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Posted

Hella fun Ren corner combo:

236B > 236C > 5B > 5C > 2C > 236A > 623C > 2A > 2C > j2C > 2C > 214B > 2A > 2C > 623B

Uses all three throwable items, 623C, j2C, 214B, and 623B all in one combo :D

No clue how much BBBR will cost, but I can't wait to get my hands on Burai *drools*

@SolxBaiken

I could probably get around to translating the names of the character's moves (or at least translate them into romaji) in the next few days, if that helps.

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Posted

After playing with friends I think that I am figuring out Erikas main gameplan. Use the whipp and standing mk a lot. Positioning and assists means everything. whiff on move and you could be eating a combo plus a mixup in recovery, if you do it as they predict.

Posted

Rouga midscreen combo 6A,5C,623A 2k ish no boost

corner combo 6A,5C,6A,623A 2.9k ish no boost

Posted

hmm got bored and found ibuki loop for senna :V

stuff>2C/623C(or maybe 2C>623C works also)>214C(2 hits)>2A/5B/2B/2C pick up>214C>etc

dont think that you can do more than 3 loops because they fell really fast and i couldnt pick them up after the 3rd 214C

Posted

Haven't really played around with Rouga's boost mechanic much, nor have I played with his corner game. Some midscreen combos I've noted were:

5B > 5C > 2C > 6A > jB > jA > jB > j214A

5B > 5C > 2C > 214A > 214B > 214C > 214D

5B > 5C > 2C > 214A > 214B > 214C > D > jA > jB > j214A(D)

5B > 5C > 2C > 214A > 214B > 214C > D > jA > jB > jD > jA > jB > j214A

Posted

Ren amuses me because he has long pokes and a potentially scary corner lockdown game. His shoulder bash and homerun specials bring opponents to the corner easy.

Posted (edited)

Alright, here's Rouga, i.e. the easy one to translate (lol katakana). Gonna get to work on Senna in a bit.

Rouga Zenma

D-Button

(j)D: B-Dash

- Rouga dashes towards his opponent at a high speed.

- Costs one of Rouga's unique stock (max stock = 3)

- Can be canceled from any normal

- Can be canceled from any special in recover frames if move connects (except 236A/B/C & 623A)

- Can be canceled from Wild Fang super

- Can be canceled with jump or into any normal or special after initial frames

Command Normals

6A: High Kick

- Upward kick

- Hits opponent into the air

- Can be jump canceled

- Can be chained from any ground normal

- Combos into any ground special/super

6B: Roll Kick

- Spinning jump kick

- Overhead

- Puts Rouga in aerial state

- Can be chained from A/B normals

- Does not combo from normals

- Combos into j214A/D

Specials

214A: Blow

- Glowing fist uppercut

- Chargeable

- Full charge knocks opponent into air

- Can be canceled from any ground normal

- Can combo from B/C normals

- Can combo into 214B

- Can combo into 214C

- Can combo into Wild Fang super

214B: Knuckle

- Glowing fist hook

- Chargeable

- Full charge causes ground bounce

- Can be canceled from any ground normal

- Can combo from B/C normals

- Can combo into 214C

- Can combo into Wild Fang super

214C: Fang

- Glowing fist straight

- Travels half the screen

- Chargeable

- Full charge does more damage and causes slide

- Blows opponent back at close range

- Can be canceled from any ground normal

- Can combo from B/C normals

- Can combo into Wild Fang super

j214A/B: Shoot

- Glowing kick/drop that travels from air to ground at a diagonal

- j214A comes out immediately

- j214B is slightly delayed but does the same damage

- If opponent in air, j214A causes hard knockdown, j214B knocks away

- If opponent on ground, j214A knocks away (can be followed up in corner), j214B ground bounces

- Overhead

- Can be TK'ed

- Can be canceled from air normals and 6B

236A/B/C: Napalm

- Rouga punches the ground and a burst of energy shoots up from the ground

- 236A comes out immediately

- 236B is slightly delayed but does the same damage

- 236C travels along the ground but comes out instantly up close and does the same damage

- Can be canceled from any normal

- 236A can combo from any ground normal

- 236C can combo from B/C normals

- Can combo into Wild Fang super

623A: Dunk

- Rouga quickly jumps, snatches opponent out of the air, and slams them to the ground

