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Moy_X7

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Everything posted by Moy_X7

  1. Yeah, there's some other typos in there too that I'll get to fixing lol.
  2. 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.
  3. Umm... that has always been possible.
  4. 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
  5. I hope we can also control whether we want to teleport above and behind or above and front of the opponent. It'd be kinda pointless to use that move if you're just going to teleport in the same spot and right back into pressure :/ Edit: j.D Hammer doesn't seem to Guard Crush for whatever reason. Could it be that they meant that 5D can't be followed-up but maybe j.D can be? Seems like the only explanation for not being able to Guard Crush with j.D. I created the BB:CP changes thread. I'll dig for more information and videos later on today.
  6. lol, you'd have to use it as oki when you condition your opponent to neutral tech. It looks like you get I-frames when you activate your Offensive Overdrive, interesting. What the hell were they thinking by making the Sekkajin follow-up launch the opponent? The whole point of launching the opponent with Sekkajin was to go into the j.D > AD > j.2C > j.C combo path. What are you going to do now if you waste your freeze on the mini-Yukikaze and have it launch the opponent once Jin sheathes his sword? I hope they turn that whole "sheathe after mini-Yukikaze" thing into a long lasting stagger instead of a launcher. lol, that whole "Sekkajin causing wall bounce on airborne opponents" thing looks kinda cool. 2nd loltest and they're still sticking to that huge Ice Blade instead of the three regular sized Ice Blades for j.236D
  7. RCable command grab is love though lol
  8. lol ASW, what the fuck are you thinking? It's cool that you want to have shorter combos and whatnot but don't go butchering characters now :/
  9. I'm probably going to sub Yu too at some point, if only to avoid mirror matches. Dat oki, 2B, Awakening Super, and DP are too tempting. I'd play Titsuru but goddamn those charge commands just really get to me; I absolutely hate them.
  10. How the fuck does she get 4K from oki? She better spend at least 50 SP for that Latin, Spanish... you add an "o" to it and you got yourself a word lol. I probably won't be on until after midnight though, as usual.
  11. She asked me for it through PSN, so I gave it to her. If you think you need it and you actually want it, then I don't see why not. @Shin - Yup, we need to play on our godlike 4 bar connection again. Although I'm not looking forward to that Yutastic oki
  12. You... you didn't get it did you? It looks like we can't be friends after all. A true friend of mine would know what I'm making a reference to. GOODBYE COOKIE. I'm hoping to play more people from DL. Too many random private rooms and not enough people playing P4A :/
  13. Well I mean, it's not rocket science. Each character has a set length that they will travel using their respective air dash. If you know that length, you can predict where they will land. If they're at a length where if they air dash toward you they'll be able to tag you with one of their air normals, then expect a forward air dash. If they're in a position where they want to get away from, then they'll most like want to air dash backwards. If they're coming from the air and they expect an anti-air, they'll double jump to bait it. If they have a move that halts their momentum and has a hit-box that hits backwards, then they'll most likely air dash forward to cross you up with it. It all comes with experience, I don't think that a video tutorial alone will teach you how to move and react to the opponent's movement. You just have to play and learn from experience.
  14. I'm not your friend, buddy.
  15. Screw that, I'm getting in there lol. If I can get through Lambda's and Mu's walls of swords and lasers, then I think I can get through a wall of fans that have a crapload of recovery and little reward on regular hit XD They do what they're meant to do and that is to reverse the situation or turn it into neutral if your DP sucks. I'm just glad I play Yukiko, so at the very least I don't have to worry about wake-up DPs lol.
  16. I could go on about this subject but I'm just gonna say that I hate it because it makes situations where you would only have two outcomes to one that has like 4 or 5 outcomes. For example, you're +4 on block and you'd want to reset pressure, the outcomes here are: you get the opponent to block or he mashes buttons like an idiot and gets hit. Now you have to add the whole RPS game to that scenario with the easily accessible DP and everyone in the cast has one of those, some better than others (lol Yukiko DP). Now the same applies for rolls but at least rolls don't change the momentum as hard as a DP would.
  17. Rush That Shit Down lol
  18. Dat universal, 2 button DP system (1 button with macros). Blocking? Frame disadvantage? Fuck that shit, mash that DP lol. GGs Cookie For one you need to hit the lab and work on BnBs. I was surprised you kept dropping that undropable (5AA > 5BB > 5C > 2C > 236A/B) lol. You gotta be way faster with your inputs and hit-confirming in this game. Also, learn to block Yukiko's AoA, no one should be getting hit by that, 33F start-up and all (even though I got hit by it once too, just once though lol). Your zoning reads were good though. I'm not that good at zoning so I just rush down given the chance. Since this is a match-up where the battle would go super slow if we just zoned, I just RTSD lol.
  19. I'm just hoping that this is the last time we hear of it, lest Agni wants to get the bad ending himself. I don't believe I've played any DLers yet, I've been having too much fun with my Indy bros and those godlike 4 bar connections.
  20. How high must you be for the air dash to work? Anyways, I've added a "combo theory" section, which covers most situations where you need to use different combos.
  21. I'm pretty sure they're still scrubs no matter how you slice it. The thing here is, if you're losing to scrubby shit, then I guess that makes you even more of a scrub? lol @IllogicalDreamer - lol really? If they use an IK then that's disrespectful to you? I'm sorry but if I read the crap out of you, I'm going for the IK with Yukiko lol.
  22. If you get into Ranked Matches, choose the "Display Search Results" option. This option allows you to pick players with good connections and avoid those with bad connections. You don't want to play this game with anything below a 2. Ranked is full of scrubs lol. I rolled a train on them (25 matches, not a single loss) with my Day 3 Yukiko XD
  23. Well there we go, mistery solved, lol thanks.
  24. Actually, there's a high chance that it might be character specific. I was having trouble juggling Aigis with SB Agi up high the other day. I'll do some testing when I get the chance. I mean it works on her but maybe not if she's too high.
  25. Jin is a mixed bag, he can do a bit of everything, including a bit of zoning. I don't know man, that's the vibe I'm getting. I can't just try to zone someone to death. If I score a knockdown or I get someone to block Maragi, I'm getting in there. Zoning alone gets you nowhere, unless your opponent is Kanji.
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