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Valthazeryus

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Everything posted by Valthazeryus

  1. When was the last time we even had a gathering?
  2. I thought the same about Sledge. I think it's actually be really threatening if they actually gave it Hammerfall properties too where it'll absorb 1 non-projectile damage and actually made it where there wasn't a punishable gap between the Sledge and Hammer. :D On a serious note, that shit gets baited so hard if you just use it to travel across the map. The 5B > 5C is really bothering me. To be honest, I wished they just nerfed the proration instead. I'll admit, 5A > 5B > 5C > Spark Volt > MTW > TB did quite the number. I think if you just made it prorate a lot more, it'd be balanced, but I don't really like the idea how it's going to change with a whole bunch of strings. I would've been ok with a big proration nerf on P1 5A that would be perfect for me. (not considering the potential heat gain on a 3-hits 5A combo versus a 10-hits one). I wish it was like the original Overdrive move they were testing out where his OD would magnetize opponents on activation, pre-magnetized or not as well as made the pull a bit stronger. Actually, just changing the pull property might be better cause with OD, it didn't really seem to be extremely noticeable. Or also just give Slide Head that magnetizes if they get hit. But Slide Head looked stupid in my opinion; maybe give him a move where he just slams his giant fists into the ground and does Slide Head stuff.
  3. My only big complaint about it is the gate that holds your cord inside a little compartment that's built along-side the stick falls off from time to time. Erik and Chris don't even bother with the gate anymore and just wrap the cord around the whole stick. I still use mine though, cause I have OCD and everything needs to be neat and tucked away in little cubbies.
  4. The only difference between the HRAP V3-SA and Kai is just the distance the stick is from the buttons. I personally don't like the idea of dual modding, so I spent like another $120 on ebay to buy HRAP VX-SA for Xbox. ebay is generally cheaper, too, and it's not really as shady as you think it'd be when it comes to shopping for sticks. If you're not looking for a pre-dual modded stick, I'd recommend the Hori as I agree with Ruben, I think it's the Lamborghini of fight sticks.
  5. Gunz 2? a-cho is getting better at uploading non-potato quality recordings. http://www.youtube.com/watch?v=aaffcsHR2N4
  6. Ryan. Are you down with the (Noel) scat?
  7. What information is released so far from Famitsu. Ragna: • Backdash duration increased from 20 to 22 frames. • Negative Penalty Resistance increased from 2 to 4. • Inferno Divider D falls 3 frames faster. • Gauntlet Hades no longer flies over crouching opponents. Now properly hits crouching opponents in the corner. • OD Dead Spike no longer comes out beyond the corner. • Last hit of Belial Edge is now DD-cancelable on hit or block. Untech time decreased from 40 to 35 frames. Jin: • Negative Penalty Resistance decreased from 6 to 4. • Front and back throws are now special-cancelable with proper timing, as well as dash-cancelable. • j.C and j.2C have their hitstun decreased from 19 to 17 frames on grounded opponents. Hitstun on airborne opponents remains the same. • 6A is now level 3 rather than level 4. Recovery is increased from 20 to 22 frames. Now -8 on block, +1 on hit, +8 on counter-hit. • Hishougeki has its recovery decreased by 9 frames (now +0 on block, +22 on hit). The charged version comes out 9 frames earlier. • Fubuki is now active from 6th to 8th frame, with invuls on frames 4 and 5. Proration increased from 82% to 89%. • Musou Tosshougeki is now a Fast combo starter. • First hit of Hirensou is now a Fast combo starter (the second hit is still Normal). Noel: • Backdash's duration increased from 18 to 22 frames. The invuls now last longer by 2 frames (from 1 to 7). • 5C no longer has projectile guard point on the arm. • Counter Assault has its hitbox improved. • Crush Trigger can be performed during Chain Revolver. Now ground-bounces on hit. Follow-up time decreased from 21 to 12 frames. • Drive 6C doesn't fly too far, hitting with all hits more reliably. • Silencer C has its hitstop increased from 0 to 6 frames. • Default Muzzle Flitter damage is increased from 1500 to 1600 (P1 proration increased from 70% to 80%, minimal damage decreased from 1500 to 1000). • Fenrir's first hit sets the opponent on the ground, hitting with all hits more reliably. Rachel: • Backdash's duration increased from 23 to 25 frames. Ergo, she is considered airborne from 1st to 25th frame now. The distance traveled is also increased. • Negative Penalty Resistance decreased from 7 to 4. • 2C doesn't blow the enemy away as high, untech time increased from 30 to 42 frames. • George XIII's SFX now disappear along with the hitbox. • Impish Gipsophilia now moves once the hitbox is active. Can be triggered up to 4 times. • Barrel Lotus and Beelze Lotus have their start-up increased from 39 to 44 frames. Duration is increased from 54 to 60 frames. The projectiles are now slower. The attack level is increased from 0 to 2. P1 proration decreased from 100% to 70%, P2 proration