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Leebee

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Everything posted by Leebee

  1. PSN is Flowtaro location is DC I'm usually free late nights on weekdays and occasionally midday on weekends. earnestly looking for players in the DC, Maryland, Virginia area to have meetups as well. EDIT: realized that the PSN I gave is for normal fighting games. my JP account is RokkiSando hope to see some people online~
  2. Oh boy... those DLC mecha sound so great... ._.
  3. I am a total scrub but I think I'll try to make it tonight. I want to practice my Ez8 and other units!!
  4. random question: are there any characters that have/use viable sukashi (whiff) combos in FB? I remember back in NEXT Haman's Qubeley had a very strong one using her launcher. since the proration values for combos are usually highest for the first hit in a series it could do 300 or so damage IIRC. there were others but yeah was just curious. obviously ones that are super easy to cut aren't really that viable, but it would at least be good to know if a certain character had some in case of going for a death combo.
  5. there's definitely some different kinda IPS stuff at work with Pucci in MiH. like usual, the normal limit for the number of j.Hs you can hit is 5, but if you do 4 of them and then do Stand On 236A, and then you can juggle with 4 more j.Hs. I didn't test further. this might factor into the "midair" limit you guys were talking about. I did find another exception to the general normal IPS rules (Ls: 7, Ms: 5, Hs: 5) with Okuyasu. if you do this juggle loop with s. off: 5LMH, 214AxPC, 5LM, 5LMHx214AxPC, 5LM, 5LMH, the 5th M won't end the combo for some reason. I think it has to do with the timing of the first 5LM in each loop; the 5M hits kinda at the end of the animation so maybe it doesn't "count" it? really not sure :s
  6. Thanks for the heads up, Ultima. 950 hp with recovering health and a bloodsucking special? Ice will definitely feel beefy. I'm not really crazy about either of the way they did these characters, but new costumes are always fun haha. I will say I can't wait to see some combos that people come up with these two though. Maybe I'll finally buy a PSN card to pick up some of the DLC characters...
  7. I thought reversals from wakeup were always possible... I feel like even back in 1.01 I could properly beat meaty setups with Jotaro DP. Perhaps the patch just made it so that reversals from guarded situations work now?
  8. random question--haven't gotten to play with people yet since 1.03 came out-- what did they do to reversals/the reversal window? I thought I remember seeing that they changed something related to it but can't seem to find anything concrete. changing stuff related to reversals sounds dangerous :x
  9. it's not a burst, but in a way it is a "combo-preventer." you "prime" yourself to activate a little counter thing when hit for .5 of a bar. obviously you can't do it when you're already being hit, but it will hurt the opponent when they successfully hit you, preventing them from doing more damage in many cases. you still take the damage from that hit, however. throws and certain moves(honestly can't tell what the criteria is) ignore it. I'm not sure if it has a time limit before going away...
  10. more fun with taunting shenigans: http://www.youtube.com/watch?v=IES2Ml9Llx8 Giorno can also get a combo off of his forward throw, but the timing is tight. also, if Giorno's taunt other than A&B is somewhere between the length of each, he'll be able to combo after his stand ON dp (WRYYYY). as it stands, taunt A is too short, and taunt B is too long.
  11. http://mirror.bandaigames.channel.or.jp/list/asb/new5.html there's already information about the october patch. it all sounds like good stuff. "improving the match tempo by adjusting character's max strength improving throw damage balancing stylish move adjusting easy beat damage adjusting meter gained from easy beat more accurate online bar detection other adjustments"
  12. http://www.youtube.com/watch?v=yOOzArvMA3c Joseph still got some juice. I can't imagine they won't make further adjustments to the game system since they'll be adding all the new characters periodically.
  13. Jotaro's throw also recovers a lot slower after it is successful. Star Platinum is basically put underwater at the end of the animation. other random things I've noticed: Jonathan's zoom punch and his hamon waves deal a lot more guard bar damage now. it's very noticeable.
  14. patch is out. all (most?) infinites are gone. new gravity restrictions and pushback restrictions added in combos.
  15. they should just make stylish move ONLY tied to when you do sidestep at the right time, no more IB input as well. that way, if they fuck up the timing it's very obvious and they're going to get punished 100% of the time. also, make the guard crush meter like half as long. I've only seen one successful guard crush in my entire time playing/watching matches. I'm seriously hoping if this update doesn't address all the problems then they aren't just like "we tried lol" further tweaks down the line would be great. I feel like this is almost necessary with all of the new characters they're adding.
  16. Ultimate Cars transformation works off of 214A if they're far enough away from the wall/in the air. it dodges anytime that Diavolo COULD dodge. so it doesn't work during attacking...etc.
  17. I really did like the trailer quotes analysis, but I'm worried a lot of the quotes are red herrings. Like they indicate stuff that'll be featured in the story mode, but are not any indication of who will be playable. Like are we really expecting Mellone? I hope to god Bruno is playable though. he is like my second favorite JoJo character ;w;
  18. and then they later said that it will have a roster "comparable to most standard fighting games." I'm not seeing it going past 25 unless a lot of characters use shared assets (multiple Dios...etc.).
  19. I see supercancels, juggles, overheads, and some OTGs. cool stuff. I hope with the chain combo system in place that combos don't get too boring (hopefully there's still some of that stand on/off combo goodness from Heritage for the Future).
  20. I'm totally the opposite haha. I feel like Sugita doesn't fit Joseph at all. Miki as Gyro, however, is perfect.
  21. I could care less about a lot of the crap stuff that Carl's got, but whose brilliant idea was it to make Litch's staff beatup super do like 4000 damage and carl's nirvana rush do like... 2000
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