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shtkn

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Everything posted by shtkn

  1. theres not many of us. i play gg and bb. let me know when youre free and hopefully we can work something out.
  2. lambda gatlings updated i vaguely recall noel's 22C and 6C(2) being dash cancellable, but i dunno, i don't keep track of her. can someone please double check her notes?
  3. rtl sent me updated translations, so that should be good. kayeff, noel's frame data has a dash cancel, but i dont see any moves that use this dash cancel in the notes.
  4. rtl sent me a translation, but if you'd like to double check it, be my guest also forgot to mention that i had a question on Lambda's notes as well.
  5. okay, went through all the character's jump/special notes, should all be correct now. Also switched the guard column to: H: block high L: block low A: air regular block so HL = high, low, air barrier block HA = high, air normal block etc also, any translators want to help with the gatling notes? i have questions on teh following characters: Arakune, Carl, Tsubaki, Makoto, Rachel
  6. cs2 hitstun decay is the same as cs1 according to teh mook
  7. okay, all gatling notes uploaded at the usual place. I only had a problem with a few of them, but i figured i might as well get them all up just to double check.
  8. perhaps A for air normal blockable, B for must use air barrier. Absence of both of these means it's a true air unblockable (fermata)
  9. makoto and jin changes noted gatlings up for most charactesr. If you just seen numbers in a table cell, it means it has notes which i couldn't translate due to me being chinese and not able to guess the meaning of the notes with my kanji skills. This also means my translations of gatling notes might be wrong if you have character knowledge that could potentially fill in missing info or if i just made a typo, please let me know.
  10. it's a convoluted system: if it's the first hit, use BOTH p1 and p2. if it's the 2nd hit onward, use p2. i don't see why they didn't just say p1 if it's first hit, p2 for 2nd hit onward. http://dustloop.com/guides/bbcs/systemGuide/systemGuide.html#proration i haven't checked yet but i'm almost certain this is true for cs2 as well.
  11. ok, i think ppl got confused: i'm talking about the GATLING CHART ONLY, NOT TEH FRAME DATA scroll to the bottom of each page: before: http://dustloop.com/guides/bbcs/frameData/jin.html mook: http://dustloop.com/guides/bbcs2/frameData/jin.html LOOK AT THE GATLING CHART AT THE BOTTOM OF EACH PAGE, NOT THE FRAME DATA. which format do you think is better?
  12. i'll fix the tsubaki stuff tonight. the popups are not working yet. You can go to valk's page for a preview. For the most part they're the same as the cs1 popups, but i plan to make them explain a bit more and include a link to hte relevant section in the system guide (once that's up). and i'll go with teh mook format for gatlings from here on out.
  13. okay, everyone's data should be up, but it's all unedited, so there will be typos, badly worded phrases, etc. also, system notes and system data are not up yet either. Need to wait on the editor for that stuff. if you guys see any typos in the notes or tables, please post up in here and i will correct it. i'm going to start on gatlings for now but i'm not sure if i should use the format used in teh Mook or what we had before. Here's a simple comparison (scroll to the bottom of each page): before: http://dustloop.com/guides/bbcs/frameData/jin.html mook: http://dustloop.com/guides/bbcs2/frameData/jin.html which format do you guys want?
  14. I would also like to get stuff edited. You can see more of the work i've been doing through the links in teh first post and try clicking around from there. i also need to add in the revolver actions for everyone.
  15. i've been spending my time finding a decent format for everything, so most of the tables are in a rough form like in the examples in teh first post. it's mostly a matter of gruntwork to transform teh tables i have into the prettier format now, so you can expect them whenever i get enough free time to do it.
  16. yes, please post in here with an update. I also update the format of stuff a bit. let me know what you think http://dustloop.com/guides/bbcs2/frameData/valkenhayn.html
  17. finally added the gatling changes. nothing too special, i'll just list them here too 2B > 5B added can only do once per string 2C > 5C added can only do once per string 5C > 2C added can only do once per string 2nd hit of 5B can cancel into throw j.C > j.2C can only be done once per string j.2C > j.C can only be done once per string
  18. it doens't seem to affect the japanese players much when they do that combo.
