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JohnGrimm

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Everything posted by JohnGrimm

  1. That's why I was going with my "chain frames" theory. Every move in the game is like that, it looks like you go back to your idle animation, but you can't do an attack unless it's a normal or special that can cancel the first normal. It makes it weird to actually record frame data, because I'm pretty sure you could block after these things, but links are impossible.
  2. http://www.youtube.com/watch?v=AWHWsP57LK8 Completely unrelated to everything I was doing, but did some quick exploring of Rouga's air boost capabilities. EDIT: Air boost shenanigans. If you put the boost on infinite instead of doing Big Bang Mode you can see how badly it messes with the camera. The background stays exactly where it is, but you keep going up. It looks like you're falling without moving. http://www.youtube.com/watch?v=h2t70Jh-KbE
  3. No idea how to see hitboxes, you'd probably have to open the game files to do that and I have no idea how to do that. I was also going to do Rouga's next, but if you want to help out record their moves on hit, block, and whiff at 60 FPS and upload them and I'll get on it. Oh, and make sure to have the input display on.
  4. So I've started the work of compiling frame data (starting with Daigo) and there seems to be some unusual things with how normals work. It looks like links are impossible even though the normals should allow them. For example, Daigo's 6B is +5 on hit, he very clearly goes back to his idle animation, but even still his 5A, which has a 3 frame startup, simply won't link no matter what. It's like there's "chain frames" after the recovery that only allows you to use a normal that can be chained from the normal you just used and nothing else. I suppose it does make chains easier, but completely eliminating links makes me sad. EDIT: Daigo's page updated with frame data. Double edit: Whoops, forgot his Big Bang Break. I'll get to that later.
  5. Nah, not even close. He lost all of his meaty setups with flamethrower, HK Tatsu does way less damage now that it only hits twice, his super is WAY worse, does way less damage, only hits once, slow as hell, and if you hit him in the startup of it the beam doesn't stay on screen like it did in 4.3, his throw combos got nerfed hard, you can't do tatsu in the air anymore, it's way easier to hit him out of mega punch which means he lost his best frame trap, and his light jump in normals got their hit stun nerfed so cross ups and light jump ins in general are hard if not impossible to combo off of in certain situations. Also everyone has good hit confirms and some characters are much better at rushing down than Blaziken is. When I say broken I meant more in the AE Yun kind of way, where he's not ACTUALLY broken, he was just pretty much better than everyone else in the game. He had better setups than everyone else, he had better pressure than everyone else, his beam with the best punish in the game, he didn't need an assist EVER, and his damage was hands down the best in the game. What he got in 5.0 that's nice is his DP is actually a reversal now, HK is a good meaty normal even though meaty normals are kinda ass in Type Wild, and LK tatsu doesn't whiff on Lucario anymore. He's still a solid character with good corner pressure if you know his safe jump setups and his normals are still great, but he was so much better in 4.3 it wasn't even funny.
  6. At ReveLAtions we had it at our booth and were pulling in some big names to play it like Warahk, Tatsu, and Razorburn. Unfortunately I don't think any of those got recorded, but I'd say this game has been competitively playable since 4.3 (even though I made plenty of people mad back then by showing how broken Blaziken was). There's a pretty small scene for it in LA.
  7. http://www.youtube.com/watch?v=SY7zLf4Xphc http://www.youtube.com/watch?v=1gu9qvHjkPQ Jet combo overview. Not every possible combo, but a general walk through of possibilities with meter and without.
  8. It's a reference to Big Bang Age.
  9. If you look to see what files were updated, it looks like Agito, Senna, Mecha heita, Kamui, Rouga, and a couple other characters all had something done to them.
  10. But who would be scared of something you can completely react to? Most characters only have 3 air normals and they're pretty distinct, if someone went for the air normal that would whiff you could see it and block low and get ready for a throw, otherwise you just block high. It's not so fast that it would be impossible to react to, there's no mixup to be had, not any more than any other tick throw setup anyways.
  11. Yeah, but you could still see the attack coming. I mean if you could IDJ with NO attack and just go up and down into instant lows I'd consider it a mixup option, because even if the attack whiffed, you would know they were faking the overhead. That's not mixup, that's a telegraph.
  12. I don't really agree with that. To me it was a short hop, it was another way to move around the screen without eating some shit for it. The overhead aspect of it was nice, but it wasn't much harder to block than IAD overheads, what made it different from IAD was that is was much safer to do than IAD. The high/low was faster, but overall it was nothing too crazy that I would consider it a stronger mixup option. If you could NOT do an attack and IDJ to fake an overhead into instant lows, then I would consider it a mixup option, but as it was it felt more like a movement option to me. And I don't know much about what changed, so I'm going to discuss what we have NOW by discussing what we lost.
  13. It doesn't do as much damage as 6B > 5C > 2B > 6B > 6C. It has nothing to do with instant overheads, IAD has a really easy jump arc to anti-air and you stay in the air too long. IDJ you dropped out of the air immediately and it was a lot harder to AA. It was great for offensive pressure. IAD is inferior in comparison.
  14. If everyone in the game had it I think it would benefit everyone. It would be like saying universal airdashes help some characters more than others. It was a movement option if you really think about it, and I don't understand how some characters wouldn't benefit from it as much.
  15. If they can fix it they can put it back. If it is like some people were saying where they just copy/pasted the ground jump animation and that's what caused it, then do that again with every character.
  16. So because they were just going through the motions and removing bugs you don't want it to be in the game? Maybe they removed it because they didn't think anyone liked it, I'd still like to try and get it back in the game rather than just accept this and forget about it. I don't know if you noticed, but it did absolutely terrible damage and there isn't a timer, so unless someone is going to do that infinite on you for probably a half an hour, you weren't going to die or even lose by time out. Hell, you'd probably get enough meter to do the escape before you would get anywhere close to dying.
  17. That infinite was not game breaking, and there are other ways they could have went about getting rid of it. If they adjusted the juggle hitstun of 2B he would have been fine. Chaining 5C into 2B was a great long range hit confirm into his BnB and now he has to be much closer range to get damage. It's a huge nerf. And IDJ was an interesting mechanic, good for pressure, meaties, it was basically a short jump so you were harder to anti-air, it added more depth to the game.
  18. Welp, Burai lost the ability to chain 5C into 2B. Big nerf if you ask me. Also, we all should really contact Aja and try to get IDJ back in the game. I get the feeling if they had a lot of fan feedback to put it in the game they probably would.
  19. http://www.youtube.com/watch?v=5EjcoegCiVs Go Jet!
  20. Does anyone even know what all the unlocks do? Obviously there's the Japanese hype commentary and the commentary assists, but then there's like 8 other features and I have no idea what they do.
  21. I like the way it is with no hitstun scaling. What they should do is make everything work like the ground bounce rule, use a special 3 times and your opponent auto-recovers from it and eventually you'll run out of moves to use for a combo. That way there are no infinites and the combo system is still open ended.
  22. But I did it on reaction to the AI doing random pokes :\
  23. I've done it. Are you sure you're doing it right?
  24. Playable Kamui with some file swap magic.
  25. I would certainly hope they wouldn't make him invincible to lows. He'll probably be like Hanny or Manbou where it wouldn't look like he would get hit with certain attacks but still does.
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