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Moy_X7

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Everything posted by Moy_X7

  1. I found the trick to it. Instead of alternating the button mashing between A and B, you just mash A and B simultaneously and you're almost guaranteed the 16 Hit FC.
  2. I'm trying some even weirder shit and I'll let you guys see it in the form of a combo video in a day or two lol.
  3. Ngggh, I wish people would stop shoving their goddamn problems on me. Trying to play P4A here IRL people...
  4. Dayum, AoA FCs are not nearly as feasible on pad as I had imagined. My average is 14 hits lol.
  5. Oh man, the air fans have a shitload of landing recovery. Here I thought that I could score and confirm CHs ala Jin and his Ice Blades lol.
  6. I'm actually surprised that Gamestop had it on release date, unlike CSE where I had to go the hell outta my way to get it. Well, back to grinding it is.
  7. As expected, I'm gonna grind what the Japanese have offered and try to tweak it for extra damage and meter.
  8. I could sit here and discuss Joketest #1 Jin or I could be grinding my Unconquerable Snow Black so I think I'll do the latter lol.
  9. Oh man, I thought we would get the entire soundtrack if we pre-ordered Persona. All we get is 6 mixes from existing tracks. I wanted the original Princess Amagi dammit but the mix is not that bad. I like that combo timer there, it sure helps. Also, lol at the hop's landing recovery.
  10. You do have to use Sekkajin and its 25 Heat follow-up, it's only fair that it does 3.5K lol.
  11. I hope that we don't have to charge it for long. Something like Hakumen's 6C max charge would be bearable.
  12. lol, you guys get trolled too easily.
  13. Well both Lambda and Nu have that long braided ponytail so there's no difference there. Nu is only different to Lambda during her pre-battle form. Edit: Also, what's up with these random characters out of nowhere but no word on playable Phantom/Nine, Jubei, Saya, and Kokonoe? As for the whole no Lambda and Mu fiasco. I believe that Nu is coming back one way or another (as hinted by CSII ending) and Mu might just be Noel going into random, emotions based power-ups. Think of Mu as Evil Noel or something lol. I mean she still has the eyes of the Azure? Right? Or was it that magical brain-washing tiara the source of her Mu-Mu powers?
  14. Hell, you might even say that she's more of a shoto than Yu is because her projectiles are available at any moment whereas Yu's requires his Persona lol. I'm just hoping that my Gamestop has the game available on release date, at least at noon. Last time I had to go the hell outta my way to get CSE on release date D:
  15. Huh, I for one did not know about the defense buff until now.
  16. Well she does shoot projectiles and she does have a DP, so she's a bit of a shoto in her own way lol.
  17. I also saw Plat's Astroll in the trailer there, so don't count those out. Still, it would be nice if some of them get reworked. lol, so Plat can shoot an unlimited stream (or until OD wears out) of MJ Missiles through MM. I wonder how this would work with the Bombs.
  18. Sekkajin no longer launches on the 8th hit and you have to spend 25 Heat to use its follow-up that allows combos. lol, your mid-screen BnB is now looking like A > B > C > Ice Car XD Don't panic just yet though, this is just the 1st location test.
  19. Fine I'll change it to walls... GGs Jin lol
  20. Wall bound = wall stick Wall bounce =/= wall stick At least that's how I've been raised to believe in stuff lol
  21. It sounds good on paper but we'll have to see it in action first. They probably drew some inspiration for that move from Teddie's Furious Action lol. I was saddened to find out that the Bikkuri Box was an item and not a permanent special I wonder how Mystique Momo will work under the Overdrive effect when getting rid of the Missiles and Bombs. I also wonder how Bikkuri Box and Mystique Momo will work.
  22. Well thank God for that and I hope it makes it to the final version (don't see why they would remove it).
  23. I don't know what to think of this new Jin. I'm just gonna refrain from making any judgments until after the final location test. That new air special looks hype though and I really hope that it must be blocked high and can be used as a quick overhead off a TK motion. I'm not really hyped about the aerial Ice Arrow though. I'll just have to wait and see how useful it might be for combos but right now it stands as a lulzy anti-anti-air lol. Edit: I compiled all of the information that we know of thus far in the BB:CP Changes thread. Let me know if I missed something.
