Jump to content
Dustloop Forums

Recommended Posts

Posted (edited)

That's the way I understand that convention in the wiki. Like in Sol's section:

通常攻撃からキャンセル可能。遠SCH、HSから連続ヒット。

It mentions something along the lines of being able to combo H Fafnir from CH f.S, 5H. The way I understand that is you can combo H Fafnir from x, OR y since it'd be pretty weird to specifically state a combo like CH f.S>5H>H Fafnir.

Edited by Hellmonkey
  • Replies 80
  • Created
  • Last Reply

Top Posters In This Topic

Posted

wait... so if you finish them off with a multi hitting move and then they get hit past death due to the rest of the hits coming out, they're gonna start the next round with 50% meter?

or would this be for doing extra move inputs after death

Posted

RAKUSHOU(勝ち挑発)は存在している。死体 殴りも同様。

I think it just means when they're dead and on the ground. I do slash beast to dead opponents all the time and i think it's stuff like that it's referring to.

  • 3 weeks later...
Posted (edited)

guess ill post this here

all changes are of the upcoming new loketest, for more

ky

6k

during air hit, now blows opponent away horizontally

untechable time from 25 to 18f

3h

new move

6h

decreases guard bar from 17 to 12

j.d

recovery lessened by 4f

can not be done more than once

stun edge charge

distance increased

lightning strike

can now be frc'd.

now bounces

s raging javelin

new move

fb greed sever

new addition

lightning sphere

larger hitbox

now vacuums grounded opponents

command changed to 4d

charged drive

now wallsticks

base damage now 70%

ride the lightning

can now be frc'd around the frames where ky stops charging in

air ride the lightning

startup changed to 7+1f.

can now be frc'd around the frames where ky stops charging in

sacred edge

ball speed now increased

Edited by coolest
Posted

sol

c.S

guard advantage now ±0F

2S

ground untechable time from counterhit lengthened

j.D

ground untechable time from 17 to 26f

6H

can now be gattled into from S

attack level now 4

no longer staggers

damage reduced from 40 to 32

bandit bringer

now ground bounds, also clean hits

air bandit bringer

can now be held, it seems (not too sure of the wording here)

HS fafnir

new move

FB sidewinder

new move

FB fafnir

can now be cancelled from a normal

now knocks down

groundslides during a clean hit

unthrowable

FB tyrant rave

command is 64D

can also be held

can be done from HS fafnir

increased damage when you do a number of clean hits in a combo (?)

<sidewinder has the same property>

damage now 25 x 3 + 84

wallbounce removed

faster by 2 frames

tyrant rave ver.b

1st hit floats higher

2nd hit wallsticks

dragon install / second

recovery shorter by 8 frames

now gets a new knockdown attack!! what wonders

Posted

potemkin

6H

now wallbounces

ground untechable time from 25 to 28f

dizzy modifier from 1.5 to 1

added 50% proration

j.S

during an air hit, knocks opponent away

can be gattled into j.D

j.D

ground untechable from 16 to 40f

6k

damage increased from 23 to 40

gattling to HS removed

but now you can gattle into sweep (what)

slide head

can connect after a knockdown

gets higher float during hit, longer advantage

can be frc'd after the quake

megafists

cause knockdown

hammerfall

reduces guardbar by 12

can be frc'd 1 frame after the active time

untech increased from 18 to 20f

attack level reduced to 4

hammerfall break

can be frc'd around 5 to 10 frames

heat knuckle

tension gauge increase changed from 0 + 6.0 x 2 + 24 to 0 + 6.0 x 2 + 6

can be frc'd when whiffed from 24-25f

heat extend

tension gauge increase changed from 19.20 to 37.20

untech increased to 80f

potemkin basutaa

can connect attacks when done near screen edge

can not be frc'd anymore

now throws opponent farther

decreases guardbar by 6+15

damage added from 140 to 180

judge gauntlet

upper hitbox shortened

now has an interrupt

air potbuster

added frc during 7-9f

larger horizontal hitbox

dead angle

now knocks down

Posted

zappa

now gets a possession icon above the tension bar

-unsummon

f.S

added 3f to recovery

2S

can be gattled into from f.S

stagger from counterhit increased by 5f

gets larger knockback

air throw

can connect attacks after on all characters

konnichiwa sanbini no mukade

fullbody invincibility from 1-13f

can otg

increases soul count by 1

reigisahou wa koko kara

recovery shortened by 2f

larger hitbox

-dog

umareru!!

