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Toasty

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  1. The news about the D attacks is great news, but I have a couple of questions. With the D moves being special cancellable, do you find them to be useful at starting combos or in the middle of combos at all? I'd imagine a combo with lvl 3 gauge is gonna do some serious damage. Also how much drill meter can you build with something like 5D? And thanks for gathering all this great info!
  2. I remember seeing 2B in one of the vids, but I can't remember which one or else I'd link a vid of it. The best way I can describe it is like Yosuke's 2C. Also I'm nearly positive his C moves can be special cancelled. Some of his combos involve one hit of a C move, which would require a cancel (for example j2C(1) > j236C or 6C(1) > fabhop > jB). And do we know if his C moves count as projectiles or not?
  3. Yes this is correct. There's only one set range outside of the corner but this allows it to be a great combo tool when you have them cornered. I'm very curious about what our followup options from it will be though. A bit more damage is always nice but honestly I'm really hoping for drill oki to keep them pressured in the corner for even longer.
  4. http://guilty-gear.wikia.com/wiki/Izuna
  5. I'm 99% sure that Litchi cannot be pulled while in her stance, but I'd need confirmation from someone familiar with the matchup to be completely sure. If she can't be pulled, then there's hope for Amane as well.
  6. http://www.youtube.com/watch?v=NXlbRM8t378&t=5m10s Pinball airthrow. So strong (AND useful for combos ).
  7. Updated, thanks!
  8. Can you see if you can do xx > 623C > 3C > 236D~A for guaranteed oki in the corner after a combo? He can certainly zone with his C moves and pick up into combos from them, but at the same time he's looking to have solid mid-range options to keep control of neutral. He's not a rushdown character but he can still put on the pressure. Of course this is still day 1 so I expect we'll be finding out more about him in the days to come.
  9. It's possible it appears that way because Carl blocked it late in the active frames of the last hit, though if it's always safe then it would be really nice. Also I managed to gather some combos from the first vid and add them to the combo thread (I'll do the second part sometime in the near future), but since I can't test them myself I'm not 100% sure on all the info so please correct me if you see a mistake. And was I the only one who never noticed a move similar to how 2B was described? I'm beginning to wonder if what we thought was his 6A is actually his 2B and his 6A is either something completely different or he doesn't have a 6A at all.
  10. http://www.youtube.com/watch?v=VcNCqxJ0kXE&feature=youtu.be&t=16m55s This is exactly the kind of thing I was hoping for. The drill ensured that Amane could safely continue pressure, and had Carl tried to do anything but neutral tech, he would have been hit by the drill and continued into a much more damaging combo (since those few hits beforehand wouldn't have much affect on scaling anyway). The very first Amane vid to come out already confirms the thing I was hoping for most! :D
  11. So do we know if the theme playing in those vids was Amane's theme, or maybe a special Amane vs. Carl theme? I'm leaning towards the first one but you never know.
  12. lol those were just placeholders to show the layout. There will be actual vids soon enough (and the placeholders will be gone)!
  13. A couple new threads are now up. Keep everything posted in those two related to the final release (outside of the loketest vid archive, of course). This thread will continue to act as sort of a data thread in addition to general discussion until the wiki for Amane gets created. Until then, I anxiously await some arcade footage!
