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Omex

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Everything posted by Omex

  1. it was more get opponent in rage -> land goldburst because why not rather than that order of events, but yeah!
  2. Not quite at the moment, but we definitely have people who are planning to pick up BBCP! We have a few people who're repping Persona on and off, with me being a constant, and I'll be doing my best to bring everyone together to keep a consistent BBCP group once the import becomes available onwards. Worst case, I can try to play CSE a bit to prepare for BBCP, tho I only have the PS3 version.
  3. oh shit i nearly forgot i am sorry DL/XBL: Omex/Omecross minnesota
  4. well charm DOES take way too much meter!
  5. just wanted to post some SUPER BASIC theoryfighting about the changes kanji is getting so people can understand what kind of a character we're looking at for P4C currently, in terms of weakness/not: First off, in current revision, the only thing kanji REALLY lacks is a solid neutral game. His pokes and everything else just... don't really work all that solidly. The Japanese have moved towards abusing the air action after j.c and the extremely low landing recovery after that point to make it as annoying to neutral VS kanji as possible, and getting lucky in neutral with random 5C/j.b hits and guessing the opponents' tech into a 2D or 5D to catch them on the air/ground and start our usual game. With his current runspeed/pokes, that's really the best he can do-if he could play a solid neutral game, he'd be a strong character. new autocombo - Kanji's new autocombo is pretty significant-his 5AA is not only a big normal that sounds like it'll help for hitconfirming vs air opponents (no more tipper 5aa whiffing), it has all the same cancel options as his current 5AA, and the autocombo ends in j.214B, meaning if you autocombo a confirm, you get a hard knockdown into mixup rather than being left with a + standing confirm like we are right now, which is great! shoulder charge/Primal Force - This is going to be a big one for Kanji, a new move that he can use to deal with zoning characters/people floating around recklessly. From the video we saw of it already, it's clear that it's similar to mitsuru's whips or liz's 5D, in which it has a long startup but very, VERY little recovery, probably around 10 frames. This means the instant it's active, we should be able to block, and it'll plow through enemy projectiles nice and cleanly before either knocking the opponent down, or FC wallslamming them if they got counterhit. From the video shown, any erasable projectiles (Yukiko fans, narukami fireballs, teddie firecracker, etc) will be erased by the persona's armor when it flies out, and piercing projectiles (Liz Maziodyne, Yukari Arrows, Yosuke Kunai) will go through it, but not kill the persona. Basically, it's like Shadow Labrys' bull block, anything that pierces the bull and hits Shabrys should pierce Takemikazuchi and go towards Kanji. While Kanji hasn't been having the HARDEST time dealing with projectile zoners, this WILL make his life a lot easier. It will be much scarier for liz to float around with j.b, Yukiko to throw fans carelessly, etc and give him a bigger reason for people to respect him rather than just floating around as they please. 5C changes - Probably the biggest change to Kanji. Right now, 5C is a pretty nice, but somewhat weak normal-It puts a big hitbox on screen, but it lacks an anti air hitbox, letting people airdash over it, and the chain options on non CH are pretty weak. On non CH hit, if the opponent is grounded, your best bet is just landing a 236A, or doing something like 2B > 236C if they're point blank. HOWEVER. It's already been confirmed that 5C lets Kanji dash cancel forward now, and not only that, that the dash cancel forward is 'strong'. This can only mean a few things, honestly. Most likely, the dash cancel isn't RIDICULOUSLY - on block, or it can be spaced to be safe. As long as it's say, no worse than -3, that's going to be fantastic for kanji. -3 means they would be able to punish him on IB, but if you space it so you dash up and are outside of their 5A normals, you STILL got rewarded for having them block a 5C by getting distance on them-It's like, an actual neutral tool or something! IF it's any LESS negative than that on block, then Kanji will be able to do RPS off of it depending on the distance he runs, which will obviously be a huge reward for making them block 5C in spacing. On air hit, even non CH, he'll probably be able to get a full combo off of the dash cancel. Not only that, but it paralyzes on hit-Any time you get a random hit that you cant' combo off of non CH, paralyzing them means that you just made the neutral game significantly more in your favor, evne if you have to deal with them mashing buttons on the way in. Especially since you can dash cancel it now, it's entirely