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Kikirin

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  1. I transcribed the first 1:40 of the video for easier translation, which I presume summarizes the changes that are demonstrated later in it. If someone hasn't picked up the translation, then I can take a crack at it tomorrow.
  2. It does work - seems to be mentioned in the second JP blog post from a while back. (http://www.famitsu.com/cominy/?m=pc&a=page_fh_diary&target_c_diary_id=87550) As for the combos from it... I got lazy when it came to translating the comments going with each of these, so if there are any you're curious about, let me know. m(_ _)m
  3. No problem! I'm also interested in seeing what changed with him, and if I were going to spend the time deciphering the info, might as well share. I was surprised by those conversation threads with Shima - rather fluent!
  4. Myoro posted the TL for the first half of the first link a couple posts up, and the rest of the first link has recently been posted: http://www.dustloop.com/forums/index.php?/topic/5957-cp-relius-clover-gameplay-discussion/#entry855570
  5. Here's the stuff that I hadn't gotten to from the first blog post:
  6. It isn't quite the full article (only ~half of the first of the two), and having another pair of eyes on it would be most helpful. If it isn't too much trouble, please feel free to double-check / continue! I'm sure everyone would be interested in the combo parts and insights regarding them.
  7. The first situation sounds probable. I haven't seen anything confirming or denying the latter two yet.
  8. Funny that you should mention that. I was peeking through some of the combo stuff in the blog posts, and it mentioned "... > 5B > 2CD > forward j.B" at midscreen as getting side switch + pincer.
  9. A few (lengthy) potentially-useful videos. Ultradavid / James Chen: Adaptation - https://www.youtube.com/watch?v=mAFRXSuMEjI Reading your opponent - https://www.youtube.com/watch?v=PpGmHgGPJSM LordKnight: Reading opponents - https://www.youtube.com/watch?v=nZwO3XLg-FA
  10. I didn't dig into the Id Zain notes or combo descriptions, but here are the changes to existing stuff (from the first half of the first blog post). Stuff in parentheses are either my own comments / inferences or generalized summaries of particular text (as opposed to a word-for-word translation). Relius dash speed faster? Pincer system added (Description of what a pincer looks like.) 6B: Head invincibility added Gatling removed Doesn’t float on ground hit Startup slowed (i.e., longer startup) Slower than 5C and 2C, faster than Lauger. ~13-15f 3C: Can’t jump cancel Reduced recovery? 2C: Jump cancel possible Fatal counter removed Blowback on counterhit is the same (something about being able to follow up after jc > stuff > landing?) j.B Top part of [attack] hitbox removed Generally, there is no hitbox near the shoulder Lower attack level 2D Pulls the opponent towards the ground on air hit Not a hard knockdown (for above situation?) SMP added? 4D OD version removed Val Lanto Starts up faster Since it connects when summoned after 5B, startup is ~17f? Attack level increase? Probably at least even on block (Hard?) knockdown on hit. (Relius’s recovery increased on 214 series? Probably same [recovery length] as [Val] Tus ?) [Can] transition into pincer when blocked at close range. Val Lyra Relius recovery increased Transitions into pincer state after attack Float lowered on OD version Val Tus Distance the same as for BBCSE, “searches” from within that distance (I’m guessing that means the attacks come out when it encounters the opponent, rather than going a fixed distance first.) OD version: Also floats on ground hit. P2 changed 92 -> 94 Id Haas Decreased follow-up time Doesn’t combo into [Gad] Leis and CT OD version added OD version: Roughly the same as Lanto Uses 3000 gauge Id Naiads OD version added Ground Naiads transitions to pincer OD version: [ground] bounces akin to unlimited version, can combo after Uses 3000 gauge Req Vinum OD version added OD version Forces ground crouch 500 minimum damage Vol Tedo Increased recovery on hit? Shortened animation Duo Bios More lenient P2 (i.e. higher P2?) (Something about direction of first hit for OD version)
  11. Continued...
  12. Took a stab at those tweets, though I'm not particularly confident that my interpretation is much better.
  13. These are pretty much damage / proration changes. Stuff in parentheses in the original are changes. I've added the comparisons to the DL wiki numbers. 4c: 700 dmg, 80 P1 (was 100), 89 P2 Renka: 1000 / 500 dmg (was 750/750), 90 P1, 92/60 P2 Zantetsu: 2100 / 450 dmg, 80 P1 (was 90), 94/72 P2 (was 94/62), 120 bonus proration Hotaru: 1200 dmg, 80 P1 (was 90), 92 P2 (was 82) j.2A: 690 dmg (was 780), 80 P1 (was 90 in DL wiki but not marked as a change here), 89 P2 (was 70) Aside from hitting as a starter, Zantetsu is strong. Haven't looked at back throw or air throw.
  14. nt_amae: "Could someone look into: corner throw > low-hitting lv 3 2D > A Hariken > Gekiren > 2B > 6A > Gekiren" nt_amae: "If this doesn't work, [try] throw > Gekiren > microdash 2B > lv 3 2D > A Hariken > Gekiren" tkrnsan: "If it's a corner throw, directly doing Hariken > 2D > Gekiren seems like it'd work?" nt_amae: "Since the float is high, I thought [the direct route] seemed like an inefficient use of [the float time]. Any progress?" (not completely sure on this one)
  15. Also looks like CHs are possible out of GCOD. https://www.youtube.com/watch?v=1DCr1DIzyYY
  16. That and aside from potentially different damage / proration / properties, it might be considered to be relatively lower investment to confirm into Yukikaze off a D catch, versus blowing 50 meter upfront for the read.