when in dog possession, increases soul by one each hit (limit is 4)

dog attack (all)

opponent will get knocked back in the direction of the dog's orientation

all variations have their properties standardized

dog appearance has a 30 frame recovery

however, it cannot be hit in this period

dog attack (bite)

can now be guarded

when guarded, increases soul by 1

proration removed

attack level reduced to 3

knocks opponent down on the spot

dog attack (jump)

able to do 6D or 8D during this move

followup attack

can be done after 6/8/4D rebound(?)

when opponent is hit on air, knocks them into ground

dog attack (somersault)

vertical hitbox slightly slanted

blows opponent away diagonally

dog attack (rush)

when opponent is hit on air, blows them away

untechable time from 12 to 20f

-ghost

has a special gattling combination 'route' where zappa gets free chains

*does not apply to the following normals*

f.S, 2S, 6S, 5H, 2H, j.S, j.2S, j.H

restrictions:

1. can gattle the same normal 3 times

2. from a 2H or j.H, other than themselves, no proration applies to other normals

j.S

startup faster by 4f

damage now 25

j.S (2nd, 3rd hit)

startup faster by 4f

attack levels turned to 3

j.2S

new move

f.S

smaller hitbox

shorter range

damage from 15 to 20

f.S (2nd, 3rd hit)

startup faster by 4 frames

attack levels turned to 3

2.S

damage now 18

2.S (2nd)

damage now 18, attack level 2, recovery +2

2.S (3rd)

damage now 18, attack level 2, recovery +4

6S

new

5H(2nd)

damage: 25

atk lvl 3

recovery +4

5H(3rd)

damage: 25

atk lvl 3

recovery +8

2H (2nd)

recovery +4

2H(3rd)

recovery +8

6H

damage from 25 to 30

haunt mode

when using 'sono mama kaette konaide kudasai' during haunt mode, youll get the ghosts you started with, with 2 ghosts haunting the opponent (?)

'yappari kaete kudasai'

new move

banana

can otg

reduces guard bar by -5

untechable time now 20f

-sword

after attacking, sword will now stay on the spot

chikazuku to yukimasu and other normals that use sword can be airblocked

2S

can be blocked standing if sword is placed higher than default position (when crouching)

85% proration

c.S

can not be jump canceled

j.S

85% proration

j.H

90% proration

hai, kaerimasu

frc-able from 1-2f

itasou, tte iuka itai

can control speed by holding stick forward or backward

ochitoite kudasai

gets upper invincibility

+2 souls

chikazuku to yukimasu

+2 souls

-raoh

when raoh appears, a gauge shows its duration

darkness anthem

has a new HS version

air darkness anthem

new

air last edogai

new

last edogai

damage reduced from 100 to 80

Posted

Loc#2 official change log

May

● command list

Special Moves

Mr. Dolphin: ← CHARGE → + S or HS

Mr. Dolphin: ↓ CHARGE ↑ + S or HS

Restive Roll: → ↓ ↘ + S or HS (Air enabled)

Change of Direction: ③ lever in + S or HS (up to 3 times) Needs further explaination

Greeted with applause, please: ← ↙ ↓ ↘ → + P or K or S or HS or D (Charge Enabled)

Kiss Overhead: → ↘ ↓ ↙ ← + K

Force Break

Mr. Dolphin: ← CHARGE → + S or HS: → + D

Mr. Dolphin: ← CHARGE → + S or HS: ↑ + D

Jackhound: ↓ ↙ ← + D

Supers

The ultimate spoiled child: → ↘ ↓ ↙ ← + HS

Great Yamada Attack: ↓ ↘ →↓ ↘ → + S

large whirlwind spin agony transcendence: → ↘ ↓ ↙ ← + S

Bomber Deluxe Goshogawara: P follow-up attack to → ↘ ↓ ↙ ← + S

Mortal blow

May and pleasant comrades: ← ↙ ↓ ↘ → ← ↙ ↓ ↘ → + HS

May and pleasant comrades: → ↘ ↓ ↙ ← → ↘ ↓ ↙ ← + HS

Change Details

2HS: Staggers on ground hit (COUNTER HIT OR REGULAR HIT?)

