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Pssych

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Everything posted by Pssych

  1. Yosuke's major flaws in the last game was fixed, rather than all his combos ending in air techs and having to play neutral again (causing him to lose certain MUs), his combos end in j2C which means it's a knockdown so he can set up oki or a pseudo-vortex. Sukukaja is even more of a combo tool giving him access to a better combo routes, a new normal / autocombo and super. Overall, Yosuke lost some damage in the universal damage change but he gained the ability to keep momentum. Just take a moment and watch Torowa play him, it's magical: http://www.youtube.com/watch?v=MrXQFVjdvvk http://www.youtube.com/watch?v=UDZiolO6Jqk
  2. Those were already fixed. (I know for a fact the Yosuke one was fixed)
  3. I agree with most...10 minutes is not enough to teach people a character. Omex made a 1 hour Kanji tutorial just but sitting down and talking about the character while playing/showing/demonstrating, I've learned more about that character by watching that than almost every tutorial I've watched. In the end, you should of made 1 full complete episode showing people what exactly they're getting for information, the quality of the episode, etc.
  4. Am I allowed to post "RIP Liz" again?
  5. While DL was down, I decided to prepare the wiki page (spoilers: it's not up yet) but I documented almost every change I had to make. Enjoy. Yosuke P4U2 Frame data changes *AL = After Landing 5B is 0 on block now 5B is dash cancelable Sweep has a P1 of 0 jA start up increased to 7 frames (Sukukaja jA remains at 5) Can backdash jB. (But loses that option and gains forward dash cancel in Suku) Sukukaja jBB start up decreased to 8 frames jAB (formerly j2B) recovery increased to 30 from 25 5D gains Backdash and dash cancel in Sukukaja 5D P1 increased to 300 from 0 and P2 increased to 200 from 100 5DD P1 increased to 300 from 0 and P2 increased to 200 from 100 5DD active frames changed to 3,3,4 (4,4,5 before) jC damage changed to 400, 200 (2 hits now) (formerly 500) jC attack level lowered to 3 from 4 jC P1 increased to 300 from 200 Sukukaja jC start up increased to 18 from 16 Ground throw P1 changed to 0, P2 is changed to 900, 100 Air throw P1 changed to 0, P2 is changed to 1200, 100 Dodge [Taunt] (DP) active frames increased to 49 from 47 Dodge [Trip] start up is now 1 frame (2), Active for 28 frames (22), recovery decreased to 6 (22), Invul frame 1-17 Dodge [Trip] P1 increased to 900 from 500 Dash Spring A start up changed to 11 frames? Dash Spring A damage changed to 300, 150 from 500, 250 Dash Spring A P1 changed to 600 from 0 Dash Spring A P2 changed to 200 from 800 Dash Spring A recovery changed to 39 + 9 After Landing from 31 + 16 After Landing Dash Spring A static diff (frame advantage) changed to -19 from -11 Dash Spring A invul changed to 4-19 Feet from 6-21 Feet Dash Spring B start up changed to 14 frames? Dash Spring B damage changed to 400,200 from 500, 250 Dash Spring B P1 changed to 600 from 0 Dash Spring B P2 changed to 200 from 800 Dash Spring B recovery changed to 33 + 9 After Landing from 31 + 16 After Landing Dash Spring B static diff (frame advantage) changed to -13 from -21 Dash Spring B invul changed to 7-22 Feet from 13-31 Feet SB Dash Spring start up changed to 17 frames from 19 SB Dash Spring damage changed to 500,250 from 600, 300 SB Dash Spring P1 changed to 600 from 300 SB Dash Spring P2 changed to 200 from 100 SB Dash Spring SMP changed to 800 from 50 SB Dash Spring static diff (frame advantage) changed to -35 from -14 SB Dash Spring invul changed to 10-29 Projectile from 13-31 Projectile All Kunai damage changed to 70, 40x11 from 134, 67x19 All Kunai P1 changed to 200, 0 from 400 All Kunai P2 changed to 0,50 from 100 All Kunai SMP changed to 0 from 1000 A Kunai recovery changed to 19 After Landing from 23 AL B Kunai recovery changed to 19 After Landing from 27 AL SB Kunai damage changed to 70, 40x11 from 134, 67x19 A and B Moonsault recovery changed to 9 After Landing from 16 and 14 respectively SB Moonsault damage changed to 1300 from 1500, P2 changed to 600 from 400, Start up changed to 25 from 28, recovery changed to 11 AL from 14 AL A Crescent Slash damage change to 900 from 1400 B Crescent Slash damage change to 1100 from 1400 Both version P2 changed to 600 from 400, recovery changed to 14 AL from 21 AL. Sukukaja version now has 600 SMP D Mirage Slash (j2D) active frames changed to 9 from 8
