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Myoro

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Everything posted by Myoro

  1. Rel's arcade mode is right here if you'd be up to translating it!: http://www.twitch.tv/fantasistaokayama/v/26483776?t=38m45s
  2. There's also a lot of info here if someone can translate: https://twitter.com/tori_relius_ Any help with that would be amazing.
  3. 6B has launch on ground hit again 236C~214C>66C>41236B works midscreen 3C floats closer 22C looks quicker to come out and to recover but may have less actives 6C and 6D's floats look different on air hit Ignis stalk has a shortened duration. It looks 100x better at doing what it was intended to do.
  4. Aye sir. I'll try to snag a friend's video camera or phone tomorrow and upload it. I've got it very consistent so it shouldn't be much trouble.at all. If there's other similar situations where 0 fate and high proration causes this sort of glitch I'm almost it's that.
  5. I was messing around and I found a kinda interesting bug in training mode, I don't really know every condition that causes it, or if it can be applied practically though. (I kind of doubt it so far) With the opponent at 0 fate counters I set 3 D traps and used 236A to hit the foe into them following up with Hamoan. Hamoan hits once, they tech and block the remaining hits and afterwords Naoto can clip through them at any time. This means you can do cross-ups on an opponent by dashing half-way though them them and using 5A. Naoto also clips through the opponent during combos (for example if you 236B at close range they fly in the opposite direction, so it could lead to a lot of funny stuff. Another cool thing is that when the opponent hits Naoto the glitch ends, so it can't be used against you more than once, it will not go away if you block though. I bet it could be used for some super cool neta combos but in actual gameplay you'd of course go for the kill in that situation. I wonder if there's other ways to create start this bug...
  6. I think I can explain Messenga's picking up fatal property. If I recall the way BBCF counters and fatal counters work correctly, counter hit boosts the damage of the first hit by 10% and a fatal counter boosts the first three hits by 10%. A fatal Messenga could prolly be confirmed into Soutenjin or what have you for additional unburstable damage or something.
  7. Can't help translate but there is this:
  8. I've gotten several amateur translations that say similar things, with the adage that old 6B is back and Lanto ground slides on any hit. I wouldn't put too much stock in all of it, but I'm willing to assume that's what we're working with so far. There's also this which is sorta relevant:
  9. レリウスLINEも参加してないしロケテ情報(前回のロケテ含む)がほとんど分からんw 6B→旧作仕様 ハースザイン→弱体 ラント→スライド 6Cレイス→地上くらいで可 アクト→コマ投げと入れ替え 嫁回復タイミングの鈍化? 分かるのはせいぜいこのへん ヴァイオスどうなってるのかな Some apparently Relius related. albeit untranslated loke info
  10. Ah we can post again? Well writing this down for the good people of DL. We JJBA now.
  11. What you're gonna wanna do first is the tutorial. Thing actually is pretty dang useful if you can stomach it. After that try finding a character that suits your needs and your tastes. Practice with then, learn their theories and skills and learn about your opponents through them. Getting better at the game is a matter of fighting players and practicing new ideas and inconsistent tech in training mode. When you first start fighting other players don't go into a match having winning as your only goal (try to have goals like "land X combo" or "do Y blockstring" or "instant block Z move." The goals can be as simple or complex as you need them to be. but definitely set them. Lastly observe what others do, and think critically about their actions. Why is this player successful why did they chose to do X over Y in situation Z? When you're stumped don't be afraid to ask questions as that's one of the surest ways to get good data. In conclusion, don't worry about being good or bad right now. Just improve every day and you'll be good before too long.
  12. I plan on co-maining Tao and Relius! So far Tao looks too amazing to pass up! I'm definitely gonna have to try out Hibiki and Kagura though. Terumi might be some fun as well. Nine too. If Rachel turns out to be any good whatsoever I may have to add her as a potential sub.
  13. I feel like Amane, Jin, Mu, and Ragna have been pretty difficult for my Relius this go around. Don't expect instant results though. Polt is 105% right though, you should just learn to do well in the match-ups; learning a counter-pick is a lot more effort.
  14. Moreover is there anyone with the time and know-how for the job who'd be willing to? 'x'
  15. My PSN i Sgt_Mjr_Kululu, but I think I may have too many contacts added, maybe I should use my "Spaghetti_Desu" account?
  16. Mind if I pop in for a bit?
  17. Yo, could we get accurate frame data from the PC version?
  18. There's more to that story. They are indeed faster at minimum charge (roughly 17-ish frames) however they don't do full base damage of 1000 and they knock the opponent pretty far back on minimum charge guard crush. (a lot of characters can't really follow-up IIRC. In the corner minimum charge CTs are really gonna shine though because I don't think they push you back much if at all.) Oh and it looks like min charge CT still eats 40%-ish of their barrier so haVE FUN WITH THAT. It's yet to be confirmed if the maximum charge CT does above the 1000 base damage, but I'm hopeful!
  19. Really the only thing I could call that move is "mind games" because he's really using his head :v)
  20. As ever, it depends on my mood at the time, however I'm usually in a Relius state of mind. I should change things up now and again though. I may Co-main Tao if she undergoes a couple changes.
  21. While that is true, with Ragna's drive one can expect to get a lil' more than 1K HP back, unless the Ragna gets steam-rolled or perfects his foe. I play with my "vs 11K HP resource management set" against Ragna, because treating him like Nu and other 10K HP people doesn't kill him usually. I don't want to look up and see that he has a bit of extra HP after a Tedo or somethin'.
  22. There's no way the drive special could be used in combos right? like not to follow-up j.5C or CHj.5C or something right?
  23. Command grab is weird. It's more active than you'd think, and when done in float situations Ignis goes diagonally downward until she touches ground. I wonder if we can even get her actives to come out when she's airborne. There's no damage speed or hitstun diffence between 236D and OD u.236D which is super strange. Bot put your opponent in a standing stagger state. Here is the vid I extrapolated this info from.
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