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Kurushii

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Everything posted by Kurushii

  1. Past releases were 360. We already have someone lined up for the job. No eta on how long it'll take. You don't need a bluray drive when you can rip the digital version.
  2. Posted three days ago
  3. Not yet that i've seen. One popped up during the Madcatz TGS stream.
  4. Also PSR is no longer used from BBCP forward. Dan ranking is much more accurate.
  5. Ok, not fully understanding Bunker bothered me. So I went and took notes on every Bunker used in the footage. Now I have a total understanding of how it works. Bunker-A ~16f startup Short Range Dash before uppercut ~56f of bomb timer before explodes (counting red flash as start) Bomb shown to explode always in combo Bomb Explosion ~225 damage Bomb Explosion ~30f of hitstun Kokonoe is in neutral ~18f into the bomb explosion Bunker-B ~26f startup Long Range Dash before uppercut ~88f of bomb timer before explodes (counting red flash as start) Bomb shown to explode always after combo Bomb Explosion ~30f of blockstun Kokonoe is in neutral about the same time the opponent techs, which is ~32f left before the bomb explodes giving her perfect time to start pressure.
  6. Alright, I went back over all the footage of Kokonoe. This is the last report of her data from me till some more footage comes out. ------------------- The Banishing Ray and Flame Cage stock restorations are directly tied to the same frame the move is no longer visible on the screen. Not active like I originally stated. The flying embers left around the opponent on Flame Cage hit/block don't count toward it, only the fireball itself. ------------------- Backdash Duration ~24f Invul ~1-8 Airbrone ~6-16f ------------------- Watching the footage and seeing these show up shocked me. I wasn't expecting this many positions. Seeing 3D show up to where I originally thought was 2D made me laugh. At this point i'm just going to assume she has one for every direction. Most likely won't know all the possibilities till release. 3D = Summons a Graviton near the opponents feet. Shown to have homing from half screen to full screen range. j.6D = Summons a Graviton near the opponents head. Shown to have homing from half screen to full screen range. j.4D = Summons a Graviton behind Kokonoe at waist level, about one body distance away. j.3D = Summons a Graviton near the opponents feet. Shown to have homing from half screen to full screen range. Graviton Activation Damage is ~200 but the hitbox is very small ~38f of hitstun ------------------- 6A ~12f startup 6B ~28f startup Chargable, holding B makes her continue to twirl the wrench j.B ~8f startup ------------------- Broken Bunker Bunker i'm having a problem figuring out what's an A or B Bunker. Also sometimes I see the bomb explode in combo, and sometimes it's ~22f or so after the opponent air techs. I don't know if it's a charge, where you release the button to make it explode, or does A Bunker explode in combo and B doesn't? I've also noticed distance traveled for the uppercut be different in multiple uses. Sometimes it's about 2 body lengths forward, and others it's like more than half a screen forward. Bomb Explosion ~32f of blockstun Bomb Explosion is ~225 damage Flame Cage Flame Cage stock is recovered ~15f before opponent is out of hitstun. Same as blockstun as I previously stated. Banishing Ray-A Kokonoe total duration ~34f ~24f startup machine will set and the ray hits on the same frame ~26f of ray animation ~44f hitstun ~44f blockstun ~Causes float on hit ~106f after the ray is gone the machine will disappear and the stock is restored Banishing Ray-B Kokonoe total duration ~34f ~40f startup machine will set ~240f after set the machine will flash, or when an opponent is one body distance away For ~20f the machine flashes then the ray hits ~36f of ray animation ~44f hitstun ~44f blockstun ~Causes float on hit ~76f after the ray is gone the machine will disappear and the stock is restored ------------------- Golden Tager ~220f startup ------------------- Combos: 5A > 5B > 5C > 3C > Bunker-A [2142/8%] CH 2A > 2B > 3C [738/9%] CH 2Ax2 > 2BB > 5B > 5C > 2C > Bunker-B [1714/13%] 2A > 2BB > 5B > 5C > 3C > Flame Belborg > Absolute Zero [2919/12%(-50%)3%] 5B > 6A > 5C > 2C > 3C [1705] CH 5B > 5C > 3C > Bunker-A [2492/10%] 5B > 5C > 2C > Bunker-B [2536/11%] CH 5B > 6A > 5B > 5C > 3C > Bunker-A [2776/20%] CH 2BB > 5B > 5C > 3C [1621/12%] Fire Cage Oki, Liar Haze > CH 2BB > (Flame Cage Hits) > 5B > 6A > 5C > 2C > (Bunker-A Whiffs) [2002] Fire Cage Hit-Confirm, 2BB > 5B > 5C > 6A > 5C > Bunker-A [2028] 2BB > 5B > 5C > 3C > Bunker-A [2195/16%] 2BB > 5B > 6A > 5C > 3C > Flame Belborg > Absolute Zero [3402/13%(-50%)3%] CH 6B, Absolute Zero [671+~2k chip] 6C > j.2C [1840/14%] 3C > Bunker-A [1745] 3C > Bunker-A > RC > Bunker-B [2254] Fire Cage Oki, 3C > (Flame Cage Hits) > sj.BB > jc > j.BB > j.2C [2373/17%] j.B > 5B > 6A > 5C > 2C > Bunker-B [2496/19%] 6B > Bunker-A [1515/11%] ------------------- Blockstrings: 5B > 6A > 5B > 6B 2BB > 5B > 6A > 5C > 2C 5C > 3C > 5A > 5B > 5C ------------------- Setups: Some of these have been shown to work, but most are ideas with the knowledge I have so far of her move mechanics. 