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Veteru

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  1. Option 1. Don't make BlazBits. If it reaches a point where you're asking for crowd funding, I feel the quality of content present in Guilty Bits is insufficient for the amount you've listed. I'm strongly opposed to the solicitation of funding via Dustloop forum/community, including the request that people contact ASWU or Aksys on your behalf, for this purpose. For clarification, it's not my intention to say your work isn't appreciated or worthwhile. just that I don't think it's appropriate to solicit donations for it in this way.
  2. Outside the command grab, Kagura's moveset is basically derived from Ky Kiske. Kagura is Ky 2.0. Stronger but slower. Has improved version of various Ky specials. Drive 2DB is Stun dipper v2.0 Drive 2DA is Greed Sever v2.0 Fireball are improved version of Ky's stun edge / charged stun edge v2.0. Flashkick is an improved version of Vapor Thrust (vastly improved...). Gameplay style is somewhat similar, though Ky is faster / weaker. Kagura's 6DB is derived from a move that Ky has had since GGX... but always as a console only alternate character variation. Unfortunately "Impala Hunt" might never make it into his real move set. Ky doesn't have the drive cancelling aspect, but basic/neutral gameplay might be similar for you. In GG, overheads tend to be the end of your pressure so if you like Kagura's high/low/command grab mixup options then Ky might not be the character of choice (Greed Sever easily punished on block, 5D is the end of pressure or punished if you're too close).
  3. "GGXXACP(Xbox360 version)'s version update DLC is scheduled for 18:00 tomorrow. With that, a pre-title update will be released today. Please wait for the details in the press release tomorrow. Everything is free. Truly sorry for the long wait. #guiltygear"
  4. I-NO Revolution: http://www.youtube.com/watch?v=LPVsiNdEVF8 http://www.youtube.com/watch?v=LTWLl5zd2Hc http://www.youtube.com/watch?v=pI_xRoC5Kd0 http://www.youtube.com/watch?v=8mqCrGzPhjo http://www.youtube.com/watch?v=pn5tHaYZGWc http://www.youtube.com/watch?v=rmi6xfB7eow http://www.youtube.com/watch?v=I82wmGdJ_aI
  5. Thanks for getting this formally started shtkn. With the release of GGAC+R, certain people decided to inappropriately reuse the guardbar values from GGAC for the +R Wiki. While I'm against that, I also didn't want to have to take the time to check all of the new values myself. BTW, Final Ultima had already researched the new values for Sol (He had a few moves GB+ values nerfed, such as 6H and BB), I'll ask him to post it up here for everyone's convenience. Guard bar increase being halved during blockstun is generally well known, and is the explanation for why some characters can raise the guard gauge so much more effectively than others. Blockstrings like Ky 5S 6H (5S 3H in AC+R) which have a built in gap followed by another high GB+ value move are great for this purpose.
  6. Feel free to keep doing your thing. I created this thread originally because I was unsatisfied with the original Sol combo thread and wanted a place to dump info. If you keep your thread neat I'll probably just post it there.
  7. #4 04/20/13 Results: 1st: Veteru 2nd: Jais 3rd: John Wu 4th: Korea 5th: Mike Byo (DrgnEclair) 5th: Zig 7th: Jesus 7th: Vince of Darkness 9th: Buttfrenzy 9th: Mike Kyo (9TNine)
  8. #3 03/16/13 Results: 1st: Veteru 2nd: Jais 3rd: Korea 4th: Bretteru 5th: Buttfrenzy 5th: Vince of Darkness 7th: Jesus 7th: Mike Byo (DrgnEclair) 9th: Zig 9th: John Wu
  9. Won left to honorably serve our country. Do not refer to him as a defector. Think of him as a foreign representative! He's out there gaining new territory for us.
  10. You guys have gotten out of hand, so I've found my way back to this thread. Generally speaking, Dustloop gives more freedom to posters in regional threads for how they communicate with each other, because player culture varies greatly from region to region. Please refrain from further personal attacks or insults, it's become clear this is not a few friends joking around with each other. If the problem persists, and anyone continues to make offensive replies, please use the report button to have it addressed, rather than including yourself with them in the group that gets banned. Feel free to PM me with any questions or concerns.
