ryokoalways
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Everything posted by ryokoalways
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First, let me apologize for making 3 post at once even though I was told not to. Trying to make sure people realize new info came in. I will try to avoid this. My apologies. Jin: Specials- A fireball- everything has less frames (I'm not sure if he means less start-up, block stun, recovery, etc) b fireball- faster? C fireball- a and b fireball at the same time.not safe to use for close range. Block stun is longer than b fireball. d fireball- first hit guard crush. start-up slightly slower. Someone did d fireball > a dp > a dp apparently. air fireballs- didn't change air d fireball- start-up slightly slower. more landing recovery (5-6F) a dp- scales much more (a dp > wave super doesn't do 3k). Guard crush. Used for same purpose as right now b dp- Other than adding guard crush nothing else is different (not sure if it's comparing to loc test 1 or current game) c dp- guard crush. more recovery. d dp- guard crush. scales more. A musou- didn't change b musou- ground hit result in disadvantage c musou- about the height of ragna's 5b. Will down opponent. half distance (in the air only?) d musou- guard crush, no other change. C mash- no change wave super- start-up slower by 3-4F arrow super- no change yukikaze- different motion than hakumen (214 214 instead of 236 236, as stated before). Doesn't seem to be comboable afterwards.
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Noel: New combo- 6A→(6C→236A)*3→6C→jc→236C. Optic barrel must be A LOT faster. This does a little over 3k btw. http://imepita.jp/20091003/409791
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Ragna: 2c goes into 6c. More for comboing purpose than anything as far as I can tell. Rachel: New super (uses one wind to activate along with 50% meter)- 1 wind at start results inrelease of 5 koumori (bats). 2 winds result in 4 koumori + 1 bull 3 winds result in 2 koumori + 2 bulls + 1 pumpkin 4 winds result in 2 bulls + 2 pumpkins + king george. I'm intrigued.
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Tsubaki: Install super has no recovery (ie can be used as reversal). Several new combos are posted but they don't really say anything to people that haven't seen the game in action so I'm not going to bother. There are several other things floating around too but no one is confirming anything.
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No, it means when you are downed, not when you are "on the ground".
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Bang: Furinkazan takes 100% meter. B nail has forward momentum like A nail. 3c not jump cancellable. 3 reps of 2b > 623b is possible (maybe). 6c combo has slightly reduced damage. jc- looks like 6c j2c- old jc Tager: Too lazy to post combos, but it seems tager has basic gatlings now. a buster/b buster, 2700/3600 dmg. 4d counter wall bounces. Good start-up and block stun, can probably be used on wake-up. a sledge loop only goes 2 loops now. 5c is now neutral on block (maybe). overall it seems tager's damage also got nerfed. spark bolt combo is 2800. Jin: 2a slower (by 1F probably). 5c is faster but has less range and block stun. jc is about as fast tao's jc. block stun is similar to current jb. range is 1.3X tao jc. Consensus is a very good move. j2c(current jc) is 2-3F slower, no big issue. 5D is slower. System: bursting cuts your remaining primer down to half.
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Hazama: Regarding D- It seems you have options after hit/block d moves as well. Not sure because it's hard to get the reference the guy was using. I don't recognize them. 3C- looks like Jin's sweep. Can go into arial combo, cancel into the launcher and seems like a basic combo. Forward throw- hits opponent far away, seems to be able to hit with command throw (huh?) but nothing after. No combo yet known. backwards throw- hits opponent away backwards. Still need testing. 裂閃牙- overhead, ambiguous(?). Crouch hit can link into 2a 牙昇脚- AA. opponent float on hit. Not sure if combo is possible afterwards. 残影牙- for comboing purposes. Not sure if it's a low or not 飛鎌突- dive, ground bounce on hit, decent recovery time, can combo after a low air (tk possibly) attack. May also be usable as an tk overhead. 牙砕衝- command throw, advantage after hit is small. may only be linkable to 2a 蛇翼崩天刃- disappears for a second and then do johnny's 6k (I think, can't remember for which move he says ザ・ドリルデンジャー). Does not auto warp-in on target. can regular guard in the air. After hit cannot tech till landing. 1 other thing that I can't make out. 蛟竜烈華斬- Can be guarded. Start-up slow, active frame low, damage low. Not sure what it's for. basic combo- 2A>5B>3C>蛇刹>残影牙>5C>2C>蛇咬 蛇刹>裂閃牙>2A>5B>3C>蛇刹>残影牙>5C>2C>蛇咬 2A>5B>3C>蛇刹>残影牙>5C>2C>蛇咬>空中ダッシュJ2C?>5C>2C>蛇咬, not confirmed because the guy didn't do this combo, he saw someone else do it. hakumen: Someone mentioned hop cancel gurren (lolwut?) Carl: can hop cancel like hakumen (huh!?)
