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Airk

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Everything posted by Airk

  1. There's a full, technical explanation of it HERE, but the layman's version is that P1 is the amount a move prorates by when it is the first move in a combo, and P2 is the amount a move prorates by ANYTIME it is used in a combo. And yes, BOTH are applied to the first hit. So if you have a move with 90 P1 and 92 P2 (a strong starter) your next move will do .9 * .92 = .828 times its normal damage. And lets say that next move has a P2 of 70. That means the third move will do .828 * .7 = .5796 times its normal damage. Proration is complicated. The super short version is that the higher those numbers are, the 'better' the move is in terms of keeping a combo going, but P1 only applies to the first move in a combo. This is why comboing into Jayoku Houtenjin is better than just hitting with it 'raw' - it has a 50 P1 but a 94 P2. So for example, if you do Jayoku > Stuff, the stuff is only going to 47% of its normal damage (.5 * .94) but if you do 5B > Jayoku > Stuff the stuff will do .9 * .89 * .94 = 75.2% damage. There's also other proration stuff like "same move proration" and "bonus proration" but I'll let you hit the Wiki for that. :P
  2. I have a stick repair question of my own, and my 30 seconds of googling has failed to turn up an answer (okay, I'm lazy and didn't try to sift through any videos looking for an answer) - I have a HORI HRAP EX-SE, and the USB cable is starting to fray where it connects to the stick. This isn't a problem yet, but I'm sure it will be eventually. I'm reasonably confident that I can fix this all by my lonesome by popping the stick open, cutting the cable, and reconnecting it to the PCB, but in the name of preparedness, does anyone know if the cable is soldered to the PCB or whether it uses some other sort of connection?
  3. That's wacky. I endorse it, but I hope they haven't removed its frame advantage; It would be a sad, sad day if we had NOTHING to restart pressure with. =/
  4. Nope; They're extremely high quality. While it's -possible- yours was damaged, odds are you're just completely unused to it.
  5. Nice to actually play these games, so I can drop combos in person. Probably won't be able to make it next week, though it's not out of the question. Just dealing with a lot of issues at home.
  6. Heading out now; Have to get some dinner enroute, so be there around 7. Have a copy of BB in my bag. Will probably need to leave around 9ish because I have to pick up a perscription and stupid CVS closes the pharmacy at 10. -_-
  7. Sounds like there's a loose connection somewhere.
  8. Short answer: No. Slightly longer nonanswer: Depends on what you like about Hakumen But mostly "no".
  9. Good deal! and dunno why you're sorry. I'm not bothered at all.
  10. Actually, in CS2 her normals were pretty strong - 5B was well above average, 2A was EXCELLENT, 6B was pretty good, etc. It's just they nerfed them all to hell for Extend. I'm a bit skeptical of the 2C info myself, but I'm not nearly so certain as you that "big changes" to her basic normals would be noted in a loktest - unless it's super obvious stuff like whiff recovery or startup, a lot of the properties of normals aren't really apparent from just screwing around with the game for an hour or two. Remember how much testing we had to do to try to find the frame (dis)advantage on normals before the Extend Mook came out?
  11. Not to derail a perfectly good argument, but you can also use a 1 charge Mugen combo here and get up to 4k if your execution is on point; It's another combo that you probably only want to do if it's going to kill, because it has an air ender, but still. DP Whiff is more relevant when you DON'T have heat.
  12. Hmmmmmmmm.... I am currently leaning towards Naoto, but honestly, until I play the game, I won't know who works for me. My copy JUST shipped, so I'm probably not going to have it with me on Friday - even if it arrives on Friday, I won't be going home to collect it before heading down.
  13. Non-Hey-look-it's-another-600-damage DD will be completely awesome, other stuff has potential for awesome. Not personally so keen on learning new combos, and I know it does tend to drive some people from the game. Optimism. Who'd a thunk it? Edit: Video was pretty hard to see, but looks like the ground projectile is basically the same orb as the air projectile, only horizontal instead of angled.
  14. Arakune had it coming. :P But seriously though, not radically altering everyone's combos over time works just fine for most franchises. I don't really think I am nearly as concerned about stagnation as you are. Otherwise, the much vaunted Guilty Gear would be like the most stagnant game in the world right now. (Except MvC2, I suppose. :P) Some changes are to be expected, but...eh. Whatever. What happens, happens. Thanks for the link PK.
  15. Yeah, well, I'd prefer that they do that to everyone if they do it, and we all know how 'consistent' Arc Sys is with this sort of thing. *Cough*ExtendDamageNerf*cough*
  16. Huh, I coulda sworn the last few times I was there (which, admittedly was a while ago) OH. That's right. Someone BROUGHT a PS3. Everything makes sense now.
  17. ???? The command throw gives stocks? Or is there some other kind of bar in question here? 'cause. Wow. If so, this thing will be super nice even if it IS just ~950 damage and an untechable throw.
  18. I hadn't even stopped to think how far at odds those two design decisions are. Arc Sys. Your left hand needs to have a conversation with your right hand.
  19. ...what? No? How would that even work? @_@ I was doublechecking/rambling that the charge move was the projectile. And there are no primers now Hajin, so 22D won't break them, but it's possible it could be her new guard breaking move (where if they're not barriering and you hit A+B you break their guard by spending 25% heat. Not sure about the order of events here - maybe you spend the 25% heat just to TRY to break guard?) but that would...er...kinda suck, since it'd require us to spend a charge AND 25% heat to try to guard break, whereas I bet most other characters won't have to burn resources to use a guard break move. So yeah. Kinda hoping that's not what it does. But I'll still be a litte sad if it's just "Well, the D version wallbounds, so you can do better combos with it" because while still useful, that's not very exciting.
  20. If my copy has arrived by then (I'm cheap and didn't pay for fast shipping) then I can bring it along - it'll be Xbox, but whatever.
  21. At least it's not an down-up charge. (Or worse, an UP-down charge like Saki has in AH3). I can usually manage a 'back' charge, but down-up ones I always seem to end up jumping. x.x Did we ID this move as her projectile now? Super curious about that.
  22. Alright! That's quorum! :P See you there. I should be there not much after 7.
  23. My gift for understatement has served me well once again. Anyway, I didn't even pick the damn example, so cut me some slack. Someone else used the "Just look at Hazama's command grab" card.
  24. Fill in those of us who don't routinely read the Carl subforum?
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