TSHKN Posted October 7, 2011 Posted October 7, 2011 (edited) o i see it does good dmg for no meter and you can end it with a super you should add it to the wiki also it work off the BnB i use Mengjun Edited October 7, 2011 by TSHKN
SolxBaiken Posted October 8, 2011 Posted October 8, 2011 There's also a Kojiro "kumite" but it's sorta....laggy :< If you guys really want I'll upload it though.
Achtzehn Posted October 8, 2011 Posted October 8, 2011 (edited) Chains are causing enough troubles as is, indeed ^^ *Looks at Kojirou's 6A(1 hit) > 2C loop.* Yeah its silly, however it has the same restrictions as senna's 2c > 214c stuff, 6a adds to the void hit count, once you use it three times in a combo that combo is over. Now I've found out some NEW bullshit with 6a for Kojirou that will make people salty, I'll update the wiki after testing it a bit more thoroughly. EDIT: I think I saw that kojirou vid you're talking about on nico... I haven't seen a good kojirou yet, i'm a little disappointed by that. Edited October 8, 2011 by Achtzehn
dobiqwolf Posted October 8, 2011 Posted October 8, 2011 Are you sure that he isnt finished and the "combo,missing moves" are not intended to be this way to balance or something? Cause its kinda weird to see that they release a lot of patches and let a char unfinished... you could be right but why taking away the 623B follow up when it was a just frame move, now the move does little to no damage but give you a knokdown. Combo wise he is very limited compared to Rouga Senna, Heita, kunagi, Gundan, daigo, agito, should I keep going, the other characters who feel unfinished are the sisters and Senzou. I may be wrong but that's how I feelabout the game.
TSHKN Posted October 8, 2011 Posted October 8, 2011 (edited) yo Achtzehn there some new Kojirou netplay on nico edit:o sorry Achtzehn didnt read those few post back Edited October 8, 2011 by TSHKN
JohnGrimm Posted October 8, 2011 Posted October 8, 2011 There's also a Kojiro "kumite" but it's sorta....laggy :< If you guys really want I'll upload it though. Why can't the Japanese record in quality higher than 240p That Heita combo was nice though, didn't even know that was possible. you could be right but why taking away the 623B follow up when it was a just frame move, now the move does little to no damage but give you a knokdown. Combo wise he is very limited compared to Rouga Senna, Heita, kunagi, Gundan, daigo, agito, should I keep going, the other characters who feel unfinished are the sisters and Senzou. I may be wrong but that's how I feelabout the game. A lot of the characters you listed are characters who require combos to get damage. Ren has a lot of traps and very dangerous oki pressure that scores him knockdowns into more pressure almost for free if it wasn't for the Alpha Counters and bursts this game has. It's not like Ren doesn't have combos at all, his shoulder tackle jump cancel into j.2C ground bounce can get him quite a bit of damage, he can easily get 4.2k on Rouga in the corner, and Rouga is not lacking in the health department at all. Ren's big game is corner pressure, get someone in the corner and they're in a lot of trouble. Of course in comparison he's going to be severely lacking in mid screen options, but when it comes to corner options he outclasses everyone.
Mightfo Posted October 8, 2011 Posted October 8, 2011 Kunagi looks really cool..maybe i should mess with this game. I cant find many match videos, though.
JohnGrimm Posted October 8, 2011 Posted October 8, 2011 Kunagi looks really cool..maybe i should mess with this game. I cant find many match videos, though. That's because online was patched in literally a few days ago and you need a CD key to play online, which many people don't have because they didn't pay for the game. It's a very underground game that doesn't have any sort of community anywhere, so offline matches are probably not going to happen for some time.
Mengjun Posted October 8, 2011 Posted October 8, 2011 Yeah its silly, however it has the same restrictions as senna's 2c > 214c stuff, 6a adds to the void hit count, once you use it three times in a combo that combo is over. Now I've found out some NEW bullshit with 6a for Kojirou that will make people salty, I'll update the wiki after testing it a bit more thoroughly. EDIT: I think I saw that kojirou vid you're talking about on nico... I haven't seen a good kojirou yet, i'm a little disappointed by that. What I'm saying is that there is a way to loop 6A > 2C in the corner without having the second hit of 6A hit, so without causing a void hit. Spacing, and in particular timing is pretty strict though. The first way is (2C >) (delay) 6A(1st hit) > 2C, so that the first hit of 6A combos into 2C directly. The second way can be set up by a j.C > 2A > 2B > 5C > 2C > 6A(2nd hit only) > 2C > (6A(2nd hit whiff) > 2C) xN, and involves a delay before the 2C instead of the 6A.
