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SolxBaiken

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Everything posted by SolxBaiken

  1. Ok fixed and added, I'll probably clean up the opening posts later...(year old fluff, whoo~)
  2. Haha, that's probably it, which if they don't Fast Stand that CH really does make is a nice seal I don't know if you have a visual representation but here's a quick text based one (all adjustable options are listed as if shifting to the right from default. For quick select just find currently selected Character/Partner and go either left or right to desired selection.): Training Settings Display: None/Damage Output/Key Input/All Key Config Command List Sample Combo Reset All Options Character Select Main Menu COM Settings Neural State: Standing/Crouching/Jumping/CPU/Player CPU Level (grayed out and skipped over unless CPU is on) Guard State: Off/All/1 Hit/Random Guard Switch: On/Off Counter: Off/On/Random Fast Standing: Off/On/Random Reversal Back Step: Off/On/Random Record CPU Playback CPU Gauge Settings Life Recovery: On/Off Starting Life - Player: MAX/Half Starting Life - COM: MAX/Half Power Gauge: Normal/Start at Max/Infinite Partner Gauge: Normal/Infinite Emotion - Player: Normal/High/Neutral/Low Emotion - COM: Normal/High/Neutral/Low Morgan's Arrows: Normal/Infinite Quick Select [*]Character: Konomi/Tamaki/Manaka/Sasara/Multi/Hakuoro/Oboro/Touka/Karula/Arawn/Riannon/Morgan/Chizuru [*]Partner: Yuma/Ma-Ryan/Serika/Camyu/Ulthury/Octavia/Rathty/Llyr/Yuki/Rina/Mizuki/Yu/Satsuki/B. Ma-Ryan [*]Mode: Normal/Simple
  3. Oh yeah I figured it out, cause I'm a fast learner \o/ And the option to turn on Fast Standing is: COM Settings > 5th option (from the top, excluding CPU level obviously) > 3 characters is off, 2 is on, and 4 is random (and it cycles in that order) Also I'm still not sure how you got the CPU to do an action for you to interrupt in order to get that counter o.o but no need for apologies, we're all learning :3
  4. Chu, I update my channel often there was a period I stopped uploading 2.0 vids because it was ALL Chizuru, ALL the time and I was sick of the Chizuru army lol, though honestly the jump from 1.5A > 2.0 wasn't nearly as big as vanilla > 1.5A, 2.0's biggest changes were the addition of Chizuru, Oboro, Llyr, and Serika. The top players Impact Guard and Resist Smash (something I need to work on) also if you have a good Partner like Yu doing Passive Assist can do wonders too. If there's somethign you want to know immediately you might as well ask as it may have not been written down/translated yet. Also just add and play me :D I'm on pretty much constantly (like even in a week when I get Tag 2, I'll basically be playing this and that, and add in DoA at the end of the month). TZA that combo is escapable if they Fast Stand the followup sweep will miss as they are invincible for a short period, also how did you get that counter hit? And lastly that combo isn't "meterless" as it uses an Active Assist which costs a bar, in this game meter is REALLY important as you need Partners to really extend combos (not to mention spending them on Supers, Resist Smashes, Passive Assist) that's why meter gain is pretty crazy and consistent between rounds. Most of your combos will cost at least 1 bar, but luckily you can get some great damage with just 1, it all then depends if you want to go for the gusto and spend more to do more. Also turn on input display if you aren't going to list the formula ; -;
  5. Good games to Ragnell, feels good to get some matches in! Once I perfect my execution B. Ma-Ryan will be so much scarier ; w;
