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Everything posted by xlolxlolx
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LOL THAT BK ACTIVATION SPEED XD i think corner combos will be something like 5b>5c>3c>214b max charge>5a>5c>6c>6d>6c>5b>5c>2c>623c 6c starter i can imagine 6c>5b>5c>6c>623c>5a>5c>2c>hj.d>air dash>j.2c>j.c>5b>5c>3c>214b or 6c>6d>6c>5b>5c>6c>623c>5b>5c>6c>623c>5a>5c>2c>623c
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stuff from mixi jin community i think 5A:変わらず。発生も6Fのままっぽい。投げキャン可(ヒット・ガード問わず) no change. startup looks like its still 6 frames. throw cancellable(hit or blocked) 5B:変わらず。5B>2B確認。2段目投げキャン可(ヒット・ガード問わず) no charge. 5b>2b confirmed. 2nd hit throw cancellable(hit or blocked) 5C:変わらず。5C>2C確認(立ち食らいに連続ヒット) no change. 5c>2c confirmed(standing hit comboed) 5D:変わらず。dc可。5C>5D連続ヒット。ゲージ使用技でキャンセル可。 no change. dash cancellable. 5c>5d combos. special cancellable.(guess the other dude was on crack saying 5c>5d didnt combo) 2A:変わらず。対空性能は未確認。投げキャン可(ヒット・ガード問わず) no change. anti air usability unconfirmed. throw cancellable(hit or blocked) 2B:jc復活(ヒット・ガード問わず)。使用感は変わらず。2B>5B確認。jump cancellable(hit or blocked). usage unchanged. 2b>5b confirmed. 2C:変わらず。jcはヒット時のみ。2C>5C不可。2C>6B確認。頭無敵は未確認。fcも未確認。no change. jump cancellable only on hit. 2c>5c not possible. 2c>6b confirmed. head invincibility unconfirmed. fatal unconfirmed. 2D:使用感はあまり変わらず。体感、発生良化?硬直も良化?判定変わらず?不明点多数。 usage didnt really change. looks like it has faster startup? less recovery? hitbox unchanged? alot is unknown 6A:発生変わらず。必キャン、ゲージ使用ともに不可のまま。硬直鈍化?叩きつけ未確認。投げキャン可(ヒット時のみ)startup unchanged. still cannot be special cancelled. more recovery? knockdown unconfirmed. throw cancellable(hit only) 6B:変わらず。必キャン、着キャンとも未確認。 no change. special, landing cancel unconfirmed. 6C:dc削除。吹っ飛び変更(CS2に近い)。5C>6Cは立ち食らい時非連続で変わらず。dash cancel removed. launch changed(close to cs2). 5c>6c no change doesnt combo on standing hit. 画面端なら、ノーキャンで5B(2)がちょうど良い高さで拾える。6C>6D確認。 if near corner, you can pick up with 5b(2) at a good height. 6c>6d confirmed. 6D:振ってないのでわからないが、他人のを見た感じ変わってなさそう。 didnt use it so dunno, looks the same from watching other ppl. 3C:変わらず。低姿勢かは未確認。 no change. low profile unconfirmed. JA:変わらず。連キャン可。投げキャン未確認。 no change. cancellable into itself. throw cancel unconfirmed. JB:CSeよりやや使いやすかった感あり。攻撃Lvは変わってなさそう。 felt easier to use than in extend. attack lvl doesnt look like it changed. JC:使い勝手変わらず。攻撃LvはCSeと同じっぽい。着地硬直あり。地上ch時に2D繋がるか未確認。 no change can still be used as you want. attack lvl looks same as in extend. landing recovery exists. counter hit on grounded comboing into 2d unconfirmed. J2C:変わらず。判定の怪しさも変わってなさそうに思えた。no change. hitbox's weirdness doesnt look like it has changed. JD:変わらず。着地硬直あり。低ダコンのタイミングに違和感がなかったことから、変化無し。no change. landing recovery exists. air dash combo timing didnt feel awkward, no change. N投げ:dm1300。必キャン可。凍結時間はCSeと同じくらい。投げ>(霧槍スカ)>ダッシュ5B確認。 special cancellable, freeze time about same as in extend. throw>b ice car whiff>dash 5b confirmed. 4投げ:dm1300。あまり振っていないが、変わっていないと思われる。didnt really use it, dont think it changed. 空投げ:未確認。 unconfirmed 氷翔剣(236A):現行のA氷翔剣。the current a ice sword. 空氷翔剣(空236A):現行の空C氷翔剣。着地硬直あり。空中行動回数を残していれば、技後に空中ダッシュ可。the current c air ice sword. landing recovery exists. can air dash after move if you still have air option left. 氷翔撃(236D):振った回数が少ないが、現行と比べて驚くほどの変化を感じず。didnt really use it much, but didnt feel suprisingly different from current one. 空氷翔撃(空236D):1本のみ、太い氷を撃つ。3ヒット。軌道は現行の空A氷翔剣。1 sword only, shoots a thick piece of ice. 3 hits. shots in the current a air ice sword angle. 霧槍(214B):地上版のみ。A版、C版は削除。1段目は下段判定かつ壁バウンド。ground ver onl. a and c ver removed. first hit is a low and wallbounds. 2段目は叩きつけ。接地受身可。2段目を溜めることができ、押しっぱなしだと2段目が出ない。