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raxokoron

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    raxokoron
  1. I did some research in training mode about burst and OD. 1) OD invul frames are not burst safe. You can test it by recording [ 6C(lvl3) delay OD ], then try to burst out slightly before OD starts. It`s not possible to block burst during 16fr OD startup. 2) Burst startup is 6fr, ODC is 4fr. I failed to find any info about invul frames on ODC, but it doesn`t mater because of 1. If your opponent bursts 3fr before you hit OD, you will get hit most of the times. You can test it by recording [ 5C ODC ], then try to burst out. If you hit enemy with 5C on max distance you may have enought time to block burst, maybe because burst hitbox expands first couple of frames.
  2. Yes, I did. 10% CH bonus for first move too.
  3. I did some math with videos from previous post. Please remember that numbers are not absolutely accurate, but they can give you some perspective on bbcf haku from 2nd loketest. For now I keep all data here: https://docs.google.com/spreadsheets/d/1DPPCGBT4rHa3J1hSItHValajOdCwf5R-HOcj-peKOFU/edit?usp=sharing Right now I am kinda stuck because some numbers don`t add up (P1 & P2 for j.B mostly), so I can`t calculate anything further. So far, new hakumen is very strange to me. Zantetsu doesn`t ignore CCR on first hit (CT too, but maybe it`s bug?). All specials damage except renka are higher. A & B normals damage is higher, but C normals damage is lower. Scaling is worse on some moves. Details in table. I don`t really remember haku before bbcp 1.0, but damage and moves changes make me think that hakumen persues Terumi in low tier contest))
  4. In SKD's loketest report it was mentioned that there is no JCCOD, that's why OD always becomes ODC during an enemy hitstun. As far as I know renka(2) is jump-cancelable, so it can be the reason.
  5. https://www.youtube.com/watch?feature=player_detailpage&v=w2EezZKXxkU#t=825 - so we can cancel specials into overdrive now?
  6. Some footage from last psn tournament. http://www.youtube.com/watch?v=p9_utqANOlo http://www.youtube.com/watch?v=Vu4tWbXku10 http://www.youtube.com/watch?v=Ml6SEJ3r-Nk To what should I pay attention in the first place to improve? Any help is appreciated.
  7. I think it`s not a command grab, but attack with grab animation like ones that Bullet has because of the "Counter" status. It would be "Throw counter" if it was a throw.
  8. I am not sure where to post it, but here my cmv: http://www.youtube.com/watch?v=5DmT3A0G_4I. I hope you enjoy it.
  9. Passive gain doesn`t change. Only meter gained per hit is cut in half.
  10. I meant that hakumens auto magatama regeneration rate doesn`t change even if you got hit. Same for regeneration rate in OD. But metergain from hits in OD still half. Because of that KillerOmen from previous video could not perform the combo. I read the conversation. Next five combos or parry do not reset metergain. If you could come up with any other situations I can check them.
  11. I did some research about metergain problem from one of my previous posts and here my results: http://www.youtube.com/watch?v=9YI05bDbduw I still don`t know is it a bug or a feature. Is there any way to find out? P.S. I didn`t notice any difference in magatama regeneration rate in normal state or OD.
  12. You right. Sorry. The dash part, that I was talking is only about her teleports animations. If you watch it frame by frame it seems like she accelerates in the begining and slows down with a little slide in the end of teleport.
  13. https://www.youtube.com/watch?v=b5KHhIhPJFk According to this video in training mode and in versus OD meter gain is different. I cheked it on ps4 version of game and combo from video didn`t work in versus, but I don`t know why. Out of combo OD meter gain is same in both trainng and versus and it doesn`t depends on arena. Any ideas why is this happening?
  14. In fact izayoi teleports are not teleports at all. They are very fast typical anime dash. From the mechanics point of view, that`s happening because izayoi hitbox extends from start to end position when she teleports. Another example is this:http://www.youtube.com/watch?v=dBp4A495_rE. In video izayoi has been stopped by 2A when it should not even hit.
  15. That`s sad. TK tsubaki is the only way to do zantetsu(1) CT tsubaki hotaru as far as I know.
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