increased from 70% to 92%. Other attack level changes apply. Taokaka: • Added OD version for Hexa Edge • Cat Jump startup can be canceled into Barrier guard, specials, OD • Change to C move charging - C mash used to accidentally turn into the charged version easily, so they made changes to fix that. • Backstep: 18F->22F • C move charging: Doesn't count if you release the button at all. • 3C: Can cancel into OD after 2nd hit. • 6C: Active 6F->3F. Recovery 18F->29F. Full animation 42F->50F. Attack level changed to 3 for normal version only. • Dancing Edge: Chip damage removed. Air version doesn't land before the attack comes out, even if done just before hitting the ground. Hit box doesn't appear until near opponent (loses more easily to long-reaching moves). • 5D: Increased knockback • jD: P2 92%->82% • Cat Spirit: Min damage after 5th hit changed 60%->40% (600->400 damage). • Cat Jump: Airborn frames changed 8F~->11F~. Frames until you can take action 16F->19F. • Hexa Edge: Added OD version. • Unison Nyaibu: Base damage 2113->1960 (2307->2497 in OD). Min damage 1050->820 (1640->1225 in OD). Last hit of normal version causes wall bounce. (Landing it in corner causes opponent to bounce towards midscreen, switching sides). Tager: • Duration of backstep animation increased, making it easier to hit out of. • 5A and 2A combo rate time changed to "Moment" type (less punishing for people to get A'd when watching out for throws). • 2D made safer. • Backstep: Full animation 23F->28F. Invuln 1~19->1~20. Airborn 1~23->1~28. Movement distance slightly decreased. • 5A, 2A: Combo rate time changed to "Moment" type. • 3C: Startup 14F->13F • 2D: Recovery 24->18F. Hitstun 34F->28F. Blockstun 32F->26F • j2C: Made aerial CH bounce heights always be about the same. • Gadget Finger: Heat gauge multiplier 1300%->700%. (Actual gain 936->504) Arakune: • Change in curse gauge depletion rate. It lasts longer when you're attacking, and shorter when you're on the defensive. • a±b homing speed increased. • Backstep: Full animation 37F->34F. Invuln 1F~26F->1F~24F • Negative penalty resist: 6->5 • Curse gauge depletion: Rates are: 15->60 when hit, 15->40 when blocking, 30->20 for everything else. • C bug, D bug: Curse usage decreased. C bug 5000->4000. D bug 12000->10000. • a±b: Full animation 54F->45F. Cloud startup 31F->25F. Homing speed increased. The cloud sticks to the opponent when they are slowed, giving a visual indicator. • Zero Vector: Cloud disappears the moment Arakune is hit. • F Inverse: Startup 5+0->5+2 Litchi: • Staff 4B no longer goes into Straight Through followup on ground normal hit (combos using will have to be reworked). • 13 Orphans damage increased (might be good to research putting it into combos). • Backstep: Full animation 21F->22F. Airborne 1F~14F->1F~15F • Staffless jB, jC: Added revolver action to staffed j2D. • Staffless 4B: No longer moves forward. • Staffed 4B: Recovery 21F->29F. Frame Adv -5F->-13F. No longer moves forward. • D moves during OD: Can no longer control staff during OD activation animation. • C Straight Through: Startup 7F->10F. Full animation 48F->53F. No longer staffless afterwards. • 13 Orphans (vertical): Damage 300->400. Untechable time 60F->30F. Adjusted knockback on hit, making it easier to land all hits. • 13 Orphans (horizontal): Damage 250->300. Untechable time 40F->30F. Hitbox improved and knockback on hit adjusted, making the hits land easier even on airborne/crouching opponents. • All Terminals: Made combo-rush section animate faster. Move distance from that portion subsequently decreased. • 9 Gates: Now usable with 34123646D during OD. Bang: • 6B hit properties on airborne opponents changed, decreasing followup window by 5F. 3C FC combos will need to be reworked. • 2C: Attack level changed to 4. • 6B: Hit property for air hits changed to ground bounce. • Steel Rain: Command changed to 632146B • Hurricane Fury: Grounded version startup, active frames changed to be same as aerial version. (Startup 19F+10F->19F+3F, Active 1F->2F).
  8. TEAM GOOFY4GAMES ARE THE ONLY ONES IN THE POOL ACTUALLY PLAYING?! WTF.
  9. Yeah. Like I don't play Floe anymore, so I am kind of disappointed. Also, the Gundam VS brackets aren't up yet either.
  10. Erectile dysfunction. You get this erectile dysfunction.
  11. It was too slow-beat for my tastes and the thing I like the new one's keyboard and guitar solo.
  12. I'm for whatever sounds heavy/metal. This new GG is floating my boat. I personally liked the Korean GG OST a bit more. As for BB, I think ALL the CP remakes are better than the old ones, but I think that's just my bias towards Galneryus.
  13. These new Xrd songs are hot. Like this new Burly Heart(?) is so much better. All these new songs are good. ESPECIALLY Bedman's.
  14. Wow. Akira looks so hot. His hairstyle reminds me of Kaiki Deishuu though.
  15. I think this is just a way of Ted saying "see guys, she doesn't ALWAYS top" especially that third day.
  16. Thanks for hosting, Tempered and Dippy! GGs to Ray and Wang.
  17. If you could PM your address, I'll try to make my way over tonight.
  18. Do you get a lot of people playing BBCP, Tempered? If you do, I'd be interested, since I want to start practicing 23 hours a day until SCR.
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