GenoWhirl Posted November 20, 2010 Posted November 20, 2010 It was 90% Before. I got it from http://generalnantoka.blog35.fc2.com/ general nantoka. ☆コンボレート80になり全体的な火力の大幅減
soujiro seta Posted November 20, 2010 Posted November 20, 2010 It was 90% Before. I got it from http://generalnantoka.blog35.fc2.com/ general nantoka. ☆コンボレート80になり全体的な火力の大幅減 Thanks lots. That's still very good especially in the current system. The only thing I want to know is what kind of combos he can do now to get an estimate of his damage range, since the it was reported that his old combos don't work anymore.
ZONG_one Posted November 21, 2010 Posted November 21, 2010 Hey, let's not get too down. At least we're not Tager with 40% combo rate.
JG Posted November 21, 2010 Posted November 21, 2010 (edited) Hey, let's not get too down. At least we're not Tager with 40% combo rate. Quick question. Now what char have the higthes combo rate? Also.. Zong, Tager in cs is 40%... so i dont think that is a good comparision in this case. Edited November 21, 2010 by JG
Mascarpone Posted November 21, 2010 Posted November 21, 2010 Techable 3C means that people can emergency tech after 3C. This also means no follow up after 3C. So not even 3C gear/fermatta would work anymore. The only time a follow up would work is if someone tried to roll tech or delayed their tech. It'll blue beat though. If they emergency/quick-getup then nothing will combo, not even 3D. 3C j.2C allecan wouldn't work either. In this vid Carl vs Jin at 16 seconds after 3C, the jin probably tried to tech roll or delay his tech, and he got caught in 3D. @ 28 seconds after the burst into 8D, the carl does 3C again. This time the jin emergency teched, and 3D didn't connect. 3D will pick them up if they try to delay their tech, or tech roll. That's why he has true oki now. They have no choice but to emergency tech if they don't want 3d to pick them up. It's techable but 3C cancles into cantata really quickly so i'm wondering if it can catch them before they hit the ground and are able to tech. fermatta probably not tho because it just starts too slow so they can tech off the ground before it smacks 'em
ZONG_one Posted November 21, 2010 Posted November 21, 2010 Quick question. Now what char have the higthes combo rate? Also.. Zong, Tager in cs is 40%... so i dont think that is a good comparision in this case. I think it was Arakune. I'm not sure. It's techable but 3C cancles into cantata really quickly so i'm wondering if it can catch them before they hit the ground and are able to tech. fermatta probably not tho because it just starts too slow so they can tech off the ground before it smacks 'em try it in CS. Hit an airborne opponent with 3C and see if Cantata blackbeats. 3C against an airborne opponent in CS causes emergency tech situation.
JG Posted November 21, 2010 Posted November 21, 2010 I think it was Arakune. I'm not sure. Yeah dude, you are right. Arakune have 100% combo modifer. Why we can just keep our 90%? I hope that dosnt stay, its a dumb change.
AzureWind Posted November 23, 2010 Posted November 23, 2010 I'm sorry, pardon my ignorance, but does combo rate mean that the longer the combo goes, the less damage it does?
ZONG_one Posted November 23, 2010 Posted November 23, 2010 Damage = (Base Damage of the attack) *(Character Combo Rate) * (P1 of the first hit) * (P2 of all the preceeding hits in a combo) * (any special prorations) Character combo rate factors into how much damage any combo will do. Character combo rate only applies from the 2nd hit onward. So let's say if Tager had a higher combo rate (like 80% instead of 40%), 720 would actually do a lot more damage... probably close to 90% health on Carl lol. Character combo rate doesn't affect untechable time in combos though. Also, Awwwww. I like your sig, Azure. <3
AzureWind Posted November 23, 2010 Posted November 23, 2010 They need to hurry up and to a Meet the Mod episode for you, Zong! :D But...excuse me once more, what is a multiplier? I know 2D has some sort of multiplier, but what's it do?
ZONG_one Posted November 23, 2010 Posted November 23, 2010 I'm pretty sure that would be counted as special proration. Since it's over 100% for 2D, it just adds a little damage to the next move that it wouldn't usually have. Also lets you combo for a little longer, since it helped to prevent your combo from deteriorating, proration-wise. I need a crash course on modifiers, though. I'm fuzzy on that stuff. I could be wrong. Also, since I'm not a new mod, I don't think they will have one of those for me. lol. :]
GenoWhirl Posted November 23, 2010 Posted November 23, 2010 So let's say if Tager had a higher combo rate (like 80% instead of 40%), 720 would actually do a lot more damage... probably close to 90% health on Carl lol. Character combo rate doesn't affect untechable time in combos though. UM, no. Throws aren't affected by combo rate. 720 would still do 5.7k with a 1000% Combo Rate
JG Posted November 23, 2010 Posted November 23, 2010 I was cheking the vid from the loke 2 ´´ Carl vs Jin `` And it looked that the old combos work well a deal like 4.8k. Maybe we can still do our thing in CS2.
Akanishi Posted November 23, 2010 Posted November 23, 2010 Loketest 2 didn't have that many changes that affected his combos and damage. The last loketest nerfed most of his juggle stuff, though he's still considered a really good character (possibly of one of the top 4) according to usidon.
Zeero Posted November 23, 2010 Posted November 23, 2010 but it wasnt till after loke2 that jC started knocking down and 3C became techable and j2c bounced higher? forgot the changes in order already
ioKain Posted November 23, 2010 Posted November 23, 2010 Pretty sure they took out the J.2C bouncing higher though.
Mascarpone Posted November 24, 2010 Posted November 24, 2010 Pretty sure they took out the J.2C bouncing higher though. Yes please.
JG Posted November 24, 2010 Posted November 24, 2010 though he's still considered a really good character (possibly of one of the top 4) according to usidon. Plz! GOD, make this true! Carl as top 4 and able to do good dmg! hehehe
ZONG_one Posted November 24, 2010 Posted November 24, 2010 UM, no. Throws aren't affected by combo rate. 720 would still do 5.7k with a 1000% Combo Rate Throws! D: I am scrub. My apologies. Guess I should've used a better example for a move.
Akanishi Posted November 27, 2010 Posted November 27, 2010 (edited) Here's something from usidon's last update on the list. After the last loketest, it seems that it's going to enter in to the adjustment stage. ☆JC>JBのガトリング削除 ☆JC>J2Cのガトリング削除 -JC>JB gattling lost -JC>J2C gattling lost # Also there's some explanation on how the wall bound(i.e. edge of the screen bound) works, with detailed diagrams... (笑´∀`) Edited November 27, 2010 by Akanishi
Mascarpone Posted November 27, 2010 Posted November 27, 2010 Nooooo not my air gatlings! That ruins so many combos and even pick ups like ch brio! I will be so very disappointed...
GenoWhirl Posted December 1, 2010 Posted December 1, 2010 8Dの手部分にボーナス乗算がついた I was going in General Nantoka's blog and stumbled upon this. 8D has bonus proration?
Angel Posted December 1, 2010 Posted December 1, 2010 8D has bonus proration? I guess now we're gonna have to figure out how to work that crazy move into our combos.
ZONG_one Posted December 2, 2010 Posted December 2, 2010 I'm thinking it has a lot of blockstun? Have we seen vids yet of the new blockable 8D? If they stay airborne for a while, maybe we can j.A spam for more primer breakage in one blockstring. Or if they IB it we can probably get a green airthrow. Yayy for bonus proration on SOMETHING, since we don't have 2D anymore. :[
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