  14. If you'd like to contribute, please feel free to do so! Just post a combo that you've seen and know that works or have tested yourself. Linking to a video with the combo, particularly timestamped, is encouraged. Any additional information such as: damage, heat gain/usage, position on screen, opponents standing/crouching/in the air, weaknesses applied, or character specifics are greatly appreciated. Please refrain from going off topic in this thread. This thread is for posting and discussion of combos only. Information: [TABLE=width: 700, align: center] General Notations Used Guide Specific Notations Used [TABLE=class: grid, width: 350, align: center] j Jump sj Super Jump dj Double Jump ad Air Dash iad Instant Air Dash JC Jump Cancel SJC Super Jump Cancel CH Counter Hit FC Fatal Counter RC Rapid Cancel [ ] Hold Input (N) Attack must deal N amount of hits. [???] xN Repeat ??? N amount of times. [/TABLE] [TABLE=class: grid, width: 350, align: center] DM Damage HG Heat Gain % Text Challenge Mode Combo Text Input Replaceable [/TABLE] [/TABLE] Basic combo theory There's one thing to take into consideration when it comes to Amane combos. Damage optimization is heavily dependent on mid-combo factors. Depending on Multi-hit attacks, the horizontal and vertical spacing, untech time and your hit confirms, you will be required to adjust mid combo to different followup routes to avoid dropping your combo. That being said, damage values will change a lot depending on how you perform a combo. For instance, if you let only one hit of an attack connect before the next one, you'll be losing a lot of damage even if you're doing harder and optimized routes. Experiment appropriately with combos listed belows. Beginner BnBs: 2A > 5B > 3C > 236C [DM:1473/HG:10] 2A > 5B > 3C > 236D~C [DM:1035/HG:5] Mid-screen: Midscreen N starter Routes. These combos can be used from 6A, 5B, 2B, j.B, j.2B, 6B, 3C, 6C, 236C, 623C, j.236C, Hariken drill summon. Each starter can followup in a similar route but using a different hitconfirm. Since they all share the same followups, a wide variety are listed here and referenced down below with the appropriate hit confirm. All damage values here are from 6A. Ground hit > 2B or 5B > 3C > 236C [DM:1900~/HG:13] Simple hitconfirm Ground hit > 5B > 5D(N) > 236D~B reset or 236A reset [DM:1300~/HG:9] Different ender, centers around a drill reset or level 3 drill damage Ground hit > 2B or 5B > 3C >236D~A or 236D~B reset [DM:1200~/HG:9] Drill reset variant Ground hit > 3C > 236C > RC > 5C(2) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.2C(2) > j.236B > j.B(3) > j.236C [DM:3793/HG:18(-50)] Standard RC for extra damage Air hit > 5B(3) > 5C(2) > 6C(1) > 236D~D > 2B > 5B(3) > 5C(2) > 6C(1) > 236D~D > 5B(1) > 236D~B or 6D [DM:2839/HG:20] Most stable route, goes into a drill reset Air hit > 5B(3) > 5C(2) > 6C(2) > 236A > j.C(1) > j.6C(2) > j.2C(1) > j.236A > j.B(3) > j.236C [DM:3342/HG:24] Simple damaging route, very stable as well Air hit > 5B(3) > 5C(2) > 6C(2) > 6A > Neutral JC > j.B(3) > JC > j.B(3) > j.2C(2) > j.214B > j.B > j.C(1) > j.6C(2) > j.236C [DM:3838/HG:27] Great balance in between damage and reliability. Air hit > 5B(3) > 5C(2) > 6C(2) > 214A > j.B(3) > 5B(3) > 5C(2) > 6C(2) > 236A > j.C(1) > j.6C(2) > j.2C(1) > j.236A > j.B(3) > j.236C [DM:4004/HG:28] Optimized, but extra damage is small Air hit > 5B(3) > 5C(2) > 6C(1) > CT > 5B(3) > 5C(2) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.236C [DM:4213/HG:20(-25)] Some use of meter with crush trigger Air hit > 5B(3) > 5C(2) > 6C(2) > 2D(16) > 214B > j.6D(16) > j.236B > j.6C(2) > j.236C [DM:4994/HG:35] Standard drill combo Air hit > 5B(1) > 5C(1) > 236A > j.B(3) > 5B(1) > 5C(1) > 236A > j.B(3) > 5B(1) > 5C(1) > 236A > j.B(3) > JC > j.B(3) > j.2C(3) > j.B(3) > j.236C [DM:2798/HG:19] Corner carry route. Ender may vary into 236C, j.236C or 5B > 5D > 236D~B. Normal Starters A Moves: 2A can be replaced with 5A, they have the same behavior. 