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Final Ultima

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  1. Ah, thanks for the clarification. And yeah, I noticed that last note about Stylish Move but I forgot to mention it. Pretty interesting stuff.
  2. The final playable character, Ikuro Hashizawa (aka Baoh) is now up on PSN, along with Campaign #5. Ikuro's life total is 850, and he has Kakugo (Resolve) Mode. His Style is called Baoh Armed Phenomenon. Pressing S performs "This is "Baoh"!", a command that gives his next special super armour at the cost of a fifth of a stock of Heart Heat Gauge. It will disappear after using a special regardless of whether the armour came into play or not. Ikuro also gains a buff called Baoh Armed Phenomenon whenever he loses a quarter of his life. This buff increases his Phenomenon Lv. The higher the Phenomenon Lv, the faster his life will regenerate (capping at Lv3). His life gauge turns purple with a blue glow once he hits half life. Also the narrator speaks on Baoh's behalf, which I find pretty great. Now that we have the whole cast, I'll list the complete set of life totals:- 1050: Ermes (Hermes) 1000: Jonathan, Joseph, Wamuu (Wham), Jotaro, Avdol (Abdul), Kakyoin, Josuke (Part 4), Okuyasu, Rohan, Jolyne, Anasui, Gyro, Josuke (Part 8) 950: Zeppeli, Caesar, Old Joseph, Polnareff, Hol Horse, Vanilla Ice, Koichi, Otoishi, Kira, Kawajiri, Giorno, Buccellati, Mista, Narancia, Fugo, Johnny, Valentine 900: Dio, Lisa Lisa, Esidisi (ACDC), Kars (Cars), DIO, Shigechi, Diavolo, Pucci 850: Ikuro 700: Iggy
  3. A raw 22C also deals exactly 666 damage. Just knock someone down, have them not tech, and then pick them back up with 22C.
  4. As long as you have the values, you can work it out mathematically. For those that aren't already aware, here are the new values and modifiers. Numbers in parentheses represent lifesteal during Over Drive. 5D, 2D, 6D, j.D: 100 (125) Tsuika Kougeki (Additional Attack): 200 (300) D Inferno Divider: 50+50 (75+75) Kakato Otoshi (Ax Kick): 100 (150) Keri Age (Spin Kick): 100 (150) Dead Spike: 100 (100*3) Blood Scythe: 300 (450) Carnage Scissors: 200 (200+50*4) Yami ni Kuwarero (Devoured by Darkness): 500 (1000) The new rate for lifesteal during combos is 100% > 90%, then +5% for each hit until 150%, then 160%, then 180%. 180% is the cap. Multiple hits with the Soul Eater property within the same move are now counted separately.
  5. BBCP Ragna Suitable Foundation Combos - Simple Combos by Kisaragi Wakaba
  6. 「EPSILON」 by Asaki
  7. Yeah, same. I was able to perform Jotaro's DP on wake-up against a meaty earlier. It seems hitting the default binding for GHA still doesn't work though (oh god I hope that wasn't always the issue, that's what I used during my testing most of the time). They might have given specific moves the property of being able to be input before returning to neutral. Oh, also, life values. Vanilla Ice looks to be 950, and Anasui is at 1000.
  8. I tested wake-up reversals back when I was trying to see what could beat the Jolyne guard break unblockable setup in Ver1.02 and it was a no-go, even with pause buffering. I don't know if that's still the case though, I haven't looked into it. On another note, Narciso Anasui, Vanilla Ice and Campaign #4 are now up on PSN.
  9. Well as it turns out, Version 1.03 actually fixed the guard break unblockable glitch anyway, so it's all moot. Aside from the fact that the two videos I uploaded are already obsolete, I'm loving the changes so far. Gravity's back to the way it was, you can attack during early jump frames again, throw damage has been buffed, sweeps now cancel into specials, normals can now cancel into Stand ON at the cost of 1 stock of Heart Heat Gauge, normals can now cancel into GHAs. Lots of good character specific stuff like nerfing DIO and Diavolo's bursts and making time stop crazy fast again. Edit: Oh, here's an interesting change. If you combo off a throw, all the hits after the throw deal 50% base damage. This even applies to HHAs and GHAs. I also read somewhere that doing multiple taunts in one combo gives the opponent extra invulnerability on wake-up. I guess that means taunt combos are here to stay. Second edit: I went ahead and tested to see if any characters have had their total life altered, and sure enough, some of them have. Strangely enough though, none of the ones that changed were reflected as such in the patch notes, and the patch notes also seem to indicate that some characters should've been changed, but weren't? Zeppeli: 1000 -> 950 Caesar: 1000 -> 950 Lisa Lisa: 950 -> 900 Old Joseph: 1000 -> 950 Koichi: 1000 -> 950 Kira: 1000 -> 950 Kawajiri: 1000 -> 950 Giorno: 900 -> 950 Fugo: 1000 -> 950 Valentine: 900 -> 950 This means that the full life value breakdown as of Version 1.03 goes something like this:- 1050: Ermes (Hermes) 1000: Jonathan, Joseph, Wamuu (Wham), Jotaro, Avdol (Abdul), Kakyoin, Josuke (Part 4), Okuyasu, Rohan, Jolyne, Gyro, Josuke (Part 8) 950: Zeppeli, Caesar, Old Joseph, Polnareff, Hol Horse, Koichi, Otoishi, Kira, Kawajiri, Giorno, Buccellati, Mista, Narancia, Fugo, Johnny, Valentine 900: Dio, Lisa Lisa, Esidisi (ACDC), Kars (Cars), DIO, Shigechi, Diavolo, Pucci 700: Iggy I did all of this testing pretty late so there is a chance that I overlooked something, but there's the gist of it anyway.
