Jump to content
Dustloop Forums

Elochai

Members
  • Posts

    2,497
  • Joined

  • Last visited

Everything posted by Elochai

  1. shoes: the fighting game http://www.dustloop.com/forums/showthread.php?16939-So-anyone-are-going-to-get-some-purple-5S-new-line-shoes&p=1533269#post1533269
  2. Uh? http://www.dustloop.com/forums/showthread.php?16938-dont-forget-blacc-slavery-slaves-in-your-new-guilty-gear-game&p=1533221#post1533221
  3. Is the new "bubble" move actually Testament 236P ?
  4. Good games guys. I feel like I robbed you though, Seizo. Someone's connection got bopped in the middle of my combo, but I think you had that first match won. Sorry. I hate how on some days I get totally bopped, but on others, I just destroy everyone. What is this ?
  5. Sorry, I realize now that I might have been a little nebulous in my reference to hop cancelling. The HCable normal itself isn't an overhead, but the following normal would be. Similarly to how you can hop > j.A in vanilla, in theory, you should be able to do 5A > HC > j.A or 5A > HC > 2A. It's not quite a solid mix-up, but I suppose it's good for catching people sleeping or something.
  6. Nope. No mention of any ASW game. I made a post on their Facebook page asking about Persona though.
  7. I think that gimmicks and lack of mix-up are sorta related to one another. Without the mix-up, the only way to open people up was to run gimmicks or condition people to get hit by silly stuff (which I guess you might call gimmicky too). In vanilla, we had a mix-up game, albeit a weak one; using 214D (or 214C in the corner) somewhat forced the opponent to guess between j.A/2A. Similarly, 2B & 236D 50/50 existed, too. I think Elizabeth's mix-up game is more "normalized" in P4C, or at least it seems that way. I don't know if hop is faster now, but having hop cancelable normals makes me believe that a neutral mix-up game is present. I dunno though.
  8. So how about that NYC major.
  9. Honestly, the A.bufu change isn't as bad as you think. We only ever used A.bufu as a combo ender, or on crouching in the xx > 5C > 214A route. You're not losing much honestly. The Garudyne change, however, I would agree is a bit of a nerf. You can't just look at two things and assess whether or not the character is for better or worse though. We have things like hop cancel normals (which in theory gives us the ability to do a 50/50), so it's not like Liz is at a total loss. Additionally, compare Elizabeth's changes to that of the entire cast. A lot of characters (seem to) have lost their damage output. It's not just her.
  10. Who wants to playyyyy?
  11. Let's take Akihiko for example. If you end a combo in 236AB and it pushes him fullscreen, he can't do anything about 214C or D. Corkscrew A doesn't travel far enough, and B/AB version get him in your space, but Liz is already done casting agi by that time, so you're relatively safe. You can put Chie in a similar situation, too. Only reason I'd be throwing out 214C midscreen is to push the corner anyway. 214C loses power in the corner IMO (after 2C hard knockdown of course). Lose an oki tool, and gain a better neutral tool .
  12. Oh yes, hay mas! a-cho Fate/unlimited codes 1on1大会
  13. The way that the translated notes make it sound, it's basically a quasi SB agidyne. Like the C version would go forwards, and then comes backwards. The directional pillars (by description of the move) appear one after the other. Dunno if it's fullscreen, it doesn't say, so probably not. What do you mean by it would take away the dash? Maybe I missed something. It just seemed like the move didn't move the opponent as far, and if they're fullscreen, you would have to dash to catch up. I dunno. Also, in vanilla, after 236AB against some characters, agidyne is kinda free to throw out.
  14. Oh yeah, now that agidyne has less hits, I wonder if b.bufu > agidyne D > 50/50 still works. Maybe it'll require dash up before the IAD air turn? We'll see.
  15. 2C icon is just the old buff that 2C gives to persona attacks. At least that's what it seems like to me. Concentrate never really was a great reversal though. It wasn't invul from frame one (que lastima), but the pause was nice. I don't think that it's so much of a buff though. Perhaps I'm looking at it in some black&white fashion though. I can see it as a super that you would use to finish off your opponent though (since you get garu loops back in awakening).
  16. I like this change as well. Even though this is a safer option for pressure (at the risk of losing tagging your opponent with 2C or 5D), I think it opens up your opponent to pressing buttons. Depending on how late you can BDC, maybe something like 5C > BDC > (opponent hits normal) > 66 5A or 5B? If anything, I'm glad that Randomizer can be comboed off of. Counter into death sounds so satisfying, especially since Elizabeth commonly finds herself in tight situations.
  17. Le doy las gracias a usted ~ OP updated. Edit: Okay, if I'm right, then "1 Hand Sword Master" isn't something new. I think it's just a way of representing the 2C buff that she had in vanilla (which is why the icon appeared after 2C, and then went away when bufu hit).
  18. http://www.youtube.com/watch?feature=player_detailpage&v=YrbNYMwVkBo&t=98
  19. Updating OP with a JPN list of changes. Can be found here: https://www.evernote.com/shard/s302/sh/583498da-e940-4ed2-b1c2-d05d699d4e40/f68f9dac7784eea21595fd4cadde1fa1 Randomizer's recovery looks really long? It doesn't seem to be active until later on, too. At least mind charge > stuff looks like it may work. I doubt you can OMB, but who knows.
