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Adsfzxczxc

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Everything posted by Adsfzxczxc

  1. BBCF closed loketest impressions (from Kouya, translated by SoWL) - 5A doesn't hit crouching opponents. Instead, its recovery is reduced (Bang couldn't punish it with his 5A on regular block). - 5C feels like its start-up is increased, but its recovery is reduced, so it's better on whiff. - 6C's second hit floats lower than in the last loketest? - The reload animation of the Drives has become shorter. - Starter 2D seems to force crouching. - If Drive 6C is blocked, the advantage you get even including the reload animation is about 5 times better than before. - Drive 6D goes behind the opponent if you're too close or they're in the corner. However, it's easy to react to thanks to its animation. Still hits low. Since it has body and projectile invuls, you may use it against guard cancels or other reversals. - Chamber Shot now wall-bounces even on mid-screen, so it's easy to follow up. You can RC and follow it up with dash 5B. - Revolver Blast's follow-up knocks down the opponent a bit closer than before. - Spring Raid's untech time is reduced. Source: https://twitter.com/kouya_sg2d/status/636125952062324736 https://twitter.com/kouya_sg2d/status/636127021395894273 https://twitter.com/kouya_sg2d/status/636128899106082816 https://twitter.com/kouya_sg2d/status/636129996474445824 https://twitter.com/kouya_sg2d/status/636131208011755520
  2. j.623B should always whiff. Also the air combo at the end, I actually use j.A j.B j.4B dj.A dj.B dj.C dj.623A. -BillDing
  3. Everytime you win, you lose. Oh shit its like Dorothy vs Clarice, you will never win
  4. Everyone who knows that DFC is obviously the greatest game ever >First thing to do in DFC >Go to Training mode and pick your character >Then beat up on Kirino
  5. Combo Video with the new routes (by watagashi) http://www.nicovideo.jp/watch/sm24697900 Edit: www.youtube.com/watch?v=XigKr2GFSYI&feature=youtu.be if you can't watch nico videos, then for the moment too bad. It has a bunch of midscreen confirms and corner confirms from drive mixup, 4d 5a, 2b, 6b and throw. he also posted most if not all of the combos onto his twitter (https://twitter.com/watagasi414) Couple of notes: -Corner 22B oki is still totally feasible, just doesn't seem like you can convert midscreen to corner hits into 22b oki as easily because of the BT change -Corner/midscreen damage seems about the same with exception of 4D -4D combos lost like 800 damage and now only do about 3k midscreen/corner -6B into MF combos in the corner still allow you to side swap and put them back in the corner(!!!) -6B...MF>2B>6C(1)>j.D>d.2D (sideswap) -236C seems to replace 236D in all the corner combos now, and it does allow you to follow up with 5B/6C/5C if you do something like 6D>236C -CT doesn't bounce as high now (if at all). Has enough untech to follow up with 2C/5C -combos into 236D in the corner can still followed up with 5B/6C if you hit them high enough (e.g. 6C>4D>236D>665B) -5A>5B>6A>j.2D>j.4D works so you can get okay damage from 5A midscreen -236D wall bounces midscreen so no more super long slide -you can do d.5B>236A>dc>6C but it seems like you have to hit them really high up (with a 6D before d.5b) -corner carry still seems really good, maybe even better than before due to how far you move with the j.2C combos https://www.youtube.com/watch?v=87gOfyQQTLc&list=UUyV9c57z3v5Ot5d4PklDxeA -You can actually do standing hit 236C>RC>2B>combo midscreen (2:31) -Midscreen to corner combo into 236C>66C>6B>22B oki seems possible in some combos Overall nothing too crazy, just a showcase of a couple new routes.
