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Posted
Can someone translate the Taokaka and Arakune changes please?

Well someone posted this translation. http://pastebin.com/3t02Gqgg

It doesn't have the extra description paragraphs though. I guess we will have to wait for shoryuken.com to post a another full thorough translation like they did for the last five chars.

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Posted (edited)

There's probably a lot of overlap, but here's another version of the full thing (including paraphrased paragraph comments). Not going to bother doing a word-for-word with Bang's speaking style...

Tao:

Added OD version for Hexa Edge

Cat Jump startup can be canceled into Barrier guard, specials, OD

Change to C move charging - C mash used to accidentally turn into the charged version easily, so they made changes to fix that.

- Changelist -

Backstep: 18F->22F

C move charging: Doesn't count if you release the button at all.

3C: Can cancel into OD after 2nd hit.

6C: Active 6F->3F. Recovery 18F->29F. Full animation 42F->50F. Attack level changed to 3 for normal version only.

Dancing Edge: Chip damage removed. Air version doesn't land before the attack comes out, even if done just before hitting the ground. Hit box doesn't appear until near opponent (loses more easily to long-reaching moves).

5D: Increased knockback

jD: P2 92%->82%

Cat Spirit: Min damage after 5th hit changed 60%->40% (600->400 damage).

Cat Jump: Airborn frames changed 8F~->11F~. Frames until you can take action 16F->19F.

Hexa Edge: Added OD version.

Unison Nyaibu: Base damage 2113->1960 (2307->2497 in OD). Min damage 1050->820 (1640->1225 in OD). Last hit of normal version causes wall bounce. (Landing it in corner causes opponent to bounce towards midscreen, switching sides).

Tager:

Duration of backstep animation increased, making it easier to hit out of.

5A and 2A combo rate time changed to "Moment" type (less punishing for people to get A'd when watching out for throws).

2D made safer.

- Changelist -

Backstep: Full animation 23F->28F. Invuln 1~19->1~20. Airborn 1~23->1~28. Movement distance slightly decreased.

5A, 2A: Combo rate time changed to "Moment" type.

3C: Startup 14F->13F

2D: Recovery 24->18F. Hitstun 34F->28F. Blockstun 32F->26F

j2C: Made aerial CH bounce heights always be about the same.

Gadget Finger: Heat gauge multiplier 1300%->700%. (Actual gain 936->504)

Arakune:

Change in curse gauge depletion rate. It lasts longer when you're attacking, and shorter when you're on the defensive.

a±b homing speed increased.

- Changelist -

Backstep: Full animation 37F->34F. Invuln 1F~26F->1F~24F

Negative penalty resist: 6->5

Curse gauge depletion: Rates are: 15->60 when hit, 15->40 when blocking, 30->20 for everything else.

C bug, D bug: Curse usage decreased. C bug 5000->4000. D bug 12000->10000.

a±b: Full animation 54F->45F. Cloud startup 31F->25F. Homing speed increased. The cloud sticks to the opponent when they are slowed, giving a visual indicator.

Zero Vector: Cloud disappears the moment Arakune is hit.

F Inverse: Startup 5+0->5+2

Litchi:

Staff 4B no longer goes into Straight Through followup on ground normal hit (combos using will have to be reworked).

13 Orphans damage increased (might be good to research putting it into combos).

- Changelist -

Backstep: Full animation 21F->22F. Airborne 1F~14F->1F~15F

Staffless jB, jC: Added revolver action to staffed j2D.

Staffless 4B: No longer moves forward.

Staffed 4B: Recovery 21F->29F. Frame Adv -5F->-13F. No longer moves forward.

D moves during OD: Can no longer control staff during OD activation animation.

C Straight Through: Startup 7F->10F. Full animation 48F->53F. No longer staffless afterwards.

13 Orphans (vertical): Damage 300->400. Untechable time 60F->30F. Adjusted knockback on hit, making it easier to land all hits.

13 Orphans (horizontal): Damage 250->300. Untechable time 40F->30F. Hitbox improved and knockback on hit adjusted, making the hits land easier even on airborne/crouching opponents.

All Terminals: Made combo-rush section animate faster. Move distance from that portion subsequently decreased.

9 Gates: Now usable with 34123646D during OD.

Bang:

6B hit properties on airborne opponents changed, decreasing followup window by 5F. 3C FC combos will need to be reworked.

- Changelist -

2C: Attack level changed to 4.

6B: Hit property for air hits changed to ground bounce.

Steel Rain: Command changed to 632146B

Hurricane Fury: Grounded version startup, active frames changed to be same as aerial version. (Startup 19F+10F->19F+3F, Active 1F->2F).

Edited by hakimiru
Posted

tager's 3c change looks to me to be designed to make his 3c combo off a jab starter. 5a>5b>3c. 5a5b5c will drop. 3c would drop at 14 frames but won't at 13.

Posted

Wow, that's rough for Tager. Not sure why THAT needed to happen.

Litchi changes don't really seem very severe to me? How big a deal is the 4B thing? Because if the only nerfs she's getting is to that move, I don't see her ending up in line with the rest of the cast unless that was a way more important combo part than I thought it was.

Arakune changes are...interesting. Dunno what the overall implications are.

Tao nerfs are much nerfier than previously reported. She might be sane after all. ;)

Posted

Well 4B is like the meat of all of her combos, since it goes into her straight through. This seems like it'll make corner carry combos more difficult (honestly, Litchi was my least troublesome top tier matchup). Its not like she's got pre-CP oki.

Posted

I'm sure Tao will still be fine.

It looks like they want Arakune to be more aggressive... but who knows how that will turn out.

Tager......................................

Posted

the only weird thing to me is if they didn't want tager doing 4k off jabs why did they give his jabs 85 p2 in the first place?

Posted

But the only change to his jabs was their worth as combo starters, plus can't you only use 5A once per blockstring? I dunno about 2A (honestly I hardly see this move since his 5A is soo good)

Posted

The problem was that in CP many 5a or 5b starters have changed their p1 to 100 including Tager's because of the change in combo system. Tager could do 3k+ damage with 5a if the opponent was magnetized

Posted

if they wanted to nerf tager all they had to do was make 5a 1 frame slower so it wouldn't hit you out of jump startup

Posted

P2 matters even on the first hit of the combo. his jabs are 100/85, everyone else has 100/75 or 100/77. on a single jab that'll drop your damage by about 10%, do 2 jabs and it'll be even more. in comparison to tager.

Posted

Well, I don't know the formula for damage scaling so I'll leave the p1 and p2 negotiations to the side. Either way, doing combos isn't really what Tager thrives on, even though it did give him some heat.

Posted

It said grounded combos will have issues. I think her corner combos will be alright since every time I've been corner comboed, I've always been hit by 4B mid combo airborne.

Posted
P2 is used in every hit in a combo, even if it is the first hit. The damage formula is here
you sure? l am pretty certain that it (p2) is 2nd hit onwards. perhaps that is a typo, but that presumably was how it always has been.
Posted
you sure? l am pretty certain that it (p2) is 2nd hit onwards. perhaps that is a typo, but that presumably was how it always has been.

yes it includes the first hit and always has.

Posted (edited)

I was thinking the same as TD but you are right that the p2 is applied on every hit.

So nerfing Tager's 5a and 2a to VS starters would probably mean that they didn't just want to nerf on his damage but to kill the reward of those starters

Edited by bakahyl
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