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shtkn

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Everything posted by shtkn

  1. you can do that stuff off a sekkajin, so it's not that big of a loss
  2. bottom of each page kinda need them since it costs about $200 a month to keep dl up now. i've been paying for the past 2 months myself and trag was payin for it (albeit at a much cheaper rate) before that. there will be a broken tier ad too, but we'll see when that happens. i'll make an announcement when this stuff is finalized
  3. apparantly there was a location test last week? I didn't hear about it... but i do know there will be one this weekend. edit: maybe this is for changes that will appear at hte location test this weekend? Anyways, changes are in the first post, but i'll mention them here too: System Burst -No longer has the 25% heat mechanic -While bursting, the burst is invincible to all other attacks (I assume this means projectiles, as projectiles used to clash with bursts) -Green bursts has faster startup Barrier Guard -(in a nutshell) Using Barrier to block stuff costs more meter -Barrier gauge usage when only 1 primer left has been lowered -Other Mechanics are the same Counter Assault -Aside from characters who already could, now all characters can follow up from a Counter Assault -Using a counter assault permanently reduces your Guard Primers by 1 Throws -All characters(?) can follow up a throw midscreen now A attacks -All characters with self-gatling A attacks can only do it up to 3 times now. If there were limits before, they are still in place (like Taokaka A, which was 2) Grounded, Jump As -All characters(?) are evenly 300 (I assume this means damage, but it could be something else) Jin +2C now gatlings into 6B +2C has head attribute inv during the attack +2D hits higher, it's now easy to follow up from 6C +Sekkajin now holdable (hold C instead of mash for more hits), the 8th hit of Sekkajin has more untechable time +632146C now has 25% minimum damage
  4. http://www.andriasang.com/e/blog/2011/08/24/blazblue_extend_ps360/ BlazBlue Continuum Shift Extend is coming to ps3 + xbox360 - no date set - no word on if this is an downloadable update like CS1 > CS2 or if this is a new disc
  5. why would you do a 623C on their wakeup unless you KNOW they're going ot do an inferno divider? look at hte risk/reward: you get a small/average combo if you guessed right, and you get hit by a huge combo if you guessed wrong. doesn't seem worth it unless you are certain of what your opponent is going ot do. i actually ahve no idea on how to play this matchup, other than look for when the opponent tries to sneak in a dead spike and use it as an opprotunity to hit him or escape. from my experience, they usually do deadspike once they've pushed you to max 6B range or further.
  6. i believe ds wanted to show up this friday if you guys are free glod: if you want to come you're welcome to join in. transportation is another matter tho...
  7. some bad news: my ps3 died, so if you want a setup with dlc chars... bring one i still have my xbox setup
  8. they said that this was a bad translation. it should say that j.2C's hitbox is worse this makes me sad, but we'll see how much it's been made worse or if thye keep this change at all.
  9. alright, just show up anytime after 7
  10. the active frames are probably there, but we just decided to not show them since it mostly redundant information. Remember we don't put up ALL the hitboxes... they are just there to show you how the hitboxes flows. i'll fix the missing rod hitbox later
  11. hitboxes up. please check them and let me know if something's wrong... ther were a LOT to go through
  12. i can host friday night again if people are willing to show up.
  13. it's been added. yeah, it should have gone up earlier, sorry.
  14. wow so 6C > 214C is hte only thing you can do mid screen then... fair enough. i wonder... is there a way to use the new 6A after a j.D for a relaunch midscreen? that'd be pretty funny. also 214A corner bounce is... i dunno seems like you'll trade sides with the opponent if you do it off a sweep or 6C.