possible that on a ground non CH hit, you can hit -> paralyze -> dash cancel forward and guarantee some sort of RPS, which is hilariously frightening. This is probably the biggest buff to Kanji in the list at all lol. Persona Buffs - Looking at it, only having 3 cards sounds like a nerf, but it's been confirmed all cards regenerate at the same, steady pace, meaning that if you have 3 cards, you recover faster than someone with 4 cards-with the new buffs that Kanji can do his 214214C super and his 214C/D grabs without his persona, this means our life is THAT MUCH EASIER once we're persona broken. We'll still be losing 236C in combos, but the instant you're persona broken, people can't just downback and wait for a throwtech to disrespect-even if you do less damage, they have to care. Supers - 236236AB is going to be huge. Kanji can currently get 4.5-5.6k off of any 236236a confirm either by OMCing or OMBing, and giving him an option for 75 meter to continue the combo (via wallbounce) is going to be fantastic! The fact that 236236A is 11f means it's kanji's fastest normal to do an actual combo off of, let alone the invuln. 214214CD does NOT grab instantly after the superflash. This sounds like a big nerf, but let me explain something really quick. Our current 214214C grabs with a startup of 6+0. That means that there's 6 frames of startup,before the superflash, and the move activates 0 frames after superflash-read, instantly. In addition to this, you can punish any more that's -6 or more on block! Makes sense so far, right? While the superflash is nice for an element of surprise, they've confirmed the purpose of 214214CD isn't more damage or anything else, but the fact your grab range has effectively doubled in the duration. This most likely means the move is something like.. 1+5, or possibly as late as 1+7. In other words, they can react to it every time they see it (ala Liz cmd grab super) but if they're in recovery, we can now punish them from MUCH further away than we could previously-This is REALLY exciting, since it probably opens up a bunch of punish options we never had before, like punishing Mitsuru's 5AA/A on block, which is rather awkward for multiple reasons. Spacing Kanji out to avoid mashing out command grabs to deal with any sort of mixup they would try to do won't work anywhere near as well anymore. :> The damage is still the same, but it's going to be a blessing to have new punish options. Most of the other buffs are, as far as we know, icing on the cake-5B chaining to AoA will be... um, neat, i guess ww. Air 236A/B will depend entirely on how it works, but it's already confirmed it brings in new combo routes, as j.a j.b j.a j.b 236A/B combos on FC. How + or - it is on block from above will be huge, and it might lead to Kanji being able to end combos in air chairs the opponent is forced to block that will lead into RPS, among other things. We don't know enough yet! Similarly, we just don't know enough about the fact that 236B as a combo ender will no longer go fullscreen, but instead will make Kanji do the usual tall jump animation before hitting the ground-Whatever it's for, it'll probably be very potent as long as 236A works the same, which it seems to be. oh, and you can move backwards/forwards during 214D and AoA. lol...? the former is definitely good but you can't really do much but giggle at it now then, the NERFS. 1. 5B > 2B and 5B > 5C are removed. Okay, I KNOW this looks like a major nerf, both to combos and for our tick grab game... but honestly, kanji HAS other ways to run his RPS, this was just an easy, instant way to make any chain into a frametrap that catches jumps. 5AA > 2B is literally the exact same frametrap as 5B > 2B, and Kanji can catch jumps with 5AA > 5AA, 5A2A > 5AA, and 5B > microdash 5AA just fine. We're going to live without it, and I can already optimize Kanji's combos to do about the same amount of damage without 5B 2B in them-and considering everyone got a damage nerf, this should be AOK for Kanji. 2. J.B > 214B does not combo. This IS a little worrying, but I see two reasons for this change-One, 5AAAA now combos into j.214B, so you can end combos into your auto combo to get a hard knockdown when you would usually do 5AA > jump cancel nonsense, j.B > 236A works, giving us new ways to end combos, or something that wasnt' mentioned by the japanese, it appears that j.C might be a hard knockdown on airborne opponents now-In the loketest videos we DID get to see, every time a kanji comboed into j.c in the air, the opponent didn't tech until they hit the ground-this could be them wanting to avoid air teching into a trap of sorts or something else, but it could definitely mean they want us to combo into j.c to end air combos now. Either way, definitely not a big deal. 3. Recovery after J.C increased, and air backdash distance reduced by half. Okay, first off, as mentioned previously, Japanese Kanjis abuse the shit out of being able to instant