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2Zak

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About 2Zak

  • Birthday 08/20/1989
  1. Yes please. I don't even play online (internet here sucks).
  2. N.B. <22+P>: -At the same height as Stun Edge, [...] Michael Sword (41236S/HS): - S Version: The same as the AC version; nice attack - HS Version (Air): Justice is pushed backwards when attacking - Couldn't see if after doing the air versions you can still move in the air; If it's possible to fall down with j.HS that'd be really good Saperia Trance Forcebreak <236+D / j.236+D> -Doesn't have invulnerability before Justice starts the dash; If you try to use it as a reversal, the FB flash comes out but the attack is cut. --Dash covers half-screen. If you hit, the opponent is thrown far away as Order-Sol's throw does Other than that, I think everything is right. Axl: Source translated by Nikki Kokuugeki (j.63214S): - On CH, you can continue the combo with {land, dash 6K} - With FRC, you can continue the combo with {land, dash 5K} Kyokusageki ([4]6D): - It's a way of dealing with the opponent's dash and airdash at once - Good for using it a bit farther away than 2D 2P: - Cancellable into f.S - You can choose to hit only once, looks good - This poke was being used at the loketest - You can react with an anti-air if the opponent jumps Axl Bomber (j.623HS): - Nobody likes how this move turned out - It's better to use Kokuugeki FRC - It'd be better if at least the reward for hitting with this was higher Aerial Moves: - Nobody at the loketest was using the pokes with one or two hits right Chain {2HS, 2D}: - You can delay this a bit to surprise the opponent with 2D Hachisubako (623P): - They were using this attack as a way of punishing whoever tried to react after an IB on 2D; The timing for when the opponent attack came out was more or less the same than the timing for the Guard Point - Some were using RC or "set" (???) to advance after that hit, but I find it's better to do that with Rensengeki? 3P: - {3P(2), 2S} combos, but might be only useful when 3P gets a CH and juggles opponent...?(this might be "forces wakeup" instead of "juggles") - I don't know if this attack is punishable on block Rashousen ([4]6HS): - Almost no one used this attack at the loketest, so I don't know if it changed - It's still fast and looks good judging by what I could see
  3. Golpe means hit/attack. Also coup (as in coup d'etat). I don't have time right now, but I can check the translation later if nobody else does.
  4. How do you think an ELO system would turn out? Just asking, I don't really know how PSR works.
  5. I think Blade was referring to the Justice post Nikki said he was translating (at least, I was). But, yeah, I'm not expecting some info flood or anything.
  6. Thanks, I'm correcting those right now. No problem, I felt like I should be useful for once I'll edit that, then. The thread at hitconfirm has been dead since yesterday at 14PM (Brazilian time) so there's nothing new there.
  7. Heck, I love Bang (even though I'm ass using him, can't even BnB ), but half of his arsenal is either there for impossible-setup gimmicks (Bumpers/FRKZ) or just confusing/tricking your opponent(nails/guard points); and most of what he does is RTSD on steroids. It's not that those things can't be central to Bang's gameplay, it's that ASW just threw them there and then gave Bang the option to just ignore them 90% of the time if the player wishes to. If ASW gave Carl ten thousand wallbounces, nerfed Nirvana and buffed all his non-Nirvana attacks to infinity people would just let Nirvana sit there and rush their opponent's faces with Carl and be all like "Eat mecha-horse you sonuvabitch!". Of course you could go and make Neesan slap their mouthes shut, but you wouldn't need to. And that'd be a fail at design level, why would you give someone tools he doesn't need?
  8. Yes, that makes more sense. I'll edit that now.
  9. Translated from Nikki's post at hitconfirm . Venom info is already on this thread (this post by Adelheid), I'll translate the rest. From jbbs: http://jbbs.livedoor.jp/bbs/read.cgi...1267083660/901 Dizzy: - 2D they say it has a bigger hitbox, but if it does, the difference is minimal; Lost FRC? - Bubble doesn't disappear when hit (Translation by HiagoX) - FB Lance has FRC - Laser looks the same as in 2nd loketest - However, the Bite (K) looks like it doesn't have hitstop, strange - Wanted to see the D Fish, but the only time it was used the fish killed the opponent so I don't know what changed From jbbs: http://jbbs.livedoor.jp/bbs/read.cgi...1340892462/747 Chipp: - 6HS causes ground bounce if it hits an airborne opponent; Causes stagger if it hits on the ground - Ground bounce is small, smaller than Robo-Ky's {j.S CH}, for example - Can continue combo with {P Teleport, c.S} or just {c.S}; Maybe it also works with 236S - It might work with {HS/D Teleport FRC, airdash} too - Slow Shuriken doesn't throw opponent down anymore...? - Fast Shuriken is unchanged; vs. Ky, {... Banzai, 5HS, IAD j.P-D, Shuriken, j.D} works and causes knockdown From En's twitter: https://twitter.com/en_ootsuru/statu...30653676810240 Robo-Ky: - j.623HS is overhead That's all for now. Nikki is apparently translating some long post about Justice now, but says it'll take a while. Also, things on Superindex are my annotations.
