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Maho

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Everything posted by Maho

  1. I made a video for this, i think those combos are max damage : http://www.youtube.com/watch?v=o6LijWqX8pk First combo : 632146D > 22B > 3C > 2C > 6C > jc delay jC > j5D > jC > j5D > jC > j236D |> 6[A] > 22B > 5B > 5C > 5D > 5B > 5C > 236B > 5C > 6B > 236C : 7788dmg, -50 +47 heat Second combo : 632146D > 22B > 3C > 2C > 6C > jc delay jC > j5D > jC > j2C whiff |> 236D > 22B > 5C > 6 > 6D > 5C > 236B > 22B > 5C > 6B > 236C : 7865dmg, -50 +47 heat Notes : - OTG 236C won't connect on Amane, Bullet and Isayoi, remove the 6B before it. - The second combo can't be done on Hazama, Mu and Terumi as the 236B won't connect, also you have to delay the 236B on Bullet, Kagura, Litchi, Platinum and Valk or it will miss.
  2. Stunfest May 2-3-4 2014 Rennes, France Games: TBA, BB and maybe GG should be in it.
  3. We don't have an official game list for now, but Guilty Gear was in the first announcement, so i guess we can expect a tournament for it.
  4. http://www.stunfest.fr/english-informations BB tournament will take place on Friday, May 2 at 2PM, you can find info on the event and how to register in the link above, prices are discounted untill March 31st.
  5. For the TP, since we can punish with 5B easely and that we're sure it will CH, when you have a high WP and your opponent TPs, you can use CH 5B into Valiant, never saw anyone talk about this, probably because it's not hit confirmable, but here we have an easy application : CH 5B > 236D > 5Cx4 > 3C > 6A > 5B > 2C > 5B > TCL > 5B > BHS (6174 dmg)
  6. For the black hole, Tager escapes all setups by doing two charged B sledges, you just have to do the second one really fast after the first (pretty easy though), also Terumi's Messenga isn't a frame 1 reversal and will lose to meaty setups like the 22B one. 22B setup can also be escaped by doing a burst after blocking the 22B as Black Hole isn't invincible to bursts, but there's a way around it. So if your opponent has a burst you can do 22B > backdash 632146D asap, it leaves a little gap that 2 characters can exploit by IBing the 22B then doing forward dash for Arakune, and 41236C for Terumi, of course every other escape that works against the 22B setup works here.
  7. The air 360 on Soutenjin is fun, the easiest way to punish is to crouch block the the second part will whiff, you can do whatever you want there like a TK j2C FC, also if he has 100% meter to RC it, you can backdash then crouch right away to make it whiff fully and then punish the same way. After a Gadget do not backdash right away to bait a Soutenjin but wait for the freeze, if you do it too soon you'll get hit by the second part of the super. His tk j2D isn't too bad i think, you can 2A him out of 5A and 6A, with IB you can do it out of 2C (won't be doing this though), but in the case of 5C you'll have to block, you can't backdash out of a TK j2D string because it recovers fast and he can punish you backdash with 2As. But the really annoying thing with his pressure is his 6B which has a lot of throw and low invuln untill it hits, is plus on block, is feintable for throw mind games and fatals for lots of damage, so using 360A/720 in his blockstrings is really dangerous. When he uses it in a chain, you can 5A him out of it, you might be able to do that on reaction sometimes but by looking for this you'll be blocking more, and if you're too late, you're in for some pain. Another bad thing of this matchup is when he doesn't want to come at you, like Axis said in the first post, you won't be beating his 6A from the air so you have to approach from the ground, he will probably use 5D from max range and throw some 6D in there so you won't get too sledge happy. So you can Sledge his 5D but you won't get much from max range without Spark, also it's really fast so you won't be reacting but more fishing with random Sledges (also beware of clashes), and 6D can whiff punish you for a fatal combo (don't know the max damage on this yet). 5C can beat 6D in footsies but beware that on trade you will probably get comboed, and sadly it's way too slow to compete with his 5D. Your 5D can be use from far away to beat both his 5D and 6D, but it's really risky as whiffing one can give him a free CH 6C. For now i manage pretty well with the rushdown Terumis, but not as much with the one i played that goes only for footsies against Tager, we had a lot of time ups during our matches. Anyway we'll have to wait to see what the Terumi players come up with but i think this matchup might be quite annoying.
