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Everything posted by Errol
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During AH, her wings are red, and her lines are different.
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大阪タイトーはかなり混んでて2時間待ちだった。 Osaka loketest was quite packed. 2 hour wait. さすがに1プレイしかやる気が起きなかった(つд;) Couldn't get myself to do that more than once. 分かった事少ないけど書くと Learned little but I'll write what I did. ・2D1を当てた後に2D3当てたときも、相変わらず同技補正が適用される。 After hitting with 2D(1) and then hitting with 2D(3), as before, same move proration is applied. ・AアステDは意外と発生が遅め。横に判定は尖っている、中距離よりやや遠めじゃないと使いに くいかも。 A asteroid -> D is surprisingly slow. Particularly, seems hard to use except from long or mid range due to priority. 以下は既出だけど情報固める意味で The below is previously covered, but with the intent of reinforcing it: ・5Dは確かに受身不能時間が長くなっている。 5D untechable time is certainly longer ・空投げから2Bで拾える Air throw can be picked up with 2b. ・画面端スライドダウンにルナゲイ入らない。ルナの浮きが高くなっており、相手のかなり下をスカってました 。 Mid screen to corner slide down doesn't allow for lunatic upper -> stargazer to connect. Lunatic upper's floating is higher, and you end up whiffing quite a bit below them. コンボパーツとしてはゲイザーは使えなくなりました。 As part of a combo, stargazer doesn't seem usable. ・ラッシュrc>ダッシュ2C2D~は相変わらず当たる。中央でゲージ吐くならこれかな? Rush RC > dash 2C>2D still hits. Might be the thing to do midscreen if you have meter? ・エリアル>コロナ>LV2ダイブrc>紫投げ の補正切り連携は今回もできた。 Aerial > Corona > Lvl 2 meteor dive > RC > purple grab is also doable this time around. 調べられなかった事 (Things I couldn't research) ・2Cに同技補正があるのかどうか。 相手の人に受身取らないように頼んで調べようと思ったけどできんかった><; 2C>ブレーキ>2C>ブレーキ>2C>スター 2C>ブレーキ>6C>ブレーキ>6C>スター 辺りのダメージ比較をすれば分かると思うので時間のある人お願いします。 今日ロケテ行って来ました。既出もあるでしょうが書いていきます Went to the loketest. ・J2Cは相変わらずガードさせて不利 J2C is still negative on block. ・各種アステロイド派生の弾無敵無し。新技のコズミックも無敵なし Asteroid doesn't have projectile invincibility. Neither does the new move cosmic ray. ・ランダーとコズミックはコンボに組み込めそうにない。ODならワンチャンあるかも?レベルか と Lander and cosmic don't seem to be able to be used in combos. With OD maybe there is a chance. ・テイガーがCTをコンボに取り入れていたので、6ACH>CTと繋いでみたが、次に繋がりそ うはなかった Tried to land a crush trigger on Tager in the middle of a combo. 6A CH > Crush trigger connected, but didn't seem to be able to follow up after that. ・端のスライドダウンに5Bや5CCが入らないとのジンヴァルでしたが、5Dスライドダウンの場合のみ密着 まで走ると繋がりました Corner slide down/jin against the wall, 5B and 5CC wouldn't connect, but, just in the case of the slide caused by 5D, it was possible to follow up afterwards if you dash right in. ・ルナ>ゲイザーのルナを直ガしても投げで割れないとのこと(相手の方の報告より) Lunatic upper > gazer wasn't able to be beat with insta block > throw (Report from opponent) 最後の項目は事実なら相当うれしいんですが、しっかり調べる前に時間になってしまい・・・ という感じでした That last bit is quite nice if it is true, but time was up before it could be thoroughly checked. 今回はEXに何か一つ足したような調整を受けているイメージでした。個人的にかなりよかったと 思います。 This time the adjustments seem to be a step forward from EX. Personally, I was quite happy with it.
