MacArthur Blunts Report post Posted May 28, 2012 (edited) So cool. Changes to AC slater. Looks like undertow has more untechable time, allowing a BBU combo. Also an FRC before hit. 5H now ground-slides. FB dandy moves forward very quickly. Command throw input changed to 632146H 2 new moves, 214H (HS D Step) and 214D (FB D Step) Those are the only differences I saw from the trailer. http://www.nicovideo.jp/watch/1337762981?via=thumb_watch Thank you to those translating and helping us all out! More info to come when it is available! Edited May 28, 2012 by MacArthur Blunts Share this post Link to post Share on other sites
RoBoBOBR Report post Posted May 28, 2012 (edited) it wasn't FB pile, FB dandy-step rather. It was regular pile, with it's regular slide. Edited May 28, 2012 by RoBoBOBR Share this post Link to post Share on other sites
Shazay Report post Posted May 28, 2012 (edited) Link Slayer : - 632146P : FRC added right before hit and causes ground bounce - 63214H : command changed to 632146H - 214H : new move, HS Dandy step - 214D : new move, FB Dandy step - 5H causes sliding -Edit: Oh, everything is in OP already... oh well lol. Edited May 28, 2012 by Shazay Share this post Link to post Share on other sites
destruction_adv Report post Posted May 28, 2012 What is the difference between H dandy step and the others? (this doesn't count a theory fighter does it?) Share this post Link to post Share on other sites
MacArthur Blunts Report post Posted May 28, 2012 it wasn't FB pile, FB dandy-step rather. It was regular pile, with it's regular slide. Alright. I will change it. Thanks for noticing! Also, I haven't seen anything about H dandy if in fact what was shown in the video was FB dandy. We will figure it out soon! Share this post Link to post Share on other sites
RoBoBOBR Report post Posted June 2, 2012 2D has a little more recovery. 2S got a faster start-up. 2HS causes stagger, still combos into BBU. In the corner, En managed to do {BBU, 5HS, IAD, land 5HS}. Midscreen combos with {5HS, 214D~K}, but the combos after Crosswise look harder HS D-Step is like a S D-Step, but goes really far. Something like 2/3 of the screen 5HS doesn't cause stagger anymore, but it's still possible to do (5HS, Pile Bunker} Bite looks the same Undertow causes bounce without CH, and its FRC isn't hard Share this post Link to post Share on other sites
GirugaMarc Report post Posted June 8, 2012 (edited) 5H now ground-slides. It still ground bounces when it hits an airborne opponent, right? edit: nvm Edited June 8, 2012 by GirugaMarc Share this post Link to post Share on other sites
MacArthur Blunts Report post Posted June 9, 2012 2D has a little more recovery. 2S got a faster start-up. 2HS causes stagger, still combos into BBU. In the corner, En managed to do {BBU, 5HS, IAD, land 5HS}. Midscreen combos with {5HS, 214D~K}, but the combos after Crosswise look harder HS D-Step is like a S D-Step, but goes really far. Something like 2/3 of the screen 5HS doesn't cause stagger anymore, but it's still possible to do (5HS, Pile Bunker} Bite looks the same Undertow causes bounce without CH, and its FRC isn't hard word. thanks for the info. have been camping for about a week in utah. will be mulling this info over. thanks for the H dandy info. I like it. Share this post Link to post Share on other sites