  17. The notes didn't call out specific moves. These are probably examples shown on the demo video. Regarding the 4c, I think it's the charged version (4[c]) that's removed and not the feint (4c~a). As for Enma, I think its recovery is shortened, rather than hitstun being shortened.
  18. Ahiru posted a Naoto primer / beginner's guide a few weeks back and included a few combos in the final installment. http://blog.goo.ne.jp/ahiru06081/e/18b3237886cee9e6c597541abc0d080b Midscreen Meterless: 5a > 2a > 5aaa > A Fangs > B Shots 5a > 2a > 5aa > 5b > 5c > 2c > A Shots 5a > 2a > 5aaa > B Fangs > C Shots (Note: only combos on crouching opponent) Throw > follow-up > A Fangs (whiff) > C shots AoA C > j.b > j.c > dj j.b > j.c > Air B Fangs Midscreen 25 SP: 5aa > 5b > sweep > SB Blight > C shots 5b > 5c > SB Fangs > 5b > 5c > B Fangs > 5c > B Fangs > A Fangs > B Shots (Note: assumes carried to corner partway through) Midscreen 50 SP: (air to air) j.b > j.c > dj j.c > Air B Fangs > OMC > falling j.c > 5c > iad j.b > j.c > 5c > B Fangs > C Shots Midscreen 75 SP: 5b > 5c > sweep > SB Blight > dash j.c > dj j.c > Air B Fangs > OMC > (falling?) j.c > 5c > B Fangs > 5c > A Fangs > B Shots Midscreen Fatal: FC 5aa > C Blight > microdash 5c > iad j.c > 5b > 5c > 2[c] > 5c > iad j.b > j.c > 5c > B fangs > 5c > A fangs > B shots fc 2[c] > microdash sweep > sb blight > 5c > iad j.c > 5c > sweep > c blight > 5c > b fangs > 5c > iad j.b > j.c > 5c > a fangs > b shots fc 2[c] > 5aa > c blight > microdash 5c > iad j.c > 5b > 5c > b fangs > 5c > sweep > c blight > 5c > b fangs > c shots fc j.a > 5aa > c blight > microdash 5c > iad j.c > 5b > 5c > b fangs > 5b > 5c > c shots Corner Meterless: 5b > 5c >2c > B Fangs > (5c > iad j.b > j.c >) 5c > B Fangs > C Shots Throw > follow-up > Trap Set (any) > 5b > 5c > B Fangs > C Shots Throw > follow-up > D Trap > 5b > low/TK Air A Fangs > D Trap activate > 2b > 5c > B Fangs > C Shots FC AoA D > C Trap > Sweep > C Blight > 5c > B Fangs > 5c > iad j.a > j.c > A Fangs > B Shots Corner 25 SP: 5b > 5c > sweep > sb blight > b fangs > 5c > b fangs > 5c > a fangs > b shots Corner 75 SP: (5a >) 5b > 5c > 2c > b fangs > 5c > d zapper > sb pistol > dash sweep > a fangs > b shots 5b > 5c > sweep > sb blight > b fangs > 5c > a fangs > b shots > hold up a x 3 > critical shoot Corner Fatal: fc throw > follow-up > d trap > c blight > 5c > j.c > j.d > air a fangs > 5c > b fangs > c shots fc j.c > 2a > 5b > sweep > c blight > 5c > iad j.c > 5c > sweep > c blight > 5c > b fangs > 5c > iad j.b > j.c > a fangs > b shots fc j.a > j.c > 2a > 5b > sweep > c blight > 5c > iad j.c > 5c > b fangs > 5c > iad j.b > j.c > a fangs > b shots fc 2a > 5b > sweep > c blight > 5c > iad j.c > 5c > sweep > c blight > 5c > b fangs > 5c > iad j.b > j.c > a fangs > b shots Any pointers regarding positioning / timing / etc. on connecting sweep > SB Blight at midscreen? On at least Chie, I feel like the opponent tends to falls out of it about halfway through the animation, particularly if there were additional hits prior to the sweep.
  19. If it helps any, you probably have a bit more time than you think you do, since the untech time after the final gunshot is longer and there's a bit of knock up, too. The timing feels a bit more lenient in Ultimax compared to vanilla at least.
  20. I kinda feel like 1.1 is the one time they actually gave a significant list of changes, so receiving a change log should be treated more as an exception rather than an expectation. Albeit, I hadn't really started following such updates until after CSE, so perhaps this is an inaccurate assessment. That said, they did drip some changes during articles / interviews and through command lists a while back, so I'd imagine at least those would stick.
  21. Haha, I kinda feel like it's easier to just substitute particular groups of characters rather than using Google translate, particularly since the output is sometimes inconsistent for the same phrase, and sometimes scrambles the order of words in a sentence. I've added corresponding characters to your list, along with additions/corrections.
  22. Is this a confirmed thing? It's possible that the attacks used to punish via GCOD were connecting after the blocked/whiffed attack's counterhit window (i.e. during recovery rather than active/startup), so it could be more on a move-to-move basis?
  23. Are you asking in terms of keeping the 2x2 box layout? If not, I tend to use this mapping for my hit box: A B X X C X D X I might have to swap B and C though, since the notes for Rise's rhythm game is said to not change positions based on your remapped controls.
  24. Don't be. The conversation was pretty informative, and I got a better view of how higher-level players looked at things. This is infinitely better than the usual rounds of 2.0 CHANGELOG WHAR, LOKETEST WHEN, ZOMG MY CHAR IS RUINED, etc.
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