3C ender (Close Range) Flame Cage, 66, Mixup (Standard option to keep pressure, shown works) Flame Cage, Delay, 66, Liar Haze (Waiting for Flame Cage gets close before dashing in to crossup) Absolute Zero (Opponent wakes up forcing to block a 2k+ chip) Banishing Ray-A, Mixup (If they respect it and block then mixup. If you think they are going to wake up dp then bait them to and let them get hit by Ray-A, ) 2D/5D/3D, 66, Crossup (Change up on graviton positions to confuse them what side they'll be pulled to, alternating your side the jump in will be) 5D > Activate (Use the graviton push to give some breathing room and setup the standard long range setups) Bunker ender (Long Range) 6D > Flame Cage, Liar Haze (Standard crossup, shown works) 6D/3D > Banishing Ray, Activate (Push the opponent toward you into Banishing Ray, forcing them to block)
  7. While doing my Koko studies for tonight I finally noticed how godlike her 5C range is. \ o/
  8. Better quality image of Kagura's 1-6 Palettes
  9. All of GG and BB have stayed around Cero 12-15/B-C and ESRB Teen. Cero B: Titles rated B have been assessed to be suitable for gamers ages 12 and up. Cero C: Titles rated C have been assessed to be suitable for gamers ages 15 and up. Cero B can have pretty much everything to a small degree except for drugs and alcohol use. Cero C is pretty much the standard for titles that end up Teen in the ESRB. I can't think of any fighting games that received a Cero D this generation. For the games I like that saw Cero D were: Metal Gear Rising, ZoE HD, and Bayonetta. Killer is Dead was Cero Z. They'll have to push the adult content pretty far to get GG/BB into Cero D. For their main titles I highly doubt they'll go to a more extreme, adult content. It'll just mean less sales for them because it'll limit their consumer base. They have already shown the interest in gambling machines so side projects like that would be the area they could go further into adult content.
  10. As of the last tier list he's A. Also Ryo took Relius to the 19dan god status so the character is far from being "mid" or "upper-mid" anymore. I doubt he'll move up to S unless something crazy is found on console as that tier has some killers.
  11. I haven't done calculations on it but it looks to be up there with one of the fastest.
  12. She has better options if the opponent is farther away. She needs at least 70+ frames to setup up a graviton and flame cage setup and that's not even counting time for the ball to travel. Instant they block that she's free to teleport in and mixup. My theory is ending combos into ice gun blockstrings would benefit more than knockdown. Up to 3k chip with graviton near and it's about +12 frameadv. She has a few normals that have float or wall/ground bounce so might be possible to end with that and setup an AUB or crossunder mixup to reset. In corner she'll be able to rock the standard close range oki. I already been getting ideas like Knockdown > 2D > Crossup j.2C/j.B.
  13. Multiple people have already uploaded the matches and trailer to YouTube. I don't have links on me. Arc is cool with me as long as I don't upload music or story mode. I don't support yt anymore so you guys will have to go off someone else's rips if you can't watch my archive.
  14. You welcome. I wasn't expecting the level of matches they showed off. Glad I decided to stream it right before it started.
  15. If it gets a digital release it'll most likely be available day 1 like all other digital releases. Still no official word if a digital release is happening but pretty much everything this year has received a digital release on JP PSN except for Cero Z rated products like Killer is Dead. We should know at the start of October when Sony Japan updates their magazine page for digital releases.
  16. Oops I missed a tweet... https://twitter.com/Kurushii/status/381680426936332288
  17. Important tweets after you watched the video: https://twitter.com/Kurushii/status/381679590529175553 https://twitter.com/Kurushii/status/381679921317150720 https://twitter.com/Kurushii/status/381680764485505024 https://twitter.com/Kurushii/status/381680426936332288
  18. [TGS] Sony BBCP Demonstration http://www.twitch.tv/kurushii/c/2972185
  19. I'll let this one slide since it's from an official stream, even though it's a rerecording. Much thanks as now I have more stuff to study for Kokonoe. :3
  20. The 4gamer demonstration video was recorded at 60fps (59.94fps to be exact). Not every video is uploaded to nico is at that framerate. Youtube caps at 29.97fps, so if you are only watching reuploads then you are missing out. 4gamer is a media company that has access to higher filesizes than normal/premium users on nico. The game is only on PS3 so that's what it's being run on at TGS. Different monitors won't make a different on fps and how smooth it is. They'll only help with color/brightness and input delay.
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