2HS: Cannot Gatlin to Dust. (2D or 5D?)

2HS: Stagger time is now 30F → 26F

J.k: Startup is now 7F → 6F

J.k: Recovery is now 10F → 8F

J.D: Upper body invincibility has been granted

J.D: Is F 5F was soon canceled out swinging accepted. (5f kara window?)

3K: Gatling combination routes from the K edge has been added to S Standing or long distance

6HS: Whiff cancel is now possible to order a certain period of time

6HS: Gatling combination routes from S has been added to crouch S · K · Standing Standing distance

6P: Full charge is wall stick

6P: Whiff cancel is now possible to order a certain period of time

5HS: Knock back distance has been reduced

5FS: Lv attack is now 3 → 4

5[D]: Jump cancel is now impossible

5[D]: Recovery time is 30F → 40F

5[D]: Effect has been drawn to the behavior of the grant when hit. (?)

Greeted with applause, please: After completing a maximum Tame (Lv4), will now be triggered automatically after 2 seconds

Greeted with applause, please: Interface indicates the stage of performance on the tension gauge has been added

Greeted with applause, please: FRC of the is now canceled 20 ~ 21F → 23 ~ 24F

Greeted with applause, please: Opponent will now knock back when hit in the direction of the dolphin

FB Greeted with applause, please: New move added

Kiss Overhead: Now move to throw

Kiss Overhead: Dash now moves to cancel the normal

Kiss Overhead: Startup is 25f

Kiss Overhead: Systemic invincible was granted between 19 ~ 25F

Horizonatl Mr. Dolphin: causes Slide on air hit

Vertical Mr. Dolphin: Guard gauge depletion in value is now 10 → 14

Vertical Mr. Dolphin: Recovery time is 5F → 7F

Restive Roll: Recovery time is now 15F → 17F

HS-Restive Roll: Ground version trajectory almost verical

S-Restive Roll: FRC removed. F is the simultaneous generation and reception of the attack roll. (Need better translation)

S-Restive Roll: Move not GROUNDED type = opponent is not required to Barrier block the attack

S-Restive Roll: Technique is now the middle (Need better translation)

Change of direction: Behavior at the time of the attack hit opponent will now be blown off in the direction of movement

Change of direction: Damage is now 14 → 18

Change of direction: Recovery time of is now 28F → 32F

Change of direction: Startup of attacks is now 11F → 5F

Change of direction: 4F was faster timing is derived. (Need better translation)

Change of direction: Move not GROUNDED type = opponent is not required to Barrier block the attack

Change of direction: Lv attack is now 3 → 2

Jackhound: Lower hitbox, picks up Testament more often & I-no

The ultimate spoiled child: Hits cause suction, except final blow

The ultimate spoiled child: Peeling down is now available. (Direction influence?)

The ultimate spoiled child: Time of the third stage of recovery to 8 now 20F → 50F

Bomber Deluxe Goshogawara: Hit is now usually sticks → wall down

Bomber Deluxe Goshogawara: Guard advantage is now +20 F

Large whirlwind spin agony transcendence: Startup of attacks is now 1F + 8F → 1F + 14F.

Large whirlwind spin agony transcendence: Guard advantage is now +2 F

Large whirlwind spin agony transcendence: The move is now to withstand an opponent's attack (Absorb/Armor?)

Large whirlwind spin agony transcendence: Moving speed is now faster

Large whirlwind spin agony transcendence: Hit = Wall stick

Large whirlwind spin agony transcendence: Damage is now 18 → 24 per hit.

