Litherain-XIII Posted April 2, 2013 Posted April 2, 2013 Idk to be honest. her pressure seems iffy on paper but she seems to still be ok on video. Well anymore info regarding the mook stuff DC? i wouldnt mind updating if possible currently.
Chaoschao222 Posted April 2, 2013 Posted April 2, 2013 Anything you wanna know in particular? DC covered most of the major stuff.
Litherain-XIII Posted April 2, 2013 Posted April 2, 2013 (edited) well i wanted to go ahead and get down all the start ups, active frames and recoverys of the normals and drives. that way later on today in the morning most should be done. if its possible to get the attribute, guard, level, P1 and P2 stats as well that would be awesome. Somebody give me a command to input info im eagered to start typing lol On a side note i also would like to know a list of all the new gatlings specifically other than the known 5b > 6A and 6c > 6B. if there are no other gatlings then disregard this request Edited April 2, 2013 by Litherain-XIII
Chaoschao222 Posted April 2, 2013 Posted April 2, 2013 (edited) Name|Startup|Active|Recovery 5A|5|3|10 5B|9|3|16 5C|12|6|17 2A|6|3|10 2B|7|2|12 2C|14|2•2|14 6A|11|3|26 6B|16|5|18 6C|8|8(13)4|20 3C|20|3|32 j.A|6|2|9 j.B|7|4|17 j.C|10|2•3•2|16 j.2C|12|3|30 Edited April 3, 2013 by Chaoschao222 mook standard
Litherain-XIII Posted April 2, 2013 Posted April 2, 2013 no go ahead and post the drives to your convience. ill go ahead and do the rest of the normals
Chaoschao222 Posted April 2, 2013 Posted April 2, 2013 (edited) For the sake of not typing it out each time, I'm using "R" to denote reload, which is 24f extra recovery. 5D|23|4|18 + R 5D [OD]|17|4|18 2D|26||5•[2x4]•3|25 + R 2D [OD]|19|2x6||25 6D|25|2|14 + R 6D [OD]|20|2|14 4D|25|7|18 + R 4D [OD]20|7|12 j.D|13|4•5|until landing + 12 + R j.D [OD]|13|4•5|until landing + 8 j.4D|Until Landing + 10|3|30 + R j.4D [OD]|Until landing + 6|3|30 Edited April 3, 2013 by Chaoschao222 mook standard
Litherain-XIII Posted April 2, 2013 Posted April 2, 2013 (edited) alright man and thanks alot. Ill get these up in the meantime EDIT: btw do you guys wanna separate the OD versions on separate tablets or all on 1? Edited April 2, 2013 by Litherain-XIII
Chaoschao222 Posted April 2, 2013 Posted April 2, 2013 (edited) R denotes 22f reload recovery for the following drive normals d.5A|8|2|20 + R d.5A [OD]|8|2|20 d.4/6A|13|2(3)2|16 + R d.4/6A [OD]|13|2(3)2|16 d.5B|11|3(2)2|14 + R d.5B [OD]|11|3(2)2|14 d.4/6B|16|3|25 + R d.4/6B [OD]|16|3|25 d.5C|17|2(2)2|33 + R d.5C [OD]|17|2(2)2|33 d.4/6C|23|4x9|19 + R d.4/6C [OD]|23|4x9|19 d.5D|18|6|16 + R d.5D [OD]|14|6|16 d.2D|19|4x3|25 + R d.2D [OD]|17|4x3|25 d.6D|24|2|12 + R d.6D [OD]|18|2|12 d.4D|25|4|30 + R d.4D [OD]|20|4|15 Edited April 3, 2013 by Chaoschao222 mook standard
FlameIce Posted April 2, 2013 Posted April 2, 2013 More random stuff, my Japanese is really basic so... Assault Through is now -4 on block (0 while in overdrive!) Spring Raid is now -29 instead of -34 lol Bloom Trigger -14 instead of -13 The startup for drive attacks in OD seem to be the same but they are way better on block now. A Optic Barrel (old B Optic Barrel) is +3 (instead of -6) B Optic Barrel (old C Optic Barrel) is +5 (instead of -9) Not sure how useful either of those are. The advantage on hit also increased I would assume. If that's the case it should make it easier for Noel to get in after an optic barrel lands?
Ichipoo Posted April 2, 2013 Posted April 2, 2013 Idk to be honest. her pressure seems iffy on paper but she seems to still be ok on video. Well anymore info regarding the mook stuff DC? i wouldnt mind updating if possible currently.Hate to play the devil's advocate but I'm going to say it's probably because it's Japan, where the players are more "respectable" than we are. Once we get the game and start playing, especially online (lolnetplay), I'm guessing that our pressure will be straight up disrespected and any fancy stuff we try doing will be stuffed at first, so we really have to be on point like Luna said.
