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BananaKun

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Everything posted by BananaKun

  1. Setting up a regular time is a fine idea. Might be best to set up a poll or something for it? My schedule during weekends is fairly flexible at least.
  2. I was playing there last week (?) with a bunch of other players, but I haven't gotten on too often. I'll usually tweet it out before I do, which helps a bit. Maybe it'd be better to post on DL (either here or some other topic). I definitely need to practice more matchups so you can at least expect me there.
  3. The thing is, anything with a description other than Junes would be a better place, IMO. The chances would be higher to meet people that actually want to play and improve if you choose a designated spot, specially if the word is spread through DL/Twitter. I still prefer player matches but it wouldn't hurt to try this as a starting point, I think.
  4. I'm doing what I can to help improve our resources. There's lack of recent, high level P4AU 1.1 footage. There's sets being recorded all the time for Xrd, see https://www.youtube.com/user/TypicalEastCoast/videos . Sure, Xrd is the current flavor, but all that really needs to be done is to have a dedicated streamer that can feature P4AU every now and then and is willing to help organize these sets. Hell, Jiyuna (ANIMEILLUMINATI on twitch) could do it even if he's on the other side of the world. Tournament wise, it's just TSB and majors where we can see some good P4AU action. There's smaller events going on (like 8 on the break in New Jersey), but they aren't streamed and I'm not sure if that can be fixed..
  5. It really depends on what the proration values are on her moves, since some of the combos suggest that 5C/2C have drastically reduced P2's. There's no footage yet of players starting to optimize these combos, most are still playing 1.1 S.Lab unfortunately. CH 2B untech time still seems to last until they hit the ground, so something like CH 2B>j.2B>dash j.B>2C>j.214B>j.B>j.A~5C>j.214A could be possible.
  6. Woops, yeah 2S is indeed 90% initial proration More options for IAD stuff on standing opponents is nice, j.D is not that easy to land off any IAD but it definitely beats something like j.SPS>c.S>etc. (that is, if you get it in the corner)
  7. No, only while falling you can do it low enough to the ground.
  8. There's nothing in the translation that suggests reverse shotgun loop is no longer possible. There *was* a bug fix where shotgun D was able to hit from behind, I think now they actually make Elphelt's character model autocorrect, haha. This seems like the most accurate changelist so far (from Loke1->Loke2): I totally called reverting 1 of the big nerfs and nerfing shotgun damage. If anything, Miss Confire got a bunch of smaller buffs, the hitstop buff on the Max shot should make Max shot>RC easier to confirm and possibly get better BnB's. Elphelt turning around was a "quality of life" change that seemed like something obvious she should have had from the get-go, so I'm glad it's there. Ground hit j.D might be really interesting in the corner, she can definitely land stuff like IAD j.S>j.D on standing opponents, if it's the standard j.D float you might be able to follow up with 2H into whatever you want.
  9. Magaki beat me to it, but I don't think the bridal express change is important to affecting a player's decision to avoid command grab or not, command grab is most common in the corner where you can follow it up meterless with a shotgun loop. At that close of a range you will either have RC to cover bridal express or a grenade's explosion will cover you on block (which on hit would go into shotgun loop anyway). On that note, she has many ways to go into shotgun loop that don't involve command grab.
  10. I think she'd be in a pretty good spot if they reverted 1 of the bigger nerfs and instead nerfed the shotgun damage a little (like 70->60-65 for charged?). This way one of the big complaints (damage) are addressed but it doesn't feel like they're just taking away Elphelt's toys Proration change on bridal express will reduce damage on some bnb's, but her biggest burst damage doesn't come from combos that use it. Since grenade received multiple nerfs, maybe reverting one of them would be fine. I do think grenade becoming a dud if Elph gets hit should remain though.
  11. I squeeze in an extra j.214C between the dj.A>j.214A
  12. To be fair, CH f.S>2H will still work standing/crouching. It's definitely a notable nerf though. If you're not fishing for counter-hits, fS>2S>236H/P are probably better options now. Her meterless unblockable loop should be mostly unaffected, I think? We know for sure it's range based, unless the actual range to trigger the repel effect is *huge* there should be no change to the setup, at worst the setup is a little harder because the spacing requirements are stricter. The input buffer change doesn't specifically mention reversal windows AFAIK, but it could definitely affect how easily it can be dealt with (and in any case it would be a welcome change in my book). I agree with the rest though, the way her oki is affected is pretty much up to how new Blitz is implemented. I think she'll be fine barring some nasty hidden nerfs.
