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[CP] System Changes/Movelist Translations and Loketest Information; Anything Else = INFRACTION

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Some translations would be most appreciated

現状のCPカルルまとめ

・姉もろく。結構すぐ死ぬ。でも回復開始は速いらしい。

・B系統ガードされるとジェネ確?5B>6Bが連ガじゃない?

・2A、5Aが連キャン可能。2回まで。5A5A2A2Aとかできる。

・6Bのモーション変更。リーチ短く。カウンターでよろけ。

・5Cガード時jc可能。

・3Cjc不可。浮きがかなり高く。

・ODが目に見えて強化。6Dノーマルヒットでよろけ。フォーコは超速く。

ラプソディ強化版は最後にゲネ。その後追撃可。

全部拾い物の情報なんで真偽は保障できないです。

自分も金土日で色々調べてみます。

Summary of current CP Carl -

・Nirvana is fragile, and breaks pretty fast. Repairs seem to take less time to start though.

・B normals are a guaranteed GETB on block? 5B>6B doesn't get auto-guarded?

・2A, 5A can cancel into themselves repeatedly, up to 2 times. You can do 5A5A2A2A, etc.

・6B animation changed. Reach got shorted, and it staggers on counter hit.

・5C is jump cancelable on block.

・3C is not jump cancelable. Launches fairly high.

・OD gives a noticable move buff. 6D causes stagger on normal hit, Fuoco becomes super fast. OD version of Rhapsody does Fermata at the end, and can be followed up.

This is all info I've gathered from here and there, so no guarantees on accuracy. I'll be going myself on Fri/Sat/Sun, so I'll do some testing then.

前にもでてたのあるけど

5A2A連打可能(2回まで)

5Bガード時jc不可

5Cjc可

6B>2Cガト追加

6A地上喰らいで浮かない 立ち喰らいなら5B>6B>6A>ビレ~がつながります

ビレから追撃不可

アレグレット同技

6Cfc対応 

3Cjc不可 相手が若干浮くようになった

JCjc不可

2C壁バン

6Dスライド

3D地上喰らいでもダウン

4D軌道変化

アニマ fc対応 1800→1200

ブリオ多段しなくなった

カンタータ 最低保証800→400?

情報多すぎてまちがってるところあるかとも思いますがこんなかんじです

There's some overlap with info we already have, but:

5A2A self-cancels (up to twice)

5B isn't jump cancelable on block

5C is jump cancelable

6B>2C gatling added

6A doesn't launch on ground hit. On a standing opponent, 5B>6B>6A>Cantabile~ works.

Cantabile can't be followed up

Allegretto has repeat proration

6C has FC properties

3C not jump cancelable, causes very weak launch

JC not jump cancelable

2C causes wall bounce

6D causes sliding down

3D downs even on ground hit

4D trajectory changed

Anima has FC properties, damage 1800→1200

Brio no longer does multiple hits

Cantata min damage 800→400?

There's too much info so I may have made a few mistakes, but it's something like this.

今日やってきたのでまとめ、一応個人の感想程度に捉えておいてください。

・6Bのモーション変更はわからなかった、従来通りに見えた

・6C溜めでのバウンドは確認できた

・6Dは空中ヒットでスライドダウン

・4D2段目でほぼ垂直(若干後ろ)にきりもみ打ち上げ

・アニマは生つかみでバウンド(たしか)、打撃つかみでダウン

・アレグレットは攻撃判定が出終わったあたりで少し後ろに跳ねる

・体感だけどステアレの猶予が短い、ステップの地上判定Fが伸ばされてるのかも

・姉ゲージはCS2に似てる、姉ゲージ回復が早いわけでもないのに殴られるとすごく減る。姉復活は従来と変わらずかなり遅い。

連続使用コストは目視では2段階しかないように見えた。

姉ゲージのシステムまわりが貧弱。

I went today, so here's a summary. Please take these as my personal impressions.

・I couldn't discern any changes to the 6B animation. Looked the same as before.

・Confirmed bounce from a charged 6C

・6D caused a sliding down on air hit

・2nd hit of 4D is a mostly vertical (slightly behind) spin that hits them up

・Anima caused bounce when used raw, down when used after a hit

・When the active frames for Allegretto come to an end, Carl jumps backwards slightly

・This is just a gut feeling, but the window for step>Allegretto seems shorter. The grounded frames for step might have been lengthened

・Nirvana gauge is similar to CS2. Even though it doesn't recover that fast, it depletes a lot when she's hit. Her recovery is also about the same and rather slow. Eyeballing it, the repeat-use cost seems to only come in 2 stages. The Nirvana gauge system is looking pretty bad.

772 :名無しさん:2012/11/08(木) 22:23:24 ID:UhrBEELo0

何故カルル単体でコンボ出来なくしてるのに、姉体力を貧弱にするのか

姉復活はそれなりに早くてもいいじゃないか

ロケテ行ける人アンケート宜しく

君たちが最後の希望だ

Why are they nerfing Nirvana's health while taking away Carl's ability to do solo combos?

Wouldn't it be fine to make her recover faster at least?

People who can attend, we're counting on you in the surveys

You're our last hope

773 :名無しさん:2012/11/08(木) 22:23:38 ID:5PPAIS120

練習台で遊んで来たので少し。

アレグレット発動後、7方向に浮く。そのあと落下しながら空中行動がとれる。アレグレット→空中ダッシュ→アレグレットとか可能。

JAが高速。テイガーの頭から着地するまでに6回は刻める。

ODで姉さん幻影陣。分身のような残像のようなエフェクトを纏う。

ボイスが全体的に怖い。憎しみがひしひし出てる。可愛い感じじゃない。

カンタービレの生ダメ772。

カンタービレからの追撃が相変わらず難しい。本体行動は2Aすら間に合わない。

テネレッツアの引き寄せが強くなった。

全体的に先行入力きつくなった?カンパネラ呼びが失敗多数。カンタービレにカンパネラ合わせても何も間に合わないから離れたらコンボ不可。

Played some on the test machine, here's a few notes:

After Allegretto, Carl floats in the 7 direction. After that, you can do air actions while he falls. Something like Allegretto→air dash→Allegretto can be done.

JA is faster. Starting from Tager's head, I was able to hit him 6 times before landing.

In OD, you get a phantom regiment of Nirvanas. She gets a copy/afterimage-type effect.

His voicing is, on the whole, scary. It's just overflowing with hatred, and not cute at all.

Cantabile raw damage, 772.

Following up Cantabile is as difficult as expected. Using Carl, not even 2A was fast enough.

Tenerezza pull got stronger.

Has input buffering gotten stricter overall? My Campanella calls failed quite a few times. Even overlapping Campanella with Cantabile wasn't fast enough to make it in time, so it's uncomboable if she's some distance away.

774 :名無しさん:2012/11/09(金) 00:50:25 ID:2ZDFArZI0

>>772

ネットワークテスト

>>772

Network Test

775 :名無しさん:2012/11/09(金) 01:42:14 ID:K0ZJp6zQ0

> ボイスが全体的に怖い。憎しみがひしひし出てる。可愛い感じじゃない。

一番の弱体化点だな。

> His voicing is, on the whole, scary. It's just overflowing with hatred, and not cute at all.

This is the biggest nerf.

------------------

Rest is irrelevent~

Going to take a break~ I'll try to get to whoever's next in line tomorrow.

Edit: Minor correction, 2C causes wallbounce, not wall stick. I've fixed it above.

Edited by hakimiru

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http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1352101389/

I usually take part in Arakune translations a bit, but I can't find the time right now.

Please translate when whoever finds the time.

Thank you.

If someone could translate post 29,30, 41 and 55 (among others) in part 16 it'd be much appreciated.

Edited by Mumm-Ra

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Hazama JBBS

Posts from the 7-8th are probably CP relevant, they seem to be discussing his OD. If they are relevant to CP, then I humbly request translations for the Hazama boards.

Sorry for the delay, I had some difficulties with Hazama terminology (1 post in particular....)

Here are the relevent posts up to #69 (69 :名無しさん:2012/11/10(土) 22:03:52 ID:Iz9WqDjc0)

7 :名無しさん:2012/11/07(水) 22:06:14 ID:WD7rNqZo0 新DDなんだけど、ジャカツ中に出すと威力少しあがってる?普通に出して2500くらいで、ステ中に出したら2900くらい出た気がする。

New DD does more in a Jakatsu(stance dash)? Regular does around 2500, during Jakatsu seemed to do 2900.

10 :名無しさん:2012/11/07(水) 23:15:24 ID:qUnfb55U0 前スレでも出た通りODの時間短すぎて使いにくすぎるな

バースト1回使う価値があるとは思えん

As mentioned in the previous thread, during OD drive chains have high attack level regardless of distance. OD is very short though, so it doesn't seem worth the burst.

16 :名無しさん:2012/11/08(木) 04:32:22 ID:qHdqFBVU0 新DDは暗転見てから飛べないっぽい

そのかわり、間合いが狭め、蛇刹・蛇滑経由じゃないと出せないという弱点がある

溜め残影牙、溜め牙昇脚と同じく、足元の円陣が広がると威力が増加するみたい

たぶん、蛇滑中も円陣が広くなるようになってるんだろうねー

(てことは、移動蛇刹→蛇滑で溜めながら一気に踏み込み、溜め残影牙とか出来るんじゃね?)

It seems like the new DD can't be jumped out of after seeing the super flash. On the other hand, it has the weaknesses of having a relatively short reach and being only usable from Jasetsu or Jakatsu. Similar to charged Zaneiga and charged Gashoukyaku, deploying the circle around his feet seems to increase damage. It probably counts as "deployed" even mid-Jakatsu I think (so you should be able to do something like sliding Jasetsu→Jakatsu, do Zaneiga mid-charge and still get the charged version)

25 :名無しさん:2012/11/08(木) 16:27:33 ID:FbvcmbYs0 ジャコウが端でスライドダウンしない

いつも通り壁バン

ハザマが端背負い密着時に位置入れ替え出来なくなってる

Jakou doesn't cause sliding down in corner, does wall bounce as usual. Hazama can't switch positions when he's super close and has his back to the wall anymore.

26 :名無しさん:2012/11/08(木) 16:29:53 ID:HcxXrs9kO 後ろ投げから溜め残影牙があたってたね

Back throw > charged Zaneiga connected

29 :名無しさん:2012/11/08(木) 17:35:47 ID:kGWEtILY0 嘆いてても仕方ないか。まだそうなると決まったわけじゃないし

JC5から2Aで拾えるらしいけどどう?

2A pickup after Jc5 seems to work?

42 :名無しさん:2012/11/09(金) 12:24:26 ID:xtWs4oqA0 >>41

目についたところだけ書いとくよ。

間違ってても文句いうなよ?

前作できて今回できないよー系統

ヒレンループ。

裏周り6C

技関係

裏投げが壁バウンドするようになりました

中央でもバウンドするんでザンエイガもしくはジャセツキャンセルステ5Bとか5cからコンボつなげられそう。

ただザンエイガだと駄目が少ないし

しかもタイミングちょっとずれると蒼くなります。

後はジャヨクの補正も悪くなってるので注意

あとジャコウも投げてからダダすべりします(マコトの3タメ5D直撃みたいな感じ

これを見るにザキヤマコンボができるかもね。多分無理だけど

2B>3Cも繋がるようになったので詐欺からのコンボもできます。

あとはJCの当たり方が前作とちょい違うので違和感感じる方がいるかもしれません。

自分は試してないですけどリョウタ式みたいな動きする人にはいい調整なんだそうです。

あと今作から追加された要素。

オーバードライブ(以下OD)なんですけど勝負の詰めに使う以外は使う必要ないかなって印象

ただジャカツについてはかなり使えそうでした。

ジャセツ>4ジャカツ>6ジャカツ>ザンエイガとか奇抜な動きで切るし結構速いんでコンボにも組み込めそう。

感覚はアンリミハザマのレッセンガ>236B>ガショウキャクみたいな感じ。

ざっとこんな感じ超適当に書いたけどまぁゆるしてくれ

42 :名無しさん:2012/11/09(金) 12:24:26 ID:xtWs4oqA0 >>41

CP info up to date (including previous loctests)

This is just what I've seen, so no complaints if something's wrong, ok?

Stuff we could do in EX that's no longer doable:

Hiren loop

Dash under 6C

Move-related:

Back throw wall bounces. The bounce occurs even from midscreen, so it you should be able to combo with something like Zaneiga/Jasetsu cancel dash 5B/5C. Although Zaneiga doesn't do much damage, and missing the timing by even just a bit makes it blue.

The proration on Jayoku has gotten worse.

Also, Jakou causes a strong slide (similar to Makoto's level 3 5D)

Just from looking at it, we might be able to do the Zakiyama combo from it. Although probably not.

2B>3C connects now too, so you can combo from rising jump atk/block OS.

JC hits a little differently from EX, so it may feel a little strange to some of you at first.

I didn't try it myself, but people who use Ryouta-style movement have said that it's been adjusted well.

Things new to CP:

OD doesn't seem very useful unless you're trying to end the match

Jakatsu seems quite useful. You can do weird movements like Jasetsu>4 Jakatsu>6 Jakatsu>Zaneiga, and it's quite fast, so it looks like it can be used in combos too.

It feels somewhat like Unlimited Hazama's Ressenga>236B>Gashoukyaku.

Something like this? This is super off-the-top-of-my-head, so cut me some slack.