  10. No, they don't trigger any further defense boosts as far as I'm aware. Gogogo (Rumbling) Mode grants an additional 10% damage to all attacks and builds extra Heart Heat Gauge when landing hits. Kakugo (Resolve) Mode grants armour and an additional 20% damage to all attacks and builds extra Heart Heat Gauge when taking hits. I don't know exactly how much the Heart Heat Gauge bonuses are worth, but they're noticable. In regards to my video, when I said there was no reversal window, you can't buffer attacks during wake-up or out of hitstun or blockstun. At first it looked like you could buffer a reversal out of blockstun, but in truth you just recover long before your character visably returns to neutral. When I was looking for setups to give the guard break unblockable some degree of practicality, I tried testing to see if a wake-up GHA could beat meaties at varying distances, and found that I just couldn't reversal out of the meaty at all. To make sure it wasn't some sort of fluke, I tested through pause buffering (if you pause, hold a button, then unpause, that input will occur on the very next frame). Not a single input other than blocking (and by extension, Stylish Move) came out, it didn't even trigger a Counter Hit message when I hit buttons. It would appear that the very first frame you can input a button out of stun is your first neutral frame, but that frame is also the first frame you can take damage, so by the time you hit the button you've already taken the hit. Interestingly, a character appears in their neutral pose for one frame before they're visibly hit by a meaty, but that frame is used for hit detection. If you see that frame and weren't blocking prior, you're already going to be hit, not even blocking will prevent it. As for the Joseph vs DIO thing, I think what happened was that Joseph returned to neutral on the frame the time stop activated (as in, when the camera pans to DIO) and inputted his HHA on that same frame. Unlike an attack, time stop affecting Joseph on his first frame doesn't function as a "hit" and prevent him from doing the input. I could be wrong, it's just my take on what happened.
  11. The half-way point on the life gauge is exactly half of the opponent's total life, so you can pretty easily gauge it by going on Practice Mode and doing a 400-500 damage combo that does a bunch of hits near the end and seeing when the 50% boundary is cleared. These numbers are consistent with the numbers on the Japanese ASB wikis too (although I added the newer DLC characters myself). The numbers that Japanese player tweeted were probably worked out by testing the damage of a specific normal and seeing how many of them it took to K.O. each character on Versus Mode or something. That method has two pretty large flaws though. First of all, it doesn't take into account the guts that occurs at 30% life. (This is independent of comeback mode activation, by the way. Kakugo (Resolve) Mode characters also trigger guts at 30% life even though Kakugo Mode itself only triggers at 20%. Plus it is entirely possible to prevent a character from entering their comeback mode whatsoever, but guts will still occur.) It's not like the character gets more life from triggering guts, they just take less damage. Second of all, I suspect there were some issues with accidentally calculating recoverable life because Dio and Kars don't have any more actual life than the characters below them. Edit: Were you the person who posted about my video on SRK, by the way? I can elaborate on that if you want. I have some idea what caused that oddity with Joseph carrying HHA start-up invulnerability through DIO's time stop too.
  12. BBCP Ragna Over Drive Combo Movie by Isshi
  13. To put the chart into numbers (and include the paid DLC characters):- 1050: Ermes (Hermes) 1000: Jonathan, Zeppeli, Joseph, Caesar, Wamuu (Wham), Jotaro, Old Joseph, Avdol (Abdul), Kakyoin, Josuke (Part 4), Koichi, Okuyasu, Rohan, Kira, Kawajiri, Fugo, Jolyne, Gyro, Josuke (Part 8) 950: Lisa Lisa, Polnareff, Hol Horse, Otoishi, Buccellati, Mista, Narancia, Johnny 900: Dio, Esidisi (ACDC), Kars (Cars), DIO, Shigechi, Giorno, Diavolo, Pucci, Valentine 700: Iggy
  14. Here's the latest Weekly Shonen Jump scan, featuring Narciso Anasui (w/ Diver Down) and Vanilla Ice (w/ Cream). No specific date for their release is given, but given the trend with campaign releases we shouldn't be waiting too long. The official website has also updated recently, adding that the new balance patch (Version 1.03) will be released on the 11th.
