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Balguna

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Everything posted by Balguna

  1. It's something using both Mudoon and Hamaon that ends up looking like a disco ball. You can get a glimpse if you watch Ken's trailer.
  2. Will things like fans and bullets whiff on Koro? If not, Yukiko's gonna have another matchup she hates.
  3. Yeah, I'm surprised Shadow Naoto isn't on there. She might not have Yu/Chie/Mitsuru damage but removing 12+ Fate Counters off her combos and having access to Raid without going into Awakening? C tier shadows would be things like Shadow Yukiko, probably. I actually hardly see any Shadow Aigis, can anyone explain? Lower damage and no Burst hurts but it is still Aigis.
  4. The one issue I'd have with the rhythm game is the question if lag is going to interfere with it. If so, that's going to drop its viability in online play.
  5. https://www.youtube.com/watch?v=vAMIAbiya-I https://www.youtube.com/watch?v=krPTsm4T_uQ Subbed Shabrys and Chie trailers are up.
  6. Doing 4A instead of 5A will allow Chie to essentially block DP attempts during her pressure, as she'll be holding backwards. Given her +1 on block, there aren't many non-DP skills that can counter a blocked 5A. I don't know of an optimal Chie combo myself, but are you getting the Fatal Counter from all 15 hits? It might be necessary to get the whole chain to link.
  7. To get a bit more discussion going: I've drawn up a preliminary Teddie combo list for P4U2: https://docs.google.com/document/d/1g_B03hbRcQKawch41zrKD-AXeQd9QIkmjySCIPGxTwg/edit?usp=sharing Note that all these combos are taken from videos released before 1.1, so they may or may not work with 1.1. Videos used: https://www.youtube.com/watch?v=2ke4klGYfiw https://www.youtube.com/watch?v=X21hWB_XWbo https://www.youtube.com/watch?v=_dHK55KfEAU (Shadow Teddie) The Shadow Berserk combos are incomplete as of now, but they mostly have the same ending route anyway. I don't have Shadow Teddie combos yet, but I suspect they will largely be similar to P4A Teddie combos, with the exception of being unable to do OMB combos. Some notations may not be strictly accurate (such as Bearscrew A/Bs) right now.
  8. You've just gotta block intelligently I'm afraid. If your opponent gets predictable with IAD crossups, you can just roll through them and reset the playing field.
  9. Strength increases damage dealt, Magic increases SP gained per level, Tc increases Burst gained per level, Luck increases experience gained. No idea what SP/Burst gained per level are, but my guess is you'll need one or the other to equip skills.
  10. Looks like some kind of healing move. It doesn't use SP, so a Skill Attack maybe? Ken looks really good so far though. If that third screenshot is some kind of j.B. it might be even better than Labrys'.
  11. There's still Fuuka! And I guess Metis technically, but I doubt they'd bring her back.
  12. I'm pretty sure he was just delaying the item toss by holding down D. Nani ga Deru Kuma is a new super (like Teddie Circus), with a superflash and everything. We probably won't get to know what the SB version is like since I doubt it'd be popping up in tournaments right now.
  13. You can very clearly see the hearts floating off Rise after the throw as well as the pulsing SP bar indiciative of the status effect - Rise's throw inflicts Charm.
  14. Shadows do 20% less, so if the shield doesn't cut down any damage, Rise's throw would do 750 damage normally. That's on the fairly low side - Yosuke and Akihiko's hover around there, but Yosuke's inflicts Poison and Aki can followup from his. Slabs also does about the same, so I guess it's not impossible. I watched the video, and it definitely seems like Rise's throw inflicts Charm, which would explain the SP drop.
  15. Is there any point in using A Nihil Hand over B? It seems like both are identical except that B Nihil does 400 more damage. Are there any changes to the distance covered by Bearscrews? SB Bearscrew having projectile invul means it'd be much more viable against opponents like Yukiko.
  16. Some other stuff that I can get looking at the frame data on the wiki: -5C/2C dash cancellable (don't know if this is an error) -AoA's guard point starts on frame 12 instead of 17 -Sweep has chest invul -Ground Bearscrew A has 1f more recovery -Ground Puppeteddie A recoves 6f faster -All versions of missile have some invul: ground C has 32, ground D/SB has 30, all air versions have 7 -Kamui Kablooey starts 1f slower and has 1f less invul, hah The DP and j.A. nerf hurts, but SB Bearscrew looks finally worth using more now, and Puppeteddie A is more viable, not sure if any potential FC combos from it though outside of corner.
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