*Sorry if this is hard to understand...he uses some weird terms that no one else seems to use and his writing seriously sucks, so I had a lot of trouble with it. Really debated leaving this one out, because it's a terrible post. Hopefully it's enough for you to figure out what he's talking about, because I sure can't orz*

43 :名無しさん:2012/11/09(金) 12:37:42 ID:PM9TLefY0 2B>3Cって前から出来るんじゃね

今回はいかに蛇滑を活用するかだよなー

Couldn't you already do 2B>3C in Extend?

How we put Jyakatsu to use will probably be a defining factor this time around.

44 :名無し:2012/11/09(金) 13:00:19 ID:ZkCJFIZQ0 蛇咬の後は硬直あって端じゃないと追撃無理かも

Jakou has recovery afterwards, so it might be impossible to followup unless you're in the corner

45 :名無しさん:2012/11/09(金) 14:32:53 ID:I30iW8ow0 裏周り6C出来なくなったのか ハザマの個性をどんどん奪ってくな

あと烈閃牙からしゃがみくらい限定で2Aが繋がるようになったね chじゃなくても

あと牙昇が2hitになって相手の浮きが低くなったね

They took away crossunder 6C? They're leaching away his uniqueness.

Also, for Ressenga, 2A connects on crouching hit, even without ch.

And Gashou is 2 hits and doesn't launch as high anymore

48 :名無しさん:2012/11/09(金) 15:10:13 ID:Quy5zbTc0 見てただけなんですが大蛇したらツバキの5Bをすりぬけてた

大蛇には発生無敵があるかも

This is just something I saw, but Tsubaki's 5B seemed to pass through Hazama doing MIzuchi. It might have startup invuln.

66 :名無しさん:2012/11/10(土) 14:33:22 ID:XOifGpe2O >>58

蛇翼は、演出変わらず高く吹っ飛ばすっぽくて、溜め残影牙が間に合うようになるっぽいです。

>>59

ちゃんと調べられてなくて申し訳ないけど…

ノーマル版、蛇滑派生版、溜め版が存在すると思われます。ダメージと補正が変わると思います。

あとは、少し溜めて残影牙やると、前に進むみたいで、今まで通りに蛇翼→ステ蛇刹~残影牙をしたら相手が裏に落ちたっていうのがありましたw

Jayoku in OD seems to have no animation differences, but knocks them high and connects into charged Zaneiga

Couldn't investigate properly, but the 3 moves from Jasetsu seem to have 3 versions: regular, mid-Jakatsu, and charged. Damage and proration seems to differ between them.

Also, if you do a slightly charged Zaneiga, it seems to go forward a bit. Doing what we do currently with Jayoku→dash Jasetsu~Zaneiga caused the opponent to fall on the wrong side sometimes.

67 :名無しさん:2012/11/10(土) 17:20:05 ID:nCXjuiPA0 ジャカツ派生と溜めは別物なのか。知らんかった

軽く触った程度だけど、D派生は明らかに早く落ちるようになってた。まぁ下手に特攻してそのまま対空6A相手するよりも

さっさと降りて色々やったほうがひょっとしたら強いのかもしれん

既出だろうけど6Cはステできるまでちょっと時間かかるように感じた。

あとバレットがD広げてるところにD派生で突っ込んでみたら普通に通過できた。相手の反応が遅れただけかもしんない

Mid-Jakatsu and charged versions are different? Didn't know that.

I only played a little, but it was clear that D variants dropped you faster. Well, I guess rather than attacking poorly and dealing with 6A anti-air, just landing and do various things on the ground might be a stronger option instead. It's probably already been mentioned, but there's some delay before you can dash from 6C.

Also, with Bullet having her D field out, I tried going in with drive and was able to get in normally. Although it might've just been my opponent having slow reactions.

69 :名無しさん:2012/11/10(土) 22:03:52 ID:Iz9WqDjc0 CTから最速残影は繋がるっぽいね。ただ、あんまり減ってる気はしなかった。だいたい2500くらいか?

他キャラの動きを見てるとCTコンボに組み込んでるし、何かないか色々探ってみる。

他にはもう既出かもしれんが、蛇滑残影>ガショウ>5Cが画面端で繋がった。使えるパーツかどうかはわからんが、一応書いとくよ。

CT>soon as possible Zaneiga seems to connect. Although it doesn't seem to do much damage. Maybe around 2500? Looking at the other characters, people seem to be using CT mid-combo, so I'll poke around and see what I can find.

This has probably already been mentioned, Jakatsu Zaneiga>Gashou>5C connected in the corner. Not sure if it's a usable combo part, but I wanted to mention it just incase.

Skye/Mumm-Ra are next, unless someone's already working on it.

Edit: Minor correct, Jakou causes wall bounce, not wall stick. Fixed it above.

Edit 2: Clarified wording a bit.

Edited by hakimiru

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http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1323941831/l50

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1352101389/

I usually take part in Arakune translations a bit, but I can't find the time right now.

Please translate when whoever finds the time.

Thank you.

If someone could translate post 29,30, 41 and 55 (among others) in part 16 it'd be much appreciated.

Relevant posts up to post 88 (88 :名無しさん:2012/11/12(月) 03:40:01 ID:X..cBnaY0)

26 :名無しさん:2012/11/07(水) 20:24:26 ID:TNqkH98s0 5d>3c>クイックトリガー>5dが繋がった

5D>3C>CT>5D connected

29 :名無しさん:2012/11/07(水) 22:29:43 ID:cAi4Xzdk0 [ダメージに関して]

D蟲の補正は変わってないと思うけどなぁ

一応調べたヤツ貼っとく。

もちろん最後のロケテね。

中途半端なのは、あまり出来なかった+他プレイヤーのヤツだから。

ラグナ

5B>5C>ヘルズ>追加 2212

5B>5C>6C>JC*2 2792

ヴァルケン

6B 1041

6B>イエーガー 1543

アラクネ

5C>JA>JC>Aダイブ>6D

6A>2B>5B>5D>3C>CT>6B>J6D

D蟲 1041

D蟲>6A 1431

5C>CD蟲>6C三段>A蟲 3932

D蟲>車輪>CD蟲 3392

投げ>JA>JB>JC>ダイブ>6D

6A>5D、2B>5Bが直ガで非レンガ

烙印中、2A>5A>6Aがレンガ

ダメージは100の桁からちょっと怪しいっす。

―――――――――×――――――――×―――――――――

[オーバードライブの性能]

相手バースト不可。使用後、暗転中も回復し、約60秒で回復。

体力が減っていると本当に長く効力が続く。

アラクネの場合、OD中に烙印を溜める技をあてると一発で烙印に。

またOD中に烙印状態になると、烙印ゲージは普通に減るが、烙印ゲージが空になっても烙印時間が終了しない。

―――――――――×――――――――×―――――――――

[通常時の変更点など]

・3Cが相手をサーチするようになった。密着でも当たる。

・2Cが5ヒット。最初の1ヒットで空中くらいの相手をロックするらしい(他のアラクネ使い談)。最終段で浮く。

下段なのは最初の1ヒットのみ。壁張り付き効果あり。

・Aダイブが9方向に吹っ飛ぶ。ダイキャン5Dが当たることもあるがよく分からない。6Dで安定追撃。他のダイブは調べ忘れたが同じかと思われる。

・JDが跳ね上がる。かなり高い位置で受け身化。

・クラッシュトリガーは例のPVのヤツ。空中ヒットさせると緊急受け身不能のダウン。

・BPQが、「地上BPQ→前ジャンプして降りてくると見せかけて発動した位置に戻る。空中BPQ→JDすると見せかけて現在地から2キャラくらい先の地上に現れる」に

代わる。

・APQ、CPQともに変わりなし。

・パーミテーションは発動モーション後、約40Fくらいで上から一瞬と言っていいほど高速にクモが下りてくる。デカいため当たりやすい。

A版がアラクネの背後(アラクネ側の画面端?)、B版が真ん中、C版が相手側の画面端。当たると強制ダウン+烙印溜まる。

・A±Bは地上、空中で発動できる黄緑色の霧。ヒットすると鈍足になる。

・空中ヒット時5Dが壁張り付き効果

・fマルgが強制ダウン

・JB>JA>JBのガト

―――――――――×――――――――×―――――――――

[烙印時]

何も蟲を出さないと前作よりもゲージ持続時間は長い様子だが、蟲を出すと蟲の種類に対応して烙印ゲージが減少するため、

5C>CD蟲>車輪>C蟲>6C三段>6AD蟲

ってやるともうゲージ無い。

ちまたでは6C三段後の蟲が繋がらないようだが、上のレシピではつながった。

D蟲に同技疑惑か?はたまた6C三段の補正悪化か?

また2Cの補正も悪くなったという噂もある。

ひょっとすると烙印時のみ補正が変わる技もあるのかもしれない。

―――――――――×――――――――×―――――――――

25%消費で中央70?80%が限界?

[中央]

・6A>2B>5B>5D>3C>CT>6B>J6D

・2A>2C>6D

 中央2C>6Dは赤でヒラヌルだけ繋がる。

・5C>JA>JC>Aダイブ>ダイキャン6D

・投げ>JA>JC>Aダイブ>ダイキャン6D

・JD>6D

―――――――――×――――――――×―――――――――

[端]

一発烙印可能

・2A>2C>6D>5A>6B>JD>6D

 端2C>6Dはキャラ限で6Dのアラクネ本体部がヒットせず、新たに2Cに付加された壁張り付き効果で、適当>2C>6Dスカ>5A>6B>(jc>JD入力)>ヒラヌ

ル>JDヒット>6Dが繋がり一発烙印。JD後に繋がるのはJAか6Dくらい。

―――――――――×――――――――×―――――――――

30 :名無しさん:2012/11/07(水) 22:35:50 ID:cAi4Xzdk0 713 :名無しさん:2012/08/24(金) 12:46:22

ID:/FSCJl4IO

JB>J4B削除されてた

アストラルの演出と性能が変わってた

ダイブを当てるとJDを当てた時みたいに跳ねる

烙印にする前にODして烙印になっても烙印は減る

OD中インバースは変更なしかもしれない最低保証分かりません

B虫がヒット時9方向に飛ぶように

新技の霧は相手の移動を遅くするだけでした

地上BPQが相手方向にノーマルジャンプして降り際に消えてBPQをした位置で本体が出てきます

画面端の一発はレシピがよく分からないので試せませんでした

こんな感じかな?

あとまた分かったら書き込みします

719 :名無しさん:2012/08/24(金) 13:53:23 ID:dknWMG3M0

JBはジャンプキャンセルできなかった…5Dも5Bもジャンプキャンセルできなかった…

ダイキャンはダイブ当てると相手が跳ね上がるせいで5Dが当たらなかった…

とにかくひとつ言える事は、aプラスマイナスbが扇風機みたいで予想以上にキモかった事ぐらいかなww

749 :名無しさん:2012/08/24(金) 23:43:33 ID:r0TnnLIA0

ダイキャン6Dは繋がる

地上投げからjA・6Dとか繋がりそう

D>3Cは繋がる

jB>jAのガトってあったっけ?

パーミの可能性に賭けたい

770 :名無しさん:2012/08/25(土) 20:45:06 ID:5SX22N3k0

5Dが壁バウンドということで、今日実際に繋がったコンボを。

自キャラが端背負いの状態から

5Cノーマルヒット(前jc)>JA>JC>Aダイブ>ちょい待ち5D(即dc)>5B

5D(dc)のあとは5Aでも拾えました。キャラによっては5Dまでの段階で繋がらないかも。

775 :名無しさん:2012/08/25(土) 22:28:02 ID:dVAzrdyYO

ロケテ行ってきた

・投げ>JA>JB>JC>ダイブ>6D

・2A>2C>6D>5A>6B>JD>6D

画面端 JB始動でも可能

・5A>6B>5D(烙印)>CD蟲>車輪>CD蟲>6C2段

これ以降、D蟲でも全段青い

まとめ

烙印さえ慣れれば全然大丈夫だと思う

31 :名無しさん:2012/11/07(水) 22:39:47 ID:cAi4Xzdk0 前回までのロケテの情報

※何度も言うが、「前回」までのロケテ

  今回のロケテ(11/7~)ではないので注意!!

*People suggested relisting all the changes from Extend so far to make differences easier to spot.

This post is one guy's effort at compiling everything so far*

[Damage]

I don't think D bug proration has changed.

For now, here's what I found.

It goes without saying, but this is the last loctest.

If something is vague, it's because I didn't get much time with it, or because it's

something I observed from other players.

5C>JA>JC>A dive>6D

6A>2B>5B>5D>3C>CT>6B>J6D

D bug 1041

D bug>6A 1431

5C>CD bug>6C (3 hits)>A bug 3932

D bug>Wheel>CD bug 3392

Throw>JA>JB>JC>Dive>6D

6A>5D、2B>5B don't get auto-guarded if the first one is IB'd

In curse, 2A>5A>6A gets auto-guarded

Damage values may be a little off in the 100's.

―――――――――×――――――――×―――――――――

[Overdrive Effects]

Prevents opponent burst. Starts recovering after activation, even during the super

flash, and takes around 60 seconds to recover.

Active length is inversely proportional to health left.

In Arakune's case, hitting with a move that gives curse meter during OD results in an

instant curse. Additionally, going into curse mode during OD will cause the curse

meter to deplete normally, but will not end curse once it is empty.

―――――――――×――――――――×―――――――――

[Regular Mode Changes]

・3C seeks out the opponent's position. Hits even when touching.

