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Kantan

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Everything posted by Kantan

  1. Didn't get much time to play her, but I'll tell you what I could learn Her 22C just seems to tack on a little (VERY little) damage after a knockdown. You have to input it SUPER early or else they'll tech long before it can come out or, worse, after it came out, causing you to whiff and become EASILY punished. The move IS RCable, which can lead to a small combo, but it doesn't seem like you can do a very long combo after this sort of thing. My initial tests of j236C caused me to initially think "What the fuck is this shit" but I DID find a use for it! If you use it after landing a 6C, you can cancel out of it and basically continue the combo on the ground. I'm no genius at figuring out combos and shit, so I didn't pull anything fantastic off of it, but I saw some other players get some nice shit off doing this. I like 6C. I like it a lot. It's pretty much exactly like Ragna's 6D. On block, you can cancel it into air normals to keep them blocking (now overhead!). Also, the move can combo after a 6A, which can combo from 5C or 5B, but you have to be pretty close for any of that to happen. It also Fatal Counters. Invincibility on spinny super is nice. When you don't have a bat, It'll get you out of the corner and can be used in the middle of blockstrings. I don't think you can combo off of it. The recovery isn't nearly as awful as I thought it would be, but it's definitely not good. 1500 as a minimum damage sounds pretty accurate. I think most of the time I scored somewhere in the neighborhood of 1800~1900 with it after a decently long gattling just to score a round ender. Her air throw is pretty damn easy to combo off of. I don't remember move names, but I looked into her 214D a little more. It throws away melee weapons, and launches 3 of her ranged weapons (rockets and bombs). The angle the melee weapon flies at varies from weapon to weapon. Using her 236236D super... I don't think it changed it too much. It definitely alters the graphic at least. I threw an excaliborg instead of a normal bat. I think the powered up weapon was bigger than the usual one as it flew away. Other than that, I couldn't tell you if the damage or properties changed. It's hard to hit with that move... I still think it's primarily used to get rid of an item or just surprise the hell out of your opponent. It's also pretty damn useful for the ranged weapons. The three rockets stay onscreen for a pretty long time, firing off one at a time. I can't tell you how many times I've surprised people with the bubbles. Just don't use it right in their face (except for Oki) and you'll be getting yourself a good number of combos for free. I also don't think it prorates as much as I expected it to, but I really wasn't paying TOO much attention to that, I was more focused on not getting my ass handed to me. Now for nonsense The horsey ending is the biggest and best incentive I've ever had to win a fighting game ever The new announcer is AWFUL. They sound like they went out of their way to find the most nasally, un-enthused, non-english-speaking Japanese woman they could and told her to read lines. It's painful. REEBER WAN! AKSHUHN! Platinum's astral works in the air. I wanted to test if it would work off of throw, but never got around to it. Next time. Most importantly, when she hits with it, the music changes. I couldn't hear it too well in the noisy arcade, but it sounded J-poppy and wonderful and I already want an mp3
  2. I'm about 80% sure just from what I remember that Miracle Jeanne DOES switch to the next item. I found that out the hard way. I had 3 kitty rockets still, so I used to Miracle Jeanne to get GIANT kitty rockets, but ended up just wasting an excaliborg charge on a full screen whiff... I'm pretty sure you get the normal number of charges the regular item had, but I'll confirm this. I'll also try it with mystique momo, but that seems like a waste with anything except the bombs or kitties... Mystique momo is... weird... I seem to remember doing this a couple times by accident doing the wrong input for the command grab. IIRC, I threw a frying pan or bat almost straight up. I also don't remember it ever coming down. My guess is that it COULD be used as some sort of last-ditch anti-air? Or maybe in some certain combos or something? But other than that, the only usage I could imagine is getting rid of your current item :P I didn't even know Falling melody existed... I'll get on that one... I gotta say, though, her astral is pretty epic. It also basically hits in a straight line the entire way across the screen (lazers, pew pew). plus 236236 input is E-Z modo Her 5D item setting at the beginning of a match or when one runs out is really fast. I can't imagine being punished for it unless you basically did it in your opponents face at neutral. Even miracle Jeanne was really fast. 3C>Miracle Jeanne was pretty nice, even gave you enough time to try running up and pressuring the wakeup. Reversal super was nice. A lot of times it looked like not all the hits were going to connect, but they still did. I was pleasantly surprised. I need to confirm if comboing off of 6B is possible with frying pan or bat. I think I managed to do that once, but I don't know if it was the computer being stupid and getting counter 6B'd, or just a regular one. I'll check that. Whiffing jD with the hammer WILL get you punished. Even having it blocked seemed really easily punishable. I think even Noel 5D could counter after blocking the whole attack. j.D Kitty is just plain fun. An aerial attack with Litchi 6B range that hits overhead. It's not THAT damaging, and comboing afterward is completely impossible, but there's something really rewarding about smacking your opponent with a giant kitty head. 2C sucks. That's my initial opinion. Even as an anti-air, it's slow as hell, you have to use it really early. j.2C's hit stun is ridiculously non-existant, IIRC 5D one button, invulnerability on-demand reversal bat is amazing. IF the opponent puts you in the corner and you have the bat, you are getting out of the corner. It sends them flying on hit. I don't know how punishable it is yet, noone's blocked it that I've played... There's probably a million more things I'd like to point out, but it's 1 AM here and I have homework and class tomorrow... Post more requests and such, I'll check this before I go arcading and try to get to as many of them as I can (provided someone else doesn't beat me to it...) EDIT BECAUSE OTHER PEOPLE POSTED I don't know if I made it clear, but spinny super DOES seem to have invincibility. I'll make sure of it though. Also, I don't know if comboing after is possible... It seems to either throw your opponent away or push you back at the end... And videos are a no-no. The arcade I go to never allows recording of any kind on any game... I mean, if I get a friend to go with me, I'll make him/her at least try, but I don't want to get kicked out...
  3. Anybody got any more requests for things I should check on tomorrow? I'm not gonna pretend I'm pro or something, so I don't know exactly what I should be looking into... Want to give me a list of things? I'll basically write it all down and take it with me~ I'm going anyway to play, so two birds with one stone, yeah?
  4. @Corinthatic I literally discovered that move in the last bit of play I had with her and by accident. There was no move list present, so I basically had to figure everything out on the fly and from what I remembered reading here. That move... it's as weird as you think it is... Basically, picture the Lakitus from mario. She forms some sort of... cloud thing under her and can float on it momentarily. I was only in it for a few seconds, but it seemed decently slow. It's basically like that post says, use her long air dash to hit them with a few high moves, then surprise them by canceling into that and immediately canceling it into one more overhead move. Outside of that, there doesn't seem to be much use for it.... maybe for running away and staying airborne for timeouts? Her keep-away game was pretty nifty, especially if you can get the bombs. I took out a tager that way. Since the bombs hit twice (once on impact and again when exploding) they can wreak some havoc even with sledge!
  5. Ok, I'm in Japan and I played as Plat today. I'll probably go back tomorrow and play more. Ask me questions, I'll try to give you info as best as I can! Dashing command throw is AWESOME. If you get your opponent trained in the first round or so to be expecting 3C or some other attack after a 5C in a blockstring, you'll start catching people with it pretty easily. It worked on every opponent I played today after a round or two of conditioning them. Edit: I think some people might like to know: In her arcade mode, her set/interaction battles are Bang and Taokaka, with Hazama being the typical final boss.
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