  20. I hope we get some loketest footage or something soon. I'm curious about Randomizer combos; if it's a strike or it acts like a regular grab, then I guess Randomizer > OMB > stuff (which I wish was garu loop) should be possible. Silly reversal combos into death due to negative penalty is the future ~ With garudyne loops gone, however, I wonder what are staple BnB will be. I still would greatly appreciate translations on the OP. Edit: Being able to freeze more than once per combo looks kinda funny.
  21. 6>4AB as in the reverse of counter assault? Interesting. Perhaps we may have a decent reversal now (that's not 2B). Edit: Okusan's last 2 tweeets seem to be about the new Randomizer move. He makes it sound like shuffle time, though(?): "ランダマイザのあとは拾えるけど逆ギレchなみにタイミング面倒くさいな" "ベスは逆ギレフェイントランダマイザが最低" Edit2: Also, you can combo after Randomizer? "あ、あとSBランダマイザ確認"
  22. Updated the OP with info about this move. Supposedly it inflicts negative penalty. Yay for more stupid damage. R action feint seems kinda useful in theory (since we're lacking in mix-ups anyway). Buffed healing sounds nice, too.
  23. With the recent announcement of P4U's sequel, I have decided to create a new thread for the sake of discussing changes to Elizabeth's gameplay. On Twitter, Okusan posted some of Elizabeth's changes: (Tweet 1) (Tweet 2) (Tweet 3) (Tweet 4) (Tweet 5) Compiled list of changes by Okusan, on Evernote Translated changes: [intro] The information below is from a location test. Changes are possible prior to the actual release, so please keep that in mind. All of this information comes from either personal investigation or from hearing it secondhand, so it may not be entirely accurate. [basics] Persona card count increased to six. However, being persona broken now hurts significantly more. It takes a long time to recover all six cards. Some specials (Zio, Bufu, Agi, Garu) are changed in awakening. Some normals are dash, backdash, and hop-cancelable. Zio and Garu can be performed during a backdash. (Unconfirmed info) Air backdash distance shortened. HP increased to 8000. [Normals] -5A Hop-cancelable. -5AA Animation changed. Now spins cards forward, hits many times. ??? [T/N something about -2 frames, recovery, and not really a lot] -5AAA Animation changed. Elizabeth blows a card outward. If it hits, locks (?) opponent. After that, a whirlwind of cards bursts from opponent's feet, many hits. -5B Hop-cancelable. Attack level decreased (?) -2B Hop-cancelable. -j.A -j.2B New move Animation identical to 2B. Gatlings into j.B, j.C. -j.B Recovery increased (?) j.B > j.A does not work. -2AB Hop-cancelable. -5C Dash- and backdash-cancelable. If first hit connects while very close to the opponent, second hit will go through them. Dash- or backdash-canceling first hit causes Thanatos to disappear without performing second hit. -2C On hit or block, grants a new indicator above her SP gauge: "1hdSwd Master" [T/N originally 小剣の心得, a skill gained by Thanatos at level 71 in P3]. Startup increased (?) -j.D Range somewhat increased Distance does not change when turned around. -Furious Action Can feint by holding the buttons Feint animation is up to the actual point of the grab Does not seem to have much recovery -Debilitate Command: Charge 6 -> 4 A or B New move added for P4C Elizabeth floats into the air and throws a card downward. If either the card or Elizabeth is hit with an attack, the move activates. Opponent is sent skyward and inflicted with negative penalty. Version differences are in startup and counter duration. Can followup with 5B. -Ziodyne When in Awakening, beam takes up almost the entire screen Non-awakening A version: Now only one hit, startup decreased. -Bufudyne Non-awakening A version: Now only one hit. Opponent simply falls after first hit. Awakening B version: Shoots two waves after lifting opponent in the air. -Agidyne Number of hits, recovery changed while in Awakening. Non-awakening C version: Number of hits decreased, fire ends about midscreen. Non-awakening D version: Number of hits decreased, fire ends about midscreen. Awakening C version: More hits than non-awakening, fire comes from behind after coming from in front. Awakening D version: More hits than non-awakening, fire comes from in front after coming from behind. Awakening SB version: More hits than non-awakening, recovery decreased (?) -Garudyne Can no longer do Garu > land > combo outside awakening [T/N really not sure about this, what does ガルカス mean] In Awakening, hitbox and power changes, locks opponent on hit. Launches opponent on last hit. Can combo SB Garu into 5C when in awakening. Non-awakening D version: Startup slower, increased recovery, uncertain on block. Non-awakening SB version: Cannot do the usual double-Garu combo (?) Awakening D version: Startup faster (?) Elizabeth confirmed not to have a shadow version. Some notes/Translations by Dakanya on Twitter: Liz: Can feint R-action, 75% * awakening gives A+B Dia & heals ~40%, B.Bufu freeze 2x?, A.Bufu freeze on (1), D.Garu +startup +recovery Liz: Garukasu gone, A autocombo change, AAA throws a card, launches them w/ a tornado on hit, air bdash travel is shorter? A.Zio is 1 hit Liz: AA not much recovery? JB > JA doesn't work? maybe JB has more recovery? 5C(2) can pass through and whiff if too close/point blank Liz: new move RANDOMIZER, is a counter, forces negative penalty on hit. A ver duration is short, B ver duration is long. Liz: Awakening: Garu: appears bigger, loops become avail, can launch by itself. Agi: C+D travel back and forth now, basically free SB Agi Liz: Awakening: SB Agi: # of pillars increased, orig 9 hit now is 11~13 Liz: now has a j.2B
  24. Okay, so I think it's safe to assume that Liz will have new stuff. Yay ~
  25. Was it ever said if the returning characters are getting new moves?
×
×
  • Create New...