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Everything posted by RurouniLoneWolf
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O.O If this is true, I'm 1 step closer to my dream of the return of practical level 3 j.2C combos \o/ Also, now that I've gotten to see more of the new Tempest Dahlia, I can see it really is a trajectory thing like @muerto said. It comes out from in back of her to forward like it used to but it drops in an arc so that they land about right in front of her when she does it from the ground. Not sure what to think about it right now. Maybe it can extend our blockstrings in certain situations? It could be useful in situations where we're low on wind. But it needs more testing. It feels like it's too slow to do that at first glance. Need to see more of it.
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@49:00ish ...I might have forgotten because I hardly use Lotus to begin with in CP but were travelling Lotus always capable of being pushed forward by Rachel's wind? Because if they didn't, they do now! ^,^ ugh, the passive DoT on Ivy doesn't look very noteworthy right now. Maybe, it'll look better in extended blockstrings. Also, @Soniti seems to be right about the trajectory of TD being reverted. Removing it from OP Yeah. Definitely looks like it. That's definitely going to affect its ability to lockdown an opponent long enough to cover an approach to start pressure in some of our old tactics. I don't think the issue is that the trajectory is weird. It's more like the Dahlia's projectiles have collision with each other ??? It's really weird. EDIT: Actually, it's more like the way they bounce is very odd.
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I haven't heard anything about a trajectory change to TD in the last loketest and the current trajectory was shown off in the first gameplay trailer so I'm keeping it in the OP for now . If it got reverted, I'll just remove it.
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Rather not. System changes usually speak for themselves and apply universally. This thread is only for compiling changes to Bullet herself. That said, I do sort of understand what you are looking for but I think it would be better in a different thread where we go over Bullet's changes in CF in a much more detailed fashion. Not sure if it's clear what I mean just from that. To give an example of what I mean, something I found very interesting that the Persona community started doing recently in response to there being hope for 2.0 console release is that they made evernotes/google docs/posts where they just go over universal and character specific changes to their character and how that impacted their overall gameplay. Here's one Pssych did for 2.0 Yosuke to give you an idea. This is sort of what we could do. I mean, not now but in like 3 months from now when CF Bullet is more developed ...Actually, I'm liking this idea the more I think about it. There's a few extra things I'd like to do to improve further on what the Persona community did too. Guess I'll put it on the pile of things to do ^,^
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This is a thread to compile all the changes that made it into the final build. Post any new stuff or stuff that was in the loketest that you see in the final build here and I'll compile it in the OP. Link to the Loketest Changes and Discussion thread for reference Normals: 6A floats, even on ground hit and without wind. Float is low CH 6B on ground hit crumples. Crumple time is somewhere between CT and CS1. Can convert into a combo up close. Can't seem convert into a combo at max range currently without wind (?) CH 6B on air hit still blows back the opponent full screen and wall bounces j.C no longer launches grounded opponents when under the affect of 5D's wind j.2C is an overhead but a short starter Drive: Wind recovers quite fast during OD. Wind regen is nerfed. 