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Moy_X7

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Everything posted by Moy_X7

  1. Yup, you held your own. You're one of the few Yus that I've played who know what they're doing. Then again, I only played a bunch of them in Ranked matches lol.
  2. I actually have no idea who any of those people are. I just recalled having packaged a couple thousand of The Three Stooges DVDs at work and I thought about you three lol.
  3. GGs to The Three Stooges lol, how do I BB?
  4. That bat is teh brokez
  5. That and you're like the third Elizabeth that I've played. I don't really play this game much, you see... lol
  6. GGs Garbage, Cross, and I guess the other guy that plays with you guys. I'm pretty sure that the Yu was Cross lol. lol this game...
  7. I don't know if the thing that appears after Platinum counters a move with Meguca is the block-stun effect (that blue flash) or a dummy Platinum "doll". What do you guys think?
  8. GGs Jyo I should really play this game more often. There are times when I forget what I'm supposed to do and my zoning is still pretty sucky. I completely forgot that DP > SC exists in this game and I got hit by it every time. Also, Mitsuru j.D, FUCK THAT MOVE. FUCK. IT. lol
  9. Sorry people, I've been pretty damn busy lately but I'll get on updating the thread tomorrow if possible.
  10. Yeah, the 5C level decrease is most likely the reason as to why 5C > Rising j.D doesn't work any more. I didn't see that one coming though, the 5C > j.D combo path leads to serious damage and screen carriage no matter what starter you use. Losing the Hammer loop is one thing but losing the Pan combos as well is just going too far. Now I'm wondering if the 5C > Rising j.C loop on standing opponents still exists, what with the 5C level nerf and the j.C hit-box nerf :/
  11. I have a feeling that 236A > XXX will scale the combo to shit but I really hope that it works the way that you envision it. We'll be getting some decent damage off air to airs thanks to the new Air Persia. I'm just hoping that the slide last long enough for us to drop a Bubble/Present and still be able to use TK Swallow. The loss of 5C > Rising j.D (Pan) makes me wanna punch a hole through the wall. I SERIOUSLY hope that doesn't make it to the final version
  12. As far as Happy Meguca goes, I'm worried about having the opponent gatling a move into either an anti-air or a move with a huge vertical hit-box. That and JC'able moves into air throws. You're vulnerable for quite a bit during Swallow Moon since you can't cancel that move until about 10+ frames in. That's assuming that Happy Meguca has guard point; if you're invulnerable during Meguca then this move will be godlike. Some of the other changes sound good, time to update the thread :D Edit: *Just read that 5C > Rising j.D (Pan) no longer works* FFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU- ... ;_;
  13. The PSN chat would be the ideal way to run things seeing how not everybody has access to a computer as they're playing on the PS3. You could use a poll to find out how many people have access to a computer and if there's more yays than nays, then you could just use an IRC. Still, the PS3 chat seems like the most practical way to run things. As for the time, I'd say Sunday evening would be best for the same reasons that Jyo provided. A 16-man tournament would be ideal. Hell, you might even have to tone it down to 8 players.
  14. I wonder if the Rising j.C > j.2C loop is still in against standing opponents. It'd be nice to get damage both on standing and crouching opponents with the addition of 5C > 6C lol.
  15. GGs to randoms Shoutouts to Raging Lion spamming Yus. Like that shit is actually going to do something. Shoutouts to rushing Yus down with Yukiko and them running away harder than I would with Yukiko. C'mere, I just wanna give you all a hug after oki <3 Shoutouts to almost getting scrubbed out by IK mash. NOT THIS TIME ELIZABETH. Man, I have as much fun playing this game as I would playing Marvel, which isn't saying much
  16. Ngggh, I wish you had never pointed that out. What has been seen, cannot be unseen...
  17. This is starting to feel like the confusion over the Yukiko forums whether the second hit of Maragi was activated through another button press or by holding the button lol. I guess we'll find out not so soon enough.
  18. Throw > Ice Car (214 in this game) A > Combo still works You don't have to hold C at all. You'll always get 4 hits with the 22C motion. I don't know how 214D works in this game. I'm guessing that it's the same as 214B; if you hold D you won't get the follow up. That wouldn't make sense though, as it seems like people were able to manually control when they wanted the second hit to come out. Maybe you do something like 214D > D if you want the follow-up to come out and simply use 214D if you don't want the follow-up to come out? It was said that the opponent can't tech until they hit the ground from a Fubuki CH, so Fubuki CH > 214D might just work.
  19. My controller layout looks like: A: Square B: X C: L1 D: R1 Throw: Triangle Roll/E-Action: Circle DP/F-Action: L2 OMC: R2 Burst: R3 There are two issues with this layout: 1) Because the DP is set to L2, you have to make sure to push the button all the way down or else you won't get shit to come out. 2) Doing special attack motions with L1 + D-Pad is a pain in the ass and it feels awkward as hell. Other than, I really don't have much of a problem playing Yukiko with this layout.
  20. Yup, ABC > Ice Car seems like it will be the way to go mid-screen lol. I really liked BB for its long, flashy combos. It looks like they're going the P4A route and only allow flashy combos off specific attacks or near the corner. Boring Jin will be boring :/
  21. Shit, 5C > j.2C no longer works. Looks like they really want us to go with the ABC combos mid-screen if we don't have the meter for Sekkajin > D Follow-up. I wonder what they're going to do to balance Jin if they're getting rid of his stable, anywhere damage...