Achtzehn Posted October 9, 2011 Posted October 9, 2011 What I'm saying is that there is a way to loop 6A > 2C in the corner without having the second hit of 6A hit, so without causing a void hit. Spacing, and in particular timing is pretty strict though. The first way is (2C >) (delay) 6A(1st hit) > 2C, so that the first hit of 6A combos into 2C directly. The second way can be set up by a j.C > 2A > 2B > 5C > 2C > 6A(2nd hit only) > 2C > (6A(2nd hit whiff) > 2C) xN, and involves a delay before the 2C instead of the 6A. Interesting I'll have to mess around with it, I'll post if I find anything.
JohnGrimm Posted October 9, 2011 Posted October 9, 2011 It's amazing, NONE of the Japanese Rouga players do optimal combos, but they all had a piece to the optimal combo puzzle. It seems every time I watch one of these videos I see something that helps me get even more damage out of Rouga, and his damage was already stupid.
Squil Posted October 9, 2011 Posted October 9, 2011 Have someone a video with Ren in a (competitive or some like that) fight? I want to see what he is capable, his true potential.
JohnGrimm Posted October 9, 2011 Posted October 9, 2011 Have someone a video with Ren in a (competitive or some like that) fight? I want to see what he is capable, his true potential. If you watch the "Kumite" videos, a Ren shows up in every one. The ones in the Erika videos are the best, definitely shows off what Ren can do to you once he puts you in the corner.
Squil Posted October 9, 2011 Posted October 9, 2011 (edited) If you watch the "Kumite" videos, a Ren shows up in every one. The ones in the Erika videos are the best, definitely shows off what Ren can do to you once he puts you in the corner. That's the video i guess, and you're right, he kicks too much ass when he corner someone, good to know that my favorite can be badass like that *-* TY. Edited October 9, 2011 by Squil
trueHYPE Posted October 9, 2011 Posted October 9, 2011 Hm. My arcade stick arrived just now, but unfortunately it doesn't seem to work with BBBR. I have Hori VX. And when I launch BBBR with my stick hooked up on my PC it acts like it has the stick locked in "position 7" from numpad perspective. This sucks because I bought the stick just to have a stick to play SF4 and BBBR on my PC, but it only seems to work with SF4. Anyone got any advice how to possibly get it working with BBBR or do I just have to wait and see if the devs notice something like this and patch it out.
dobiqwolf Posted October 9, 2011 Posted October 9, 2011 Hm. My arcade stick arrived just now, but unfortunately it doesn't seem to work with BBBR. I have Hori VX. And when I launch BBBR with my stick hooked up on my PC it acts like it has the stick locked in "position 7" from numpad perspective. This sucks because I bought the stick just to have a stick to play SF4 and BBBR on my PC, but it only seems to work with SF4. Anyone got any advice how to possibly get it working with BBBR or do I just have to wait and see if the devs notice something like this and patch it out. Get Xpadder and it will fix the problem, I dont have that proble with HRAP3
Mengjun Posted October 9, 2011 Posted October 9, 2011 (edited) Interesting I'll have to mess around with it, I'll post if I find anything. Ah, and it's a lot easier on Ren, probably because of his higher falling speed (edit: or maybe just his large hitbox). I also suspect the loop does not work on Sanzou and Manbou, because of their slower falling speeds. Edited October 9, 2011 by Mengjun
trueHYPE Posted October 9, 2011 Posted October 9, 2011 Get Xpadder and it will fix the problem, I dont have that proble with HRAP3 Thanks, xpadder worked.