  15. Bumping this thread just to post a couple of videos I uploaded earlier today. The first one is pretty self-explanatory, but you'll probably want to read the description for the second one.
  16. Old Joseph, Lisa Lisa and Campaign #3 are now out on PSN. Old Joseph does some serious damage. I got 657 after about 10 minutes of looking through his moves in Practice Mode and I'm sure he can do more once someone experiments further. Being able to restand off of a hard knockdown without needing to do taunt combos is really nice and it does a lot for his general damage output.
  17. Oops, added it to the combo video list but forgot to post about it. 「Rules of Nature」 by nuno
  18. Alright, I'll post the Sol changes here too. Everything's already up on the wiki (Character Page, Frame Data Page) for those that want to check the GB+ and GB- of any move not listed here (that is to say, moves with unchanged GB values). To avoid confusion, move names both here and on the wiki currently use the names from the English command list in AC+R.
  19. I'll add what I've observed while testing for changes made to the Kujos, but I'll omit the general stuff everyone already knows like jump start-up and landing recovery being increased and cinematics being sped up across the board. General notes: The time it takes for an opponent to wake-up after a hard knockdown seems considerably shorter. Grounded pushback seems more or less normal, but airborne pushback and gravity hit hard and fast. This is especially true when pushed against a wall. Jotaro Kujo: Throw has much longer recovery on hit. (Thanks Leebee.) 236+any deals 12 hits as standard and can be mashed up to 20, down from 13 and 23 respectively. Stand OFF 236+any now deals more damage when mashed compared to unmashed, before they dealt the same amount. Stand OFF 623+any (PC) > j.H > GHA now impossible due to new jump properties and increased gravity. You have to do 623+any (PC) > (dash) GHA instead. Double jump-ins now no longer possible during Stand ON 623+any (SR) due to new jump properties. Stand OFF 63214+any animation has been sped up considerably, but now has majorly increased recovery on hit. 22S now has increased start-up, time stop combos are now impossible off of everything but (s)236+any -> 236+any (PC) > 22S. Jolyne Cujoh: Stand OFF 236+any, Stand ON 236+any and Stand ON j.236+any now no longer build Heart Heat Gauge on a per hit basis. Instead they only grant meter on the last hit, although this amount has been increased. This means no more meter neutral Puttsun Cancel combos. Both the backward and forward Stand ON High Jump have a higher minimum height you're forced to travel and a higher minimum height required before a normal can be thrown out. Neutral seems to be more or less the same as before. (s)5L > (s)5M > (s)5H > Forward High Jump > (s)j.H > (s)j.236H is still possible, but is now much tighter and does not work on all non-short characters when standing. Also, the height at which you're forced to do it makes landing a jump-in afterwards much harder. On other characters, you can either replace Forward High Jump > (s)j.H with Neutral High Jump > (s)j.M or simply opt for (s)236H/j.236H without any additional normals. Note that Neutral High Jump > (s)j.M will not connect from a max distance (s)5H, so (s)236H/j.236H is probably the safer option.
  20. If it helps people with their testing, the method I used to determine GB- was to see how far away from -126 (which is the amount at which the Guard Gauge appears to be visibly empty, not -128 as you might expect) you have to set the Guard Balance to have the Guard Gauge appear empty when the move connects. For example, if you set the Guard Balance to say... -106 and the move you're testing empties the gauge on hit, then you set it to -105 and there's still a sliver of the gauge remaining, the move has a GB- of 20. Unlike GB+ with blockstun, GB- does not scale with additional hits dealt during hitstun either, so this should work for moves with multiple hits as well. Just be sure to check the individual hits anyway in case they've been tweaked but the total GB- across the whole move remains the same.
  21. During the recent All Star Battle League broadcast, a new trailer was shown, revealing Iggy, Pannacotta Fugo and Baoh (from the manga of the same name, Araki's previous work) as future DLC characters. Iggy and Fugo will be downloadable on September 12th for 600 yen a piece. Edit: Now with trailer! http://www.youtube.com/watch?v=FC6n-6J_anY Story Mode only. Gold Experience Requiem drains your Heart Heat Gauge and you cannot gain any while it's active.
