Spark Posted December 22, 2009 Posted December 22, 2009 Black = Same as in CT Blue = Different/new proration or damage, not whether the properties changed. Note: Percentages maybe off by +1/-1 due to rounding. Hakumen's Character Combo rate is still 80%. Move....|Damage|Initial Proration|General Proration 5A........|180.....|80%...............|95% 2A........|160.....|80%...............|90% 6A........|620.....|85%...............|85% j.A........|220.....|80%...............|85% j.2A......|980.....|80%...............|75% // Same as CT j.2C, just new command 5B........|620.....|90%...............|92% 6B(Hit 1)|290....|100%..............|90% 6B(Hit 2)|290....|100%..............|90% // The general proration is ignored if 6B(Hit 1) hit and 6B(Hit 2) is comboed after. 2B........|600.....|80%...............|88% j.B........|590.....|90%...............|89% 5C........|1110....|85%...............|92% 2C........|1030....|80%...............|87% 3C........|1200....|100%..............|60% 4C........|600......|60%...............|89% 6C(none)|1440...|100%..............|92% 6C(partial)|1740.|100%..............|92% // Same as CT mid charge 6C 6C(full)..|2140....|100%..............|92% j.C........|980.....|100%..............|56% j.2C......|1070....|85%...............|87% // Same as CT j.C, just new command 5D........|1700....|100%.............|77% 2D........|1020....|100%.............|60% 6D........|0.........|100%.............|70% j.D........|1610....|100%.............|60% 5/6BC....|1600....|100%.............|60% 4BC.......|1800....|100%.............|66%*100% // First hit is 500 DMG, 2nd hit is 1300DMG j.BC.......|1500....|100%.............|84%*60% 214A......|560.....|100%.............|89% // Same as CT 236A, just new command 623AA....|860.....|90%...............|85% 214B(Hit 1)|830...|90%..............|120% 214B(Hit 2)|860...|90%..............|78% 41236C(Hit 1)|2430|90%............|80% 41236C(Hit 2)|550|90%..............|94% j.214B....|1250....|90%..............|92% j.214C....|2200....|80%..............|90% 632146C(1st)|4000|100%...........|60% 632146C(2nd)|1500|100%..........|80% 236236D.|3800....|100%............|40% Orb.......|800......|85%..............|89% // The Anti projectile orb that is created when a projectile is cut. If I find out something is wrong I'll edit it later.
qwerty Posted December 22, 2009 Posted December 22, 2009 so now hakumen actually lives up to his character design?
rtl42 Posted December 22, 2009 Posted December 22, 2009 i'm stickying this for now (and of course leaving it open for discussion).
qwerty Posted December 23, 2009 Posted December 23, 2009 ^Which is? Compared to CT Haku anyway... king of normals, does more damage than the rest of the cast but pays for it. that's what he was like day 1 in ct, at least.
Sophisticat Posted December 23, 2009 Posted December 23, 2009 ^ Not to derail the thread further, but I thought he was a "punisher" character? At least insofar that he capitalizes on other's commitments by giving back several times (depending on meter). More on topic, thanks a lot for the list! Only thing I think is missing is that 6c has 4 "levels", and only three are present. I'm taking this from memory, so I could be wrong, but I do recall Ryoko posting the damage figures a month or so ago.
Spark Posted December 23, 2009 Author Posted December 23, 2009 Only thing I think is missing is that 6c has 4 "levels", and only three are present. I'm taking this from memory, so I could be wrong, but I do recall Ryoko posting the damage figures a month or so ago. I think I remember something like that. I dunno I just tested three levels cause that's how many were in CT. It probably doesn't matter, the proration for it will probably be the same as the other levels anyway. Oh I forgot to check the counter assault proration. I don't know if I'll bother with it.
rtl42 Posted December 24, 2009 Posted December 24, 2009 ...although it would be nice to verify whether there actually ARE 4 levels or not.
sogos Posted December 24, 2009 Posted December 24, 2009 I'm assuming initial proratation is when the move is the first hit in the combo and general prorate is when the move is used in the middle of one?