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触ってきたのでとりあえず気付いた点を箇条書きでいくつか Got my hands on it so I'll lay out the points I noticed below. ・5Dの受身不能時間が微ダ2Cミスって出た3Cが間に合うくらいダウン長く 5D's untechable time - long enough that even though I misinput dash 2c and got 3c, the 3c connected ・6C>ルナ>ラッシュ1段止めが大分楽になってたけど5Aでも拾えなく 6C> Lunatic Upper > Rush (stop after 1 hit) has become a lot more comfortable but can't pick up even with 5a ・スターの壁ビターン効果で中央端よりからでも6C>ルナ>スターからの端コン行けるように Stargazer's wall/turn effect lets you combo from midscreen -> corner with 6C > lunatic upper> star (?) ・~5CC>OD>微ダ5CC入った、OD中5CC>2D、6A>JD確認 >5CC>OD>mini dash 5CC connected. During OD, 5CC>2D, 6A> JD as well ・地上2D>2Cは不可、(5D等>)5B>6A>2D>2Cは可、5B>6A>2D>JDは無理だった( OD中は可) grounded 2D > 2C doesn't work. 5D > 5B>6A>2D>2C is possible, 5B>6A>2D>JD isn't (but is during OD) ・高め2Dからコメットも入りそうだったけど調べるの忘れた… Off a High 2D hit, comet probably also works but forgot to check ・ラグナにコンボ中のJD>5B>5CCが入らなかったので5CCの判定上に減ったかも?(補正で入らなく なった可能性あり) Comboing Ragna, JD>5B>5CC didn't work. Did the hitbox get lowered? (also possible that it is due to proration) ・ジンヴァルには相変わらずスライドダウン中に5B5C入らない As usual, with Jin in his slide state near the corner, 5B5C doesn't work ・ダウン中のルナ>ゲイザーは入らなくなった While down, Lunatic upper> stargazer doesn't work ・1回コロナCHした時になんか前より浮きが高かったような気がしたからもしかしたらまた拾える様になって るかも? One time I got a CH Corona Upper, the floating seemed higher, maybe it's once again possible to pick up afterwards? ・メテオダイブはコンボ締めには以前より1、2テンポ早く出さないと受身取られる Meteor dive as an ender needs to put in 1 or 2 beats earlier or they'll tech. ・新技はコンボパーツとしては厳しそう New moves seem hard to use during combos ・空投げは2B追撃余裕でした Air throw can easily be followed up with 2b. とりあえず出来たコンボ。もう少し伸ばせそうだったけど試せなかった Combos I was able to do. May be able to be extended longer, but didn't test. ・2A>5B>5CC>5D>2C>Star>5CC>Corona ・6BC>5D>2C>Star>6A>2D(>6A)>JB>JD>5CC>Corona ・Forward throw>Stargazer>6A>2D>6A>JB>JD>5D>5CC>Corona 6投げ始動はうろ覚え、間違ってたらごめん Forward throw starter is as I remember it, forgive me if it is wrong 以下妄想 Ideas: ・2A>5B>5CC>5D>5CC>JB>JD>微ダ2C>スター>5CC>コロナ ・6BC>5D>2C>スター>5B>dl6A>2D>コメット>5CC>JB>JD>5CC >コロナ ・6投げ>スター>6A>5D>2C>コメット>5CC>JB>JD>2Dor5CC>コロナ ・6BC>5D>OD>2C>スター>5B>6A>2D>JD>スラコメ>5CC>コロナ なんかきちんと探せばいい始動からなら Feels like if you search for the right starter スターとコメット両方入れれるルートあるような気がした then stargazer and comet both should have workable routes しかし明日以降はロケテいけないので調べられないという… But from tomorrow, there's no loketest so we can't look for them ロケテ触って来ました。マコトはあまり変わらずに純粋強化のような気が Played at the loketest. Makoto seems straight up stonger. ランダーLv3はガードさせて微有利取れてると思います。 Lander lvl 3 leaves at a slight advantage if blocked I believe 何度か相手の方にガード後に一緒にジャンプしてもらったんですが、こちらのほうが先に飛べてま した。 Numerous times, we both jumped afterwards, and I got into the air first. 対戦中もランダーガードさせた後のこちらの技はCHしかありませんでした。 During matches, after having lander blocked, my moves afterwards were all CHs. ただルナ>ランダーLv3の間を投げで割られたので、Lv3は暴れ潰しとしては機能しないかと But, Lunatic upper > Lander level 3, got thrown in between, so level 3 doesn't seem like it works to stop mashing. コズミックレイは他の方も書いてる通りの突進技で、ガード微不利程度で離れるので反撃を受けず 優秀でした。 Cosmic ray as others have written is a rush move. Slightly negative on block and leaves a bit away, cannot be punished. Excellent. A+Bのクラッシュトリガーは振り下ろすようなモーション?(よく見えませんでした) A+B crush trigger seems to have a swinging down motion (don't remember well) ちょっと遅めの発生でガトリング中にキャンセルで出せました。 Slightly delayed activation while gatling did not allow for a cancel. ガークラできた場合はまあダッシュして5Cが余裕で入るくらいの硬直でした。 guard crush state lets you easily do a dash 5c. 空投げからノーゲージで2Aが繋がりました。 Air throw > 2a connected with no gauge. 他のキャラは削除されてるものが多いらしいjcとガトリングルートなんですが、既存のものは全て残ってまし た。 Other characters have lost lots of jump cancels or gatlings, but all of ours are intact as of now. ただやはり暴れ潰しに乏しい・・・。アンケートに書くならこの辺かも。 But not enough ways to stop mashing. This might be the spot to write about in the survey. 明日も触ってくる予定なので調べてほしいことがあれば、言ってくれれば出来る限り調べてみます 。 Also planning to go tomorrow, so if there is anything you guys want me to test out, say so.
