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Posted

Try testing to see if hakumen's fully charged 6C will penetrate it. If it does, that sets the value at 2000 or lower.

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Posted

ok it says that you can sledge bang's ashura but nope it only goes into a CH for him.

also, 6A survives a fully charge 6C from hakumen. it also survives nirvana's fuoco entirely if it's only the fuoco. if carl's do a single 5C with the fuoco the superarmor on 6A will die and fuoco will still hit you with the 3 last hit

Posted

By my calcuations, that means that the super armour breaks when over 2000 damage is done. But exactly 2000 is okay. Fixed ashura too, turns out that attack is a projectile... on the second hit.

Posted (edited)
Staffless 5C. Added in. Also added Mu's 6C, since that's a little more important.

That might actually rank as my most favorite move to sledge. Fuck Mu.

Regarding Voltic Charge: you may wish to specify that after guard point, it can be cancelled into Additional Attack all the way up to the end of the actual charge (right before he does the final boost to the spark meter). There seem to be a lot of people who think the timing is strict when in fact it's super flexible. I was one of those people until yesterday, when I saw somebody cancel into additional attack WAY after guard point.

Also Brice, didn't you say on skype yesterday that you could NOT cancel into 720 after guard point? I don't mean to call you out in public or anything, but AXIS reminded me of this: http://www.youtube.com/watch?feature=player_detailpage&v=L9Z1RmOpYb4#t=140s

That clearly happened due to guard point. Maybe the timing is just really strict in the case of 720? I don't have the game so other people will have to test this.

Edited by Darlos9D
Posted

Oh god I don't have the heart to touch your guide and edit things.

It's so good! So...GOOD!

Ok for Voltech charge a few of us might have called it "VC" and for gadget finger we have called it "gadget" and "GF".

Such a good guide.

Posted

Not going to be able to edit much. Don't want to risk doing it on my smartphone and cocking it'll up.

Posted (edited)
Tager can Sledge through Plat's Super Hammer Quake and Relius's Astral? Now that's amusing.

They're listed as projectiles, so yep.

Various things I've thought to test for anyone with the time:

2D, On counterhit, is it possible to always follow with 3CAC flings? Also how late do you need to hit with 2D (non CH) in order to follow it up? It leaves them so close now that surely 5B > 5C > 6A > 3C... or 5A > 5B > 3C... can be used. Also, in training move, if you set the dummy to block and just go nuts on it with drive moves, can someone see how long magnetism stacks up for by counting how long it takes for it to wear off? Finally, does spark bolt "Down" the opponent for the purposes of gadget finger because of its wallbound? Test by just doing 41236D, 22D.

EDIT: I'd like to see anyone do a guide this detailed for Litchi. That girl has so many moves (Staff-less and staffed), a number of which involve multiple sprite layers as well (Which have to be placed independently to make the images). It'd just be a right pain in the dick.

Edited by Manta
Posted

Gadget Finger does not work after a single spark bolt.

On block:

5D mag -> 6 seconds

4D mag -> about 4-5 seconds

2D mag -> 6 seconds

jD mag -> about 7 seconds

Spark bolt mag -> 6 seconds

You can follow a 2D only if CH, and i think it's always possible

Posted (edited)

Thanks for the testing.

At a guess the magnetism lengths haven't changed then, since it's 6 for everything except 4D which was 4. Can you not follow with 5A even at the latest possible point? Did you manage to work out how high magnetism stacked to?

EDIT: All that detail and I'd forgotten to mention that tager's jumping moves were in fact, overheads. Derp.

Edited by Manta
Posted

Few more things:

Can anyone help me calculate the P2 and P1 for Terra break and also the damage/p1/p2 for the charged Sledgehammer? Just tell me some numbers before and after these hit in a short combo (Telling me what the combo was) and I should be able to work it out.

Posted
Thanks for the testing.

At a guess the magnetism lengths haven't changed then, since it's 6 for everything except 4D which was 4. Can you not follow with 5A even at the latest possible point? Did you manage to work out how high magnetism stacked to?

EDIT: All that detail and I'd forgotten to mention that tager's jumping moves were in fact, overheads. Derp.

Tager would have to hit 2D on one of the last 4 Active Frames to make it able to combo non CH. Assuming the Frama Data is the same as CS2, at point blank its +1 on hit(+3 crouching) and with 10 Active Frames, you'd need to hit it on the 7th or later Active Frame to make it +7 on hit in which case if they're close enough, you could link into 5A>3C etc. OR if you hit them crouching, you can link into 5A>5C>6A etc which would be MUCH more reliable since by the end of 2D's Active Frames, a LOT of the Magnetic pull is already gone and you push them further away the later you hit it. This is all assuming the Data is the same so someone should test it as I have no access to Extend at the moment.

Posted

5A > 3C fling would seem the most reliable way to do things, might actually lead into good damage, since 2D is the best starter in the game by numbers, J.D too. There's probably an even bigger damage combo than the 7.2k we've seen so far that starts from a a late 2D CH.

Posted

5C>6A>2C>MTW>stuff leads to 7.5k.

FC 2C>MTW>stuff leads to 7.1k max.

And I believe you get in between those 2 values off 2D/j.D.

Posted
5C>6A>2C>MTW>stuff leads to 7.5k.

FC 2C>MTW>stuff leads to 7.1k max.

And I believe you get in between those 2 values off 2D/j.D.

That's still in the territory of "Fucking shit up".

Posted

You can probably get more if you gold burst, but that's that. Anyway, any answers to what I asked last page?

Posted

I saw your question and I didn't quite get it, if you mean base damage and p1/p2 then I am sure I posted it from the jbbs somewhere.

It seems to be consistent with what I found in practice mode.

Posted (edited)

Bonza, that's exactly what I need. Seems like Sledge does no additional damage.

Edited by Manta
Posted

Okay, updated to remove volict guardpoint into 720 (Sadface). Also, corrected some abominations of the english language that crept in there.

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