・2C does 5 hits. Getting an air hit with hit 1 seems to lock the opponent in the air

(check with the other Arakune players). Last hit launches.

Only the first hit hits low. Has wall-stick properties.

・A dive knocks away in the 9 direction. Dive cancel 5D hits sometimes, but I'm not too

sure how it works. 6D is a reliable followup. I forgot to check the other dives, but I

think they're the same.

・JD launches up. It becomes techable rather high up.

・CT is the one in the PV. Landing an air hit with it causes a down that can't be

emergency teched.

・BPQ is changed to: Ground BPQ→feints a forward jump, comes down, and reappears at

original spot. Air BPQ→feints a JD and appears on the ground around 2 character widths

ahead of original spot.

・No changes to APQ, CPQ.

・After the activation animation for Permunation, a spider drops around 40F later at a

speed fast enough to be called almost instantaneous. It's large, and is easy to hit

with. A version hits behind Arakune (Screen edge behind Arakune?), B version hits

center, and C version hits at the opponent's screen edge. Downs + gives curse meter on

hit.

・A±B is a yellow green mist that can be used both on ground and in the air. Slows

movement on hit.

・On air hit, 5D causes wall stick.

・f of g downs.

・JB>JA>JB gatlings

―――――――――×――――――――×―――――――――

[Curse]

The curse meter naturally drains at a slower rate than in Extend, but decreases by set

amounts depending on the bug used.

Consequently, just doing 5C>CD bug>Wheel>C bug>6C (3 hits)>6AD bug uses up all your

meter.

People have been saying that bugs after 6C (3 hits) don't connect, but they did with

the above combo.

Perhaps D bugs have repeat proration? Or 6C (3 hits) proration has gotten worse.

There's also rumors that 2C proration is worse.

It could also be the case that some moves have different proration values during

curse.

―――――――――×――――――――×―――――――――

Using 25% meter, 70?80% curse seems to be about the limit midscreen?

[Midscreen]

・6A>2B>5B>5D>3C>CT>6B>J6D

・2A>2C>6D

 Midscreen the 2C>6D is red, with only the bell bug hitting

・5C>JA>JC>A dive>Dive cancel 6D

・Throw>JA>JC>A dive>Dive cancel 6D

・JD>6D

―――――――――×――――――――×―――――――――

[Corner]

Can 1-shot curse

・2A>2C>6D>5A>6B>JD>6D

 Corner 2C>6D is character specific, with the body-hit portion of 6D whiffing and

using the new wall-stick properties of 2C to do: whatever>2C>6D whiff>5A>6B>(jc>JD

input)>bell bug hit>JD hit>6D for a 1-shot curse. JA and 6D are about the only things

that connect after the JD.

―――――――――×――――――――×―――――――――

*These are other people's relevant posts that he copied.*

30 :名無しさん:2012/11/07(水) 22:35:50 ID:cAi4Xzdk0 713 :名無しさん:2012/08/24(金) 12:46:22

ID:/FSCJl4IO

JB>J4B got removed

Astral animation and properties changed

Hitting with a dive launches, sort of like hitting with JD

Curse meter still drains if OD is active prior to entering curse

Inverse in OD might be unchanged, don't know about the minimum damage

B bug hit knocks up in the 9 direction

New mist special only slows the opponent's movement speed

Ground BPQ does a normal jump towards the opponent, disappears on landing, and

reappears at the original location

I didn't know the corner 1-shot curse combo so I didn't try it

Something like this?

I'll post if I find out more

719 :名無しさん:2012/08/24(金) 13:53:23 ID:dknWMG3M0

JB couldn't be jump canceled...neither could 5D or 5B...

For dive cancel, hitting with dive launched the opponent, making 5D not connect...

All I can say I guess, is that a plus minus b is like an electric fan and looks even

grosser than I expected lol

749 :名無しさん:2012/08/24(金) 23:43:33 ID:r0TnnLIA0

Dive cancel 6D connects

From ground throw, stuff like jA・6D etc seems like it would connect

5D>3C connects

Was there always a jB>jA gatling?

I want to place my bets on Permutation's possibilities

770 :名無しさん:2012/08/25(土) 20:45:06 ID:5SX22N3k0

5D wall bounces, so here's a combo that actually worked today.

In corner with back to the wall,

5C normal hit(forward jc)>JA>JC>A dive>slight delay 5D(instant dc)>5B

After 5D(dc), 5A works as well. Depending on the character, the stuff leading up to 5D

might not connect.

775 :名無しさん:2012/08/25(土) 22:28:02 ID:dVAzrdyYO

Went to the loctest

・Throw>JA>JB>JC>Dive>6D

・2A>2C>6D>5A>6B>JD>6D

Corner, works from JB starter too

・5A>6B>5D(curse)>CD bug>Wheel>CD bug>6C (2 hits)

Afterwards, even D bugs were all blue

Summary:

Once you get used to curse it'll be just fine I think

31 :名無しさん:2012/11/07(水) 22:39:47 ID:cAi4Xzdk0 前回までのロケテの情報

※I've said it before, but these are the changes up to the last loctest.

  They don't include things from the current (11/7~) loctest!!

35 :名無しさん:2012/11/08(木) 02:14:09 ID:ypWlMmzI0 ロケテいってきた。

前回ロケテと変わってるとこは特にありませんでした。

Went to the loctest.

There weren't any particular changes from the last one.

36 :名無しさん:2012/11/08(木) 03:40:05 ID:bgsb2CmoO OD中のDDが演出強化されたって聞くし、どうなってるのかなあ

I heard that DD's got buffed during OD, how was it?

37 :名無しさん:2012/11/08(木) 04:52:52 ID:ypWlMmzI0 ああ、インバースとfマルg両方ともHIT数とダメージ増えてたよOD中。

ダメージはメモ取るの忘れちゃったから覚えてないけど、通常と比べてそんなに劇的には変わってない。

ODインバースで烙印付いたりしねーかなとか思ったけどそんなことはなかった。

Yeah, both Inverse and F of G had increased hit count and damage during OD.

I forgot to take notes so I don't remember the damage, but the animations didn't look

much different.

I was hoping OD Inverse would apply curse or something, but that wasn't the case.

39 :名無しさん:2012/11/08(木) 11:30:28 ID:ethCvDBg0 OD中はD系ガードで烙印ゲージ50%溜まるみたいね

During OD, it seemed like D moves generated 50% curse on block

41 :名無しさん:2012/11/08(木) 13:10:11 ID:2hnb2XOk0 インバース>OD>6B>J6D⇒烙印

インバース>6B>OD>J6D⇒烙印 できないかな

出来たら、リバサからリターンがかなりでかい気がする

I wonder if we can't do:

Inverse>OD>6B>J6D⇒curse

Inverse>6B>OD>J6D⇒curse

If we can, it feels like we get pretty large returns off a reversal

42 :名無しさん:2012/11/08(木) 13:27:38 ID:ypWlMmzI0 できると思うよ。ただリターンかなりでかいとは言い難いかも。

インバースからのOD使わないで烙印ゲージ最大回収コンボを研究した方が良さそう。

っても5Dがjcできない時点で結構限られてくるのがなぁ・・・。

通常技の仕様変更が思ったより響いてる。

I think we can. But it's hard to say if the returns are great or not.

It seems like it would be better to research what combo gives us the most curse meter

from Inverse without using OD.

Although not being able to jc 5D really limits our options...

The changes to normals are having a larger effect than I thought.

43 :名無しさん:2012/11/08(木) 13:42:45 ID:BtCCBRF60 霧出してからODで一発だったよ。

既出だったらスマン。

Sending out a Zero Vector cloud and then activating OD still caused instant-curse.

Sorry if it's already been mentioned.

55 :名無しさん:2012/11/08(木) 21:55:23 ID:ko.mVNik0 ロケテ行って来たです

今日実際に繋がったコンボを。

中央。

6a→5d→3c→ct→6b→j6d (70%)

投げ→ja→jc→aダイブ→6d (40%)

インバース→6d (40%)

ダイキャンはしなくてもいいが、やった方が繋がりやすい。

インバースからは画面端だとインバース→6dor5dから追撃出来そう。

画面端。

6b→jd→微ディレイ6b→jd→6d (100%)

距離が離れてなければ6bの後の低空ダは必要なし。

後、ODについて。

OD中に2dを当てると烙印ゲージ100%回収

これを考えると恐らく霧、6d、5d、jd、パーミも

OD中に当てれば一発烙印だろう。あくまで推測だが

各種DDはhit数とダメージが上がる。

インバース→ダメージ約3000 hit数100くらい

f○g→ダメージ約1900 hit数は覚えていない

詳しくは覚えてない無いので詳細は

また後日、ロケテに行った場合に調べる

Went to the loctest

Here are combos that actually connected today.

Midscreen:

6A→5D→3C→CT→6B→j6D (70%)

Throw→jA→jC→A dive→6D (40%)

Inverse→6D (40%)

The dive cancels weren't necessary, but doing them makes it easier to connect.

Inverse seems to go into 6D/5D in the corner.

Corner:

6B→jD→slight delay 6B→jD→6D (100%)

If you don't have some distance, the low air dash after 6B is unnecessary.

Lastly, for OD:

In OD, hitting with 2D gave 100% curse

Going by this, Zero Vector, 6D, 5D, JD, and Permutation probably instant-curse on hit

in OD as well. Although this is just conjecture

The various DDs have increased hit count and damage.

Inverse→~3000 damage, ~100 hits

FoG→~1900 damage, don't remember hits

I don't remember the details, so I'll check when I go again at a later date

67 :名無しさん:2012/11/09(金) 21:25:46 ID:gav0qLzE0 今日ロケテで調べてきたコンボなど

端背負い5C>JA>JC>Aダイブ>5D(dc)>5A

端背負い5C>JA>JC>Aダイブ>5D(dc)>5B

・位置入れ替えから壁張り付けで追撃する前ロケテのコンボ、今ロケテでも繋がった

・もちろん5Dヒット分の烙印回収

5C>JA>JC>Aダイブ>6A>5C

5C>JA>JC>Aダイブ>6A>5D

・5D後は通常通り横吹き飛ばし壁張り誘発だがやや上方向に飛んだ気がする、壁から少し離れた位置での6A>5D締めで高め張り付きだったはず

・壁際6A>5D締めルートがあれば、低い位置に貼り付くかもしれない

・Aダイブ>6A部分はダイキャンディレイ6A、色々使えるかもしれないパーツ

ーーここから余談ーー

端背負い5C>JA>JC>Aダイブ>5D>即C蜘蛛(22Cのやつ)を数回試したが、試した限りではC蜘蛛繋がらず

・位置的には合っているが重なる寸前で壁張り付けの受け身不能がちょうど切れるっぽい

・フェイタル始動ならあるいは?

Combos tested at the loctest today:

Back to wall 5C>JA>JC>A dive>5D(dc)>5A

Back to wall 5C>JA>JC>A dive>5D(dc)>5B

・Position swapping combo using the wall-stick properties for followup from the

previous loctest still worked.

・Of course, the amount of curse generated is that of 5D

5C>JA>JC>A dive>6A>5C

5C>JA>JC>A dive>6A>5D

・5D knocks the opponent sideways as usual and wall-sticks, but the launch height seems

a little higher. With a bit of distance from the wall, 6A>5D ender wall-stick location

is on the high side.

・Against the wall, using the 6A>5D finisher might stick them low.

・A dive>6A part is Dive cancel, delay 6A. Might be a part with many uses.

ーーA bit of a digressionーー

I tried Back to wall 5C>JA>JC>A dive>5D>soon as possible C Permutation(22C) multiple

times, but C Permutation wouldn't connect

・It drops at the right position, but wall-stick untechable time seems to run out just

before it hits.

・Maybe if it was a FC starter?

70 :名無しさん:2012/11/09(金) 23:51:17 ID:PPHK1Fgc0 >>64 かなり長い、30カウントくらいもつ。逆に蟲だしまくるとすぐになくなる

    鈍足霧を使えってことなんだろうけど、あんまり試せなかったよ。

When not using bugs, curse lasts fairly long, around 30 seconds. Although spamming

bugs drains it instantly.

Maybe they want us to use the slowing mist, but I didn't try it.

73 :名無しさん:2012/11/10(土) 16:38:55 ID:X3NwuOIQ0 今日ロケテで調べたやつなど

端背負い5C>JA>JC>Aダイブ>5D(dc)>2C>6D

・烙印は5D+ヒラヌル分(計80%くらい?)回収

・自キャラが「端密着~2キャラ分程度隙間あり」の範囲で始動すれば繋がる

端JC>D蟲>6C3段>D蟲>車輪>C蟲>D蟲>6A>5C>ビーム>

端2C>D蟲>6C3段>D蟲>車輪>D蟲>6A>5C>ビーム>

・OD使わない端の烙印コンボ

・JCより2Cの方が補正がきつい感じ

・コンボのように、烙印開始後即崩せばD蟲3回+C蟲2回出すことが可能

・ダメージはJC始動がビーム1発7300、2C始動がビーム2発7500程度(JC始動が1発なのはゲージ無くて試せなかった為、たぶん2発入るはず)

・2C始動で車輪後にC蟲を入れる場合はD蟲降りとD蟲昇りの間を本体で繋ぐ必要があった気がする

・JC(2C)でCホールドして6C3段を出す直前にホールドC5離し(C蟲捨て)することで、蟲のクールタイムを利用して6C3段入力時にC蟲が出ないようにし烙印

ゲージを節約

その他

・D霧は3回で烙印、34%以上回収かと

・D蟲はこっそり出しても烙印ゲージがD蟲分減るので、画面見てる人だとタイミングはばれる

見間違いなどあったらごめんなさい

2Cのロック性能の情報ありがとうございます、助かりました

Stuff I investigated at the loctest today.

