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Everything posted by RurouniLoneWolf
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[P4AU] Rise Kujikawa Gameplay Discussion
RurouniLoneWolf replied to RurouniLoneWolf's topic in Rise Kujikawa
Here's footage of the popped musical notes moving forward as they explode in 2.0. -
1/15/2015 TRFMayuge vs Yosuke https://youtu.be/lvlQVS5enEg?t=107 Mayuge vs Margaret https://youtu.be/lvlQVS5enEg?t=513 Mayuge vs Kanji https://youtu.be/lvlQVS5enEg?t=824 Mayuge vs Yosuke https://youtu.be/a3B5SxSmhQ8?t=88 Mayuge vs Rise https://youtu.be/a3B5SxSmhQ8?t=419
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A tweet from Ho-chan talking about a ninja buff Tahichi found. EDIT: I'm pretty sure there's more ninja changes in the Tahichi tweets he retweeted before that but this is the only one he translated
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Back Throw combo I noticed while rewatching the last set of matches I posted last night [H2] Back Throw > 236[A] > 41236C > 236D > dash 6C > jc j.D > 623C - Video Example Damage: 4480 Notes: Goes from midscreen to corner from round start
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Oh, ok. That sounds about right. Would be too good if it didn't cost meter. Still pretty good for keeping rushdown characters away while we summon.
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Neat. Good to see j.C loops still in. That's pretty good +. Wow, really. The eye pulls that much? That sounds almost too good to be true. That would really help our ability to pull in zoners and keep rushdown characters out while we summon something.
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I'm also quite salty about that ;.; I'm surprised Masao was able to get it to work though it's possible that ASW hadn't implemented all the nerfs by then. I'm looking forward to seeing if he can get it to work in final release. Also looking forward to hearing his Day 1 thoughts in general.
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Looks like you guys haven't had your full list of changes posted here yet so I thought I'd create a thread for you guys to compile everything into. If you notice any additional changes post release, post them here and I'll add them to the OP Footage of Akihiko's 2.0 changes Xie's translation of 2.0 changes Normals, System Mechanics and misc. Mini Jump Mini jump preserves Cyclone level Certain Persona Attacks Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C) Auto Combo Changed skill to A Assault Dive 3rd hit can be canceled to All Out Attack and Sweep 4th~6th hit can be canceled into Skills 6th hit blowback has been adjusted to be easier to combo off of Standing B Removed Fatal Counter Decreased hitstun of first hit Crouching B Decreased attack active frames Standing D Attacks Maintains cyclone level, can be canceled into various attacks Sweep Moves forward in accordance with cyclone level All Out Attack Invincibility window is now sooner Double uppercut Increased startup time Decreased blowback at Lv0, floats lower Reduced untechable time Can be blocked in midair Skills Kill Rush (All Versions) Opponent stays crouching on hit A Kill Rush Resets the cyclone level during Shadow Berserk B Kill Rush Causes Fatal Counter Decreased startup time Causes pushback on hit Assault Dive (All Versions) When done as an Auto Combo, the second hit has different blowback 2nd hit now increases cyclone level Can now be canceled into Mini Jump Closeout Blow (All Versions) Cannot be canceled into as a follow-up attack A Boomerang Hook When done as an Auto Combo, Cyclone Uppercut does not come out SB Sonic Punch Removed projectile attribute invincibility Corkscrew (All Versions) Removed Fatal Recovery state A Corkscrew Increased untechable time B Corkscrew Decreased untechable time Untechable time does not increase after a wall bounce SB Corkscrew Decreased startup time Decreased recovery time Weaving (All Versions) D and SB Versions move backward faster SB Weaving Decreased recovery time SP Skills Cyclone Uppercut (All Versions) Decreased untechable time for A and B Level 5 Versions Landing recovery is now crouching state A Cyclone Uppercut Decreased startup time Lv1~Lv4 recovery time decreased B Cyclone Uppercut Increased recovery time SB Thunder Fist Decreased recovery time When blocked, causes pushback Maziodyne (All Versions) If Akihiko gets hit, Persona also disappears Above Level 3, decrease number of hits, adjust interval between hits, slightly worsened frame difference on block SB Mazaiodyne (All Versions) Only causes paralysis on hit Increased paralysis time
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[P4AU 2.0] Chie Satonaka Final Changelist
RurouniLoneWolf replied to RurouniLoneWolf's topic in Chie Satonaka