j.c and then double jump/backdash afterwards to make the move nigh unpunishable and potentially giving him a random FC at neutral that he can convert to 5k easily. No matter what action you take afterwards, there's a small landing recovery afterwards, but... to be honest, it's REALLY dumb and it doesn't give kanji a real neutral game lol. Nobody in America that i've seen genuinely abuses this style of Kanji, so it shouldn't affect american play very much. Air backdash is obviously a big deal though-Kanji's air backdash is quite nice, and air turning to backdash forward is pretty good, considering Kanji's backdash goes FURTHER than his air front dash does, and allows him to block more quickly... like, the only thing front dash has over backdash is the fact you can air turn immediately to cover in front of you/behind you with j.b or j.c the instant you need to. This seems to be a pain for Kanji's mobility, but with the buffs to 5C and being able to control air movement better with air 236a/b, this could easily be a non problem! in addition to this, there's a lot of potential changes that we might not know about because people haven't gotten to play the game long enough-for example, airgrab hitbox being fixed similar to the rest of the cast, airgrab giving an actual reward on hit, Kanji j.a being buffed to be an actual air to air normal or having a better hitbox, j.c potentially being a hard knockdown now, etc etc. There's a huge list of things that people definitely wont' notice at first that might be improved in this build, and I'm pretty certain they'll at least do something wtih his airthrow/j.a! he already sounds way stronger than he was before purely because his neutral is going to be easier to play and every other character's damage and oki lockdown has been significantly nerfed (characters have to rely on safejumps more, which is very hard against Kanji's DP), so overall, kanji seems like he's going to be a much more solid character in the new one than he is currently! he is not getting nerfed sillies.
  6. 1. 'has to hang herself' is right. while liz 2b is godly, it honestly doesn't beat narukami j.b at iad j.b spacing at all, making the match a huge pain for elizabeth-outside of ghetto awakening super OSes to deal with it liz just has to get out of 5B and j.b spacing to try and have a fair fight against narukami. 2. Don't look at the persona -at all- for the tell. The persona doesn't change until 10 frames after activation, making it harder to react to than an AoA-Liz, however, reacts instantly. It's basically impossible to react to the persona itself when a liz does 5C (1) 5D for that reason. Think of it like this: Once Elizabeth throws out 5C (she stands for this animation), if she cancels into another normal and she's standing still, it's either the grab (holds out the card, but react to the fact she's standing moreso than the card) or the ice (unlikely since just throwing it out is mad unsafe, and the animation is noticably different.) If she's crouching afterwards, its' either her persona poison (which you can jump out of on reaction generally) or the bubble (hold downback to block it.) Once you figure out that much, it's much safer. 3. narukami's own ziodyne is also a great pain in the ass for liz, since she NEEDS to rely on throwing her persona out at some point in the match. If you really need to get in/get that last hit, you can just disrespect with ziodyne and be done with it. in particular, if you IB the first hit of liz's 5C, you can ziodyne before the second hit comes out and hit her while she's in recovery, period. Only way she can block it is by crouch OMCing the first hit.
  7. just as a note to add in - Kanji's j.C is unsafe on IB. 5A punish works on IB, Kanji's j.C is can FC Labrys doing 2B though - a note on that, if kanji hasn't already dashed/double jumped before j.c, he can still do that before landing, making it harder to punish. he can also mash out j.214AB while falling, catching you if you're going for the punish brainlessly. not sure if IB 5A will stop the last part, since the recovery on the move is really weird. he also can't j.c CH 2B at certain spacings! as far as I can tell anyway, I think he has to be diagonally forward in front of labrys, but that's not quite as helpful to know. Avoid IADing alot to avoid his persona command grabs. - if his EX persona grab is out, you can actually iad backwards from midscreen further on and it'll launch without grabbing you. in addition, you can double jump on reaction to seeing the startup frames to make it whiff,, air dashing forward at certain spacings will make it whiff, etc. superjumping on reaction anywhere on screen will also make it whiff harmlessly. the D version of it is faster when you're point blank on him, catching superjumps and a few other things, but that version also doesn't have invuln on the persona, much longer startup time, etc etc, so you can pressure that one to get rid of it.
