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Everything posted by SoWL
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You don't lose Heat-Up when hit, only when you spend it on follow-ups or after 10 seconds of acquiring it. Choosing between damage and Heat-Up is going to be the major point of H1 combos, but we don't have much info about the differences between H1 and H2. Maybe it really isn't that important, and all combos are possible at H1.
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All follow-ups consume all levels of Heat-Up, so if you want to use more than one in a single combo, you need to use the Drive and RC it or use the Overdrive. ...And now I actually understand the logic behind calling the new mechanic OverDrive. Took me long enough.
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Yeah, as people were expecting, Platinum's ending is pretty much Valk's bad end: she gets teleported by Phantom before Terumi can interrogate Trinity about Kushinada's Lynchpin. Except that Phantom teleports with them this time, and we get a cliffhanger of the two of them standing before each other. They also sometimes use the Trinity sprite from Amane's AH hovering behind Platinum when she's dominant.
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I somehow managed to deal with waiting for P4U, but I still can't forgive them my Platinum Vita announcer. For some obscure reason, my EU PSN copy of Extend isn't considered to be "a proper application for this data". And it doesn't seem like they have a customer service to ask about it. And this is why I have a PS3 and tend to import games.
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I think it simply turns your hitbox into a hurtbox, so many attacks just clash with it.
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Since 720A is a command throw, I'd expect it to be impossible to combo into, and would rather look for opportunities of using it in neutral game. Maybe it got some invuln frames? At the very least, it's possible to combo after it. EDIT: Might as well ask you, since you can actually play the game: did you try comboing after Cutting Shear (623B)? And what are the exact traits of its follow-up?
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They say you can use it in the same round if you use it ASAP, so I guess about 50-60 in-game seconds? We can probably deduce it accurately from some replays. EDIT: It took less than 40 seconds to recharge in the Valk score attack that's being streamed right now, though that might change depending on whether you lose a round or how long the OD lasted.
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Here's an interesting fact about Bullet's Overdrive I noticed on the stream: she has H1 while in OD - and doesn't lose it when OD ends. Not sure what happens if she gets H2 while in OD, but I suppose she retains it, too. This is probably why some people on jBBS recommend using it right away, even though it lasts for about two seconds - the thing that matters is getting safe H1 as soon as possible. EDIT: Oh yeah, and it seems that charged Flint Shooter doesn't even send a projectile.
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I hope someone's recording Tsubaki's arcade mode on Game Carnival, since there's a good chance we're getting some Izayoi footage at the end of it. EDIT: Oh come on, she lost to Hakumen in the seventh match.
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Unexpectedly, Bang's final fight is against Relius, who gives him a nice lecture about the nail. I didn't catch all of it, but it's apparently strong enough to destroy the world, which is why Tenjou entrusted it to Bang.
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I believe everyone can be pulled by Tager at any time. At the very least, I'm sure Relius can be pulled while in Led Ley (236A dodge).
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Those actually sound incredibly plausible to me.
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Can't think of any right now, but I'll be extra careful the next time I watch her in action. I guess making new screenshots of the moves would be possible now, so I'll get to that soon. EDIT: Here, I found the vid with the Afterburner guard point: http://www.youtube.com/watch?v=v7b5wtqg9qE&t=1m05s
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So Azrael is basically Laharl. Makes perfect sense to me.
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I did note that, it's just that I didn't mention anything about its other phases (nothing to say about them that wasn't already said). I think that Afterburner having guard point is damn important: we can safely gain Heat-Up against most zoners who don't have low-hitting projectiles, giving us much more maneuverability we need so much in these match-ups. After writing down all those combos, I think that she really is the most simple out of the three newcomers. The most difficult thing about playing her is going to be the neutral game.