  8. If she has meter to RC the super and can also TP cancel it, instead of going for backdash 720 which is a commitment, you can backdash then either do a 5C which will CH her if she didn't TP, or 2B that will hit her as she crosses you up if she does TP, the good part is that you're safe even if you guess wrong. Another solution which is pretty much te optimal one if you have 50% meter is to do a VTC 720, the VTC will delay the invuln frames of the 720 so it goes through Izayoi's super and grab her, but it's quite hard to do, you have to do the VTC at the very end of the freeze and complete the 720 just before the super hits, if you do it to soon the invuln frames won't be delayed enough and you'll get hit.
  9. I said it's pretty simple to know when to use and exceed combo as i thought you had a problem with that, I didn't understood that you asked for a combo breakdown, anyway as you want a video and not words, i used my awesome skills to type "chaos code hikaru combos" in the Youtube search to find one guy who did a video : http://www.youtube.com/watch?v=k1RQClxNcYU#t=2m18s
  10. For exceed combos it's pretty simple, do it only if you think it will kill (not to hard to guess as those combos do so much damage), otherwise you'll end up in a situation that could be dangerous with the overheat penalty. Placement is not really a problem with Hikaru, the combo i use works when i do j623D into BC from like 3/4 screen away for corner, which is almost all the time. For the EX knuckle, it's pretty easy to misjudge the distance to the corner so i don't use it much for this, but there's a situation when it's interesting and easy to use, back to corner (from right in the corner to about 1/4 screen away), any combo into 623A 236A > dash under to change side > 2A 2C 6B 236AC > (dash) c5D 6B tk j3B > 2A > jABCD > djABCD > j623D. After the tk j3B, you can add 2C 236AC > 2C 6B > tk j3B > 2A then the same air combo finisher for more dmg and good stun build, you can also end at the EX knuckle to get a corner knockdown.
  11. She's active all the way through, and like Wilhelmina she still hits even if the player that called her gets hit or forced into block.
  12. It hasn't been talked about but in the latest screenshots we see Lyfa doing a different attack than the one we saw in the TGS video, so it seems we can expect at least two moves per assist.
  13. I think they will use mostly animated characters, so I'm not sure Misaka Worst could get in, and given Mikoto's popularity she's pretty much a sure thing (with Kuroko support most likely). If they add other characters from Index, IMO it might be Touma with Index support and Accelerator with Last Order support (Worst would fit if they use non animated characters), I'd like Kanzaki Kaori but we already have two sword characters in the game.
  14. The character specific non linear lifebar was only in CT, it's the same for everyone since CS.
  15. In Paris, there's two places to play BB, Seo mentionned Arcade Street already, the other one is the Versus Dojo (Facebook page) which is located in the basement of "Square Games", they have consoles in HD cabinets. Unlike Arcade Street were you play per play, there you pay a fee for the day, it's pretty cheap, last time i went it was 3€, the downside is that it closes at 7:30pm, Arcade Street closes at 10pm. Also if you want to go to either one of these to play BB, you should post a message on the French BB forums, there are dedicated threads for gatherings in the two places, here's the links : - Arcade Street - Versus Dojo
  16. When i saw the animation after reading this, it made me think of Ken's and Raoh's Musou Tensei super in HNK that make you able to parry 7 times.
  17. Well overdrive is probably fast enough to recover before the backdash, but i think the backdash wouldn't come out thanks to the screen freeze of the overdrive that will delay your landing even more than jB hitstop, actually the buffered move shouldn't even come out i think looking how long the freeze is.
  18. You're right the timing is quite tight against Ragna but i think learning it can be very usefull, especially as in CP it looks like you can get some new safejump setups. So like you said you do 44 during the jB animation right before landing when jB whiffs, it takes a little practice as if you do it too soon the backdash won't come out, and if they block the jB hitstop will delay your landing and then 5A will come out instead of backdash.
  19. In a safe jump situation, you can beat DP RC with a simple OS, do your safe jump with jB~44~5A~anything. If they try to go for DP, you'll backdash and the DP will whiff so they won't be able to RC it, if they block the jB 5A comes out and you go on from there.
  20. Vein combo movie : http://www.nicovideo.jp/watch/sm19766337
  21. I had a few glitches in training mode too, while I was practicing combos with Bravo, I ended up being able to go through a crouch Cerberus just by walking, I have no idea how it happened, today while training with Cthylla I had multiple times a 2B launch the opponent for no reason. I also noticed a few differences with the arcade version, might be training mode acting weird, I'll check in versus mode to be sure : With the Bravo combo at 2'22" in this video http://www.nicovideo.jp/watch/sm19638896 builds less meter, you need to add 2 more 2As to get enough meter for the super cancel. Another one I just found is that Cthyllla 214214C combos seems to do a bit less stun, http://www.youtube.com/watch?v=856oqrb2EhE&list=UUCfnriDcUslGMUMX4Ctkyjg&index=1#t=37s, the full screen combo will only stun Rui with a double jump ender that adds a few hits, the restun combo does about 20% less stun, you can't restun without using more meter.