Back to wall 5C>JA>JC>A dive>5D(dc)>2C>6D

・Curse meter gains are 5D + 6D bell bug(around 80%?)

・Works up to about 2 character widths away from the wall.

Corner JC>D bug>6C(3 hits)>D bug>Wheel>C bug>D bug>6A>5C>Beam>

Corner 2C>D bug>6C(3 hits)>D bug>Wheel>D bug>6A>5C>Beam>

・Non-OD corner curse combo

・Proration-wise, 2C feels worse than JC

・Like shown in the combo, getting in during curse can go into 3 D bugs and 2 C bugs

・Damage off the JC starter and single Beam was 7300, 2C starter and 2 Beams was around

7500(JC starter only having 1 Beam was because I ran out of meter and couldn't test

it. The second one probably connects too)

・For 2C starter, using C bug after Wheel required a hit from the main body between the

D bug falling and D bug rising segments, I think

・Holding the C button after JC(2C) and releasing 5C just before the 6C(3 hits)

(throwing away a C bug) allows you to make use of bug cooldown and not have C bugs

come out during the 6C(3 hits), saving curse meter

Other

・D mist curses after 3, probably gives 34% or more

・Even if you use D bugs sneakily, the curse gauge will decrease by the D bug amount,

exposing your timing to people who watch the screen

Sorry if there are any mistakes.

Thanks for the info about 2C locking properties, it really helped me out

74 :名無しさん:2012/11/10(土) 19:53:08 ID:M9w7dFKs0 57です。ロケテ行って来たです。

今日わかった事、新霧の性能など

•画面端投げ始動一発烙印

投げ>5d>迷彩>微歩き5a>6b>(JC)jd>着地6d

安定して出来る。自分が端背負いの場合は

後ろ投げ>5dで繋がる。

•中央空投げ始動烙印70%

空投げ>jd>5d>cパーミ>6d

cパーミ>6dは起き攻めとして。

相手が受け身をとらなかったら烙印スタート

蜘蛛は地味に持続が長いので受け身とったらとったで

ガードしなければならない。

•画面端空投げ始動一発烙印

空投げ>jd>微後ろ歩き6b>jd>6d

空投げ>5d>迷彩>5a>6b>jd>6d

後者は始動位置が低空だったので曖昧

前者はjdの後の6bが地味に難しい

比較的後者の方が安定している。

烙印中中央2a始動

2a>2a>a蟲>2c5hit>c蟲>d蟲下り>a+-b>d蟲上り>6a

2aヒット確認からのコンボ。

6aの後に全蟲使って起き攻めする事で

烙印ゲージを大幅に使い、烙印を強制終了し

起き攻めから再烙印を狙える。

ただしその場合少し遅めに蟲を出さないと

青で繋がったりして成功しないので注意。

続く

75 :名無しさん:2012/11/10(土) 20:25:27 ID:M9w7dFKs0 続き

•画面端ビーム始動一発烙印

ビーム(hit数少なめ)>5d>迷彩>5a>6b>jd>6b

切り返しからのコンボ

投げからビームを入れる必要性はほぼない

•その他気づいた事など

5a>5bのガトリング

新霧は追尾固定か?

(3回中3回が追尾霧)

OD中の全てのd技は一発烙印

5c(fc)>jdが繋がらず

5a>5b(1hit)>5d>3c>CT>6b>j6d

JcPQの空ダモーションが長めに

パミュはjdと同じく着地まで操作不可

以上です。

恐らくもうロケテに行けないので

そこはご了承を。

74 :名無しさん:2012/11/10(土) 19:53:08 ID:M9w7dFKs0

This is 57. I went to the loctest.

Stuff I learned today, regarding the new mist move, etc.

•Corner 1-shot curse from throw starter

Throw>5D>Equals Zero>micro walk 5A>6B>(jc)jD>land 6D

It's fairly stable. With yourself in the corner,

it works from Back throw>5D as well.

•Midscreen air throw starter, 70% curse

Air throw>jD>5D>c Permutation>6D

c Permutation>6D is used as oki.

If the opponent doesn't tech, it goes into curse

Permutation has rather long active frames, so even if they tech they're forced to

block.

•Corner air throw starter, instant curse

Air throw>jD>micro back walk 6B>jD>6D

Air throw>5D>Equals Zero>5A>6B>jD>6D

The latter requires a low-air starting position, and is sort of iffy

For the former, the 6B after jD is difficult

Comparitively, the latter combo is more stable.

During curse, midscreen 2A starter

2A>2A>A bug>2C5hit>C bug>D bug falling>A+-B>D bug rising>6A

A combo for 2A hit confirm.

After 6A, use all bugs for oki

This uses a lot of your meter and forces curse to end, allowing you to aim for re-

curse from the oki.

Although when doing so, if you don't delay the bugs slightly you'll end up with a blue

combo and it will fail.

Continued

75 :名無しさん:2012/11/10(土) 20:25:27 ID:M9w7dFKs0

Continued

•Corner Beam starter instant-curse

Beam (lower number of hits)>5D>Equals Zero>5A>6B>jD>6B

Combo from reversal

There's pretty much no need to go into Beam from throw

•Other things I noticed

5A>5B gatling

Does the new mist always follow?

(3 out of 3 were homing)

During OD, all D moves instant-cursed

5C(fc)>jD doesn't connect

5A>5B(1hit)>5D>3C>CT>6B>j6D

JcPQ airdash motion is longer

Similar to jD, you can't do anything after Permutation until landing

And that's it.

I probably won't go to the loctest again.

78 :名無しさん:2012/11/10(土) 21:00:41 ID:M9w7dFKs0 >>75訂正です。

画面端ビーム始動一発烙印

~6b>jd>6bではなく

~6b>jd>6dです。失礼しました

他見間違いや勘違い等、ありましたら

ご指摘お願いします。

大体のレシピは実際に繋いだ物です。

Correction from >>75

Corner Beam starter instant curse is

~6B>jD>6D instead of

~6B>jD>6B. Sorry.

Please say something if you notice any other mistakes.

The listed combos are all things that I tested myself.

79 :名無しさん:2012/11/10(土) 21:03:24 ID:mlixyn6U0 乙!

新霧は自分も10回以上は試したけど、全て追尾だった。

ゼロベクトルの追尾より速い気がする(あるいはゼロベクトルの追尾が遅い)けど、気のせいかも。

Thanks for the hard work!

I tried the new mist over 10 times myself, and they were all homing.

It feels like they home in faster than Zero Vector's mist, but it could just be my imagination.

80 :名無しさん:2012/11/10(土) 21:11:18 ID:svQ3xQws0 お疲れ様です!

結局、中央で2C>6Dはつながるのか知りたいんですが、できた方いますか?

Thanks for the hard work!

In the end, did 2C>6D connect midscreen?

81 :名無しさん:2012/11/10(土) 21:13:18 ID:mlixyn6U0 連投で申し訳ないけど、自分が思ったことを追記

A蟲で受身を狩る場合、端前転を5A蟲、中央後転を6A蟲で狩れた。相手に協力してもらって試したので、たぶん確か。

C蟲の回転率が低下したように感じた。BC蟲→鳥鳥車輪CD蟲とするとC蟲が出ない(現verなら同じ入力タイミングで出せる)

Sorry for the repeat posts, but I wanted to add my thoughts

Aiming for tech punishes with A bug, I was able to catch corner forward tech with 5A bug, and midscreen back tech with 6A bug. I tested these with the opposing player's help, so it's probably certain.

C bug cooldown seems longer. Doing BC bug→J6A~C>J6A~C>Wheel>CD bug, C bug didn't come out (It comes out in EX using the same timing)

83 :名無しさん:2012/11/10(土) 21:17:00 ID:mlixyn6U0 >>80

簡単に繋がる、現ロケテ東京

>>80

It easily connected, at the Tokyo loctest

88 :名無しさん:2012/11/12(月) 03:40:01 ID:X..cBnaY0 後、まだ出てないようだけど、

5A→6B→J6D→鳥鳥車輪が繋がる。

Doesn't look like it's been mentioned, but

5A→6B→J6D→J6A~C>J6A~C>Wheel connects.

Edited by hakimiru

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Someone was nice enough to organize the latest playtest info listed so far in the :HA: jbbs. Had some time to translate half of it, first half being about the character while second half is about combos. Straight copy paste, translation in bold.

English text only: http://pastebin.com/xB85E0QR

情報出揃ってきたし暫定的にまとめてみようかな

The data are starting to pile up so organized what we have so far.

体感や自信がないとこは?付けてます

Noted info that I have no experience with or have concrete idea on with a ?

・システム関係

System related

体力は変わらず多いまま

Health seems to still be high and unchanged

前hjの移動距離減少

Forward high jump movement distance shortened

前ステ高速化+距離増加?

Forward step sped up+distance increased?

バクステ超高速化、以前の倍ぐらい速い?無敵はないはず

Back step extremely sped up, about twice the speed of before? should still have no invincibility

ステ空中技の受付F減少

Step aerial special cancel timing frames decreased

・通常技変更点

Normals changes

5A:連打キャンセル可能(連打制限有り?)、ヒットストップ減少

5A:spam cancel (canceling into itself) possible (amount spammable limited?), hitstop decreased

2A:他キャラのように連打キャンセル可能(これも連打制限?)、2A>2Bや2A>3Cが繋がる、ヒットストップ減少

2A:Like other characters spam cancel possible (this too might have a spam limit?), 2A>2B or 2A>3C connects, hitstop decreased

6A:硬直差不明、頭無敵はあるはず

6A:Recovery difference unknown, should have head invul.

2B:全体Fが増加したのか明らかに戻りが遅い、ガードさせて不利。2B>2Aは繋がる。ヒットストップは多め?

2B:As if the entire frames got increased obviously the recovery is slow, minus on block. 2B>2A still connects. Hitstop high?

5B:ODキャンセル対応、他は変わってない?

5B:OD cancel possible. not much change to other?

6B:chなら拾える、速いまま、足無敵は未確認

6B:can follow up on CH, still fast, feet invul. unconfirmed

5C:ODキャンセル対応、5C>疾風で4100なので始動としても良好なまま、空中ヒットは5C>ctが繋がる

5C:OD cancel possible, 5C>Shippu does 4100 so it should still be a good starter, 5C>CT connects on air hit

2C:ヒット時の浮きが低く。頭無敵はない?

2C:Float on hit is lower. No head invul.?

3C:全体F増加、ノックバック減少?、近くでガードさせたら小パン確定?、先端でchしたら2B>紅蓮が繋がらない?

3C:Entire frames increased, knockback decreased?, can be punished on block with a jab if close enough?, 2B>Guren does not connect on CH if you hit them far?

4C:ODキャンセル対応、ヒットストップ増加、補正はあまり変わってない

4C:OD cancel possible, hitstop increased, not much change to proration

6C:補正緩いまま、ガードさせてもバリアゲージ削りは無い。最大ためは強制fcだがガークラからは繋がらない?

6C:Still has pretty good proration, does not deplete barrier on guard. Level 3 is forced fatal but won't connect from a guard crush?

JA:ヒットストップ以外は変わらず

jA:No change aside from the hitstop

JB:受身不能時間はCS2<<<CP<EXっぽい、JB>J2Aのガト追加で当たったらすぐJBだせる

jB:Untechable time would be something like CS2<<<CP<EX, jB>j2A gatling added so can do jB as soon as it hits

*I'm not sure if the poster meant "can do j2A as soon as it hits" or if it means you can jB asap after a j2A.

J2A:jc可能に、相手を斜め上に跳ね上げるように。全体Fがかなり増加しているために、jcしないと追撃出来ない

j2A:Jump cancel possible, pushes opponent up diagonally up now. Entire frames increased quite a lot, cannot follow up if you don't jc it

J2C:単発1100、ODキャンセル対応、ヒット時浮きが低くなっている

j2C:Solo hit 1100, OD cancel possible, float on hit is lower

JC:単発1300、ヒットストップ増加?、壁張り付きするので火蛍と閻魔のjcから低めに張り付ければ5Cが繋がる

jC:Solo hit 1300, hitstop increased?, 5C will connect if done at low height after jc Hotaru and Enma because of the wall stick

AB系統の技は一部を除いてヒットストップが(受身不能時間も?)減少しているのでヒット確認が少し難しく

Hit confirming A/B normals became a bit harder because of the decreased hitstop (and untechable time?) on some of them

体感ですが、C系統はヒットストップが変わっていないか増えているかも

From experience, the C normals seems to have no change to their hitstop but could also have increased

・ドライブ変更点

Drive changes

5D:単発1800、追撃不可、D押しっぱで持続が延びるが硬直もかなり多くなる。通常時の硬直も増えてる可能性有り。成立したらA押しっぱでその場閻魔が出るがこれには無敵がなく、成立確認から押しっぱしても間に合わないかも。

5D:Solo hit 1800, cannot follow up, can increase its active frames by holding D but also increases the recovery as well. The recovery could possibly be increased on normal too. On catch can hold A to do an instant Enma though it has no invin. to it, might be too late to perform if trying to confirm after catching.

