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Everything posted by shtkn
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i don't think you understand what "head invul" means. it's an attribute, not hitboxes. http://www.dustloop.com/wiki/index.php?title=Attack_Attributes_(P4Arena) read the strike attribute invincibility section
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gapless? that's a bit early to say isn't it? we don't know how + it is? also, kurushii is doing frame data? cool!
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i have a question! explain what happened here: https://www.youtube.com/watch?v=_k8aHyWCTuo#t=1m14s my guess is the persona got hit the same frame the super started (pre superflash), but maybe you can learn something more interesting by testing this.
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hitboxes for akihiko, shadow labrys, and aigis are up on the wiki. please let me know if there are any problems. hopefully, we'll have the others up soon-ish (still plenty of work left to be done).
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that's not true. his B+D seems to have guard point from frame 1, so it's impossible to safe jump or safely meaty it.
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San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
...wouldn't you guys rather play offline? i (or someone else) can host on other weeknights... -
http://www.dustloop.com/wiki/index.php?title=Movement_(BBCSE)#Advanced_Input use this to your advantage to get a dash 6C right after sekkajin.
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San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
nice to see some new faces. we start at 7ish. -
San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
just a reminder that i'm hosting this friday at my place. PM, call, or ask someone who knows for my address. Also, i might need to kick ppl out early or not join you guys for food. i need to get up in the morning to help my friend move, then go to xie's ranbats -
just a warning... the ppl who are praising the netcode might not have tried bb's netcode so maybe their idea of good netcode is skewed. i wouldn't trust the reports just yet...
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taht super scales damage really bad... you should not tech for a while before subjecting yourself to the curse rape. at least taht way he has less time to mix you up during it.
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Hi guys, I was able to go to the Atlus offices, and they allowed me and some friends of mine to spend a few hours testing things. Here are our findings: Wakeup Options -You cannot wake up backdash, there is a small window where you simply won't backdash at all. This is similar to BB's cant-backdash-immediately on landing introduced in CS1 onwards. You can still use roll, B+D, wakeup super, etc just fine. -There is no manual quick getup. The only ground option is to neutral tech or wait for your character to automatically quick getup. -The quick getup animation is cancelable into ANYTHING, including blocking. So you can't punish this at all, you either hit them while theyre knocked down, or you let them get back up. Counter Hit Properties -CH with normals, throws, and specials adds 10% more damage to the first attack, but it's not consistently so. It seems that some multi hitting attacks (such as yukiko's 5C or mitsuru's ground throw) do get 10% bonus damage on all hits, while others (such as Kanji's command throw) do not. only the first hit of kanji's command throw (where he tosses you to the wall and does 250ish damage) gets the 10% bonus. -CH with supers add 20% more damage. Similar inconsistencies found as above. -CH with throw adds more untech time -Fatals follow the same rules for damage bonus. Forgot to test things regarding wallstick/bounce and fatals Jumping, Air Options -You can not block for the first 5 or so frames once you are airborne. This makes 5As good for anti-chicken block. Double jumps do not suffer this penalty. -You regain all your air options (air dashes, double jumps) after you air normal block, air instant block, air ukemi, or break air throws -You can hold the button to air ukemi asap. This means you can stop piano-ing buttons during opponents combos -Like GG, you can not Superjump > double jump. You can only air dash after a super jump. (unless you regain your air options as described above Short Hop -Short hop appears to have Foot attribute invul on Frame 1. -You can not jump or air dash during short hop, even if you RC an attack. -You can not block during short hop at all. -Short hop has landing recovery. -forgot to test if throw invul in Frame 1 Command Interpreter -like BB, you can input things during super freeze and they execute immediately afterwards -No negative edging of specials -We could not tell if there was a hold-button-to-repeat-input thing like BB or if you could input dashes early like BB. It's pretty hard to test given that we aren't familiar with character's combos or frame data. -You need to input 22 to do 22 motions. Mikey (the soCal carl player) described it to me that carls use some special 32 input to summon nirvana during combos, but that doesn't seem to be an option ehre. In either case, I don't understand it well enough to explain it any better haha. Ask a carl player what he's talking about! Other stuff -mashing 4A will not give you the auto combo. Your character will simply do 5A and not cancel into anything. Mashing 6A will do the auto combo. Exception: Mitsuru can mash 4A for the auto combo (likely so she can charge a drill). -the super armor on A+B attacks will not guard against super attacks -Minimum Damage on supers appears to be 30% for most, but iirc we found a few that were 20% -Damage scaling will push damage of things down to 0, just like BB -some persona attacks will auto correct to attack in the direction of the opponent, even if you jump and air turn to face away from the opponent such as Teddie's j.C. -Teddie can hold down the item throw button to throw 2 items at once. -Teddie's persona wind up animation for item throwing has a hitbox haha. hits multiple times -No super cancel on whiff -No TRM -the last normal of an auto combo (5AAA for most chars) gives you 12 or 13 meter and refil a part of your burst gauge (1/8th?) -forgot to test how long SP gauge cooldown lasts. I apologize if any of this info turns out to be incorrect. We came in with a list of questions about the engine and we tried to test them the best we could.
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descriptions aren't required. we just lack some images of things since they're 3d models or sprites that we cannot easily rip. in those cases, we should get a high quality screenshot to work with, but that requires special equipment not everyone has access to.
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-record a video of yourself playing (use a damn camera phone if necessary, as long as you can tell what's happening on screen) -look at all the mistakes you made (trust me you'll notice at least somethingn) -be cognizant of those mistakes, and try not to repeat them when you play again -repeat
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San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
Im leaving work now and I'll head there as soon as I grab my setup -
yeah, it's unlimited. that's what she did in score attack mode. to quote myself from before:
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San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
hitbox keeps hurting my fingers... i'm getting better with it, but i still feel like i'm going at a fraction of what i'm usually capable of. -
most likely RC. someone showed me a video of this the other day and it turned out that they RCed the 623C. Please check to make sure that's not what this is.
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San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
well that is sad news... i guess after that we can use my place once again, though i'd rather we find another venue for the sake of space. -
no walking, running, backdashing, normal jump, superjump, or air dash read the wiki geez http://www.dustloop.com/wiki/index.php?title=Ailments_(P4Arena)#Shock
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those two actions are available when paralyzed. you can also air turn if you are airborne while paralyzed (including from mini jump).
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you can probably use ground neutral to see how many active frames an attack has. the goal is to do a meaty with that attack and try to hit with only the last active frame. this combined with finding the first active frame would tell you how many active frames the attach has. this process would be absolutely time consuming and of course would be hard/impossible for followup attacks like 5AAA or j.BB type stuff and some multi hitting attacks.
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San Diego's thread of meetups every Friday Night at SD Saltmines
shtkn replied to shtkn's topic in West Coast
apparantly i cant get the hitbox till after 8 tonight, so i'll have to step out of frubble early to pick it up then come back.