Jump to content
Dustloop Forums

Errol

Members
  • Posts

    5,642
  • Joined

  • Last visited

Everything posted by Errol

  1. JBBS. P1s are different for all chars in CP. Generally goes like - Normal moves - P1 is 100. Jabs are 75ish P2. Bs and Cs are about 85-90. Low moves are P1 90. Jump moves are P1 90. Overheads P1 80. As a general rule. It also seems like typically P2s are kinda appropriate for their damage. Then usually there are some standouts moves for each character, good and bad. I don't think we really know what determines how long a combo can go in CP. But the damage calculations are exactly the same as previous games. Which is basically, (P1 * P2) for the first hit, and P2 for all subsequent hits. And Char combo rate factored in on every hit.
  2. Name - Damage - P1 - P2 5A 300 100 75 5B 430 100 89 5C 620 100 92 2A 300 85 75 2B 400 90 85 2C 600 90 82 6A 480 80 89 6B 580 95 89 6C 550 85 89 3C 590 95 92 JA 300 90 77 JB 510 91 88 JC 660 90 89 J2C 640 85 92 6D 860 90 79 2D 920 90 82 3D 804 90 89 4D1 320 90 85 4D2 880 90 92 8D 560 90 89 Brio 1520 80 92 Anima 1260 90 80 Volante 1060 90 89 Tene? 1283 84 85 Fuoco 1073 100 44 CT 1000 80 100 Cantabile1 0 100 92 Cantabile2 1200 - 92 Allegretto? 772 100 84 2D、Tene's proration are uncertain
  3. Her DP isn't a DP, from twitter. FYI
  4. think I know what you're looking at. No RC I believe. rather the ender is (D followup> Land> Super)
  5. Char Combo Rate is said to be 90 btw. Health 11000. Throws RCs are a thing. RC after 2nd hit. 75% heat, 2 charge leads into 5k throw combo.
  6. Had trouble getting into the room.. o well
  7. I'll play some?
  8. damage numbers work exactly the same as the last game. but as for how long you can extend combos, hard to say.
  9. it would be a mistake in calculation, and not anything to do with speculation. It's not complete, but there is still some nice information here for people that are interested. Most likely, most of the numbers you're looking at are correct. I imagine that people looking for the latest info are aware that there could be mistakes, etc. The one thing I really noticed was that infinite rush and meteor dive had their P2s buffed.. 2k damage with a P2 of 92? not bad. Suggests that RC'ing at those spots might be more fruitful this time around.
  10. Lol. It's not speculation. Someone went into the arcade, and wrote down a lot of numbers, and then went home and did the math on every move you see. I don't think they're going to change really. P1 and P2 values have been universally changed, in addition with an apparent change in combo length based on the starter used that is time based? (The interview went something like, A starter 5 seconds, B starter 6 seconds, C starter 7 seconds). Most P1s are 100. Lows and jump moves have P1s of 90. Overheads are 80. These are buffs for most chars I believe. P2s are various. These are often nerfed a little bit.
  11. Looks like Spinoza is going to main Izayoi.
  12. I think it's trustworthy. Here. Character Combo Rate 70 Name/Dmg/P1/P2/P1*P2 5A/300/100/77/77.0 5B/550/100/89/89.0 5C/450/100/89/89.0 5CC/620/??/92/?? 2A/300/100/75/75.0 2B/480/90/85/76.5 2C/780/90/92/82.8 6A/560/90/89/80.1 6B/580/80/89/71.2 6C/640/100/89/89.0 3C/700/90/89/80.1 JA/300/90/75/67.5 JB/480/90/85/76.5 JC/440/90/89/80.1 JCC/460/90/89/80.1 J2C/560/90/77/69.3 F. Throw/1300/100/60/60.0 B. Throw/1300/100/60/60.0 A. Throw/1400/100/60/60.0 5D2/750/75/85/63.7 5D3/1000/80/89/80.1 2D2/800/??/85/?? 2D3/1000/80/89/80.1 JD3/1000/80/89/80.1 Corona/820/80/92/73.6 Meteor3/1100/??/100/?? A. Corona/620/??/92/?? A. Meteor3/1100/??/100/?? Comet/100*4/100/75/75.0/once Break Shot 3/850/85/100/85.0 Break Shot(Fist)3/730/??/94/?? Luna/550/100/92/92.0 Mars/600/80/89/71.2 Gazer/730/85/89/75.6 Rush/250*4+920/100/92/92.0/once Star 2/590/??/92/?? Star 3/1080/80/94/75.2 Arrow 3/1200/80/94/75.2 Big Bang1-3/1400/75/100/75.0 Big Bang2-3/2200/??/??/?? CT/1000/70/100 Ray3/1000/90/94/84.6 Lander2/450/80/92/73.6 Lander3/500/80/94/75.2 【OD】 5DG/1100/80/89/80.1 2DG/1000/80/89/80.1 JDG/1000/80/89/80.1 MeteorG/1100/??/94/?? A.MeteorG/1400/??/94/?? StarG/1080/??/94/?? RayG/1000/??/94/?? LanderG/500/??/94/?? ArrowG/1200/??/94/?? BigBang1-G/1400/75/100/75 BigBang2-G/3000/??/??/??
  13. Do you guys not have prorations yet?
  14. BTW I saw that 214D lost its invincibility properties on jbbs. Oh well.
  15. I haven't been able to pin down one of the tsubaki players as konan...you have a link? I haven't seen him tweet anything about other chars IIRC. but the possibility is there.
  16. konan just isn't showing up in videos. Since he hasn't showed up even once I don't know what his nesica would be either. But he's definitely playing. Not sure that he'll really do anything with Izayoi. All tsubaki players have some degree of interest I think.
  17. I heard something about totsuka being nerfed, what's up with that?
  18. I guess another note is that 46d236d seems to be projectile immune at the least.
  19. It's not. That's talking about the radio show being once per month and amping up to 2 per month when the consumer release is near.
  20. Mu damage seems just about as retarded in CP. lol. Although, next to Ragna and Platinum it doesn't seem so messed up. It was nice to play Rag and Mu some beforehand so I could remember that. They're all in the same class, it feels like. This is not to do with Mu, but I do hope that they make balance changes with BBCP like they did with P4U. Honestly wish they would make the changes more often. I don't see any reason balance has to be a 1-shot, once a year, did we get it right this time?
  21. GGs Moy. I think the biggest thing I am looking forward to in CP is not resetting to neutral after an air combo. Makes me want to swear.
  22. I think the single thing I am looking forward to the most is not being at a disadvantage everytime I end an air combo.
  23. Everyone says that. And I think I get it now. It's cuz like, it's the easiest mixup to block in the game, yet somehow it still hits people. It's easier when you play against chars like Plat. In that case it's like, well, instant overhead ... not my fault!
  24. it's not the best but it looks pretty damn good for this purpose. 5 frame invuln, hits on frame 11?
×
×
  • Create New...