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hakimiru

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Everything posted by hakimiru

  1. Thanks for the tips! I'll give things a try once I get home. I have a huge backlog of your videos by now, since the tech is too advanced for me to make use of or work into my gameplan :v One of these days. Grats on the Evo wins! Must be an exciting time. What's your schedule like heading out?
  2. Sorry for the confusion, it looks like I misread the 2nd half Should be: 閃ガード派生D鎚をするとスカる、すかし派生で距離を開けるとあたる 236x>blocked>followup 22D whiffs, but if you use the pass-through followup to open up some distance it will connect. Not too familiar with Tsubaki, so I hope that makes sense >w>
  3. Sorry for the trouble, but Errol made a small correction for me to the line: >- Banana(632146B) is probably something that you set out and leave This should be saying that the move is probably unchanged. Could you please fix it for me in the copy above? Thanks!
  4. OK, I think I finally figured it out - it's height dependent. If Astrea hits too high (like right after 236C), dashB/C, teleport etc all whiff. I think 623B is about the only thing that works in this case. Landing Astrea on a lower opponent (tested with 236C->delay->6D) allows the normal teleport route, as well as dash A/B/C followups. 6C works too....sometimes. Edit: Nvm, I think that was a red herring. 236C delay only works on CH anyways, although the above observations still work for raw 236B starter. Maybe something about when you cancel the last hit instead? jC>5C>6A>236B>214B>5C>2C>236C>214B>5B seems to work sometimes, depending on where in the last hit my teleport comes out on and how high I land 236C. There's like a small void between late and early where things whiff. It's affected by both, so I'm having trouble finding a reliable sweet spot... Edit Edit: Ok, I think I got it down. Landing 236C on the high side, and then teleporting 1 tempo after the earliest spot on the last Astrea dash seems to work reliably.
  5. Could someone please teach me how to combo after midscreen OD Astrea? I've been trying for a while now, and can't seem to find anything that works. The only thing I can get to hit is 623B... I could have sworn I saw SKD do some sort of dashing followup this weekend, but I didn't get a good look and couldn't get anything along those lines to work in the lab.
  6. Have you had a chance to watch any match videos? I think getting a general idea of how other people are playing the character might help. You don't seem to have much of a game plan in neutral. http://www.dustloop.com/forums/index.php?/topic/8487-cp11-izayoi-video-thread-trans-amu-updated-040514/ Also, don't be afraid to 6A out of pressure. It's pretty good if you're expecting a mid or high.
  7. If you're having trouble with it, you can always use the input buffer and hold 2C a little early like you can do for 2B in the normal mode BnBs.
  8. Only having 1 super feels bad :< On a more serious note, for me it was mainly issues with being stuck in the wrong mode at the wrong time. Granted I only gave it like a week, but it was very frustrating not being able to respond with the move I wanted because I got caught on the wrong foot. Especially after the fluidity we had in EX and all previous iterations. Given the mode restrictions, it felt like there were less options available, even with the expanded moveset. Something like 1.5x moves, with only half available at any given time, = 0.75x options.
  9. I didn't like it, personally. I've been playing Nu since CT but I felt the restricted move set cramped my style too much, and I ended up switching to Izayoi. Looking forward to seeing what they come up with for Lambda.
  10. From his twitter and what other sources I could gather, Dora apparently took 4 months off playing as prep for being a liver donor to one of his parents. Between recovering and EVO he had 1.5 months to get back into his game, so he probably wasn't at his best. Sources: http://twitter.com/dora_bang/status/488464304253853696 http://fgamers.saikyou.biz/?%E3%83%89%E3%83%A9
  11. Welp, that explains a lot of things...
  12. The twitter feed on the http://www.sandiegofgc.com/ page has some more details. Sounds like the door got bashed in overnight. Thankfully they didn't make out with *all* that much stuff, all things considered. I expected a lot worse.
  13. What. Aw man, that really sucks. I assume an investigation is underway? Should probably keep an eye out on Craigslist too... Do we have a list of what's missing? How did they get in?
  14. The wording doesn't sound that way, but it would explain the strange values.
  15. Yes It does, actually. Quoting: To paraphrase, the damage is supposed to reflect their approximate strength in the story. As an example, they mentioned that Chibikaka does an attack during Tao's AH, which only does 10 damage. Not sure how these numbers are supposed to make sense (Litchi being as strong as Azrael?), but that's what they're saying *shrug*
  16. The animation is the same, but the hitbox is different (since it's not a grab anymore). Here's a youtube mirror for the video that was posted in the Gameplay Discussion thread a while back: http://youtu.be/Ze7YxeP_5l8?t=1m19s And here's some more info on the matter:
  17. It's pretty huge, I believe. Last I heard, it hits about as high as 236C.
  18. I don't think Drieko was around yet the last time we did this. To explain a bit, the "Stylish" thing is meant as a balancing mechanism. It's a handicap. Of course, that doesn't stop you from practicing with it, but it's meant in good faith to keep things silly.
  19. The way I read it was that the startup invuln was changed so that it's invuln because there's no hurtbox/contact box - ie things pass right through (hence the "すり抜け"). So it should be true invuln from 1F~7F, and then full body guard point 8F~ for the ground version, or something like that, I think.
  20. Just wanted to add a few nuances that weren't captured in the translation that was posted here: 1. The way it's written, it sounds like you can adjust GA dash trajectory with direction inputs for both ground/air versions. 2. GA air/ground dashes now accelerate. (Not sure what this entails exactly). 3. The stagger hurtbox was located slightly behind the contact box (where your character stops if you're running at them, I'm guessing), so the positioning of it was adjusted. 4. 5B - Hurtbox size at the tip reduced, hitbox buff. 5. 6B - You now have to hold this for the full duration for the feint version to come out. 6. Ground D Sonic Saber can be canceled into air mirage thruster (I'm guessing you get to choose high or low). 7. I'm pretty sure the P2 89% → 79% Crusade Seraphim change is to Gamma (236B). Beta is still fine. Edit: Too slow on #7, was already covered ^ :v Either way, no need to worry about working around it now.
