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Final Ultima

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  1. Interesting, although on inspection I don't think the Roman Cancel has anything to do with it. If you watch a little further on, Ky's life starts flashing in the middle of eating a D-Loop. It would appear that the rule is more along the lines of "when you return to neutral at less than 20% of the Life Gauge, or if your Life Gauge drops below 10%". Edit: The announcer still doesn't say "It's not over yet!" until you return to neutral though, which might be the actual trigger. I guess we'll find out as more time passes.
  2. [02/23/2014] ? (SO) vs. Daiji (MI) [Notes] Urban SQUARE [02/23/2014] ? (SO) vs. Daiji (MI), continued here [Notes] Urban SQUARE [02/23/2014] ? (SO) vs. Daiji (MI) [Notes] Urban SQUARE [02/23/2014] ? (SO) vs. Daiji (MI) [Notes] Urban SQUARE, first round omitted [02/23/2014] Akino (SO) vs. Daiji (MI) [Notes] Urban SQUARE [02/23/2014] Akino (SO) vs. Hosshii (KY) [Notes] Urban SQUARE
  3. [02/22/2014] Iken (SO) vs. Tanabata (FA) [Notes] Mikado 3on3 [02/22/2014] Miyanaga Saki (AX) vs. Hamenchu Killer Xrd (SO) [Notes] Mikado 3on3
  4. It fortunately does not.
  5. To be more specific, your opponent has to be at low life and then return to neutral to trigger their remaining life to flash (which occurs at around 20% of the Life Gauge or less, but the Life Gauge lies so your life total could be higher). They will gain the HELL FIRE buff to their Overdrives, but you will gain the ability to combo into your Instant Kill. If you have 50% Tension or more when you enter Instant Kill Mode, the Instant Kill Mode activation will turn into a super freeze.
  6. It has its advantages. It's a special cancelable knockdown, and unlike 2D you'll be able to get knockdown from it on air hit, so you can cancel it into Gun Flame (Feint) for some additional meter and still get oki. Judging from the ground bounce, probably.
  7. [02/22/2014] ? (SO) vs. ? (SO) [Notes] G-stage Singles [02/22/2014] ? (AX) vs. ? (SO) [Notes] G-stage Singles [02/22/2014] ? (SO) vs. Bon-chan (SO) [Notes] G-stage Singles [02/22/2014] ? (FA) vs. Bon-chan (SO) [Notes] G-stage Singles
  8. 6HS is 1 hit now, correct. I'm actually not too sure about it being all that much faster though. It looks to me like Sol pauses briefly during start-up and then catches up by swinging down faster than he used to, so it gives the illusion of being faster than it is.
  9. Your help would be very much appreciated. You mention that you're new to the game, so I'll keep it simple. If you have a problem with any of the following, feel free to disregard. Are there any altered gatling combinations or Counter Hit properties on Sol's normals? If you don't know, what happens during a CH 6P or CH j.D near the corner? After landing a Dust Attack (5D) in the corner, if you perform a Homing Dash (6 after 5D), what combos are possible off a low wall stick? Can you continue a combo after an air Bandit Revolver (j.236K) on air hit? Say during an air combo, pre-double jump? (DI) Bandit Bringer (236[K] during Dragon Install) was reported to cause sliding on hit. If this is the case, how long is the slide, and what combos are possible? What combo follow-ups are possible in the corner after a (DI) Grand Viper (214S during Dragon Install)? Is a combo possible mid-screen? Is Fafnir (41236HS) plus on block or even Instant Block? How does (DI) Fafnir (41236HS during Dragon Install) compare to the regular version (both on block and hit)? Fafnir on Counter Hit causes tumbling. Can you combo after this with or without Grand Viper mid-screen? Is Kudakero (j.214K) safe on block when covered by the flame that emerges from the ground? Is (DI) Kudakero (j.214K during Dragon Install) safe on block, or even plus? Is Kudakero into Fafnir possible? Is it possible to combo off a cross-up (DI) Kudakero? Edit: I caught your PM. It's a shame you weren't able to get this message before you got to the arcade, but these things happen. Don't worry about it.
  10. Well Fafnir has gone back to being uncancelable, which is obviously a pretty big limitation you need to work around. It does look a lot better on hit now compared to #Reload though (already justifying itself as a potential combo part) and it does cause tumbling on Counter Hit, which I imagine will only incentivise its use over time. As for (DI) Grand Viper, you can almost certainly combo off it in the corner. Actually, considering Sol's movement speed in Dragon Install, mid-screen might not be too farfetched either.
  11. His old 6K has been replaced by a shoulder charge that moves him forward. I don't think it's an overhead anymore but there are more options to gatling into it and it can combo into F.D.B. at close range. I expect some 6K (YRC) shenanigans down the road.
