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Spark

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Everything posted by Spark

  1. So it looks like Agito has a P1 of 70? j.214A > j.B = 1027 (http://www.twitch.tv/central804/b/342583745 at ~1:36:13) 800(1st move DMG) + (.6(Combo rate) * .7(P1) * .92(P2) * 590(2nd move DMG) = 1027.976 DMG Kind of a weak starter, but it seems to have body attribute(maybe?) with how often it was just beating anti-airs I guess it's not surprising.
  2. Video thread formatting update.
  3. Wonder how it's done.
  4. 2A > 3C might be an actual chain and not a late chain. Or they let you chain to 3C before 2B.
  5. A/B Starters EX vs CP: worst to best EX 2B: .80 * .86 = .688 CP 5A: .9 * .77 = .693 CP jA: .9 * .77 = .693 EX 5A: .85 * .84 = .714 EX 2A: .85 * .84 = .714 EX jA: .85 * .84 = .714 CP 2A: 1 * .77 = .770 CP 2B: .9 * .89 = .801 EX 5B: .9 * .89 = .801 EX/CP jB: .9 * .89 = .801 CP 5B: 1 * .89 = .890 So in CP 5B, 2B, and 2A are much better as starters than they were in EX. Especially 2B going from the worst starter in EX to being one of the best. Where 5A and j.A both got worse as starters. Finally j.B staying surprisingly the same. So what does this mean for Hakumen in CP? Not knowing any of the frame data yet, so this is mostly speculation when it comes to punishes and what not. 5A starter nerf means smaller punishes on things that can be punished easily by a 5F normal like Hazama 6A(w/o IB), or Tager 236A(w/ IB). It also means less damage from using it as an anti-air though if 5A CH > 5C still connects the damage should still be worth while. j.A starter nerf gives it worse pay off for air to air and will also mean a worse combo after doing j.B > j.A as a block string and them getting hit by j.A. 5B after the buff is pretty close to the C normals in terms of a starter so landing a hit with it means it's probably worth while to spend some meter for good damage(maybe CH 5B will go into CT?). 2B got super buffed as a starter which is awesome, because while being a pretty decent poke it is the only low that Hakumen has that he can continue pressure after so it's nice that he can get real damage off of it now. 2A getting 100 P1 is pretty surprising seeing as how much range and how fast it is, so it's good to know punishing with 2A will still deal damage. From the above it's looking pretty good for Hakumen proration wise when it comes to starting combos, however... A/B combo filler/hit confirming use Ex vs CP: worst to best CP 5A: .77 CP 2A: .77 CP jA: .77 EX 5A: .84 EX 2A: .84 EX jA: .84 EX 2B: .86 EX/CP 5B: .89 CP 2B: .89 The P2s for Hakumen's A moves have gotten much worse in CP. Which means even if you get a good starter your damage can go down fast if you use extra A normals to confirm. For example (https://www.youtube.com/watch?feature=player_detailpage&v=knwMjOHR-5A#t=101s) 4 stars were used in this combo and the damage was only 1808 even though he only confirmed with one extra 2A. I checked without the extra 2A and the damage goes up to ~2056 which is still pretty low though I guess it means that you should go for a meter efficient combo off a 2A starter. So ideally when using moves to hit confirm it's best to use 5B/2B since their proration has gotten better or stayed the same which you can already see in videos where they do j.2C CH > 2B > 623AA > etc for decent damage. With all that in mind I really hope 2A > 2B works on standing opponents or it's going to be all about 2A x 3 > 3C.
  6. Actually I just checked again and it doesn't have bonus prorate. When I was doing the math I used the old damage value for 2C instead of the new one. So the damage of the combo didn't seem right unless 236B had bonus prorate, but after using the new 2C damage it came out right without bonus prorate.
  7. Haha this is only looking at proration and damage. I'm sure it'll balance out once you look at actual use(start up, active, recovery, untechtime, etc.) I'm going through the videos and trying the numbers out with the combos I'm seeing and checking to see if anythings off. So far as long as the numbers for Renka are correct it still means it has bonus prorate.