  6. I'll probably shower then stay on until I drop = A= I just want to play some real games, I've spent over 8hrs in training mode today...and I just don't want to look at it anymore, lol
  7. Ragnel, why you P.Slot room so I can't join :<
  8. 7.5gb mandatory install
  9. Sasara combos Mid-screen [Mizuki] 5B > 5C (D) > 5C > 5C > dash > 236236+AB = 7280~7920 (vertical) spacing dependent/2 bars [Yu] 5A > 5B > 623+A (D) > 236236+AB = 6460/2 bars [b.Ma-Ryan] 5A (D) > 5B > 5B > 236236+AB = 6120/2 bars [b.Ma-Ryan] 5B (D) > 5C > 214+B = 4760/1 bar [b.Ma-Ryan] 5B (4/6+D) > 5B > 623+B = 4420/1 bar Corner [Rina] 5B > 623+B (D) > BC > BC > 2363214+BC = 12268/4 bars, sub. ender for 641236+AB for 8630 & Amnesia/2 bars [b.Ma-Ryan] 5A > 5B > 623+B (4/6+D) > 623+C > BC = 7020/1 bar [b.Ma-Ryan] 5B (D) > 5C > 5B > 236236+AB = 6720/2 bars [Yu] 5B (6D) > 5C > 5C > 5C > 641236+AB = 5920 + Amnesia/2 bars, if you do it mid-screen you only get 5080 Buff safe [*][Mizuki] 5A (D) > 5B > 22+A > 236236+AB = 6238~7246 (vertical) spacing dependent/2 bars [*][Yu] 5A (4/6+D) > 5B > 22+A > 641236+AB = 4758 + Amnesia/2 bars [*][Yu] 5A (4/6+D) > 5B > 22+A > 5B > 236236+AB = 5136/2 bars [*][b.Ma-Ryan] 5A (D) > 5B > 22+X = 2480/1 bar More to come later, if I feel like updating...might move on to another character...want to get some matches in...guess I'll trophy hunt...
  10. It's apart of the power up's affect ; -; Battle Demon + Devilish Charm is what makes Arawn such an offensive monster D:
  11. Oh also keep in mind Guts kicks in immediately at less than 10k HP (1/2 life, when the health bar is yellow)
  12. Your activity is what alters the Emotions: - Walking back/back dashing will result in Low (this includes any special movements like Sasara's Back Air Dash and Touka's A ver of Hayate) - Complete inactivity will result in Low (this is actually based on the last taken action, if 1P back dashes and both players remain inactive, only 1P will receive the penalty and vice-versa, however if the same action is taken at the same time-like both of you back dashing-, nothing occurs as the game is still at "neutral") - Blocking will result in Low (you can prevent this by performing Impact Guards and Resist Smashes, however they only result in preventing further loss and will lock you at your current status, so for multi-hitting attacks/block strings you need to IG each strike. On that matter I never really bothered with IBing in other games cause it felt like a more advance tactic for getting the upper edge, but in AP it's pretty fundamental since resulting in Emotion Low makes you more susceptible to Guard Crushes, but IG feels very lenient, there's a pretty big window and you can "mash" it while in block stun) - Attacking (including calling your Partner) will result in High - Walking forward/front dash will result in High I think that's pretty much it, simple but effective, also the values at which various actions increase/decrease is kind of sporadic, so it would be troublesome to properly chart it, although even if you find a setup that results in High, realize that there are many different variables that can affect in actual play (like how far down you were before initiating the combo, where were you on screen, etc). That's why it's best to know the base damage both on both players having Neutral that way if in the heat of battle you see yourself in High during the combo you know it will net you more, and if the opponent is in Low while getting hit, you know it's gonna be even more devastating)
  13. Hopefully I'll have my capture equipment next week or so = A= and you guys should really lock yourself and the CPU to Emotion Neutral, it's good to have the base Offense and Defense values (that's what I did for all my chombos, and yay for War Cry stacking on top of Emotion High!)