  22. [6/30/2013] KAQN (RG) vs. Shadow (VK) [Notes] Gamechariot [7/3/2013] Asabishi (RE) vs. Zobon (RG) [Notes] Gamechariot Ranbat Pick Ups [7/5/2013] Fumi (RG) vs. Kami Ninja (CA), Part 2, Part 3, Part 4, Part 5, Part 6, Part 7, Part 8, Part 9 [Notes] [7/6/2013] KAQN (RG) vs. Kazuhisa (IZ) [Notes] Gamechariot [7/10/2013] Buppa (RG) vs. Shadow (VK) [Notes] Gamechariot [7/13/2013] Meshidoki (RG) vs. Tamio (RC) [Notes] Gamechariot [7/17/2013] KAQN (RG) vs. Ryuusei (JI) [Notes] Gamechariot [7/17/2013] KAQN (RG) vs. Kagetsu (LI) [Notes] Gamechariot Ranbat Pick Ups [7/17/2013] KAQN (RG) vs. Ryuusei (JI) [Notes] Gamechariot Ranbat Finals [7/17/2013] KAQN (RG) vs. Shadow (VK) [Notes] Gamechariot Ranbat Finals [8/2/2013] Zekuso (RG) vs. Noze (HZ), Part 2 [Notes] [8/3/2013] Amakusa (RG) vs. Tahichi (AZ) [Notes] Umejima Fantasy Casuals [8/3/2013] X (RG) vs. Tahichi (AZ) [Notes] Umejima Fantasy Casuals [8/3/2013] Unknown (RG) vs. Tahichi (AZ), Part 2 [Notes] Umejima Fantasy Casuals [8/3/2013] Kaichou (IZ) vs. Unknown (RG) [Notes] Umejima Fantasy Casuals [8/6/2013] Yasuda (JI) vs. Fumi (RG) [Notes] Mizonokuchi Taito 3on3 [8/9/2013] HARA (RG) vs. Chin (HK) [Notes] Tachikawa 3on3 [8/11/2013] Hasshi (JI) vs. Mohe (RG) [Notes] Urban Square B Stream Pre Tournament Casuals [8/11/2013] Hasshi (JI) vs. Yuika (RG) [Notes] Urban Square B Stream Pre Tournament Casuals [8/11/2013] Kuma (RG) vs. Mame (TK), continue here [Notes] Urban Square 4on4 B Stream [8/11/2013] Kuma (RG) vs. Unknown (BA) [Notes] Urban Square 4on4 Casuals [8/11/2013] Kuma (RG) vs. Unknown (TS) [Notes] Urban Square 4on4 Casuals [8/11/2013] Kuma (RG) vs. Unknown (MK) [Notes] Urban Square 4on4 Casuals [8/11/2013] Kuma (RG) vs. Jon (JI) [Notes] Urban Square 4on4 Casuals [8/11/2013] Nagakura (CA) vs. Kuma (RG) [Notes] Urban Square 4on4 [8/11/2013] Mohe (NO) vs. Kuma (RG) [Notes] Urban Square 4on4 [8/11/2013] Unknown (MK) vs. Kuma (RG) [Notes] Urban Square 4on4 [8/11/2013] Naoya (TK) vs. Kuma (RG) [Notes] Urban Square 4on4 [8/13/2013] Natakishi (HK) vs. Sousuke (RG) [Notes] Mizonokuchi Taito 3on3
  23. Alright, the correct GB+ and GB- values are now up on the wiki. For those who wish to know the changes:- 6HS: GB+ down from 20x2 to 10x2[20x2]. j.K: GB+ down from 6[10] to 5[8]. j.S: GB+ down from 10 to 8. j.HS: GB+ down from 10x2 to 8x2. j.D: GB+ down from 14 to 11. Aerial Volcanic Viper (DI) - GB- down from 7x3 to 7,6x2. Ground Viper - GB- down from 1x6,7x2 to 1x6,7,6. Bandit Bringer - GB+ down from 20 to 15. Sidewinder - GB+ down from 20 to 15. Fafnir - GB+ 14, GB- 10 Slam (during DI only) - GB+ 8, GB- 20 Tyrant Rave - GB- up from 3x4 to 7x4. FB Sidewinder - GB+ 15, GB- 20 Edit: I haven't tested tension gain values yet, but I'll probably look into it eventually if someone else doesn't.
  24. Huh. You'd think that if it was meant to be Ground, they'd have just written it as グラウンド (guraundo) instead of グランド (gurando) and spared everyone some confusion.
  25. With AC+R now out on the Japanese PSN release, I've had the chance to mess around with a few things and it has come to my attention that there's another change not reflected in the frame data. FB Sidewinder has higher GB- than a regular Clean Hit Sidewinder. It would appear to have a GB- of 20, the same as 5D. Not an error so much as an omission, as the AC+R frame data did not include TG, GB+ or GB-. Edit: Actually it seems that several of the GB+ figures have been changed, maybe even GB- too, although that's harder to test due to min and max Guard Balances altering the amount of GB- a move has. Oh boy.
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