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Kikirin

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Everything posted by Kikirin

  1. How's the startup and comboability of the new 6H? Are there any new gatlings into it? With the forward momentum from it, it sounds possible that we could confirm a combo from longer ranges, like off max range f.S. Does 2H combo into any specials on normal grounded hit, e.g. 236A or 236S? Does 2/3H launch on counterhit?
  2. Nah, the thank you goes to you guys for the awesome shirts and merch. Looking forward to seeing what you guys pump out in the future!
  3. Got around to translating Takarin's tweets. Not sure if there are some from other users, but at least Jiro and Shima didn't seem to have much in terms of in-depth info or impressions in their non-conversation tweets.
  4. Footage from the closed loketest: https://youtu.be/MqiK8mtWky8?t=697 Some loketest info courtesy of Takarin. May be out of chronological order: https://twitter.com/tkrnsan/status/637062195071729664 https://twitter.com/tkrnsan/status/637061387575934976 https://twitter.com/tkrnsan/status/637058627702951936 https://twitter.com/tkrnsan/status/637057922933985284 https://twitter.com/tkrnsan/status/637057484750893056 https://twitter.com/tkrnsan/status/637055116533612544 https://twitter.com/tkrnsan/status/637086743456407552
  5. Probably meant a ~10 frame leeway between the average/median reaction time (265ms/254ms) and the average Dust startup? ( 434.21 - 265 ) / 16.666 = ~10 frames. In either case, I'm super free to dust, both online and off, in spite of their "slowness". =(
  6. A few things: Re: "level 3 projectiles" - Amane's C (long-range scarf) attacks actually aren't projectile-attribute - they're just disjoint hitboxes and have a blindspot when you're closer than the knot in the extended scarf. I don't think they actually nullify or plow through projectiles.Lambda seems to outrange Amane's 5C and 2C by one character width with 5D, though the spacing is pretty tight, She can also tag his j.C from full screen with 6D. 236D can also be used to help you get in if he's planning to play the longer-range game from the ground.If he's the type that prefers to zone you out with C normals, you can 236A or 236B in when you're at the max range of his C attacks and have a read on when he throws them out. By the time they become active, you'll already be within its blind spot. It's not recommended to do this on reaction since you'll be likely be counterhit out.In terms of air options, he can only use his hop once when in the air in addition to the usual double jump or air dash. Be sure not to count a hop starting from the ground as an air one.Can you provide more detail as to how he's resetting pressure? Specifically, is it with his hop (236x/214x) or is it actual jump cancels? Forwards or backwards? High or low hop arc? What attack is he doing out of it to beat your anti-airs? Forward hopping in to reset pressure is actually considered to be a fairly risky move against opponents who know the matchup since it can be disrespected with quick anti-airs, DPs, and supers. At an initial go, I've found that 6A would beat out common attacks out of 3C > 236A, such as j.B and j.D. Definitely hit up the training room to get a feel for his ranges and blindspots.
  7. Good stuff, GcYoshi! Watching you wreck house in the 3v3 Top 4 was super hype.
  8. Translations of Shima's summary tweets courtesy of @Hakimiru. Thanks, d00d! Sources: http://www.dustloop.com/forums/index.php/topic/11030-cf-loketest-news-news-only-or-infraction/page-2#entry926524
  9. Took a stab at the remaining ones posted to this thread, but there were quite a few lines that I was spotty on (bolded). @hakimiru plz! From the sounds of it, the author of at least the summary posts seems to be collecting the info from various places - and is also subject to misinformation - too.
  10. The follow-ups don't seem very helpful unfortunately. First reply: High (blockable standing and crouching) Bakkii? lol Second reply: Sayonara, Tsubaki
  11. I'm actually under the opposite impression, since Japan tends to use 'x' for no and 'o' for yes. Will take a stab at the info in http://www.dustloop.com/forums/index.php/topic/11030-cf-loketest-news-news-only-or-infraction/#entry926117later today.
