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9:02 PM

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  1. More numbers. Thank Japan. https://www.evernote.com/shard/s368/sh/ad055363-d3d2-445f-814e-b2b7b1684f27/ba063930e3fd035cbb3247e0967a5aa4 Also what have people come up with in terms of mix up? The only non-obvious thing I came up with is blocked j. B into either j. C, or you do j. C really low so it doesn’t come out and go low with 2A. You can also go blocked j. B, j. C into j. 2b or land 2A. J. B is a strange move. C god hand and 5D aren't going to cut it sadly.
  2. Yeah, the only thing we didn't know when that famitsu guide came out was how sword set 2S/2H worked (they neglected to mention it in the article), which has since become apparent in gameplay vids; once they're out, 2S/2H set for the big wheel attacks that ground/wall bounce. I think there's frame data floating around somewhere; I would assume they're slower than the regular summons or they have forced proration or something, otherwise there wouldn't really be any reason not to use them.
  3. And then people who can't read Japanese make tumblr posts about said tweets? The only tweets I've seen out of Japan about her 5A so far are about it not hitting crouchers and it losing gatling options after the card.
  4. Some hour 1 frame data and observations. Unless otherwise noted, assume it's special and one more cancellable, and none of her normals are jump cancellable on block. Format is startup, static diff, note. 5A: 9f, -5, beam portion whiffs on crouchers. 2A: 8f, -6 to -13 depending on distance. Sliding low, does not low profile. 5B: 10f, -4 to -8 depending on distance. 2B: 7f, advantage depends on spacing; 4 hits, only first is AUB. 5C: 12f, -19 2C: 25f, -9, fatal counter 5D: 35f, grab 2D: 24f, AA grab Sweep/2AB: 23f, -9, reaches full screen. Causes very little blockstun AoA: 41f, -26 on block, tracking overhead, crosses up. Reversal: 14f, grab, fatal recovery J.A: 7f, overhead J.B: 12f J. 2B: 13f, overhead, fatal counter J. C: 12f, overhead J. 22C: 29f, fatal counter j. D: 20f J. 2D: 22f, freezes on hit J. 22D: anti air grab 236c/d spear throw C: 16f, -20 (air 11f) D: 19f, -6 (air 31f) CD: 18f, -4 (air 11f) 214A/B (slide) A: 12f, -12 (air 14f) B: 17f, -15 (air 14f) AB: 13f (air 14f) 214C/D god hand C: 25f, -5, overhead D: 28f, -10, overhead CD: 24f, -5, overhead
  5. I figured he had a hacked PS3, which is how people were able to play Marie before she was downloadable. I thought she might have been made available on hacked consoles after the update today. Either way we'll see what's up in a few hours.
  6. Didn't show up on the JP store for me yet. Anything else of note you can tell us?
  7. See the earlier posts about trap cancelling. You cancel the 2nd hit of A fang into 214 CD. The SB trap doesn't come out, but it cancels the recovery of the A fang and leaves you at neutral. Re: Kaimon, air fang is pretty helpful overall; makes air conversions easier, gives her another overhead option, and gives her damage and corner carry in combos, especially in shadow frenzy. It also gives her a good way to option select against late techs in certain situations with trap oki.
  8. As a status effect, it's unremarkable compared to some of the others. As a combo tool though it's a huge blessing in disguise as it allows you to game the damage scaling system, and in the case of venom zapper it comes with a relaunch as well, hence its' almost omnipresence in SBM combos. Damage taken from poison during a combo is not displayed on the combo counter, which is why you see shadow combos that do 70% on Narukami but say 4500 for the damage. Any Shadow combo you read that has a few venom zappers in it is going to be listed at between 1200 and 1600 less damage than it actually does. As an example, the current midscreen 5a BnB for Shadow Naoto is listed at 4990, but it's closer to 6500.
  9. I remember seeing that, but it wasn't shown to have a hit box. It probably does, but it would be cool if she just had a fastfall as her j. 2B. Margaret looks well on her way to being kusoge territory. Only a few more days!
  10. People with hacked PS3s have confirmed Margaret is not on the disc, unfortunately.
  11. Did they change the hit box on j. B at all? I'm finding orgia dash air turn j. B to be really inconsistent. It whiffs ~80% of the time for me.
  12. First two are forward dash, and the extended forward dash.
  13. There's actually a glitch with the throw input, if you do a dog special and use the throw input as the buttons (like 214CD) the dog special will continue even if the throw is teched/late teched. Normally techs stop a koro attack since they count as a hit, but for some reasom you have a few frames where you can throw and have your dog attack be unaffected. The end result being if your throw whiffs or is teched you still have massive frame advantage.
  14. You people are crazy. I think she looks fantastic, and gun play characters more often than not lead to really interesting and dynamic gameplay. Think Luna from Vanguard Princess and keep your fingers crossed. It's also something GG has never done before. I for one would much rather see the team flex their creative muscle and show us something new, which is exactly what they're doing.
