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Final Ultima

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  1. It's regular, same as before.
  2. IAD j.623D (1st hit) (RC), j.214D works. For hit confirming, j.D > j.214D seems like it would probably work just as well. Edit: j.623D (1st hit) (RC), j.D > j.214D, 5B confirmed to work. The player in question didn't do dashing 5B though, so we don't know the extent of what you can get off of it yet. It looks like Dead Spike basically follows underneath a thrown opponent, so you can be reasonably far from the corner and still get the old stuff. Enjoy your pseudo-CSII style corner combos! Also, 22C > 236D > 5C etc works in the corner. Did I mention how much I love the new 22C?
  3. A new thread will be made, but it probably won't be right away given how long it'll take for people to get to grips with the game and all.
  4. Bandit Bringer's 66% proration is still intact.
  5. Took a quick gander at Sol's frame data, gonna translate as many of the changes as I can. Normals 5P - Damage during Dragon Install has been increased from 10 to 12. 5K - No longer jump cancelable during Dragon Install. c.S - Recovery time has been reduced from 16F to 12F. f.S - Static Difference during Dragon Install has been increased from -1 to 0. 6P - Untechable time has been increased from 28F to 30F, now applies to both ground and air hit instead of just ground hit. 6HS - Damage has been reduced from 40x2 to 32x2. Now a Level 4 move. Static Difference reduced from -12 to -14. No longer staggers. 5D - Startup time has been increased from 22[16] to 24[18]. 2HS - Untechable time on Counter Hit has been increased from 52F to 60F. 2D - 90% proration added. j.S - 90% proration removed. j.D - Untechable time has been increased from 23F to 27F. Specials Grand Viper - Active frames changed from 4x3,2x3,7(19)3 to 4x4,2x2,5(20)3. Bandit Revolver - Landing recovery reduced from 8F to 7F. Bandit Bringer - Static Difference increased from 0 to +1. Clean Hit property added. Now ground bounces on normal hit (untechable for 50F, 80F on Clean Hit). Counter Hit untechable time increased from 140F to 152F. New move: Fafnir (41236HS) Damage: 40 Level: 4 Guard: High, Low, Faultless Cancel: Roman Startup: 19 Active: 3 Recovery: 27 Static Difference: -13 Notes: 70% forced proration. Stagger on ground hit (Max: 42F). Knocks down on air hit (untechable for 24F). Slides on Counter Hit (untechable for 56F, slides for 40F). Can follow-up into Tyrant Rave on frames 20-25. New move: Tatakiotoshi (DI version) (j.214K during Dragon Install) Damage: 60 Level: 3 Guard: High, Air Cancel: Roman Startup: 17 Active: 12 Recovery: Until landing + 10 Static Difference: +3 Notes: 80% proration. Ground bounces on hit (untechable for 55F). Static Difference is based on connecting at minimum height (startup: 20). Force Breaks Fafnir - Throw invincibility increased from frames 1-7 to until active frames. Now knocks down on hit (untechable for 40F) and slides on Clean Hit (untechable for 80F, slides for 28F). Tyrant Rave follow-up window increased from frames 12-17 to frames 12-18. Tyrant Rave - Command changed from 46D to 64D. Damage changed from 40x3+84 to (25+25n)x3+84, where n = number of Clean Hits in the combo. Startup time reduced from 7+1 to 3+1. Recovery time increased from 21F to 35F. Hits 2-4 can pass through projectiles (this was the case before, it was just documented erroneously). New move: Sidewinder (j.236D) Basic properties are the same as regular Sidewinder. Damage is listed as 60 instead of 35, but that's because you can't not get a Clean Hit, so the raw damage is always 35+25. Notes: 70% forced proration. Wall bounces on hit (untechable for 56F). Guaranteed Clean Hit. Sol is in Counter Hit state during landing recovery. Hitstop: 27. On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value. Overdrives Tyrant Rave ver. Beta - Second hit now wall sticks (untechable for 80F, sticks for 32F). Dragon Install - Startup time reduced from 19+9 to 19+1. Startup invincibility increased from frames 1-18 to frames 1-19 (strike invincibility is still frames 19-21 though, so it might be a mistype). There might be some mistakes here or there, but that's the gist of it.
