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kilvear

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Everything posted by kilvear

  1. List of videos that is update to date for folks who understand Japanese http://horibuna.web.fc2.com/P4U2/P4U2_SLA.html
  2. Before I start posting some more infor. I like to say, "FUCK YOU ARCSYS FOR ADDING TRAINING MODE AFTER I LEFT JAPAN" Anyways again some corrections - there's SB brutal impact, it behaves exactly like B brutal impact just more damage. So A version does 3000 raw , B does 4500 raw and SB does 6000 raw information - you can hop cancel your 5aaa and best done on third hit - totally forgot j2B exists but its a good mid screen combo from hop canceled 5aaa - it is possible to combo titanomachia from j214B by super cancelling into titanomachia (input 8C then 236C) after j214B then 5a > ja. No longer able to verify what kind of sick setups you can do since I am no longer in Japan - found an easy 4K+ combo with A brutal impact. 2B > jB > jA > j214B > 8C > jB > jA > j214A+C > 214214A note you need to slightly delay 214214A so that you are not too early which causes you to whiff as buffalo hammer hasn't hit or too late when buffalo hammer hits before brutal hammer does. Simply you are trying to use buffalo hammer to hit the opponent into brutal impact. Essentially the ending part jB > jA > j214A+C > 214214A can be used do end your combos - it is likely that buffalo hammer no longer hits low. unable to verify. it is up to the Japanese players now to figure this out. Lastly just something if you registered on the p4u2 player's guild. http://sp.p4u2.tv/ranking_view.php?mode=exe&type=psr_rank&character=ls&pref=0 This is the listing for the top PSR shabrys players. P.S. Jose thought out of most of the shit I tested during my trip in Japan.
  3. Just noticed it. He also has a win pose that where he puts out a dream net for catching bad dreams Sent from my GT-N7105 using Tapatalk
  4. Some corrections - [2]+8CD hits for times - SB chain knuckle does not reach full screen New information - [4]+6C if it lands during opponent's fatal frames changes from poison to fear - also its possible to follow up [4]+6C/D/CD with 2B > jB > jA > j214A but it is tight. Also you can do 8C after j214A once the bull recover but the hit stun deterioration is so bad they recover between the hits of 8C - so far I find buffalo hammer (214C/D/CD) more useful and i try to hide what my bull is doing so they can't see what my bull is doing also forcing them to jump so I can land my 2B. SB version is great for oki setup - hades flames (236C/D/CD) because it hits lesser times it usually won't push the opponent into the explosion unless the opponent gets hit from the start. This applies for all versions - its actually possible to follow to do 2B > jB > jB > j214B or 8C > jB > jB > j214B. It doesn't work on the second rep though. So the second rep you are back to jB > jA > j214A - I found that after 5aaaa > [2]+8D its possible to follow up with A version of brutal impact. The damage is meh. It is possible to follow up B version of brutal impact I can only seem to land it with the SB verion of [2]+8D so the combo is 5aaaa > [2]+8CD > 214214B note you need to delay your 214214B a bit as it activate before [2]+8CD animation ends(the damage is about 3.2k? nothing to really be crazy about). I will remind myself to try if I can use challenge authority to follow up. - Titanomachia if done in the air you will not only have landing recovery, you cannot block all the way down P.S. I need to think of Titanomachia setups. Yes