2D:単発1800、1Fから当身、持続は変わってないはず、硬直減少?、範囲減少?

2D:Solo hit 1800, active from frame 1, active frames should still be same, recovery decreased?, catch hitbox decreased?

6D:単発1400?、発生10F前後(肘を前に出すモーション後に当身発生)、追撃可だが前jからJ2Cは無理、補正緩い?、硬直短い

6D:Solo hit 1400?, active after frame 10(catch comes out after elbow push animation), follow up possible but cannot connect with forward jump j2C, better proration?, recovery short

JD:単発2000?、ジャンプ直後は出せない?、5Aで追撃確認

jD:Solo hit 2000?, cannot perform immediately after jumping?, follow up possible confirmed with 5A

あくまで体感ですが、

It's just from experience but,

硬直は5DD≒2D<CP5D<EX5D≒CP6D

For recovery 5DD=2D<CP5D<EX5D=CP6D

持続は2D≒JD<6D<CP5D≒EX5D<5DD

For active 2D=jD<6D<CP5D=EX5D<5DD

のように感じました

was what it felt like

着地前に相手が当身を取られたときに着地ガードが間に合うので、ヒットストップが減少しているか反撃発生が遅くなっているようです

Because the opponent is able to land and guard when they get caught before landing, either the hitstop got reduced or the follow up start up became slower

・DD変更点

DD changes

疾風:単発4000?、発生は相変わらず速い、無敵は有っても少しだけ、範囲は変わらず?、最大はガード不能?。保障ダメージが増加したかキャラコンボレートの影響が少ないかで、4C>疾風で3500?、6C>疾風で4500、残鉄1>疾風で4800等かなり減る。OD版疾風は変わっていない?(OD雪風>OD疾風で5000ダメージだったため)

Shippu: Solo hit 4000?, start up is still fast, has some invin. frames, no change to the range?, full charge is unblockable?. Either because of an increased minimum damage or being affected a little from the combo rate, 4C>Shippu does 3500?, 6C>Shippu does 4500, Zantetsu(1)>Shippu does 4800 so does quite a lot. OD version of Shippu has no change? (OD Yukikaze>OD Shippu still did 5000)

雪風:単発ダメージ減少(3000強?)、持続長い。OD版は切り抜けたあとに複数回相手が斬られる演出有り(CP雪華塵がスケール大くなったイメージ)で4000ダメージ

Yukikaze:Solo hit reduced (3000 max?), active frames long. OD version has an extra animation where after you cut through the opponent gets hit multiple times (like CP Sekkajin but bigger) and does 4000

夢幻:残鉄椿折も同技、疾風の保障減少、ct不可。OD夢幻は夢幻終わっても8珠!!

Mugen:SMP added to Zantetsu/Tsubaki, Shippu minimum damage reduced, cannot CT. OD Mugen leaves you with 8 mags even after Mugen is done!!

悪滅:イグニスの攻撃が取れないので姉さんの攻撃やウロボも取れない?(悪滅側の問題というより相手の問題かも)

Akumetsu:Could not catch Ignis's moves so maybe the same for sister and chains? (Could possibly be a change to others rather than Akumetsu itself)

・必殺技変更点

Special changes

鬼蹴:弾無敵削除?、勘違いじゃなければ紅蓮>鬼蹴>3Cが繋がったはずなので何らかの変更有り?

Kishuu:Projectile invul. removed?, if not mistaken Guren>Kishuu>3C connects so some sort of change possible?

閻魔:補正が緩くなった

Enma:Better proration

紅蓮:3Cch>2B>紅蓮が遠いと繋がらない可能性あり。補正は良好、ガード時微有利?。紅蓮>鬼蹴>3Cが繋がる、紅蓮>ctは繋がらない。

Guren:CH 3C>2B>Guren does not possibly connect if too far. Proration still good, barely plus on guard?. Guren>Kishuu>3C connects, Guren>CT does not.

蓮華:ボーナス補正削除、紅蓮>疾風が3500蓮華1>疾風が3400なので一段目の補正は変わってないはず。蓮華>疾風は2700なので二段目の補正の悪さもそのまま。二段目壁バウンドが少なくなったが空ダJBは届いた。

Renka:Bonus proration removed, Guren>Shippu does 3500 while Renka(1) Shippu does 3400 so the P1 should still be same. Renka(2)>Shippu does 2700 so the bad proration on the second hit is still the same. The wall bounce from the second hit was reduced but IAD jB still reached.

残鉄:単発ダメージ減少?、F周りも速さのわりに見やすいモーションも変わってないはず。密着なら2Cで、遠くても鬼蹴>2Cでエリアルにいける。

Zantetsu: Solo hit reduced?, the entire frames and fast yet easy to see animation should still be same. If close enough 2C, if far Kishuu>2C into aerial.

咢刀:エリアルの〆に使える、火蛍ガード後の隙消しや対空潰しやめくりにも使える?。保障ダメージ有り?、カウンターで追撃可?

Agito:Used for aerial ender, can be used to fill in the gap between blocked Hotaru recovery or for beating anti airs or cross up?. Minimum damage resides?, can follow up on CH?

火蛍:技後の隙増大、吹き飛ばし距離減少、中央でも空ダJ2AやJ2Cで拾える、始動補正はそれほど良くない

Hotaru:Recovery after move is increased, can follow up midscreen with AD j2A or j2C, not a good starter

椿折:相変わらず速い。コンボの〆に使えば保障ダメージ550、補正きつきつのルートでもない限りは800ぐらいは減る。ノーマルヒットでは入れ込み咢刀、火蛍のみ追撃可。夢幻からステ椿折は同技だが三回まで繋がり疾風〆7000強らしい

Tsubaki:Still fast as before. If used as an ender has a minimum of 500, can go up to 800 if the combo isn't heavily prorated. On normal hit Agito and Hotaru can connect if inputted immediately. Even though it has SMP, can connect step Tsubaki*3>Shippu for 7000 during Mugen.

クラッシュトリガー:鞘を使って攻撃。蓮華1、残鉄、閻魔、5C空中ヒット、6投げから繋がる。chなら他も繋がる?。補正緩いのか組み込むといいダメージが出る。

Crush Trigger:Attacks with the scabbard. Connects from Renka(1), Zantetsu, Enma, 5C air hit, forward throw. Can connect from others on CH?. Pretty good proration increases damage when you combo with it.

CA:未確認

Counter Assault:Unconfirmed

・投げ関係

Throw related

6投げ:単発1800?、相手はよろけ状態に。ノーキャン6Cが繋がるぐらいにはよろけ、必殺技キャンセル可能でctも繋がる。

Forward throw:Solo hit 1800?, staggers opponent on hit. Stagger lasts enough for non-canceled 6C to hit, special cancel-able and CT also connects.

4投げ:単発1800?、必殺技キャンセル可能、キャンセル紅蓮は浮きや壁バウンドの問題でステ5Aすら繋がらないので、紅蓮後の追撃はキャンセル鬼蹴>2Cか。未確認だが4投げキャンセル鬼蹴閻魔が繋がるならこちらの方がいいかも。端背負いならノーキャン6Cが繋がる(キャラ限?バングには当たったので、もしかすると6Cの下判定強化かも。)。

Back throw:Solo hit 1800?, special cancel-able, canceling into Guren has a problem with the float or wall bounce so step 5A does not connect, to follow up cancel Guren>Kishuu>2C. Unconfirmed but Enma possibly connects from back throw so this route would be better. Can connect non-canceled 6C if thrown towards corner(character specific? It worked vs. Bang, so maybe 6C's lower hitbox got increased).

空投げ:成立したあとの硬直増加、必殺技キャンセルは可能なはず

Air throw:Recovery after success increased, should still be special cancel-able

投げ間合いが全キャラ狭まっているようで、リジェクトミス狙いの執拗な小パン刻み投げは不可能に?ハクメンも2A>投げがすかるらしいです。

Because the throw range for all characters seems to be reduced, a lot of TRM setup jabs seems to be impossible? Hakumen also seems to whiff the throw during 2A>throw.

決めにくくなったからか、6投げ>ct>2C~アギト3200、6or4投げ>疾風で3320、間に6Cを挟めば3740と投げのリターンは増加しています

Because it seems harder to grab, forward throw>CT>2C~Agito does about 3200, forward or back throw>Shippu does 3320, 3740 if you can insert 6C in between and so the damage from grabs are increased

・珠関係

Mags related

CPハクメンはクールダウン中にも微量の珠回収、それ以外にもクールダウン自体が緩和されたか自動増加が増えた可能性あり。

CP Hakumen gains some mags during cool down, the cool down in general seems lighter or possibly the auto gain has been increased.

未確認だが一珠技でもクールダウンが有るという情報あり。

It is still unconfirmed but there has been information on the cool down being present on 1 mag specials.

当身で相手に反撃が成立せずとも一珠回収、封魔陣を作っても珠回収。

Gains a mag as long as if you successfully catch and hit/miss the follow up, also gains mags if you create a void.

書き忘れたけど封魔陣は時間短くなったという情報もあり。

Forgot to add but there has been info that the void's active frame could be reduced.

・OD関係

OD related

珠回収速度が物凄く速くなる、開幕ODは三珠半ぐらいまで溜まります。

The mags auto gain speed is extremely fast, start of round OD creates about 3.5 mags.

雪風がダメージ強化、夢幻がロマン強化、疾風は不明。

Yukikaze damage buffed, Mugen hype buffed, Shippu unknown.

コンボ中の5Cや火蛍jcから出してダメージアップでき、夢の10珠コンなどが出来そうです。

Can cancel into it to increase damage during combo from 5C or Hotaru jump cancel, can possibly do the long dreamed 10 mag combos.

当身キャンセル必殺技に関しては情報が不足しています。

Information still lacking regarding the Drive cancel-able specials.

Edited by itsme

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I went through and picked out what seemed relevant through Google Translate for BBCP Bang. If someone could properly translate any of this or translate important stuff I would greatly appreciate it.

http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1326553365/l50

snip

Mainly I would like to know if it does in fact say that you can't jump cancel 2B and j.D, and also that his air C moves have some input changes. Those are things I was interpreting through translation websites. Not being able to jump cancel those moves are pretty big changes for Bang if true.

I didn't really look at the posts you pulled out, but I went through the BBS directly and translated the relevent bits. These include posts from the next thread (since this one went over 1000), up to post 49 (49 :名無しさん:2012/11/12(月) 09:57:35 ID:0.iq0hgoO) in thread 20. Here's the link in case you couldn't find it, since they didn't link it properly at the end of the previous thread: http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1352374469/l50

977 :名無しさん:2012/11/07(水) 21:00:05 ID:HCpImzsI0 触って来たので報告

?多いの許してね

JCはJ2Cに変更。JCがEXのJ4Cに

B釘の飛ぶ角度が45°から30°ぐらいになって少し水平に飛ぶようになった

D釘でバングが少し浮く

5Dで相手が浮かなくさらに双がでないジャンプキャンセルもできず。大噴火も出ない?

5Dは相手の受身不能が長いようなのでそこから攻め継続するのかも?

ジャンプキャンセルが2Bでできなくなって5Bで出来るようになっていた

地双、空双どちらも壁バンしなくなり追撃できず、RC使わなくては追撃できない?

6C>JDからは2B2Aどちらも繋がらず?なぜか着地最速C釘>5Dは出来るようだった

6C>ムササビ>5Bで拾い直してコンボ出来る模様

風林火山は時間制限でいつでも使えるように。しかし体力が少なくないとすぐ終わる。

風林火山中の阿修羅がダメージが減っていた。1980から1100ぐらいに

新技の傘は4釘使って画面中央からやや自分側に傘を投げ相手がいる方向にゆっくり動きながら釘を降らせる

傘を投げて釘が出る前にバングが殴られると釘が降ってこないで4釘無駄にしたことに

残り3釘でも投げれたが効果が伸びるかは不明

新DDは5D2D6DJD全て当てると使用可能になり相手の裏に回ってコマなげをする模様

空中にいる相手には確定なのかも?相手が地上にいると暗転見てから上いれっぱですかっていた

全体的にコンボが短くなった印象。まあまだ初日だしわからんけど

あとOD中のコンボは全キャラ相手がバースト出来ないかもしれないかも?

間違ってたら修正宜しくお願いしまっす!

Went to check it out, so I'm here to report.

Please forgive me for all the ?

JC changed to J2C. JC is now EX's J4C

B nail angle changed from 45°to about 30°and now flies a little more horizontally

D nail makes Bang float up a little

5D doesn't launch, and you can't cancel into 623B or jump cancel. Doesn't cancel into Daifunka either?

5D seems to have long untechable time, so maybe stay on the offense from there?

2B lost jc, 5B gained jc.

Both 623B and j623B lost wallbounce properties, and I wasn't able to follow them up with anything. Maybe not comboable after without RC?

After 6C>JD, neither 2B or 2A connected? Although for some reason Land>soon as possible C nail>5D connected

6C>Musasabi (air 22A)>5B as a pickup readjustment into combo seems to work

Furinkazan is time-limited, and can be used at any time. Although it ends instantly if you don't have low health.

In Furinkazan, Asura does less damage. It drops from 1980 to about 1100

The new umbrella special consumes 4 nails and tosses an umbrella to about midscreen, slightly on your own side. It moves slowly towards the opponent, dropping nails along the way.

If Bang gets hit after throwing the umbrella but before the nails start falling, it doesn't drop nails and becomes a waste of 4 nails.