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Tsubaki: A dp has no invincibility. D dp has invincibility. If no stock, unlike Jin, C dp won't come out, instead 2d will come out. Against bang's j2c, a dp clash, b/c loses, d wins. nu: JD cannot be jump cancelled. D moves have more start-up and more block stun (not sure if it's compared to previous loc test or previous game) C moves are slower, less damage. 2C is about ragna's 6a (in damage potential I think), start-up is 70% (I don't get this, so is it faster or slower by 30%?) Gravity field didn't change. Gravity gauge added. takes 300F to charge to full. Sickle still good damage and offensive tool No backwards pulsr. air overhead has more untechability than lec test 1 ??? Hakumen: 6a is slower 6b has two hits, first hit is overhead. 5c range is now back to as before. 4c cannot cancel into specials. 4c can hit crouching opponent j2a is faster (feels like) gurren input is now 214a hop tsubaki > 2c still works. no mahha dash (sad panda) Carl: neesan hp recovery is faster. If not killed (from near death), full recovery is about 7 seconds. each 8D takes 20% of her health bar. More recovery to his forward hop (why?) Jin: Other than 2c and D moves, all moves are still jump cancellable. all dp, ground fireball, second hit of d musou all have guard crush properties. Current main Jin combo- 2A→5C→C mash→6C→2D→6B→C musou for about 3k and knockdown. Pretty damn good off 2a. Edit: Fixed listing.
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Last one for now Jin: 5B is still slower but more usable now. 2B feels a little faster 5C slightly faster 2C still cannot be jump cancelled, but may also be faster new jc is slightly shorter than ky's jh, can be used for combo in the air. jb is still slow. probably mainly used for combo with new jc. c musou doesn't go as far (can't use it to escape as before) 5D can't cancel into specials. All fireball on the ground are faster. Air fireball has more landing recovery. rest is about the same as loc test1.
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sure.
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Hazama: The number is the number of D you can do. Probably recovers while you are on the ground. If you don't recover 1 in a set amount of time, you return to 2. I think his dash is a hop. Not sure if it's airborne or not. command throw does no damage but can combo afterwards.
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Hazama: D moves are not projectiles.
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Jin's damageincreased. The combo I posted earlier apparently does 3.5k.
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nu: 2C start-up adjusted again. Not sure to what though. 6D more block stun +10F (seriously?) 5dd > pulsr B/C no longer combo 3C and 2B seems to have halved range Air dash distance and speed decrease backdash distance decrease.
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There is a change to dead spike, but it's impossible to make out what it is because people are spamming shit that just sound crazy (Dead spike in the air, lulwut).
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Tsubaki: DP has no invincibility (yo, what's up robo ky)
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蛇竜烈華斬 (the second super), hazama turns into terumi.
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Hazama's super (didn't specify which) looks like KOF zaki's (whatever that looks like).
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Rachel: From flies further than first loc test but not by much. But now it's possible to use it as a shield in her offense again. As previously said, frog combos are back. Something about j2c, not very clear 6b counter but cannot retaliate (what?) 3c > 9d is harder
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Litchi: 3c combo removed. cannot RC tsubame.
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Burst is now called break burst (... seriously guys, tell me you didn't spend more than 10 seconds thinking about this shit). Their explanation is that since burst has nothign to do with barrier anymore, they changed the name. I'm going to go punch a wall now.
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System: Certain characters only have 1 burst per match (holy shit).
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Rachel: Frog combos are back it seems. new super doesn't use wind but may depend on current wind stock. Damage reduction. May require actual wind usuage. many questions to be answered here. Still will not recharge wind immediatley but not as bad as loc test 1. Also, it seems wind recharge penalty only applies when you have less than half or something. Need confirming. Wind doesn't seem like it recharges when you are OTG.
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Jin combo: B→C→mash C→6C→2D→air combo works on tsubaki.
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System: Burst is not +1 after losing a round. You only have 2 burst for the entire match. Everything else is the same as last loc test. Bursting also eats your own guard primer. How many wasn't stated.