  6. ASW doesn't know what they want to do with Terumi it seems.
  7. RIP Liz. My condolences.
  8. Also, some other bits of news: If you watch http://www.youtube.com/watch?v=LxrjqD6Sdf0 closely, you see Yosuke do things like: 236A > Air 236AB > Air 236A~A > Air 236C > j2C 236AB > Air 236A~A x2> Air 236C > j2C If you count, that's 4 air actions outside of Sukukaja. How is this being done? Apparently Moonsault have their own usage counter now. No matter what, Yosuke can do 3 moonsaults (4 in Sukukaja) while only j2C/D, Kunai and V Slasher count as air actions (which he still has 3 of).
  9. So, in P4U2, His actions (4 air actions instead of 3, invisible dash, faster normals) are generally the same. However, 2C doesn't launch them backwards anymore, Kunai becomes air action cancelable (according to Ringo), V Slasher seems to either reset air actions or adds some. Edit: Updated post #1 with all the changes that have been gathered so far (and got rid of the rumored changes)
  10. Team Yosuke/Team Junes: Pssych (Psych-jC), Grover (Grove03), GreekAngel
  11. Clearly it's to me! He used my Yosuke palette, my Jiraiya palette and my signature Tentarafoo > Brave Blade! (Good stuff tho Greek!)
  12. http://www.twitch.tv/token and I'm pretty sure he said there can be more than 1 character team (ie 2 Team Yukiko, etc)
  13. It looks about the same speed as it is now.
  14. More like Taskmaster.
  15. jD, 5C (sometimes), 5A, 5B, jA and jB. Yosuke has amazing buttons, if 'everything fails because people are spamming', it means you aren't playing smart/thinking properly or you don't know proper spacing. Also: Read this WIP Guide: http://www.evernote.com/shard/s359/sh/32259a17-98ae-4b7e-b2ab-1fba6ee29c44/630f47aa55f457d53f1ca30610e65112
  16. Just tossing out some facts: Yosuke's DP, when triggered, has a 2f start up. It's active for 47 frames. (That's a long time) Frames 1-31 are invul. That's why it is how it is. Picture if Yosuke could combo/super off his DP...Every easy DP catch would be damage. I do agree with the not being about to kill thing....but when you look at frames it makes sense. If you want it to be better...it would have to be nerfed too.
  17. Lots of Yosuke news: http://www.nicovideo.jp/watch/sm22767311 One of Yosuke S-Hold bonuses seem to be Auto-Sukukaja
  18. That's not a "secret super", that's just a his new super that can only be done in Suku and is listed in his command list.
  19. But...Narukami already has a secret super that no one knows how to do, but we know it exist lol https://twitter.com/XiePlus/status/427258482799042560
  20. He's always been good, just had some flaws, ASW fixed most of them.
  21. Token said on Skype that this has been 'cancelled' (postponed maybe, idk?) due to some issues he's having in real life. Official word from him in the future maybe.
  22. No, but Ringo recently contacted me on twitter and linked me his blog that's packed with info, including damage numbers. A Kunai 393dmg (12hit), B Kunai 354dmg (11hit), SB Kunai 354dmg + poison (11hit) A Cres 900dmg, B Cres 1100dmg, SB Moonsault 1300dmg C Mirage Slash 1000dmg, D Mirage Slash 1500dmg C V Slasher 600dmg, D V Slasher 1050dmg, SB V Slasher 1000dmg Tentarafoo is still 700 C Garudyne 2790dmg, D Garudyne 3200dmg, SB Garudyne 3360dmg C 'Shooting Star' (Suku Super) 2105dmg, D 'Shooting Star' 2420dmg SB 'Shooting Star' 2546dmg
  23. If you're in blockstun already, moves lose their AUB properties.
  24. Why do people have to make their team names so damn long?
  25. Welp, thanks to Colpevole...he discovered that jC can already be backdash/dash/etc cancelled.
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