- Ground to air command throw

- Can be canceled from any normal

- Can combo from 6A and 2C

41236A/B/C: Slide

- Rouga slides along the ground and ends with an upward kick

- Can be jump canceled

- 41236A travels a short distance and kicks

- 41236B travels twice the distance and kicks

- 41236C travels the same as B version but does not kick

- Can be canceled from any ground normal

- 41236A can combo from B/C normals

- 41236B can combo from C normals

- Can combo into specials and Wild Fang super

Supers

214D: Wild Fang

- Rouga fires a more powerful version of 236C

- Blows opponent away

- Travels three-fourths the screen but only hits once

- Can be canceled from any ground normal and special (except 623A)

j214D: Wild Shoot

- Rouga uses a more powerful version of j214A

- Can be TK'ed

- Can be canceled from any air normal and special

- If opponent in air, causes hard knockdown

- If opponent on ground, causes ground bounce

EDIT:

A few more midscreen combos:

5B > 5C > 2C > 6A > 6B > 5B > 5C > 623A

5B > 5C > 2C > 6A > 6B > j214A/B/D

5B > 5C > 2C > 6A > 6B > 5C > jB > jA > jB > j214A

5B > 5C > j214D > 6B > 5B > 5C > 623A

5B > 5C > j214D > 6B > j214A/B/D

5B > 5C > j214D > 6B > 5C > jB > jA > jB > j214A

And here's a corner starter that people can mess around with:

6A > 6B > j214B

See what you guys can find :D

Boost combos would be great too ;)

EDIT AGAIN:

Speaking of which:

5B > 5C > 2C > 214A > 214B > 214C > D > 6A > 623A

5B > 5C > 2C > 214A > 214B > 214C > 214D > D > 623A

These two actually do about the same damage (3k); but hey, who needs good meter management anyway?

ANOTHER EDIT:

Thanks to TSHKN for alerting me to the fact that a fully charged Fang causes slide.

Edited by kazukifafner
Posted

Kinda early to making combo lists for a demo that came out days before the official release.

But I cant wait to start steamrolling with Tsukuyomi :D.

Posted

The combos are mainly just for fun, and unless something game breaking is discovered, I doubt the difference will be so great that practicing and figuring out combos for a character will be rendered a futile effort.

And it's only five characters we can test out anyway, lol

Posted (edited)

Senna Kyoudou

D-Button

D: Choukaifuku (Super Recovery)

- Senna takes a stance and green light circles her

- While button is held down, she recovers health

- Very slow at first, but increases speed after a second

- Takes about seven to eight seconds to refill half of your life

- Continues to heal briefly while in its recovery frames after releasing the button

- Has a decent amount of recovery frames

Command Normals

6A: Kiriotoshi (Slash and Drop)

- A straight sword slash with good range

- Can be chained into from any normal

- Can combo from B/C normals

- Can combo into 5B. 5C, 2C, Specials (except for Nagikaze), and Okahishousen super

- NOTE: The reason Nagikaze and Nagikaze Ran can't combo from it is due to inputs (6A > 236x = SRK)

- If opponent is in the air, it causes a hard knockdown

- Can be jump canceled (for some reason)

6B: Kakatokeri (Heel Kick)

- Senna hops forward and kicks with her heel

- Can be chained from A/B normals

- Can combo into C normals, 6A, Specials, and Supers

- Is invulnerable to small, low attacks (such as Senna's 2A)

Specials

214A: Shunpuu (Spring Breeze)

- Senna hops backwards and then slides towards her opponent

- Travels half screen

- Hits low

- Can be canceled into A/B/C followups shortly after the dash begins

→ A: Sakura (Cherry Blossom)

- Senna twirls upside down and slashes with her sword

- Combos from 214A if slightly delayed after 214A hits

- Causes knockdown

- Can cancel into j623D, but doesn't reach unless A followup is further delayed after 214A

→ B: Shoubu (Iris)

- Senna jumps into the air and slashes downward

- Overhead

- Does not combo from 214A unless opponent is airborne

- Ground bounces if on ground, slides if in air (doesn't look like it can be followed up either way)

- Can cancel into j623D

→ C: Botan (Peony)

