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Everything posted by SoWL
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Jojo's Bizarre Adventure: All Star Battle
SoWL replied to SolxBaiken's topic in Misc Fighter Central
Man, some of the translations are pretty damn weird so far. http://i.imgur.com/qTZ4HOc.png -
And now to figure out which part of BuruRaji it is. Just sub all of it, dammit!
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Doesn't seem like it, which is a shame, but I can understand that: what if you had both 100 meter and H2?
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[Xrd] News & (Theoretical) Gameplay Discussion
SoWL replied to Shinjin's topic in Guilty Gear General
That was bound to happen sooner or later, really. Good thing there are still more than enough people using him: I still want to see cool stuff with his new pogo options. -
Didn't know I want this, but I do. Never even played the original game, and it seems like that's for the better. And before everyone says it's off-topic: the game is supposed to get a full-blown fighting-like Versus mode down the line. http://www.indiegogo.com/projects/shaq-fu-a-legend-reborn
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vs Arakune: BBCP 2/22/2014 Big One VS Game Chariot Part 4/10 [ui-do] vs Hakumen: a-cho BLAZBLUE CHRONOPHANTASMA 紅白戦(2014.3.8) [Hisui] vs Jin: BBCP 2/22/2014 Big One VS Game Chariot Part 4/10 [ui-do] a-cho BLAZBLUE CHRONOPHANTASMA 紅白戦(2014.3.8) [Hisui] vs Noel: BBCP 2/22/2014 Big One VS Game Chariot Part 1/10 [Meu] BBCP 2/22/2014 Big One VS Game Chariot Part 4/10 [ui-do] vs Mu: BBCP 2/22/2014 Big One VS Game Chariot Part 1/10 [Meu] vs Platinum: a-cho BLAZBLUE CHRONOPHANTASMA 紅白戦(2014.3.8) [Hisui] vs Tager: a-cho BLAZBLUE CHRONOPHANTASMA 紅白戦(2014.3.8) [Hisui] vs Tsubaki: BBCP 2/22/2014 Big One VS Game Chariot Part 4/10 [ui-do] a-cho BLAZBLUE CHRONOPHANTASMA 紅白戦(2014.3.8) [Hisui]
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Kokonoe: Backdash - duration decreased to 22 frames (rather than 24). Invul frames now last from 1 to 7 (rather than 1 to 12). Airborne from 1 to 14 frame (rather than 1-16). Traveling distance decreased. Negative Penalty Resistance - increased from 2 to 4. Character Combo Rate - decreased to 70% (rather than 80%). Hitstun hurtbox - now larger in all directions. 5C - can no longer jump-canceled on block (still possible on hit). Can no longer gatling into 6A and 6B. 2C - can no longer gatling into 6A and 6B. 5B, 2B - can be gatlinged into up to 2 times in a single chain. Can no longer gatling into 6B. 2B - the hurtbox is increased (up to the wrench). 3C - can now be special-canceled. The second hit's attack level is now 2. j.B - the hitbox is now smaller. The hurtbox is now larger. 6B - the second hit can now gatling into 5C and 3C. The second hit's non-charged version's attack level is now 3 (rather than 5). Now forces crouching on ground hit. j.C - can now be blocked while crouching. Attack level decreased to 3 (rather than 4). j.2C - damage decreased to 900 (rather than 1000). P1 decreased to 70% (rather than 90%). No longer knocks down on ground hit. Now has the landing recovery of 9 frames. SMP removed. Graviton Gauge - now decreases by 2 and recovers by 6 each frame (rather than by 1 and 3, respectively; the gauge's total amount is 1500). Activate - can now only hit opponents in hitstun. A Armament No02 [broken Bunker Assault Ver2.21] - the recovery on hit is increased. The follow-up time in the corner decreased to 5 frames (rather than 8). Armament No02 [broken Bunker Assault Ver2.21] (Explosion) - P1 decreased to 75% (rather than 100%). P2 increased to 92% (rather than 70%). Armament No06 [Planar Haze Ver1.24] - if Kokonoe stands closer to Graviton's back, she teleports in front of it. Can no longer cross-up if the opponent is standing in the corner. Armament No04α [Flame Cage Ver1.43] - now hits 4 times (rather than 6). B Armament No05 [banishing Rays Ver3.10] - attack doesn't come out unless the opponent comes closer. Can now be used again (the icon re-lits) 30 frames later (like the A version). Armament No03 [Absolute Zero Ver4.32] - the freezing gun's chip damage is decreased to 50 (rather than 100). The machine gun's damage is decreased to 60 (rather than 60) (total damage decreased from 2500 to 1671). Maximum amount of hits decreased from 48 to 40. Armament No04β [Pyro: Flaming Belborg Ver2.73] - the projectile's minimum damage decreased to 10% (rather than 20%). OD Armament No04β [Pyro: Flaming Belborg Ver2.73] - the damage is 210x18 (regular version's is 270x12). P2 is 97% (regular version's is 95%). Hit stop is 2 frames (regular version's is 3). Minimal damage proration is 15%. Armament No07 [Jamming Dark Ver1.65] - on activation, deployed Graviton disappears, while the Graviton gauge freezes. When used in the corner, the attack comes out beyond the screen. The heat gauge cooldown is now 240 frames. OD Armament No07 [Jamming Dark Ver1.65] - the damage is 1800. When used in the corner, the attack comes out on the screen. Armament No08 [Hiten Greed Rhyme Ver1.00] - new move added. Triggers automatically after Absolute Zero hits if the player has 50% of heat gauge. The OD version deals more damage. I can finally rest now.
