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Horokei

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Everything posted by Horokei

  1. This is info from all 3 previous loketests, so it could be old: New rekka follow-up. ~623H - upward kick. I believe 236K got unchanged, but could be wrong. 22S - Chipp tp into air All TP moves now depend on opponent's position not Chipp's. ie 22K always teleports Chipp in front of opponent at fixed distance etc Shuriken has AC motion, j.214P. Wall Cling follow-ups: 9/3/6 - wall-jumps at different angles 4 - Chipp jumps off the wall ie just falls down S/H - Genrouzan (ie Command Throws). One is AA, second catches grounded opponents AC combo 3D 236S 236K is possible Can do wall cling after air Alpha if wall is near
  2. There was a stream with 1 match of Millia vs Ky at nico today in really nice quality. Wanna see it again Millia has interesting animation on tandem top, disc literally falling down now. Hitstop on CH is kinda big, but other than that speed is ok. When players enter into Danger Time there is timer at the bottom of screen. Duration of DT is 10 seconds. Hitstop on Mortal Counter is HUUUUUGE. Other than that, players mashed 6H, 3H, 5D, so there were no more interesting details It seems that BGM theme changes to Holy Orders III when Ky loses his ponytail, lol.
  3. That is my mistake. All prejump frames has throw invul.
  4. Successful BS puts grounded opponent into "Repel" state (like old clash system at 1 loketest). It's sorta like a stagger and can be continued into combo. IIRC BS has CH state during recovery. So risk of using BS can be pretty high, but still it's really cheap option IMHO.
  5. IRC at second loketest using follow-ups in Haitaka sent Axl back to that stance rather than neutral. BS (blitz shield, not a bullshit) seems make Axl gameplay more.. interesting. You can throw slow moves, opponent can BS them, you can YRC and punish him. I wonder, can BS be YRC'ed. Also it seems like BS has 1F activation, like old 623P. So probably Axl defence is better now (with that Benten)
  6. I've collected almost all the information I could find about Xrd changes. There were too few reports about Axl, though Venom players has no reports since 1 loketest, lol. What I got so far: Cinematic on Byakuerenshou (2363214H) No H Raieisaigeki (63214H) and 623Р specials New stance Haitaka no Kamae (63214H), has several long range follow-up here: 1. P - High 2. K - Middle 3. S - Low 4. H - Cancel High/Mid/Low - trajectory. It sorta looks like rensen with flames. You can see this move in arcade opening at the end. No info about start-up, recovery. New overdrive Kairagi Yakou (214214S) has similar animation with rensen, but pull opponent back at the end. Again, no info there. Rashousen ([4]~6H) slower, not fullscreen. Probably no cancel since it's not in movelist. Looks like we've got #R rashousen. Crap. Axl Bomber (j.623H) #R style. Bomberloop was possible in 2nd loketest, no info in 3rd. All chains do 2 hits (AC style, 3P still 1 hit move). But in the video for some reason I never saw 2nd hit of 2P even without cancel. That mean one of those possibilities: 1. Chains could be 1 hit (AC+R style) 2. Second hit of 2P has crappy hitbox 3. Some chains are 1 hit moves 3P #R style. 1 hit, launch too low on CH (again, #R style)
  7. Deja Vu seals appear automaticaly after his 236X specials (1 for each special, but probably 236P and 236K has 1 seal) and remember only latest performed special for each version. His Deja Vu phantom is projectile and has no high/low properties. Performing Deja Vu puts Bedman into summoning animation but it can be cancelled with YRC.
  8. Things I learned from videos and reports. I could be wrong btw: No. It looks like rensen with fire and different angles Someone was able to do few reps of #R Bomberloop, so yeah It's like rensen+2P. First part of the move push opponent, second - pulls him back. Dunno about damage, speed, advantage It's pretty much #R 3P. Launch on CH is too low
  9. There is no auto-JI on HCL and VCL. I-no got it only in Xrd
  10. New RC system is kinda strange. In one of latest loketest vids Eddie did red rc (not purple one) of a drill before it hits (on whiff). It's Eddie vs Ky at 0:41 btw. Also it seems like new RC has a startup right before RC flash. Yellow has around 3-5 frames of startup, purple has around 15-17 frames, red is instant. Flash is 18-20 frames and seems same for all version of RC.