  24. System Changes Overdrive: "Frost End" (A+B+C+D) Jin is able to freeze the opponent more than once per string if he uses Yukianesa slashes (5C, 2C, 6C, j.C, j.2C, Fubuki, Rehyou, Hizansen) and Ice Blades. Jin is invulnerable during the OD start-up. Crush Trigger (A+B) Jin grabs his scabbard for a while and quickly unsheathes Yukianesa. As all other Crush Trigger moves, it costs 25 Heat to use, Guard Crushes on block and can be used to extend combos. Seems to have a very long start-up and the move can be "charged". CT > 6C works. New Moves Hizansen/j.214C: 1000 Damage/P1 90/P2 92 Jin slashes diagonally downward and makes the opponent slide on the ground on hit. This move seems to halt Jin's decent and it seems like it will serve as a potential anti-anti-air tool. It has a lot of recovery which makes it impossible to follow-up with a combo. It seems like it will be the aerial combo finisher in this game since the j.236X series have been removed. This move does NOT count as an overhead. Hizangeki/j.214D: 1184 Damage/P1 85 (1st hit)/P1 99 (2nd hit)/P2 94 EX Hizansen, 2-hit move, it costs 25 Heat to use. The first hit of Hizangeki has a small hit-box that seems to hit slightly above Jin and freezes the opponent, while the 2nd hit causes the opponent to slide which allows for a follow-up combo. The 2nd hit of this move counts as an overhead and it has a 22F start-up. The 2nd hit ground bounces during OD. Aerial Ice Arrow: 800 Minimum Damage Jin shoots an ice arrow using CSE j.236A's angle and trajectory. Changes to Existing Moves Normals 6A: Causes hard knockdown on an airborne opponent but it cannot be followed up, think of it as CSII 6A. More frame advantage on hit. 2C: Has gained the ability to jump cancel on block again. Lost its FC properties. Head attribute I-frames start on frame 9. 5B: Has lost its ability to jump cancel on block and it's -6 on block now. 5C: 5C > Rising j.2C combos are no longer possible. 6C: Lost its dash cancel property. It now launches almost as high and as far as CSII's 6C, which means that 5C > 6C > 2D on crouching opponents is guaranteed to work. 6C > 214B only works near and in the corner. 6C > 6B gatling added, 6C > 6B combos in the corner. j.C: More untechable time on CH. Drives All Drives get a P2 of 92 during OD and have more frame advantage and longer freeze duration during OD. 5D is now a FC and it's -9 on block now. 2D is +3 on block now. Specials 236X Series 236A/j.236A: 236A is the same as before. j.236A is now what used to be j.236C in CSE (horizontal path Ice Blade). 236B/j.236B: Removed from the game. 236C/j.236C: Removed from the game. 236D/j.236D: 236D can now be "charged". 236D flies at CSE's 236B's speed while 236[D] flies at CSE 236D speed. j.236D no longer fires 3 Ice Blades, instead it fires CSE's 236D using CSE's j.236A angle. The regular version of 236D is negative on block, whereas the 236[D] version is positive. Both 236D and 236[D] can be dash canceled. 214X Series j.214A/B/C/D have been removed from the game. The new aerial combo finisher is now Hizansen (j.214C). 214A: Command removed, this move is now 214B. 214B: The first hit of 214B hits low. 214B is what used to be 214A in CSE. By pushing the C button after 214B, you'll get the 2nd hit of the original Ice Car. You'll now get both hits of 214B to combo, no matter how heavily prorated the combo may be. 214C: 214C and j.214C have been removed from the game. j.214C is now the motion for the new move, Hizansen. 214D: You can now choose whether to use the 2nd hit of 214D or not by pushing the C button after the first hit. That which means a higher combo potential mid-screen. The 2nd hit of 214D wall sticks in the corner. 214D causes an anywhere wall bounce during OD. j.214D: j.214D has been removed from the game, j.214D is now the motion for the new move, Hizangeki. 