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Terumi: Backdash - duration decreased to 22 frames (rather than 25). Invul frames go from 1 to 5 frame (rather than from 1 to 6). Negative Penalty Resistance - increased from 2 to 4. 5C - attack level decreased from 4 to 3. First hit's knockback is decreased. Second hit's hitstun increased to 20 frames (rather than 19), guard recovery increased to 19 frames (rather than 18), now -2 on block (rather than -3). 5D - now active for 4 frames (rather than 3). Recovery decreased to 18 frames (rather than 23). The closer edge of the hitbox is now taller. Attack level increased from 3 to 4. Now -3 on block (rather than -9). Hit stop decreased to 9 frames (rather than 11). P2 increased to 80% (rather than 74%). Other level-related changes apply. 2D - P1 decreased to 90% (rather than 100%). P2 increased to 92% (rather than 82%). Untech time increased to 36 frames (rather than 30). Aerial hit now has higher blowback, but weaker pull. 6B - start-up decreased to 24 frames (rather than 26). Now active for 3 frames (rather than 2). Now +3 on block (rather than +4). 6C - can now be counter-hit up until the move's last frames. Recovery increased to 31 frame (rather than 29). Now -14 on block (rather than -12). Knockback decreased. Time to follow up on ground counter-hit decreased to 10 frames (rather than 24). 3C - Follow-up time on hit decreased by 1 frame. 6D - the first hit's bottom hitbox is decreased. Jagaku - damage changed from 300x2, 900 to 360x2, 800. P2 changed from 100, 79x2 to 89x3. If the move hits in the corner, is knocked back. Can be DD-canceled on first hit, third hit and block. OD version's second and third hit each drain 2.5% of opponent's heat gauge. Gasenshou - can be DD-canceled at any time after the last hit. OD version drains 10% of opponent's heat gauge. Garengeki - lv.1 version can be DD-canceled at any time from the first hit to the final frames. Last hit can be emergency teched. Lv.1 and lv.2 versions now cause slide down on midscreen and wall-bounce in the corner. The mash hits' damage is now 100 and doesn't prorate. Lv.3's last hit wall-bounces everywhere, the mash hits' damage is 100 (proration applies). Ground Jakyou Messenga - now active for 2 more frames. P2 decreased to 70% (rather than 80%). Now blows back diagonally upwards, making it easier to follow up. Time to follow up decreased by 4 frames. Midair Jakyou Messenga - P2 decreased to 70% (rather than 80%). The blowback is adjusted, making it easier to follow up. OD Gouga Soutenjin - on counter-hit, the last hit ground-bounces slightly higher. Time to follow up increased by 4 frames. Midair Gouga Soutenjin - can no longer be blocked in midair. A Orochi Burensen - new move added. The input is 63214A. Can only be blocked low. B Orochi Burensen - invincibility adjusted from 9 ~ super-flash 3 to super-flash ~ super-flash 3. The last hit causes slide down in midscreen and wall-bounce in the corner. OD Ouja Zanrouga - now deals multiple hits on successful catch. Jarin Renshouga (air) - new move added. The input is 214214D. Can't be blocked in midair (other than with barrier). OD version is unblockable. Jarin Renshouga (ground) - the start-up is increased to 9 frames + superflash 22 (rather than 9 + superflash 13).
