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Posted

Bang's Fatal Eruption listed as unblockable.....um....when did that happen?

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Posted

-Bang's j623B is missing it's note. It's "wall bounce on hit/ takes 1 guard primer on block/ fatal counter starter/ repeat move penalty 60%"

-Data for Bang's 623B "repeat move penalty" is wrong, it's 30%, not 60%

-The invincibility data for lambda's 63246D is a little ambiguous. I suggest it to be changed to "invincible from 1F through 3F after super flash"

And kurushii, if the opponent gets hit out of daifunka after the first attack hits, Bang will continue with the animation and you'll be able to block his attacks, except the last one.

Posted

noted. thanks for the proofreading everyone! please keep it up.

  • 2 weeks later...
Posted

I was reading the system guide, and I have a question.

for the heat gain calculation, it says blocking and getting hit are factored, so does the enemies damage and move type factor in? or is it just the character ratingXsituation?

also I'm surprised Jin and Noel are the only ones with above average heat gain, I thought Ragna and Hazama would be there too.

and bursts have something called "carry" in their data, what does that mean?

Posted

"Carry" is a typo, sorry. Should just be Active.

i don't understand your other question.

for those confused: a partially finished system guide is up. still waiting on some translations of tables. also, the format of hte thing may change drastically as i write it up.

Posted

i don't understand your other question.

oh sorry.

it says that heat gain is figured by

dmg*move*situation*character rating

and 2 of the situations are getting hit and blocking, so how is the heat determined there? is it just "situation*character rating", or is the enemies attack factored in?

Posted

getting hit and blocking are 2 entirely different things.

getting hit = you did not block the attack and are getting hit

blocking = you blocked the attack

Example: Ragna's meter gain after normal blocking Noel's 5B:

500(dmg)*1.0(type)*0.5(situation)*.2333(character)= 58 = 0.58%

Posted

There's a typo on Ragna's 6a notes.

"5-16F head invun, hit cause float, 70% same mvoe prorate, final 3F(17-19F) has more vertical reach"

  • 2 weeks later...
Posted

Hazama data has a superfluous "prorate 40" and "repeat prorate 40" in the notes, that is assuming they're the same thing.

Posted

I'm pretty sure the damage on Hazama's 632146C is wrong, there's an extra digit on the second half of the hits.... atleast I don't think it does 7000 damage lol

Posted

thanks for that.

system data is partially up. Haven't added the jump data yet (but i have it)

  • 3 weeks later...
Posted

6B foot inv frames is not in my notes... do you happen to know spark?

also, atomic collider info updated, throw breaking updated

Posted

Couple of typos in system guide

under blocking

some attacks are compeltely air unblockable

under astral heat

you will loose 100% of your Heat

under danger state and negative penalty

too many "Defeinsive Actions" in a row

attacking the opponent, etc. cout

under counter hit carry

new combo opprotunities

  • 9 months later...
Posted

Some things of note:

-Makoto's 5C doesn't gatling into 2B

-Valk's 6A is only head and body guardpoint. Also would be cool if you mentioned he can't block in drive :3

-Platinum's 6B guard should probably read H not HB, isn't HA cause I don't think it's air blockable.

-I don't know all of them but super guardpoints aren't mentioned at all. I know at least Fenrir and Origins are super guardpoint and can't be thrown.

Posted

Pick those nits bitches!

Tagers 6A will not super armour against lows, frame data does not mention.

Posted (edited)

Litchi's 6b[e] gatlings into 5c[e], so her data for possible 6b gatlings should say "-/Yes" for 5c.

Shouldn't four winds still say "Guaranteed startup after 18f" or whatever?

Pick those nits bitches!

Tagers 6A will not super armour against lows, frame data does not mention.

There's this, but I 6a'd through noel's 3c once, even though that is a low. Maybe there is another property as well that needs mentioning? Something to do with projectiles..?

some attacks are compeltely air unblockable

Right after this, rather is typo'd.

Edited by Mightfo
Posted

Responses in bold

Litchi's 6b[e] gatlings into 5c[e], so her data for possible 6b gatlings should say "-/Yes" for 5c.

noted

Shouldn't four winds still say "Guaranteed startup after 18f" or whatever?

noted

There's this, but I 6a'd through noel's 3c once, even though that is a low. Maybe there is another property as well that needs mentioning? Something to do with projectiles..?

yes, i've noticed taht too... i don't know any other lows taht are projectiles, but i'll make a note of it

Right after this, rather is typo'd.

Pick those nits bitches!

Tagers 6A will not super armour against lows, frame data does not mention.

this was already in teh guide, albeit not very clear. i'll reword it

Some things of note:

-Makoto's 5C doesn't gatling into 2B

Noted

-Valk's 6A is only head and body guardpoint. Also would be cool if you mentioned he can't block in drive :3

noted

-Platinum's 6B guard should probably read H not HB, isn't HA cause I don't think it's air blockable.

just tested, it's air normal blockable

-I don't know all of them but super guardpoints aren't mentioned at all. I know at least Fenrir and Origins are super guardpoint and can't be thrown.

super guardpoints aren't mentioned in teh mook at all... i'll add it to the guide when i have time

Posted

Carl's frame data - 3]D[ is listed as blockable "HA" when it should be "LA" (or maybe just "L" I dunno) because it's clearly a low, not a high.

Posted

The ground revolver table for Carl seems to be wrong about his 3C. It's listed as special cancel on hit and jump cancel yes, when it should be the other way around (special cancel yes and jump cancel on hit).

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