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No idea. No real details.
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Yeah, some cool changes. Thanks for organizing as always!
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well, after the 236236A you do have to dash, but it's not a microdash. you dash in quite a bit so the 236B will connect. after the 236B>236B, you have to do a mini dash 5c > dash cancel> 5a>5c>214C>236236D. And yes, in the corner you don't have to dash at all, but you would just do a different combo in that. i.e. 5c>236B>236B>214D>236236D instead of 5c>5a>5c>214C>236236D This combo is in the okizeme video which there is a thread specifically about.
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5CC>623C>J214A>5C>2CC>JCJCC>J214D works 5A starter, connects through 2CC. 2CC floats really high so 236x won't hit. 3C fc > 3CC > 5C connects without using any gauge 3CC is FC, can follow up without any gauge. More control over timing of 3CC after 3c. Like, you can do it immediately. forward throw, midscreen, D Proj > 236D > 3CC > 3500ish damage 623C repeat proration Being on the receiving end of Relius' AH has gotten more erotic. 3CC can't be canceled with OD. That's a wrap. See you next loketest.
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I think that 3.5k throw combo is midscreen.
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22C > 3CC midscreen still works 6A> 5CC > 214D > 2CC >CCCend = 2700 214D connects off 5cc and 6bb, at least while crouching. 5CC> OD > 5C connects. J214X cannot be charge canceled. Followup 22D wall bounds even in the middle of the screen, 6c and 5c(w)c can connect (at least on air hit) D Proj> 236D does about 1800 if it hits (as starter.. don't know if it can be followed up, would think so...) throw> D proj> 236D > CBB ender > 3500 damage 22b CH caused stagger, but mysteriously counter didn't appear on the screen... 5bb>5cc>22d>AH connects
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the JC CH > 5C whiff is definitely just because of timing. rather, he dashed all the way under him and then tried. Hakimiru helped out with those things a bit. ミズチ Probably refers to Hazama's super (tthe one where he spins around and does a hit underneath you wherever you are on the screen). So, the blade super doesn't have invincibility, and the blades take so long to start firing, that you should have plenty of time to guarantee something like (Hazama's super), to counter it. ラグる is basically a verb form of causing lag, i.e it causes lag (think like ググる, verb for googling something) . So I think it's saying that D Proj > 236D causes lag. D Blade super doesn't exist, and the special effect comes from 236D'ing through a projectile.
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No list places Mitsuru outside of the top tier. I'd say many place Yu in the top tier with Mitsuru, often just the two of them. So general outlook is set, he's #2. 3-5 is then generally distributed between Chie, Aigis, Teddie. I don't see an order here. Then after that usually Akihiko and Hanamura, occasionally one of them sneaks into the same tier as the 3 above. Based on JBBS posts. Not that it really matters...
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繋がる just means connects. it does not mean gatling. the second thing, about dive cancel 5D needs to take the whole message into account. i.e. in the following combo (5C(前jc)>JA>JC>Aダイブ>(ダイキャン?>)ちょい待ち5D), after a dive cancel, 5D connects. 5D is probably a ground move so dive canceling it wouldn't make sense. I don't know Arakune's mechanics, but yeah.
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I'm translating anything I see on jbbs or twitter in here. There were two sentences in particular that I didn't understand, if anyone knows any of the terms. 立ち回りで出しても中盤の刃発射くらいまで動けないので余裕でミズチとかいろいろ確る No idea what ミズチ refers to. Also 確る. D刃D閃の強化タックルでラグる Blade super > 236D .. ラグる don't know what this means. Dunno if this might be a typo. D灯 is the new D projectile. D閃 (236D), goes through it creating a special effect like j.236D>j.214D in CSEX. D刃 doesn't exist. the super doesn't have a D version. Don't know if ラグる might refer to a spin state like say, when makoto does a parry..