It's indeed unusual. It's just speculation on my part but it's possible they removed it because of the ability to special cancel to other specials in Shadow Berserk combined with the increase in chip damage from Power charge. A power charge Shadow Berserk blockstring involving A, B and SB Rampage could possibly generate a ton of chip but again, that's just speculation on my part. Skull Cracker also being unavailable is possible. We'd have to hear word from JP Chies about what happens when you input 236X in rampage to be sure. Maybe it goes straight to Skull Cracker instead when you're on the ground. -
[P4AU 2.0] Chie Satonaka Final Changelist
RurouniLoneWolf replied to RurouniLoneWolf's topic in Chie Satonaka
Made some changes to some stuff that had question marks based on Xie's translation of 2.0 changes. Here are the changes I made 5A Reeling time reduced -> Decreased hitstun time All Rampage During shadow rampage, various Rampage doesn’t come out -> During Shadow Berserk, cannot be performed SB Dragon Kick Blowback adjusted, position doesn’t change on corner hit -> Adjusted blowback, no longer causes a side switch when hitting in the corner Power Charge In Charge, gauge gain(?) rate increased, damage increase rate changed -> Increased SP gain rate while active, changed damage rate increase God Hand (Something about time stop during super flash?) -> Added a time stop effect during the super flash -
Yup, it's definitely a useful universal change to the characters. I'm curious to see if Marie's 2.0 combos will end up capitalizing on it. Actually, I'm just curious to see new Marie combos period. Bring on the Week 1 Marie CMVs Japan!!! On another note, since 2.0 is out tomorrow, anyone mind if I create the 2.0 Video thread tomorrow night?
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Compiling Rise's 2.0 changes here. If you see or hear about any additional changes after the game releases tomorrow, post them here and I'll update the OP! Footage of Rise's official 2.0 changes Buttface's Translation of Rise's 2.0 Changes Xie's Translation of 2.0 Changes Normals, System Mechanics and misc. Certain Persona Attacks Persona is now invincible when appearing until active frames (All C Attacks, All versions of Rock You!, All versions of Platinum Disc) Standing AA Decreased startup time Standing AAA Can be normal canceled into All Out Atack or Sweep Increased attack level Crouching B Decreased startup time Is now head attribute invincible until before the attack frames of the 2nd hit Can no longer accidentally be normal canceled before the second hit is about connect Standing C / Crouching C Decreased blockstun on blocking opponents Crouching C Can be normal canceled into Standing D and Crouching D on hit All D Attacks Attack does not disappear if Rise’s Persona is hit Standing D / Crouching D Reduced total recovery Jumping A Decreased attack level Jumping B Decreased total attack hitbox area Jumping 2B On airhit, hits twice even if low to the ground All Out Attack Becomes invincible sooner, invincible lasts until just before the attack’s active frames Reduced recovery time Ground Throw Decreased hitstun on counter hit Reflect Bit Removed Fatal Recovery state Skills Rock You! (All Versions) Changed music note locations for B and SB Versions (Holding the B button down places the notes where they used to be) A Rock You! Increased recovery time B Rock You! Decreased blowback on hit, does not launch the opponent as far away Rock You! (Music Note) When broken, the attack hitbox now moves with it Broken music notes are now more likely to break other music notes No Touching! (All Versions) Now pushes back farther away when blocked Increased music note breaking window on A and SB versions, now breaks music notes easier SB No Touching! Decreased startup time, now moves faster Decreased recovery time Platinum Disc (All Versions) Increased reach on C and D versions C Platinum Disc Decreased total recovery time D Platinum Disc Increased number of hits Tetrakarn/Makarakarn Decreased total recovery time C version is strike invincible, D version is projectile invincible, SB version is invincible to everything except throws SB Arrow Rain During Analyze, will cause Paralyze SP Skills Hysterical Slap (All Versions) Decreased recovery on hit Will combo into One More Burst after the last hit Does not freeze the timer on hit A Hysterical Slap Adjusted blowback, will overlap with musical notes when done as part of the Auto Combo Risette Field (All Versions) Increased cooldown time between uses Risette: Live on Stage (All Versions) Increased start up time Added Fatal Recovery state On hit, can no longer Time Up during the animation Increased difficulty on SB version, shortened animation length