  11. What is Danger Time exactly do? I know that first hit in DT counts as Mortal Counter, but I has no idea what it does. Something similar to FC?
  12. j.D can be cancelled into FD on 1 and 2 frames. However with burst in can be cancelled only on 2 frame. Generally that mixup can be really fast and without any gap (j.S, dj.D fdc, j.K), but that depends on execution. Goind into c.S, j.D fdc, land 2K is bad and risky cuz fdc does not cut landing recovery of j.D. Basically fdc trick is good for messing with timing of overheads and trajectory. Sometimes it can be used as crossup on wakeups. Also it can be used as OS for airthrow (without your burst, input is 4D+H~K/P, work for any character, not only i-no).
  13. Perfect Axl Bomber with frc is around +17 if framedata is not wrong. Rensen frc rashou as blocksting is pretty much unchanged (even better cuz rashou is faster now) from vanilla AC. Probably better to use this setup from lvl5 moves like 5H so Axl cancel 5H into rensen on first frames of hitstop and immediatly charge for rashousen. Back to unblock setups from combos. It's possible to end midscreen combo into Axl Bomber with knockdown on heavy characters like Potemkin and setup rashousen. 5K, 2H, 2D, rensen frc, dash 2S, j.D, Bomber ===> rashou (144+65 damage). Looks cool but too situative and unreliable cuz it's like corner to corner combo. To escape this setup opponents can try backdash (if thay got good one) and DP/overdrives/superguard moves but range is too big so Axl cannot be punished anyway (unless thay got fast invulnerable move like Slayer BDC DoT, those setups are not working on Slayer anyway)
  14. Not a combo but character-range specific unblock setup. Zappa: 5K, c.S, 2H, 2D, rensen frc ===> rashousen as late as possible (133+75 dmg not in the corner) It also works from raw Axl Bomber and I wanna find another way to implement this stuff. It also should work vs Venom and Kliff if their wake-up frames are not changed EDIT. Works vs: Zappa, Venom, May, I-no, Ky, Potemkin, Faust*. Work slightly better with: rensen frc backdash ===> rashou Works vs: Sol, Millia, Eddie, Baiken, Johnny*, Dizzy*, Robo-Ky, Order-Sol* * hard Also works from throw. Throw rensen frc rashou does 71+77 on Ky which is better than: throw, dash 5P, 2S, j.D, j.623D, ad j.D, j.623H, land 2S, j.D, j.623H, land rensen tap2 - 146
  15. Axl has rensengeki as an overdrive?
  16. Hitstop on lvl1 hits is 11f. Sakura is 10f. Doesnot this bug make Baiken even more toptier?
  17. RoBoBOBR's change list has this: But in console version she doesn't actually need a jump option (tested 2AD, FB Dive + cancel, 2AD and it works). Is it a bug or a mistake?
  18. Fish is a GOD tier which has one big weakness with two wings and huuuuuuuge hurtbox. That's why it's so low in tier list.
  19. http://www.youtube.com/watch?v=HwQ79x83xNc - 2:20
  20. Is it ACR? If yes, you can add 5H before 6H to improve damage output.
  21. I think it's incorrect translation. His +R FRC timing now starts on the 2nd active frame, so timing depends on hit/whiff. In AC it was on first active frame, so now it 1F after 1 active frame.
  22. http://www.dustloop.com/wiki/index.php?title=Potemkin_Frame_Data_%28GGACR%29
  23. FRC timing on projectiles do not depend on whiff/hit/block. Ice Spike is hard cuz timing is not easy to memorize. http://www.youtube.com/watch?v=_e-bPmiRR_Q I think A.B.A got 1F FRC on her j.41236S. Several FRC is hard to do raw like Baiken's Youzansen FRC. Several got different timings like Axl's Benten FRC. Several got hit/whiff timing inside a FRC like Jam 2D or Axl S Raiesai. Kinda hard to say what is the most difficult here
  24. No, breaks are around 3 frames (or 2 frames if you don't count simultaneous throw).
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