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Errol

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Everything posted by Errol

  1. I guess it is kind of like Yosuke's except soooo much worse. I'm feeling particularly nice so I am going to translate ALL of the data in the mook for Swallow Moon. Name | Fatal? | Cancel? | Damage | Combo Duration | P1 | P2 | SMP | Guard | Attack Level | Attack Attributes | Startup | Active | Recovery | Static Diff | Guardstun | Hitstun (Air) | Counter Hitstun (Air) | Hitstun | Counter Hitstun | Invincibility | Misc Notes Swallow Moon | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Ed. Fixed mistake
  2. on proration. Lunatic upper is 100 P1 92 p2 now... Don't mash!
  3. dash 21 -> 18 accel .2 -> .44 some math. reach 38 top speed in 45 frames now. 2a/2b/b/6b/6c are all unchanged. all normals appear to be unchanged, or close to it.
  4. Heh I saw Goro get hit by it too. anything else in particular you guys want to know.
  5. man, you guys, give me my 2c back. it's tsubaki's 2c not your 4b. God. 7-16f head invuln, 14f startup, 3 active, 21 recovery yo star demon, all green is +7 during OD.
  6. ID is 9 frames in Cp. Jayoku still 7 I think
  7. things of note air corona upper has full invincibility. cosmic ray: 1. 14 4 17 -4 2. 15 3 17 -1 3. 20 4 17 +/- 0 OD. 10 4 12 + 5 Lander blow 1. 31 4 13 +/- 0 2. 19 4 18 -3 3. 27 4 12 +5 OD. 19 4 8 +9 Break shot OD First hit. 9 4 17 Second hit (projectile). 13 23 (recovery from first hit?) -2 Full screen wall bounce on normal hit from break shot. Comet cannon is not buffed in any way. Viability is I think just from longer knock downs so you have more time to recover. Lightning arrow active frames from 11 to 19. Shooting star invuln from 1-12 to 5-12.
  8. unfortunately there is really no data about the changes to when you can do stuff after asteroid vision a. we know you can get to lunatic upper much faster - i.e. so fast that there is no gap in blocking. which means asteroid vision -> lunatic in 18 frames or less. Which means can go to upper at least by 5f instead of 9f. Makoto 6a has invuln through the entire strike now. But the invuln starts 1 frame later. probably a fair trade.
  9. she has 11k health
  10. I just saw it used in a video I watched. It is not a guard point, it's like Makoto's parry. It does nothing to stop anything the opponent is doing until the projectile comes out.. You can cleanly cancel into whatever you want if you see it come out and don't cancel into something else first. Pretty much any jump cancelable move you could jump cancel and block. It's definitely a terrible idea on wakeup. And I think some characters with dps will be able to cancel into DP and avoid it and be safe.
  11. Man that's just Zeth. I doubt he is angry at anything. And Stop Doing Fake Combos!
  12. The mook has some interesting numbers for throws. I think they are throw ranges. For tager. Normal throws, 140 Air throw, 160 A driver 275 B driver 210 Air Driver 210 Genesic 320. Do these numbers make sense as ranges? or anything else. Normal chars have throw range slike 70 or 90 for air throws.
  13. CSEX is apparently like $12 on amazon. For some reason this is the limited edition? So I guess there is also an artbook and other such stuff with it. The normal version isn't cheaper, I checked. Except it is used but probably not because of shipping. Some of you guys hadn't played since CS2 etc, so here you go. We probably still have months before CP. http://www.amazon.com/BlazBlue-Continuum-Limited-Edition-sony-playstation3/dp/B006VB2V7W/ref=sr_1_1?ie=UTF8&qid=1364700025&sr=8-1&keywords=blazblue
  14. No, it's about making someone look good at your expense. there's a lot of other stuff mixed in what you said
  15. Yeah if you do that counter you should virtually always take the hardest possible combo if it ends up being blocked. Looking at it and thinking about it. I think it is easier to punish by waiting for it to come out, and then hitting 2a and blocking. If you see it and don't press anything, you have to hit her during that 106-135f window.. Which is certainly harder than hitting 2a before 105f frames have passed, and then hitting 6c after you block. But if they block it you can RC. Does anyone know if it is crap like Makoto's parry that lets the enemy cancel into whatever they want? e.g. can people do something like 6c > jump cancel> block pillow?
  16. custom blockstun, probably.
  17. happy magika is 135 frames long, catches attacks until 105. If it is triggered, the attack comes out in 21 frames and is -33 on block.
  18. Mucky that's not cool man.
  19. mucky yo mama so bad at bb she churns butter
  20. magical fry pan in the air is +1. special fry pan in the air is +6
  21. dunno. I'm at work so I'm just going on memory atm. Might even be a faulty memory because I thought they didn't show static differences for air moves at all.
  22. plat's air pan and cat stick are 16 frames now, which makes her stuff 20 frames and not so much 'instant' overheads anymore. Had to smile at that. sorry guys also the special pan n the ground is now minus on block instead of being +. air special pan is still plus.
  23. eh. I think + on block 2a/5as are dumb. And Noel lost hers now too so all is good... except that Hazama still has his stupid crap. Noel also has a tsubaki-class overhead now by the way (nerfed to 26 frames). And Rachel's was buffed to 26 frames.
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