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Everything posted by Omex
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if it actually gets up off the ground i'd love to participate and/or commentate if possible, though I don't want to deal with anything lower than 3bar. :V
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okay that thing i couldn't translate. it was silence aki gets silence off of 2c OH GOD
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it's like marvel hitting someone with a bat is hype. whiffing/blocking bats isn't hype. the more you whiff/get blocked, the less hype you are. the instant you hit someone with a bat again people forget most everything they were worried about and get hype again. the more hype, the better junpei is. max hype = a combo that probably does as much damage as chris g does to the hype. (though admittedly we don't know exactly what his system does)
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hi. afaik if you have a really high end, long combo with labrys when you combo into D axe super you can actually end up having the opponent tech in the middle of the hits, leaving you wide open for punishment. I'm assuming they mean that that can't happen anymore with the D mojuu issue. as for brutal impact yeah. it's likely the move is getting a rebalance since it can be triggered earlier than usual now, so maybe SB deals nearly as much damage as the current C version lol.
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oh whoops i'm sorry I missed this post for a while! specifically you can no longer chain cancel 5b into 2b, 5b into 5c, or 5b into 2c.
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i translated a thing by stunedge http://pastebin.com/myaja9tm small errors may have occured; i believe i marked them when/if i made any
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[P4AU] Naoto Shirogane - Gameplay Discussion "TIME TO MOVE"
Omex replied to ludwig van's topic in Naoto Shirogane
i believe you're accurate on that. first note: first move removes fate counters normally, every move after removes 1 counter. as far as they can tell there might not be a restriction on how many fate counters you can remove after that. (granted it's all 1, 1 ,1 ,1) edit: Air fangs: A ver strikes downwards and does a small bound. 5A followup possible B ver strikes downwards and causes a huge groundbounce. no followup because of how big it is. can cancel all air normals into fangs. both seem to hit once i guess. untech time in 5DD increased reload time is like 4-5 seconds (holy shit lol what) sounds like traps can't be used as okizeme untech time on 5C has been lowered. 5C > fangs b doens't work on standing opponents. -
・Shadow kanji Shadow activate looks like it can be used as an OMC。5AA sweep > activate > 2C possible. by the way, ~Sweep >Activate > 5C > 236AB > 236236a > 214214C only does 5k Near, corner, AoAD> 2A > 2B > CorD tackle comboed, but it seemed like 5A would not combo afterwards 5B 2b, 5c and 2C are all gone. 5C and 2B are both hop cancelable, 5C is dash cancelable and it seems to be a very strong option. 5B > AoA now works. j.b j.b j.236A/B works, but might be FC only. Cannot do personaless 214C when 5/j/2D is active. 5C can be canceled into 214c(!?), which is why 5B 5C is gone apparently backdash > yolodive works。Take tackle seems to be a good tool for air control and is there primarily to make the neutral game much easier。ただ5Bとかの手堅い牽制からの楽なリターンは取れなくなったし、増加した部分は全体的に大雑把な行動なので、ある意味より一般的なイメージの投げキャラらしくなった感 (hard to translate bit for me. sounds like with the adjustments given to kanji he's being changed to be a little more like a traditional grappler? ...or something? ;; ) While kanji has lost an option during RPS with the loss of 5B>2B、5AAが前進する関係上近距離でまとわり付きやすくなってるし(Commenting on the fact that 5AA moves forward, but I genuinely don't understand this description of the normal)、5C dash cancel are additions that are moving kanji in somewhat of a weird direction. 。I don't think he'll be that much different from his current version
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That'd already been confirmed, yeah. boost is now 66, but you can boost cancel normals just like you would ATM instead of manually inputting.
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uh? you don't get lightning oki but off of AoA midscreen C you can just do j.a j.a j.b doublejump j.a j.b j.214b before. good corner carry, etc. can omc j.236b for 2c 2b 236c pretty sure, so yea! now that AoA ~ D is also special cancelable we can probably do something off that as well. i wouldn't spend the 50 meter on oki over just ending in j.214b/j.c hard knockdown regardless :V edit: oh yeah and aoa number was changed for noraisin. idk LOL
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more importantly the aoa combo into j.c didn't let her tech until she hit the ground, either she's lateteching aboslutely everything or that is indeed what htey want us to use as an air ender instead of j.214b!
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also, what i assumed ended up being true; oki chair no longer goes fullscreen, you have to space it to actually land it. what this means: 214C grab setups have to have lightning oki afterwards 214C personaelss grabs are gonna be weak, it looks like j.214b knockdown will be really bad unless omc'd/omb'd 236C knockdown is going to be more important and... hopefully oki chair gives way more damage/frame advantage on hit.
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You're right. Hitspark for guard effect happens when the arrows hit take, tackle's even better than we thought lol. If, say, yukiko throws a fan and we do tackel, it'll stop the fan while traveling and then we can chase after for the combo, good idea!
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The best advice I can give for baiting DPs is really just going to be watch for patterns and the like, not much I can do in the video. I -am- going to do an okizeme tutorial sooner than later that'll detail how to pressure on wakeup the best, and it'll go over 2a meaties, which can dodge a lot of wakeup supers and whatnot... but yea! :<
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http://t.co/F58qhjIgzl this isn't completely updated afaik but it should give a good idea. not everything is 100% accurate, like apparently shadow characters do NOT start with 100 meter, but a good chunk of it is accurate. edit: er whoops. someone beat me to it, but yeah. With dust settling and whatnot, a few things are starting to become confirmed/unconfirmed, like shadow characters not having meter as mentioned, shadow overdrive lets characters cancel specials into specials similar to KoF's HD mode (yosuke has been seen doing C tentarafoo > SB Tentarafoo > C tentarafoo xn, meaning narukami can probably do some of his OMC combos meterless in that cancel mode, etc. shadow characters have vanilla p4a dial As, non shadow characters have brand new Dial As, and aside from shadow naoto having a new gun meter seperate from normal naoto, we have yet to hear of any non shadow mode universal mechanics that are different between normal/shadow characters
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that might have been a TL error on my part. anne brought something to my attention and i realized i missed the kanji for super when something stunedge posted described the command grab lol. as far as I know it's some sort of air super cmd grab. it also may or may not fatal, as I heard she can do a FC grab in the air checking bbses-could just be her air grab working like her ground grab now.
