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Kikirin

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Everything posted by Kikirin

  1. Hahahaha that tweet. "What kind of a game is Nitroplus Blasterz?" "A game without Vergil, Minazuki, or Elphelt." "So a godly game, huh."
  2. I guess it depends on how replays are saved, format-wise. It doesn't seem likely to be saved in straight up encoded video, as that sounds to consume a lot of hard drive space. At the most minimal, it might be simply a record of inputs to play back at certain frames without storing any of the game state at all, akin to training mode's record and playback. If that is the case, it'd be very hard to rewind animations or skip to a prior time in the playback. Edit: beaten to the punch, like vs. a Hakumen attacking from disadvantage. =3
  3. Opponents beating my buttons when they're mashing from disadvantage (-4 or worse). OTL
  4. Seems AmiAmi has an amazing exclusive mouse pad for BBCPE... Available with all console versions!
  5. Any insights into this matchup? I got wrecked playing against a friend (something to the tune of 1-20, 2-20) the past couple weekends via decent connection netplay. A few things noted: Something that really bugged me in particular: teleports during pressure / mixup. I frequently get bopped when he continues pressure after teleport. On paper, this sounds like something that should be blown up for free with the 11-20f vulnerable recovery + the startup of the next attack - usually 2a (8f), 5b (10f), and 236c (14f) for his case. Is there a particular option that I should be using most of the time against this, particularly if he's mixing up distances and sides? 5a, 6a, and 5b are awesome antiairs against her GA mode. She might have more offensive presence, but it also opens her up for bigger damage off our antiair confirms. Phorizer is a serious problem - it's relatively safe on block, and not only can she get out of drill resets with it, she can also punish Zettou use up through superjump height and blockstrings off of 5c/2c. Can it be j.2b safejumped off Gekiren or Raibu wallstick oki in the corner? If you do bait it, you can answer with OD activation or Seijyuu if you have resources. Gekiren > 5b doesn't seem to connect on her, so Gekiren > 2b > 5b needs to be used instead for corner drill setups. The C series feel pretty risky to use in this matchup. In addition to the usual things to be careful of when using them in other matchups, her teleports can also make Cs whiff like nobody's business. About the only time teleport isn't an option is when she is in the air during Normal mode. Ground-level Zettou use is also pretty heavily discouraged. In addition to Phorizer, 623b stuffs it pretty well, particularly when coupled with forward teleport.
  6. You're not wrong.
  7. Some twitter stuff for Shadow-type: https://twitter.com/kou30c/status/555579493671112707 D Zapper is super fast. Sweep > D Zapper connects even from max range. https://twitter.com/kou30c/status/555579600961404929 When at 0 bullets, Naoto can act immediately after B and SB Aim since it doesn't go into the shooting stance. (Back to corner) Stuff > A Fang > B Shots > SB Aim > 5A didn't pick up. Might've connect if a bit higher. https://twitter.com/kou30c/status/555579649359495169 6D shot's untechable time was lengthened but couldn't pick up from it in the corner. SB has a rather high float. https://twitter.com/kou30c/status/555579827135078400 In the corner: ~2C > SB Trap > 5A connects. C Trap, D Trap doesn't. C Trap hitting directly might be character-specific. https://twitter.com/kou30c/status/555580134497849344 Shadow Berserk midscreen combo Stuff > Sweep > C or D Zapper > SB C Shot (ricochet) > Sweep > D Zapper > A Fangs (whiff) > SB B Shot > B Fangs > ender is possible. Not sure how necessary it is, but it's cool. https://twitter.com/kou30c/status/555580248926871554 (Back to corner) Stuff > Sweep > C or D Zapper > SB C Shot (ricochet) > Sweep > D Zapper > B Aim > SB B Shot > B Fangs > air D Trap > A Fangs > ender. Can combo up to the A Fangs off a 5B or better starter. Might also be able to sideswap from Sweep > SB Zapper > A Shots x 4 > C Shot and such. Not sure though. Someone earlier was curious about whether Raid B Shots took 2 fate per shot, and it is confirmed. https://twitter.com/green_cocoa_/status/555729057862914048 2C > A Shots > Raid B x 3 = 8 fate. 12 fate with SB Raid B x 5. Combos even off a 5A starter.
  8. Minor correction on general Zios after cross-referencing with Xie's TL (not fatal recovery!):
  9. I don't think I've seen anything in the notes to confirm that the same total damage is done over a shorter duration, but I can ask to get that confirmed.
  10. Asking a Japanese player on Twitter, the general change for traps is more likely to be a bug fix for scenarios where fate isn't reduced when it should. The TL has been adjusted accordingly. Sorry to get hopes up.
  11. http://www.dustloop.com/wiki/index.php?title=Kanji_Frame_Data_(P4AU)#Persona_Attacks To put it briefly, Kanji can charge/delay 5C by holding the button down, and releasing it after a particular number of frames gives him a more-damaging version. The change enables this timed version of the attack to force the opponent into a fatal counter state even when the opponent wasn't counterhit by the attack, which allows for longer / more-damaging combos afterwards.
  12. From the 2.0 change log:
  13. From the 2.0 change log:
  14. Were there scenarios before where traps weren't properly taking fate counters (reduced amount or otherwise)? If not, that could mean traps now take off the full fate amount regardless of when they are used in the combo (if the notes are interpreted correctly) . This could be huge for using them mid-combo, albeit I'm not altogether familiar with whether there are many routes that can squeeze them in at the moment.
  15. To be fair, I think the Super > AE update wasn't free, but AE > AE 2012 was, and that was just balance patch as well. Giving out Omega mode for free was a pretty nice thing to do, but not a norm I'd expect from a business. That said, it'd be nice if there were additional characters announced between now and release. Will be looking forward to the additional details in a couple days.
  16. Just got back from this a short while ago. Was cool putting names to faces to some of you on here - played a bunch of casuals with Speakeasy, talked briefly with Ludwig, and saw Markis and Mo. Hope to make it out to more of these!
  17. If you enter stance when you have only one bullet, hitting the opponent with it takes off more fate than normal. Try it out in training: 214A > AAAAA (1 fate) vs. 214A > AAAA~D, 214A > A (3 fate).
  18. A few items from https://twitter.com/KmsTqTa:
  19. Is this off an Impact Break? I saw on the JP wiki that if you get a zoomed follow-up off of it, the proration of the combo after is a lot more lenient than if you get it too late and miss the zoom window.
  20. The first item is kinda ambiguous in that I'm not sure whether you can start shooting out of stance faster, or if the startup animation in general is faster.
  21. It's going a bit slower than I anticipated since I'm not particularly familiar with the game or its jargon, but here's the OS-specific stuff from the wiki. Apologies in advance if any of it doesn't make sense. The rest of it seems to provide details on various tricks and mechanics. Will post once I have those worked out.
  22. I can take a look after work today (~8 hours), if no one else has taken it up by then.
  23. Translated video text: Edit: Guh. And right when I finish and post, someone also posts a TL in the video comments.
  24. Per this, you can't cancel a dash into a block or (empty) crouch, and the recovery is 2F. You can cancel into attacks, DP, roll, etc. though.
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