  22. Yeah, there's some other typos in there too that I'll get to fixing lol.
  23. On hit, it seems to cause a hard knockdown, not sure if it can be followed up. At least that seems to be the case for Jin, unless all CTs are truly universal and they all share the same properties such as hard knockdown when used on an airborne opponent or stagger when used on a grounded opponent. I seriously doubt that they will turn out to be overheads, Jin's looks nothing like an overhead. They're slow because they crush your guard, kinda like how Primer removing moves in CS are either slow or unsafe on block. It would be nice if they were universal overheads though, Jin could sure use a second overhead lol. I'm hoping that they do get hyper armor like AoAs in Persona. Seems reasonable since they're pretty damn slow and cost 25 Heat to use.
  24. Umm... that has always been possible.
  25. Use the General thread to discuss, this thread is for the sole purpose of gathering info. System Changes Overdrive: "Magical Heart Catch" (A+B+C+D) Platinum gets an unlimited number of uses for the item that she was holding before activating the OD. If she uses Mystique Momo while holding a melee item (Pan, Hammer, Kitty) during OD, then she will get rid of that item. Crush Trigger (A+B) Platinum turns her staff into a giant boxing glove. Guard Crushes on block, staggers on hit, wall bounces against an aerial opponent, and costs 25 Heat to use. Can be charged but the effects of the charged version are currently unknown. Same Move Proration It now allows the opponent to tech immediately after getting hit by a second Same Move Proration move. New Moves (Old Version) Happy Magicka ([2]8): Platinum turns her staff into a huge hand that taunts the opponent, this is a 1st Frame counter move. If the opponent attempts to hit Platinum while she is in her counter stance, she will teleport above the opponent while riding the Swallow Moon balloon. This counter catches lows, mids, highs, and projectiles; pretty much everything but throws. (New Version) Happy Magicka ([2]8): Platinum enters a counter stance and summons a Platinum dummy doll on a successful counter that has active frames and can be RC'd. New Item, "Jack-in-the-Box" (5D and 214D): Platinum drops a present box on the ground. If the opponent goes near it, a Platinum face shaped "ball" will spring out of the present box, launching the opponent into the air on hit. 5D drops a present directly in front of Platinum while 214D launches two presents in front of her as seen in the video clip. j.D drops a present directly below Platinum. You get 2 item stocks when you equip this item. The presents disappear if you get hit. The present boxes turn into treasure chests when upgraded with Miracle Jean and a Swallow Moon shaped "ball" springs out of the chest to launch the opponent upon contact. The opponent is launched high in the air. The treasure chests remain even on hit, so they can serve as accidental "combo breakers". You get 4 item stocks when you use Miracle Jean. She can only have two of these traps out at a time. Changes to Existing Moves Normals 6A: No longer floats/launches on ground hit. It will only juggle already airborne opponents. 6B: Wall sticks in the corner if used against an airborne opponent. It now has Same Move Proration. 5C: Lower attack level (?). 5C > 6C works on crouching opponents. 3C: More pushback. 6C: It now has Same Move Proration. It launches the opponent on ground hit as it did in CSII. j.C: Smaller lower hit-box and less untechable time (?) Items Hammer: You only get 2 stocks for this item now but it instantly Guard Crushes on block. Pan: 5C > Rising j.D no longer works. j.D brings Plat straight to the ground, so no more j.D > AD > j.C > 22C combo route. MJ Pan 5D is a Fatal Counter. Bat: More untechable time on CH. CH 5D > 66 5B/5C works. Kitty: It appears to have a faster start-up. Bombs: More untechable time(?) Specials Air Persia/(j.)236A > XX: The final hit of the 236A follow-ups has a different effect depending on the button used. 1) A Finisher: Knocks the opponent down in front of Platinum and causes ground slide. 2) B Finisher: Knocks the opponent directly below Platinum and causes a ground bounce (hard to combo afterwards). 3) C Finisher: Knocks the opponent down behind Platinum and causes ground slide. Air Persia covers less horizontal distance. 2C > Air Persia > Side Swap is no longer possible. Air Persia staggers when you use the finisher (236AXXX) on a standing opponent. Mami Circular/236B: Wall sticks when used in the corner. Can be followed up with 6C in the corner. Swallow Moon/j.236C: The floaty thingy can be moved at a much faster rate. Dream Sally/214X: The bubbles have been altered a bit. 1) A Bubble: Once it touches the corner, it will begin to move at a slower rate. 2) B Bubble: Moves horizontally at a faster rate than CSE's B Bubble. 3) C Bubble: The bubble ascends and descends at a faster rate. Falling Melody/22C: It now has Same Move Proration and it does a fixed 300 points of damage as opposed to the former 400. Dramatic Sammy/41236D: Can now be RC'd. Supers [*]Cure Dot Typhoon/632146C: Can now be used in the air. It gets a power-up during OD. Location Test Videos Location Test #2 Playlist: http://www.youtube.com/playlist?list=PLB5D7029E4B7127CE Location Test #4 Playlist: http://www.youtube.com/playlist?list=PLS_k68KTBm5uI4Iwv3jm-ah0PYCj-dY6X
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