  6. Well, they've consistently romanised it as Strum Viper (both in Slash and Accent Core, if I recall), but the katakana definitely lends itself more to Sturm. If it is Sturm, I guess it could be a reference to Finnish heavy metal band, Sturm und Drang. It was pretty clearly never intended to be the English word Storm, at any rate. MOVING ON.
  7. How much hitstun do you think FC 2C has?
  8. Somewhat off-topic, all things considered, but this thread is basically the hub for all things new in Guilty Gear and it doesn't seem worth it making a new thread when the console release had been discussed at length prior to AC+R anyway. Accent Core Plus for PSN/XBLA has been confirmed for a release date of October 24th in Japan. https://twitter.com/Yamanaka_ARC/status/250120591221338112 For those of you that can't buy the Japanese version, I believe Yamanaka says in response to another tweet that they're planning for a simultaneous worldwide release, but that there might be some formalities to deal with regarding distribution that might slow the U.S. and European releases.
  9. Holy hell, that voice cast is too strong.
  10. In conjunction with the arcade release, the official website has been updated. It seems they changed up the HUD a little, nice.
  11. It's not Continuum Shift Ragna until I can do seven 22Cs in one combo against Tager again.
  12. Oh man, I'm liking this version already.
  13. Bang's Asura Musouken? Not that it means anything really.
  14. That might be a good point, actually. At low health it'll last longer too. I think the most important thing we need to know about how Overdrive affects Ragna now is how the activation works.
  15. Sorry to leave you high and dry, man. I just got unenthused with BlazBlue at the same time the community at large started to. Needed a reason to get invested in the series again, and this might be it. AC+R news has been my life support for a while now, it has basically replaced breathing. I will need a backup during the cold, uninformed months. I still don't plan on doing much tho-- actually no, I sort of mean that. Hey, so how about that Ragna, everyone?
  16. I'm pretty sure Blood Kain Idea only requires Overdrive. You might be thinking of Crash Trigger.
  17. I don't know why people are all that bothered by the changes to Yami ni Kuwarero anyway, but it seems to me that it can be done without Blood Kain now (I guess because they didn't want him having a Distortion Drive that depends on activating Overdrive to even work) and that it'll probably act as normal if Blood Kain Idea is active.
  18. I believe the new gatling is specifically f.S -> 6HS. Edit: Also, looking at the source PDF, it's 2HS with the CH untechable buff, not 2S. There's no aerial Bandit Bringer either, the note that was previously attributed to that is actually just the final change for Bandit Bringer, whatever that is.
  19. Forgive me if I'm wrong, but isn't the animation for FB Greed Sever based on Kakushi Kakusei Hissatsu Waza, Gold EX Ky's secret Greed Sever Overdrive that he's had since... #Reload, I think?
  20. Just throwing in a few unrelated combos, don't mind me. Both of these combos were recorded by Tong due to my PC being too old and arthritic to even play the game well, let alone record it. Nothing much to say about the first combo really, it's really all about throwing SP at someone and seeing what happens. It was mostly just a diversion to blow off steam from recording the optimised version of a certain meterless Jessica combo that we never actually got around to doing. I think it looks quite nice though. The second video came after Will's release. It's basically the same idea, except Will doesn't really care about damage scaling. Unfortunately, due to realisations made basically the day after uploading, the combo turned out to be considerably less optimal than I would've liked. Because I probably won't get around to recording a stronger version, here's the notation for it instead. (starting with Will) j.2C, land, j.B, j.C, c.5A, c.5B, 2B, 2C, f.5C, Attack Touch, 3B, 6B, c.5C (MC), j.C, j.B, 3B, 6B, c.5C, 2C (stun), 623C XX 236236C, j.C, j.B, c.5B, c.5C, Attack Touch, 6C, 641236C Touch, nj.C, land, j.C, j.B, c.5A, 3B, 6B, c.5C, 2C, 623C XX 236236C, j.C, j.B, c.5B, c.5C, Attack Touch, high 6C, low 6C, 2C, c.5C (JC), nj.B, nj.C, 236A+B, 6C, 2C, c.5C (JC), nj.B, nj.C, 236A+B, 6C (MC), 641236C, 236A+B, 6C, 641236C, 236A+B XX 641236C The main differences are the stronger opening and the improved strings during B.Battler's SP2. Also, by connecting a 6C at max height, you can land a second 6C really low to the ground. This eliminates the hitbox snafu which prevented 2C, c.5C from working properly before, namely Ronove falling so long that his hitbox went flat. This one I recorded on my own by borrowing a friend's laptop. I think the combo speaks for itself this time.
