Jump to content
Dustloop Forums

Recommended Posts

  • Replies 1.5k
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

Posted

Oh dang, I hope they update the PC version with that content, since they've been patching it and stuff already...kind of hype for playable Rosa lol.

Posted

MY FAVORITE MOM WILL BE PLAYABLE!!!?? :yaaay:

I really hope that the PC version will be updated as well, since we can forget about there being a PS3 port since obviously releasing a game on a mainstream console as well where the majority of consumers has is a bad idea. :v:

Posted

So, they release the VN remake on PS3, and then release the fighting sequel on 360? I'M GETTING MIXED MESSAGES 07th!

Here is the scan. You can also see two new stages, Jessica's School and Aquarium. I wonder why did they decide to reveal three humans first (yes, I still want my Gaap).

1303292863994.jpg

Posted

I haven't played this since day 1, post-patches, is it still the same huge pile of shit it was before, or has it improved any?

Posted
I haven't played this since day 1, post-patches, is it still the same huge pile of shit it was before, or has it improved any?

It's improved some.

As in, it's less awful than it was, but still not really worth playing at all.

Posted

patch 1.04 came out yesterday. Have shit tons of work so the usual translation will be a bit late. I'll try and have patch notes posted by the end of the day.

Posted (edited)

sorry for the late post. as usual, correct anything i fucked up etc, post any specifics you find, etc.

I'll be posting character specific changes as we speak.

enjoy:

There is now a rating system based on your online performance.

Simple background mode also reduces the burden during meta deny sequences.

You can now replay recorded actions in Training Mode

During replays, you can slow down and fast forward.

When Metaworld ends, it no longer removes any Abilities (if you neutral touched during meta, for instance).

Immediately after landing you can be attacked <- Not really too sure about this, and kind of hard to test. (There are more situations where can get hit multiple times in the air)

When you land a counter hit it is always possible to continue with at least one attack. (Puts them in a comboable state)

You can now jump cancel certain standing attacks when hitting an airborne opponent.

The character being counter hit now glows red.

It now says when you do a Reversal.

After getting guard broken, the charge time for recovering your Touch Gauge has increased from 3 seconds to 5 seconds.

All characters have had their Attack Touches tweaked.

Damage Touch startup and recovery have both been tweaked.

You can no longer perform actions when your partner is coming in during Guard Touch.

You can no longer be thrown by command throws during jump start up.

Command interpretation for dashing / backdashing when you have been crossed up has been modified.

The command interpreter in general is now better at preventing misinterpretations.

Some code has been reverted back to 1.02.

A bug involving simultaneous crossups orienting improperly has now been addressed.

A bug in which Kanon's Meta Super effect continued even when interrupted has been fixed.

The height requirement on triple jumps has been lowered.

Ability: Auto Guard - You can now block even during dash recovery.

Ability: Break Boost - The duration has been extended.

Ability: Counter Boost - The damage bonus has been increased.

Ability: Silent Attack - This ability is now more effective.

Kanon, Lucifer, and Beatrice's HP values have been modified.

The SP gain on Siesta's Golden Bow have been adjusted.

The length of Virgilia's jump startup frames have been modified.

The recovery on Ronove's backdash has been modified.

Varies normals and specials have been tweaked.

Some explanations for the changes: Landing a counter hit does not increase hitstun. Rather, it puts you in a combo'able state when you normally aren't in one. The obvious example of this is moves that launch on hit, such as Battler's Divekicks / DPs. You can now follow them up.

Just messing around it seems like almost all standing attacks can now be jump cancelled ground to air, including close proximity normals. As with previous patches, many "anti air" moves are still really shitty because most of them are "close" moves that dont come out early enough (unless you're Ronove :p). Fortunately, it means you can get a much better rewards off of tactics such as running under them when they jump in at you, then catch them on their backside. This makes some moves much riskier, such as Virgilia's post 1.03 dive kick (j.2C), which on block can often be punished with 5a, but led to nothing. Now you can connect 5a into some air combo or more mashing etc.

I'll be posting these on the mizuumi wiki when i have a chance.

Enjoy.

Edit: Character specifics:

Beatrice's 6C and Ronove's j.C can now be button held.

Changed moves:

  Battler: Meta super

  Ange:2A、j.A

  Shannon:c.C、f.C、6C、3C、j.A

  Ronove:Elegant Sheild

  Lucifer:6A、f.B、2B、垂直JA、nj.B、j.C

  Eva:2A、2B、j.A

  Beatrice:Red Truth、j.214A and j.214B

  Siesta:f.B、f.C、2B、j.A、nj.C

Edited by brett_
Posted

Pretty interesting changes....

Thanks Brett :3 I'm glad they're still working on this (all the haters can say what they will, I still enjoy the game) I'm still hoping that X comes to PS3 :< or at the very least PC.....

Posted (edited)

Short air combos now exist, awesome. Characters with better anti-air options and reward buffed.

Edit: http://www.youtube.com/watch?v=AqR2jmFMAp4&hd=1

Haha wow found this rather quick. Taking advantage of the new juggle properties gives Lucy another loop and possible infinite. Don't get anti-aired in corner against Lucy. :psyduck:

Edit 2: Oh, 3C works into this too. Your old 3C loop starters work here.