Large whirlwind spin agony transcendence: Rising value per hit guard balance has been reduced

Posted

robo ky

heat changes slower

c.S

upper hitbox is larger

5D

startup from 20 to 22f

2K

builds less heat

2S (80% heat)

2 hits

increases heat

increased range, explosion has increased hitbox

j.H

floats opponent higher when counterhit

6P

damage increased from 25 to 30

untechable time increased from 18 to 80f

6P (2nd,3rd)

damage decreased from 25 to 20

upper invincibility during startup

throw

opponent floats higher

ky-genshou (lv1)

higher heat increase

ky-genshou (lv2)

opponent slides when counterhit

shorter pushback on hit and guard

ky-genshou (lv3)

wallbounce on counterhit

ky-maku homerun (lv1)

higher heat increase

air ky-maku homerun

new move

chounai ky bargain (lv1)

higher heat increase

chounai ky bargain (lv2)

lower heat increase

chounai ky bargain (lv3)

lower heat increase

ky denpa

damage changed from 8 x n + 35 to 2 x n + 38

can recover up to 50% of electricity gauge

opponent's tension can be lowered by 25%

opponent gets higher float, shorter horizontal distance

throw invincible during startup

kyou wa ky san

command changed to air 214d

can be steered from the first frame

can be cancelled from the second frame

can now be cancelled into an airdash or air backdash

heat decrease is half of what it used to be

dame na yatsu wa nani mo yatte mo dame

inputting 6 gives you a headbutt

enhanced headbutt can be done when heat is around 93-99

gen ky lovers (explosion)

can not be airblocked

Posted

order sol

after a level 2 on the charge meter, specials that use it have their charge decrease rate halved

5H

untech time from 18 to 20f

2H

unthrowable from 1-26f

lower body invulnerable now from 11-22f

j.S

larger hitbox at the back

6P

staggers

throw

proration now 40%

airthrow

higher float

dead angle

recovery +5

charge burst

untechable time from 20 to 43f

increases blockstun by 5f

gunblaze (lvl1)

added 85% proration

gunblaze (lvl2)

added 85% proration

first pillar will always come out

gunblaze (lvl3)

recovery shorter by 3 frames

up to 2 pillars guaranteed to come out

blockhead buster (lvl2)

guard bar decrease from 4 + 4 + 4 to 8 + 6 + 6

now wallsticks

blockhead buster (lvl3)

after 2nd hit, decreases guard bar by 2

rock it (lvl2)

faster movement speed

startup faster by 1f

2nd hit knocks down

recovery lessened from 17f to 14f

rock it (lvl3)

4th hit otgs

proration now from 80 to 90%

smaller float

ground bandit revolver prototype (lvl2)

untech time now at 37f from 18f

savage fang (lvl3)

gets up to 5 hits

otgs

tyrant rave ver. omega (lvl2)

2nd hit has longer distance

tyrant rave ver. omega (lvl2)

2nd hit has longer distance

dragon install: sakkai

1st hit is aerial, rest hits normally(?)

Posted (edited)

Chipp

f.S - startup reduced from 7f→6f

5H - startup increased from 7f→8f; removed forced proration

6K - FRC point just before the attack hits

j.D - forced 80% proration

Triangle Jump (wall dash) - no longer in CH state during movement; if a direction other than forward is input, the angle is steeper (?)

穿踵(?) - after FRC, can now double jump or airdash

Shuriken (air taunt)- guard balance increase is zero; is now in CH state during the action

41236K - has strike invincibility while invisible

214K - if the command is input again while active, he becomes even harder to see; reappears after blocking an attack

22S - FRC added, just after he reappears; reappears slightly higher than before

j.623S - landing recovery has increased by 3f; floats higher on hit

22H and 22D - searches for opponents location up to 2f before reappearing

41236K→D - falls faster; landing recovery reduced from 5f→0f

632146H - now completely invincible from 1~30f

236236K - startup changed from 7f+0f → 1f+2f; first hit now hits lower

it also mentions the new force breaks, but no information about them

Edited by suna19
Posted

"j.D - forced 80% proration" are you sure it's forced? You state that 5H "removed forced proration" - and it never was forced, it was regular prorate.