I was able to use it even with just 3 nails left, but I couldn't tell if it changed or not.

The new DD becomes usable once you've hit with all 4 of 5D, 2D, 6D, and JD, and seems to go behind the opponent for a command throw.

It might be guaranteed on airborne opponents? It missed on someone on the ground who held up after seeing the super flash.

My impression is that combos overall got shorter. Although it's still the first day, so I can't say for sure.

Also combos during OD seem like they can't be bursted by anyone?

If there are any mistakes, please correct me!

979 :名無しさん:2012/11/07(水) 22:16:05 ID:Za.NpOMYO JD>5Aが繋がるっぽい

あと5D壁張り付きである程度端まで距離有ったら、ダッシュ5Cで拾える

5B>6C>ムササビ>JC>2B>5D>5C>6D>双とかやってるのみた

jD>5A seems to connect

Also, 5D causes wall slide, so if you have some distance from the wall you can pick up with dash 5C

I saw someone do something like 5B>6C>Musasabi>jC>2B>5D>5C>6D>623B

980 :名無しさん:2012/11/07(水) 22:28:24 ID:1CuLDTPQ0 新DDはコンボに組み込むと紫投げになる

Using the new DD mid-combo makes it a purple throw

981 :名無しさん:2012/11/07(水) 22:33:56 ID:YQdX3kYg0 新DDってダメどんくらいですか?

追加効果とかありますか?

How much damage does the new DD do?

Are there any applied effects?

982 :名無しさん:2012/11/07(水) 22:49:17 ID:.8h6.qVM0 新DDは前ロケテだと2700くらいだっけ。でもなんかOD中?

かなんかだと5000近くに跳ね上がるっぽい。

今回ダメとか変わったのかな?

In previous loctests, it did something like 2700. Although I sort of remember people saying that it jumps up to 5000 or so during OD?

Did the damage change this time around?

990 :名無しさん:2012/11/08(木) 06:15:12 ID:YmGVOsvM0 ツイッター関係の情報あげとく。

D釘の使い勝手が完全にCSと別物で立ち回りや強い行動に関しても未知数

やはりというか通常技は5Bがキーらしい

5D〆が嫌らしくまあまあ使えるかもしれないとのこと

端コンは今の奴よりダメージ伸びてる(ホントかよ??)

ムサコン結構開発が進んでる。コンボパーツにムササビ使えよって感じなのはほんとっぽい

OD関連やシール回収に関してもまだまだ未知数。全キャラの課題か・・?

一部ではオワコン言う人も多数

Some info gathered from twitter.

D nail usage is now completely different from CS, and it's unknown how it will affect our zoning and pressure.

It's somewhat expected, but it seems like out of our normals, 5B is going to be key.

5D ender is pretty sick, and seems like it might be surprisingly usable

Corner combos surpass our current ones in damage (Really??)

There's been a lot of development with Musasabi combos. Most people seem to be advocating using it as a combo part.

OD and seal collection are both still big unknowns. Probably something all characters still need to work on..?

There's a number of people who are saying they're done with this game as well.

1000 :名無しさん:2012/11/08(木) 14:52:48 ID:GOWKD0Y6O 今やってるけどJDはC釘で必殺技キャンセルできないよ

6C<空ダJCのあとJCが当たらなかったり

Just tried it, but jD couldn't be special canceled with C nail (*this is in response to a bunch of speculation earlier about jD jump/special canceability*)

After 6C>air dash jC, jC failed to connect

5 :名無しさん:2012/11/08(木) 22:24:29 ID:GOWKD0Y6O 今まではコンボベースは一緒で簡単だったけどCPはまるで別キャラのように感じた

JDも必殺技キャンセルできなかったし

新技の傘は最低でも反撃受けない位置で出さないと駄目だね、でちゃえば抑止力としては最高だったよ

あとシール四枚のDD、前スレに飛びに確定かも?って書いてたから試したら空ダしてる相手の真後ろに瞬間移動して投げたよ

ただ発生が微妙に遅いかな

いかに速くシール四枚溜められるかも大事かなーと

The combo base up to now was the same, making things easy, but he seems like a completely different character in CP

jD isn't even special cancelable

The new umbrella special must be used from a spot where there's no way for you to be counter hit, but it's an amazing zoning tool if you can get it out

As for the new 4-seal DD, someone mentioned in the last thread that "it might be guaranteed on airborne opponents?", so I tried it. It teleported right behind an opponent that was in mid-airdash, and threw him.

The startup is a little slow though.

I think the speed at which we can collect 4 seals might be important to us too.

6 :名無しさん:2012/11/08(木) 22:42:16 ID:s.nMd0yw0 シール4枚溜めると立ち回りで優位とれるのか

ODでシール集める価値ありそうだな

So collecting 4 seals gives us a zoning advantage?

Collecting seals during OD seems like it might be worthwhile

8 :名無しさん:2012/11/09(金) 01:33:59 ID:7VCGlXzs0 シール4枚で風林火山中に新DDがダメ4900確認。

同じ状態での大噴火もモーション変化。ダメ3900くらいやったかな。

With 4 seals, new DD confirmed for 4900 damage during Furinkazan

Daifunka animation changes under the same conditions as well. Damage was around 3900?

9 :名無しさん:2012/11/09(金) 02:30:07 ID:fVkuloZI0 というよりバングはマークの枚数に応じてOD中のDDがパワーアップするらしい。

疾風撃はどのみち4枚いるけど

It seems more like DD's during OD power up depending on the number of seals Bang has

Although the new DD requires 4 seals either way.

13 :名無しさん:2012/11/09(金) 12:30:07 ID:Oksg.YyY0 B釘投げる瞬間にバングがちょっと止まるようになってて違和感

2369Bで最低空釘投げれるのはいいけど角度変更とあいまって弾幕張るのには不便そう

Throwing B nails makes Bang stop a little, and felt strange

It's fine if you're just doing low air nails with 2369B, but it looks like it'll be a pain if you're changing angles or delaying to lay down a projectile barrier.

14 :名無しさん:2012/11/09(金) 13:07:59 ID:pTtdgSEIO 昔のB釘は投げるとき止まったんやで

Didn't old B nails use to stop you when thrown?

15 :名無しさん:2012/11/09(金) 14:02:23 ID:9Q/3oHKQ0 このキャラコンボにCT組み込める?

Can this character fit CT into his combos?

16 :名無しさん:2012/11/09(金) 14:17:15 ID:3sTpjBYY0 2d通常ヒットからCT入ったよ。

2d並に受け身不能時間長いのなんかあるかな。

CT connected from 2D normal hit.

Maybe there's something from moves with about that much untechable time.

35 :名無しさん:2012/11/10(土) 23:00:29 ID:FBlVzpeY0 バングの6A>5B消えてるっぽいなぁ。

個人的に結構目玉な変更だったのに復活してほしい・・・。

Bang's 6A>5B seems to have been removed.

It was a pretty big change for me personally, so I wish they'd bring it back...

36 :名無しさん:2012/11/10(土) 23:03:14 ID:sxTG2DIY0 JD必殺技キャンセルできる。ただ6C>JDから出来ないってだけで

6C>JC>JD>C釘ならできるからアイコン2個回収は簡単

端コンすれば5D入るから、問題は2D。

jD can be special canceled. It just can't be done from 6C>jD

6C>jC>jD>C nail works, so getting 2 seals is easy

5D works if it's a corner combo, so the problem is 2D.

37 :名無しさん:2012/11/10(土) 23:31:17 ID:VY3SnTJ.0 JCって今のJ4Cだよね J4CからJDって繋がるようになったの?

jC is the current j4C, right? So j4C goes into jD now?

39 :名無しさん:2012/11/11(日) 01:48:55 ID:jit1iMLM0 6Aガードさせた後jcできなかった気がしたんだが気のせい?

I feel like I wasn't able to jc 6A on guard; was it just my imagination?

41 :名無しさん:2012/11/11(日) 02:53:47 ID:0D9yM1mw0 6C>JD>C釘は一応繋がる。C釘が出せるタイミングが謎で安定はしない

6C>jD>C nail does work. Although the timing to get C nail to come out is strangely unstable.

42 :名無しさん:2012/11/11(日) 03:05:12 ID:S2fjwEmE0 ツイッターで調べてる人いたけどJDは普通に出すのと6C>JDで出すのではキャンセル出来る技が違うらしいね

だから6C>jc>JDにするとC釘が安定して出せるらしい

ジャンプキャンセルしたJDなら必キャン出来るとか

Someone on twitter looked into it, and it seems like the moves that can be canceled from regular jD and 6C>jD differ

And that's apparently why C nail comes out reliably if you do 6C>jc>jD

Something along the lines of a jump canceled jD making it special cancelable, etc.

49 :名無しさん:2012/11/12(月) 09:57:35 ID:0.iq0hgoO 5Dは〆に優秀だろ

生chしてもジャンプも必殺技キャンセルもできなかったよ

しゃがみ食らいの相手に地上5Dでしめてダッシュからの中下段コマ投げが嫌らしい

Isn't 5D good as an ender? (*This was in response to someone complaining that 5D is terrible*)

It wasn't jump/special cancelable even on raw counter hit (*In response to people speculating that maybe 5D changed depending on how you landed it like jD*)

Ending a crouching combo with a ground 5D, and then dashing into a high/low/command grab mixup seems pretty sick.

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Thank you so very much for your hard work and translations, Hakimiru and itsme. It may not always show, but many people are grateful to you !

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More Hakumen, sorry if something has already been posted;

* max 6C force fatal counter?

* max 6C causes wall bounce on air hit

* Kishuu dodged Gashoukyaku

* Shippuu's projectile causes stagger

* Agito bounces on counter hit for combo

* it seems like Tsubacopter is back: Mugen > Tsubacopter > 6C > Shippu gives 5,5k with Renka or 5C starter, or 7,4k with Tsubaki starter. Tsubaki > 6C might be character specific

* Throw > Mugen > Renka/Shippuu connects.

Massive recovery reduction on Mugen?

Until post #328

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技性能関連

・ODの全体硬直はミラクルジャンヌと同じくらいの模様、余裕でコンボに組み込める。5B>5C>OD>5B>5C>マミサと繋げられた。

・ハッピーマギカの反撃ヒット後は相手と距離が離れる。必殺技キャンセルもない上に2Bも繋がらないので追撃はRCしないと無理か?

・フォーリンメロディの固定ダメージが300に低下。

・以前にも出ていた情報通り、OD中のキュアドットタイフーン最終段の後に相手の位置をサーチして無数の人形を降らす(威力増加、空中版も同性能)。補正がきついと連続ヒットしない上、追撃部分の硬直が増えているので反撃確定。降ってくる人形はランダムで変化(いずれもデフォルメされたもの、以下確認出来たものを記載)

・・アラクネ(2種類確認、花嫁姿ときれいなアラクネ(両方ともぶるらじに出てきたあれ))

・・プラチナ

・・ラグナを模したサンドバッグ(ハクメンの絵コンテに出てきた(゚∀゚ )←こんな顔した奴)

・・カズマ=クヴァル(小説版のキャラ)

・・ソル=バッドガイ(ギルティギアの主人公。オゥァー!)

need a bit of confirmation on this, thanks. from plat jbbs

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技性能関連

・ODの全体硬直はミラクルジャンヌと同じくらいの模様、余裕でコンボに組み込める。5B>5C>OD>5B>5C>マミサと繋げられた。

Overdrive activation lasts about as long as Miracle Jeanne, so you can combo into and out of it, like 5B>5C>OD>5B>5C>Mami

・ハッピーマギカの反撃ヒット後は相手と距離が離れる。必殺技キャンセルもない上に2Bも繋がらないので追撃はRCしないと無理か?

After Happy Magica, Platinum is moved away from the opponent. Can't be special cancelled nor can be followed up with 2B, so a RC would be needed to follow up

・フォーリンメロディの固定ダメージが300に低下。

Fallen Melody set damage is down to 300

・以前にも出ていた情報通り、OD中のキュアドットタイフーン最終段の後に相手の位置をサーチして無数の人形を降らす(威力増加、空中版も同性能)。補正がきついと連続ヒットしない上、追撃部分の硬直が増えているので反撃確定。降ってくる人形はランダムで変化(いずれもデフォルメされたもの、以下確認出来たものを記載)

As noted before, after the last hit from a Cure Dot Typhoon in Overdrive, a lot of dolls will fall on the opponent (does lots of damage, happens after air CDT as well). Prorates heavily so only about half of them will hit. the dolls are a random type from several possibilities. (the ones listed below are what people had seen).

・・アラクネ(2種類確認、花嫁姿ときれいなアラクネ(両方ともぶるらじに出てきたあれ))

Arakune (2 types have been seen, him in a wedding dress and pretty Arakune)

・・プラチナ

Platinum

・・ラグナを模したサンドバッグ(ハクメンの絵コンテに出てきた(゚∀゚ )←こんな顔した奴)

A sandbag that looks like Ragna (with this face (゚∀゚ ) that's from hakumen's storyboards)

・・カズマ=クヴァル(小説版のキャラ)

Kazuma Kuvaru (character from the novels)

・・ソル=バッドガイ(ギルティギアの主人公。オゥァー!)