  8. Blue means buffed, red means nerfed, and no color means it's arguable. 5A: P1 85 > 90 DMG 400 > 350 P2 84 > 77 5B: P1 90 > 100 5C: DMG 1110 > 1210 2A: P1 85 > 100 DMG 350 > 300 P2 84 > 77 2B: P1 80 > 90 P2 86 > 89 2C: DMG 1050 > 1150 6A: P1 85 > 80 6B: P1 50 > 90 P2 90 > 92 6C(1): DMG 1300 > 1500 P2 92 > 94 6C(2): DMG 1600 > 1700 P2 92 > 94 6C(max): P2 92 > 94 4C: P1 80 > 100 4C(max): P1 80 > 100 3C: P2 88 > 92 JA: P1 85 > 90 DMG 400 > 320 P2 84 > 77 JB: Unchanged JC: DMG 900 > 1300 P2 89 > 92 J2A: P1 80 > 90 DMG 980 > 780 P2 75 > 70 J2C: DMG 1000 > 1100 5D: DMG 1400 > 1800 P2 45 > 60 2D: DMG 1100 > 1800 P2 45 > 60 6D: P2 45 > 80 JD: Unchanged BC: P1 90,100 > 100 P2 100,55 > 60 DMG 1600 > 1400 4BC: P1 90,100x2 > 100 P2 100,110,50 > 100,60 DMG 800x2 > 700x2 j.BC: Unknown P1 P2 DMG 1500 > 1400 CT: DMG 1000 P1 80 P2 100 Guren: P2 89 > 92 Enma: P1 90 > 100 P2 75 > 72 Renka: P2 100,55 > 92,60 DMG 830,860 > 750x2 Zantetsu: DMG 2430,550 > 2100,750 P2 80,94 > 94,62 Agito: DMG 800 P1 ?? P2 92 Hotaru: P1 70 > 90 DMG 1500 > 1200 P2 92 > 82 Tsubaki: DMG 2200 > 2800 P1 70 > 90 P2 90 > 92 Shippu: DMG 4000 > 3200 Yukikaze: Unchanged
  9. Oh awesome, I was going to try to figure out that stuff from the random combos in match videos. His combo rate stayed the same. I'm looking over the changes right now will update with a list in a second.
  10. From the video it looks like he is entirely in the burst, so it doesn't seem likely that it's the upper body invincibility of 623A. Plus I thought 623A technically does not have any form of upper body invincibility anymore.
  11. https://www.youtube.com/watch?feature=player_detailpage&v=jrOEhfUk4DA#t=528s Seems like 623A will still go through bursts.
  12. You can combo off CH agito right? So TKing agito to bait throws seems good since it's cheaper than tsubaki and hotaru. Hopefully it's safe on block.
  13. So far the only thing that really bothers me is 2A > throw whiffing, which means no more tick throws/TRM setups or at least requires you to walk forward a bit after 2Aing. Though maybe people with level 0 2As will still be able to tick throw fine since the push back will be less. I like the back dash change, it always seemed pretty useless since it wasn't invincible or quick, at least now it's quick. The j.2A stuff is kind of weird, since the air dash stuff has been his staple combo forever now, so that change will take some getting used to. Not sure how I feel about everything else. Though as long as his damage isn't CS2 damage I think it'll be fine. On another note I'm glad they decided not to change the input of any of his moves in between games again.
  14. You might be able to get a ride from the UW guys if they're going.
  15. The enma combo does the same or more than the renka kishuu combo? Seems pointless to use renka in that case, unless you want it to be more burst safe?
  16. The Taito X2 is pretty much just a computer and the game kits are hard drives with USB security dongles that let you run them on the board. You can plug a monitor into it just like a PC. To hook up sticks to it you just need a jamma board. For the Ring Edge 2 I'm not 100% sure, but I think for UNIB it requires you to be constantly connected to the internet to play. Kind of like a different version of Nesica. So I'm not sure if it's even possible to get the arcade version outside of Japan.
  17. You can buy one here. http://www.coinopexpress.com/products/pcbs/taito_type_x2/ Although I don't think it will help you much since I thought UNIB used RingEdge2 instead of the Taito X2. http://segaretro.org/Sega_RingEdge_2
  18. Oh hey didn't even notice it wasn't stickied.
  19. Also is there a specific trick to doing the FC 236CD > 236C > j.A/j.B combos? They seem to land it all the time in videos, but I can't seem to get the timing down.
  20. Anyone thing it's odd that so many people get hit by the 2AB low? It catches so many people even though Teddie has no overhead outside of 5AB.
  21. Actually it will make it easier if you start the thread since I can edit your post to add videos.
  22. I'll start a new thread once CP is out. We can keep this thread open till CP is out in some where that's not just Japan.
  23. https://www.youtube.com/watch?feature=player_detailpage&v=n5l6jo5fM5E#t=2280s Did the head butt follow up to the punch super always do this much damage?
  24. Assuming they don't change counter attack frames, the only times they would be able to block would be if they jumped in, did a jump cancelable move on 2D and jump cancel away, or RCed a move that got caught by 2D. 5D and 6D are fast enough that they should hit the opponent out of their hitstop before they get a chance to block if they caught their non-projectile normal/special.
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