10 seconds to regen from 0 to 4. But, that's from 0 to 4. regen from 0 to 2 is much slower than in CPE. 7 seconds to go from 0 to 2 wind. Wind can regen a bit in the air but it happens at a slower rate Specials: George shocks for a shorter amount of time George has no cooldown Pumpkin is gone ;.; New Special - Ivy Blossom Lotus has shorter reocvery, comes out faster. B and C Lobelia seem to have less recovery (?) Ivy Blossom: About a second after setting it, about 10 bats come out. Ivy blossom has no hitbox, but just by being near the opponent they will take life away. You can use D to guide them towards the opponent, where the opponent will be unable to avoid the attack. If you hit with ivy blossom, the small bats follow them about If you use wind, bats spread out into a fan. 1 bat or 2 bats doesn't hurt very much. But if used in an oki position, it can hurt. No effect from more than 1 Ivy Ivy hurts quite a bit if all of the bats are on them Bats won't kill If you don't use wind, characters on top of Ivy (the cross thing), probably continually take 1 damage. (?) Overall duration is short - maybe 2/3 of Pumpkin Opponents touched by the bats take 100 damage regardless of guard. Instantly. Distortions: Tempest Dahlia's Trajectory changed. It still comes out from the back of Rachel forward but it has a parabolic drop so that the projectiles drop in front of her. When done in the air, it arcs sharply downwards Wind regens quickly during Tempest Dahlia. Misc: 5CC > Tempest Dahlia no longer connects
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Same deal as the final changelist thread for CP 2.0/EX. We'll compile all the changes that made it into the final build here. Post new stuff you see or stuff we saw in the loketest here and I'll compile it all in the OP. Link to the Loketest Changes and Discussion thread for reference Links and Resources: Day 1 Impressions by MechaMacGyver System: Forward Throw wall sticks in corner Long Hitstun on CH Crush Trigger is gone Normals: 6A > 5C gatling removed 6A > 6C gatling added 6A > 3C gatling added 6B launches on normal hit 5C can FC again 5[C] is gone. FC 6C doesn't pop up as high 2C (2) has more pushback, making it safer 3C can FC j.C is jump cancellable Drive: No heat loss on blocked or whiffed drives Drives can only be canceled by inputing 4D from the beginning. All variants of drive cause Bullet to bounce back to about her 5A range on block 5D's lock on circle is huge but has slower startup j.D's circle is small now but has faster startup H1 Drive Follow Up wall bounces again Specials: New special added, 360B. 63214D Drive Follow Up. Command Grab. Command grab deals about 1500 damage with no follow-up, about 2815 with followup. No invincibility. No followup leaves them next to you. Midscreen, H2 follow-up bounces them back to you right out of 6A's reach. With her back to the corner, H2 follow up wall splats H0 Flint Shooter goes full screen H1 Flint Shooter has 2 hits. H2 Flint Shooter has 3 hits Afterburner is faster Cutting Shear has more horizontal range but no longer gives guaranteed untechable knockdown Miquelet Capture is projectile invuln earlier, making it more reliable for beating projectiles. Snaphance Engage H1 and H2 launch the opponent to the other side of the screen. Can follow up with usual juggles if tossed into the corner. OD Snaphance Engage no longer launches the opponent to the other side of the screen Distortions: Serpentine Assault has a mini dash added to it, giving more horizontal range. Serpentine Assault's damage is down to 4620 Rage Aggressor's run cover more ground Misc: In the corner you can link Capture |> 5B again in corner combos like you could before CPEX