  6. Frame Data (tentative) Normals: 5A...7F(-3) 5B...10F(-4) 5C...13F(-8) 2A...6F(-2) 2B...10F(-6) 2C...13F(-10, 2A whiff cancel -1) 3C...10F(-14) jA...8F jB...12F jC...13F j[C](charged)...19F d.B (66B)...19F(-7) d.C (66C)...29F(-2) jB~B(follow up)...11F j2C...14F j8C...13F Specials: 236 series: 236A...8F(-20) 236B...10F(-36) 236C...9F(-21) 236 series followup: 236X~A...18F(-12) 236X~B...27F(-7) 236X~C(レーヴヒット)(If the original dash attack hit?)...15F 236X~C(レーヴスカ)(if the original dash attack whiffed?)...45F(-20) 214 series: 214A...18F(-9) 214B...24F(-9) 214C...11F(+3) 214 series followup: 214X~A...15F(-7) 214X~B...17F(-7) 214X~C...21F(-7) 623 series(DP): 623A...8F(-27) 623B...7F(-34) 623C...7F(-53) j.236 series (projectile): j.236A...21F j.236B...29F j.236C...7F Infinite Worth『天空のアトモスフィア』 ...16F(-41) Infinite Worth EXS『夜明けのリュミエール』 ...14F Backstep Duration 28F(Invul 1~9F) Source : https://twitter.com/bhd_MAVEN
  7. P4U2 1.1 6/28/2014 Urban Square 3 on 3 Yukari vs Narukami (continued) Aihara enju (Yukari) vs Sho Aihara enju (Yukari) vs Teddie (continued) Aihara enju (Yukari) vs Akihiko Aihara enju (Yukari) vs Naoto Aihara enju (Yukari) vs Don (Teddie) Yukari vs Tencho (Shadow Kanji) Yukari vs Minazuki Yukari vs Kubo (Sho) Yukari vs Nakiri (Kanji) (continued) Yukari vs Kanji Yukari vs Oboro (Kanji)
  8. Its the same as the slide loop video, the combo only lasts for 3 dives but its being played on loop over and over again.
  9. Some footage of the 4th(?) ranked Yukari P4U2 1.1 5/31 Osaka Umeda Matches S.Yukari vs Junpei Yukari vs Sho [Tsukiyomi] Yukari vs Mitsuru Yukari vs Youske Yukari vs Sho Yukari vs Yukiko Yukari vs Sho Yukari vs Kanji Yukari vs Mitsuru Yukari vs Kanji Yukari vs Narukami
  10. (05/08/2014) P4U2 1.10 - Shinjuku Sportsland 2on2 Rin (Yukari) vs Hibari (Sho [Tsukiyomi]) Tahichi (Yukari) vs Tenchou (S.Mitsuru) Rin (Yukari) vs Aqua (Mitsuru) Tahichi (Yukari) vs JFuku (Sho [Tsukiyomi]) Tahichi (Yukari) vs Aqua (Mitsuru) Tahichi (Yukari) vs DIE-chan (Sho [Tsukiyomi]) Rin (Yukari) vs DIE-chan (Sho [Tsukiyomi]) P4U2 1.1 5/31/2014 Tahichi (Yukari) VS Kirisame (Chie) FT10 https://www.youtube.com/watch?v=PPqRejyN9Q4&feature=youtu.be (05/17/2014) P4U2 1.10 - Osaka Umeda Yukari vs Akihiko Yukari vs Sho
  11. P4U2: 4/19 大阪梅田対戦会 (Osaka Umeda) Yukari vs Junpei Yukari vs Sho[Tsukiyomi] Yukari vs Yukiko Yukari vs Kanji Yukari vs Akihiko Yukari vs Sho [Tsukiyomi] Yukari vs Akihiko Yukari vs Mitsuru Yukari vs Kanji Yukari vs Akihiko Yukari vs Sho [Tsukiyomi] P4U2 4/24/2014 Shinjuku Sportsland Singles Koichi (Yukari) vs DIE-Chan (Sho [Tsukiyomi]) Koichi (Yukari) vs STD (Chie) P4U2 1.1 5/1/2014 Shinjuku Sportsland Singles Tahichi (Yukari) vs Misokatsu (Teddie) Tahichi (Yukari) vs Hokkai Ikura (Sho) Tahichi (Yukari) vs Hina (Junpei)
  12. when are you leaving today?