2A(2) > 2B > 3C > 236C [DM:1749/HG:12] 2A(2) > 2B > 3C > 236C > RC > 5C(2) > 623C [DM:2784/HG:14(-50)] 2A(2) > 5B(N) > 5[D] [DM:1100~/HG:8~] (Drill level 1) [DM:1600~/HG:12~] (Drill level 2) [DM:2500~/HG:18~] (Drill level 3) (Air hit) 2A(2) > 5B > 5C(1) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.236C [DM:2679/HG:18] (Air hit) 2A(2) > 5B > 5C(1) > 6C > 236A > j.C(1) > j.6C > j.2C(1) > j.236A > j.B(3) > j.236C [DM:2742/HG:19] 6A (anti-air or CH) > JC > j.B(3) > jC > j.B(3) > j.236C [DM:2047/HG:14] 6A (anti-air or CH) > JC > j.B(3) > jC > j.B(3) > j.2C(2) > j.214A > j.236C [DM:2547/HG:18] 6A > Check N starter routes listed above. B Moves: 5B(3) CH > 2C(2) > 236A > j.B(3) > 2B > 3C > 236C [DM:2533/HG:18] 5B(3) CH > 2C(2) > 236A > j.B(3) > 5A(2) > 2B > 3C > 236D~A or B > 6D [DM:2136/HG:15] 5B > Check N starter routes listed above. Easily adds 300-500 extra damage on optimized routes. Same or just a little extra on less damaging routes 2B > Check N ground hit starters listed above and remove 100-200 damage. It's unreliable for this move to hit an airborne opponent. FC 6B > Air Dash > j.B(3) > 5B(3) > 5C > Check N starter air hit routes above and add 100 damage or slightly above. j.B > Check N ground hit starters listed above and the damage values are almost identical. Same goes for hit confirms j.B (Air hit non-CH) > j.A x N > j.B > j.236C to convert scrap air hits j.2B > j.214A > j.B(2) > j.C(1) > j.6C(2) > j.2C(2) > j.236C [DM:2600~/HG:18] j.2B > j.214A > j.B(2) > j.C(1) > j.6C(2) > j.2B > Rapid cancel > 5B(3) > 5C(2) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.236C [DM:3706/HG:18(-50)] j.2B > j.214A > j.B(2) > j.C(1) > j.6C(2) > j.2B > Rapid cancel > 5B(3) > 5C(2) > 6C(2) > 236A > j.C(1) > j.6C(2) > J.2C(1) > j.236A > j.B(3) > j.236C [DM:3706/HG:18(-50)] j.2B > j.236A > j.B(3) > 5B(3) > 5C(2) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.2C(2) > j.236B > j.B(3) > j.236C [DM:3808/HG:27] j.2B low enough to the ground > Check N starter air hit routes. Damage should 150-250 extra or right in between 6A's and 5B's damage C Moves: 2C and 5C are almost interchangeable in all cases. 2C(2) > 5C(2) > 3C > 236C [DM:2326/HG:16] 2C(2) > 5C(2) > 5D(N) > 236D~B > 6D reset [DM:1700~/HG:12~] 5C CH > 6D [DM:3838/HG:27] 5C(2) air hit > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.2C(2) > j.236C [DM:3727/HG:26] 5C(2) air hit > 6C(1) > 236D~D > 5B(1) > 6D reset [DM:1536/HG:11] 3C > Check N starter routes listed above. Adds about 100 damage to longer combos. To convert you'll need CH or meter. Convert into 5B, 2B. 3C CH > 236D~A/B > 6D [DM:2534/HG:18] 3C CH > CT > 5B(3) > 5C(2) > 6C(2) > 6A > JC >j.B(3) > JC > j.B(3) > j.2C(2) > j.236B > j.B(3) > j.236C [DM:4446/HG:18(-25)] 6C > Air hit N starter routes listed above. Adds about 300 damage if you just do the combo route from 6C. 6C(1) > CT > 5B(3) > 5C(2) > 6C(2) > 6A > JC >j.B(3) > JC > j.B(3) > j.2C(2) > j.236B > j.B(3) > j.236C [DM:5189/HG:21(-25)] 6C Fatal > 236D~D > 2C(1) > 6C(2) > 236B > j.C(2) >j.6C(2) > j.2C(2) > j.214B > j.B(3) > j.C(1) > j.6C(2) > j.2C(1) > j.236C [DM:4975/HG:35] j.C(2) > j.236A > j.B(3) > 5A(1) > 2B > 3C > 236C [DM:2120/HG:15] j.C(2) air hit or CH > j.6C(2) > j.2C(2) > j.214B > j.C(1) > j.6C(2) > j.236C [DM:3301/HG:23] j.2C(2) > j.2B > j.236/214A > j.2C > j.236C [DM:2334/HG:16] Special Starters 623C > Rapid cancel > 2C(1) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.2C(2) > j.214B > j.B(3) > j.C(1) > j.6C(2) > j.2C(1) > j.236C [DM:4667/HG:23(-50)] j.236C > Rapid cancel > 2C(1) > 6C(1) > 214A > j.2B > j.236A > j.B(3) > 5B(3) > 5C(2) > 6C(1) > 3C [DM:3248/HG:14(-50)] Throw Starters Throw > 623C [DM:2504/HG:18] Throw > 236B > j.C(1) > j.6C(2) > j.2C(2) > j.236A > j.B(3) > JC > j.B(3) > j.236C [DM:3231/HG:23] Throw > 236D~D > Micro dash 5C(2) > 6C(2) > 236A > j.C(1) > j.6C(2) >j.236C [DM:3210/HG:23] Air throw > 6A > JC > j.B(3) > JC > j.B(3) > j.236C [DM:2672/HG:19] Air throw > 214B > j.C(2) > j.6C(2) > j.2C(1) > j.236C [DM:3040/HG:21] Distortion Drive Starters 632146C > 6C > 6A > j.B(1) > j.236C [DM:3590/HG:9] (lvl 3 drill required) Near-Corner: The routes near corner are more or less the same as the midscreen routes. The main difference are the corner and near-corner enders. Knowing them can get you out of the corner or simply force a reset into Drill level 3 that some characters have no answers for. They should work regardless of your starter, but N starters should help a lot. Facing corner [*]Anything (ground or air hit) > 236C > Wallstick > 6D. If your spacing is good, they can't roll this setup. Go for this only if 6D connects after Raibu(236C) without moving too much for it to be guaranteed. [*]Air hit > 5B > 6D reset. So long as 5B causes knockdown, it'll create the same scenario above. Useful if you're already in 6D's range since Raibu makes you move forward. [*]Air hit > 5B > 5D(N) > 236D~A/B > 6D. This is also for when Raibu doesn't cut it. Amane will also slightly back up due to push back, useful if you're too close for the 2 setups above or unsure. Back to the corner (Switch sides to get the 3 possible ways to end routes above) [*]6C(2) > 236D~D > 2B > 5B(1) > 5D(N) > 236D~A > 6D Use this if already close or right next to the corner. Else you won't be able to connect 2B after the hariken stance. [*]6C(2) > 214A > j.B(3) > 5B(N) > 5D(N) > 236D~A > 6D Use this if you're not right next to the corner, it's slightly more damaging. [*]6C(2) > 236D~D > 3C > 236C This has 2 uses. First is if both of the above wouldn't work or to guarantee a proper corner knockdown without a drill reset. Second is if you still have enough combo timer to followup after the wallstick​ Corner: Normal Starters [*]2A > 5B > 3C > 236C > 5A > 6A > 623C > 5B(1) > 6A > j.B > j.236C [DM:2630/HG:?] [*]2B > 3C > 236C > 5A > 6A > 623C > 5B > 6B > Air Dash > j.2C > j.2B > 214A > j.2C > j.236C [DM:3249/HG:24] [*]5B > 3C > 236C > 5A > 6A > 623C > 5B(1) > 6A > 623C [DM:3598/HG:25] [*]2B > 3C > 236C > 5A > 6A > 623C > 5B(1) > 6B > air dash > j.2C > j.236C [DM:2960/HG:9] Special Starters [*]- Throw Starters [*]BC > 623C > 5B(1) > 6A > 623C [DM:3330/HG:24] [*]BC > 623C > 5B(1) > 6A > j.B(1) > JC > j.B(1) > j.2C(1) > j.236C [DM:3250/HG:24] Distortion Drive Starters Air Combos / Air Enders: *Special thanks to Kurushii for the template* [*]j.C > j.6C > j.2C(1) > j.236C [DM:2233/HG:14] [*]- [*]- [*]-