  8. http://www.youtube.com/watch?v=y9PuGNaukQ4 Domi (Akihiko) vs Pet (Kanji) http://www.youtube.com/watch?v=3IfA8ZVPpRk Shikki (Narukami) vs Pet (Kanji) http://www.youtube.com/watch?v=wCZ4Klbw_oA Shikki (narukami) vs Nakiri (Kanji) http://www.youtube.com/watch?v=ReHY1TINC5k Pet (Kanji) VS Men Taichou (Mitsuru)
  9. http://www.youtube.com/watch?v=g1T6gVCe00c clearly the game is trying to tell me i need to stop playing. probably more vids soon! with the new cap card i can put out a bunch of new oki mixups and whatnot as needed. probably. only once i'm convinced i like the stuff i'm finding lol
  10. http://www.youtube.com/watch?v=EKfYfkoM_CM&feature=youtu.be i made a video/combo for literally no reason other than to test my cap card's magic recording button enjoy
  11. I should be fine for playing, and I'd love to do commentary if you'll take me. =3=
  12. it doesn't specify which character you're both picking. it doesn't even specify which GAME. wink wink.
  13. yes, regular labrys has shadow mode. was confirmed by someone picking it so they could mash ex overhead infinites as hard as they could ww
  14. shadow berserk burns out in 3 successive awakening supers, for the record.
  15. by the way, okusan nikuya just retweeted me and mentioned that, indeed, shadow kanji's voice was already in, and was yelling the sort of ambiguous homoerotic whatnot that we were expecting ww
  16. also, just as a heads up-I never really translated the name of Kanji's new attack because I knew it was going to be completely different in the english translation - now that i have the time, i looked it up, and his new tackle move is going to be called 'Primal Force', as that's how it was translated in P4/P4G. eff year
  17. it's never been mentioned by anyone in any translation notes/twitter, i'm telling you, the only reason we ever thought she got gravedigger was because jiyuna mentioned it. he probably saw a move similar to testament's and got the name wrong. as soemone said earlier it's more similar to his 236p or w/e
  18. i think 22b combos still exist but 22b has more recovery now as well, so it depends on the leadin hitstun/juggle. reading through posts, some stuff that didn't get posted yet that i translated they said they were using 22AB in dial A to switch, though dial A gave 25 meter by that point anyway so it worked out. also going through tweets again pet said aigis' new 5aa is LITERALLY tiger knee, so yeah, enjoy your god normal. '3'
  19. considering that i was reading through tweets, updates etc from JP labrys players, stunedge didn't mention it, it isn't int he universal changelist that lists all of the obvious additions like that, I'm pretty sure he just got the move wrong, or we would have heard mention of the move since then.
  20. Has there been any mention of gravedigger except from jiyuna? everything i've seen so far has mentioned the new bubble move and nothing else, so maybe jiyuna got a move name wrong or something.
  21. iirc bob and someone else (unless it was a different bob on twiter lol) were discussing the same thing and they weren't sure yet whether it was a j.a level buff or j.b being faster. could be wrong.
  22. considering that specials are not affected by cyclone and, afaik, as soon as you use them your cyclone gauge drops to 0, i'm pretty sure it doesn't include them since they'll reset the cyclone meter anyway lol. same with specials not affected by cyclone as for the above post, considering none of those moves are the same one, that should work, yes.
  23. finally went back and retranslated/clarified some things. sounds like new DIal A is great on hit. 214C might be weaker by 2, 300 damage, but that also might be shadow mode's skewer. so, rumor. bunch of hubub over whether 5aa2B combos without crouch confirm/on air hit-i haven't 100% confirmed ifa nyone tested it yet. 5AA - Aba's Moroha HS, essentially. Kanji makes a huge swing with his chair and steps forward while doing it. (this means 5AA air hit cancels are more reliable.) Hima thinks it's going to be strong. Same gatlings/cancels as current. Gives me good hope for the normal, which means 5B > 2b isn't that big a deal lol. 5AAA - Hit style grab. Kanji tosses the opponent up, gives groundbounce. 5AAAA - j.214b. We now have a hard knockdown dialA that will give meter/burst. Much more viable to just Dial A on anti air 5A hits for damage/etc, most likely. I have yet to see a solid confirm that 236A's distance on followup hit has changed, so our oki might not be that much weaker. rumor tho. Air 236A/B followups do not exist. apparently we can choose to move forward during 214D before the grab activates. not 100% sure. 214214CD = Not a 0f grab, but the range that kanji moves forward is doubled. Does about 4.4k if math serves right (it was 3k something on an awakened opponent) hima seems to think kanji is doing well but is getting more boring with his air movement nerfed. pet seems to think he's garbagola lol.
  24. More importantly, this is just the first loketest-After translating for every character at least once, it definitely seems like a few characters are in ~loketest~ mode right now, particularly Naoto and Labrys, to an extent. Things can and will definitely change.
  25. Yeah, thank you -SO MUCH- for helping get all the info to us, you're a godsend.
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