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Trace_L

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Everything posted by Trace_L

  1. 8C (PL) vs Pipipi (PL) Hattori (HZ) vs 8C (PL)
  2. A-ru (PL) vs Gorira (RE) A-ru (PL) vs 船長(9) A-ru (PL) vs Yu-mura (IN) A-ru (PL) vs Yona (Λ) Inunyani (KA) vs A-ru (PL)
  3. A-Ru (PL) vs Korechiru (LA) A-RU (PL) vs ??? (LI) Sugi (9) vs Minato (PL) A-ru (PL) vs VER (AR)
  4. A-Ru (PL) vs Yu-Mura(KO) Masakichi (RG) vs A-Ru (PL) Sugi (9) vs A-Ru (PL) Dio (CA) vs A-Ru (PL) Kakyun (NA) vs A-Ru (PL) Yutta (IZ) vs A-Ru (PL) 4:19 A-Ru (PL) vs Kakyun (RG) Minato (PL) vs Kakyun (RG) Terurin (PL) vs Anson (TE) 13:52 Terurin (PL) vs Anson (TE) Terurin (PL) vs Anson (TE)
  5. From the Round 1 Stream. http://www.twitch.tv/jyosua/v/30980686?t=08h10m18
  6. Are all of Nine's normals considered projectiles? That platinum vs nine video, the platinum player kept using Air Persia and looked to be going through most of the normals nine was using. I wonder if nine will have a hard time against character with projectile invuln moves.
  7. A-ru (PL) vs ??? (TG) (11:50) A-ru (PL) vs Kaketsusan (TS) (3:07) A-ru (PL) vs ??? (NA) (6:17) I assume that's another profile for A-ru, I'm not very good at reading Kanji, so I can't make clear sense of the other names. A-ru (PL) vs Eruo (KA) *Edit* Added one more video. A-ru uses some interesting overdrive combos in this one.
  8. Some interesting things to note about the Halo that I've seen so far. -It will return even when you are in block stun or doing a move as long as your still in the path. (I'm not sure if it returns when you are in an opponents combo string) -It's hitbox extends a bit past platinum before it's returned. So it hits opponents that have crossed up Platinum. -It can cancel into itself in overdrive. -The super version has a bit of tracking and will move a bit vertically when returning to Platinum -The Halo has a single hit that can hit during any point in it's trajectory. This can lead to some interesting mix ups.
  9. Figured I would post some of the videos I've found here in case anyone has been looking for Platinum matches. Kakyun (RA) vs A-ru (PL) A-ru (PL) vs Yutta (RA) Unknown (RE) vs 8C (PL) (14:38) Unknown (TA) vs 8C (PL) (17:27) Mi-yaP (JI) vs A-ru (PL) A-ru (PL) vs Kyotsuki? (RA) (3:44) 8C (PL) vs Bareru (TG) (13:38) Overdrive Loop
  10. I'm not sure why I never did this, but if you wouldn't mind adding me to the Skype group my ID is traycel
  11. I only got to play briefly last night, but it seemed that 236B in GA does not cause a hard knockdown anymore. I would accidentally default back to 1.1 combos and the opponent would immediately tech after 236B. Although in normal mode, I was able to use 236B to cause a hard knockdown and pick the opponent up with 2B, so I'm a little confused what the difference is.
  12. Some nice changes overall.The persona invincibility added to each move will be really nice for neutral. I'm really curious about the actual frame data changes.
  13. Labrys has some nice new tools to use, but she also got recovery frame nerfs on other moves. Combine that with how well off the new cast is and the buffs other characters got; I would say that Labrys is worse than she was in P4A when comparing her to the rest of the cast. Oh and her new 5AA makes air hit confirms difficult. It almost makes me want to start playing Shadow mode so that I can have the old auto combo back.
  14. If they have 50 meter, they probably can use the new evade cancel to escape the unblockable. Edit: Just tried it, yeah you can spend 50 meter to evade out of it.
  15. Rise Challenge 25 https://www.youtube.com/watch?v=TA-Ihj8X4K0&feature=youtu.be
  16. Labrys Challenges 20-30. https://www.youtube.com/watch?v=RXCWuhJyEUM&feature=youtu.be
  17. After watching some of the new Purepure matches, I'm curious how viable that Shadow Berserk -> SB Gears -> OMC -> Brutal Impact A unblockable is. If the opponent has 50 meter they would be able to guard cancel dash through it if timed correctly, but other than that I can only think of spacing being the difficult part. I'm also curious if SB gears lasts long enough to do a OMC 5B full charge unblockable.
  18. EVO impressions: j.2b is too much fun not to use. 5b forward dash cancel at lower axe levels felt unsafe against characters with a fast 5a. Maybe it was just bad timing on my part. The start up time on the bubble special makes it kind of impractical to use in neutral. S-Hold system seems really easy to bait and once it's fully charged there didn't seem to be a way to stop it except by using another button first. You don't seem to be able to use shortcuts that use A as an input, like dashing, while charging the S-Hold, so it limits your options. Pressing the Dash shortcut lead to Labrys doing a 5c while the S-Hold was charged. Having D and SB gears super is really nice, it lets you punish players full screen. I had a hard time against Rise in neutral, a lot of her blockstrings seemed safe and her zoning can be kind of annoying to get past. Kinda reminds me of fighting a good Elizebeth. I didn't have many issues against the Kens that I played, his 2b is good at anti-airing jump in attempts, but he doesn't have much mix up potential on the ground. Labry's B chain knuckle has a further reach than Ken's spear pull and can be used to punish it at near full screen. Though Koromaru can be used to block the chain knuckle if the Ken activates him. I also confirmed that this glitch with the D Beast super still exists on the EVO p4u2 build. https://www.youtube.com/watch?v=chIf9Rm77Qs
  19. You are right, those are not resource efficient at all. I've been experimenting around since I posted those and dash 2d does work and leads to more damage, only 25 Heat, and you keep the Level 3 Drill. They work to some extent at 100% life, but you can't combo after the distortion and it only does about 4.5k. You need to be at around 80% health to get level 3 drill and most likely around 60% to combo the distortion. Here are the two new combos using 2D and only 25 heat, both work around 80% health when using OD. 6C (2 hit) CH > OD > 236D~D > 2C > 6C (2 hit) > CT > 66 > 2D > 236B > j.6D > j.214B > j.6C > j.5C > 236C [DM:6606/HG:7] 6C (2 hit) > OD > 5B > 5C (2 hit) > 6C (1 hit) > CT > 66 > 2D > 236B > j.6D > j.214B > j.6C > j.5C > 236C [DM:6775/HG:7] (I messed up the ending to this in the video, I'm getting too tired to get clean cut for the combo). http://www.youtube.com/watch?v=EUwBplbDg7E
  20. A midscreen 6C Fatal Counter combo that uses 75 meter and Overdrive for 6.5k. 6C (2 hit) CH > OD > 236D~D > 2C > 6C (2 hit) > CT > 5D > 632146C > 6C (1 hit) > 6A > j.5B > j.236C [DM:6588/HG:6] http://www.youtube.com/watch?v=g3iwUnAeWd4 None Fatal Counter version for 6.3k 6C (2 hit) > OD > 5B > 5C (2 hit) > 6C (1 hit) > CT > 5D > 632146C > 6C (1 hit) > 236C [DM:6323/HG:5] http://www.youtube.com/watch?v=h3KLrZg7nw8
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