  11. #2 01/12/2013 Results: 1st: Jais 2nd: Veteru 3rd: Mike Kyo (9TNine) 4th: KOREA 5th: Jesus 5th: Buttfrenzy 7th: Mike Byo (DrgnEclair)
  12. 01/05/2013: Sent out stealth invitations and organized a tournament from the shadows. Results: 1st: Veteru 2nd: Jais 3rd: Mike Byo (DrgnEclair) 4th: Korea 5th: John Wu 5th: Jesus 7th: Bretteru 7th: Mike Kyo (9TNine) 9th: Vince of Darkness 9th: Buttfrenzy
  13. BlazBlue and P4A? About a day. I came from a fighting game background (GG, CVS2, A3, A1, SF2 series) Taokaka is not a character you can become proficient with as quickly. Pick Main Characters
  14. Some things I forgot to mention: There are some rare moves which count as seperate "hits" for purposes of proration, such as Narukami's Cross Slash (each hit has 1x prorate, which get applied seperately). For situations like this, these hits usually count as seperate moves for the purpose of filling up the 10 move SMP list. I didn't include an explanation on how combos like Naoto's SMP loop work because it's already been done before and is not my personal research. Using Narukami's Cross Slash as an example, you would only need to perform 8 other unique moves in order to reach the SMP limit and then become immune to SMP for the rest of your combo. Also, regarding the scaling of hitstun: It gets scaled as a different (slower) rate than the scaling of untechable time. I had a list, but somehow lost or destroyed it in my notes. I'll research it once again and post an update once I get the chance. Narukami's J2A (Divekick) is unique and functions differently from divekicks in most other games. It does not have a minimum height requirement, but they gave it a special property to keep rising j2A from being overpowered. On frame 4, regardless of your jump momentum you will start to rise up in the air, all the way to frame 15. Frame 16 is the first active frame and the first frame where you actually begin diving downward. As a result, a rising j2A is not the lowest height that it is possible to perform the move (+moves performed at the start of a jump will always be slightly higher than the lowest possible height, because you cannot perform any move during the first two frames you are airborn during a jump).
  15. Explanation of proration System & Same Move Prorate The simplest way to explain it is that Persona 4 Arena uses a movecount based proration system (Similar to SF4 series). After the first hit (100% damage), each move will add 4% proration to your combo (96%, 92%, 88%, etc.) until 52%, at which point each move adds 2% proration to your combo (52%, 50%, 48%, etc.) until 0%. Some moves will count as multiple "moves" worth of proration, and similar to BlazBlue, starting a combo with a move can impose additional proration beyond what would occur if the move was used midcombo. Please note that every character also has a "Character Rate" modifier, similar to BlazBlue. They are as follows: Akihiko: 75% Mitsuru: 70% Yukiko: 70% Yosuke: 70% Elizabeth: 65% Aigis: 65% Teddie: 65% Narukami: 60% Labrys: 60% Naoto: 60% Chie: 60% Kanji: 60% Shadow Labrys: 50% For those unfamiliar with this sytem from BlazBlue, your proration is modified by the character rate at the start of any combo. If Narukami starts a combo with 5C (counts as "1 move" worth of proration), the next hit will deal 60%(character rate) of 96%(proration value for move #2 in a combo), or 57.6%. Explanation of Same Move Prorate: Virtually every move has some kind of SMP on it, but it's important to realize the SMP penalty most moves have is actually quite low. I personally refer to them as "Blazblue SMP" and "Universal SMP". Moves with "BlazBlue SMP" have severe penalties attached for repeating them (Such as Narukami 214B). If you use it a second time in your combo, it will count as 9 moves worth of proration (an extra 36% proration to your combo) instead of the default value (3 moves worth of proration, 12%). Meanwhile, for "Universal SMP", virtually all other moves have this... but there is a catch. The first time you repeat a move in your combo, you will not receive any additional proration for it. Essentially you get one "freebie", and after that if you repeat a move in your combo you will gain 1 additional move worth of proration. It's a really small hit to your combo's damage, which is why a lot of characters can get away with certain loop combos (like Narukami's jC j214B loops). For those wondering, "One More Burst" counts as "-2 hits". In the event you go below "0 hits", it will not cause your moves to deal extra damage, but you'll be given a buffer before proration begins to affect your combo. On a side note, even "One More Burst" has Universal SMP. Here is a list of Narukami's proration values: Midcombo Prorate -2x: OMB 0x: 5DD (Actually just counts as the same move as 5D) 1x: 2A 5B 2B 5C 5AA, 2AB, 236C, 236CD, 214A, 214AB, j214A, j214B, j214AB, 214D, 214CD, 5BD, jA, j2A, jB, jBB, jBD, Guard Cancel Attack 2x: 5A, 5D, jC, jD, 214214C/D(Actually 1x*2) 3x: 214B, 236D, 5x: 214C 6x: 2C, 5AAA 7x: jCD(Assumption based on prorate) 10x: 5AB, 5CD, 236236C/D, j236236C/D Initial Prorate (Additive with midcombo prorate value): 0x: 5AA, 5AAA, 5C, 2C, 5AB, 5CD, jCD(Assumed), 236C, 236CD, 236D, 214214C/D, OMB 1x: 2x: 5A, 2B, jA, j2A, jB, jBB, 2AB, 214C, 3x: 5D/5DD, 5B, jC, jD, 214A/AB, j214A/B/AB, 4x: Ziodynes 5x: 2A, 214B, 214D, 214CD, 8x: 5BD, jBD, 10x: Guard Cancel Attack Initial Prorate (Including the midcombo prorate value): -2x: OMB 1x: 5AA, 5C, 236C, 236CD, 214214C/D 3x: 2B, jA, j2A, jB, jBB, 2AB, 236D 4x: 5A, 5B, 214A, 214AB, j214A/B/AB, 5x: 5D, 5DD, jC, jD, 6x: 5AAA, 2A, 2C, 214D, 214CD, 7x: jCD, 214C, 8x: 214B 9x: 5BD, jBD 10x: 5AB, 5CD, 11x: Guard Cancel Attack 14x: Ziodynes Scaling of untechable time in combos: Prior to 52% proration, untechable time is not reduced. 