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Kagura: Hitstun motion - an upper hitstun motion (after being hit with jumping attacks and the like) now has a taller hurtbox. Negative Penalty Resistance - increased from 3 to 5. Counter Assault - the hitbox is increased downwards. 5C - recovery decreased to 23 frames (rather than 26). Damage decreased to 1000 (rather than 1100). Guard recovery decreased to 22 frames (rather than 25). No longer staggers on ground hit (hitstun decreased from 31 to 28 frames). Blowback decreased on aerial hit, untech time decreased to 36 frames (rather than 40). 2C - recovery decreased to 23 frames (rather than 33). Damage decreased to 900 (rather than 1000). Guard recovery decreased to 20 frames (rather than 23). Hitstun decreased to 28 frames (rather than 31). 3C - the blowback is lower, but farther. 6A - recovery decreased to 19 frames (rather than 21). Now -3 on block (rather than -5). Can no longer gatling into 6B. Can no longer be special-canceled. 6C - start-up decreased to 22 frames (rather than 24). Damage decreased to 1200 (rather than 1300). Guard recovery increased to 24 frames (rather than 20). Head invincibility removed. The blowback is lower. j.B - can now gatling into j.A. Ground D stances - can now be followed up sooner (after 14 frames rather than 17). Midair D stances - can now be followed up sooner (after 5 frames rather than 8). Midair D stance cancel - now available later (after 34 frames rather than 19). Forward throw, backward throw - now wall-bounces in midscreen and wall-splats in the corner. Follow-up backdash - duration decreased to 25 frames (rather than 30). Ryuuhashou - stagger time on counter-hit increased to 43 frames (rather than 40). Ryuugekisou - P2 changed from 60%+100% (total 60%) to 80%+65% (total 52%). Toryuurenzan - the second hit's hitbox is increased. Now moves Kagura forward during the attack. OD Toryuurenzan - the second hit's untech time is increased to 50 frames (rather than 42). Sairingeki - when switching to another D follow-up, Kagura is considered airborne. Ryuusenken - the dash's speed is increased. the second hit's attack level is increased from 3 to 5 (now -5 on block rather than -9). Ryuugajin - untech time decreased to 45 frames (rather than 60). Hiryuusengeki - can now only withstand 1500 damage from projectiles during the charge (rather than any amount). Ryuujinshou - combo rate time decreased to Moment (rather than Fast). Wall-splats on counter-hit. The blowback is lower. OD Ryuuha: Gokuenjin - now only kills the opponent on the follow-up hit. Ryuuou: Zangaoushou - OD version added; the damage is 500, 550x19, total 2881 (regular version's damage is 500, 4000, total 2247). Both versions now turn Kagura around on activation.
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Boy, that's a whole lot of changes. I'll try translating them ASAP, but don't be surprised if I get ninja'd.
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Dengeki FIGHTING CLIMAX: Announced at TGS.
SoWL replied to InWithTheAshes's topic in Misc Fighter Central
And the last two: http://dengekionline.com/elem/000/000/812/812493/ http://dengekionline.com/elem/000/000/812/812497/ -
The patch notes say nothing about the increased recovery, the point I made in the last post only compares the hit and whiff recovery of the current version. So yeah, there's no reason to believe those combos will no longer work.
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[Xrd] News & (Theoretical) Gameplay Discussion
SoWL replied to Shinjin's topic in Guilty Gear General
Huh, Gamma Ray isn't actually called Gamma Ray? Aww, that's lame. -
Speaking of that, she doesn't seem to have that many combo routes that lead into a CT on airborne target. - Forward throw is a good fit: it's a Short starter, which means that strong early attacks that deal good damage are perfect follow-ups. - CH 6B and 6C are situational, especially since you need a corner for the wall bounce (the patch notes imply that it's not a midscreen one). - Miquelet might be good, especially since you never had a reason to use it on H0 - now you can at least get a level and a knockdown off of it. EDIT: Oh yeah, you can already do it in the corner, so whatever. - Can you do it after a Cutting Shear? I feel no, but the frame data says otherwise. Gotta test it later today - in fact, I should've written this post after testing all these routes EDIT: Tested it, the results are as follows: - Forward throw into CT works and already leads into good damage in the corner (though you have to be on a specific distance to not let the enemy fly over your head as you do the CT). - Miquelet has much bigger recovery on hit than on whiff, meaning that you can't CT after it unless you RC. But if you do, you can probably combo after it, yeah. - Cutting Shear is the same: the recovery is bigger on hit, but even if you RC it, the combo is going to be very short and weak (not sure the wall bounce is going to change it in any way). - 6B works well, unlike 6C (even with the FC, you just don't have enough time to land and CT). - CH 3C also works, but you can already do a combo after it. So yeah, I feel like this change won't affect Bullet that much.