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Pretty sure you can set the invite to never time out. Not sure how myself since I've never created a group though.
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2015/10/24 GGXrdR Mikado 3on3 Kakishi vs Fumo (Elphelt) https://youtu.be/VALxV9E7IXo?t=167
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Just practice it, play with the timing and you should be able to eventually get it. The timing isn't really tight, at least midscreen when you don't have to cover much ground. Corner can be troublesome but I think that's more just me always misjudging the distance I have to run to get c.S instead of f.S
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[P4AU] Margaret Video Thread (Updated 10/11/2014)
RurouniLoneWolf replied to MikelAL93's topic in Margaret
Forgot to post but I fixed all my old 2.0 links in this thread over the weekend. I'll start posting new stuff in the next week or two. -
Did a roundup Sasashima Leisureland. Only did the last 3 though. Last 3 Mikado Archives tomorrow if I have time? 10/20/2015 Sasashima Leiusreland Yoshimune vs Boruboru (Axl) https://youtu.be/z7qV278RB0M?t=8 Yoshimune vs Boruboru (Axl) x2 https://youtu.be/z7qV278RB0M?t=629 Yoshimune vs Boruboru (Axl) https://youtu.be/z7qV278RB0M?t=1757 Yoshimune vs Boruboru (Axl) https://youtu.be/z7qV278RB0M?t=3440 Yoshimune vs Boruboru (Axl) https://youtu.be/z7qV278RB0M?t=4074 Yoshimune vs Slayer x2 https://youtu.be/z7qV278RB0M?t=4593 Yoshimune vs Slayer https://youtu.be/z7qV278RB0M?t=5535 Boruboru vs Leo https://youtu.be/z7qV278RB0M?t=6789 Boruboru vs DKJ (Johnny) https://youtu.be/z7qV278RB0M?t=7106 10/27/2915 Sasashima Leisureland 20 Dan Jack-O vs 22 Dan Sin x3 https://youtu.be/mzOp41AqLxo?t=2645 20 Dan Jack-O vs 22 Dan Sin https://youtu.be/mzOp41AqLxo?t=3588 Yoshimune vs Boruboru (Axl) https://youtu.be/mzOp41AqLxo?t=3976 Yoshimune vs Boruboru (Axl) https://youtu.be/mzOp41AqLxo?t=4317 Yoshimune vs azuimio (Johnny) https://youtu.be/mzOp41AqLxo?t=4698 Yoshimune vs Yaginuma (Elphelt) https://youtu.be/mzOp41AqLxo?t=4880 Yoshimune vs ITTY (Ky) https://youtu.be/mzOp41AqLxo?t=5414 Yoshimune vs Yaginuma (Elphelt) https://youtu.be/mzOp41AqLxo?t=5975 Yoshimune vs Yaginuma (Elphelt) https://youtu.be/mzOp41AqLxo?t=6835 Yoshimune vs Slayer https://youtu.be/mzOp41AqLxo?t=7812 11/3/2015 Sasashima Leisureland Yoshimune vs Hashi (Jam) https://youtu.be/Id5m6crjD_c?t=2259 Hashi vs Daiji (Ram) https://youtu.be/Id5m6crjD_c?t=3173 Hashi vs Slayer https://youtu.be/Id5m6crjD_c?t=3699 Yoshimune vs Slayer https://youtu.be/Id5m6crjD_c?t=6818 Yoshimune vs 21 Dan Slayer x4 https://youtu.be/Id5m6crjD_c?t=6962 Yoshimune vs Hashi (Jam) https://youtu.be/Id5m6crjD_c?t=7777
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Montreal: Le Thread Generale Pour Weeaboo Fighters
RurouniLoneWolf replied to BladeOfJustice7's topic in International
Welp. RIP the MTL Bang army. Reyn is now the last remaining survivor. Hope to see you on Netplay sometime though! -
[CF] Rachel Loketest Changes and Discussion
RurouniLoneWolf replied to RurouniLoneWolf's topic in Archive
A video showcasing Rachel's Wind recovery in BBCF -
Stumbled on this tweet from Sourenga with detailed info on Kuroko and Uihara assist. Kuroko's potential is pretty interesting. I wonder if the teleport that replaces the dash has any special properties. Uihara's 5S works in a pretty interesting way. I'm curious about the various effects of 6S. Guess we'll find out soon (Almost a month left until console release!)