  5. This sub-forum is fail. Starting information dump. - 2AB itself only combos into R-action or bull super punch (236236 C/CD) - bull flashes every time it does a move except guarding - 8C (flames formerly 2C) does lesser hitstun - bull laser hits lesser times and explosion after at end of the beam does lesser hitstun as well - 236A (Chain knuckle) does not combo from 5B - 236A 3/4 screen length knocks away from hit, 236B more startup than 236A nearly full screen wall bounces near the corner, 236AB same startup as 236B hits full screen and wall bounces mid screen - you can follow up 5C with chain knuckle if you are not in position to do anything else - bull guard allows either toggle method which you press D bull will guard by itself without you holding the button or holding D down and it will behave like in p4u - if you use toggle style guard for bull you can cancel its guard by doing any bull moves. Yes ANY BULL MOVES from bull normals to special to supers - note that if you use toggle method for bull to guard, press A+C,2A+C,jA+C will activate bull. Also pressing r-action B+D will reverse bull's guard(E.g. If bull is guarding while you do R-action it will stop guarding and vice versa) - bull can cancel its normals to either its own specials or supers - which leads into this new combo - 2B > jB > jA > 214A > 8C > jB > jA > j214A+C which the last part does Shabrys' Guillotine Axe and bull's Buffalo's hammer at the same time. Damage from this combo is about 3.2K - so the new aerial ending combo is jB > jA > j214A+C do note that this will not work if bull is not there - my experience is that some of the old combos are not safe on hit as the hitstun has been reduced on some moves or guillotine axe no longer doing a hard knockdown - Challenge Authority does more minimum damage now and the SB version is 3K damage on raw hit. Basically it is more damaging - there's no SB version of brutal impact - Titanomachia is sick now. Its even faster than p4u. How fast is it? 5C> 236C combos in Titanomacha - Massive slaughter ( [4]+6C/D/CD ) doesn't allow you to do the same combo as before. The hitstun deterioration is pretty high. You are likely to need a new combo after it - New move which I dunno its name ([2]+8C/D/CD) is a hit grab. C version bull barely moves bull hits twice and you cannot follow up, D version bull moves and slides forward hits 3 times and you can follow up with a combo if it hits raw. SB version is basically D version but less startup. If used in a combo, again hit stun deterioration is very high. - E.g combo into the new command grab is 5A>A>[2]+8D>A>A>214B (about 2.2K damage) Note that I can't find anything else good to follow after [2]+8D because the hit stun deterioration is very high. Could probably end with brutal impact A version? needs more testing
  6. http://koihi.me/ The banner on the website says "To be released on Windows" No date, price or version confirmed.
  7. Short answer No. Long answer because non of his normals move himself forward a fair amount pretty much he doesn't have kara throwing.
  8. Hey elven are you still in tokyo or are you in hokkaido now? I was wondering if somebody could bring me to like vegas or something in shinjuku. I only managed to find joybox over there. Anyways if you are too busy to reply tomorrow's my last day before i fly off on monday evening. seeya.
  9. Heat mode frame advantage occurs when you actually hit the opponent. When guarded, the frame advantage remains the same of the normal version. Also heat mode normal deal tick damage. I believe this was talk about before.
  10. Do note that wakeup bazooka is never safe against Sol as he can grand viper under it other than riot stamp. also 5p is not safe if sol has half tension gauge, he can execute tyrant rave if you use 5p too often.
  11. Robo isn't a beginner's character if you want to know. The mook ranks robot under difficult to use category. This category contains Johnny, Chipp and I-no. Reading the stickies in our sub forum will help alot.
  12. Actually if you have meter and knee rocket hits. FRCing for combos is a good idea. I remember one of Dogura's around turned around with knee rocket FRC. I think it is one of the exhibition against Isa's Sol.
  13. The reason is Sol can grand viper under 236S
  14. Hold P+K after being knocked down.
  15. Waiting to see his videos on a-cho maybe in 2 weeks time. Another one of RK's ID is something that looks like Ky's ID. Damage is lower but easier to bait bursts.
