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Isuna

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Everything posted by Isuna

  1. Well, half of the videos are done, and I don't really feel like waiting to go anymore (it'll be late >_<). So you'll have to cope that with the last three vidoes are not rotated for the next couple of hours. http://www.youtube.com/playlist?list=PL44D50B286EC0335B&feature=view_all It'll take me an hour to get there, but if you want some tweets while I'm not stealthy recording you can check my twitter @HasekuraIsuna. If there is anything special you want me to check for (not that I can choose what characters are played) leave a comment there, becuase it should probably alert me.
  2. Shaky, from a couple of metres away, half of screen is commercial for P4U, and at least six of the vidoes are cut off. But yeah, it is more than one. Would anyone be intrested in me twittering about what I ever I see over there? I mean I only use my twitter to stalk my favourite eroge-companies anyway, might use it as well. Or would you rather wait for an report when I get home?
  3. You mean apart from that they both have a scar in their face, fire is their element of choice, have wrist guards and are fighters? No, not at all...
  4. First video is up and rotated, second video is rotating, last four as still uploading. When they are done I'll make another expdetition, bringing extra battery and I'll try to make more space on my phone first.
  5. It looks exactly like the other drivers, so I would guess so yes. Haven't seen it yet though... have not seen much Tager at all in fact. ._. I looked some at JBBS and the following comments I found interesting: "3C>空コレ>6B>6Cがつながったぞ" "I just did 3C > Collider (miss) > 6B > 6C" The quoted comment about 3C > Collider (miss) is challenged in the next post. "一応できるけど" "You CAN do it"
  6. I'm uploading it right now to the tube. Guess I can put a archive at megafire as well, but I captured it in full HD (?) at 1920p so one minute is roughly 100 mb. ._. I'm just going to rotate the videos, put them in a playlist and then I'll post a link. Think that 1 of 6 is finally up on my not so good connection.
  7. Not yet, I can only say that editing and uploading HD video on a netbook is a royal pain in the ass. HandBrake doesn't work on screen resolutions lower than 1024x620. Bypassed it by reinstalling old video driver which allows me to compress higher resolution, but HandBrake neither lets me rotate or crop (screen size). I really tried, but I cannot get the installer to work. It crashes as soon as installation starts and sends me to download the offline version, but same thing occurs. In the meantime I'll upload the raws on the tube, because it can apparently rotate at least, but you will have to cope with that the screen being twice as high as wide.
  8. I can confirm that one bug appeared from behind and bouncing on the floor before hitting opponent. By the way, I think 6D lost it hitbox again, at least 2C doesn't chain into 6D.
  9. I'm pretty sure someone at JBBS said that they couldn't do air dash JB after Renka bounce, as I think it is wall stick instead of wall bounce now. Don't quote me on that though.
  10. By the way, guys, I got some (bad) footage of the loketest. There are no watching eyes by the TV screen at the entrance of the arcade. But I need some video editing software as it is in .3gp, needs to be rotated and cut. Anyone know good free program? Tried to google it but most sites didn't seem so trustworthy, so I rather take someones recommendation.
  11. According to JBBS, the thought of the new 6D is to give us instant 2D, middle 5D and slow 6D. Why the hell we would want something slower than 5D is beyond me. Apparently if you hold or press A during successful 5D you get an Emma for 1 magatma. But apparently 5D can be blocked. They are guarding the the loketest quite strictly, so it is hard to get footage.
  12. Oh yeah, forgot that one. The presents act likes mines and activates when opponent is on them, an attack springs out of it. It seems to activate even if opponent is teching, missing them. I think it quite good damage. I was looking at the Japanese BBS, and found some new stuff: Relius 22A/B/C, the projectile is in fact low, but has slow start-up. 6B>6C gatling removed Also I forgot to mention yesterday that Ragna's Dead Spike now spawns from the sword and moves forward, instead of appearing from the ground. It looks ridicolous and it seems to miss opponent in corner combos, but its range is longer. Edit: Also It's not over yet doesn't give stagger anymore! It throws opponent far away. I think it still is possible to rapid to dash 5C. It corner bounces, so I guess it i still useful in corner.
  13. "There are changes Valkenhayn's movement, but WJA > land D > 2C and alike, blocking and turning back to human must be neutral D. So if I can't get over my habits I have confidence that I can play him. It is a little too hard to cope with it during just a loketest."
  14. I was so hyped yesterday, and today I see what they have done with Hakumen. ._. It's enough to make a man sad. Really sad. T_T One of them works like optic barrel. Relius pulls a lever and a projectile appears out of the floor at set distance.