Posted (edited)

i wasn't really sure about those parts, but 5H had something removed.

i suppose better wording would be just proration. and looking at the wiki, i think they just changed the values for those attacks

Edited by suna19
Posted

millia

backdash strike invinicibility to 5f

j.S

startup from 10 to 9f

guardbar decrease rate from 10 to 7

j.HS

can now be gattled into from j.K

smaller hitbox

startup from 11 to 12f

j.D

startup from 11 to 17f

damage increased from 30 to 48

attack level from 3 to 4

guardbar decrease rate from 9 to 6

proration at 80%

now wallbounces

untech time increased from 23 to 38f

j.2H

new move

c.S

wider hitbox at front

2S

active frames from 2 to 4f

2H

untech time decreased from 25 to 20

proration at 90%

damage reduced from 40 to 36

f.S

can now be jump cancelled

roll

counter state from 1-15f

can retrieve pin

low stance frames from 1f to 2f(?)

silent force (all)

can not collect pin after use for a while

pin does not glow when unusable, only glows when it can be used

untech time from 28 to 33f

all version recovery -3f

silent force (K)

new move

secret garden

ball disappears when attacked (?)

lust shaker

can not be caused by mashing buttons

pretty maze

now increases guardbar by 0

both ground and air versions' movement now similar

ground version guaranteed to come out at 22f

frc-able at 6-8f

air pretty maze

startup from 15 to 13f

untech time increased from 40 to 50f

guaranteed to come out at 12f

recovery now 23f

longinus

startup reduced from 12 to 5f

wallsticks

FB secret garden

new move

winger

last hit slides opponent

air winger

new move

Posted
millia

roll

low stance frames from 1f to 2f(?)

Above-the-foot invuln starts frame 2 instead of frame 1, meaning no more reversal roll under stuff.

Posted

Slayer Changes:

j.H:

  • Hittable box increased.
  • Recovery increased from 7f -> 10f.


    j.2K:
    • GB- increased from 10 -> 13.


      5K:
      • Special cancellable.


        2S:
        • Active frames reduced from 9f -> 6f.
        • Recovery increased from 12f -> 15f.



        • 5H:
          • Removed stagger from ground hit.
          • Aerial hit causes ground slide.
          • Now gattlings into 2H.
          • Damage lowered from 50 -> 45.


            2H:
            • Ground hit causes stagger.
            • Float on aerial hit lowered a bit.
            • Untechable time increased from 34f -> 42f.
            • GB- increased from 6 -> 12.
            • Aerial hit causes vacuum effect.


              6P:
              • Lower body hitbox reduced.


                6K:
                • Aerial hit causes ground bounce.
                • Damage proration lowered from 100% -> 90%.


                  6H:
                  • Hit causes ground bounce.
                  • Untechable time lowered from 32f -> 26f.
                  • Damage lowered from 50 -> 40.

                  j.D:

                  [*]Plummet on air hit made a little stronger.

                  j.K:

                  [*]GB- increased from 7 -> 10.

                  j.S:

                  [*]GB- increased from 6x4 -> 9x4.

                  Undertow:

                  [*]FRC point added just before the active frame.

                  [*]Hit causes ground bounce.

                  [*]Startup lowered from 31f -> 28f.

                  [*]Float on hit made higher.

                  [*]Lower body hitbox increased.

                  [*]Untechable for 24f.

                  [*]Proration lowered from 70% -> 50%.

                  [*]Level lowered from 5 -> 3.

                  [*]Knockback on superarmor hit reduced.

                  [*]Hitstun increased from 24f -> 26f.

                  Mappa Hunch:

                  [*]Knockback on hit reduced.

                  [*]P Mappa hitstun lowered from 26f -> 25f.

                  [*]K Mappa hitstun lowered from 28f -> 27f.

                  Bite:

                  [*]FRC added 2f after the frame damage is dealt.

                  [*]GB- increased from 6 -> 10.

                  [*]Input changed to 236H.

                  [*]Added 3f of recovery.

                  [*]Stagger lowered from (at most) 19f to 13f.

                  [*]Knockback on hit reduced.

                  [*]Being hit out of bite causes CH.

                  [*]Life recovery on hit increased from ¼ to ¾ of the damage dealt.

                  [*]Proration lowered from 70% -> 60% [originally 50% in AC].

                  S Dandy Step:

                  [*]Above feet invulnerability time changed from 10~17f -> 6~13f.

                  FB Dandy Step:

                  [*]Added new move.