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Move descriptions deserve an update now that the full game is up, and jBBS got a nice pair of posts that describe them in more detail. I'll write major changes in bold. 5D - a quick rush at the enemy followed by a dropkick. Hits mid, has fast start-up. 4D - an overhead swing with both fists. Punishable on block. 2D - a sweep, hits low. jD - the aerial version of 5D. 5A - a regular jab, hits crouching opponents. 2A - a quick crouching jab. 6A - an overhead elbow strike with long start-up. 5B - a long-reaching kick with short start-up and cooldown 2B - Bullet stretches her leg forward and hits low. 6B - an upward kick. Used as an anti-air tool and to launch the enemy mid-combo. 5C - a fiery body blow which gives forward momentum. Fatal Counter. Its cooldown is long, but its start-up is good enough to link from 2B. Rumored to change properties with Heat-Up? 2C - Bullet swings her leg for two low hits. Gives forward momentum. 6C - a running knee strike. Floats Bullet and the enemy on hit, can be jump-cancelled. Fatal Counter, but following it up with a good combo is difficult. 3C - a kick after a forward roll. Comes out late, but low-profiles many moves. jA - an air punch. The angle is a bit lower than Ragna's jA. jB - a horizontal aerial kick. jC - a downward kick. Slow start-up, but floor-bounces on counter-hit. Flint Shooter (236A, can be charged) - a fiery projectile that spins along the ground for about 3/4 of the screen. Can be charged to make an explosion before being sent, often used for combos after knockdown. Cutting Shear (623B) - a command grab with invincibility on start-up, throws the enemy upward. - Explode: Engage (623B > 22D, requires Heat-Up) - Bullet slams the opponent into the ground after throwing them into the air with Cutting Shear. Can make the opponent switch sides if not canceled? Miquelet Capture (41236C) - a running grab that can also be comboed from 5C, throws the enemy forward. Seems like it can be blocked? - Piercing: Engage (41236C > 236D, requires Heat-Up) - a fiery shot that wall-bounces. Combos involving this move hit for about 4000 damage. Snaphance Fist (623C OR j.623C) - Bullet hops forward for an anti-air throw. Switches sides with the opponent. Can be comboed from if the enemy ends up in the corner. - Flechette: Engage (623C > 623D, requires Heat-Up) - Bullet grabs the enemy again and slams them into the ground. Can be comboed from. Afterburner (214D, can be charged) - a power-up stance with guard point. Gives one level of Heat-Up when not charged and both levels if charged. Blackout (720A > 720D > 1080D, requires Heat-Up and 50 Heat) - shoots the enemy back to the ground. Deals 5020 damage without OD. Astral Heat (632146D) - a strike, can be comboed into. Bullet shoots the enemy thrice, mounts them, reveals a pile bunker in her gloves and pins them to the ground.
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Yeah, that's certainly the Amane theme, you could also hear it when people were fighting Amane in Arcade mode.
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Speaking of presents, jD drops it straight below her, while MM drops one right before her and the other farther ahead. So where does 5D drop it?
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Feels good to like everything about Bullet, even (especially?) her design. This, too. There is no other character that lets you toss your enemy all over the stage like a bag of potatoes. Even Tager got nothing on that.
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Yeah, I think it was one of the first discovered Haku nerfs, back on the first loketest. So it managed to get to the final version, huh?
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http://www.dustloop.com/forums/member.php?29502-b0cjie2bx And another one.
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Not to mention that the child in question is a son of a powerful man with a few loose screws.