  15. BBCS Extend Location Test changes Keep the discussion sane please 8/11 - 8/18 Location Test From Printed List at Location Test System Mechanics: Break burst - Hitting the opponent with burst or making the opponent block it gives 25% meter to the player Knockback - When air guarding a ground attack, knockback is increased to make it easier to gain some distance Barrier guard - Larger knockback on moves with a higher attack level Instant barrier guard - Knockback is even larger, making it easier to get away Jin Changes: - 6A relaunchable when hit in air - 214A corner bounds when hit in the corner Player Noted Changes - 2C>5C deleted, 2B is not JCable on hit/block - 6C> dash cancel >blahblah does not work in mid-screen - 6C cause opponent flies away much farther - 6C has longer untechable time, 6C>dc>2C or Bdp works when near corenr - 6A hit in air > 2B or 3C relaunch works - mid screen chain>sekka>dash6C>2D works, 6C>dc>5C doesnt - 6C>dc>JC>JD doesnt work, 6C>dc>JC>icecar works, 6C>dc>JC>214A>5C>Bdp>6C>6D~ - not sure what works in 6C(ch), maybe 6C(ch)>dashdashdash>2D works, really hard to catch opponent - Ice arrow has much longer recovery time, opponent flies up much higher, longer untechable time, can combo into 6C still, much less damage-guarantee (around 500) - Corner DP loop stuff works as same, slightly different timing due to change of 6C - corner combo: B>C>Bdp>6A>3C>214A>5C>6C>6D>IADJ2C>JC>B>3C>214C - (unconfirmed) Adp might has invincible frame now, beat Ragna's 5B easily after 5B came out - 214C's techable timing is little bit changed, opponent bounces in a slightly different angle - Yukikaze, Touga, same thing - j.2C's hitbox got worse 8/26 Location Test From Printed List at Location Test System -No longer has the 25% heat mechanic -While bursting, the burst is invincible to all other attacks (I assume this means projectiles, as projectiles used to clash with bursts) -Green bursts has faster startup Barrier Guard -(in a nutshell) Using Barrier to block stuff costs more meter -Barrier gauge usage when only 1 primer left has been lowered -Other Mechanics are the same Counter Assault -Aside from characters who already could, now all characters can follow up from a Counter Assault -Using a counter assault permanently reduces your Guard Primers by 1 Throws -All characters(?) can follow up a throw midscreen now A attacks -All characters with self-gatling A attacks can only do it up to 3 times now. If there were limits before, they are still in place (like Taokaka A, which was 2) Grounded, Jump As -All characters(?) are evenly 300 (I assume this means damage, but it could be something else) Jin +2C now gatlings into 6B +2C has head attribute inv during the attack +2D hits higher, it's now easy to follow up from 6C +Sekkajin now holdable (hold C instead of mash for more hits), the 8th hit of Sekkajin has more untechable time +632146C now has 25% minimum damage From Player Impressions: ・6A's proration got less strict ・6A frame advantage reduced ・Untechable time and hit stun from jump attacks reduced Changes from older location tests carry over unless otherwise stated. None of these changes are guaranteed to be in the final release of CS Extend
  16. this is on sept 3 right? i'm due up to visit family soon. maybe i can arrange for this weekend... edit: plane tickts bought! hopefully i can bum my parent's car and i'll see yall there
  17. platinum data is up working on lambda nothing for litchi yet... edit: lambda up edit: litchi hitboxes obtained... gonna take a while to double check them all. edit; litchi up
  18. show up anytime after 7. i dont' know if we need another setup or not... technically i have 2 (bring your own sticks/pads). i'll pm you my address/# in a moment
  19. i commend your goals... it really is harder than you think. i've been trying to keep the dustloop front page free of any silly bs, though as a result... we don't have much to post. i've been talking to people i know irl about making some content and hopefully that will come to fruition, but we'll see...
  20. the plan is to make skullgirls a subsection just like gg or bb when the game is released so i'm not sure what your "mere subsection" comment means. the VS section will remain what it is unless a new VS game is officially announced. also i think skullgirls fanart should go to zepp, even though it says it's currently for bb/gg. again, this is not a huge deal till the game's actually out.
  21. i'll tentatively host this friday night then. ds talk to purrin maybe you 2 can carpool.
  22. i don't know what my plans are for this weekend, but i should be free the rest of hte week.
  23. ggs everyone. fun times seeing old faces and meeting new ones. wish i could have played more. i think this is the least i've played games at an evo to date hopefully you guys can now see that the way i post on these forums is pretty different from what i am in real life haha. me and my cowboy hat will see everyone again next year!
  24. i don't have a bb team so sure haha
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