2nd hit knocks down. techable once they hit ground. 2nd hit can be charged, 2nd hit wont come out if you continue to hold the button. そのため、壁コン時には押しっぱとして1段のみ当てて壁バウンドを起こす。cuz of dis, hold the button so you get the wallbound of 1st hit whend doing corner combos. 1段のみ出した時の硬直Fは、体感現行A霧槍の2倍ほど。recovery on 1st hit only feels like double of the current one. 1段目>2段目は現行C霧槍と同じ受身不能時間の可能性が高い。1st hit>2nd hit is very high chance that has the same untech time as current c ice car 突晶撃(214D):地上版のみ。2段目壁貼りつきに。不明点多数。ground ver only. 2nd hit wall sticks. alot is unknown. 吹雪(623B):A版削除。現行A吹雪とB吹雪の中間のような性能。吹雪>6Cは非連続。吹雪>5Cも非連続。a ver removed. properties are somewhere between current a and b fubuki. fubuki>6c doesnt combo. fubuki>5c doesnt combo either. 裂氷(623C):硬直鈍化?(ch時の拾いに違和感)裂氷コンは未確認だが、受身不能時間は変わってなさそう。more recovery?(felt awkward when picking up off counter hit) rehhyou combo unconfirmed, but untech time doesnt look like it changed 氷連双(623D):中央でしか振ってないが、変わらず。端ヒット時は未確認。only use it midscreen but no change. corner hit unconfirmed. 雪華塵(22C):コマンド変更。現行と大きく違い、素早く4ヒットさせて終了。相手はよろけ状態になる。command changed. big difference from current one, over in 4 fast hits. opponent gets staggered. 相手がよろけ状態を最速で復帰した場合、こちらが不利になると思われる。if they recover from stagger as quick as possible, it is believed that you have the frame advantage. また打撃投げ扱いなのか、相手が近くにいないとスカモーションが出る。if you try throw it out again and you arent close to them, then you do a whiff animation. スカモーション自体の全体Fは、体感マコトのパリングぐらい。the whiff animation looks like its about the same amount of frames as makoto's parry. →追加(雪華塵中にD):雪華塵後相手を斬り抜けて凍結させ、一定時間後真上に吹き飛ばす。followup: after sekka you cut thru and freeze them. they get launched straight up. 斬り抜ける関係上位置が入れ替わる。なお画面端の相手を斬り抜けた場合も位置が入れ替わる you sideswap after you cut thru them. so near the corner youll swap spots 吹き飛ばし後の相手は接地まで受身不能であるため追撃可能。ジンの硬直は長い。after they get launched they cant tech until they hit the ground so you can follow up with combo. long recovery on jin. 氷斬閃(空214C):新技。PVのあれ。上段。行動後やや斜め後ろに跳びあがる。着地まで行動不能。new move. the one in the pv. mid hit. after the attack you move up diagonally a bit. cannot move until you land on ground. 着地硬直あり。相手は強制ダウン(緊急復帰を取れないダウン)。CH時の性能未確認。landing reocvery exists. hard knockdown on opponent(down that cannot be emergency teched). counter hit properties unconfirmed. JA>氷斬閃は非連続。JB>氷斬閃は連続ヒットのため、現行空A霧槍と発生は同じっぽい。不明点多数。j.a>kj doesnt combo. j.b>kj combos, startup looks about the same as current a ice car. alot is unknown 氷斬撃(空214D):氷斬閃の強化版。ガード段不明。ヒット後、相手はスライドダウンする。hizansen's powered up ver. block type unknown. opponent slides down after hit. 着地硬直あり。着地後はやや距離が離れる。6Cで拾おうとしたが非連続。landing recovery exsts. youre at a bit of a distance away after landing. tried to pick up with 6c but didnt combo. ただし補正はかなり良好であると感じた。不明点多数。but it fels like it has prett good proration. alot is unkown. ▼DD 凍牙(632146C):ガードされたからか、あまり変わっていないように感じた。不明点多数。 dunno if it was cuz it got blocked, but doesnt feel like much has changed. alot is unknown. 氷翼(632146D):生氷翼のdm2958。硬直はCSeと変わらず。CH時受身可能に。最低保障不明。raw hiyoku dmg is 2958. recovery is same as in extend. techable on counter hit. min dmg unknown. 空氷翼(空632146D):現行空B氷翔撃の軌道で氷の矢を撃つ。ヒット後は相手叩きつけ。dmは地上版と変わらず。ice arrow shot in same sangle as current b air ice sword. knockdown after hit. same dmg as ground ver. 雪風(236236D):下段も取れるままか未確認。全体Fが良化?2段目までのdmは3060なので変わらず。low catch unconfirmed. entire move's frames improved? both hits together did 3060 so no change. 1段目fc対応。凍結時間は変わってないように感じた。fatal counter on 1st hit. freeze time didnt feel like it changed. ▼OD(オーバードライブ) 不明点多数だが、凍結回数制限がかなり緩くなっている模様。alot is unknown, but freeze count limit becomes very lenient in this state. (JA>JC(凍結)>jc>JA>JC(凍結)を確認)j.a>j.c(freeze)>dj.a>j.c(freeze) confirmed ▼クラッシュトリガー crush trigger 未確認。 unconfirmed. .......have fun sorting this out...........took way longer than i thot it wud....