623X Series: [*]623A: Command removed, this move is now used by inputting the 623B motion. [*]623B: This is now what used to be 623A in CSE. Which basically means that 623B has been removed from the game. This move has head I-frames starting on frame 4. [*]623C: This move can now be followed-up with 5C without the need to dash-in on CH. This move is now a SMP move. [*]623D: The first hit is a SMP move. P1 reduced from 90 to 70. The 2nd hit launches the opponent during OD. Sekkajin [*]Sekkajin's command is now 22C. Sekkajin hits 4 times very rapidly and causes a stagger instead of launching the opponent. You'll have to spend 25 Heat in order to use its follow-up by pushing the D button. [*]The Sekkajin follow-up uses Yukikaze's attack animation and launches the opponent after Jin sheathes his sword. You can go into an air combo after Jin sheathes his sword and launches the opponent. You get additional damage during OD. [*]Sekkajin blows back airborne opponents and causes a wall bounce in the corner. [*]Sekkajin can only be used at a specific range from the opponent; if you're too far from the opponent, Jin will just sheathe his sword and Sekkajin will not activate. Distortion Drives [*]Ice Wave: This move receives an automatic follow-up when used during OD. The follow-up is similar to Jin's AH. [*]Ice Arrow: 1000 minimum damage [*]Yukikaze: Damage reduced from 3K to 2.6K. More damage and a new animation during OD. Proration Changes from CSE to CP [TABLE=CLASS: GRID, ALIGN: LEFT] [/TH] 2A 2B 2C 2D P1 80 > 100 80 > 90 80 80 > 90 P2 82 > 75 86 > 85 89 80 > 82 [/TABLE] [TABLE=CLASS: GRID, ALIGN: LEFT] 5A 5B 5C 5D P1 80 > 100 90 > 100 90 > 100 80 > 100 P2 82 > 75 86 > 85 85 > 89 80 > 82 [/TABLE] [TABLE=CLASS: GRID, ALIGN: LEFT] 3C P1 100 > 95 P2 84 > 89 [/TABLE] [TABLE=CLASS: GRID, ALIGN: LEFT] 6A 6B 6C 6D P1 80 100 100 100 P2 92 92 90 > 94 80 > 82 [/TABLE] [TABLE=CLASS: GRID, ALIGN: LEFT] j.A j.B j.C j.2C j.D P1 90 90 70 > 90 90 100 > 90 P2 82 > 75 86 > 85 89 89 95 > 89 [/TABLE] [TABLE=CLASS: GRID, ALIGN: LEFT] Throw P1 90 > 100 P2 55 > 60 [/TABLE] [TABLE=CLASS: GRID, ALIGN: LEFT] 236A j.236A (old j.236C) 623B 623C 214B 22C Sekkajin P1 90 80 > 90 60 > 80 50 > 60 80 > 95 100 > 95 P2 89 90 > 92 92 > 82 92 > 82 90 > 92 95 > 89 [/TABLE] [TABLE=CLASS: GRID, ALIGN: LEFT] [TH]236D j.236D 623D (both hits) 214D 214D~C P1 90 > 85 90 > 85 90 > 70 80 > 85 80 > 85 P2 87 > 82 90 > 82 92 90 > 92 80 > 92 [/TABLE] Raw CP Damage/Proration List 同技乗算補正=same move proration 5A 300 100%75% 5B 350、250 100%85%(once) 5C 710 100%89% 5D 800 100%82% 2A 300 100%75% 2B 500 90%85% 2C 720 80%89% 2D 720 90%82% JA 300 90%75% JB 540 90%85% JC 700 90%89% J2C 700 90%89% JD 740 90%82% 6A 680 80%92% 6B 690 100%92% 3C 650 95%89% 6C 920 100%94% 6D 810 100%82% forward throw 投げ1400(0+0+1400)100%100%、60% back throw 4投げ1400(0+1400)100%60% air throw 空投げ1400(0+1400)100%60% ct クラッシュトリガー1000※80%100%キャラ guard cancel カウンターアサルト0?? green burst ブレイクバースト(青)0?? ground ice sword 氷翔剣500 90%89% air ice sword 空中 氷翔剣600 90%92% fubuki 吹雪800 80%82%※同技乗算補正 rehhyou 裂氷1100 60%82%※同技乗算補正霧槍 ice car霧槍尖晶斬780 95%92%※同技乗算補正 follow up追加200??※固定200ダメージ※同技乗算補正 hizansen 氷斬閃1000※90%92%※同技乗算補正 sekka 雪華塵220 95%89%*(once)※同技乗算補正 followup 追加?(?+?)?? ex ice sword 氷翔撃(地)800×385%82% air ex ice sword 氷翔撃(空)800×3全85%82% hirensou both hits 氷連双1196(700+1100)70%92%※同技乗算補正 hirensou 2nd hit max charge 氷連双 2段目(最大溜め)1100 70%92%スライドダウン ex ice car 霧槍 突晶撃640 85%92%※同技乗算補正 follow up 追加900 85%92% hizangeki 氷斬撃1184(300+1500)85%99%、94%※同技乗算補正 hiyoku 氷翼月鳴2368*(?+?+?)??※下限ダメージ*1000↑*(?+?+?) air hiyoku 空中 氷翼月鳴2368*(?+?+?)??下限ダメージ 800↑(?+?+?) touga 凍牙氷刃?×n??飛び道具※下限ダメージ ?×n yukikaze 虚空刃 雪風3060(100+3700)100%100%、60%(50) asstroll 煉獄氷夜即死-- Location Test Videos Location Test #1 Playlist: http://www.youtube.com/playlist?list=PLE91DF53AE4BB3DC8 Location Test #2 Playlist: http://www.youtube.com/playlist?list=PL81679F877834C749 Location Test #4 Playlist: http://www.youtube.com/playlist?list=PLS_k68KTBm5udUjLKtDY-Tcvt2lVDBQ9r
  25. lol Yukiko's has a 33F start-up, damn thing is slower than Rachel's 4B. I probably won't use that thing outside of reset attempts or against people who simply cannot block at all XD By the way, are all AoAs punishable on block?
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