Squil Posted October 9, 2011 Posted October 9, 2011 Can someone post the changelog? I know that the changelog appears when u patch it, but here i just see weird symbols :/
TSHKN Posted October 9, 2011 Posted October 9, 2011 sure ver.1.05dへのアップデートを開始します。 ※必ずver.1.05cに対し適用してください。それ以外のバージョンに対しては適用できません。 変更点は以下の通りです。 ■システム ・ランダムに小次郎が含まれていなかった不具合を修正。 ・起き上がり時にガード方向が逆転することがあった不具合を修正。 ・対戦勝利時にしゃがみ、後ろ歩きを行えてしまう不具合を修正。 ■ネットワークモード ・キャラクターセレクトで止まることがあった不具合を修正。 ・相手に自分の名前を申告(任意)して対戦できる機能を追加。 ・相手にpingを実行する機能を追加(回線相性を確認できます)。 ・ストーリーモードを始めた後にネットワークモードで対戦をすると、CPU対戦が始まることがある不具合を修正。 ■共通 ・ヒットストップ値を調整。 ・受身コマンド受付猶予を延長。 ・投げ抜け猶予フレームを延長。 ■斬真狼牙 ・立M、立H、屈Hの硬直を延長。 ・屈Hのダメージ補正値を変更。 ・Lシュートの補正値を緩く変更。 ・シュート着地時の食らい判定をしゃがみ時と同等に変更。 ■天楼久那妓 ・立Mの前進距離を延長、発生を鈍化、硬直を延長。 ・屈Mの持続を延長、空中ガード可能に変更。 ・蒼き爪・空の攻撃判定部分まで食らい判定を拡大、硬直を延長。 ・瞬天殺発動時の出現位置を相手に近く変更、攻撃判定を拡大。 ・屈L、屈M、降魔月着地時の食らい判定をしゃがみ時と同等に変更。 ・空中切り裂く者のゲージ増加量を減少。 ■京堂扇奈 ・空中ダッシュ中にガード可能に変更。 ・屈強カウンターヒット時の浮きを変更。 ・ビッグバンモード中に癒采花を使うとビッグバンモードの残り時間が減少するように修正。 ■陣内兵太 ・漢のナックルを根性走りでキャンセルできないように変更、ガード時キャンセル可能に変更。 ・陣内流二段回しをガード時キャンセル可能に変更。 ■金剛丸三蔵 ・超鉄拳不発時の硬直を延長。 ・超鉄壁の無敵を削除。画面端ガード時に本体がノックバックしないように修正。 ■韋駄川煉 ・立L、屈Lの発生を鈍化。 ・Mヤキイレの受身不能時間を延長、硬直を延長。 ■山本無頼 ・Bカウンターにダメージ補正値を追加。 ・ブロッキングの猶予フレームを延長、成功時の有利時間を延長。 ・屈Mのダメージ補正値を緩く変更。 ・空中H>空中Lのキャンセルルートを削除。 ・左ストレートの上半身無敵発生タイミングを変更。 ・ビッグバンモード中に体力が回復してしまっていた不具合を修正。 ■月読きなこ ・グリモア★エクトプラズムから立Mのキャンセルルートを追加。 ・溜め立5の受身不能時間を短縮。 ・屈L、屈Mの食らい判定をしゃがみ時と同等に変更。 ・屈Hの食らい判定を拡大。 ・シールド・オブ・ザ・グリモア成功時の発生を速く、攻撃判定を下方向に拡大、ダメージ補正値を追加。 ・グリモア★ハードパンチの攻撃判定を根元まで拡大。 ・L大きなお友達を紹介しますの出現時に攻撃判定を追加。ヒット時の吹き飛びを変更。 ■闇のアギト ・トライナイフのゲージ増加量を減少。 ・屈Lの食らい判定をしゃがみ時と同等に変更。 ・立Mの食らい判定が先行するように変更。 ・チェーンソーヒット時の硬直を延長、キャンセル可能に変更。 ・序盤・終盤の根性値をやや低く変更。 ・ボイスの調整。 ■中西姉妹 ・弓道:水平射撃、弓道:曲射の発射前に剣道が攻撃を受ける/ガードすると、動作を中断するように変更。 ■デビル大吾 ・Mダイゴウィーング!の性能を変更。Hダイゴウィーング!を削除。 ■宮里軍団 ・屈Hの鎖部分を投げ無敵に変更。 ■メカ兵太 ・空中H、空中ヘイタコプターの受身不能時間を短縮。 ・立Hの受身不能時間を延長。 ・地上ヘイタコプター後に空中で再行動できるように変更。 ・マワシゲリの前進距離を延長、ヒット時にスライドダウンするように変更。 ・ヘイタコレダーの攻撃判定を縮小、ヒット/ガード時に自分のゲージが増加するように変更。 ・ヘイタミサイルの硬直を短縮。 ・ヘイタブーストの無敵を削除。 ■小次郎 ・空中ダッシュ中にガード可能に変更。 ・屈強カウンターヒット時の浮きを変更。
TSHKN Posted October 9, 2011 Posted October 9, 2011 yo Mengjun is Agito chainsaw loop gone now also can some one Translate this for me please ■闇のアギト ・トライナイフのゲージ増加量を減少。 ・屈Lの食らい判定をしゃがみ時と同等に変更。 ・立Mの食らい判定が先行するように変更。 ・チェーンソーヒット時の硬直を延長、キャンセル可能に変更。 ・序盤・終盤の根性値をやや低く変更。 ・ボイスの調整。
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