RoBoBOBR Report post Posted June 28, 2012 Change list j.H: • Hittable box increased. • Recovery increased from 7f -> 10f. j.2K: • GB- increased from 10 -> 13. 5K: • Special cancellable. 2S: • Active frames reduced from 9f -> 6f. • Recovery increased from 12f -> 15f. 5H: • Removed stagger from ground hit. • Aerial hit causes ground slide. • Now gattlings into 2H. • Damage lowered from 50 -> 45. 2H: • Ground hit causes stagger. • Float on aerial hit lowered a bit. • Untechable time increased from 34f -> 42f. • GB- increased from 6 -> 12. • Aerial hit causes vacuum effect. 6P: • Lower body hitbox reduced. 6K: • Aerial hit causes ground bounce. • Damage proration lowered from 100% -> 90%. 6H: • Hit causes ground bounce. • Untechable time lowered from 32f -> 26f. • Damage lowered from 50 -> 40. j.D: • Plummet on air hit made a little stronger. j.K: • GB- increased from 7 -> 10. j.S: • GB- increased from 6x4 -> 9x4. Undertow: • FRC point added just before the active frame. • Hit causes ground bounce. • Startup lowered from 31f -> 28f. • Float on hit made higher. • Lower body hitbox increased. • Untechable for 24f. • Proration lowered from 70% -> 50%. • Level lowered from 5 -> 3. • Knockback on superarmor hit reduced. • Hitstun increased from 24f -> 26f. Mappa Hunch: • Knockback on hit reduced. • P Mappa hitstun lowered from 26f -> 25f. • K Mappa hitstun lowered from 28f -> 27f. Bite: • FRC added 2f after the frame damage is dealt. • GB- increased from 6 -> 10. • Input changed to 236H. • Added 3f of recovery. • Stagger lowered from (at most) 19f to 13f. • Knockback on hit reduced. • Being hit out of bite causes CH. • Life recovery on hit increased from ¼ to ¾ of the damage dealt. • Proration lowered from 70% -> 60% [originally 50% in AC]. S Dandy Step: • Above feet invulnerability time changed from 10~17f -> 6~13f. Share this post Link to post Share on other sites
magz Report post Posted June 28, 2012 Some tweets from En: 6/28 For now I'll be happy if something like 2K -> 2H -> 5H -> 2D works. (Source) They sure about leaving DOT's damage unchanged? Is it alright to leave the 5K -> DOT FRC j.H -> 6H -> 5H route as-is? (Source) Currently, Slayer has no reason to do air combos. Meter usage is rough. From 5K -> FB Crosswise you can get a knockdown. With 75% you can do so with DOT. Position-dependent 5K -> FB Dandy FB PB looks like fun. (Source) Damage was nerfed a bunch but if he can get damage from footsies it should be fine. (Source) Share this post Link to post Share on other sites
RoBoBOBR Report post Posted June 30, 2012 Judging from video bite without FRC results in enemy recovering from stagger just as Slayer finishes biting - so you can't follow-up with anything. Share this post Link to post Share on other sites
RoBoBOBR Report post Posted July 1, 2012 http://blog.livedoor.jp/en712/archives/51808155.html En's impressions about 2nd loketest. Share this post Link to post Share on other sites
MacArthur Blunts Report post Posted July 2, 2012 Can anyone translate that..? I hate using the crappy web-based translations. I am excited for the new changes, though. Share this post Link to post Share on other sites
GirugaMarc Report post Posted July 3, 2012 (edited) Judging from video bite without FRC results in enemy recovering from stagger just as Slayer finishes biting - so you can't follow-up with anything. http://www.youtube.com/watch?v=p6JxweAE7vg I think the link is just tough. That or May didn't mash out hard enough. actually, I think it's the latter. Dangit Edited July 3, 2012 by GirugaMarc Share this post Link to post Share on other sites
RoBoBOBR Report post Posted August 20, 2012 http://blog.livedoor.jp/en712/archives/51818518.html En's impressions of 3rd loketest. Share this post Link to post Share on other sites
Neo Balrog Report post Posted August 20, 2012 http://blog.livedoor.jp/en712/archives/51818518.html En's impressions of 3rd loketest. Ok. Translate please, I don't speak japanish :P Share this post Link to post Share on other sites