Sol Badguy

need a bit of confirmation on this, thanks. from plat jbbs

There you go. Although I'm not too sure about the Happy Magica part

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the poster isn't certain whether you can use RC to follow up or not, it's a question asking about that

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技性能関連

・ODの全体硬直はミラクルジャンヌと同じくらいの模様、余裕でコンボに組み込める。5B>5C>OD>5B>5C>マミサと繋げられた。

・ハッピーマギカの反撃ヒット後は相手と距離が離れる。必殺技キャンセルもない上に2Bも繋がらないので追撃はRCしないと無理か?

・フォーリンメロディの固定ダメージが300に低下。

・以前にも出ていた情報通り、OD中のキュアドットタイフーン最終段の後に相手の位置をサーチして無数の人形を降らす(威力増加、空中版も同性能)。補正がきついと連続ヒットしない上、追撃部分の硬直が増えているので反撃確定。降ってくる人形はランダムで変化(いずれもデフォルメされたもの、以下確認出来たものを記載)

・・アラクネ(2種類確認、花嫁姿ときれいなアラクネ(両方ともぶるらじに出てきたあれ))

・・プラチナ

・・ラグナを模したサンドバッグ(ハクメンの絵コンテに出てきた(゚∀゚ )←こんな顔した奴)

・・カズマ=クヴァル(小説版のキャラ)

・・ソル=バッドガイ(ギルティギアの主人公。オゥァー!)

need a bit of confirmation on this, thanks. from plat jbbs

Things related to move properties:

・Overall startup/recovery of OD activation seems about the same as Miracle Jeanne, and can easily be fit into combos. I was able to do 5B>5C>OD>5B>5C>Mami.

・Happy Magica (new counter special) puts some distance between Platinum and the opponent after the counter hit. It can't be special canceled and 2B doesn't hit either, so it might not be comboable after without RC.

・Falling Melody (Pogo stick) minimum damage decreased to 300.

・Like mentioned in previous reports, Cure Dot Typhoon in OD searches out the opponent's position after the last hit and drops countless dolls on them (damage increase, same thing applies to air version). If heavily prorated the hits won't combo and the followup will have increased recovery, resulting in a guaranteed punish. The falling dolls are random (they're all deformed versions, with the ones listed below confirmed).

・・Arakune(2 types confirmed, bride Arakune and pretty Arakune(both the ones that were in Bururaji))

・・Platinum

・・Ragna sandbag (The one in Hakumen's picture contents with this (゚∀゚ )← sort of face)

・・Kazuma Kuvaru (character from the novels)

・・Sol Badguy(The main character of Guilty. Owa-!)

Edit: I was too late orz. Mine is a little more accurate in places though, so please use for reference if the details matter.

I suppose if no one else is doing it, I'll start (slowly) doing the Amane post >w>

Edited by hakimiru

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So yeah, about this Amane post:

http://yrrsn.hotcom-web.com/wordpress/?p=324

The Drive

- All D attacks can be held down to deal more hits, with each hit charging the Spiral gauge.

- The easiest attack to charge the gauge seems to be 6D.

- If the gauge goes over level 3, it overheats, and you can't perform D normals and specials for a while.

Overdrive:

- The Spiral gauge is fixed on level 3.

The normals:

- All A moves deal 2 hits.

- 5B and jB deal 3 hits.

- Every C move except for 3C deals 2 hits.

- You can interrupt D moves at any time, though more research is required.

Command normals:

- 3C: a sweep that slightly moves Amane forward, hits low.

- 6A: an anti-air move.

- 6B: a short jump backward with an attack, an overhead.

- 6C: hits with the cloth diagonally upwards, anti-air.

- 6D: drops a spinning top before Amane, an overhead.

- j2B: a dropkick, an overhead.

- j6C: the same as 6C.

- j2C and j4C: hit below Amane on different angles.

Special moves:

- Zettou (236A/B) - the command jump. The ground version can be canceled into the aerial version. A version is a short hop forward, while B version covers more space.

- Raibu (236C) - a multi-hit attack with a great knockback.

- Gosei (j236C) - the aerial version of Raibu. Amane first goes diagonally downward, then travels the rest of the distance along the ground.

- Hariken (236D) - the stance that charges the Spiral gauge and summons a drill if you press A, B or C (the button pressed determines the distance between yourself and the drill). Level 3 drill hits low.

- Zettou (214A/B) - the same command jump as the 236 Zettou, except that you jump backwards.

- Gekiren (623C) - a cloth appears from the ground at a short distance before Amane. If the enemy is in the air while they're hit, they're pulled back to the ground with a knockdown. Doesn't go over the edge of the screen, like Arakune's 6D.

Distortions:

- Seijuu (632146C) - an invincible dash which goes behind the opponent if they're hit. Amane ends up on a medium distance from the opponent after the move.

- Goukai (632146D) - Imperial Ray with the drills. Has no invincibility, pushes the opponent to the edge of the screen.

Changes between the two loketests:

- OD makes your Spiral gauge build up slower (so it won't overheat, I guess?)

- After Overheat, the Spiral gauge can't get to level 3 for a while. This makes it less likely to overheat two times in a row.

- The Spiral gauge now builds up slightly faster, even though it was already fast at TGS.

- A normals and 5B are slightly slower.

- 3C no longer links into D moves.

- 5D is slightly slower; you can press D again after you hit with the initial strike to hold it and deal more strikes. Could link it into Raibu, unlike the TGS version.

- 2D used to launch the enemy very high upwards on TGS, but now it got reverted to the earlier version.

- j4C seems to have been switched with j2C.

- j2B now makes Amane float on hit or block (he used to land before the enemy before).

- jD initially had no vector correction (?), but now Amane floats for a moment before striking with the drill.

I'm feeling a bit ill and there seems to be some more info in the comments, so I'd be glad if someone else checks my translations.

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Posting the combo portion from the :HA: jbbs.

English only: http://pastebin.com/bM5bawZR

・コンボ関係(基本)

Combo related (Basic)

今のところ、基本コンボの地上パーツは、

So far, the basic ground combo parts are,

~蓮華1>鬼蹴 3珠(蓮華コン)

~Renka(1)>Kishuu 3 mags (Renka combo)

~鬼蹴>閻魔 2珠(閻魔コン)

~Kishuu>Enma 2 mags (Enma combo)

の二つです

the given two

蓮華コンは今回ステを挟めなくなっている?らしく、さらに蓮華1のボーナス補正が無くなったので、閻魔コンと比べてダメージが大きいということはなく珠消費も閻魔コンより大きいですが、相手の迂闊なバースト対策にはなりますし、5A2A2Bなどの単発確認からならこちらの方が簡単です。

It seems like you cannot add in a step in between the Renka combos this time?, and since Renka(1) lost its bonus proration, compared to the Enma combos the damage are not that different while the mags usage is more than the Enma combos but, is good for baiting the opponent's careless bursts, and is easier to confirm from 5A2A2B.

閻魔コンは閻魔の補正が緩くなっているのかダメージが蓮華コンと大差なく、2B始動では2B>蓮華1より2B>鬼蹴閻魔の方がダメージが伸びます。珠消費も少なく、珠節約しつつダメージも取れる効率の良いコンボです。蓮華コンよりもヒット確認が難しいのが難点ですが、こちらも迂闊なバーストはガード出来ます。

As if the proration for Enma became more lenient for the Enma combos there barely is any damage difference between it and the Renka combos, for the 2B starter 2B>Kishuu>Enma does more damage than 2B>Renka(1). With less mags usage, it is a very efficient combo that can save mags while providing damage. The only hard part is hit confirming into it compared to the Renka combos but, it can also be used to bait careless bursts as well.

次にエリアルの基本パーツですが、

Next will be the aerial parts and,

5A/5B/2CjcJB>J2A>JC 0珠省エネ

5A/5B/2C>jc>jB>j2A>jC 0 mags conservative

5A/5B/2CjcJB>J2A>J2CorJC>アギトor椿折 1、3珠ダメージ重視

5A/5B/2C>jc>jB>j2A>j2C or jC>Agito or Tsubaki 1, 3 mags damage preference

があります

are present

前者は中央でも端でも安定の省エネパーツです

The former is a mag conservative part that works well both midscreen and corner

後者は珠を使ってダメージとおき攻めを取るパーツで、中央は〆をJ2C>アギトor椿折、端なら〆をJC>アギトor椿折とします

The latter parts is used for damage and providing oki, j2C>Agito or Tsubaki for midscreen, jC>Agito or Tsubaki for corner

煮詰められてないですがアギト〆は着地からおき攻めが可能で、椿折〆は保障と単発ダメージが大きく殺しきりや、ODや夢幻など珠に余裕があるときの〆に使えます。

It isn't looked into much but it is possible to oki after landing after an Agito ender, the Tsubaki ender can be used for high minimum and solo damage that can be used to kill, during OD or Mugen when there are plentiful mags to use for the ender.

5A対空や6Ach>紅蓮や3C>2B>紅蓮>ステ5A、前後転寝っぱ狩り2B>5Aなどからはそのままエリアルパーツで〆ると良いでしょう。

5A antiair or 6A CH>Guren or 3C>2B>Guren>step 5A, forward roll punish 2B>5A etc. should be okay if ended with an aerial part without change.

コンボに関しては基本的に何かヒット>地上パーツ>エリアルパーツで良いです。

Regarding combos in general something like starter>ground part>aerial part should be fine.

例えば5C始動なら、ヒット確認から蓮華1鬼蹴か鬼蹴閻魔からエリアルアギト〆という簡単なコンボでも3300ぐらい出せます。

As an example with a 5C starter, hit confirming into Renka(1)>Kishuu or Kishuu>Enma into aerial Agito ender or something easy like that will do about 3300.

端では蓮華コンなら蓮華1>鬼蹴>6C>2Cが繋がり、閻魔コンなら閻魔jcディレイJC>5C>2Cが繋がるのでさらなるダメージアップが狙えます。蓮華1>鬼蹴>6Cは補正が重めでも安定しますが、閻魔jc>ディレイJC>5Cは補正が重いと、難しい、繋がらない、キャラ限の可能性が有るので注意。

In the corner the Renka combo Renka(1)>Kishuu>6C>2C connects, for Enma combo Enma>jc>delay jC>5C>2C connects and is is possible to aim for additional damage. Renka(1)>Kishuu>6C will connect easily even if the proration is heavy, for Enma>jc>delay jC>5C if the proration is heavy, it is hard, won't connect, or can possibly be character specific so be cautious.

・コンボ関係(崩しからのコンボ)

Combo related (combos from mixup)

情報、調査が足りないので基本コン且つ特殊な始動のみです。

Information, research is lacking so basic combos but with special starters only are listed.

まずは投げです。

First off throws.

【6投げ始動】

[Forward throw starters]

>3C       0珠[2000]

>3C 0 mags [2000]

>ct>2C~JC   2珠[3100]

>CT>2C~jC 2 mags [3100]

>ct>2C~アギト 3珠[3200]

>CT>2C~Agito 3 mags [3200]

>6C>疾風    4珠[3744]

>6C>Shippu 4 mags [3744]

【4投げ始動】

[back throw starters]

>紅蓮>鬼蹴>2C~JC   2珠[2600]

>Guren>Kishuu>2C~jC 2 mags [2600]

>紅蓮>鬼蹴>2C~アギト 3珠[2700]

>Guren Kishuu>2C~Agito 3 mags [2700]

>疾風         4珠[3320]

>Shippu 4 mags [3320]

ダメージを見る限りctを入れたらダメージが結構伸びる気がします。

From what we can see from the damage adding in the CT can increase the damage a lot more.

アギト〆かJC〆かは自分のスタイルと珠と相談して判断してください。

Decide to use the Agito ender or jC ender based on your play style and mags left.

次に中段からのコンボです。スレの情報もあります。

Next will be combos from over heads. There are info from the thread.

【椿折始動】

[Tsubaki starter]

>アギト         4珠[3000?]

>Agito 4 mags [3000?]

>火蛍>空ダJ2C>2C~アギト 6珠[5000]

>Hotaru>ad j2C>2C~Agito 6 mags [5000]

>火蛍>空ダJ2C>5C>ct>鬼蹴>2C~アギト 9珠[未確認]

>Hotaru>ad j2C>5C>CT>Kishuu>2C~Agito 9 mags [unconfirmed]

端椿折>火蛍>JC>5C>2C~アギト 6珠[5600]

corner Tsubaki>Hotaru>jC>5C>2C~Agito 6 mags [5600]

端椿折>火蛍>JC>5C>ct>2C~アギト 8珠[6200]

corner Tsubaki>Hotaru>jC>5C>CT>2C~Agito 8 mags [6200]

・コンボ関係(応用)

Combo related (application)

珠を消費しさらなるダメージを出すためのパーツを書いていきます。

Listing parts that uses mags for additional damage.

蓮華1、5C空中ヒット、残鉄、閻魔>ct

Renka(1), 5C air hit, Zantetsu, Enma>CT

…ctは補正良好なのか組み込むとダメージが伸びます

...as if the proration is good for the CT adding it in increases the damage

JC壁張り付き>5C

jC wall stick>5C

…火蛍と閻魔jcから低めにJCを当てると5Cが繋がるので、ダメージアップ出来ます

...because 5C connects when you land a low jC after jc-ing from Hotaru and Enma, can increase damage

5C>OD、火蛍>jcOD

5C>OD, Hotaru>jc>OD

…OD中はクールダウンなし?で珠がもりもり溜まるので、これまでに書いたパーツと組み合わせたら7000、8000ダメージも出せるかもです

...during OD because of no cooldown? gains a lot of mags from it, if combined with the previously given parts 7000, 8000 damage could be possible

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New character Izayoi revealed by the same blog who initially revealed Nu-13 and Mu-12

http://gamenyarth.blog67.fc2.com/blog-entry-12355.html

Image - http://i.imgur.com/MQemt.jpg

All other details such as when she'll be released/tested appear to be unknown.