  10. Ogawa again! (Translated by Nikki at hitconfirm) Slayer: - 6HS has JC? However, looks like {2S (CH?), 6HS, DoT} doesn't work anymore - Venom is more worrying than Slayer lol; Slayer's damage is more or less the same as Eddie's - {2K, 2HS, BBU, 6HS} works in corner May: - I'd say she's pretty strong - Overhead Kiss with invulnerability and j.D with upper invulnerability... ( ̄▽ ̄; ) Millia: - FB Pretty Maids doesn't increase Guard Gauge
  11. Mekemeke, talking with MikapanX about Testament: https://twitter.com/pokyapeco (Translated by Nikki at hitconfirm) Testament didn't change a lot from 2nd loketest: FB Phantom Soul doesn't cause Poison as in 2nd loketest. Still, looks really important for Testament. Circular Warrant (the new teleport) has a faster recovery. (Move name translated by Blade) 2S has better hitbox, can stop Jam's Gekirin (214K). 3HS, the new normal, can be cancelled on the 2nd hit. Air Throw is very good (probably because of the power-up you get) Front/Back EXE Beast, as expected, has a very slow start-up. Similar to his 5D (29F). Bad Lands: Looks imposible to continue the combo if the 2nd hit hits. Damage lowered. 6K: worse hitbox or slower hit. Loses to Jam's 2D. Hitomi: If you do{dash Hitomi}, Hitomi doesn't activate even if it is next to the opponent (now Hitomi needs the opponent to be right on top of the tree). Can't be used for old okizeme. (Translation by HiagoX) Overall, Testament lost damage and Tension gain.
  12. I might as well help a bit (translation may be a bit off, I'm not Portuguese/Brazilian myself, feel free to correct): Potemkin info from Konsome's Twitter: https://twitter.com/consomme0914 (Translated by Nikki at hitconfirm) j.S: - Throws enemy downward. Causes ground bounce on CH - Since the Tension Gain from Heat Knuckle diminished without Extend, it's apparently better to do {... 2HS, [4]6HS~P, aerial} finishing with j.S 6HS: - Causes wall bounce - 50% Forced Prorate - Stun Modifier 1.0x - All around nerfed 6K: - Lost chain {6K, 2HS}; has chain {6K, 2D} - Looks like a nerf, but now {6K, [4]6HS} is more important Slide Head: - Most nerfed attack - Can't combo without FRC - Low damage with FRC - The start-up and invulnerability are still the same, though; useful for getting in Hammerfall: - Also nerfed - Combos after Hammerfall FRC changed, they're easier - Hit lowers Guard Gauge more, lowering damage - Untechable time increased 2F, but didn't see any difference Heat Knuckle: - Also nerfed - Lower Tension Gain, it's better to go for an aerial combo than ending with this (thanks, Circuitous, for the help) - I don't know what's the FRC for Heat Extend: - Was buffed - Higher Tension Gain - Higher untechable time - Now it's more useful, specially at corner Potemkin Buster: - Nerfed - In this loketest damage dropped to around 150~160 - Still allows okizeme - Still combos in corner, but just with some attacks Dead Angle Attack: - Nerfed - Causes knockdown instead of wall bounce - Before, the DAA was a chance to turn the match around, now it's only to get them off you
  13. Just imagine this That shit is there to be used, if that shit sucks compared to all other shit he has, then it's a terrible character design.
  14. Me too. I'll sit here and hope for someone to translate that.
  15. I don't see why a supposedly defensive-as-fucking-hell character like Hakumen needs the made-in-ridiculand combos he has on Extend. The constant Drive nerfing is kind of harsh, though.
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