Litherain-XIII Posted April 2, 2013 Posted April 2, 2013 (edited) Thats why i pray that the online for CP is as good as P4A when it first came out cuz that was gdlk btw ichipoo how do you suppose we input the OD frame data in the wiki? im not sure how to do that except creating another template for it separately instead of the one used for the optic barrels Edited April 2, 2013 by Litherain-XIII
Ichipoo Posted April 2, 2013 Posted April 2, 2013 You know what, I think that would be good for now, instead of trying to cram things together like how Optic Barrel is organized, since Overdrive is an important part of the game. The thing is I don't know much about Noel's OD so you can pretty much go ahead and organize it if you're up for it.
Litherain-XIII Posted April 2, 2013 Posted April 2, 2013 Alright cool. on a side note i find it hard to believe that 5A > 6A doesnt connect anymore when the 6A is only 1 frame slower than its old start up frames (was 10). its strange to me because both normals are fast in general, but that one frame makes a difference?? wow..
Litherain-XIII Posted April 2, 2013 Posted April 2, 2013 Ok i finished the drive. Can anyone view the list and tell me if the active frames for certain drives that have a gap in them is presentable and neat on the template or not? http://www.dustloop.com/wiki/index.php?title=Noel_Vermillion_(BBCP)#Drive_Moves
Chaoschao222 Posted April 2, 2013 Posted April 2, 2013 The way the mook itself does things would be, using 2D and d.4/6A as examples; 5•[2x4]•3 2(3)2.
Litherain-XIII Posted April 2, 2013 Posted April 2, 2013 ok cool ill use this example to provide the notations for each move whenever possible
Chaoschao222 Posted April 2, 2013 Posted April 2, 2013 Active frame stuff is pretty funny at times in the mook, Haida's practically a math problem 22B's active frames go 2[(5)2] xn. 2f active, with 5f gap between every additional 2f active shot until forever.
Litherain-XIII Posted April 2, 2013 Posted April 2, 2013 Ah ok i understand that. also could you post the info for bloom trigger, spring raid. 2C and 2B frame advantages specifically. any invincibility properties for the drives in general. ill post the info accordingly
ChaosAlt222 Posted April 2, 2013 Posted April 2, 2013 Ah ok i understand that. also could you post the info for bloom trigger, spring raid. 2C and 2B frame advantages specifically. any invincibility properties for the drives in general. ill post the info accordingly I'll do what I can when I get home in 30ish minutes. I may need to ask staff/people what some of the invul properties are though if anything looks different from old drives (I doubt it, but better to be safe than sorry).
Chaoschao222 Posted April 3, 2013 Posted April 3, 2013 (edited) Ok, so for OD BT, I'm not sure why [the mook] says 2•2•2•2 for the latter 4 hits of the move's active frames rather than [2x4], the other time the mook does this was for 2C, where it said 2•2, because of all this, doing mook notation now. Bloom Trigger|15|2(7)4|31 Bloom Trigger [OD]|15|2(7)2•2•2•2|27 Spring Raid|8|7|29 +12 landing Spring Raid [OD]|8|7|29 +12 landing 2C is +1, 2B is +/- 0. Any unlisted drive has no invul. 2D has foot invul from 1-10, OD 2D has foot invul from 1-8. 6D has body invul from 7-26, OD 6D has body invul from 6-21. 4D has body and projectile invul from 1-26, OD 4D has body and projectile invul from 1-21. d.2D has foot invul from 1-8, OD d.2D has foot invul from 1-6. d.4D has body and projectile invul from 1-26, OD d.4D has body and projectile invul from 1-21. Assault Through is fully invul from 1-18, OD Assault Through is fully invul from 1-15. Spring Raid is fully invul from 1-10, OD Spring Raid is fully invul from 1-10. If you're adding things to the wiki, I think the mook's notation would be best, even though I hadn't been using it before. Like go look at Jin or Tsubaki's pages. Problem is I can't find other characters that use bullets in their active frames like Noel, if at all, which is why I think mook notation is best for now, because I can't be certain why they opt for bullet over #x# in situations like 2C and OD BT and so transliteration will at least 100% be correct, even if its meaning is a bit.... Best to wait till someone more knowledgeable than I has an answer. •'s have been used in multi-hit moves with no gaps but different active frames between each hit.... outside of aforementioned pieces of shit moves that ruined everything... ()'s are for gaps []'s for grouping within multi-hit stuff etc Edited April 3, 2013 by Chaoschao222
Chaoschao222 Posted April 3, 2013 Posted April 3, 2013 I also fixed all the previous data to be written out like in the mook.
Wild Candy Posted April 3, 2013 Posted April 3, 2013 I wonder how much Noel's combo's changed because she's more dependent on special canceling out of her Chain Revolver then killing the foe with Chain Revolver and Silencer.
SkyKing Posted April 3, 2013 Posted April 3, 2013 I wonder how much Noel's combo's changed because she's more dependent on special canceling out of her Chain Revolver then killing the foe with Chain Revolver and Silencer. Most of her combos now end in 22 into oki. She does extend her combos a lot better than her CS versions.
Wild Candy Posted April 3, 2013 Posted April 3, 2013 That's good, I noticed it's a little hard for Noel to restart pressure in CSE, and she doesn't have a strong Oki option. Has that changed in CP?
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