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ShardZ

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Everything posted by ShardZ

  1. Some of the info from Urichinan's tweets was compiled here: http://pastebin.com/v3yBwcDa
  2. I've been using AbelcruEX - https://www.youtube.com/user/AbelcruEX
  3. Currently the Wikia wiki is significantly more complete than the Mizuumi one, pretty good info here: http://in-birth.wikia.com/wiki/Basics
  4. Oh okay, mah bad. It just occured to me, I'm pretty sure at least j. is still cancellable on hit, 'cause I remember trying to do the old j. j.C [2]8C etc. combo. Of course the whole thing doesn't work anymore, but trying just that section of it I think j. j.C still came out.
  5. Did the mook not list full data for partially/fully charged B droit? Not seeing it on the wiki, but the additional recovery + being forced into doing a full-distance droit not being mentioned would be a weird omission.
  6. haha is this the same poon that gave fubar his SRK acct? so I think Aaron Solon's still out in Lansing, don't think he's played much in the way of FGs recently but he did used to play some GG. Last I heard KOH was living out that way too, he plays a bunch of different stuff. FGs don't seem to happen much out there though, I know BKen said he hadn't played against an actual human offline in BBCP before Frosty Faustings.
  7. I tried seeing if you could keep cancelling 5 into itself forever but it seemed like I had to pick another move for the 2nd cancel, drat. lol I feel kinda silly now for not trying 5AAA B coup already, gonna have to mess with that. Run speed feels the same to me, but I'm not sure I could compare that very accurately unless it's a huuuge difference. I'm staying in Osaka for my last week in Japan so I should be able to get a lot more play in. Today I was really feeling it when I didn't have meter to burn, I should probably be more of a jerk with Marin Karin & 5C..
  8. Recent DIEchan footage shows him not even getting close enough to the opp for grabs to generally be an issue, it's kinda silly haha. 5AAA -> D bufula and 5C backdash are too good.
  9. In both combos, the 2B/4B/5Bs should all be charged. 4B/5B charged might be optional but it's easy enough that there's no reason not to do them, but I'm 99% sure uncharged 2B makes both combos drop. I think I noted it before, but pretty much all of Mitsuru's A & B normals are shorthop cancellable. Still not sure on practical application aside from occasional surprise factor.
  10. blocked DP -> bufudyne only worked if your opponent messed up in the first place, and ppl still mess up. nothing's really changed there. lol
  11. Yeah, that's definitely the counterbalance to giving her all these new tools. Stuff like corner combo into SB Bufula oki is cool, but having the meter for it is an issue. I'm wondering how we're gonna get more damage off midscreen combos too, with or without meter... gonna try looking for alternatives to 2DD.
  12. Personally I think she's more fun, which far outweighs any slight tier list adjustments to me. That being said, less damage means her risk/reward isn't as hilariously skewed, but it's unclear how optimized her damage is yet and moves having FCH recovery plus having the 5 feint means getting opponents to eat fatal combos is going to be easier in the long run. vmcoelho - DP -> Bufudyne isn't really changed from before, aside from maybe slightly slower DP recovery. Mitsuru also doesn't have new reversal options, just improved neutral/pressure. So once you screw up and they get in nothing's all that different.
  13. 5 feint: only works with 5, not uncharged. Input another move right before the hop ends and it replaces the normal attack. I've been able to do throw, DP, 5D (so 2D probably works too), 2C, droit, and tentarafoo. Apparently 5 cancelled into another 5B works too: http://www.youtube.com/watch?v=xVa4UsqHnas&feature=youtu.be&t=5m21s (thx doctornk). Need to try supers. Inputting it properly seemed a lil awkward to me, it's not hard but it'll take me some getting used to.
  14. shtkn - no clue yet, but I'mma figure it out today. edit* Hypermarth - thinking droit through bufula might also support doing some lamer stuff. Hell, if they approach you could potentially use it to run away. Whiffing Tentarafoo does feel like a pretty big risk to me though.
  15. Sure, @ShardZ on twootr and I just sent you a friend request on Skype!
  16. Most of the changes from the 2nd & 3rd loctests seem intact. Here's the day 1 notes I tweeted: http://pastebin.com/KCGDX4F8
  17. sorta interested in the 1st tourney, quasi-interested in the 2nd, and hyper interested in the 3rd.
  18. The projectile itself moves pretty quickly once it's out, IIRC it def stops before Mitsuru recovers with all 3 vers. That'd be hilarious if she had a fireball she could follow though, lol.
  19. Sounds awesome. If I'm back in Japan by then I'll definitely have to make a trip to Tokyo. Traveling expenses are too high to justify going for just 1 weekend IMO, stretching it out to a full week doesn't make the overall expenses thaaaaaat much higher.
  20. Sorry for the slow reply, I'll try to keep a better eye on this thread. I'm not sure what Tentarafoo is on block, although it's definitely better if they block it at a further range. Unless it's unexpectedly super + I'd think the only reason to do it at a closer range is to catch them not blocking low. When I was trying to find meterless non-FCH dmg (lol) I tried comboing sweep > hop > anything, but no luck. Beyond that I didn't look into it much, but I think there were some notes about the general game that the hop in this loctest was more like P4A? Not really sure. I don't know if anything > Tentarafoo is a blockstring 'cause even the C ver of Tentarafoo has pretty slow startup. 5A > Tentarafoo seems a little gimmicky and pretty risky since there's a pretty big gap, but I like having the option.
  21. In line with what I heard from the first loctest, aside from having the old autocombo and the universal system changes for normal vs. shadow vers I didn't notice any differences. I'm curious to see what ppl come up with for overdrive combos, but unless there's a hilarious downside to it that I missed it seems like the new autocombo will be a lot more useful once you get used to it. Actually I don't think I mentioned, the gap between hits for the new autocombo vs. the old is much bigger, so the opp drops more when it juggles them. I think it'll just mean adjusting hitconfirms a bit though, since it wasn't causing the combos to outright drop.
  22. Oh yeah, I didn't talk about her general gameplan. Overall seems very similar, with stuff like dash cancelling 5C (and 5B?) and tentarafoo giving her even more options than before. More meter dependant for damage, but when you get more than 25 meter from one autocombo it's really not thaaaaat big of a deal. She still feels very strong and having an autocombo that works from farther away seems like a pretty significant buff to me. The Bufula changes mean she can't get the same oki as before, but considering that wasn't something she absolutely needed in the first place I'm not concerned. I feel kinda bad for Liz players, Tentarafoo gives Mitsuru one more option for ruining her day. While Droit was already a thing of course, Tentarafoo leaves her in the same position she started, so when blocked at long range she's in a waaaay better position than after a blocked/IB'd Droit. If the opp reads Tentarafoo and IADs I imagine they're getting a pretty huge punish though, so it can't be thrown out recklessly. edit* In case it wasn't already clear, I'll definitely still play her in P4POWERBOMB. Unless there's significant changes to her in the final version I see her still being very strong and at least as fun to play as before.
  23. NP, feel free to do whatever you want with the info guys. I guess some kinda credit would be nice, that's about it.
  24. http://www.dustloop.com/forums/showthread.php?17350-P4U2-Loketest-2-Info-sharing-News-Video-thread&p=1546991&viewfull=1#post1546991 I posted a Mitsuru thing. I'll try to keep an eye on this thread for any questions and whatnot, but first sleep!
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