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the startup of kanji's new shoulder tackle is long, and jp kanji players already said they don't know how we would combo into it. however, the recovery is very good, and take ignores projectiles (they fly through him) and go towards kanji-he'll be able to block, but the opponent can get hit. this is pretty important since dealing with things like yukiko throwing out j.b fans carelessly is pretty impossible with 5D/2D/etc, since the fan will hit Take before the fan will come out, but at the very least, this will make her block. should be good vs things like liz j.bing carelessly, doing agi fire at neutral, calling out a few things, and it gives fatal counter on CH + wallslam, but it'll be hard to combo off of. tl;dr it's basically what henaki wanted a few pages back lol. it sounds really balanced tbh, especially since the fullscreen version seems like it might have VERY long startup. he can block around the time it becomes active at least, though! it'll be like mitsu whips/liz 5D: long startup, super short recovery.
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note: I hate going of off videos to guess the speed of things, and I say never ever ever do it... but 5C feint in video 1 looks shorter. j.c air hit might have a longer knockdown duration; it's possible the yukari lateteched but i'm not sure. aside from that it seems the tackle has uh... 30f or less recovery upon use, and take doesn't die to projectiles. in other words, it's something we'll be able to guess, say, yukiko throwing a fan, liz doing j.b, and it'll go and cleanly plow them while we block the projectile (since take doesn't absorb it). on CH, wallslam. comboability is probably depending on distance and how high the opponent is. use in combos currently people are thinking probably not, but maybe off specific starters. note: wait. it fatals lol. good shit
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minimum damage on wail has been reduced. SB wail exists; does around 1600 minimum. C now does around 1400. SB mamudoon, translation was iffy but it looks like they aren't sure if it starts up faster, but it ACTIVATES faster. still instant kills. ex mindcharge might let you follow up or something weird. or... something was added to it. They wern't too sure in the note either, but it exists!
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hama commented he thought people would be DPing it on reaction pretty reliably, so not TOO fast, but hey, at least there's a reason to use ex zio outside of corner pull now, amirite?
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if you read a few posts above, it's his new move, sonic punch. move affected by cyclone, some sort of uppercut.
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hi. notes from hama and stuff. http://pastebin.com/K7B3cryU im scared shitless that shadow narukami might be able to do slide D > lion cancel without omcing that is all. fuck j.2b
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don't sweat the good/bad things too much yet. new combo routes may be possible with new normals, new properties people don't know how to use yet (like straight giving fatal during combo potentially?) etc. there's also a brand new input move that's affected by cyclone that people don't know how to use yet, so yea! plus we don't know any more subtle changes, like reductions in p2 for better scaling off certain moves, potential frame data differences, etc etc. and it'll be possible to scum up extra cyclone levels easily any time aki gets a crumple confirm, so the big FCs might remain just fine. on that note, when lurking around twitters (dacidbro's) i saw domi mention sweep>A killrush>(4A>)22A>2C - so yeah, new combo routes are definitely going to appear!
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it also catches moves that are autogard and fully invuln. the attack still happens-try doing cross slash, aki 236236a, kanji 236236a, etc which are all invuln on hit, then omc. the attack will still happen, and hit you-, hit or block depending on if you bother to. i admit, i was misusing disjointed by relying on the fact it means 'disconnected'? for example, take narukami 5C-the literal rule with kanji dp is 'unless the hitbox is stored in a seperate file, it will trigger the retaliation attack.' narukami's 5C is stored in a seperate file (with the persona hitbox attack/hurtbox) so it does not affect Narukami. This is true for all persona attacks especially, though the persona will get hit by the NON retaliation attack if their hurtbox intersects with the natural active frames. there's a few different definitions of 'disjointed' in the fighting game communities-arcsys being different than say, smash, iirc. but i was making the mistake of figuring it was okay to use here as a loose term, but I hadn't thought that out too well. I used it first by the smash definition, which, like I said, is 'hurtbox and hitbox do not overlap at all', though i might be wrong, and the arcsys definition is just 'huge ass block of red'. i apologize for that, and to be more accurate, i mean 'DISCONNECTED' attacks. It's a very consistent rule, I assure you, I just used the wrong term. I'm definitely not wrong on the mechanics, just the term. :x edit: quick note-we don't have any normals that are 'projectile type' and stored with the character file under this rule as of right now (plenty of those in blazblue) but considering Hakumen's astral catches those attacks in a very similar 'capture/retaliation style' just wtihout guardpoint, I'm pretty sure Kanji's DP would trigger the retaliation attack against them as well.
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'hitbox/hurtbox not overlapping' http://www.dustloop.com/guides/p4arena/hitbox/Narukami/bc203_06.png http://www.dustloop.com/guides/p4arena/hitbox/Mitsuru/mi200_03.png the game is super consistent with 'anything your character does that is not a projectile/pseudo projectile/persona attack' is not disjointed, and it doesn't even describe the moves you listed, sorry. it's different in other games but every game has different rules. :V