  21. Just posting Tetsu's Blood Kain Combo Compilation here for posterity's sake. Blo In Combo Shuu by Tetsu Part 1 - Nico Nico Douga or YouTube Part 2 - Nico Nico Douga or YouTube Part 3 - Nico Nico Douga or YouTube Part 4 - Nico Nico Douga or YouTube
  22. I came up with a pretty similar damaging combo when I first dabbled with Fatal Counter stuff (FC 2C, 5C, 6C (DC), 5C, 5D (1), 214D, 6B, 5C, 22C, (dash) 5A, 5C, 6C (DC), 6D (JC), j.C, j.214C, 6B, 5C, 5D, 214A -> 214D, 623D -> 236C -> 236C -> 5D, 22C), but it looks like yours has slightly better Heat Gain anyway.
  23. Well, just for the curious, here are the HP values for the entire cast as of Ver.2.01. 1650 - Ronove 1550 - Shannon 1500 - Virgilia, Dlanor 1450 - Eva Beatrice, Chiester 410 1400 - Battler, Beatrice, Ange, Jessica, George, Rosa, B.Battler (Princess) 1300 - Erika 1200 - Lucifer, Kanon 800 - B.Battler (Normal) Add the HP of your two characters and multiply it by the amount of HP Gauges you have the game set to, and there's your team's total HP. For instance, at the default setting of two HP Gauges, Lucifer/B.Battler or Kanon/B.Battler would have a total of 4000 HP. At the other end of the scale, Ronove/Shannon would have a total of 6400 HP.
  24. Kissing The Mirror by Sephi_Tetsu (TheJinkisaragi) YouTube Quite a lot of Ragna combo videos emerging lately, although I guess it's to be expected.
  25. So, I modified my old Jessica meterless combo. P2 Starting Position to Corner Combo (with Enchant activated) j.C, j.B, dash 5A, c.5B, 5A, 2B, f.5C (DC), f.5B (c.5B if near corner), 2B, f.5C (c.5C if near corner), 2C, (dash) 2B, c.5B, 6C (stun), delay 623C, 214B (charged), 2C, 214B, OTG 2B, 2C, 22A/B/C, j.C, j.B, (dash) c.5B, 2B, c.5C (DC), c.5B, 2B, c.5C, 2C, (dash) 2B, c.5B, 6C, delay 623C, 214B (charged), 2B, c.5B, 6C, 22A/B/C, OTG 2B, 2C Damage: 3800~ Not to mention a Jessica/B.Battler combo that wastes a lot of meter just for show. Both Characters Require 5 SP Stocks (with Enchant activated) j.C, j.B, dash c.5B, 2B, c.5C, 236A+B, c.5B, 2B, f.5C, Attack Touch, 3B, 6B, c.5C, 2C, 236236C, j.C, land, j.C, j.B, c.5B, c.5C, 623C (stun), OTG 2B, 2C, Attack Touch (whiff), 22A/B/C, wait, j.C, j.B, dash 5A, c.5B, 5A, 2B, f.5C, 236A+B, c.5B, 2B, f.5C, Attack Touch, 3B, 6B, c.5C (MC), j.C, j.B, (c.5A), 3B, 6B, c.5C, 2C, 236236C, dash 3B, f.5C, Attack Touch, c.5C, 22A/B/C, 2B, 6C, delay 623A+B, 214B (charged), c.5C, 236236C Damage: 4730 Video: YouTube Both combos work on either version of Battler. I would assume they work on Ronove too.
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