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Everything posted by suna19
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I do that quite often, but that may just be because I use MJ a lot. I do wish it didn't have that small amount of recovery after the super flash though.
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there are a few things I'm wondering about magica, such as how viable it is as an actual counter attack. as in, does she go into swallow moon fast enough to actually hit them before they can block or should it only be used as an escape.
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I just translated that post, some of it was old info, but there's some great new stuff.
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Got most of it except for the part about Dream Sally 追加技 New Moves ハッピーマギカ:発生1F、上中下段+弾に対して当て身可能。持続は結構長い。成功すると2キャラ分上にス ワロー状態で浮遊。 モーションはお尻を突き出しながら色目を使い、指先の形にした杖でクイクイしながら挑 発する。エロかわいい。 Happy Magica: 1 frame start up, activated by highs, mids, lows and projectiles. Last for quite a while. when hit, Plat will end up 2 character heights up in swallow moon. The animation is her sticking her butt out and making eyes at you, while the staff becomes a beckoning finger. マジカルプレゼント(仮):プレゼントをその場に置く。相手がその上を通過することによって上向きへの攻撃 が発生。 個数は4個。補正は緩め。モモをすると2個設置する。空中版が真下に落とす ので起き攻めや対空に対しても使える? Magical Present: After being placed, if the opponent passes over the present, a vertical attack starts. 4 stocks. Good proration. Momo throws two presents. Air version throws it under Plat, so could be useful as okizeme or anti-antiair. 強化プレゼント:基本的には通常版と同じ。2段ヒット技で、2段目がヒットしたら蛇翼みたいに高く上がり、 着地まで受け身不能。 強化プレゼントの宝箱はダメージを受けても消えなくなったという情報もあ り。 Powered Present: works the same way as normal present. Hits twice. The second hit launches very high and is untechable until hitting the ground. There are some rumors that you can hit the treasure chest and make it go away. クラッシュトリガー:バズーカみたいなのから飛び出るグーパン。地上ヒットはよろけ、空中ヒットは吹っ飛び 大きく壁バウンド(中央でも)。 溜め可能(それによる性能の差については不明)。一番早い発生は20Fくらいかそ れよりちょっと早いぐらい。 最大タメでおそらく30Fよりも長くなるぐらいとの報告あり。補正が 優秀(?) Crush Trigger: Shoots a fist from a bazooka. Ground hit causes stagger, air hit causes a large wall bounce (midscreen as well). Can be charged (but not sure if that makes a difference). fastest startup is about 20f, full charge is 30f or more. Excellent Proration (maybe) マジカルハートキャッチ:オーバードライブ。一定時間アイテムが無制限になる。鈍器系アイテムをモモをする となくなるが、飛び道具系アイテムはなくならない。 Magical Heart Catch: Overdrive. During the overdrive, items are unlimited. Melee weapons will still be completely removed by Momo, but the projectiles will not. 変更点 Changes キャラコンボレート:80%に変更(?) Combo Rate: changed to 80% (?) フォーリンメロディ:同技補正追加。硬直増加(?)。 Fallen Melody: Added SMP. More recovery (?) マミサーキュラー:画面端では壁張り付け効果追加、6Cにつなげることが可能。ここからベリクルにいけると のこと。中央ではスライドダウンのまま。 Mami Circular: Wall sticks in the corner. can comno 6C after the stick. Can still do 22C after it. Midscreen causes the ground slide like before ドラマティックサミー:RC可能。それによる補正の変化については不明。 Dramatic Sammy: RCable. Not sure what kind of proration this will have スワロームーン:移動速度高速化 Swallow Moon: Can move the bubble around faster エアペルシャ:地上ペルシャの三段目Aが前にスライドダウン、Bが高くバウンド(追撃困難な程度に空中で受 身可能)、Cが後ろにスライドダウン Air Persia: ground version third hits: A causes ground slide in front of Plat, B causes a high ground bounce (hard to combo after, techs while in the air), C causes ground slide behind Plat. ドリームサリー:C泡>端に到達するとバウンドせず停止。 A泡>端に到達するとバウンドするのは前作同様。登っていく起動も同じだが、端バウン ド後はC泡の最高度の高さ辺りでゆっくり横に進んで行く。 B泡>未検証 Dream Sally: (this is the only part I don't understand, something about close hit will trap without bound or something) 5C:攻撃レベル低下(?) 5C: Lowered the attack level (?) 6A:ヒットさせても浮かなくなった。 6A: no float on hit 6B:壁張り付き効果追加。同技補正追加。マミサ〆できないのでコンボの〆に使えるかも。 Added wall stick in corner. added SMP. could be useful for ending combos when you can't end with Mami. 6C:浮き発生、同技補正追加 Floating startup (i assume this means it's airborne during startup). SMP JC:下方向に判定縮小という報告あり。 j.C: Has heard that the lower hitbox has shrunk. ハンマー:空中版はLv3で当てても5Cで拾えなくなった。ただし地上版は通常ガードで強制ガークラに。ハ ゙リガで防ぐことは可能。所持数も2個に変更 Hammer: Cannot pick up with 5C even after a lvl 3 air hammer. However, ground hammer will crush normal guard. Can be barriered to avoid the crush. Only has 2 stocks フライパン:5C>JDが繋がらなかったという報告あり。(5Cの攻撃レベル低下の可能性もあ り) Frying Pan: Has heard that 5C>j.D will not combo. may be due to 5C's decreased attack level. 猫:モモした時の高さが上がったという報告あり。 Cat Hammer: Has heard that Momo goes higher. 小ネタ アマネのAHをくらうとトリニティ=グラスフィール出現 Small Note When hit by Amane's astral, she turns into Trinity Glassfield
