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Spark

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Everything posted by Spark

  1. For challenge #20 just OD and combo off a fully charged shippu.
  2. I thought they removed the old lv2 22C. So it's only lv1 and lv3 now.
  3. I want to say 4C's recovery is a lot better, it would be the only way for it to be safer on block unless they made the move level 4. Which is hard to tell since you can't special cancel it anymore. Also 4C isn't air unblockable anymore.
  4. 4C is now -7 from -11. Start up seems to be 10F down from 15F. 4C on IB can be 4Ced back. 3C still -12F.
  5. New Enma on block is -4.
  6. 14F since it only works on crouching. 2A is 12F hitstun normally so on crouching hit it would be 14F hitstun.
  7. Played a bit of CPE Hakumen at Sakura-con this weekend. Just listing some thoughts and confirmations. - Counters don't activate at all when catching projectiles. So even if they stand infront of you and you counter their projectile oki nothing happens. - Doing a special after countering is ok for punishing stuff that was out of reach before, like if you catch a dead spike you can cancel into gurren to punish where as before they were too far away for the regular counter to work. - No jump cancel on enma feels really weird, not sure if it's worth using mid screen. - j.2A > jc > j.2C being mostly gone takes some getting used to. - 2A > 6A on crouching hit is pretty handy.
  8. j.2C isn't an overhead (since CT?) so 2D can catch it.
  9. Looks like 2A > 6A combos on crouching. Guess it went from 16F to 14F startup at least. So close up you can do 5A > 6A > 6B/3C or 2A > 6A > 6B/3C for crouching.
  10. Anyone know when they do 4C > Shippu are they linking it or is 4C still super cancelable?
  11. 120% supposedly
  12. Hmm Renka 1st hit not knocking down is kind of weird, wonder what you're suppose to do off Renka > Kishuu if you don't have meter.
  13. Delay your airdash after hotaru to get them to be lower when you do j.2C. Same with the second question if you air dash as soon as possible they'll end up behind you after doing j.2C > 5C.
  14. Hmm just confirmed that the initial prorate for j.A(even j.A come on man), j.2A, j.B, j.2C, and j.C has gone from 90 to 80.
  15. Hmm the 5B > 2B being 440 is pretty strange. At first I thought maybe the 5B P2 was wrong(Maybe it's 88.5 or whatever), but if you use crush trigger to check (5B > CT) the damage comes out to 890 which means the P2 is .89. So that can't be it. 5B > 2B 440 = (620) * (.8) * (1) * (.89) So it looks like the only way this can be true is if P2 is applied to the move damage first then it's truncated then applying the combo rate and then truncating it again. Though with this example it's unclear when the P1 is applied. 620 * .89 = 551.8 = 551 551 * .8 = 440.8 = 440 This seems to work out correctly for 5B > 2C, 5B > 5A, 5B > 5B, and 5B > 5C. So on to j.A > j.B > j.C 251 = (600) * (.8) * (.8) * (.77 * .85) This works out to be 250 if you apply P2 round down and then repeat for P1 and CP, but it looks like if you multiply P2(.77 * .85) with P1(.8) then apply that to the damage 600 * (.77 * .85 * .8) it gives us 314.16 rounded down to 314 * CP(.8) comes out to 251.2 which rounds down to 251. So it looks like you might not have to round the proration values at all. Doing floor(floor(DMG * (P1 * (All P2s)) * CP) might be correct? Seems pretty strange, but doing that makes the damage values for 5B > 2B and j.A > j.B > j.C make sense. I'll look into it some more if you find a situation where the above doesn't work.
  16. Hmm I ran into the same problem. What I think they are doing is they only look at 3 numbers past the decimal point after multiplying out all the proration and using that to scale the attack then dropping anything past the decimal point. For example for (jC) 178 = (600) * (.8) * (1) * (.89 * .89 * .84 * .92 * .89 * .77 * .89) (.89 * .89 * .84 * .92 * .89 * .77 * .89) = 0.298681175683968 0.298681175683968 * 600 (j.C) = 179.2087054103808 = 179 after dropping the decimal. But if you only use .298 * 600 = 178.8 = 178 after dropping the decimal. I didn't test it with all the numbers but it works out correctly when computing the damage for 5B and 5A in the combo you posted above.
  17. The timing is the same for everyone.
  18. Normal combo > Agito > falling j.2C: Where they're about the same height as you when you do Agito - Whiffs if they emergency tech the Agito. - If they don't tech Agito they'll eat the j.2C > 3C follow up. Normal combo w/ super jump > Agito > falling j.2C: Where they're under you - The j.2C is meaty if they emergency tech the Agito. - They have enough time to forward roll/quick get up, but j.2C will hit them and reset the combo. - (Midscreen) They can escape by back rolling. - (Corner) They back roll the j.2C, but you can still catch them when you land. - If they just don't tech you still get j.2C > 3C follow up. So it has it's upsides and downsides over the old combo.
  19. Yeah that was the meaty set up. Seems to work as long as they're a bit below you when you do Agito.
  20. You have to super late j.B otherwise they're still invincible when you're doing the falling j.2C/j.B. You can still do a safe jump off 5C ender > normal jump j.B/j.2C.
  21. The Gurren ender lets you setup a safe jump and gives more corner carry. Though with the Agito change you can set up a safe jump off that too, you just have to do 5A > super jump late j.B > j.2A > dj > j.2C > Agito.
  22. They changed 2A > 2A in CP Tager can't 360A in between them anymore. He can still 720 though.
  23. What are you kishuuing after and getting CH or just hit normally where RCing would be better?
  24. 5A > 5B at the end doesn't work on some characters.
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