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New Jersey
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SteelCoil
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Probably nobody cares, but since I don't see it here, you can go from green to red off of AoA in the corner by spending 25 meter. For the one time that happens, you can use this: AoA~D > 5A > 5B > 214AB > 2B > sjc > j.B > j.214B [DMG 5538]
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Liz's j.B is not considered disjointed; it's a projectile. Disjointed moves are physical moves that have disjointed hitboxes, which are significantly sized hitboxes that don't have a hurtbox overlapping with them. Examples of this are Yu's 5B, which has no hurtbox on the sword, or Labrys's rocket punch, which despite its range, is physical and gets caught by Kanji's DP. It's very confusing to state that a disjointed move is some other thing when it's oh so useful for describing Yu 5B as a potent poke.
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I'll just put the new info in the OP now. I'm pretty sure D Beast still hurts, but I don't think there will be much of a reason to use it anymore? 25% isn't much to spend on a more damaging super, and it's a round ender anyway so in the cases where we would normally use D Beast, we wouldn't care about throwing away some more meter. Although, Shadow White Labrys (assuming she shares axe mechanics) has more incentive to use D Beast because of meter being carried over between rounds...which makes me even more interested in playing that character. I'm hoping Shadow White Labrys gets a better mixup game to compensate for lack of burst on top of not having a braindead reversal like most of the cast. The simplest way to make an SB Tsurugi is to make it homing, imo. Otherwise, you'll have to do specific combinations of buttons to make it appear where you want, or it'll just appear in a fixed location. Having 2 blades come out at once (one per button) does sound interesting, though. Either way, Labrys gets slightly more midscreen/fullscreen presence which is a definite buff. Or I could just be wrong and we get an oki setup with a command akin to Taskmaster's arrow super. Labrys seems really fun now.
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I actually like blue axe start. Now, gray axe isn't some thing that you only see after burning the meter. It makes more sense for gray axe to exist from a design perspective. The trick is to not see these changes in a vacuum. It's likely that Labrys has easier ways to level up the axe via better oki and better combos, which seems to be the case with the new moves. Also, now that Labrys starts with blue axe, I'm wondering if there were any other changes to the axe mechanics. Like not losing axe meter as fast while being comboed, then it would make sense for Labrys to work harder for red axe because it's easier to maintain. Or, since Labrys doesn't start with green axe anymore, what if green axe gives extra hitstn like current yellow axe? Then yellow axe becomes the new red axe, and red axe becomes.... We should hold our complaints until at least the Japanese can play the game full time. Remember Hakumen being crap tier in CP? If we lose something here, we'll get something else to beat people with. This is ArcSys we're talking about here....
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Labrys doesn't absolutely need a better reversal. She already has the mixup of charge or not charge to dissuade people from cancelling into their DP. And then she has usable reversal supers, especially in awakening. You don't immediately lose from getting knocked down into a mixup, if you use her reversals intelligently, you can get out fine enough. Or you could just, you know, block.
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I was just thinking about playing Shadow Junpei to get a feel for shadow characters. Looks like I won't have to, but wtf. But now this gives me an extra character that I can easily learn! This excites me. Edit: Also, charge 2B is unblockable apparently. Although if they don't get rid of that super flash it'll still be as useless as ever.
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Here are some shadow related tweets from @LordKnightBB -Shadow characters hold meter between rounds (like SF4) -Shadow chars dont go into awakening -During shadow berserk mode, you can do unlimited special cancels??? (@jiyunaJP also says that it allows to spam supers on a timer) -Shadow characters have different movesets So the cast has effectively doubled. I approve of this.
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From AMERIKAJIN @jiyunaJP "Labrys- New move, Persona charges an orb, releases it. If you get hit, stuck in a bubble. She has Testamenr's Gravedigger lol. 3 Cards." Yay new moves. I assume this means new combo possibilities, and maybe oki? Top tier Labrys confirmed.
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AMERIKAJIN @jiyunaJP 2m Shadow characters don't have a Burst, but they can go into a Super mode(?) that drains meter. They start round with 100 meter. #p4u Wat.
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I don't think 3 Persona Cards means much? Most of the opportunities opponents get to take cards is during Tsurugi oki, and Kanji doing stuff against 5C. And we're getting more changes, which might make us want to go for oki less or something.