  15. I just came back from the loketest, and here is my impressions of it. I am not a top player, I am not particulary confortable with most characters and I just watched because you had to wait over an hour to play. So, I warn you that my impressions might be wrong. Beware of Wall of Text. System Overdrive: Lasts about 5 seconds on full health, last about 15 seconds with almost no health. Corner bounce: Instead of bouncing off the wall, they instead seem to be stuck to the wall for a little while and then fall straight to the ground. Seemed like it was harder to combo because of this. Menu: Menu is completely redesigned. Characters are positioned like asfaik they are in GG. When you select colour, you get to see in-game sprite instead of just rough colour selection. Design: Heat Guage is light blue 1~24, green 25~49, red 50~99 and yellow at 100. Rapid cancel looks like a red Faultless Defence. Overdrives Ragna: Blood Kain with no health loss. I think Devour by Darkness does double damage. Hakumen: Unbelievably fast magatama gain. I think it would neutralize Mugen drain. Tsubaki: Some Install gain, but compared to Hakumen very slow. Characters [*]Ragna: You don't need Blood Kain for Devour by Darkness, but it does "only" 2200 damage (but double damage in Blood Kain). He has a new overhead-like attack when he transforms his hand like Devour, and hits opponent from above. Maybe this is Blood Schythe on ground. [*]Jin: The ice on frozen opponents is MUCH smaller. New Sekkajin hits four times very quickly, but only for 664 by itself. Follow-ups for 25% with yukikaze animation. Musou Senshouzan fly much lower. New J214C is basically a air version of Fubuki, slashing downward. C version cannot be followed up, but D version can be. Air Hiyoku Getsumei shoots more diagonally downwards than you might think, probably only usable in combos. [*]Noel: New sexy look. Can transform her pistols into a shotgun that causes corner bounce. Did not see any A Optic Barrels. Flash Hider seems uncomboable. New air attack, she fires diagonally downward with her pistols, with so much hitstop it looks weird. Revolver Blasts chains to this. 2D is completely changed: It has much slower start-up but flies much longer. In fact, it will cross-over close opponents completely. Sometimes 6C>2D works. [*]Rachel: Can transform rods into homing cat bats with a propeller in their belly. Seems like they work like the pumpkin in that way that they only have hitboxes while affected by Silpheed. [*]Taokaka: Looked like she could do Hexa-Edge mid-air (or something alike, the attacked missed and didn't continue). [*]Litchi: Has a special move that moves her across more-than-half-screen and through opponent, which is also an attack at the end. [*]Arakune: Can call down a big spider, that hangs on a string and then goes back up. Can be done in front of him, on him or behind him. Also, it seems like he can spit some other type of cloud both on ground and in air. [*]Hakumen: Agito quickly kicks downwards. Can be used in the end of his new air combo, as the his old is dead. J2A no longer resets gravity meaning that Hakumen falls very quickly after it. Opponent floats higher when hit by it. JB > J2A > jc JB > J2A is possible, but whether JC hits after that seems unstable. J2A doesn't chain to itself even in corner. Tsubaki doesn't cause slide. Forward throw causes stagger. Shield animation for 6D is much later, makes it look weird. Seems like there is greater hitstop on zanshin guard. [*]Tsubaki: Dark Tsubaki is standard colour. Forward throw screen bounces. Seems to have a command throw that does about 960 damage and you can combo of. New super calls upon 8 blades to home in on opponent, but is not guaranteed to come out. If all 8 blades hit it is slightly less than 1600 damage. If all blades are blocked it gives long hitstun as they hit one after one other. [*]Hazama: Did not see any Hirentotsu-loops. Possibly 2C floats higher. Chains have new metallic sound effect. [*]Makoto: New move seems to bring her forward, like Hell's Fang. [*]Relius: Pulls a lever and projectile appears from the floor, at different places. Kinda like a Optic Barrel with less height. [*]Amane: Seems to be the most popular of the new charater. Has many attacks with minimum range, so (s)he probably replaces Lambda as the spacer character. Drill gauge seem to increase every time a drill attack is used, even if it misses. On level 3, the special that causes a drill to come out of the ground hits about 30 times and deals over 2000 damage. One super moves her forward and through opponent while attacking. The other is like Spike Chaser but with drills. Seems to be able to charge her drill as well, similar to Tsubaki charging Install. [*]Bullet: I could not stop thinking of Bang and Makoto when watching this character, at least if you think of the design. She can charge up to three levels of Heat Up. Her Heat Up dissappears when she presumably uses a drive attack/special. Has an super that brings opponent to corner, the follow-up then returns the middle of the level. [*]Azrael: Charges a red arua. Charging it seems to be an attack as well. Gets markers on opponent, either on the upper body or lower body or both. The marker is either white or gold. Not sure how this system works, but I think it changes the look of his super.