  19. http://www.dustloop.com/forums/showthread.php?10730-CS2-Jin-Changes-New-Combos&p=972992&viewfull=1#post972992 frame changes posted. Note that this does not include gatling changes yet. Throw ranges used different units, so i omitted that info. Notable new things: - Yukikaze prorates better. Maybe yukikaze RC combos are worth it now? - air B and C ice cars have 3F faster startup so ending combos with them should be less restrictive - no repeat prorate on 623D, but general proration is worse . Is that a typo? I thought the japanese reported that it had repeat prorate - j.C and j.D have landing recovery - 5D, 6C dash cancel window larger. easier to hit confirm - When a frozen opponent breaks free from the ice they do not have any throw protection. The instant they get unfrozen, they can be green thrown. (was this true in CS1? I don't think it was)
  20. THROW RANGES USE DIFFERENT UNITS BETWEEN THE 2 GAMES SO I WILL NOT MENTION THOSE CHANGES. 5A Untech time from 10F > 12F. Due to untech change for Lv 0 attacks. 5B Guard from All > HL (must barrier guard in teh air) added "2nd hit can cancel into throw" 5C Guard from All > HL (must barrier guard in teh air) Active frames extended on last 2F > on last 3F added "gatling to 2C (can only do once per string)" 5D P1/P2 from 100/80 > 80/80 Startup from 22F > 17F Recovery from 20F > 25F Frame Advantage from -9F > -14F in Counter Hit state from 29F > 39F can dash cancel from on hit or guard until end of active frames > can dash cancel on hit or guard 18F~39F Freeze time from 40F > 26F 2A Untech time from 10F > 12F. Due to untech change for Lv 0 attacks. 2B added "gatling to 5B (can only do once per string)" 2C Attack Attribute from HBF > HB added "gatling to 5C (can only do once per string)" 2D P1/P2 from 70/92 > 80/80 6A Cancel from (S)R > S P1/P2 from 80/89 > 70/92 Attack Level from 3 > 4 Recovery from 30F > 20F Frame Advantage from -16F > -4F Untechable from 17F > 19F added "forces crouch on hit" added "26F hitstun" added "breaks 1 primer" 6B recovery from 14F > 5F+9F on landing 6C can dash cancel from on hit or guard until end of active frames > can dash cancel on hit or guard 20F~42F lost gatling to 6B 6D P1/P2 from 100/92 > 100/80 removed "breaks 1 primer" 3C no change j.A Untech time from 10F > 12F. Due to untech change for Lv 0 attacks. P1/P2 from 100/89 > 90/89 j.C added "4F landing recovery" gatling to j.2C can only be done once per string j.2C P1/P2 from 100/85 > 90/85 gatling to j.C can only be done once per string j.D P1/P2 from 80/80 > 100/80 added "5F landing recovery" Forward Throw cancels from -, SRx2 > -, Rx2 damage from 0, 840, 840 > 0, 0, 400 P1/P2 from 100/100, 50, 70 > 90/100, 100, 55 2nd stagger from 60F > 68F Freeze time from 60F > 70F Back Throw cancels from -, SR > -, R damage from 0, 1240 > 0, 700 P1/P2 from 100/100, 60 > 90/100, 55 Freeze time from 60F > 80F Air Throw damage from 0, 1240 > 0, 1400 P1/P2 from 100/100, 60 > 100/100, 55 Untech time from 10F > 12F. Due to untech change for Lv 0 attacks. Counter Assault P1/P2 from 50/82 > 50/92 Attack Level from 0 > 4 Active from 6F > 5F Recovery from 30F > 37F Counter hit state from 30F > 34F Added "180F slower heat gain" Active frames extended on last 2F > on last 3F 236A/B/C no change 236D Added "180F slower heat gain" j.236A/B/C no change j.236D Added "180F slower heat gain" 623A no change 623B Recovery from 34F > 35F Untech time from 56F > 62F 623C Damage from 1000 > 1300 Untech time from 48F > 66F 623D P1/P2 from 100/92 > 90/92 Active from 3(22)3 > 3(24)1 Frame Advantage from -26F > -24F 1st hit Freeze time from 55F > 60F 2nd hit starts 8F after letting > 10F after letting go 2nd hit unblockable after charging for 50F > 55F 2nd hit max charge time 59F > 64F Added "180F slower heat gain" 214A startup from 17F > 14F Counter hit from 1F after landing > until landing 214B Counter hit from 1F after landing > until landing 2nd hit knocks down 214C Counter hit from 1F after landing > until landing j.214A startup from 17F > 14F Counter hit from 1F after landing > until landing j.214B startup from 17F > 14F added 2nd hit knocks down Counter hit from 1F after landing > until landing j.214C startup from 19F > 16F Counter hit from 1F after landing > until landing 214D/ j.214D Added "180F slower heat gain" Sekkajin less pushback on hit 632146C ground hit stagger 48F > 56F Added "180F slower heat gain" 632146D damage from 800, 150x23, 1000 > 800, 140x22, 1000 P1/P2 from 100/97 > 85/70 Added "180F slower heat gain" 236236D (stance) enemy hitstop from 73F > 72F Added "180F slower heat gain" 236236D (attack) P1/P2 from 100/92, 40 > 100/ 100, 60 startup from 58F > 57F [2]8D Added "180F slower heat gain" System Changes that affect Jin: Blue Bursts now reduce primers by half rounded up. Was: 5 Primers > 3 Primers > 2 Primers. Now: 5 Primers > 2 Primers > 1 Primer. Frozen Opponents thrown right after breaking free from the ice do not have any throw protection so the instant they get unfrozen, they are subject to green throws. (was this true in CS1? I don't think it was) WIP
  21. make sure you move your stick to neutral before you do the superjump
  22. kayeff, zinac said you want to do hazama's data, then go ahead.
  23. the preview pages are all pretty rough; they're unedited, and just showing what i'm working on and what the general format is like. i've removed most of hte quotes from my local copies of the data, but i've left it in for some things like Its not over yet, gadget finger, and belial edge just to show those numbers are from TKs or on hit or something different from teh standard "block on the first frame". as for creating pages that show the difference between CS1 and CS2. I think that would dirty up the frame pages and make them more complex than they already are. If you want comparisons, ask your mod to create a thread for it or do it yourself. I know some characters already have this like Ragna. KayEff, the wording looks different because bohemian polka took a swing at editing ragna's data. I think we may change the formatting so that it reads better in a list rather than in sentences like how she edited them so far.
  24. first post updated. previews available. my remaining tasks: - add tooltips to table headers - find a better way to format notes (break into bullet list?) - get all pages edited for consistency - add system guide after editing - for each character's frame data page, add link to character movement tables in system gude? - add in revolver action tables. they are in teh mook, just not in teh sections available online.
  25. first post updated. Kotokot, please send me your translations
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