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Looks like it. I thought I was resetting in between each setup, but I guess not. Thanks
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So I've run into an odd situation. I was in training mode with Mitsuru against Liz and was testing some stuff against Liz's IK. Now, I know it activates after it's been hit three times, but every so often it would activate after only one hit. Has this been addressed before, or did i stumble upon something? I can't provide footage because I don't have the technology
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Done. Feel free to make any corrections and figure out the parts I couldn't understand ・5B>jc>3DJB>JC>5Bの運びコンが2ループできなくなった。 JBの受身不可時間がかなり短くなってる?のが原因っぽい。 Cannot do a 5B>jc>3DJB>JC>5B loop twice anymore. The reason seems to be that jB untech time has decreased ・ロベリアは、本当の画面端(ステージ端)に当たると跳ね返るようになった。 跳ね返った弾に攻撃判定があるかは不明。 Lobelias will rebound off of the corners. Not sure if they still have a hitbox after they bounce back. ・テンペストダリア、相手にヒットした場合はDD終了時まで動けなくなる。 (弾発生の後半部分から行動可能でなくなる。)なおスカor相手がガードした場合は従来どお り。 If you hit an opponent with Tempest Dahlia, you cannot move until the DD is finished. (not sure about the bit in parentheses). no change on miss or block ・ロケテの2Pの色(4P分のカラーが選択できる)が、CTの真紅カラー(金髪+赤服)だった !!!← Player 2's color has red clothes and blonde hair like in CT. Note: loke test has 4 colors available 全体的にコンボを削られた感ありますが、まぁ全キャラコンボ削られてるみたいなんでこんなもんじゃないかな と。 特にうちの執事が涙を流しているのだわ・・・ this is talking about the overall shorter combos for all characters 風ゲージもとりあえず青肉はできるし、皆が嘆いているほど困りはしませんでしたが、 まぁ所詮はロケテのテストプレイなんでなんとも・・・ 次回のOD版DDに期待ですね。それよりロケテ02カラーの実装はよ! not sure about the first bit, but it's talking about the wind gauge, and then about what he will test next time There might be some repeat info in the second part ・4B 同技付いてます。数値までは調べれなかったです。 4B has repeat proration. can;t be sure of the actual number ・J2C 同技の仕様は変わらないっぽい。J2C(LV2)>5B>JC>J2C(LV1)で同技表示 確認 やっぱり発生遅い?5B>J3CDがつながらなかった・・・気がする。 repeat proration on J2C seems unchanged. J2C(lv2)>5B>JC>J2C(lv1) is a valid combo (I think). but the start up is probably slower. 5B>J3CD might not connect. ・3C 同技付いてた。 OD中に3CCループが最大コンボ、とかになるのを防ぐため だと思うけど、今回の同技の仕様上、締めに使いにくくなりそう。 浮きが低い?3C>アイリスが3Cを2ヒット以上させないとつながらなかった。アイリスの発生の問題かも ? 3C has repeat proration. thinks it might be to prevent 3CC loops in overdrive, seems to be less useful now(?). float seems lower, 3C>Sword Iris only comboed after 3C hit at least twice. maybe a problem with sword iris' start up ・地上投げ ついに姫様が投げを必殺技でキャンセルできるように! でもどうやって使うのかわからん。 投げ>カボチャ>5Dも間に合わなかったと思う。 中央で柱があるときにアイリス、ロータスで0風で拾うくらい? Rachel can now cancel her ground throw with specials. but not sure how that will be useful yet. doesn't think there's enough time to throw>pumpkin>5D. midscreen, might be able to pickup a combo with no wind use if a staff is down with Sword Iris or (new move) Lotus ・空中投げ 同じく必殺C可 こちらも使い方がわからない。 端だと空中BCロべ打つと、跳ね返って落ちた弾が当たるんだけど、当たった瞬間に受け身取られて続かない 。 試してないけど、リリーとか繋がるのかな? Air throw may also be special cancelled. same thing, not sure about how to use it. In the corner, air throw>B or C lobelia will hit after the seed bounces of the wall, but they can recover right after that. untested, but might be able to hit with BBL. ・リリー ヒット時の拘束時間が短くなった?ロリコンしようとしたらロべ打つ前に相手が落下始めてた気 が・・・ on hit, the overall time of the super seems shorter. if you want to do the Loli combo (? it's the only thing that i can think of) wait until you see the opponent start to fall before you use lobelia. ・青肉 J2Cのところでも触れてますが遅くなっているようなので J2CがLV1かもしれないタイミングでボタンを押すと成功しました。 I don't understand this part in the context of the game ・OD 必殺C可の通常技をキャンセルして出せる。3C>OD>5Bとか可能。空中でも発動可 OD中にダリアしても特に変化はなし。リリーは確認し忘れました、すみません・・ 回復速度は、OD中にカボチャだけで7、8ヒットさせられるくらい。 Overdrive can be cancelled into from any cancellable move. for example, 3C>overdrvie>5B hits. can be done in the air as well. no change to TD in overdrive. didn't check on BBL. overdrive last long enough to hit with the pumpkin 7 or 8 times. ・勝利セリフ ロケテストまで来たこと、褒めてあげても良くてよ? Win quote praising you for coming to the test