  12. [02/21/2014] Enumaru (MI) vs. TORU (SO) [Notes] Central Hachiouji Random 3on3 [02/21/2014] D.R.C (SO) vs. TORU (SO) [Notes] Central Hachiouji Random 3on3 [02/21/2014] Koreru (IN) vs. TORU (SO) [Notes] Central Hachiouji Random 3on3 [02/21/2014] Koreru (IN) vs. Zudah (SO) [Notes] Central Hachiouji Random 3on3 [02/21/2014] Zudah (SO) vs. Jima (KY) [Notes] Central Hachiouji Random 3on3 [02/21/2014] TORU (SO) vs. Jima (KY) [Notes] Central Hachiouji Random 3on3 [02/21/2014] TORU (SO) vs. Taka (CH) [Notes] Central Hachiouji Random 3on3 [02/21/2014] TORU (SO) vs. Kuma (KY) [Notes] Central Hachiouji Random 3on3 [02/21/2014] D.R.C (SO) vs. Goosen (AX) [Notes] Central Hachiouji Random 3on3 [02/21/2014] TORU (SO) vs. Rakudarubo (AX) [Notes] Central Hachiouji Random 3on3 [02/21/2014] TORU (SO) vs. Shokuin (PO) [Notes] Central Hachiouji Random 3on3 [02/21/2014] TORU (SO) vs. Goosen (AX) [Notes] Central Hachiouji Random 3on3 [02/21/2014] Zudah (SO) vs. Goosen (AX) [Notes] Central Hachiouji Random 3on3 [02/21/2014] Zudah (SO) vs. Kuma (KY) [Notes] Central Hachiouji Random 3on3 [02/21/2014] TORU (SO) vs. Kuma (KY) [Notes] Central Hachiouji Random 3on3
  13. As previously mentioned, it's still mashable. It's pretty much back to how it was during #Reload. It's a shame that we lost the far more useful Accent Core version, granted... but there is a silver lining. Now we've got (DI) Grand Viper, which travels at about twice the normal speed and ends with effectively days of untechable time, leading into a free follow-up combo on hit. I personally mash 191919 and S+HS. Hitting a diagonal counts for two directional inputs. Start-up: 17 Active: 3 Recovery: 13 Static Difference: +3
  14. Sol Combo Practice by Aoi Jun
  15. Well we do have footage of Sol's Instant Kill, both the regular version and the Dragon Install version.
  16. I'm pretty sure you can still do a regular Roman Cancel.
  17. Oh yeah, I saw that. It's a pretty interesting change. Dragon Install didn't have full strike invincibility until AC+R so we know that the activation frame data isn't lifted from #Reload.
  18. I mentioned it in the Xrd discussion thread, but CH 5HS > Bandit Bringer definitely still works on a crouching opponent. I don't think Bandit Bringer is any functionally different to how it was in #Reload. If you're close enough to the corner you can get a D-Loop going, so it's definitely not pointless. That said, with the slowdown on Roman Cancels, 5HS > Gun Flame (RC) > f.S (Gun Flame hits) > Bandit Bringer might be the new ideal RC combo, who knows. I don't think so, but if the loketest info stands, you can do 2S > 6HS now. I don't expect it to combo outside of Counter Hit though.
  19. CH 5HS > Bandit Bringer does still connect on crouching opponents, I've seen it happen a couple of times already.
  20. ElvenShadow mentioned that the vocal themes were listed in the credits during the location test, and I put two and two together. "Ride the Fire" is in the lyrics too, if I'm not mistaken.
  21. The theme that plays during Dragon Install is Ride the Fire. The assumption that it was Heavy Day was based on a Japanese player posting that he heard a song with English lyrics.
  22. Assuming he's referring to the slow motion effect rather than the super freeze: If a player Roman Cancels while already in slow motion, their opponent is also slowed down. The opposing Roman Cancels don't cancel each other out or anything. You can observe this during the first bit of JAEPO 2014 footage, namely the first round of Millia vs Bedman. Both players perform a Yellow Roman Cancel within a fraction of a second of each other and both characters are slowed down (albeit for a very short period of time). That same footage also confirms what had previously been reported regarding Yellow and Purple Roman Cancels having a few frames of start-up. During the super freeze of Bedman's Yellow Roman Cancel, Millia is already in the pose for hers.
  23. In response to the following post by RichyGaming:- Regarding 22C (DC) > dash 5C: Unfortunately, there is no real trick to it. You have to Dash Cancel as soon as 22C hits, and then start dashing again as soon as you recover from the Dash Cancel. Doing 5C immediately after dashing will not work mid-screen, you have to be dashing for some time before throwing out the 5C. It's a bit difficult to gauge visibly just because it's hard to determine whilst in motion when the momentum of the dash will bring you close enough for 5C's hitbox to connect, plus there is some variation between characters. I recommend that you try it out on a multitude of characters until you get a feel for it. As for landing Carnage Scissors after (OD) Dead Spike, if you're referring to landing (OD) Dead Spike as an air hit mid-screen, the issue is simply speed. Fortunately, depending on the how you land it, the Dash Cancel is often not required. For example: After landing an air hit 6B, (OD) Dead Spike > Carnage Scissors is possible thanks to the additional hitstun and launch height provided by (OD) Dead Spike's three hits. If you get less than three hits, that's where problems can arise. This is also why (OD) Dead Spike is rarely performed right in the corner, as you need a bit of distance for all three hits to connect before the projectile leaves the screen. While you can combo off a single hit of (OD) Dead Spike deep in the corner, all of Ragna's more damaging options require all three hits. As it just so happens, one of the listed changes for Ragna in the new arcade update prevents (OD) Dead Spike from travelling off-screen, preventing such issues.
  24. The "HELL FIRE!!" message only appears when a character is hit by an Overdrive that's been boosted by the user being at less than 20% life (it appears underneath the Life Gauge of the character being hit too, not the one doing the Overdrive). It's not indicative of the state itself, that's what the flashing Life Gauge is for.
  25. BlazBlue Chronophantasma Update Changes Ragna D Inferno Divider - Fall speed increased, recovery time decreased. Gauntlet Hades - No longer soars over crouching opponents. (OD) Dead Spike - Projectile no longer travels off-screen. Belial Edge - Last hit now floats lower, untechable time decreased. Last hit now Distortion Drive Cancellable on hit or block. Source: http://blazblue.jp/cp/update110.html
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