  21. There's probably a lot of overlap, but here's another version of the full thing (including paraphrased paragraph comments). Not going to bother doing a word-for-word with Bang's speaking style... Tao: Added OD version for Hexa Edge Cat Jump startup can be canceled into Barrier guard, specials, OD Change to C move charging - C mash used to accidentally turn into the charged version easily, so they made changes to fix that. - Changelist - Backstep: 18F->22F C move charging: Doesn't count if you release the button at all. 3C: Can cancel into OD after 2nd hit. 6C: Active 6F->3F. Recovery 18F->29F. Full animation 42F->50F. Attack level changed to 3 for normal version only. Dancing Edge: Chip damage removed. Air version doesn't land before the attack comes out, even if done just before hitting the ground. Hit box doesn't appear until near opponent (loses more easily to long-reaching moves). 5D: Increased knockback jD: P2 92%->82% Cat Spirit: Min damage after 5th hit changed 60%->40% (600->400 damage). Cat Jump: Airborn frames changed 8F~->11F~. Frames until you can take action 16F->19F. Hexa Edge: Added OD version. Unison Nyaibu: Base damage 2113->1960 (2307->2497 in OD). Min damage 1050->820 (1640->1225 in OD). Last hit of normal version causes wall bounce. (Landing it in corner causes opponent to bounce towards midscreen, switching sides). Tager: Duration of backstep animation increased, making it easier to hit out of. 5A and 2A combo rate time changed to "Moment" type (less punishing for people to get A'd when watching out for throws). 2D made safer. - Changelist - Backstep: Full animation 23F->28F. Invuln 1~19->1~20. Airborn 1~23->1~28. Movement distance slightly decreased. 5A, 2A: Combo rate time changed to "Moment" type. 3C: Startup 14F->13F 2D: Recovery 24->18F. Hitstun 34F->28F. Blockstun 32F->26F j2C: Made aerial CH bounce heights always be about the same. Gadget Finger: Heat gauge multiplier 1300%->700%. (Actual gain 936->504) Arakune: Change in curse gauge depletion rate. It lasts longer when you're attacking, and shorter when you're on the defensive. a±b homing speed increased. - Changelist - Backstep: Full animation 37F->34F. Invuln 1F~26F->1F~24F Negative penalty resist: 6->5 Curse gauge depletion: Rates are: 15->60 when hit, 15->40 when blocking, 30->20 for everything else. C bug, D bug: Curse usage decreased. C bug 5000->4000. D bug 12000->10000. a±b: Full animation 54F->45F. Cloud startup 31F->25F. Homing speed increased. The cloud sticks to the opponent when they are slowed, giving a visual indicator. Zero Vector: Cloud disappears the moment Arakune is hit. F Inverse: Startup 5+0->5+2 Litchi: Staff 4B no longer goes into Straight Through followup on ground normal hit (combos using will have to be reworked). 13 Orphans damage increased (might be good to research putting it into combos). - Changelist - Backstep: Full animation 21F->22F. Airborne 1F~14F->1F~15F Staffless jB, jC: Added revolver action to staffed j2D. Staffless 4B: No longer moves forward. Staffed 4B: Recovery 21F->29F. Frame Adv -5F->-13F. No longer moves forward. D moves during OD: Can no longer control staff during OD activation animation. C Straight Through: Startup 7F->10F. Full animation 48F->53F. No longer staffless afterwards. 13 Orphans (vertical): Damage 300->400. Untechable time 60F->30F. Adjusted knockback on hit, making it easier to land all hits. 13 Orphans (horizontal): Damage 250->300. Untechable time 40F->30F. Hitbox improved and knockback on hit adjusted, making the hits land easier even on airborne/crouching opponents. All Terminals: Made combo-rush section animate faster. Move distance from that portion subsequently decreased. 9 Gates: Now usable with 34123646D during OD. Bang: 6B hit properties on airborne opponents changed, decreasing followup window by 5F. 3C FC combos will need to be reworked. - Changelist - 2C: Attack level changed to 4. 6B: Hit property for air hits changed to ground bounce. Steel Rain: Command changed to 632146B Hurricane Fury: Grounded version startup, active frames changed to be same as aerial version. (Startup 19F+10F->19F+3F, Active 1F->2F).
  22. Thanks for the notice, Roa. And sorry for the absence recently, been too tired after work to do anything _ノ乙(、ン、)_
  23. I'm pretty bad so I'm sure there's better, but the easy one I use midscreen is the standard Astraea>214B>(delay)5C>2C(1)>236B>214A>5C>6C>hjBjC>jBjC>D (3248/23 heat/-2 stocks) You can tack on a Phorizer on the end for (3908/-27 heat/-2 stocks) or do an extra 5A>5C>623C>D loop for (3573/25 heat/-3 stocks)
  24. Some slight corrections and clarifications... Random stuff not mentioned: The game will be available for play at the Japan Amusement Expo (2/15/2014). All DLC colors are also being added to arcade with the patch. They're adding a feature for the console version to disable either the joystick/dpad, so that people playing on pad don't have to worry about accidentally hitting one or the other.
  25. Sorry, a little late, but I won't make it out tonight. Got sick again this week =w= And I still would have gone, but late-night tire pressure problems pretty much ruined that plan. Going to need to get them checked for leaks tomorrow.
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