- Senna uses 2C

- Hits low

- Combos from 214A

- Combos into 236D and 623D if delayed after 214A hits

214C: Ibuki (Breath)

- Senna performs two strong slashes

- Can be canceled and combos from all normals and command normals

- Can be followed up after both hits with C

- Cannot be canceled into other specials or supers

- If opponent is in air, causes ground bounce

- Can be looped three times before attacks become void

→ C: Shijusen (Heavy Violet Flash)

- Senna dashes twice along the ground, slashing as she does so

- Combos on both the ground and in the air, though it must be timed right if opponent is in the air

- Can be followed up with a combo, though the timing is stricter if opponent started in the air

236A: Nagikaze (Calm Wind)

- Senna spins forward, attacking with her haori (I think that's what that piece of clothing is)

- Hits five times

- The fifth hit knocks opponent into air

- All hits can be jump canceled

- Can be canceled into from all normals, but only combos from C normals

- Can combo in the air after, though the timing is stricter if the opponent started in the air

41236C: Tsubaki (Camellia)

- Senna slashes the ground and creates a cyclone that will slash the opponent if they come in contact

- Travels a fifth of the screen

- Hits as soon as it's placed if at point blank range

- Knocks opponent into air

- Can be followed up on in the air

- Can be canceled from any normal, but does not combo from them

(j)623A/B/C: Tsukihana (Moon Flower)

- Senna slashes a crescent in the air

- Serves as her SRK

- 623A comes out the fast and knocks opponent into the air

- 623B is slightly delayed and also knocks the opponent into the air

- 623C comes out fast and includes a second hit that wall bounces

- 623C can be looped three times before hits become void

- Air versions are the same, except that I note no difference between j623A and j623B except perhaps leap height

Supers

(j)623D: Okahishousen (Flying Sakura Petal Flash)

- Senna performs a three-hit combo

- Causes slide, but cannot be followed up

- Ground and air versions are the same

- Can be TK'ed

- Can be canceled into from any normal, Tsukihana A/(j)B versions, Nagikaze, and Shunpuu followups

236D: Nagikaze Ran (Calm Wind Uprising)

- A more powerful version of Nagikaze

- Hits 18 times

- Launches into air on 18th hit

- Can be canceled from any normal, Nagikaze, and Shunpuu's Boton followup

- If opponent is on the ground, the super can be followed up

- If opponent is in the air, the super cannot be followed up

Other things of note:

- Second hit of jC crosses up really well, if a bit slow

- Senna still has jB > jC (2-hit) > land > repeat infinite on character with large idle hitboxes, but the precision required makes it of little concern at the moment

Edited by kazukifafner
Posted

http://www.youtube.com/watch?v=EjZPBKifd7s

bug with the hit-animation of miyazato's j.B.

she also might has what looks like an infinite against standing ren: (corner 2A,5B) or j.C,\/, etc. into [instant j.B,j.C, delay j.B] x N. really hard, can't get more than 3 reps, too unreliable for matches.

another thing i noticed is that the damage seems really low even for fancy stuff, which is kind of disappointing.

@ solxbaiken: might want to add in to the wiki that you can cancel miyazako's 236A/B chain pull into special moves at the end of its animation.

Posted

Yeah I'm about to add the stuff Kazu added (thank you very much for that by the way~ You rock!) And yeah I haven't even added half the stuff I wrote down on Erika, lol I literally spent most of the day staring at a blank wiki page while I practiced her @.@ That's why her section in only like 1/2 written at the moment lol.

But awesome stuff so far guys! Can't wait till we have the full game, and netplay ( ・`ω・´)

Posted

Just a little thing that I noticed about proration:

When your opponent's health is at 100%, your combo does 100% its potential damage (factoring move proration as well).

The instant your opponent's health is below 100%, you are hit with your first health proration modifier.

There appear to be two health proration modifiers at 50% health. One at 50%, and one at below 50%.

Then your last health proration modifier is at around 20% health.

I should mention that I'm estimating these percentages, since we have no official data, iirc.

Here's the damage for Ren's 5A > 5B revolver at each state:

None: 384

1st: 344

2nd: 340

3rd: 336

4th: 322

Posted

Time for the badass with a stick.