Edited by Exciel
Posted

I've been busy with other things so I haven't had time to really lab it up yet. The one thing I'm noticing is that unlike other old combos, you cannot use Meta to reset combo-state like you could in previous combo theory. For instance Ronove CH 6C > 6C > Meta > they can no longer be hit here. So unfortunately relaunch combos using meta will probably never happen. Hopefully people find ways to get decent "oki" from an air combo, since I cant seem to think of a way to score a knockdown.

Posted (edited)

so yeah there's a crap ton of combo stuff i could post later when I have time...

damage touch (bursts) are fucking terrible now. incredibly terrible. the attack hitbox of the burst / invincibility from busting is really shitty, it seems to get negated by doing more than one attack so half the time you end up hitting the guy who was bursting after the 1st hit whiffed. pretty terrible.

Edit: Another obnoxious thing i've discovered is that getting hit by an Attack Touch while airborne (like after a sweet, etc) now no longer knocks down / is techable. Instead are reset SF4 style, where immediately land and are at neutral. You can easily just do a string into 2C > D and force a retarded crossunder by running forward a bit as your char tags in. It happens really fast. Pretty annoying.

Edited by brett_
Posted

Sorry for the triple post, but I doubt anyone cares anymore :p

Thought I'd post some pretty interesting new stuff for Beato, as I'm probably not the only one sad about feeling inept after the 1.03 nerf.

The new jump cancel system lets her get a lot of new damage potential off of being able to loop launchers into j.214A+B indefinitely (until meter runs out).

These are all corner only.

The Easy Loop: 5B > j.A > (j.B) > j.214A+B x n

The Better Loop: 5B > sjc > nj.A > nj.C > j.214A+B x n

You can replace the 5B launcher with 5C, but this will cause them to dizzy a lot faster, and increase the likelyhood of the dizzy occuring at the launcher section. This loop no longer works once the opponent is dizzied. If they dizzy off EX butterfly (the most common scenario), you can transition into the old 3C > ex dp > TK ex butterfly loop for extra damage.

This loop can be performed off the following:

Anti air 5a/5b - Jump cancel and cancel into EX butterfly. If you hit them high up, dont j.B because it will probably whiff. Land and continue normally.

Anti air j.A - Just go into EX butterfly and you're good.

DP - 5B/5C and go for it. Timing on 5C is strict here.

Ground string - cancel into ground EX butterfly, then 5B/5C and go to town. Note that 214A+B may not combo from the max range 5C, in most cases it will combo.

One last note of interest: The ex butterfly causes an untechable juggle state, so at any point you can just throw up meta and towers for a pretty reliable 1.04 way to set up oki. Note that in 1.04, 3C > meta > 214A/B/C no longer forces knockdown.

I've uploaded a few vids showing some basic things you can do. Edit: I apologize for the shitty load times, the vids aren't compressed orz.

The basic bnb:

http://www.youtube.com/watch?v=13qwtLDjS4c

The advanced bnb:

http://www.youtube.com/watch?v=HXn87j6z9sM

Transitioning after a dizzy midcombo:

http://www.youtube.com/watch?v=TAUZn_QYv0w

Note: This combo is just for kicks. 99% of the time, its better to drop the loop when they dizzy, meta, set up towers, and go for oki. This is mainly just for pushing out max damage if you need to. Ignore the silly battler crap at the end.

The last vid shows a basic loop into meta, tower setup, into a crossup reset that dizzies into the old 3C ex dp loop, leading to remeta.

http://www.youtube.com/watch?v=1G22Q95XtpE

Hopefully this will be useful to some people. I'll probably lab battler soon when I have the chance.

Credits go to Klarth on #umineko @ irc.mizuumi.net for the original juggle idea.

Posted

Nice stuff man, please, continue to support Umineko scene.Just had bad luck imo because of AH3.

I'll download this new patch and try to discover "new" air combos for other character

Cool.

Posted (edited)

Screens for Ougon X (KNEW Those empty slots were characters, so hopefully this will make it's way to the PC--and hopefully PS3. Also a new stage!):

25j9xf9.jpg

242zeig.jpg

2z3nedk.jpg

oivte0.jpg

More images....

Edited by SolxBaiken
Posted

I started playing just today, and the first team I've started messing with is Battler and Siesta410. (I get the feeling I'm going to get laughed at for that.) They feel really underwhelming, and I see almost nothing but videos consisting of some pairing of Eva, Lucifer, and Virgilia. Would I be correct in saying that Eva, Lucifer, and Virgilia are the three dominant characters of the game? As well as Battler and Siesta410 being a few of the worse characters?

Posted

siesta is actually considered one of the better characters due to her ability / meta mechanics. almost anyone paired with her is quite good. Battler isn't the best, but with siesta to supplement you can probably get something going. focus on understand battler stagger pressure in combination with hard tag'ing out from siesta, or closing matches with zoning/attrition by combining both characters meter dumping supers, range 410 projectile spam, and life gain

Posted

Siesta/Battora is my Main team!

Battler got a very solid uppercut(623AB), that is a free jailout ticket, even tho It costs 1 gauge.Extremely good for reversal and will definitely beat jumping opponents.Not sure how Counter AA mechanics are now, but probably you might be able to combo stuff from it.

His new and improved 236C(Projectile) now hits crouching and can stuff most jumpouts attempts, It is very slow tho.

Siesta just got THAT Oki game, and the best normal AA in the game( 6C aka Nyappa!). Any combo ending in knockdown its mandatory that you throw a guided arrow.

I guess thats al I can say, didnt play for quite sometime.

  • 3 weeks later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...