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Kikirin

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Everything posted by Kikirin

  1. I believe that the recovery frames listed are the number of frames between the last active frame and before you get control of the character back, so the remaining active frames are not accounted for in this. You'll always have at least the 17 frames recovery when calculating frame advantage: if you hit on the first active frame, then the total recovery will be 17 + 2. If you hit on the last active frame, the total recovery is 17. However, the static difference / frame advantage columns do factor this in and are calculated off the first active frame hitting.
  2. Thanks! It looks pretty consistent with what I'd seen so far. That last item on the dashing seems inconsistent with previous points though - isn't blocking still locked during dash recovery and can't be cancelled with empty crouch? It'd work if they meant that you could probably go through the 2F and block before the FA went active, but it seems like it wouldn't work in some scenarios.
  3. What was the deal with the Hazama stances shown at ~1:20:00? Is he getting strong versions of the follow-ups much faster?
  4. Dash, maybe?
  5. I'd much rather have a cripple simulator. Would be playing P4 or Marvel instead if I wanted ridiculous stuff.
  6. Thanks for this. That's pretty unfortunate, and now I'm torn between re-learning the default controls or skipping Rise altogether. I'm surprised the most important question hasn't been asked yet - is rematch functionality still in? For either offline or online?
  7. Question regarding the rhythm game super: do the positions of the notes change if you have your buttons mapped differently? For example, the notes seem to line up with the default controls: A C B D But if I remapped the buttons to: A B C D Would I have to hit my lower-left "C" in order to hit a note going towards the upper right?
  8. Lack of burst, meaning that they can't burst out of her Hama combos. Edit: To go into it further, she'd have to deal with the burst first against regular characters before going for it, particularly since some routes need forced awakening, too. With the resource investment (meter, health, possibly burst) needed to go into it, Liz would be left in a pretty bad way if the opponent bursted out.
  9. Quick question: is Akatsuki's 22B a legit reversal, i.e. full invulnerable startup / active frames? Or perhaps it is invulnerable to attacks that don't have to be blocked low? I feel like my meaties on oki are frequently losing out to it, but a friend insists that 2A stuffs it. I've also tried to (Orie) 5B it during its active frames, only for it to sail through my active frames and counterhit.
  10. I recall hearing that there were plans to get the soundtrack onto iTunes - did this ever pan out?
  11. Ahahaha Shinjiro palette for Ken! Salt in the wound!
  12. Hitbox viewer: http://finalclause.dantarion.com/hitboxes/#0/0/0
  13. Any word on a start time or entry fee on the P4A sendoff? I'm interested in it, but will have to duck out early if it extends into the late afternoon / early evening.
  14. Info from Takarin (https://twitter.com/tkrnsan) yesterday / day before. Summary: Combos from 2A are short(er than before) 2A > 2B > 3C > Raibu, 2A > 6A doesn’t combo 5A untechable time is reduced or 2D’s startup is slower (5A >2D doesn't combo) No opponent blowback on 6B ground hit j.B’s startup slower Hariken became a combo part Pushback on barrier guarded 5D is very big, can be special cancelled on block. j.B’s startup slower [sic] j.D combos into 2A on close hit 2D wallsticks j.B’s startup slower [sic] 6B > j.xC series gatling added Untech time of A normals might be shorter overall (5A / 2A / j.A specifically) Other potentially-interesting tidbits: Couldn't combo into Gekiren off a 2A starter (due to second point of above). j.A > j.B didn't combo. Jokes made about air-to-air j.A combos becoming (j.A) x N > zettou > (j.A) x N > djc > (j.A) x N > Gosei. Can combo 2D > Hariken (foot?) in the corner due to wallstick. Hariken B (foot) > rc > 6D combos (at midscreen?). Lv 3 for 50 meter! Raibu wallstick > 6D still works. Throw > Hariken C combos. Can pick up a combo at Lv 2. Hariken SMP is on the drill and not the foot attack.
  15. Which part of it was the joke? I think there was also mention of 5D's pushback on barrier guard being pretty extreme as to prevent 5d > RC > 5d from working.
  16. I'm not really familiar with Koko - is the blockstring that got GCOD'd 2b > 5c? If so, GCOD looks like it could currently be 1+15 (like normal activation) if it's getting the 5c to whiff.
  17. The second one mentions being able to special cancel 5D on block, yes. Not completely sure on this part, but it kinda sounds like they added an attack hitbox to Amane's foot when he's setting the Hariken drill. Part of that second tweet might be mentioning some of its properties.
  18. [byakuya Supplement 3] Earlier [he] wrote that traps can’t be erased by projectiles, but it seems there are some exceptions. Example: Vatista - [6]4a/b don’t erase traps, but [6]4c can - [4]6a/b/c all don’t erase traps - [a]//[c]’s explosions can erase traps
  19. Took a stab at translating the notes:
  20. It's probably his counterassault: 6/forward+A+B during blockstun. Requires 50 meter.
  21. It seems like Minerva doesn't have its own health after all, though the wording in the play style description seemed to suggest otherwise. I guess it technically works out if you think of the life bar as Minerva's rather than Celica's. Kinda feels like a missed opportunity for an interesting weakening mechanic though.
  22. Isn't it because the autocombo normals count separately from the actual normal on the reverse gatling restriction?
  23. How is this a bad thing. If anything, more of the cast should be adjusted towards this level of honesty!
  24. Just watched the Celica BB Radio snippet. Got a Bedman-ish vibe from Celica+Minerva's animations and attacks, albeit she doesn't have the deja vu mechanics. Seems to do quite a bit of damage off few hits on relatively simple-looking combos. Her fireball looks huge and annoying, and the huge uppercut from the screenshots seems to be a DP (went through Dead Spike). Didn't notice any sort of indicator for Minerva's health though. She seems to always be following Celica, even when Celica's hit / comboed. Also doesn't seem to be a separate hurtbox from Celica, and doesn't seem like she can be separated for tandem attacks or dismissed. Could be interesting if Minerva's health is tied to Celica taking damage - getting hit too much would then be a larger disadvantage for her than for other characters, in that she'd lose range, damage, and specials if Minerva's disabled.
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