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Compiling Chie's 2.0 changes here. If you see or hear about any additional changes after the game releases tomorrow, post them here and I'll update the OP! Video footage of Chie's official 2.0 changes Translation of changelist by Kikirin Xie's Translation of 2.0 changes Normals, system mechanics and misc. Persona Persona invincible up until attack startup (5C, 2C, j.C) 5A Late gatling into itself added. Increased recovery. Decreased hitstun time 5AA Faster startup. 5AA (shadow) Blowback adjusted, easier to hit mid-air opponents. 5B Forward hurtbox increased. 2C Performance changed, freezes on first hit. Faster startup. Reduced recovery. Increased untechable and freeze times. “Inner” and “outer” hitboxes larger. Hop cancel added. 5D and 2D Increased pushback on hit. 5DD and 2DD No pushback on hit. 5D Faster startup. Removed fatal counter of “final stage” (last hit?) 2DD Reduced opponent blockstun. j.2B Bigger hitbox on lower diagonal. Faster startup. j.D Persona appears in upward diagonal direction. j.4D Persona appears in lower diagonal direction. AoA Reduced recovery. Ground and Air Throw Cannot follow up on CHt. High Counter Cannot super cancel on landing. Lowered float on hit for ground version. Removed fatal recovery for air version. Skills Various Rampage During Shadow Berserk, cannot be performed B Rampage Decreased knockback on ground hit. B Skullcracker Higher float on hit, decreased untechable time. SB Skullcracker Increased untechable time. Reduced recovery. Various Dragon Kick Increased landing recovery, fatal recovery. Greater horizontal speed, faster falling speed of C and D versions. C Dragon Kick Adjusted blowback, wallbounces at midscreen. D Dragon Kick Adjusted blowback, wallbounces at corner. SB Dragon Kick Blowback on counter hit the same as normal hit. Adjusted blowback, no longer causes a side switch when hitting in the corner Various Lunge Punch Faster startup on A and B versions. Improved frame disadvantage of A and B versions on block. Increased lower hurtbox. Unaffected by dash inertia. Adjusted input time for follow-up specials for them to come out easier. Increased forward distance after landing. B Lunge Punch Smaller blowback, higher float on hit. Wallbounces only on counterhit. SB Lunge Punch Removed fatal recovery. Added projectile invincibility to active frames. Untechable time increased. Backstep distance increased, advancing speed increased. Smaller blowback, higher float on hit. C Black Spot Untechable time increased. D Black Spot Improved static difference on block. SB Black Spot Reduced recovery SP Skills Various Power Charge Changed from gauge to stock system. Also applies charge effect to some normals. Increased chip damage on blocked attacks. Increased SP gain rate while active, changed damage rate increase Invincible time for B and SB Charge reduced. B Charge Increased overall recovery. Various God Hand Added a time stop effect during the super flash
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My prayers have been answered!!! I can take "Begging N-O to play Rachel again" off my list of things to do while I'm in Japan for KSB, lol.
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[P4AU2] Rise Kujikawa Loketest Changes and Discussion
RurouniLoneWolf replied to RurouniLoneWolf's topic in Rise Kujikawa
It's certainly something worth experimenting with. I'm curious to see how JP Rise players will build up her 2.0 combos in general with these changes. Also, just a heads up that I'll be making a separate thread with all the final changes when I get home tonight. Half because to give them greater visibility and half because I want to separate them from the loketest discussion so it'll be easier to compile the changes we see in 2.0 footage and hear on the interwebs from JP players. -
1/9/2015 Tachikawa 3on3 Chin vs Ryuusei (Jin) Chin vs Yoshiki (Nu-13) Chin vs Yuuto (Taokaka)
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There's actually bit more footage. Here's all the BLEED stuff from his stream archive altogether 1/12/2015 BLEED Stream Archive BLEED vs Woshige (Millia) x2 BLEED vs Woshige (Millia) x2 BLEED vs Woshige (Millia) x2 BLEED vs Woshige (Millia) x3 BLEED vs Woshige (Millia) x3
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I glanced over Xie's translations of the changes and added a few missing translations from the initial translation we got. So you don't have to try and figure out what's new, here's a list of the things I added 5C Cannot cancel back into a normal that was previously canceled from Increased normal cancel window on j.C Increased hurtbox of j.2C Airborne hurtbox while being hit has been made larger on the lower portion
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Montreal: Le Thread Generale Pour Weeaboo Fighters
RurouniLoneWolf replied to BladeOfJustice7's topic in International
I'm always down to chill with Ottawa!!!...so long as there's room for me in someone's ride, that is, lol. -
I'm not really sure what D attacks refers to for the dodge. We'd have to wait and see.