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[CF] Rachel Loketest Changes and Discussion
RurouniLoneWolf replied to RurouniLoneWolf's topic in Archive
Didn't get to post since I've been away at Canada Cup but from what I can gather from reading tweets from N-O and Errol whose in Japan right now, Lotus got pretty buffed to the point that they think it's really strong. Not sure about the specifics of the buff though. Think I read that it's fast startup, short recovery, plus on block. Guess we'll know for sure soon. Game releases at the end of this month. I'll probably create a final changelist thread to compile everything that stuck when the game releases. -
[CF] Bullet Loketest Changes and Discussion
RurouniLoneWolf replied to RurouniLoneWolf's topic in Bullet
A bit more stuff from new Hiago tweets CT connects off many normals, such as 2C (1), 5C, 3C , 6A, etc EA has invul; switches screen position at the end of it Throw's midscreen bounce is stronger than before, can 236[A] afterwards (char specific); if corner then it wallsplats (Already reported) -
[CF] Bullet Loketest Changes and Discussion
RurouniLoneWolf replied to RurouniLoneWolf's topic in Bullet
Figured as much. It was way too vague. No matter. I think current Miquelet+brake is good for dealing with zoning when used in combination with the standard good movement approach. It just doesn't matter because having to block any of Nu's swortds in CPEX can quickly degenerate into a bad situation for you ;.; -
Here's some footage of min that he uploaded on to his channel. There's probably more Jack-O footage in Sasashima Leisureland and Mikado archives but unfortunately, I'm pretty busy fixing the Persona video threads to do right now. Might have time to do it next weekend if it isn't done yet. 10/28/2015 Min vs Hiroki (Sin), Taka(Slayer) https://www.youtube.com/watch?v=vgwvWetoYiI https://www.youtube.com/watch?v=Uv9yFloGhbo https://www.youtube.com/watch?v=Mr9Nnns6ZDo https://www.youtube.com/watch?v=Z8fOg4jSDRQ https://www.youtube.com/watch?v=vGTmbIqil6M https://www.youtube.com/watch?v=RpwS0er-zrI https://www.youtube.com/watch?v=b5vz4tTjN7o
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Just add fangs, synyster or I to your skype and we'll add you to the group. Preferably the other two because I"m going to be away at Canada Cup this weekend ^,^
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[CF] Bullet Loketest Changes and Discussion
RurouniLoneWolf replied to RurouniLoneWolf's topic in Bullet
Red Lock invuln was for full body. I think non red lock still has projectile invuln. Also yeah, 3C being FC and having less recovery is going to make it pretty nice ^,^ 2C(1) vacuums? That's kind of weird. Great that 6B is getting a better horizontal hitbox. That comment about Miquelet is kind of vague. Guess we'll see what they mean when the game releases. -
[CF] Bullet Loketest Changes and Discussion
RurouniLoneWolf replied to RurouniLoneWolf's topic in Bullet
Some more stuff from Hiago's tweets 623B might have a little bit more of untech time on knockdown D move stance lasts for a shoter time No invul on red lock 2C pushes opponent away a lot on the second hit; doing 2C > 236A makes you pretty much safe j.C's hitbox is worse Tweets with throw and H2 Combos from Kurenai https://twitter.com/kurenaineta/status/659731507611766784 https://twitter.com/kurenaineta/status/659738608631349249 -
Seems like it might work similar to Robo Fortune's Laser Super. If you look closely at Kuroko's meter, it goes from 5 bars to 3 bars when she first summons the alternate Tomo assist and then she loses the remaining 3 bars of her meter. Right now, I'm speculating that it costs a minimum 2 bars to use this variation of the assist but if you hold the assist button, you can spend the rest of your meter for a damage buff. It's looking like a pretty interesting assist so far. Looking forward to seeing more of it A few extra notes from me since I'm already here: Kuroko's Trump Card is kind of awkward to use. She teleports above her opponent and throws a big down on them. She stalls a bit after teleporting and before throwing the rock though so it's easy to whiff on a moving opponent. Might be combo fodder or for sniping zoners EX Projectile Special seems like a staple combo extender so long as you are close enough to pick up with dash 5B? She has a nice selection of teleport locations: forward, up and behind. The behind one interested me the most since it might be nice for getting a whiff punishment game going Uihara's singing assist is ADORABLE. Not sure what it does. I thought it was a counter super but I think I saw an Asuna player hit Uihara out of it. Maybe there are specific conditions?
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Bad news guys. Looks like the account that uploads TRF footage got D E S T R O Y E D. RIP Mayuge footage. I'll try to at least gather the nico links for the most recent TRFs when I'm done fixing the video threads.
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[P4AU2.0] Tohru Adachi Video Thread [Updated: 03/14/15]
RurouniLoneWolf replied to Chickzama's topic in Tohru Adachi
Done and done. -
Minazuki- Video Thread (last update: 08/20/14)
RurouniLoneWolf replied to Sadeyo's topic in Minazuki
Fixed all my 2.0 links in this thread. Rejoice Minazuki players. This is once again a one stop shop to find Shiita styling on people with Minazuki! I'll post new stuff when finish fixing the rest of the video threads.