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fatewalker

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Everything posted by fatewalker

  1. yea.... her Throw was way too Good in #R. But we are Champs Right! we will Still Rap and Pwn!!! all air throws were reduced to 88dot like said above. except Ino 120dot->96dot, Potemkin 130dot->104dot. it also seems that most 6P Prorate 90% as well.
  2. my japonese sux f.S: new animation. Start up 8F->10F, Active 6F->2F, Recovery 8F-> 15F, Lv3->Lv5. very fare reach. 5HS: damage 30x2->47, 2hit ->1Hit, Gaurd Advantage -1->+1. 6P: now prorates 90%. DAA: active 3F->5F, Recovery 24F->12F. 2S: recovery 10F->12F. 2D: now Slides forward and has increased Range. j.HS: Counter Hit Slide Down effect (68F/slides for 25F.) Throw: Wall Stick (40F/Stick 30F.) Air Throw: Untechable for 60F, Counter Hit Knocks Down. Bloack head Buster: Lv1 Hit stun of seconed hit is around 35F, Lv2 3rd hit's hit stun is aroun 40F, Lv3 4th hit's hit stun is around 45F. for Lv2 and Lv3 9F->12F, secondary hits For LV2 and Lv3 Lv3->lv5, gaurd advantage lv1 -14F->-2F lv2 +7F->+11 lv3 +32F->+37F. GunBlaze: Lv1 Gaurd Advantage +6-> +9. Storm Viper: 3rd hit of lvSV unteachable time 38F->40F(45F in air.) Rocket: lv1 Slides Down on counter hit (40F/ Slides For 20F). Charge: recovery 34F~->13F~. Lv Charge 160F->62F. Force Break Fefinir: damage 70, Lv5, hits Low, start up 10F, active 2F, Recovery 23F, 1~11F invincable on Feet, Ground Bounces (40F), Ground Bounces on Counter Hit with Down effect. Tyrent Race Omega: Lv3 Recovery -29F->-25F. Dragon Install Limit Breaker: Start up 14+11F->7+1, Recovery 87F->68F, Input Change, can be comboed into.
  3. Just so you know my Japonese sucks ass. 6P: prorates 90%, wall bounce effect (untechable for 28F, in mid air or Counter hit 40F). 2HS: damage 44->40. 2D: damage 46->38, Recovery 31F->33, gains JC, losses FRC, shorter reach. j.HS: Start Up 10F->11F. j.2S: Damage 30, Lv3, Start up 7F, Active 9F, Recovery 8F, (note that i can't make out.) Air Throw: 110dot->88dot. Spiral: up/down input changed to 236K. Fish: Damage P: 25x3->21x2 K: 25x2->25 S/HS: 45->38, Start up P: 47F->54F[21F] K: 50F->58F[25F] S/HS: 73F->77F[44], Active S: 40F->35F, once te Fish is out Fish stays out regardless if Dizzy is hit. Fish have two inputs as stated before. Force Breake Bubble: (compared to noraml Bubble) 1~15F->1~21F Counter hit Possible. cannot make another Bubble For 33F->31F after poping, Recovery 22F->30F. Active time of POP 4F->6F.
  4. i should have the mook on wednesday or friday. so i too could try to help translate stuff.
  5. i've seen Kaqn do that some times. he'll be at Lv2 and end his combo with a Lv1 BRP AC to get to Lv3.
  6. dose anyone know what Moves Dizzy has with and airdash cancel?
  7. ha ha! Gunblaze mix ups in to Lv2or3 combos!!!! dope.....
  8. it seems to me that it would be really good in air dash stirngs hiting crouching characters instead of using j.P.
  9. cool thats good to know. thanx TB. i saw in a match vid of Kaqn's HOS; j.HS, j.D, JC, j.HS, j.D, lvS(in corner), land, c.S, SJC, j.S, j.HS, j.D, lv1BRP. is there less recovery on lv2SV now? i've only been able to land c.S after a Lv2 Strom Viper in the corner while their still on the ground... i also noticed that Kaqn always Charges after a 2D, dose this have faster recovery? being able to do Lv1 moves at Lv2 or 3 is cool. but broke as fuck!
  10. question about action charging. have 299% and do a level 3 move but don't action charge at all, will it stop at 99% or 0%? and where will the gaudge be the next time you AC?
  11. oh i didn't see the stuff in the other thread sorry.... but it's cool how his charge stuff works! it didn't say what the CH stuff was for Rocket though. dose any one know? reaVer: i tried.
  12. my japanese sux....(TB should do this). here's what i got out of it. -FB Fefnir (41236D): looks like Power Guiser(fatel fury!). -new move not known. sprcial move changes: -action charge has less recovery. -standing charge input is now 214D. -charge gauge system changed so Lv3,AC, Lv3, AC, lV2 works. -Rocket dose something on counter hit..... i don't know what. normal move changes: -2D is just like Sol's. -f.S looks kinda like Sol's 5HS. has JC. -more recovery on 2S??? -j.S has more reach. again.... TB or someone better should do this.
  13. i don't care what you think. so don't be sorry. his DAA sucks, it has little to no range.
  14. -being able to link 5K off of BRP Lv1 with out a CH. -more reach on 2K, HS, and 2D. -recovery on 2HS to 10 from 13. (i CANT EVER link 5K!) -give him a real Dead Angle Attack.
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