  16. FRC for Robo ky. Easiest to hardest to do. 5HS Throw 66+Any attack button 6+HS 2HS 623HS Advise for timing. 5HS - Immdiately. Recommend to hit K,S and HS so you don't accidental go into IK mode but better way is still P,K,S after HS. The latter takes some practise. Throw - the moment the hit occurs. Usually how I do it is wait you just before the opponent is flat down on the ground by the hit 66+any attack button - For this one you need to delay slightly. What I normally do is hit FRC after I right after I hear RK's voice. 6HS - This one varies from Lvl. Not gonna to teach you for Level 1. for level 2 it is slightly later than slash. You need to wait for the steam to come out abit before FRCing. This one is tough the reason I rank it harder to do. Basically you need to muscle memory this. For level 3 the FRC animation is about the same with slash. It is at the moment the steam comes out. Abit faster then in slash because steam is now faster. 2HS - I haven't quite figure this one out. Somebody fill this in. I probably muscle memory this if possible 623HS - Possibly the hardest FRC for RK. Mainly because it varies for lvls. Also even though there's a FRC point for lvl 1 but you won't be able to FRC as you have no meter. (No idea why Arc Systems even added this in) For lvl 2 and 3 the animation to FRC is the same but the problem is the height of both moves are different and you need to watch your glance your meter first before doing it. This move caught me off several times and I so far is unable to perform this even more than 10% of the time. I only succeed the FRC baiting my opponent once so far. Need someone to fill this in for the timing for FRC. FRC animation point is when robo ky starts to flip.
  17. http://gamechariot.com/06frame_main.html Dio (AB) VS Kazuki (DI) Dio (AB) VS Buppa MK (JO) VS Buppa (KY) Ten (IN) VS Ha~ken (PO) Ten (IN) VS Shadow (ED) Yukinose (TE) VS Han'oto (KY) Dio (AB) VS Naoki (MI) Dio (AB) VS Domi~ (AN) vol.1 Ten (IN) VS Domi~ (AN) vol.1 Ten (IN) VS Kazuki (DI) Ten (IN) vs Domi~ (AN) vol.2 Shadow (ED) VS Domi~ (AN) Dio (AB) VS Domi~ (AN) vol.2 Mouse (SO) VS Kazuki (DI)
  18. just to note. Anyone wondered what the full at the end means?
  19. Did some translating and checking:- 5S(far) is has 1 frame lesser start up in AC.(Slash 11, AC 10) 6HS Lvl 1 - startup is 2 frames faster in AC (Slash 15, AC 13) 6HS Lvl 2/3 - startup is 3 frames faster in AC (Slash 19/22, AC 16/19) jD - hits only 10 times now in AC (Slash 12 times, AC 10 times) Mat - strangely the start up frames are same in AC and the mat doesn't stay as long. 5 frames shorter (Slash 111, AC 106) 6P - damage is reduced to 25 has 90% prorate.(Slash 55, AC 25) 63214K - Force prorating 60%, opponent loses a maximum of 16.2% of their tension. can absorb 7-35% of tension, 37 frame recovery when whiffed with Frame 1-7 in counterhit state. Damage = 8xN (N is number of hits) So far some strange things I notice. 5S(close) and Mat are supposed start to be faster but the frame data shows them to be the same. 6HS lvl 2 actually has lesser + frames in AC but faster start up, stays out 1 frame lesser and 4 frames more recovery. I wonder what's the reason behind the change for steam.
  20. Ask gunflameburi regarding some stuff. He did approach me online and asked some stuff. He should be able to fill you in on the basic stuff. As for character specific I only know Lise
  21. I doesnt' reset the juggle meter. It resets all your dash bars.
  22. For the AH Illiterate like me http://arcanaheart.sakura.ne.jp/ If anyone been following MB or EFZ, you do realise this website is the usual page we always go to to check for react changes which the main page lies here. http://www2.odn.ne.jp/~cfa18530/
  23. Is that zar who wanted to use goth loli? Yeah Lize is fun to play. During my short play and getting utterly trashed. I couldn't figure out how to get her doll back. So I came home did some search on the net for some Lize guide. here's for you guys who want to play Lize if you can understand moonspeak. http://lizelotte.exblog.jp/i2 PS. Its fun to switch to another game to play for a while.
  24. Now we see Liesolette beasting.
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