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chzchan

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Everything posted by chzchan

  1. So is it not possible to buy voices with in-game currency?
  2. Yes there is definitely less input buffer.
  3. Everything is different. Everything. I am very very surprised at how strange everything feels.
  4. Whiffed grabs last for like a million years now.
  5. I guess that kind of makes sense. I'll try the barrier thing. Is there any way it will possibly be made less difficult in 2.0? Just seems so useful for corner carry from midscreen command grab.
  6. I was curious about that as well since I have not predownloaded a game before. I just set it to do so as well. I also got the e-mail and the money was taken out of my account's wallet since I have 200 yen left.
  7. I am very bothered by not being able to do the 5DB > 66 > (6D ???? ??? ?) > 6C thing right now since it apparently works in 1.1 even though it wasn't discovered until 2.0. I am able to sometimes get Kagura into a neutral state after facerolling my controller during the visual cue of when his feet are facing out of the screen during the later animation of his command grab kick, but it so very rarely happens. No idea how to do it consistently. How does it work? I got it to work once and it feels like you maybe have to plink as well as input 66 at the speed of light, but the timing is ridiculously strict because you get a grounded 6DC if you are slightly too late and you are still up in the air if you do it a tiny bit too early. The 6C happening still makes very little sense to me.
  8. How fast do you think 6A startup is now? 12 frames? Hakumen friend is wondering now with the 2A > 6A on crouching.
  9. I thought he got faster run speed without needing to accelerate, projectile guard point on Wyvern, possibly faster normals with reduced recovery on a few of them, and the ability to cancel out of his drive into OD/CT which saves him a significant amount of meter when dealing damage and allows him to spend it more efficiently. Probably should get a second opinion from actual mains, but I have been reading and hearing that they feel he is pretty much the same character.
  10. Oh yeah before you purchase the two 3000 JPY cards, there's a discount code SHINSYN that saves you 2% on that website since you are doing the download option, though I think this may have been mentioned before. That brings down the price to a bit more than 57 dong, but I guess this shouldn't matter since you don't mind the price.
  11. That's overshooting a bit. Yen is weak right now compared to USD and the exchange rate hasn't been this great since before the big 2008 crash. Getting the PS3 or PS4 non-Azrael mousepad versions of the preorder on amiami which are still available are 5240 yen plus 940 for air small packet shipping or 1200 for superior EMS. 1 dong gets you ~119 yen which is awesome so that brings the price to around 52-54 dollars or probably near 54-56 or 55-57 because of foreign transaction fees that differ depending on your bank. This is the untaxed price, though. You can also just buy some PSN cards off japancodesupply and set the game to predownload for 5800 yen (which is a guaranteed 6000 yen spent due to the nature of the cards leaving you with a near useless 200 yen in your Japanese account) right now so you don't need to wait for it to get shipped. The usual premiums you would see on the cards now bring them up to the 1 USD = 100 JPY exchange rate that you are probably used to seeing, which pretty much kills what you think you'd save on shipping by a bit because I think you aren't taxed on PSN card purchases. You still save, but you gotta go through all the shenanigans.
  12. Pretty sure they are all S except Bullet's and Kagura's which are VS in 1.1.
  13. That's actually kind of interesting. Example is Tsubaki doesn't get 2.5k, corner carry and sliding knockdown after a DP if she spends charges in 2.0 but instead just gets very little damage and a knockdown right in front of her regardless of resources spent. I wonder how much this applies to other characters.
  14. I hope they eventually add individual options for character voice packs so they aren't all in Japanese or all in English. Also, it would be neat if they could add in the voice lines from older iterations of the game that you could cycle through with that individual voice menu as well. Current Hakumen in both English and Japanese doesn't ZEA enough and old English Hazama and Bang were leagues better than now. I guess this could be hard because of new moves and whatnot but eh. Also old colors and new palettes for characters introduced in CP so there are like a couple thousand colors to choose from. Just gotta wait for what else they will put out as DLC since this is supposed to be the one that comes with all the previous DLC.
  15. If I ever do blade super after 22 ender it always ends up like that. It is only after cancelling out of 6C that the projectiles hit the opponent before they are able to jump. Also, I have noticed that, at least with the people I fight all the time, people who know they won't be able to super jump barrier out of it just take the hits of the super rather than block the projectiles. I mean, the super ends up doing the damage of a 5A starter combo even if I attempt to get knockdown off of it since it has a P1 of 60, so what they are doing effectively wastes the 50 meter I spent to try and hold them down. I would say that getting the opponent in blockstun after a knockdown is way more rewarding as Tsubaki than getting 1500 damage and most likely an air ender, especially against opponents with great defensive options on wakeup (or are very unpredictable with their defensive options) or ones that are incredibly difficult to pin down or catch. What should I do about this? Also in 2.0, what would be the optimal time for using the super now that 22[D] followup no longer wallsticks midscreen and ground enders don't really give a lot of untech time?
  16. Haha the reason I PM'd you was to avoid the discussion thread becoming like this, but I guess this is alright. All I wanted were some methods so I could do the checks myself when I get my hands on the game. Thanks for all of this, though.
  17. Nah that already works now perfectly fine, but you need to use 5A which kills the damage if you go for the j.236A whiff route instead of the j.214A/B whiff route. j.236A whiff route works with 5C in 2.0 because both you and the opponent fall faster. It is just more consistent due to the opponent's relative spacing when Tsubaki gets back to the ground. This is pretty much why I thought it had to do with system gravity.
  18. I know it has existed and it even works now, but it isn't consistent and usually requires a jab to catch. In 2.0 both Tsubaki and the opponent hit by the DP fall faster so Tsubaki can get out a slower normal. The opponent being closer to the ground makes things more consistent. You are probably right though, it is just a specific change.
  19. Thanks for answering the questions. Those were all just a bunch of rumors, so I had to ask. The gravity thing is probably the biggest one I want to have confirmed since things like consistent Tsubaki DP whiff routes, Tao standing loops on not Tager, Terumi jump loops, etc. wouldn't be possible if gravity wasn't stronger. Maybe it is just a whole bunch of move property changes. I don't know.
  20. Just from feel, how much faster does barrier drain just by holding 4A+B? Does it drain more on hit as well? Does charging Crush Trigger deal more barrier damage? How is the new gravity? Do characters jump higher or accelerate upward faster as well or just downward? Have general running accelerations been altered at all (I guess you can only really tell for Mu-12/Izayoi, though)?
  21. How the hell did people get the frame data currently on the dustloop wiki for BBCP? Guessing? Copypasta from Extend? The old data was obtained raw from the 360 versions of the game, right?
  22. What is in the extra 2.3GB for the PS4 version?
  23. Don't most unprotected standing overheads not work on up back barrier regardless of their speed? Speaking from the perspective of a character with an unprotected 26 frame standing overhead, people up back barrier and grab me out of my overhead way more often than they actually block high.
  24. It would be godlike for catching rolls and meatying, but it would pretty much be a pseudo-Azrael normal at that point. Also, testing frame advantage and startup is super easy to do if you can record footage, but differentiating between active frames and recovery frames seems difficult to me unless I am thinking about things incorrectly with how active frames work.
  25. Haha, they could have also given 2A more active frames instead of recovery to make it even. How do you test for active frames? I'd actually like to know how so I can churn out data upon release.
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