Ren Idagawa

Command Normals

j2C: Tatakitsuke (Strike)

- Ren slams his hilt down onto his opponent

- Has a long startup

- Can be chained from any air normal

- Can combo into 2A when very low to the ground

- If opponent on ground, it just hits

- If opponent in air, it causes ground bounce

- Can be looped three times before subsequent hits are voided

6C: Kenka Kick (Brawl Kick)

- Ren delivers a strong forward kick to his opponent

- Has a long startup

- Can be canceled from A/B normals and 5C, but does not combo

- Can cancel into specials and supers

- Can be jump canceled

- NOTE: Honestly, I have yet to find any real use for this move other than “THIS IS SPARTA!” references.

Specials

236A: Akikan (Empty Can)

- Ren tosses an empty can in a parabolic arc in front of him

- Hits opponent once before disappearing

- 623C can be used to knock the can further

- Can be canceled into from any ground normal and 6C

236B: Kaenbin (Molotov Cocktail)

- Ren tosses a Molotov cocktail in a parabolic arc in front of him

- Lands on the ground and creates flames

- Flames hit a max of three times before vanishing

- 623C can be used to knock the can further

- Travel distance possible is shorter than 236A

- Can be canceled into from any ground normal and 6C

236C: Burokkubei (Concrete-block Wall)

- Ren tosses a concrete block in a parabolic arc in front of him

- Hits opponent once

- Active frames are when it hits the ground

- Overhead

- 623C can be used to knock the can further

- Travel distance possible is shoter than 236B

- Can be canceled into from any ground normal and 6C

214A: Feint

- Ren makes a motion like he will shoulder ram, then stops after a short dash

- Travels one-fourth of the screen

- Pushes enemy with him (i.e. does not stop on contact with opponent)

- Has invulnerability at the start of the dash

- Can be canceled into from any ground normal and 6C

214B/C: Yakiire (Not sure how to translate the katakana)

- Ren sticks out his shoulder and rams his opponent

- 214B travels about one-third the length of the screen

- 214C travels about half the length of the screen

- 214B hits opponent

- 214C knocks opponent away

- Both versions have invulnerability at the start of the dash

- Can be canceled into from any ground normal and 6C

- Can combo from B/C normals and 6C

623B: Nigasukayo! (You think I'm letting you escape!?)

- Ren sticks his sword into the air, catching the opponent, and then throws him to the ground

- Ground to air command throw

- Hitbox limited to the area around the sword

- Can be canceled into from any ground normal, 6C, and 623C

- Cannot be followed up

623C: Tobeora! (Fly away!)

- Ren slashes his sword upwards, glowing red

- Knocks opponent away

- Causes wall bounce in corner

- Can hit and alter the velocity his three projectile items

- Can be canceled into from any ground normal and 6C

- Can combo from any B/C normals and 6C

Supers

236D: Odore! (Dance)

- Ren throws many of his projectiles at once

- Three empty cans, two Molotov cocktails, and one concrete block

- Can be canceled into from any ground normal, 6C, and special, except for 623B

63214D: Headbutt

- Ren grabs his opponent and headbutts him

- Command throw super

- Can be canceled into from B/C normals, 6C, and special, except for 623B

- Can only combo from something if close enough and on the ground

→ C: GO TO HELL!!

- Ren charges up his headbutt for a more powerful super

- Costs no extra meter

- Deals up to four, maybe five, times more damage, depending on timing

- Must press C when Ren's head is reeled all the way back

**********

I also translated the movesets of four of the characters not in the demo. The four in question all had mostly katakana for their movesets, so I could knock those out easily.

Agito of the Dark

D-Button

(j)D: Knife Throw

Command Normals

6A: SSHAA! (It's a shout, pretty sure it doesn't mean anything)

Specials

236A/B/C: Try Knife

j236A/B/C: Puncture

214C: Boomerang

623C: Chainsaw

(j)421C: Binding Trap

Supers

214D: Hachi no Su (Beehive)

623D: Yamisaki (Ripping Darkness)

Burai Yamamoto

D-Button

D: Ducking

2D: Short Jump

4D: Sway

Command Normals

6/2 as opponent attacks: Parrying High/Low

6A: Hook

6B: Body Blow

6C: Chopping

4C: Left Straight

Specials

214C: Straight Combination

623C: Cross Upper

214A/B: Flicker Jab

Supers

214D: Dragonfish Blow

41236D: Freedom Punch

Daigo Hotta

Command Normals

6A: Toukaku (Stomp Kick)

Specials

22A: Fire Hurricane!