  12. I'll drop these here for now since we don't have a CF changes thread yet. Amane vs Hibiki: https://www.youtube.com/watch?v=QQNwSLZ18_U&feature=youtu.be Some obvious changes noted: - j.236C has a steeper descent angle, about 10 degrees off the vertical instead of the 30 to 45-ish. - 6D seems to track the opponent's position some, up to about one width of the 6D drill. Famitsu also describes some of his additions: http://www.famitsu.com/news/201507/19083777.html#page02 - Ginga (214C) fires a tornado-like projectile at mid-range. It blows the opponent back on counterhit, and could be followed up with Gekiren and maybe the C series. - 4C and 1C normals are added. They are basically shorter-reach versions of 5C and 2C, respectively, with better control of the mid-range.
  13. That actually seems more likely, since "Tsubaki" is in katakana here rather than kanji like Haku's other specials. Thanks for the correction.
  14. Did a rough TL. I'm not confident enough in it to put it on the main loketest info thread though haha.
  15. Was Enma always free after Kishuu? I don't think I see a magatama cost on it in the BBCF command list. http://www.blazblue.jp/cf/images/playguide.pdf
  16. Ah, I didn't know that dashing out of the landing recovery was a thing. As for the input, I think one of the alternate inputs for the low j.2b was 92 - press and hold B at the same time as an upward direction for the jump, and immediately input 2 afterwards.
  17. I think something broke when I read that: I can't stop laughing.
  18. There's a pretty good Saya on the Leisure Land videos posted earlier in the thread.
  19. He has to do work, especially in 2.0. The guaranteed 6D setups now need a 50 meter and either a j.B, 6A/3C counterhit, or anti-air confirm at midscreen, or a character-specific confirm in the corner. Outside of those, the only way 6D will hit for Lv 3 is if the opponent fell asleep on defense or teched poorly. It can no longer be held on whiff (DPs and good techs can escape meterless setups free), and the Hariken drills no longer lock down the opponent long enough to land a 6D. Edit: Further, drill gain from Hariken stance has been slowed, and the drill gain from OD activation is no longer additive with other drill-gaining actions.
  20. Would it be safe to say that it beats all held techs if it can beat forward ones? Would help to cut down on the number of combinations to test against. Overall, it feels like just about anything > Raibu > 5A(1) can beat hold to tech. For normal starters, you can wind the combo timer down with a 6B loop before going into the reset. So far, the following seems to beat all held techs against Amane, Carl, Celica, and Jin: 2A > 2B > 3C > Raibu > 5A(1) > Gekiren reset - 1.5k 5B > (2B >) 6B > j.C > j.236A > j.B > 2A > 2B > 3C > Raibu > 5A(1) > Gekiren reset - 2.4k, can add 2B to help get correct spacing conecting 6B > j.C Throw > Raibu > 5A(1) > Gekiren reset - 2k Throw > Gekiren > 5B > (3C >) Raibu > 5A(1) - 2.9k, doesn't work on opponents that 5B whiffs on down (Izayoi, etc.) The 5A after Raibu wallstick can be delayed some to get the opponent lower for Gekiren height. There's room for optimization, of course, and I haven't really delved into resets off combo parts that take the opponent airborne (i.e. using Gekiren earlier in the actual combo).
  21. Maybe there might be different routes to Gekiren tech traps this time around? I haven't tested thoroughly with different characters or tech types yet, but Short Starter > Raibu > 5a > Gekiren seems to be catching immediate neutral techs at least.