MisoSowee Posted December 24, 2009 Posted December 24, 2009 Yes~ also darnit 6b. 110% proration and you can't combo it :[
Spark Posted December 24, 2009 Author Posted December 24, 2009 Yes, the initial proration is only applied at the start of a combo, but the general proration is always applied even at the start. So the damage calculation on 5A > 5B > 5C would look like: 5A DMG + (Char Pro * 5A Ini pro * 5A Gen Pro * 5B DMG) + (Char Pro * 5A Ini pro * 5A Gen Pro * 5B Gen Pro * 5C DMG) = Total DMG
Spark Posted December 24, 2009 Author Posted December 24, 2009 6B(1) or 6B(2) cannot be RCed. The first hit of Renka has always been 120% as a combo hit, if it were the other way around there would be no reason for people to do 6C(CH) > Renka(1 Hit) > combo as a punisher, they would just start all punishes with Renka(1 Hit) > combo. Oh I updated the first post with proration data on the Anti-Projectile orb.
ryokoalways Posted December 24, 2009 Posted December 24, 2009 Hmm, you are right, I don't know what I was thinking, apologies.
Spark Posted December 24, 2009 Author Posted December 24, 2009 Update: I forgot the data on 623AA. Also an interesting point. Both hits of 6B actually guard break, but only 1 guard primer will be removed when both hits are blocked.
MisoSowee Posted December 24, 2009 Posted December 24, 2009 What would happen if the opponent was on his last guard primer and barrier'd both hits?
Spark Posted December 24, 2009 Author Posted December 24, 2009 Just checked. They lose the same amount of barrier they would lose if they barriered a move that takes 1 primer when they only have 1 primer left. Same with Shippu. Even though it takes away 2 primers normally.
MisoSowee Posted December 24, 2009 Posted December 24, 2009 ahh dang. The real bummer is Shippu also falling under that umbrella though :P Thanks for checking And thanks for the thread~ I can look at frame data without having to run through the zetaboard's muck x_x
WallJumpMan Posted February 11, 2010 Posted February 11, 2010 So did Zangetsu (41236C) get a damage nerf? If so how much?
BladeOfJustice7 Posted February 12, 2010 Posted February 12, 2010 ZanTestu didn't get any damage nerf, only damage redistribution. Most of the damage is in the first hit which is an over head and barely any damage is dealt in the second hit.
JackG Posted February 12, 2010 Posted February 12, 2010 That honestly isn't a big deal, except when you were going for meaty 41236C (1) versus 41236C (2) oki, which is really really rare. The bigger nerf is that you cannot combo [ 41236C > 5C ]x2 anymore, or just into 5C period. Giving that gave you an extra 500-700 damage for free even if you didn't combo out of 5C at all.
BladeOfJustice7 Posted February 12, 2010 Posted February 12, 2010 Yea, not questioning what your saying, but isn't that just more of 5c's range being nerfed and not zantetsu? EDIT: A meaty zantetsu wake-up is dumb waste of magatama I mean the move uses up almost as much stars as yukikaze and shippu. And if i remember correctly the combo you stated is still possible in corners anyways no (at least I remember ryoko saying that)?
A.X.I.S. Posted February 12, 2010 Posted February 12, 2010 That honestly isn't a big deal, except when you were going for meaty 41236C (1) versus 41236C (2) oki, which is really really rare. The bigger nerf is that you cannot combo [ 41236C > 5C ]x2 anymore, or just into 5C period. Giving that gave you an extra 500-700 damage for free even if you didn't combo out of 5C at all. even on counter hit? or are you referring to a grounded opponent.
WallJumpMan Posted February 17, 2010 Posted February 17, 2010 so is renka(1)>zantetsu(2)>3c not worth it? I m starting to think that renka(1)>enma combo is better
BladeOfJustice7 Posted February 17, 2010 Posted February 17, 2010 I think it depends on the stars you have in total, if the opponent can burst, how much health they have when you begin the combo, and where you are situated. In a corner with the opponent having minimal health along with no way of bursting out of the combo renka(1)>zantetsu is a good idea kill them in one foul swoop.
SimpleKiss Posted February 25, 2010 Posted February 25, 2010 I've been able to link 5C after a zantetsu. I think it's a lot more range dependent now (How close you are to your opponent, etc.) You can link 2C after zantetsu in the corner and pick up a dustloop combo as well.
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