  15. Some early frame data; should be relatively accurate give or take a frame on the dog stuff. I only included start up and static difference, as active and recovery are a lot more work to get and are significantly less useful. There's some good news and bad news in there. 5A 8f startup, -3 5AA -10 5AAA w/ Koromaru attack +1 5AAA w/o Koromaru attack -17 2A 6f statup, +1 on block 5B 12f startup, -25 on block w/o jump cancel 2B 10(1), 18(2) startup, -19 on block 2AB 18f startup, -8 on block without hop cancel AoA 32f startup, -25 on block, but gains autoguard on frame 10 or 11 DP 15f startup, death on block j. A 7f startup j. B 15f startup j. 2B 13f startup 5C 19f startup (point blank), +23 on block 2C 21f startup (point blank), +23 on block 236C 24f startup, +28 on block 236D 36f startup, +26 on block 236CD 22f startup, +35 on block 214C 43f startup 214D 51f startup 214CD 43f startup, +62 on block 5C after 5D, ~50 frame startup, +23 on block 236A 17 frame startup, -17 on block 236B 25 frame startup, +1 on block 236AB 19 frame startup, +7 on block A follow up -10 on block B follow up +5 on block SB follow up +3 on block I got some early frame data on his supers as well, but I want to double check them since the super freeze and the animation on some moves makes it hard to calculate correctly, and the numbers I have seem off. 236236A, and 214214A are both extremely fast though, like uncommonly fast for Persona. Without very specific set-ups, they are very difficult to safe jump. I didn't include static difference for 214C/214D since they don't hit standing opponents, and I was too lazy to set the dummy to jump properly in training mode. Also worth noting is that his AoA is god awful as an overhead at 32 frames, but it gets autoguard on frame 10 or 11, which is significantly earlier than everyone else in the game (at least of the recurring characters), so it's actually pretty good against mashers. It does seem to lose autoguard on the last one or two startup frames though.
  16. Just a few day one observations; j. B is one of the best air normals in the game, and it has a bizarre cross up hit box. The dog specials, once they're active, have a pretty strong chance of clashing with and going through opposing attacks. It seems about 50/50 whether Koromaru will get beat clean or whether he will clash and go through. Head invuln moves seem to fare better against the pinwheel. Koromaru's run animation he does to come back to you can be interrupted witb another dog normal. 2C seems really strong since he will stop his forward run and do his attack if the opponent is above or in front of him. 236B is actually plus on block, and 236AB is really plus, so it seems like he can derp his way into frame advantage and an offense pretty easily. The limited tracking on 2C seems to allow fairly safe option selects like 236B/2C to leave you safe if they try to jump away from the spear.
  17. Same boat. Last time I got them same day, this time not so much. PM me if they get in touch with you.
  18. I do remember one of the play testers at EVO saying some of his normals (I think his sweep in particular) were hop cancellable. It's no jump cancel, but it's probably better than nothing. Also I am jealous.
  19. Monitors are definitely the standard, and are what you should practice on if you want to compete. Old school CRT TVs technically have the least amount of lag just because of their design, but they present other problems like degradation of picture quality, and an inability to display using HDMI. There are plenty of relatively affordable monitor models out there that have an unnoticably small amount of display lag; I believe there's a sticky on SRK tech talk about it. ASUS and BenQ are the two big gaming monitor brands now. I don't have much experience playing fighting games on projectors, but I would assume they're really laggy.
  20. The caption is "Today I'll definitely get you to laugh!", so I would assume so. It will probably be one of those things where the bad girl gets captured by the good guys and scolded for trying to end humanity, but they discover she has a good heart so they take her in as one of their own. Or perhaps love really can bloom on the battlefield and we end up with Sin x Ramlethal OTP...?
  21. The icons for Zappa's summons were only added in +R, and they're really more of an aid to the other player than anything. He made it ten years without them; Margaret may very well be stance oriented. The trailer really didn't tell us anything about her gameplay other than showing off her AoA, Reversal, IK, and some ABC combos. We'll know the truth in a week!
  22. It's missing 2S and 2H in sword set, they're the ones that turn like clock hands facing the screen and float/ground bounce respectively. Not sure if you want to put them as variants of j. D under the same entry, but j. 8D and j. 2D are missing as well. The way you have it where the different versions of her S/H normals are listed together is probably the most clear provided her mechanic is explained in the header, though 6SH and 4SH could arguably be put under normals. Also now is your chance to be at the forefront of Ram tech and come up with her version of litchi's [m] and [e] notation.
  23. The play asia page for the JP version says it's region free. Does anyone know if there's a difference between the one that says JP version and the one that says Asia version?
  24. I've been watching our scene play and discuss this game for the last few weeks, and out of curiosity I have to ask; how does this character win? She doesn't appear to have any mix up, and the range in her neutral game seems to be pretty heavily mitigated by an opponent's ability to just down back shield and get tons of grd. Throws seem relatively fast, but the fact that you get punished if your throw attemp is teched seems even more problematic. Can someone enlighten me?
  25. A lot of characters can get into the 3's midscreen meterless off a point blank 5C without having to settle for almost no carry and a midscreen air tech. Ragna, Rachel, Carl, and Jin come to mind. It's a lot of damage, but people are already crying wolf.
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