  22. On the topic of infinites, Cerberus has one in the corner, you can see it in this video around 8'45" http://www.nicovideo.jp/watch/sm19693561 So that's anything on the ground into 236BD > 6C > c5C 1hit > c5D 1hit > 214C > (5A/B > c5C 1hit > c5D 1hit > 214C) x n The player drops it at the 3rd rep but i've done up to 12 reps and it's cleary an infinite, the trick is getting the last part of 214C to hit so it downs the opponent instead of doing a little wall slam that he can tech out afterwards, but i didn't found exactly how you can get that everytime, still drops randomly, sometimes even after the first 214C.
  23. The old infinite was 3C step canceled into 2/5A and this doesn't work anymore, it was true infinite as the step would make you move forward enough to completely negate the pushback everytime in the corner. The one he's talking about is with run and is really hard as you have to link 66 5A after 3C's recovery, also I'm not sure you have time to run enough to cover for the whole pushback, the best i could get is 5 reps of 66~5A > 3C in the corner before getting out of range. Actually I managed the same amount of reps with 66~5A > c5C 1 hit > 3C as the first hit of 5C seems to move you forward a few pixels, the bad part is if you don't dash enough once you get a f5C which isn't cancelable and your combo's over.
  24. Time release for characters from the previous version is pretty strange though, it will just make players maining those two wait for no reason.
  25. So i finally got this game on monday, worked mainly on Morgan and Touka, I'm a little sad that Octavia doesn't work that well with Morgan :/ Anyway when i was trying some combos, i found the numbers while in low/high emotions didn't match the infos we have on wikis, so i did some research today and here's what i found. The damage calculation system is based on three modifiers: basic scaling, guts and emotion system. So for to start everyone has 20000 points of life, when being above 50% life and at neutral emotion, all character have the same defense, that's what I'll use as a base for percentages given to all damage modifiers. The basic scaling is simple, it start at 100% for the first hit of a combo and goes down 10% per hit until it reaches its minimum at 10%, note that after a throw, the scaling will start at 50%. Supers have 30% base minimum damage and splash arts 50%, but the other damage modifiers will apply on top of that. Note that for splash arts, only the opponent defense modifiers will apply as doing a splash art automatically puts you in neutral emotion. Regarding multi-hits moves, looks like there is no absolute rule, some count as one hit for the scaling counter (Karulau’s 2B, Chizuru’s 214124AB) and for other all hits will be taken into account. There are also specific cases where a group of hits count as one, for example Chizuru’s 214x or Morgan’s splash art, the first hit count as one, and all the following hits count as another one. Counter hits give you a 20% bonus on the first hit, for multi-hits moves, it follows the same rules as the basic scaling, if multiple hits counts as one for the scaling, they all get the 20% bonus. Then we have a guts system like there is in a lot of other fighting games, when you get low on life you get better defense, here it kicks in when a character gets down to 50% life and the value goes stronger as life goes down, values are specific for every character. And finally there's the Active Emotion System, it gives you an attack and defense modifier depending on your character status, but unlike what i read on the wikis, the values of those modifiers are not the same for all the cast. Note that depending on the character the defense boost for high emotion and low HP can be either a fixed value or a variable that gets stronger with life going down, could be argued that it gives a guts boost in this case but either way the results would be the same. For the supers in high emotion, some get more hits that obviously gives more total damage, but even those which doesn't change that way can get more damage than only the modifiers would give. Doesn't look like there are fixed rules for that, for example, the first two hits of Konomi’s DP super get the normal bonus but the third hit will do 26,9% more instead of 8%. Another example with Morgan’s Arrow super, depending on how it hits, it will get a 12,5, 14 or 16,5% damage bonus instead of 5%. Now to get the modifiers for each character, I used Yu’s 5D that does 1000 base damage, for Arawn I used also his 5B to check as his partner gets a 25% damage boost. For the guts, I just set the life to 50% and use this same move repeatedly until the character's life gets to 0 to see how it progresses. Here are the results: So what can we say about this? Maybe that when Chizuru glows red and have low life, she have fu**ing X-Factor But the thing that really strikes me, maybe because I play Morgan, WTF is with her and Oboro having a defense nerf when on high emotion, especially Morgan that gets an even worse defense when on high emotion and low life, plus she also has the lowest attack bonuses of all the cast :/
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