Tari Posted August 27, 2012 Posted August 27, 2012 (edited) To pick it up from non-CH? Yeah you did. Depends on height, and the CH happened more often than expected. But yeah, I meant the CH, lol. edit: also, holy crud, I tried playing some BB today. I forgot where the C button was. Edited August 27, 2012 by Tari
Cirno Posted September 1, 2012 Author Posted September 1, 2012 Either 6C is faster, or 5C has had it's hitstun adjusted, since 5C > 6C is possible on crouching. Dramatic Sammy also knocks high in the air, much like the unlimited version. j.D Cat doesn't hang Plat in the air for as long, and Bat CH looks as if it's untechable until they land. Also, system related, but when comboing the opponent in overdrive, they can't burst. :v Also, it's interesting to note that although 22C now has repeat proration, the damage is still set at 400, so you can still end a combo with it for the damage. i have a really bad habit of typing up posts and not hitting submit, rofl
Moy_X7 Posted September 1, 2012 Posted September 1, 2012 I wonder if the Rising j.C > j.2C loop is still in against standing opponents. It'd be nice to get damage both on standing and crouching opponents with the addition of 5C > 6C lol.
Cirno Posted September 3, 2012 Author Posted September 3, 2012 some godlike stuff just posted in plat jbbs. mainly: magica is active on f1 and activated by projectiles?! GODMOVE
suna19 Posted September 3, 2012 Posted September 3, 2012 I just translated that post, some of it was old info, but there's some great new stuff.
Cirno Posted September 4, 2012 Author Posted September 4, 2012 i saw, thanks. here's a link to it for others. some stuff i'm a little worried about (5c level decrease? j.c shrunk hitbox? no more hammer loops?), but combo rate being bumped back up to 80% (maybe?)is great, and air persia changes are really interesting. present seems neat, but air present is what i'm really interested in. anti-anti-air?! happy magica is also pretty godlike, but no mention of it working on grabs so it's not p4u tier, though that was to be expected. it's also not as good as a real dp since you can't rc it if it gets baited, but the existence of the move passively buffs plat, since people will have a reason to respect her now. ground hammer is pretty damn godlike now though, even if they barrier it'd be at least +2 if the frame advantage is left alone. though imo that's not good enough to justify removing hammer loops > where is the damage eggman
suna19 Posted September 4, 2012 Posted September 4, 2012 there are a few things I'm wondering about magica, such as how viable it is as an actual counter attack. as in, does she go into swallow moon fast enough to actually hit them before they can block or should it only be used as an escape.
Moy_X7 Posted September 4, 2012 Posted September 4, 2012 (edited) As far as Happy Meguca goes, I'm worried about having the opponent gatling a move into either an anti-air or a move with a huge vertical hit-box. That and JC'able moves into air throws. You're vulnerable for quite a bit during Swallow Moon since you can't cancel that move until about 10+ frames in. That's assuming that Happy Meguca has guard point; if you're invulnerable during Meguca then this move will be godlike. Some of the other changes sound good, time to update the thread :D Edit: *Just read that 5C > Rising j.D (Pan) no longer works* FFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU- ... ;_; Edited September 4, 2012 by Moy_X7
Urichinan Posted September 4, 2012 Posted September 4, 2012 I'm VERY excited about the combo possibilities with Ground Persia. Perhaps something like 5A > 5C > 236AAA > 6A > 6C > 22C > 5C > 6A > Mami will work. If it does, I'm sure it'll be much better for oki, since double Mami causes them to tech right after it hits now. CP Platinum is starting to sound a lot better than I had originally thought.
Moy_X7 Posted September 4, 2012 Posted September 4, 2012 I'm VERY excited about the combo possibilities with Ground Persia. Perhaps something like 5A > 5C > 236AAA > 6A > 6C > 22C > 5C > 6A > Mami will work. If it does, I'm sure it'll be much better for oki, since double Mami causes them to tech right after it hits now. I have a feeling that 236A > XXX will scale the combo to shit but I really hope that it works the way that you envision it. We'll be getting some decent damage off air to airs thanks to the new Air Persia. I'm just hoping that the slide last long enough for us to drop a Bubble/Present and still be able to use TK Swallow. The loss of 5C > Rising j.D (Pan) makes me wanna punch a hole through the wall. I SERIOUSLY hope that doesn't make it to the final version
Cirno Posted September 5, 2012 Author Posted September 5, 2012 not sure if magica is guard point or not, it's kinda hard to tell here, but it does seem to have some hitstop. the loss of 5C > rising j.d is likely due to the 5c level decrease, so i'm hoping they raise the level back up for a bunch of reasons
Moy_X7 Posted September 5, 2012 Posted September 5, 2012 Yeah, the 5C level decrease is most likely the reason as to why 5C > Rising j.D doesn't work any more. I didn't see that one coming though, the 5C > j.D combo path leads to serious damage and screen carriage no matter what starter you use. Losing the Hammer loop is one thing but losing the Pan combos as well is just going too far. Now I'm wondering if the 5C > Rising j.C loop on standing opponents still exists, what with the 5C level nerf and the j.C hit-box nerf :/
TagerTime Posted September 5, 2012 Posted September 5, 2012 Platinums nerfs are very good and i hope they all stay. Anyway here is a closer look at her counter: Plat counter
Moy_X7 Posted September 6, 2012 Posted September 6, 2012 I don't know if the thing that appears after Platinum counters a move with Meguca is the block-stun effect (that blue flash) or a dummy Platinum "doll". What do you guys think?
Cirno Posted September 6, 2012 Author Posted September 6, 2012 Anyway here is a closer look at her counter: Plat counter quoting this so it doesn't get lost in the last page @ moy: looks like a little kawarimi doll pops out after the smoke cloud, didn't notice anything else though.
Yggjrasil Posted September 6, 2012 Posted September 6, 2012 That's pretty dope, Platinum is using Ninpou.
Yggjrasil Posted September 25, 2012 Posted September 25, 2012 Anyone else use Miracle Jeanne as a way to plan your next move against the opponent in neutral? I found that this is a great way to change the tide of battle in some situations.
Moy_X7 Posted September 25, 2012 Posted September 25, 2012 Yup, I do that from time to time. Works specially well if they're in the air, within air throw range.
suna19 Posted September 25, 2012 Posted September 25, 2012 I do that quite often, but that may just be because I use MJ a lot. I do wish it didn't have that small amount of recovery after the super flash though.
Moy_X7 Posted September 25, 2012 Posted September 25, 2012 Yeah, it'd be nice if we could use it as a pseudo-reversal like BK or FRKZ lol.
Yggjrasil Posted September 26, 2012 Posted September 26, 2012 (edited) I find myself using this method against Hakumen a lot. like if he's trying to come in with j.B or j.C/j.2C. Just dash MJ and do 2C right after, then from there you're in a favorable position to do w/e you want and depending on what item you enhanced, you can totally screw up his day. It's kinda iffy against Ragna though. If they're a real douchebag, they'll just mash ID to stop whatever set-up you're planning, but if you can bait it out, they're totally screwed. EDIT: I'm trying to keep things alive in here, please don't hate me. :< Edited September 26, 2012 by Yggjrasil
Moy_X7 Posted September 27, 2012 Posted September 27, 2012 Game is pretty old at this point, we'll see some activity here once we get more CP news.
Cirno Posted October 2, 2012 Author Posted October 2, 2012 can bbcp be out already im so done with persona lmao
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