  13. Elphelt is still top tier if these are the only changes, TBH. Confire buff is actually nice. Grenade had to go if Elphelt was hit; having an active grenade out when you're being punished that was way too cheesy, even if good players know how to avoid it while punishing Elphelt. Characters like Zato-1, Millia and Ram got hit way harder. Faust seems relatively unscathed, but then there's stuff like blitzing mini-faust to consider.
  14. No clue about 236C itself, but the super adds 1000 minimum damage, 1375 if overdrive.
  15. BBCP: Working 1.1 Blackhole setups (damage values mentioned below are estimated for 1.1) For these setups, it's looking like once you're caught in it and can't get out, you want to get hit by the fireball, in which case the damage is reduced to a little over 2k meterless by doing: 6B>5C>2C>236B>5C>236C Or ~4300 with 50 meter: 22C>3C>214214A>4D>Activate>22B>5C>236C (teleport should set up the fall damage, but it's possible to trigger that blackhole "glitch" that causes Kokonoe to recover 1f faster than normal) Of course, if they don't get hit by the fireball, you just do the usual blackhole followups which will easily do 4k without fall damage bonus.
  16. It's right at the range where you'd set up 22B>214A>2C>5C>Blackhole (as a blockstring), though it requires them to not instant block the 2C
  17. I've uploaded a bunch of new videos in My Channel, probably the more interesting ones are: BBCP: Blocked 5B→j.A instant overhead BBCP: Another idea for 1.1 blackhole
  18. It's interesting how it works, if you do j.C at the last possible frame or so, cancelling into j.D it won't delete your graviton but it will still cancel the hang time of j.C. The window for doing j.C>j.5D such that it erases the graviton is bigger, big enough that it can be used consistently. Here's some more videos: BBCP: 3C starter Golden Tager combos BBCP: Corner throw overdrive combo (9719)
  19. BBCP: Some 1.1 corner combos + blackhole setups BBCP: Corner OD punishes (11000+) BBCP: Possible replacement for j.2C(whiff)?
  20. In 1.0 you just play to her strengths: ridiculous damage, setups, comeback potential, oppressive neutral, etc. Obviously, your gameplan changes from character to character, but she's really flexible.. just play her how you want. In 1.1, due to the nerfs the focus seems to shift more towards complementing her (still) strong normals with traps/gravitons at all times. Increased graviton gauge consumption/recovery means overall she gets more use out of it over the course of a round assuming that summon/activate costs are the same. Even then, just keeping a graviton out will be worth it because landing a hit means you will recover way more of your gauge compared to before. She's not like Valk/Carl/etc. that will be penalized if they use up the entire gauge, and waiting a few seconds won't do her any harm if she has some traps out to buy some time. For example: got a 5D or 6D out in the corner? Land a 3C and you get a full combo including 2C/6C, 22B, etc. Did they block it? That's fine, they're being kept in place by the graviton, and chances are they can't get close enough to punish. Even better, you could go into a max range blackhole setup as a combo ender. Doing optimal confirms starting off random hits with gravitons out can be very tricky though. Right now it's whatever since you can go into a blackhole reset and kill people regardless, but in 1.1 every little bit will count.
  21. I consistently react to Hazama's 6A hitting me in the face
  22. This is why I like sharing what I find. There's always something to learn from others. <3 This is much bigger than Azrael getting out though, this is something most of the cast can use to some extent to counter left/right mixups. It's crazy that the game allows motions like 2146B to still count as 214B (and in extension any motion special/super), but I suppose it's not surprising that the OS involves barrier considering its priority. This means Kokonoe can use superball in a similar kind of OS. If only the game was as lenient with inputs such as 22C.. :P
  23. It's been a popular sentiment that Azrael just OS'es/mashes out of Kokonoe's projectile mixups, but that sounded too good to be true for Azrael so I tested this and made a video. How to cross up Azrael using 22B+teleport: https://www.youtube.com/watch?v=eBa5GtPuRGE&feature=youtu.be
  24. Since j.2C got nerfed, here's a possible fuzzy guard IOH using j.B instead: https://www.youtube.com/watch?v=GZg1kVtFWYg
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