52% = -2F untechable time 44% = -3F untechable time 40% = -4F untechable time 38% = -5F untechable time 36% = -6F untechable time 34% = -7F untechable time 32% = -8F untechable time 30% = -10F untechable time 28% = -12F untechable time 26% = -14F untechable time 24% = -16F untechable time 22% = -18F untechable time 20% = -20F untechable time 18% = -22F untechable time 16% = -24F untechable time 14% = -26F untechable time 12% = -28F untechable time 10% = -30F untechable time 8% through 0% = Everything is immediately techable (*Exception for throws, etc. which cannot have their untechable time reduced) Moves cannot have their untechable time reduced below 1F. At any point if a move should have 0F untechable time, it is untechable for 1 frame. Also note: Hitstop is not reduced by the scaling of untechable time, so there may be other ways to perform combos even after you reach the maximum reduction (i.e. using the hitstop from projectiles which only gets applied to the opponent and not the attacker, etc.). The Superflash As some older players may have noticed, it is somewhat difficult to perform countersupers in this game compared to Guilty Gear etc. (obviously more difficult than BlazBlue where you don't have to time it properly). The reason for this is: Supers have wildly different lengths for their superflash... so even if you learn the timing to countersuper someone, that timing is only useful vs. that specific super. Sometimes even the alternate versions of the same super have a different length of superflash (Narukami Ziodyne's, etc.). All I can say is learn the timing against each super. See the chart below for more details. Restricted Action during some landing recovery (Special State): Various moves that have landing recovery place you into a special state where you can perform some actions (attacking, blocking) but not necessarily others (certain movement, like walking or jumping). It varies, and not all moves have this, but I'll try to include some notes about it after Narukami's Frame Data. Please understand that I measure for the earliest point you can attack, as this is most relevant for general gameplay purposes. Narukami Frame Data including untechable time, Persona appearance, superflash info etc. Special State Notes: For presentation purposes, the notes about restricted action during landing recovery (Special State) are not listed on the table above. Max Burst (Gold Burst), Reversal (Defensive) and One More Burst: Movement restricted for 3f JC: Movement restricted frame 1~3 after landing. JD: Movement restricted frame 9~15 after landing. J2A: Movement restricted for frame 9~15 of landing recovery J236236C: Movemenet restricted frame 10~16 of landing recovery J236236D: Movement restricted frame 10~16 of landing recovery Smalljump: Movement restricted from frame 9~16 of landing recovery. Additional Notes: Jump is airborn on frame 4, can't perform a move until frame 6 (Frame 1-5 uncancellable) Smalljump is airborn on frame 4, can perform a move on frame 18 (Frame 1-17 uncancellable), last airborn frame is 34F, 9f* landing recovery (*cannot walk for 16f after landing, jump and attack are OK) Repeat Input: 3 Additional Frames beyond the initial button press (so frame 1-4) Ground Tech: 33f window of non action, can walk, run forward, or attack on frame 34, cannot initiate jump until frame 35. Air Unblockable Protection: For 17f after your air blockstun ends, you are allowed to block "Air Unblockable" moves. Base chip damage: 15% (Some moves may have additional multipliers or penalties, have not tested everything). Narukami Air Turn 4f uncancellable window, can perform actions 5th frame Narukami forward Air Dash can be cancelled on frame 6 (5f uncancellable startup) Narukami Air Backdash can be cancelled on frame 14 (13f uncancellable startup) Fatal Counter is +5 untechable time Persona IRC channel: On a whim, I decided to open a channel for P4A on IRC. Feel free to come visit with any questions or if you just want to discuss the game with me. #Persona on EFnet Credits & Special Thanks: JIYUNA & TheBrett Thanks guys for inspiring and encouraging me. Sadly Narukami's gameplay is pretty simple, so most of this research won't help Narukami players much. Keep leading the way for future Narukami players.
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