  15. There's sure to be setups where you activate a drill right on their wakeup with the proper combo enders. I can see it forcing neutral tech giving you REAL AND SAFE OKI. This is good. Very good. Also the good news about the fabhop (Zettou) is that it pretty much acts like an IAD without being one, meaning all you need is a special-cancellable move as opposed to a jump-cancellable move to extend your combo/pressure. I'm curious to see what his main defensive options will be since he seems to have such a wide variety of offensive options already.
  16. All the astral pics (at least the ones I've seen) are at a pretty decent quality at the least, so I'd definitely add a compilation of those. I don't have links to all of the images I've seen readily available, but I'll gather them up later tonight and add them to the OP. And some of those descriptions are from what people at loketests have said, so we didn't necessarily get any images with them. EDIT: I'm blind. Thanks Install!
  17. No worries man, the lack of Amane footage didn't exactly give you much to work with. It won't be too much longer until we get recorded footage on something other than a shakycam anyway, so then they'd be useful in a data thread or wiki. Some of the pics just don't show the move very well because of the angle it was recorded/the low quality of the vid. D: EDIT: I just looked at the ones in the other threads and they have the same problem of being barely visible, even with their characters being used much more. I can't even tell what some of these are, but I guess that's expected of loketest footage.
  18. I know there's quite a lot of butthurt in that bottom part of the translation, but I have to completely disagree with them so readily discarding the whole "there might be new tech" point. For all we know, Amane's playstyle will end up completely different from what we expect it to be. It would be like complaining about Ragna having bad zoning so therefore declaring his uselessness. The best example I can think of is how Hazama was considered really weak early on in CS1, but then he quickly developed into one of the most powerful characters in the game.
  19. I'm almost positive the move in question from that radio clip is 3C. It both knocks the opponent down and moves Amane slightly forward.
  20. I just updated quite a bit on the OP. Mostly adding more detail to things already on there, but some new as well.
  21. Haha thanks, but as for your question I'd definitely say the answer is both of us. :3 And before this gets off-topic, I'd like to thank SoWL and hakimiru for all the translation work. I will update the OP later today as soon as I get the chance.
  22. Hopefully drill unblockables. :3 Speaking of which, I'm really hoping lvl 3 drill is like Eddie's EX drill in that every hit counts as a low. I know a few multi-hit low moves in this game only have the first hit that connects to the opponent count as an actual low to prevent easy unblockables, though since this takes a meter to get to I bet our chances are good. And even if not, a low with that kind of reach on a zoning character is always going to be a tricky tool to have at our disposal.
  23. Many thanks to Solar for the absolutely beautiful banner we now have~
  24. Thanks, and fixed! And I could get used to this. A small but very active community for our wonderful and fabulous Amane~ Thanks, I'll add it to the OP as well. And this. Vids will just be in this thread for now.
  25. I added some general info to the OP that will more than likely not change, though as requested I left out info from SoWL's recent translations for the time being.
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