Posted

anji

all normals up until the end of their duration can always be gattling cancelled on hit or block

3S

low autoguard from 1-27f

+1 to guard advantage

can be done from dash (?)

removed gattling routes

lost hurtbox at his back

2H

attack level now 5

can gattle into 5H

3K

stronger hitbox, hit effect weakened(?)

wallbounce on counterhit

attack level from 3 to 4

6H

can be cancelled on hit

can be frc'd just before the active frames

proration at 80%

recovery increased from 18 to 25f

throw invincible from 12-19f

can be gattling cancelled from 2P,2K,5S,2S,5H

startup increased from 20 to 21f

untechable time lessened from 28 to 19f

c.S

increased guard advantage from 0 to 14

2D

front hitbox slightly widened

5S

added gattling combination route to 6P

6P

increased hitstun by 2f

5D

upper guard point added from 4-18f

kou

stronger vacuum

untechable until 60f

shin: isshiki

gets upper invincibility

sphere speed is slower

frc-able immediately after rising

rin

blockstun increased by 3f

now a mid

rin (k)

after frc, can doublejump or airdash

will automatically face the opponent

FB on

new move

FB kou

can move while falling

stronger vacuum effect

FB shitsu

longer range

faster sphere speed

fb rin

guard point frames changed from 2-10 to 2-20f

tenjinnashi

damage now 30 + 14 x 13

sai

frc window increased by 2f

Posted (edited)

Just a few corrections for Anji's changes as I was reading them I noticed a few translation errors.

3K : instead of "hit effect weakened ?" the appropriate translation would be "made it easier to hit the opponent at close range"

3S : only self gatling into another 3S has been removed. TBH I don't remember any other gatling routes from this move but better be precise just in case.

cS : not guard advantage but guard gauge increase went from 0 to 14 (maybe you understood it right but honestly the way you wrote it I was like WTF when I saw this +14F advantage on this move would have been the epitome of brokenness)

The new gatling is not 5S into 6P but 5HS into 6P

Shin isshiki : no upper body invincibility but the fan projectiles lost their overhead property. They are also slower. For the FRC just a personal note here, I don't know what it means because there was already an FRC before right after going up.

Also Rin(K) this move is called Kai(k).

Great work otherwise, thanks for translating. ^^

Edited by Dream Maker
Posted (edited)

I-no:

*No word if previous changes to Horizontal Chemical Love wall bouncing are still present. (I will update at loketest)*

System Changes:

  • Tension gain from dash up from 30 -> 35
    • Can now Air-dash twice (Ground dash -> airdash -> airdash possible)
      • Airdash length increased from 18 -> 21 frames (possibly more time to do fast-fall CL?)


        Normals:

        6P
        • now force prorates 90% (not cool)

          5S
          • hitbox extended horizontally

            f.S
            • recovery down 6f -> 1f O_o (spam!!!)
              • forced prorate down 50 -> 60%

                2S
                • moves her forward more
                  • recovery down 23f -> 17f

                    5HS
                    • hitbox extended vertically (no more special Sol/HOS combos?)

                      6HS
                      • now a 2hit move again! first hit active on frame 7




                        Specials:

                        Kyougen (Dive):
                        • K version untech time increased 17f -> 30f almost double (guaranteed knockdown pretty much)
                          • S version 80% proration added

                            • HS version movement faster; can pass thru opponent; dmg up 20x3 -> 25x3

                            Chemical Love:

                            [*] hitbox around Ino's body larger now (lol sick)

                            [*]Air K Chemical Love complete move duration now 42 frames?! 30f -> 42f

                            [*]Air S version now 40 frames; 35f -> 40f?

                            Stroke The Big Tree:

                            [*]General hitbox smaller

                            [*]S version now staggers, HS version now floats (reverse from AC)

                            [*]HS version 2nd frc point now after hit

                            [*]prorate 90%

                            [*]jump cancellable on hit (o_O lolz)

                            Force Breaks:

                            [*]FB dive...6-9f invul (YES!)

                            [*]force prorate 90%

                            [*]can stop movement mid move with P,K,S,HS cancel

                            [*]dmg up 14x5 -> 20x5

Edited by mynus

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...