  13. Well shit, patch is happening now.
  14. Yeah i guess, but at least terumi players don't have to essentially re-learn their character, unlike izayoi players, at least for GA. Not to mention her execution now just went through the roof D:
  15. What no who would ever be opposed to that >implying people don't want koko/valk to almost fair characters >implying people actually play izayoi who's the only other character to get real changes
  16. What time are you planning to leave for Toryuken?
  17. Then why is Valkenhayn considered top in 1.0 then? He doesn't have setplay, not in the sense that those characters do but he was considered to be the best character in the game before Kokonoe. Well, what does he have instead then? He has a crazy vortex, and ridiculous neutral with his wolf mobility, and essentially no noticeable down time on his wolf form. Setplay is good, really good infact, and if a character's ability to get into this setplay isn't shafted, then said character will always remain good i.e. Litchi. You are right, if you can essentially ignore all the opponents options and run your game all the time, top tier is the slot for you. However setplay only ignores most of the opponents options on a knockdown, and only in certain situations i.e in the corner, sandwiched between the doll and carl, rachel has to have summons and wind. Compare that to Valk who ignores your entire neutral game, forces blocking into a complete guessing game, can even beat other defensive options like reversal with tricky movement, and his weakness in his defensive game are overshadowed by the fact that he has this insane offensive game. He ignores what opponents can do, essentially all the time and that's what makes him good, despite his lack of setplay (his oki game is still really good though). And yes the tier list was made by Arcadia. >Rachel in the same tier as Bullet >This tier list is so wrong
  18. P4U2 3/29/2014 Taito Station National 2on2 Tahichi (Yukari) vs Shiozawa (Sho) First bit of P4AU 1.1 footage P4U2 1.1 4/29/2014 Akihabara Leisureland Casuals Tahichi (Yukari) vs Kameten (Yosuke)
  19. Linnifinite is dead alright. If you watch matches like https://www.youtube.com/watch?v=GW0XPC7eMt8 and you can see that its a lot shorter, and a lot less damage now
  20. Woot busing to toronto, so much fun I still have to sign up for Toryuken, though I'll tag along with you guys.
  21. Translated changes in P4AU 1.1 (by Sourenga) YUKARI - Feather Flip While C, D and SB versions are rising, Yukari is invincible Landing recovery has been decreased - Feather Shoot You can now move her around while she's in the air Duration of the ailment has been shortened B-version now causes Silence - Hyper Feather Shoot A-version shoots faster Seems like the changes are pretty good. I wonder how the feather shoot movement is going to work? Is it going not stop momentum? or something else?
  22. If you want someone thats balanced and is a zoner, go with Mu. Her execution isn't too hard and she's basically got everything; solid mixup potential/oki, good damage, massive ranged normals, laser turrets, and a really good dp. As for Nu, she's not too much like her CT form now, since she has a mode change that can go from her "Nu" form to her "Lambda" form (her iteration in CS), and her execution is a lot harder now because of the mode swap combos. Also not top tier broken shit like CT, she's near the bottom now. Compared to her CT iteration, the CP Nu is no where near as safe or as damaging, doesn't have infinite gravity wells, and her defensive options are arguably worse now. However at the core, she's still the same with the whole D spamming and full screen zoning, just not crazy broken.
  23. Oh my bad then, I didn't really take a long look at the combo thread.
  24. So stuff like d.5c>d.6a>d.5c>22b>2b>6c>6B>22? Generally you can get more damage off of that than doing the combos in the combo thread, and the SMP doesn't really affect the combo, and Oki is basically the same regardless. Also if the combo goes into the route like the one I have above, or a low d.5c in general, a 22c wont pick them up, and using 22c in corner combos doesn't always work/it's not as optimal as other routes.
  25. Well "stuff" depends on what you hit first as your starter. A d.6B hit for example would go into d.6A>d.5B, while a raw 6D could go into d.5A/d.5C>d.6B>d.5C>d.5B or even 6D>d.6C>d.2D>d.5C>d.5B for max damage. A 4D hit could go into d.2D>d.6B>d.5C>d.5B.
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