  22. Video stuff: 2B starter Common: 2B > 3C > 236C > 5A > 6A > 623C > 2B > 5B(1) > 6B > j.6C(1) > j.2B > 236DA > RC 6D 5B(1): Ragna, Jin, Rachel, Tager, Hakumen, Hazama, Platinum, Nu, Izayoi, Terumi, Kagura, Lambda 5B(2): Noel, Litchi, Bang, Tsubaki, Valk, Makoto, Mu, Kokonoe 5B(3): Relius, Amane Celica: 2B > 3C > 236C > 5A > 5B(1) > 236A > j.A > j.236C > 2B > 5B(2) > 5C(1) > 6C(1) > 236DA > RC 6D Also works on other characters. Azrael: 2B > 3C > 236C > microdash 5A > 6A > 623C > 2B > 5B(3) > 6B > j.6C(1) > j.2B > 236DA > RC 6D Also works on Arakune with 5B(1). Bullet: 2B > 3C> 236C > 5A > 5B(2) > 6B > j.6C(1) > j.2B > 236DA > RC 6D Also works on Carl. Can also do the Ragna et al route on Bullet, but it's unstable. Tao: 2B > 3C > 236C > 5A > 5B(2) > 6B > j.6C(2) > j.2C(1) > j.236C > RC 6D j.B starter Combo parts are basically similar to corresponding 2B starter routes. j.B > 2A > 2B > 3C > 236C > 5A > 6A > 623C > 2B > 5B(2) > 6B > j.6C(1) > j.2B > 236DA > RC 6D Some characters have the number of 5B hits changed. There's a possibility that it's impossible to get the combo with this starter if it doesn't work with 5B(1) or 5B(2). 5B(2): Ragna 5B(1): Nu, Lambda, Mu Az: j.B > 2A > 2B > 3C > 236C > 2A > 5A > 5B(2) > 6B > j.6C(1) > j.2B > 236DA > RC 6D Bullet: j.B > 2A > 2B > 3C > 236C > 5A > 5B(2) > 6B > j.6C(1) > j.2B > 236DA > RC 6D Somewhat unstable on Bullet - aim for a high-hitting 5A. Also works on Carl and Tsubaki (Low-hitting 5A) Celica: j.B > 5A > 6A > 6B > j.C(1) > j.236A > j.2B > j.236C > 2B > 5B(3) > 5C(1) > 6C(1) > 236DA > RC 6D Tao: j.B > 2A > 2B > 3C > 236C > 5A > 5B(2) > 6B > j.6C(2) > j.2C(1) > j.236C > RC 6D Also use on Hakumen since 2B starter equivalent doesn't work with this starter. Throw starter Throw > 236DD > 6A > 623C > 2B > 5B(1) > 6B > j.6C(1) > j.2B > 236DA > RC 6D Ragna, Bullet, Izayoi, Hazama, Terumi Replace with dash 6A > 5B(1): Arakune Throw > 236DD > 623C > 2B > 5B(2) > 6B > j.6C(1) > j.2B > 236DA > RC 6D Jin, Noel, Litchi, Rachel, Hakumen, Tsubaki, Platinum, Valk, Amane, Kagura, Mu Replace with 5B(1): Nu, Lambda Replace with 5B(3): Kokonoe, Relius Throw > 236DD > dash 623C > 2B > 5B(3) > 6B > j.6C(1) > j.2B > 236DA > RC 6D Azrael Throw > 236DD > tk j.236C > 2B > 5B(3) > 5C(1) > 6C(1) > 236DA > RC 6D Celica, Bang, Makoto, Tager Throw > 236DD > 5B(2) > 6B > j.6C(2) > j.2C(1) > j.236C > RC 6D Carl, Tao
  23. If it helps any, the video does list the characters that each variation works on and covers 2B, j.B, and throw starters. I can take an in-depth look after work, but it looks like the general combinations are: Common route with # of 5B hits during ... > Gekiren > 2B > 5B > ... being character group dependent. Azrael-specific route Celica-specific route Bullet-specific route Tao-specific route
  24. I can confirm that 3C (and faster normals) can combo off Lv 1 Hariken A drill. Microdash 5B is probably best for a follow up early in the combo to continue with 5C > 6C stuff, but it feels a bit inconsistent to me. It seems to hinge on whether you get three (huzzah) or two (bleh) hits of 5B, and it's hard to tell if it's a just a matter of gittin gud with microdashes.
  25. Re: Gosei knockdown - does this mean that it gets the knockdown even with SMP? I don't recall having problems with non-SMP Gosei enders in 1.1.
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