Some of it is just irrelevent PR, but the important things we learn from this are:

- Mode change character, has a special meter.

- Drive special "Scarlet Justice" shifts her into Gain Art mode and D returns her to normal mode.

- Seems to play a long distance zoning game while gaining Reishiki (Zero Weave?) meter, and then switches to Gain Art mode for the offensive.

- Gain Art mode seems to grant high speed movement and improved specials.

- Right side, middle two pictures demonstrate one of her specials, Sonic Saber. Left one is the normal version, which is a high speed projectile good for zoning. Right side is Gain Art version, which has additional swords come out from around the opponent and hit, holding them in place.

- Top picture on right side is captioned "Freedom Justice", bottom one is "Justice *cut off*".

Edit: Also, two pictures on top left show (left side) normal mode and (right side) Gain Art mode.

There might be some more relevent stuff on the bottom left, but it's too cut off to make out anything important.

Edit2: Made a correction courtesy of SoWL.

Edited by hakimiru

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- Top picture on right side is captioned "Freedom Justice", bottom one is "Justice *cut off*".

That would be "Justice Phorizer", a quick, long-reaching sword thrust. Performing it with OD improves damage and reach.

And "Freedom Justice" is the name of her OD, which seems to improve the zoning game of her normal mode.

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That would be "Justice Phorizer", a quick, long-reaching sword thrust. Performing it with OD improves damage and reach.

And "Freedom Justice" is the name of her OD, which seems to improve the zoning game of her normal mode.

Ah woops, my bad. "Scarlet Justice" is the name of her mode-change move. Edited~

Thanks for doing the Amane stuff btw, glad I don't have to do it =3=

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From the Tao section:

Just to don't say that Tao didn't have changes at all in this last loketest:

-6B doesn't combo anymore like in the 2nd loketest.

-6C had SMP at some point (2nd or 3th loketest, dunno), but apparently they removed it.

-Tao's Crush Trigger has some big combo potential. 6C>CT>6C>4D~B>6C>Cat3>2D>j.6D>Cat2 ~5900dmg

-Tao's CA is 2C now (it was 5B in the previous loketest)

Here you go~

Post 1: (Summary of changes)

・CA changed from 5B (prev loctest) to 2C.

・Throw followups are -

Normal throw>jDB>5C>2D>jD6>Cat2 (~3450)

Back throw>5B>5C>2D>jD6>Cat2 (~3200)

Air throw>5C>2D>jD6>Cat2 (~3240)

On air throw near corner, you can do things like Air throw>5DB>6C>Cat3

The combo mentioned in >>590 (Throw>>jD6>4DB~) doesn't work on all characters.

It works on Ragna/Bullet, but misses on Rachel.

If you swap out Cat2 for jCx2>Unison damage goes up by 500.

・Corner combo mentioned in >>590 works even off 2A starter. Damage was ~2400.

・Encore>rc>2C (max)>6C (max)>Cat3 doesn't always connect off 2A starter.

(It seems to work if you do 2A>5B>5C but turn blue if you do 2A>5B>5C>2C)

Probably not an issue off 5B, 2B starters. 5B starter and Cat2 ender does ~3700.

・jD still wall bounces on ch. jDch>hjC>8D6>Cat2 does ~2300

・Hexa does 1936 raw. It's under 2k...

・Confirmed buffs for Unison and Imma Beat(abbr.) during Almost Becoming Two. Both have increased hit counts and damage.

(Forgot specifics for Unison, but Imma Beat(abbr.) went from 40 hits, 2805 damage to 100 hits, ~3300 damage.)

・6B>Unison does ~2500, can also do 6B>Almost Becoming Two.

・The jA>jC>8DA(land)>2D~ pickup I was personally fond of can no longer be done.

Post 2: (Some stuff he forgot to mention in the last post)

・On 6C ch, if CT won't hit you can do 6C>Cat3>2D6>jC×2>8D6>Cat2 for ~3950

Please note that if you use these aerial parts in a corner combo, it will turn blue on around the 2nd hit of Cat2, even off 5B starter.

・It feels like Tao's 4D jump height has gotten shorter, and B routes from it have gotten faster.

From the Valkenhayn section:

csex values are in brackets if they differ.

Character combo rate: 70% (Was it 80%?)

CT:

Disregards character combo rate

dmg:1000

p1:80

p2:100

2A:

p1:100 (80)

p2:77 (84)

dmg: 300

2C:

p1:100

p2:92

dmg:780

6C:

p1:85 (80)

p2:84 (94)

dmg:1000

6B:

p1:100

p2:92

dmg:600 + 600

Mondlicht:

p1:90 (75)

p2:82 (92)

dmg:700

From the Relius section:

*5B>6D>6A>6D

The last 6D does not hit.Ignis apparently steps further forward during 6D.

6D slower start up?

*Val Tus:

Tracks the opponent.(no explanations were given,said to be strong)

*Val Lanto:

Faster start up?Better hitbox?

*Geara act:

still slow as fuck.

*6C>Val tus connects.

useful for OD cancel.

*6C>Gad Leis connects.

j.B>j.C>(dash) 5B>6B>5C1>2C>6C>Gad Leis

BnB combo part for relius without ignis.

*OD:

-4D launches really high.does not wall bounce/wall stick apparently.

-Val lanto is faster,causes slide down.

-Duo Bios:"Is it unlimited?" (Don't know what he's referring to.Similiar to unlimited Relius maybe?)

-Val Tus:causes wall stick.

*5B>3C>ODc>5B works.

*Corner:

4D>geara nose>val lanto>5C>2C>6C>Val tus supposedly works.

(might be OD only,assuming the part about the different properties during OD is actually true.)

Somewhat questionable,but better then nothing.

Edited by YoYoCheese

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New Tager Info http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1352080950/l50

271 :名無しさん:2012/11/21(水) 13:09:41 ID:hzuNZlIU0

あとbドラの回収が26くらい

aは18

272 :名無しさん:2012/11/21(水) 13:09:44 ID:8ZHnWysE0

取り敢えず基本っぽいコンボ

上の方と被ってる部分もあります

・磁力無し

1.中央下段始動

2B>2C>dlAスレ>5C>6A>コレダー>2D

Aスレはカルルとか以外は最速でも問題なし。5Cは最速で

2.中央中段始動

6B>6C>Aスレ>5A>5B>3C>ガジェ

6Bが密着なら5C6Aが入るがやらない方が無難

3.画面端下段始動

2B>2C>dlAスレ>追加>dl5C>4D>dl5C>6B>jcJD>グレン

Aスレに関しては1と同じで

4.画面端中段始動

6B>5D>Bスレ>追加>dl5B>4D>dl5C>6B>jcJD>グレン

密着なら6Cが挟めるかも

・投げ

前投げ>コレダー>2D

(画面端付近)前投げ>Bスレ>追加>5B>4D

後ろ投げ>5C>コレダー>2D

多分この辺が限界っぽい

取り敢えずこれだけ。

磁力有は煮詰まったら書きます

273 :名無しさん:2012/11/21(水) 13:38:55 ID:tWIU6deE0

グッドジョブ

274 :名無しさん:2012/11/21(水) 14:01:15 ID:8mJqI0FA0

多分キャラ限だと思うが

5A>3C>空コレ>6B>6C>hjc>JA>JB>JC>JD>パニッシュ

が入った

地上パーツ増やすと補正で無理

OD中なら中央Aドラから5B>4Dで拾えて跳ね返ったあとも多分追撃できる

Cドラは相手の空投げ誘うと割と決まった

275 :名無しさん:2012/11/21(水) 14:04:52 ID:dS.70JBg0

低空J2C地上ノーマルヒットの後はガジェットしか繋がらないよ~

276 :名無しさん:2012/11/21(水) 14:08:52 ID:8mJqI0FA0

>>274のが入らない奴らには

5A>5B>5C>6A>3C>空コレ>6B>6C>コレダー>ガジェ

どっちも3000超えるのでいい感じ

277 :名無しさん:2012/11/21(水) 14:08:52 ID:SGj2Xj5UO

なんで5A5B3Cの後ガジェで〆なきゃあかんの

めくり気味のJBとか2Dとかで攻め継続したらええやん

278 :名無しさん:2012/11/21(水) 14:17:58 ID:CwA0VFrYO

>>277

相手が同じタイミングで受け身取るならそれでいんじゃない?

パニッシュ後の攻め方が結構めんどくさいな。

最速2B一回転仕込みが妥当ぽいが。

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New Tager Info http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1352080950/l50

271 :名無しさん:2012/11/21(水) 13:09:41 ID:hzuNZlIU0

あとbドラの回収が26くらい

aは18

B driver gives about 26 heat, 18 for A driver.

272 :名無しさん:2012/11/21(水) 13:09:44 ID:8ZHnWysE0

取り敢えず基本っぽいコンボ

上の方と被ってる部分もあります

Basic Combos

・磁力無し

1.中央下段始動

2B>2C>dlAスレ>5C>6A>コレダー>2D

Aスレはカルルとか以外は最速でも問題なし。5Cは最速で

2.中央中段始動

6B>6C>Aスレ>5A>5B>3C>ガジェ

6Bが密着なら5C6Aが入るがやらない方が無難

3.画面端下段始動

2B>2C>dlAスレ>追加>dl5C>4D>dl5C>6B>jcJD>グレン

Aスレに関しては1と同じで

4.画面端中段始動

6B>5D>Bスレ>追加>dl5B>4D>dl5C>6B>jcJD>グレン

密着なら6Cが挟めるかも

- Non-magnetized

1. Midscreen low starter: 2B>2C>dl A Sledge>5C>6A>Collider>2D

On people like Carl, A Sledge surprisingly works even if you do it as soon as possible. 5C is as soon as possible.

2. Midscreen overhead starter: 6B>6C>A Sledge>5A>5B>3C>Gadget

If 6B hits when you're right next to the opponent, you can add a 5C>6A but it's easier without.

3. Corner low starter: 2B>2C>dl A Sledge>Hammer>dl 5C>4D>dl 5C>6B>jcJD>Gurren

Same thing mentioned in #1 applies for A Sledge here.

4. Corner overhead starter: 6B>5D>B Sledge>Hammer>dl 5B>4D>dl 5C>6B>jcJD>Gurren

If you're right against them you might be able to insert 6C too.

・投げ

前投げ>コレダー>2D

(画面端付近)前投げ>Bスレ>追加>5B>4D

後ろ投げ>5C>コレダー>2D

多分この辺が限界っぽい

- Throw

Forward throw>Collider>2D

(Near corner) Forward throw>B Sledge>Hammer>5B>4D

Back throw>5C>Collider>2D

This seems to be about the best we can do.

取り敢えずこれだけ。

磁力有は煮詰まったら書きます

That's about it for now.

I'll post some more once our magnetized combos mature a bit.

273 :名無しさん:2012/11/21(水) 13:38:55 ID:tWIU6deE0

グッドジョブ

Good job

274 :名無しさん:2012/11/21(水) 14:01:15 ID:8mJqI0FA0

多分キャラ限だと思うが

5A>3C>空コレ>6B>6C>hjc>JA>JB>JC>JD>パニッシュ

が入った

地上パーツ増やすと補正で無理

OD中なら中央Aドラから5B>4Dで拾えて跳ね返ったあとも多分追撃できる

Cドラは相手の空投げ誘うと割と決まった

Probably character specific, but

5A>3C>Collider whiff>6B>6C>hjc>JA>JB>JC>JD>Punish worked.

It becomes impossible proration-wise if we add any more ground parts.

During OD, off midscreen A Driver we can pick up with 5B>4D which bounces them back, so there's probably more we can follow up with after.

Baiting airthrows with C driver worked surprisingly reliably.

275 :名無しさん:2012/11/21(水) 14:04:52 ID:dS.70JBg0

低空J2C地上ノーマルヒットの後はガジェットしか繋がらないよ~

After a low air J2C ground normal hit, Gadget is the only thing that connects~

276 :名無しさん:2012/11/21(水) 14:08:52 ID:8mJqI0FA0

>>274のが入らない奴らには

5A>5B>5C>6A>3C>空コレ>6B>6C>コレダー>ガジェ

どっちも3000超えるのでいい感じ

For people that the combo posted in >>274 doesn't work on, do

5A>5B>5C>6A>3C>Collider whiff>6B>6C>Collider>Gadget.

Both combos surpass 3000, and are pretty nice.

277 :名無しさん:2012/11/21(水) 14:08:52 ID:SGj2Xj5UO

なんで5A5B3Cの後ガジェで〆なきゃあかんの

めくり気味のJBとか2Dとかで攻め継続したらええやん

Why must we end with Gadget after 5A>5B>3C?

Can't we just stay on the offensive with crossover JB or 2D, etc?

278 :名無しさん:2012/11/21(水) 14:17:58 ID:CwA0VFrYO

>>277

相手が同じタイミングで受け身取るならそれでいんじゃない?

パニッシュ後の攻め方が結構めんどくさいな。

最速2B一回転仕込みが妥当ぽいが。

>>277

Sure, if your opponent always techs with the same timing.

Trying to stay on the offensive after Punish is pretty troublesome.

Doing a fastest 2B + a stick spin seems like it might be best.

Lalala, message too short~

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