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mmmm.....13 hours straight on p4......i guess ill post any new stuff then sleep.....fuck mitsuru......hoe =[
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comboing off non ch 5d/j.d is pretty annoying
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hmm ending high proration midscreen combos with ex agi>sweep is pretty good for fc 5d tech trap and mitsuru is fucking retarded....
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yeah thats one reason
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gyakugire combo is probably 1-3 frame link shes not a rush down char and she takes a pretty big risk everytime you use thanatos
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closest thing you get to defending him is 2c
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theyre pretty height specific, maybe char specific?
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well who knows maybe j.a>j.b is still possible, but having bonus proration is always good tho but if combos are gonna be really short midscreen then....renka guren i guess?
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no clue bro i needa spam more d garu rc =[ im not spending most of my meter this bitch is hard to play but im getting better at hit confirm shit now....ky clone is a pretty stupid char.....gets dmg for free
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lol most of elizabeth's is a waste of meter
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standard 50 meter combo midscreen shud proly be 5aa>5b>sweep>ex garu[9~2]>d garu[2]>5a>5b>5c>2c>b bufu>ex lazor for around 3.7-3.8k
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elevator combo is kinda tricky
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yay it came time to practice dem elizabeth combos
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i just order all my shit on amazon now since i dont trust gamestop to have anything but mainstream shooters in stock on release date
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why would you waste meter for a shitty enma combo when renka kishuu does like so much more lol
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mines still on the delivery truck......doubt ill get it until like fucking 3pm..lazy cunts
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doubt it, sounds pretty awful anyways cuz itll cost 2 stars to do it then another 3 to even get dmg off it......
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lol u guys crazy kj reach is actually more like johnny's j.hs reach from wut dis guy says
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so new 214b max charge looks like its godlike and does a shitload of dmg in the corner
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hmm new corner combos actually do dmg o_O 5b>5c>3c>214b max charge>2a>5c>6c>6d>iad j.2c>j.c>5b>5c>3c>214b max charge = around 3.7k throw>214b whiff>5b>5c>3c>214b max charge>2a>5c>2c>623c = around 2.7k midscreen: 5b>5c>sekka>d followup>5c>air combo = around 3.5k kj hits mid......but they fly pretty far diagonally down
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they say his is probably one of the better ones cuz its around 5c reach
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theyre just my loketest 2 predictions :D
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[CP] News & Gameplay Discussion (Old)
xlolxlolx replied to kosmos badgirl's topic in BlazBlue Gameplay
they have a loketest registration system to check you actually went to the testing sessions so yeah.....lol