magz Report post Posted August 29, 2012 (edited) http://blog.livedoor.jp/en712/archives/51818518.html En's impressions of 3rd loketest. *6HS Starts up slower. Special and jump cancellable. Aerial hit causes ground bounce. Fairly long untechable time allows for 214S 5P to connect. Due to slower startup it won't connect from JHS so it should be used as apart of a combo on opponents in untechable state. Even if it is jump cancellable, IAD JK 5H did not seem like it would connect. Some people used IAD JK JK but JK reduces guard gauge too much so it didn't do much damage. *Combos 2H BBU combos only do 30% so we don't need them. 2H BBU already lowers the guard gauge a lot. TBH the basic, no-gauge combo is fine. 2K 2H [5H] 2D omitting the 5H for people who can mash out of stagger. Using these two options (?) we should push them to the corner. 6K still does a lot of damage so people will probably be stand guarding. Next up is whether or not 5HS on air hit will connect with 236K 5K 236K. If it does, off of things like 6P CH we can do that off of IAD JHS. For characters it does not connect on, if you have meter, it is best to use BBU. Even if you go into an air combo you do no damage without meter. Going into BBU through anything other than 2H still deals good damage. Corner combos will now include 6H so they should do good damage. Off of lows it might be best to go into eternal wings. 2D RC feels a little off. 6K 6P FRC 6H into 214P-D (with meter) or 5H into something (without meter). I have a feeling we will need to do 2P BBU. *Notable Changes 214S was sped up a lot. Even if you cross them up you can do 2K okizeme. 6K feels a little slower. Are they telling us to use feint more? J2K causes ground bounce on ground hit. Maybe we can use it as a bait? 6P's lower hitbox was nerfed. I have a feeling that Faust can crouch walk under it. We may not longer be able to use it to beat wakeup mashing. 214D felt like it lost its invulnerability some time during the movement. Was beat out a lot. Without a mook we won't know the invincible frames. When it finally comes out I should run some tests against CPU to see which characters 2D mappa loop works on. Before that I should check which characters the corner eternal wings combo works on using the PS2 Accent Core. I have a feeling I've done this before though... This time around I had expectations (?), but regular throw was not changed at all. WTF? Currently it feels like "His damage is a lot milder than AC, but we added 214H and 214D!" -type character. Probably will be able to win but it feels a bit unsatisfying. (the rest is about other characters) Edited August 29, 2012 by magz Share this post Link to post Share on other sites
RoBoBOBR Report post Posted September 25, 2012 http://blog.livedoor.jp/en712/archives/51825137.html More stuff from En Share this post Link to post Share on other sites
MacArthur Blunts Report post Posted September 27, 2012 Hey guys. Been living on top of a mountain for a while. Getting back to civilization here in a few days. I have been working for a ranch doing mountain man things and making good money, I'll be on these posts and changes here in a few days! Letting you guys know I did not get eaten by a bear or get moose'd out. My beard is looking awesome and new Slayer looks so fun. Share this post Link to post Share on other sites
Neo Balrog Report post Posted September 30, 2012 http://blog.livedoor.jp/en712/archives/51825137.html More stuff from En Enlgish please. Share this post Link to post Share on other sites
magz Report post Posted October 3, 2012 (edited) Taken from: http://blog.livedoor.jp/en712/archives/51825137.html Blue = Original Red = English コンボ Combos アンダートゥはノーマルヒットでJHSまでつながってカウンターで6HSがつながる。 Undertow on normal hit combos into j.H. CH combos into 6H. コンボ中はJHSつながらない?何回かやったけど、時間たつと無理なのかな。 If used mid-combo, j.H does not connect? No matter how many times I tried when the combo count rises, it seems impossible. 現状、カウンター意識してるとJHSはちょっと辛い。2Sかなー。 As it stands, even if you know it will CH, j.H is rough. Maybe 2S will work. ・安定コンボ ・Guaranteed Combos 取りあえずの安定は浮いた相手にHS→2HS→エリアルでダウン。 For now, on aerial hit: 5H→2H→Air Combo→Knockdown 端が見えてればHS→マッパ→(Kor2P→2S)→エリアル。 