  16. Just came back from the loketest. Didn't play becuase of the one hour queue but I got to see some action standing there for four hours. J2A isn't changed back Hakumen is dead for me. Wasn't it one of those things that made him unique? The fact that he doesn't go air attack > jump cancel air attack, and instead went air attack > air dash air attack. This is really the first loketest I've been watching, so I don't know the probability of change, but... To me it seems like they try to make Hakumen a midscreen character, removing everything he had in corner. Without the good old J2A he has almost no corner carry. Forward throw doesn't float opponent, so you will need to spend metre for Renka to get float, to get to the non-existent corner loop... Tsubaki doesn't slide anymore, which I guess is supposed to make him stronger midscreen, improving his non-existent mix-up. Is Agito supposed to be some kind of cross-over option? You can add Agito in the end of the air combo, but if you do it after the second jump I think opponent will have time to tech. TK Tsubaki > Agito is possible. Hotaru now moves Hakumen higher at the end of the animation, making it less secure on block. I think it launches opponent higher as well, but I am unsure if you still can instant air dash to J2C to pick up. Overdrive has unbelievable fast magatama recharge, at least reverse Mugen speed. So Overdrive + Mugen at low health = ? o.o
  17. Just came back from the loketest. Didn't play because of the one hour queue, but I got to see some Tager in action. 360C is Tager Driver in the air. Can be delayed, supposedly attracting magnetized opponents, with Tager standing in the air, looks rather silly, but what the hell. Guess this can be TK'd? o.o Collider bounces opponent higher and closer to you. Not sure what the standard follow-up is. jump JC > J2C does not seem possible. Maybe the lowered his jump height or JC is slower. Or the players just weren't good enough. But Tager seem to land before you could do anything after JC. 623D is a diagonal Spark Bolt. (Y) Overdrive magnetizes opponent whereever they are. (Y) Wasn't in the loketest. (Y) Tager to S-tier?
  18. I mean it is not like I can wait to see 2C hit the opponent, then input 529. Better to input before you see the 2C come out. I would not use 2C outside the dustloop, I am not that good at anti-airing : p As I am more of a computer player than a console player, I just feel it fits me more. : 3
  19. Thank you, guys! Just yesterday I went back to D-pad from analog stick, and I can say I have learned a lot. Now when I have done the thumb moves on the stick, they feel easier to make at the D-pad. Also I have been training to stop mashing and that has helped the most. I had a period when I played a lot of Tager and I soon realised that you cannot really hit confirm 2C > Collider and I guess it is the same with 2C high jump. I just have not had the time practise yet. Oh, I so do want a hitbox. They have not released to 360 yet, right? I bought that Razer pad with four seperate buttons for D-pad, and I tested to play like a Hitbox. If I did not get cramps after like 2 minutes I would play that way. >_< On a side note, Extend Hakumen is so good! XD
  20. Oh, so now I have to high jump >_< Well, I need to learn it sooner or later. Still it is better now when it just 2529 instead 25292. >.>
  21. I would still call it cancelling, as after the tech the "next" in the data would be "standing", if you cannot change the flow (i.e. "cancelling") you would have to go to standing whatever. But, thanks for the answers, that is what matters. : 3 As for TK landing, I meant for moves like that does not move you upwards, like Hotaru, Tsubaki and D Nails.
  22. For Extend, do you go: 5D > 5C > Gurren > 66 > 5A > (6A > 5A) > Dustloop or 5D > 2C > Dustloop?
  23. Some questions regarding cancelling. As we have the advanced input system I wonder wether the cancelling is done the frame after frame you can cancel or if it can cancel into next move without going "neutral"? (I am guessing the former, that would explain the 1F delay with rapid cancel) As that sentence does not make much sense, I will do some examples: TigerKnee A. Jump Start Up (4F) > in air (1F) > TigerKnee B. Jump Start Up (4F) > TigerKnee In the other words, does a TigerKnee delay the start-up by 4 or 5 frames? Also, lowest possible TigerKnee how many frames does it take to land? Wake-Up A. Neutral Tech > standing (1F) > reversal B. Neutral Tech > reversal In other words, can you cancel the last frame of the tech to a move, or will it have 1 frame delay? I guess you can cancel to block? Otherwise the whole system would be broken. >.> Also, can you cancel active frames or recovery frames or both?
  24. I only troll when I have been playing with my friends for several hours, so no need to worry. : 3 Yesterday, I had quite the success at the dustloop in training (at least facing right), so we will see how I do when I get to play my friends again. : D
  25. I usually troll with Emma>Air Grab, because I have yet to learn to do step cancels consistently.
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