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RurouniLoneWolf

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Everything posted by RurouniLoneWolf

  1. Nice find, Updated the description of the move. Thanks! Musical notes as combo extenders would be pretty interesting. Might be difficult to set up outside of the corner unless they are already out on the field before the combo starts. But it would definitely give at least one good reason to have musical notes out at mid range, which would be interesting.
  2. *bops gamester on the head* Don't apologize for asking good questions! I didn't know myself what attack levels were until I started doing research on the wiki around CP's release. Here's a link to the wiki's description on Attack Levels and the breakdown in the differences between levels for CP. Also as an FYI, if you ever want to know what the attack level is for a move, you can always check the Level column of the move's listing in the frame data. 5B for instance was previously Attack Level 3. Also, very much looking forward to that 2.0 Video thread. Love the 1.0 and 1.1 ones ^,^
  3. That or her non persona attacks are just that bad. Either way, this should make for a very interesting play style. EDIT: Actually, we see one of her non persona attacks in the pics. So I'm guessing it's just that her non persona attacks aren't that good.
  4. Thanks for translating guys! A lot of great info here. Hmmm, 5B being a level 2 now and wind regen being slower are probably my biggest concerns here but no sense worrying too much about it until it's final. Looks like we'll be learning a lot of new combos but that's to be expected from a new balance patch.
  5. lol, I thought so. I saw a bunch of tweets from him but couldn't understand a word. Time to wait patiently for someone to translate. Maybe the second A is just a 5A?
  6. http://m.neogaf.com/showpost.php?p=124288358 Rachel: - j.A still overhead - 4B floats less - 4B > 3C gatling added - 6B still has jump cancel - AH startup slower
  7. Glad they finally confirmed the NA release date. That 1 month wait is going to rough on me though. Good thing I'll have plenty to do around here like compiling all the latest Rise info to keep entertained. I'll probably dabble in Margaret a little bit but I'm pretty much at maximum capacity of characters I can play with between maining Labrys and Rise and subbing Marie and Chie. We'll see how it goes.
  8. More new stuff from the neogaf post. Going to update my original post with the full list so we have everything one neat list
  9. Some new stuff from the neogaf post. Might've missed some stuff
  10. A lot of stuff being compiled here from a lot of twitters http://m.neogaf.com/showpost.php?p=124288358
  11. Don't really see what's there to talk about concerning guard cancel OD. We don't know much of anything about it. For all we know, the guard cancel version could be like 1+35 and have no invincibility for the last 20 frames. Better to just wait for loketest info to be honest.
  12. Kurushii's tweet of the high res scan (Thanks a lot!) Nothing new in terms of Margaret pictures except her character select art, which is pretty awesome. There might be more stuff in the text *shrugs*
  13. If I'm understanding this google translate properly, the new guard cancel overdrive was added because they originally wanted people to take advantage of OD's invincibility to disrupt pressure but a lot people didn't bother because they would accidentally get a regular burst instead. So they added a guard cancel. Interesting change. I'm curious to see what they think of it at the loctest this week.
  14. Nothing on the HUD showing that she has to manage her 3 personas so far. I'm guessing they're all designated to specific Cs, Ds and specials.
  15. Small update on the Nanase frame data that I thought everyone might be interested in knowing. According to this tweet from SKD, the startup on all of Nanase's attacks is 1f faster than listed in Maven's finding. So, be sure to keep that in mind going forward! I'll fix the data in the wiki tonight as well as improve some move descriptions and the combo section now that I have much more experience with Nanase and more combos have been found.
  16. This is actually quite a surprise. I was expecting them to reveal the release date at Arc Revo later this month. Glad it finally has a release date. Hopefully, the NA version's release date isn't too far behind from being revealed.
  17. There's always consequences for everything, especially if something whiffs. Though, the consequences aren't always easy to see and understand. Everything I said pretty much works against assault j.X too. If the assault j.X whiffs, then you have the time it takes for them to come back down to the ground, to move forward and get things started. In fact, it should be easier than usual since the assault will be moving them closer to you. If you're close enough, you can do a small dash into j.A to hit him out of the assault j.X before it can come out. If you're in the awkward place where you're unsure whether you'll be able to retreat to make it whiff or you can go in to intercept them, it's best to stay put and block. It's unfortunate since this will probably lead to letting them start pressure but it would be worse to try and retreat or go into intercept and get opened up because you misjudged your spacing. Sometimes it can't be helped but do your best to not put yourself in situations like that. hmmmm, maybe if you replaced dash with movement, it could work as a summary for those familiar with the strategy already. I wouldn't try to summarize something to someone who isn't familiar with the strategy already though. A lot of important points will get left out. This summary for instance doesn't really cover How to make things whiff Why making things whiff matters The importance of balancing trying to make things whiff and trying to rush in. The importance of positioning and how you can overcome bad positioning by quickly repositioning yourself
  18. I'm probably not the best person to try and explain this but it might help a bit so I decided to write it. This post turned out to be really long. Spoiler tagging
  19. Like I said, depends on the length of the brake. There's not really any plus to doing a full screen miquelet capture to begin with unless you're trying to beat a projectile, in which case, a quick brake after dodging the projectile would put you in a better position than just letting the animation fully play out. Also, while the brake might not improve mixups themselves, if the brake is fast enough and can be done early enough, it could work as a decent tool to reset pressure every now and then without spending a heat level. It all comes down to how quick this brake is really.
  20. New command list is out for BBCP2. http://blazblue.jp/images/topics/140805/technical.pdf Apparently, Bullet has a new B followup for Miquelet Capture. This could be interesting. It doesn't use the D button so it's very possible it doesn't consume heat. EDIT: Looks like the B followup is a brake. Oh my. This could be sweet. Need to get an idea of how long the brake is first though.
  21. Looks like Bullet has a new B followup to Miquelet Capture too but I can't be sure. Could you possibly confirm?
  22. This is a surprise and sad to hear. Hope you have another job lined up already/everything works out.
  23. Hilda feels like a textbook zoner matchup to me. Just got to slowly advance in the small openings between her zoning. Difficulty but doable against good Hilda players. Us eventually getting a better understanding of Hilda's frame data will of course improve our ability to do this. The main goal as per usual is to advance into the mid range area where the threat of whiffing stuff and getting punished or getting the startup of her zoning tools stuffed by a run up well spaced poke starts to exist. But yeah, pretty much textbook stuff here from what I can tell so far. Can't really give any advice other than maybe to hop on chainshift.com and watch some Hilda vs Senaru Akatsuki vids to get an idea of how to move. Also, much like Dust and AoAs, 66B and 66C can be useful when used sparingly and strategically in my opinion. ...and now, this thread is venturing back to "this character is shit" territory, which is my exit cue.
  24. 7/27/2014 Ms' Park Sangoushi Arc Revo Qualifier Kanji vs Yosuke Kanji vs Elizabeth Kanji vs Aigis 7/17/2014 High Level Matches 800 PSR + Gachapin vs Tahichi (Yukari) Gachapin vs Pet (Junpei) x2 Gachapin vs Souji (Teddie) Kanji vs Souji (Teddie)
  25. 7/27/2014 Ms' Park Sangoushi Arc Revo Qualifier Akihiko vs Aigis Akihiko vs Elizabeth Akihiko vs Aigis 7/17/2014 High Level Matches 800 PSR + Domi vs Tahichi (Yukari) Domi vs DIE-Chan (Minazuk) Domi vs Pet (Junpei) x2 Domi vs Pet (Junpei) Domi vs Tahichi (Yukari) Domi vs Hagiwara (Teddie) Domi vs Souji (Teddie)
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