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I'm pretty sure they simply changed the trajectory of Mystic Momo toss. AFAIK, it only had one possible trajectory, and now it's farther (for easier setups?).
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More character trailers! Gintoki: https://www.youtube.com/watch?v=rliC7W_lSCM Ichigo: https://www.youtube.com/watch?v=b0herPzgtaA Tsuna: https://www.youtube.com/watch?v=fl0rgRK4JZQ Oga: https://www.youtube.com/watch?v=zGM9IzQZ1-k
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Are there any other translations of Mu's DP change? Frankly speaking, this is the first time I've seen すり抜け in the patch notes, so I'm not sure what it means in gameplay terms. My best guess right now is something like "If Mu has the invuln frames from quick recovery, the DP's guard point comes out later" or something like that.
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Exactly
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[Xrd] News & (Theoretical) Gameplay Discussion
SoWL replied to Shinjin's topic in Guilty Gear General
By the way, that's two setup-heavy new characters in a row. It's very likely that Sin is going to be much less complicated, but still, GG sure isn't getting any more simple anytime soon. And I'm not sure whether we knew it or not, but Ram's familiars are called Lucifero, just like before. -
If you press the button, 5C will come out. If you hold the button down (not sure for how long, but probably for more than a single frame), 5[C] will come out. The active frames and recovery are the same, but since the attack level is higher, 5[C] gives more blockstun, making it positive on block. -1 means that if you were to mash 5A (to reset the pressure) at the same time the opponent does, their 5A is going to land earlier than yours (which is bad).
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Uh, I haven't checked Izayoi's current data, so the latter seems to be more accurate. Fixed.
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Uhh, what exactly is missing? Or is it just that you had higher expectations?
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Added Izayoi's changes:
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Huh, you're right, fixed that.
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Nu: Negative Penalty Resistance - lowered from 8 to 4. Counter-Assault - hitbox is improved (now hits targets like crouching Taokaka). Spike Chaser, Crescent Saber - Dia and Luna versions are now considered to be separate moves. OD Calamity Sword - the last hit is now untechable. Sword of Destruction - is now a regular hit. Mu: Backdash - duration reduced from 25 to 22 frames. Traveling distance slightly decreased. Negative Penalty Resistance - reduced from 8 to 4. Counter-Assault - hitbox is improved (now hits targets like crouching Taokaka). j.2C - Mu's hurtbox is larger. Sword of Decimation - the Lv.3 version's recovery is now 22 frames (rather than 26). Sword of Rebirth - the speed after jumping over the opponent is decreased, making it easier to hit with. Origins - the float's height is decreased, the untech time is decreased to 19 frames (rather than 28). Rather than starting from the move's start-up, the super-armor now activates from 8th frame (on ground) and from 7th frame (in midair) - and before that, the move is now completely invulnerable. Sword of the Godslayer - hitbox is improved. Izayoi: Backdash - duration increased from 20 to 22 frames. Now invulnerable on frames 1 to 7 (rather than 1 to 5). GA Backdash - minimal duration increased from 18 to 22 frames. Now invulnerable on frames 1 to 7 (rather than 1 to 5). Traveling distance increased. GA Airdash - can now be performed up to two times. GA Dash - can now glide after the airdash. Now accelerates with both ground and midair versions. The trajectory can be changed by pressing Up or Down. GA Air Backdash - changed the same way as the ground version (no invulnerability). Hitstun - now turns around properly when hit from behind. 5B - the hurtbox at the tip of the move is reduced. The hitbox is increased. GA 5C - the knockback is decreased. 6A - the guard point now activates from 4th frame. 6B - the invincibility now activates from 4th frame. The feint now no longer activates if you release the button at any time. 3C - now floats higher. P2 reduced to 79% (rather than 89%). GA 3C - can now be only canceled on hit. GA j.C - now active for 5 frames (rather than 3). Crush Trigger - can now be barrier-blocked on max charge. D Sonic Saber - now costs 2 stocks of Zero Weave gauge. Damage of the smaller swords reduced to 150 (rather than 200). Ground D Sonic Saber - start-up reduced to 20 frames (rather than 26). Duration increased to 51 frame (rather than 43). Now +19 on block (rather than +28). Can now be followed up with an aerial D Mirage Thruster. Midair D Sonic Saber - Start-up reduced to 22 frames (rather than 23). Duration reduced to 41 frame (rather than 42). Low Crusade Seraphim - P2 reduced to 79% (rather than 89%). D Mirage Thruster - now costs 1 stock of Zero Weave gauge. Slaver Trans-Am - the duration is doubled.