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Thanks, I never even looked there. calling out EminentChayanne as a rage quitter
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I'm not sure if I've fought any of the players in this thread yet, but ggs if i have. on another note, am I just missing something or can you not go into training mode while waiting for a ranked match in the 360 version? i know i saw it for the ps3 version
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i guess i should have read the survey first, but i didn't want to go through all the prestuff. disappointing
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So, there is a survey that people can fill out with their thoughts on the loke test in japanese of course
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yes, and i have yet to mention plat's new item. THE BIRTHDAY PRESENT she gets 4 boxes. the start up looks like the kiss from Dramatic Sammy, and then falls in front of her. activates when the opponent touches the box. the jack-in-the-box hits the opponent straight up. MM shoot two at once, in a similar trajectory to MM bombs. MJ makes them treasure chests
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in fact, i saw a post on jbbs that said you can MM the super missiles and it will just keep firing
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my best guess would be that the meter becomes infinite and she gets armor on all her attacks
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・クラッシュトリガー マスケット銃みたいなのを両手に構えて発射、グローブパンチが飛び出る。他キャラのは知らないけど使いやすそう 発生は6Bと同じぐらい? 補正は緩いっぽい 生でしか出してないので、必殺技のようにキャンセルで出せるかは未確認 this pertains to Platinum specifically, but may give some idea about the crush triggers. she pulls out a musket look thing (hello Mami) and then a boxing glove shoots out. not sure about other characters, but it seems easy to use. start up is around the same as 6B. recovery seems slow, and only did it raw, have yet to confirm whether it can be cancelled into like DD. based on this, my speculation is that they are super punishable if you barrier block, and that can be done on reaction. unless i'm not understanding 補正は緩いっぽいcorrectly. not sure about the last bit either
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Platinum's new 41236C move is called "Happy Magica". it is a counter that puts her above her opponent, allowing for jump attacks
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considering a trap would be trying to fool you into thinking it's a female, Amane is not a trap. He speech is very masculine, and I'm not just talking about how deep it is. GAH it needs to hurry up and be tomorrow(tonight) already
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No matter what happens, I'm personally happy that the story will continue. I love BB's story I think it's pretty much confirmed that there's gonna be something for every character that uses 25 heat. If you look, the meter flashes when one of the segments is filled, and becomes a solid bar when completely filled. I also noticed Azreal pretty much did a tatami gaeshi, WITH THE EARTH
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I think you can mix and match the character and Persona color scheme
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I think I was in Tokyo right after CS2 came out in Arcades. Tried out the new character and that was it. I just found her fun to play and watch
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Accent Core +R LOKETEST CHANGE LIST Thread
suna19 replied to Spirit Juice's topic in Guilty Gear General
i wasn't really sure about those parts, but 5H had something removed. i suppose better wording would be just proration. and looking at the wiki, i think they just changed the values for those attacks -
I put Chipp's changes in the offical thread if anyone wants to see them