  14. Haha, yeah I usually manually record myself block, just to be on the safe side (and the AI seems to have this weird habit of standing to block moves if set to crouch lol). Eh nothing flashy but here's what I came up with Sasara/B.Ma-Ryan: - 5A > 5B > 623+B (4/6+D) > 623+C > BC = 7020, 1 bar, requires corner - 5B (D) > 5C > 5B > 236236+AB = 6720, 2 bars, requires corner - 5A (D) > 5B > 5B > 236236+AB = 6120, 2 bars - 5B (D) > 5C > 214+B = 4760, 1 bar - 5B (4/6+D) > 5B > 623+B = 4420, 1 bar - 5A (D) > 5B > 22+X = 2480, 1 bar Bottom one is my favorite, cause it allows Sasara to use a buff spell or heal uninterrupted, making Trap Hole better than Serika's Shadow Bind by just a tiny bit, since Bind is slow to activate and you can't preform any Special cancel moves without dropping the combo and having Bind blocked.
  15. FREAKING LIAR! D: I thought it was too good to be true, but no it is not an overhead :< you can use any block on Partner attacks, no doubt to prevent unblockable setups And I kinda take it back, Boss Ma-Ryan's Kick is kinda worst...unlike the regular ver it doesn't cause knockback but instead ground bounce which is cool because you can further extend your combo, however like I said earlier it has ALOT less range AND it has NO tracking unlike the regular version (if your back is against the corner there's a decently big spot where B.Ma-Ryan will completely whiff the opponent...). ...kind of a cruddy trade off because you have to be that much more spacing dependent. You can combo Trap Hole, but due to the state it starts (and leaves) the opponent in, it may be tricky to make it truly rewarding. Not 100% sure how to place her with other Partners yet, but compared to her normal version she's pretty garbage IMO (but that cape is enough for me to still use her~) but yeah she's definitely ok for regular play, she doesn't have anything special that makes her any more powerful than other Partners lol EDIT: Oh yeah and F Super Chizuru Omega X' if someone says they beat her, you better be ready to show some proof, now I know why they only require you to encounter rather than beat her for that trophy...
  16. She's not a stripper, that's the Barbarian Class :< Also Boss Ma-Ryan is NOTHING like I thought she'd be when she was announced, overall she's kinda worst than regular Ma-Ryan, her Kick is better but has ALOT less range and she lost her ability to control space due to the loss of Fireworks. Trap Hole is ok but it's blockable while standing and can obviously be jumped over, also doesn't seem to be possible to combo with (still require further testing). Personally I prefer Serika's Shadow Bind over it because Shadow Bind stays on the ground for a period of time and leave the opponent in a standing state, Trap Hole does the opposite and is only active for a few frames and on hit puts them in a special low state, and upon exit the opponent is considered to be in a jumping state. Glad that she's viable for standard play, but she just seems like a weaker Partner overall :< (but at least she has that awesome cape!) Also WTF! Score Attack Boss Chizuru (or as I like to call her Super Chizuru Omega X') is alot more vicious than regular Boss Chizuru...
  17. Think it's safe (and sad) to say SG disappointed many in one way or another...
  18. I remember that guy, from back when "Skullgirls" was a thing
  19. Ok just played several games with TZA, At first the matches were inconsistent, some ok, some terrible, then I remembered I had 2 streams running in the background (lol, sorry >.< ) and after closing it it was much more stable haha. It's only 1 person, but I don't think this netcode is ANYWHERE near KoF XIII lol Now back to the chamber~
  20. It's here ; -; *walks into the Hyperbolic Time Chamber* You dirty liar, LOL
  21. I believe he's referring to MMCafe
  22. F it, everyone compile a list of your favorite moves from your favorite characters: Solo Mode, Bountiful Sea, Combot only! LET'S GO!
  23. If you're gonna post them, post em all lol: Training mode, Alex, and Michelle look sick...why the fuck didn't they demo Kunimitsu :<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< How does Harada expect me to pick only TWO characters to fight!? D: Kunimitsu, Alex, Jun, Michelle, Xiaoyu, Lili, Zafina, Asuka. SoBa confused D:
  24. People hate counter supers? I find them to be the most fulfilling things to land, especially when your opponent is of a higher calibur~<3
  25. Nah, lol And yeah I know he needs safe moves, but at point blank D: Yeah Gordeau hits like a truck, he gets such high damage of the simplest things and is flashy as crap
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