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I think blue/gray axe are awkward in design and gameplay. You almost never see them unless you spend the meter on D Beast, which isn't too much better from the C version. And if you ever have gray/blue axe, it's like she isn't even a character anymore. I'd probably be okay with blue/gray axe if yellow/red axe were a little more threatening, so it doesn't feel like you're getting shafted by going from an awkward character with big damage (red) to an awkward character with no damage (gray).
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Loketest 8/16/13 New from P4C Only has 3 persona cards New move: Persona shoots bubble. Traps opponent on hit New move: Similar to Testament's Gravedigger. No info atm Fully charged 2B is unblockable, Charge time too big for unblockable setups Fully charged DP is unblockable New Gatlings 5AA>2B 5AA>5B 5AA>2AB Labrys Changes [*]5AA>5AA Loop doesn't work anymore. Not even in Red Axe [*]5AA has been changed. Doesn't knockdown though [*]5AAA has been changed. [*]Auto Combo info: first hit unchanged、second hit is a big downwards strike、3段目叩きつけ、4th hit should be guillotine。 叩きつけからボコスカ入るかなーって(talking about how one of her moves resembles her AoA or is her AoA animation lol...) [*]2B has changed. Opponent floats higher? Not sure about this yet. [*]2B > jc > j.B > jc > j.B no longer works [*]2B> JB> JC > B Guillotine confirmed to work [*]2B total duration extended as previously mentioned, whiff is super dangerous [*]Original jBB is j2B now [*]jBB input is still there. Doesn't rise Labrys in combos [*]JBB may not connect in some combos. [*]SB Beast does more damage. Burns all Axe meter [*]SB tsurugi: B and D come out at the same time (new attack is apparently projectile type. Two spikes come out!) [*]Starts the beginning of the match(1st round) always at blue axe instead of green. [*]Labrys current axe meter still carries into the next round. [*]D Beast/Mojuu still drains all axe meter. Still good [*]Mojuu (seems) to combo no matter the proration [*]SB Gears cover the whole ground. [*]SB mojuu did alot of damage even on blue axe apparently [*]SB mojuu yellow axe minimum damage is around 2100 [*]SB Brutal Impact: No info atm [*]No changes to 5A/5B/236A [*]236 A > A > dash 5A works. Not sure about what axe lvls yet though [*]jB hitbox weakened: Top of the jB hitbox is similar to 5B now [*]5B's upper hitbox may be nerfed, OMB charge 5B was hard to combo. [*]Brutal impact will activate upon guarding a hit [*]5AA startup is fast, but has less reach, definitely way less reach than current 5AA [*]5C's hitbox was extended upwards [*]JB is faster、can be comboed from J.A [*]JA may have a attack lvl increase. (j.A > J.B doesn't combo currently) [*]5B can be dash canceled、backstep cancel also works [*]CH 5B > 5C no longer works [*]5D(The 1st two arrows) is faster.
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http://www.ggbutton.com/
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Actually, it gives you 3 EXTRA stars, so by the end you have 4 stars, which means you should have at least five by the time you can realistically land a hit. On paper, it doesn't look so hot compared to the damage boost you can add to combos or a burst, but establishing momentum early in the match gives a psychological effect against the opponent. They tend to be more tense when they're being hit by stronger offense early and can make them play worse or more predictably. It also gives you a second to react to what the opponent does during the start of the round. If they like risky openers like air dash forward or sweep, you might be able to punish them for it. This isn't a big selling point, though. The main reason why I still think this is viable is that I see people still not using their burst/OD at all during the first round, and I think if you aren't planning on using it at all, you might as well use it at the beginning of the round so you get it back and then get it back as soon as possible. Then there are people who burst/OD at the end of the round and then lose. Again, if you used OD at the start, you would've gotten it back much earlier. I'm sure both of these will get better once people start using OD better though. So Burst/OD will probably be the better uses most of the time, but it's still worth considering to do early against certain opponents/players. Being able to punish early Nu backdashes better is pretty nice.
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Overdrive at the start of the round might actually be safer than at the end of the round. If you use it at the end of the round, you can still lose and now you don't have a burst for the next round. If you use it at the beginning and then lose, you get your burst back earlier. I guess it suits a certain kind of player, if you don't spend that meter then it does end up being a waste, but just having the option to go in at the start of the round without pitiful reward is pretty cool.