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throw > blade super throw > 22d > blade super throw > 214d > blade super CH 214D > blade super all do not work 10% health OD recovers 4.2 charges from Memory 214D > 5C > 2CC > JB > JC > jc > JCC > 236A > 214C == ~2800 damage. didn't seem to be able to follow up after 214C. corner throw> 214D> 5C connects, but 2CC after doesn't connect. Charge cancel is the same, about 4 charge cancels for 1 bar. Confirmed Jump loop off of 5b for 1 rep, but don't know about the finisher D灯は中央で当てても、ノックバックで二段目スカる Mid screen: D Proj hits once, but due to knockback 2nd hit whiffs (? has 2 hits? didn't know this...) Might be usable for oki C Proj is slow to start, but if you can get it out, seems usable for neutral. During OD: Supers have the same damage, but don't know if there are any other effects. Tried to use command throw when it looked like he was going to be thrown, but got countered. Might have no invincibility 623C>j.236C>j.214C hit timing feels slower (before it was very fast, now feels longer between hits) Putting out 3cc feels subtly different? Doing it as fast as was possible before, it didn't come out AH : goddess statue behind Tsubaki during AH is black, regardless of your color j.236A: After a raw j.236A in neutral, can't do anything. Not even j.214D. 236X,214X: Still able to cancel into 22D on whiff. JC, JC: Charge cancellable. JB rising combo (i.e. the jump loop) impossible on ragna, possible on tager. 22d > 3c doesn't connect ( I think referring to when you hit close with the 22d, but not in the corner.) 22b is garbage. If you hit, it doesn't down, it doesn't even stagger, it just hits them (like a 5b). In spite of that, has large recovery. If you're at a range where 236A won't hit, there is no basic combo to do. JBBS writer said he was using C proj (which of course gets blocked, but that'll give frame adv). Blades super: Time from setting up the blades to shooting them is so long that it doesn't feel like you'd be able to stick it in any combos. 立ち回りで出しても中盤の刃発射くらいまで動けないので余裕でミズチとかいろいろ確る No idea what ミズチ refers to. J214D : In the corner, not enough time to connect with 6c, 3c, 5c(w)c. 2b connects, but followup 2c is blue. Didn't test JD charge cancel > JC, so there might be a chance there. 2C > 214B,D, does not connect. Don't know about on crouched opponents. 214B : SMP added. 2b>5b : gatling is gone. 2bb>5b works. 3c and 3cc are of course not jump cancellable Blade super is easier to use than I thought D刃D閃の強化タックルでラグる Blade super > 236D .. ラグる don't know what this means. Command grab is .. questionable. Certainly not a replacement for unblockable 22d. This might be my imagination, but 5b feels uncomfortable. Is it slower? Raw 22b not blowing back is rough. 6C jump cancel still there. 5Bch > 6C, 5Cch > 6C still work jump > JD recovered about 2 charges after landing. high jump> jump> JD recovered about 2.1. Seems like it is about equal to 5d until you hit 1 charge, then it slows down. Then it gets to 2 charges eventually and about stops.
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I think it was that it has long hitstun, maybe it's also a stagger state, but can't remember. It looks like there is a LOT more info on jbbs, that I will translate when I get home from work. Saw another note that jump loop combo didn't work on Ragna, but worked on Tager. I think it's the j.B part of it that broke. just skimmed. Of course, that and anything else that has cropped up since the info I posted last night will end up on here in probably 3 hours or so.
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nah. While being combo'd mugen doesn't decrease. During block should be normal... Followup 214xs move length is based on the preceding 236x. 236c214b moves a gross amount command throw does 960 damage, gives 2 charges. corner throw, 214D, 2CC, CCC ender does 3400 D projectile is as big as a spark bolt D projectile is not 2 hits, if it hits they stay there D proj > 236D releases an aura. stagger state, but 6c is too slow to hit throw > d proj > 236D projectile hits, and no aura comes out (due to projectile hitting) JC doesn't float. 6cc> JC>JC whiffs due to height forget about DP whiff. j.236A releases a projectile, but disappears partway FC 3c > 6c doesn't connect j.236D > j.214D, even diving through the projectile aura doesn't appear 22b CH causes stagger OD at start of round is ~2.3 charges jCC > j.214D > 236d doesn't connect (at 236D) Crush trigger range is about equal to 5c, startup is about equal to 22D, chargable but effect of that is unknown impressions: feels potential in neutral from the projectile, and damage seems to be pretty ok.
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8/24 C DP seems to have invincibility Jump loop combo seems to be gone (? might be referring to loss of 5c JC, still doable with 5b as previous test?) Mugen gauge does not lower while taking damage. AH's seem to be in the game this time. Tsubaki's looked almost the same (did not catch what she said)
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What chars don't care so much about their personas being broken/
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hi Final_round. what you're looking for is in the first post of the thread. Throw followups are limited.
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laggy mitsuru is the pits
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I guess that beam can punish about anything, including the beam itself? so no one wants to move.
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They are overheads. I haven't played anyone that made them hard to block though, mostly just at range and it's easy to see..
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I'll try those out. Thanks.
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at this point, the thing annoying me the most about combos is getting 5a after dash cancelling 5c. In combos like 5b>2b>236a>236a>236236a>5c>236b>236b>5c>5a>5c>214c>236236d. It's like, it can't be buffered and you've just got a couple frame window to hit.