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Everything posted by C0R
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The only proration nerf was to the p1 of the bombs, they've retained the same combo utility they have always had. The main thing keeping them from being a stable bnb segment is the relatively low damage:prorate ratio [(600:91)x3], compared to say, 6b [(680:94)x2] There is also a high likelyhood that they will far increase the damage of the bomb hit to compensate for the loss of raw damage (1800->600), implying that Habakiri will have a very good damage:prorate ratio. Assuming a tweak to the p2 of bomb, or the addition of smp is also reasonable, either way they will be a different tool, and have a new niche.
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Keep in mind only the laser is seen to move faster, the startup and recovery could very well be much worse. 214d only hitting once is actually a huge buff to combos, as it now no longer applies p2.90x3 for measly upfront damage.
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Supposedly her C normals have seen a decrease in speed. This, combined with likely changes in recovery and untechability in her normals/specials, along with new proration values, will lead to a complete redesign of her optimal combos.
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I'm waiting.
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Sod has always had groundslide property on normal and ch, for levels 3 and 4.
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6B > 6 C was connected - This implies that either 6b is 1f more untechable on air his or that 6c is at least 1f faster, as this connected on fc in cs 貯めなくて tsurugi was even slide down - SoD Slides on hit 2 CCH passive shorter non-empty da so pick up somehow in the JC - "2c ch has less untechable time, requiring j.c to continue a combo" 6 ACH even lower float - "6a floats lower on ch" Tosca and ハバキリ faster? - "Totsuka (236d) is faster" 6 C. lost the use of two or more times is painful.... - "Not being able to combo into a second 6c hurts her combos" 6C unable to W ハバキリ 3 times too - "Repeat Prorate on 6c does not allow for a 3rd to connect"
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If I get a video I can calculate prorate, is the thing. Keep in mind observative startup is most likely skewed due to JP video's encoding giving the illusion of the game running faster than it actually does.
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There's nothing on their Official Ustream Site, and Twitch is bare.
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There isn't a stream archive is there? I've been very sick and haven't been able to see it lately.
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Itsuu stance is unaffected by magnetism, there are other instances of moves having a higher "movement rule" that overpowers magnetism, such as Mu's inability to lose or gain vertical height during her air specials.
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Only the first hit of Renka has bonus prorate, the relatively poor prorate of the second hit may be why the entirety of the move seems ineffective in basic calculations,
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"If the world dies-... Ugu!~"
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Lambda Palette for Mu would actually be really cool...
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
C0R replied to Hecatom's topic in Under Night In Birth
HIMESAMA! So long as she retains A.Earth's awesome green palette. -
CS1 optimal bnb. No jokes!
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Either v13 got more health, or 5c does less damage, because in that screenshot it's definitely not so big a chunk as I remember.
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Think of how Labrys and Elizabeth were released.
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Depending on the recovery we might be able to do some 6c > xd > corpsehop stuff.
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I found a 0 > 100 meter 10k burstless combo. Not sharing.
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There is no information as to any µ changes and likey won't be until the game releases.
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OD combined with charged steins (assuming they retain amazing base damage and good prorate) will most likely allow for custom charged stein combos off normal starters.
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Valk is a bitch. Every character with the capability of setting up airdash mixup has incredible mixup, combine that with mu's easy access to dirty fuzzies on half the cast along with excellent guard crush capabilities and she's an offensive powerhouse.
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Her weaknesses aren't very exploitable, honestly, they're more just little things here and there.
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She's annoying to play against. That's pretty much the reason anyone will complain about anything. There are a good number of real, definitive arguments as to what should probably be changed about the character, however there are aspects of balance in them, which is something people tend to ignore. ---[2b/2a/Antiair/6b]-----------------------[3c/jc/5c/5b]--------------------------[6c/SoD/Yata[1]] Lower echelon damage is good, upper echelon damage is too high, max damage... doesn't really come up. Easy access to strong meterless and metered defensive options, only slightly compensated for with a subpar CA. Weakness is in the hitboxes and not the frame data. On paper they look ridiculous, but in game they can be baited in ways that others cant, such as neutral jumping on Mu's wakeup. Ability to absolutely shut down the neutral game beyond fundamental approaches, requiring excellent play from the opponent to beat. Most player's weaknesses in fighting games is playing neutral, as that's the aspect of the game that requires the most experience, therefore characters like Mu/Rag/Hak seem incredibly overpowered because "it seems that they have to do less work to win than me". Some examples of why people complain about µ. Damn straight.
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And getting Gladiator, again. I see everything regardless, behave.