C, dunno what his new aerial's input is. - Airthrow throws them to the ground now, can combo after. - 2A still links to 2A - AH is really good (?) This is like Christmas before Christmas.
KomboKaze Posted November 20, 2009 Posted November 20, 2009 So how are my bumpers looking guys? I love to freestyle did they nerf or buff
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