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ryokoalways

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Everything posted by ryokoalways

  1. Forward throw. Again, the problem is that forward throw special cancel window got a lot smaller, so delay gurren into the old corner combo into knockdown doesn't work. This is a temporary replacement till something better is found (if it is found).
  2. Explain to me how knowing specific frame data would help in this instance. All her weaknesses are blatant. That's why it's easy for everyone to see that she is so poorly designed in the first place. As for backing it up, I have plenty of top player opinions I can draw from. The fact is the developers completely fucked up when they were working on rachel.
  3. People really need to stop using that argument. It's weak and it hinders common sense. Rachel is bad, it doesn't matter how many weeks you give her, she will still be bad. Now it's just is she playable or not.
  4. 2C won't work in that combo simply because tech time has severe penalty off a throw, so using the hit count from the current game as a reference, this seems like a sweet spot on paper because I'm pretty sure adding another hit would cause gurren to not link. Also note that 2C would have caused more push back, which would be troublesome in securing optimal distance oki.
  5. So I posted this a bit earlier. Got a friend in Japan to try it out. Worked but slightly different from what I imagined. throw>enma>(delay) IAD j2A>jC>land>j2A>jC>gurren>5C, and then run corner oki. Change is removing one 5C between jC and gurren. 'High-five myself'
  6. All mugen combos are probably Instant kill at this point. Tsubaki spam is just utterly retarded. Application is still in question, but I wouldn't be surprised to see a mugen comeback every handful of matches.
  7. Fatal counter apparently adds 2F of untech time for all hits following said counter for the rest of the combo. The dude said it's confirmed. I'll check back in a few days to make sure.
  8. Are you sure about Litchi's? I swear one of the newer match vids had a litchi use it, and it was blocked.
  9. I thought bang always had 11500. I'm sure hakumen was the only one with 12000. Everyone remained the same other than taokaka I think.
  10. Character HP: (may not be 100% correct) 13000 Tager 12000 Hakumen 11500 Jin, Bang 11000 Noel, Rachel, Litchi, Tsubaki, Hazama 10500 Arakune 10000 Ragna, Nu 9500 Taokaka, Carl
  11. Since throw>gurren no longer work in the corner because cancel window off throw got reduced (that's what I was told, confirm?), I was thinking of a new corner combo. I took a part of another combo and I was wondering if anyone can go try this out. throw>enma>(delay) IAD j2A>jC>land>j2a>jC>5C>gurren>6B/5C/whatever works. Appreciated.
  12. It happened even in the current game if you overran your target. Just need to time it correctly. I would also guess the recovery changes to moves would cause a slight difference in timing.
  13. I'm not sure if this is correct, but here is how primer recovery works. Guarding: no recovery Getting comboed: slight recovery Neutral: regular recovery (takes 15 seconds to recover 1 in this stage I believe) comboing:decent recovery block string: Good recovery. Unconfirmed, but I'll just throw this out there. Edit: fixed mistakes.
  14. JP already have all the info in their wiki. Just find someone to translate it (I ain't doing it). http://www24.atwiki.jp/hazamakouryaku/
  15. Stagger recovery doesn't have invincibility. It has auto block, but since full charge shippu goes through block. The best thing to do in that situation is to just keel over and eat the combo hit. However, getting nailed by 6C in the new game would occasionally put people in a panic due to its firepower/combo ability. In those cases it's not a bad idea to try to throw that gimmick out once in awhile. Perhaps even more against specific match ups, ie people that have no range.
  16. Spirit missed one R-1 vs Keita
  17. Taokaka: (# of taunt sets per starter) 2B- 2 times for 2800 JC>5B- 3 times for 3569 5B- 6 times for 4235 2C(counter)>6C- 13 times for 6738(got 14 times once for 6832 but extremely difficult) 6C- 12 times for 6800 Air throw- 7 times for 4666 Back throw- 6 times for 4426 (7 times for 4466) Throw 6 times for 4445 JDB(counter)>5B 4 times for 4074
  18. 6A is fairly good against Bang apparently. If bang GP 6A and teleport, he will whiff. If he doesn't teleport, then you can D cancel to beat him (may even apply if he does 6D). People with good reaction timing should have a clear advantage in this match-up.
  19. Hakumen's tsubaki spam is due to a buff on tsubaki down time, not hitbox change. Just FYI.
  20. In the system thread on the JP BBS, there is another theory for how fatal counter works. The way to achieve fatal counter is basically confirmed, with main difference in effect. Fatal counter occurs when counter result from a move that can guard crush (the same) or certain other special property moves (basically certain other moves just have fatal counter built in. An example is rachel's lv3 j2C). The effect is changed from better proration to For a limited amount of time (or perhaps hits), following hits all have counter property built in. This is basically the counter carry-over in the loc tests. Again, I don't know which one is true, but I thought it should be known.
  21. TSHKN, FD cancel doesn't work that way. New 6A just means you should engage from a farther distance than before (you don't have to but it's adviced). WallJump, I would assume on 3C (counter), you can link into basically anything due to faster recovery on 3C, and faster startup on basically everything else.
  22. Rachel: (This one seems to be more accurate) 5A:81.56% 2A:81.25% 6A:88.43% 5B:88.75% 2B:84.06% 4B:88.84% 6B:90.0% 5C:84.68% C follow-up:85.0% 2C:88.2% 3C:89.68%(First hit)/100.0%(All other hits) 6C:98.43% JA:83.38% JB:85.84% JC:79.69% J2C:93.88% J2C(LV2):93.46% J2C(LV3):93.75% 〇Special Pumpkin:85.93% A lobelia:91.87% B/C lobelia:91.38% Air A lobelia:Probably same as A lobelia Air B/C lobelia:Probably same as B/C lobelia Iris:85.93% Frog:84.68% 〇Super Lily(Main):Probably same as pole Lily(Pole):84.68%(First hit)/100.0%(Rest) Tempest(4W):62.28% Tempest(3W):51.02% Tempest(2W):46.66% Tempest(1W):46.66% 〇Throw Throw:70.0% Back throw:70.0% Air throw:unconfirmed
  23. 11/23 Mikado 2on2 3 11/23 Mikado 2on2 4 11/23 Mikado 2on2 5 11/23 Mikado 2on2 6 11/23 Mikado 20n2 7 11/23 Mikado 2on2 8
  24. 11/23 Mikado 2on2 1 11/23 Mikado 2on2 2
  25. That's stagger into full charge unblockable shippu. That will be a legit gimmick I think.
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