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Transcribed all the combos found in the combo vid. Couldn't make out the damage (and it changes depending on the Heat level), so no details on that. Also note that all combos are only confirmed to be working on Tager. 2A 2B 5B 5C 5D [HG 10] 2A 2B 5B 5C 2C 5D [HG 15] (H2, in the corner) 5DD 236[A] 6C j623C [HG 27] (50 Heat) 5B 5C 5D RC 5B 6B sj jC jD [HG 18-50] B+C 5B 6B sj jB dj jC jD [HG 17] (H1) 4B+C 236[A] 6C j jC 6B j jC [HG 6] (In the corner, 50 Heat) 6A 5C 3C 41236C 5B 6B hj jC jD RC 5B 6B hj jC jD (H2, in the corner) 5B 5C 5DD 236[A] 6C j623C [HG 30] (H2, 50 Heat) jD RC 5B 6B 623C 623D 5B 6B hj jB dj jC jD (H1, 50 Heat) 5B 5C 5D RC 5B 6B 623C 623D 5B 6B hj jC jD [HG 19-50] (H2, in the corner, 50 Heat, Overdrive) 5B 5C OD 5B 5C 5DD 66 6A 236[A] 6C j623C 623D 2363214C (In the corner) 6A 5C 3C 41236B 5B 6B hj jC jD [HG 19] (H1) 6C j623C 623D 5B 6B hj jC jD [HG 14] 5B j jA jB jC 5B j jA jB jC 5B 5C 5D [HG 17] (H2, in the corner) 5B 5C 41236C 236D 6B 623C 66 5B 6B jC jD (50 Heat) 2A 5B 5C 2363214C [HG 6-50] EDIT: Fixed the input of Flechette Engage (the follow-up to 623C), it's supposed to be 623D. DOUBLE EDIT: more combos from jBBS: 5A 2B 5B 5C 2C 5D 6A 5C 3C 41236C 5B (50 Heat) 5B 5C 2C 5D RC 5B 6B jB jC jD (In the corner) 5B 5C 41236C 5B 6B jB jC jD (H2, in the corner, 50 Heat) 5B 5C 41236C 5B 5C 2C 5DD 6A 236[A] 2363214C (In the corner) 6A 5C 5DD 6A 236[A] 6A A+B 6B jC jD - 4600 damage, 4100 when starting with a 2B starter (H2, in the corner) 5DD 41236C 5A 6B jB jB jC j623C - about 4000 damage B+C 5B jB jC 6B jB jB jC j623C - 2910 damage (100 Heat) 720A RC 6A 236[A] 6C jC 6B jB jC jD - about 4000 damage 4B+C 236[A] 6B jB jB jC jD 4B+C 236[A] 6A 5C 2C 5D (H2) 4B+C 236[A] 623C 623D 6C jD (H2) 4B+C 236[A] 6C j623C 623D 6C jD (H2) 4B+C 236[A] 623C 623D 6C jC j623C TRIPLE EDIT: And another combo vid! Someone seriously needs to sort all this stuff. 5A 5B 5C 2C 5D [HG 11] 2A 2A 2B 5B 5C 2C 5D [HG 11] 6A 5C 2C 5D [HG 16] (In the corner) 5B 5C 41236C 5B 6B hj jB dj jC jD [HG 19] (In the corner) 6A 5C 3C 41236C 5B 5C 2C 5D [HG 20] (On Tager) 4B+C 236[A] j jB jC 6B hj jB dj jC jD [HG 20] (In the corner) B+C 6B j jB jC 623C 66 236A 6C jD [HG 23] (50 Heat) 5B 5C 5D RC 5C 41236C 236D 5B 6B hj jC jD (In the corner, on Tager) 6B j jA jB jC 6B j jA jB jC 5B 5C 41236C 5B 6B hj jB dj jC jD [HG 13] H1: 2A 2A 2B 5B 5C 41236C 236D 66 5B 6B hj jC jD [HG 14] 6A 5C 3C 41236C 236D 66 5B 6B hj jC jD [HG 20] 4B+C 236[A] 6C j623C 623D 6B hj jC jD [HG 24] H1, in the corner: 5B 5C 41236C 236D 5B 6B 623C 66 236A 6C jC jD [HG 25] 6A 5C 3C 41236C 236D 5B 6B 623C 66 236A 6C jc jC jD [HG 24] 5B 5C 5DD 5B 6B hj jB dj jC jD [HG 23] jDD 5B 5C 41236C 5B 6B hj jB dj jC jD [HG 25] H2: B+C 41236C 236D 5B 6B hj jC jD [HG 18] 5B 5C 41236C 236D iad jB jC 6B hj jB dj jC jD [HG 28] 5B 5C 41236C 236D iad jB jC j jB jC 6B hj jB dj jC jD [HG 29] 5B 5C 41236C 236D 66 6A 236[A] 6C jC 6B hj jC jD [HG 31] 5B 5C 41236C 236D 66 6A 236[A] j jB jC 6B hj jC jD [HG 30] 6A 5C 3C 41236C 236D 66 6A 236[A] j jB jC 6B hj jC jD [HG 28] 2B 5B 5C 41236C 236D 66 6A 236[A] j jB jC 6B hj jC jD [HG 25] (H2, 50 Heat, Overdrive) 5B 5C 41236C 236D 66 6A 236[A] 6C OD j623C 623D 2363214C (H2, in the corner, 50 Heat, Overdrive, on Tager) 5B 5C 5DD 66 6A 236[A] 6C OD jB jC 6B 623C 623D 2363214C (H1, 100 Heat, Overdrive) 720A 720D OD 41236C 236D 66 5B 6B 623C 623D 2363214C
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Who needs that when you can have a Lolicopter? Speaking of which, some of those Plat players are quite trigger-happy with Happy Magica, even using it as a wake-up option. It's cool that she finally has a meterless reversal that's not an item, but it doesn't seem to lead to any good damage. Oh, and she sometimes makes different dolls. At the very least, she made a Pakumen while fighting against Haku.
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There is a Nicovideo stream, it currently has Platinum vs Hazama (featuring the theme of Six Heroes): http://live.nicovideo.jp/watch/lv116171947?ref=community