ryokoalways
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Everything posted by ryokoalways
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Bang: Daihouka may have reduced invincibility. People were asking about 2d > new super, which is leading me to believe that it's not a throw in the technical sense (more like noel's command throw), possibly.
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somebody put no mid throw combos in the first post or something, for god sake.
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Ragna: 5D > dash cancel is faster, but still slightly has slight disadvantage. Dead spike takes out primer even if barrier. Blood kain dead spoke takes out two (not confirmed it seems) Corner throw into blood kain combo still works. Consumed by darkness still does 5520 dmg. Something about teching off D dp that I cannot make out. shorter range on 5c screws up 2d > 5c on certain characters. 3c > dead spike > 5b (whoa) all tested on carl.
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http://www.dotup.org/uploda/www.dotup.org196083.jpg Hakumen's 4c. Man that is far.
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Taokaka: 2a is slower.
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Hakumen: can mahha dash like Johnny (YYYYYYYYYYYYYYYEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHH!)
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Rachel: ・can cancel from j2c into super in the first half of recovery (didn't specify which super) cannot cancel into regular moves, throws, jump. Same applies in the air Skipping one part because I'm not sure what move cancelling they are referring to ・More recovery on 3c? Situations involving 3c needs to be checked further, but currently there are some issues, but may be a result of weaker wind than anything else. ・air sword iris has more or less 0 landing recovery pumpkin attack distance halfed? not sure if he was asking a question or confirming this.
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Tager: bar charges faster (For spark bolt) Hakumen: jc (new one) is very good against arakune's cloud and 6d, may even be overpowered (because you cut anything the barrier comes out).
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hakumen: can now combo from 3c basic combo 3C>5B>jc>J2A>JC>4C>gurren>6B which also means you can replace 5c with 4c now, at least for certain instances.
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Yes. I think i read that somewhere on the BBS, but I have no interest in that mode so I didn't do anything about that.
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One person stated that the new bottom for this loc test are noel and rachel. Take that how you will. Edit: arakune isn't weak. It's just he is weak compare to before, which probably means he's more balanced now. Noel: 5a: more +frames (wow) 5b: on hit can jump cancel. scale more 5c: 12F, cannot jump cancel on block ja: start-up is slower, confirmed. jc: star-up may be slower. 6A: can only hit crouching tager/hakumen. head invincibility start-up may have been delayed 6B: May scale more (or may just be 22c scaling) 6C:hit stop, tech time, start-up all got nerfed. second hit has guard crush properties (means it can take out a primer). JD: air hit cause ground bounce. untechable time increased J6D: No idea what this move is for. throw: Scales more air throw: more start-up, more recovery (ouch) ・chain revolver- initiate D: nothing new here. 2D: No longer overhead, feels like it still has good hitbox though. 4D: faster 6D: faster, still low. ・Chain revolver- follow-ups A: current c. faster, spammable (not sure if I got this right) 6A:didn't change B: didn't change 6B: more knockback, maybe C:current a, can rc. 6C: guard crush, hit level decreased maybe. Can AA (may be wrong). cannot combo from D. ・Chain revolver- Special Bloom: didn't change Assault: guard crush Raid: more landing recovery. need to rc to continue combo if not in corner. ・Special bareru (236 a-c): comes out faster, less block stun. mazuru (command throw): No change 22b: parameter didn't change, not sure about scaling change. 22c: more recovery, more scaling Ground super: Damage didn't change. Guard point change unknown. Air super: Cannot do anything till landing. All character can punish. ・Combo Currently only certain character can be hit by regular bloom combo. If not in corner the combo is hard. Bloom loop not possible (the corner one). Will need to figure out new combos. ・Others Only 5a jump cancelable on guard makes her offense suck (sounds about right) Edit: ??? I read that wrong. I actually don't know what this guy was referring to. 6c hit stop is very little so cannot reliably combo. ??? because 2d is not overhead can no longer feint people into getting hit by command throw.
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Hakumen: zantetsu damage decreased enma untechable time increased
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Edit: 4c has block stun like the new jc (which tell me absolutely nothing).
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Nu: 2c is 13-15F ish. 3c 11F ish. kurekyan (?, is that that the air overhead?) 21F ish air throw rc > 6C>2DD>JDD>JDDJ2DD... does 4.3k Voice is more solemn. Overall movement seems slower I don't know how the guy got the frame data so don't take that as accurate yet.
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Hakumen: Yukikaze can catch lows now.
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System: All character specific icon has been placed above meter, ie bangs furinkazan as well as nails. Under character icon is the burst icon (probably.
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Carl: Throw loop still exist, but apparently you can only get one repetition before neesan dies.
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Hakumen: 6d > mugen doesn't seem to work anymore. The guy said he tried quite a few times but couldn't get it. Mugen combos remain about the same. Shippu kills two guard primer. Roll super doesn't work with hakumen, not sure if this apply with other characters.
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System: Negative Penalty not as bad as before (doesn't really say much other than they probably rescaled all the values). Jin: super looks better (CG replace, maybe). Noel: Other than 5a, nothing else can be jump canceled on block. Tager: Body is smaller. Magnetism is stronger (draws you in faster I guess). Spark may be more techable, either that or collider is slightly slower. Rachel: 6b counter staggers for less time. Cannot jump cancel j2c on block. Hakumen: J2c(old jc) is faster. The barrier projectile looks like pot's flick with a kanji in the middle (hello~) Nu: D is in general smaller hitbox. 3c is slower. 5dd > 4dd combos on crouching opponent.
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Hakumen: 4c is pretty fast and can be cancelled into shippu.
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Bang: 2a is spammable. 4 seal combo is now easier. can be done from 2a, 5c, 6b(rc)
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Tager: 2A>5C>6A>A sledge combos. 5c is REALLY fast if that's the case (2a may also have more hit stun).
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Ragna: 6d seems slower.
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Litchi: Tsubame more block stun, scales more.
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bang: 6c will hit all characters when they are standing.