214A: Fire Savate!

(j)623A: Fire Summer!

236A: Fire Fist!

(j)22C: Dragon Impact!

(j)41236C: Dragon Fire!

214C: Dragon Savate!

(j)623C: Dragon Summer!

236C: Dragon Fist!

Supers

623D: Final Dragon Summer!

41236D: Final Dragon Fire!

Kinako Tsukiyomi

D-Button

D: Kourei (Spirit Communication)

Command Normals

6A: Grimoire☆Ectoplasm

Specials

236A/B/C: Otomodachi wo Shoukaishimasu (Introducing a Friend)

214A: Shield of the Grimoire

(j)214B/C: Fly in the Fry

63214A: Tasting

41236C: Kirimomi's Last (? kirimomisurasuto ?)

Supers

236D: Grimoire☆Hard Punch

63214D: Takkei (Crucifixion)

Seriously, Burai can parry and has a move called Freedom Punch. How much more awesome can a person be?

Posted (edited)

Ren's shoulder bash can cancel into supers on hit only.

Kinda early to making combo lists for a demo that came out days before the official release.

But I cant wait to start steamrolling with Tsukuyomi :D.

I'm no combo video master, but what interests me are the properties of moves, like what cancels into, and what could potentially juggle after this and that. It gives you an idea on what the character is capable.

Edited by Tachyons
Posted
Just a little thing that I noticed about proration:

When your opponent's health is at 100%, your combo does 100% its potential damage (factoring move proration as well).

The instant your opponent's health is below 100%, you are hit with your first health proration modifier.

There appear to be two health proration modifiers at 50% health. One at 50%, and one at below 50%.

Then your last health proration modifier is at around 20% health.

2

there are several smaller stages of damage reduction below 50%. if you consider the very first hit or combo to be 100%, then the maximum damage you can still do when your opponent is at minimum health is about 82% (tested with several 2hit combos off of several starters, including light hits). i calculated the damage a little differently, assuming that everything after the first hit is 100%, and the first hit gets some bonus damage, which would be 113-116%. that way, the damage reduction when your opp is under 10% would be around 93%.

Posted

5B > 5C > 2C > 6A > 6B > 5B > 5C > 623A

(...)

5B > 5C > 2C > 6A > 6B > 5C > jB > jA > jB > j214A

Found that you can replace the 2C > 6A > 6B chain in these combos with a 2C > 214A > 214B linked into a 5A, for a bit more damage. The link's pretty tough though =/

Plus, 214A combos into 214C as well.

Posted (edited)

System guide (notes for the wiki later = A=)

button layout:

A B C

D

A -> B -> C = Light, Medium, Strong. D = Special. Throw/Throw Break = A+B (can do back throws). Standard movement options, Dash/Step = 44/66, Jump = 7/8/9 High Jump = [1/2/3]7/8/9

Meter usage:

B-Counter = During guard stun press 6M+H, cost 1 bar

B-Escape = cost 3 bars

B-Burst = During Hit stun L+M+H, cost 3 bars

B-Power Arts = Unique to each character, cost 1 bar

Big Bang Mode = L+M+H (can not be activated during guard or hit stun) disables the use of B-Power Arts and enhances your character's special ability (...should they have one, honestly I only see Rouga benefiting from this as he get unlimited B-Dashes, Kunagi gets rapid meter charge but you can't build any meter and you lost it all after time is up, and Senna....well she doesn't really see a regen speed boost so....) but can be used to cancel your current attack animation, once completed your Super meter is unusable for the rest of the round, cost 3 bars (lol aside from pseudo "RCing" I don't see the point of this mode...)

There are also small inconsistent graphical glitches (like meter not showing that it's full when maxed and not appearing for one player until the round starts) however unique (and sorta big) to Erika is the fact sometimes her assist icons don't display that one is usable at times...this is made worst by the face the assist won't give out an audio cue when this graphical cue occurs.... Luckily (?) if you use the assist again it will fix itself, but this can happen multiple times in a round.....

Edited by SolxBaiken

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