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[P4AU2] Rise Kujikawa Loketest Changes and Discussion
RurouniLoneWolf replied to RurouniLoneWolf's topic in Rise Kujikawa
Thanks for the translations Buttface. It's greatly appreciated. Now that we have a full translation, my thoughts so far are: Less Recovery on Ds should make Ds easier to use in neutral. Need to see how much less recovery it is though. Don't know what j.B hitbox nerf means. I'll wait until we get some gameplay footage to judge. Reduced blowback on B Rock You sounds good but need to see it Increased hitbox on exploding notes means they can control space/catch people better. Easier to pop notes with other notes is a curious note. Need to see footage to see what it means -
You make a very good point here. Super jump > SB Shining Arrow might actually be pretty nice with all of this in mind. That's a good observation. It might be hard to make use of though since strategically positioning Kaguya with 5C would be tricky. Maybe experimentation with the right blockstrings can help here though.
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Yeah, I also thought the same thing when I first started seeing Bullet's dong it. But then I thought about it some more and the more I thought about it, the more I realized j.[D] oki has 3 nice pros that make it worth going for sparingly. 1. j.[D] oki has good synergy with safe jump j.C against people who try to roll tech out of the safe jump 2. If you don't think you're going to get the timing right for the safe jump because your opponent delay teched or something else, you can always double jump back into j.[D] oki since being able to hold j.D makes it easier to get the timing just right. 3. Due to the changes in 2.0 that allow you cancel Ds into specials, j.D can easily lead into 4k+ meterless with heat in the corner when you catch rolls for a pretty nice reward.
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12/26/2014 Tachikawa 3on3 Chin vs Hikaru (Hakumen) Super Donkey vs 0 (Bullet) Chin vs Kuresu (Tsubaki) Chin vs Shino (Noel) 12/31/2014 Tachikawa New Years Eve 5on5 Koreru vs Takeyama (Noel) Koreru vs Yuto (Taokaka) Absol vs Yuto (Taokaka) Absol vs Mabukapu (Relius) 1/2/2015 Tachikawa Singles Chin vs Hayashi (Kagura)
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Compiling all of 2.0 Sho's changes here. Delta and DSMoove have been kind enough to translate most of the official changes for Sho from the pdf. Be sure to thank them whenever you get the chance!!! If more ninja buffs and nerfs are found in the final release next week, we can compile them here too. Footage of 2.0 Sho Changes Google Doc with Translations Normals, System Mechanics and misc. CH State CH period during recovery has increased on the following moves: 5A, 5B, 5C, j.A, j.B, j.C, [4]6 series, 236 series, 214A/B, 214214 series Hurtbox Airborne hurtbox while being hit has been made larger on the lower portion 5A Attack Level Decreased Vertical hitbox reduced Hitstun reduced Gatlings removes (moves not specified) 5AAA Cancellable into 5AB 2A Vertical hitbox increased 5B 2nd hit is now Short Hop cancellable 2nd hit floats against airborne opponents The frame gap between both hits has been reduced 2B 2nd hit is now Short Hop cancellable 5C Startup decreased More time to gatling from it Cannot cancel back into a normal that was previously canceled from 2C Fatal counter recovery removed 5D/j.D Cancellable into C or D attacks Can be cancelled into from various attacks (moves not specified) j.B Startup decreased Vertical hitbox of the first hit has been reduced The frame gap between both hits has been reduced Recovery increased Air CH untech time has been reduced j.C Hitbox increased The frame gap between both hits has been reduced More time to gatling from it j.2C Hurtbox is bigger AOA Guard point duration decreased and stops at the end of the startup Recovery decreased Fatal counter recovery removed AOA~D Opponents get pushed back further now Ground Throw No longer knocks opponent down DP First hit doesn't float, blowback adjusted Landing Recovery reduced Air DP Head attribute removed Falls faster during recovery Skills [4]6X (Survival Knife) Knives now disappear when Sho gets hit Can be cancelled into from 236 and 214 attacks Attack does not come out when charged with 1 B/D knives are lower to the ground, are a low, and have foot attribute 236AB (SB Flash Fang) Recovery values are different for hit and block 214A/B (SoaringFang) Air version added (j.214A/B) Can be cancelled into other special attacks 214AB (SB SoaringFang) Foot invuln removed j.236A (Destructive Fang) Startup decreased Attack level decreased Untech time increased j.236B Fall speed increased Attack level decreased Untech time increased j.236AB Minimum height restriction reduced (Possibly removed?) j.236C/D (Air High Speed Movement) j.236D/CD fall speed increased j.236C Horizontal range decreased SP Skills 236236A/B (Blazing Moon Barrage) CH untech time reduced Recovery decreased on block The rush attack sequence has been sped up 236236AB Dash speed has been reduced on block 214214A/B (Moon Smasher) Untech time has not been decreased Last hit now combos into OMB Fatal counter recovery removed (this move never had FC recovery, possibly referring to a change from the loketest?) CH untech time reduced Floats longer on CH