If you can see the corner: 5H→Mappa→(5K/2P→2S)→Air Combo 入るキャラにはHS→マッパ→K→マッパ→2P→2Sエリアル。 For those that it works on: 5H→Mappa→5K→Mappa→2P→2S→Air Combo 端は6HS→HS→アンダートゥ→エリアルで。軽量級も6HSを低めに当てれば入る。 Corner: 6H→5H→Undertow→Air Combo. On lightweights, hitting 6H at the lowest point will make the combo work. ・DOT DOT絡めたコンボが相手キャラと画面端との距離でいろいろ変わってちょいめんどい Combos using DOT vary depending on your opponent's character and distance to the corner. It's kind of annoying. 端付近は現状、相手キャラ関係なくDOT→JHS→HS→アンダートゥ→エリアル When approaching corner regardless of opponent's character: DOT→j.H→5H→Undertow→Air Combo JHSから6HSが画面端でも入らないかなーってやってるけど、一回も入らないw I thought that, from corner j.H, that even 6H would connect, but it didn't combo even once. 中央はDOT→6HS→HS→アンダートゥ→エリアル Midscreen: DOT→6H→5H→Undertow→Air Combo 軽量級とソルが中央からだとDOT→6HSの後にHSが入らない。JHSかなー多分。 Lightweights/Sol Midscreen: DOT→6H won't connect. Probably need to use j.H. DOT→JHS→6HS→ハイジャンプJHS→JDとか入らないかな。検証しないと。 Maybe something like DOT→j.H→6H→sj.H→sj.D will work. I need to confirm this. 課題 Problems ・空中の相手に6HS→低ダHSの安定 ・On aerial hit, 6H→IAD j.H's Combo Reliability どーも安定しないんだけど、2HSを使ってると中々相手が画面端までいかないので出来れば安定させたいパーツ。6HSを立ち回り時に空中の相手に引っ掛けた時とか現状コレかクロスしかないしなー。 No matter what it is unreliable, but if we use 2H we can't corner carry so we want to make this work. When we randomly catch an airborne opponent with 6H it's either this or crosswise. 6HSは空中カウンターでマッパフェイント6HSがつながるらしい。地上ヒットは大体パイルつながる。 On aerial counter, 6H→Mappa Feint→6H seems to connect. On ground hit you can generally combo into pilebunker. 地上カウンターが低ダつながる。アンダートゥもつながる? On ground counter you can IAD. Maybe undertow connects too? 6HSは確認できるといろいろ変わりそうだが、全部対応するのは無理そうw On confirmed 6H there are a lot of options, but reacting to them all seems impossible. 軽量級にアッパー高めで当てた時とかが、これ出来ないと困る。 It will be problematic if we can't do this on lightweights when we hit them with BBU at max height. 6HS高めならHJ空中ダッシュJD→サマーJKとか入るらしい。 A 6H hit at max height seems to combo into SJ IAD j.D→j.2K→j.K. ・2K→2S→FBDステFBパイル→追撃 ・2K→2S→214D-D→Followup 画面端までの距離見てやる感じ。下段でダメージ取りつつ燃費がいい。 Do this based off your distance to the corner. Good damage-tension ratio off a low. FBパイルの硬直が減ってるっぽいので、どこまで何が入るのかわかんない。 FB Pilebunker's recovery seems to have been lowered, so I'm not exactly sure on the limits of where/when this will work. HS→2HSのコンボは距離調整しやすいので、こういう狙いがあるなら全然いいんだよなー。 Comboing into 5H→2H based off distance is pretty easy, so aiming for something like this is completely fine. Edited October 5, 2012 by magz Share this post Link to post Share on other sites
RoBoBOBR Report post Posted October 3, 2012 (edited) Thank you very much, Magz! Edit: http://blog.livedoor.jp/en712/archives/51826476.html - post from En about DOT and Google translate gives me "DOT itself has been slow-ish occurred. It's not a blackout 0F at least, it does not lead to much Karatachi opponent late." Did they slowed down DOT? D: *gasp* D: Edited October 5, 2012 by RoBoBOBR Share this post Link to post Share on other sites
AtTheGates Report post Posted October 4, 2012 http://sv.twitch.tv/joniosan/b/334287214 mikado stream archive, in the beginning there's a slayer who tries stuff against the AI. mostly corner crosswise > HS > undertow > 6HS > HS > pile, but the link from undertow into 6HS doesn't work or needs a quasi-meaty. Share this post Link to post Share on other sites
magz Report post Posted October 5, 2012 Taken from: http://blog.livedoor.jp/en712/archives/51826476.html DOT関係 Dead on Time Related DOT自体が発生遅くなったっぽい。少なくとも暗転0Fではないし、レイトからたちくらいの相手に繋がらない。 DOT's startup seems to be slower. At the very least, it is not 0F after the superflash - can't combo into it after It's Late on stand hit. しゃがみは確認してないけれど。 Did not confirm on crouch hit yet. 基本はDOT→6HS→HS→アンダートゥ→エリアル。頑張るとJHSが入るが、現状俺は安定しません。安定するまでは2S→JK→J2K→JD The basic combo is DOT→6H→5H→Undertow→Air Combo. If you try hard, j.H can combo, but as of now I can't reliably do it. Until then I will use 2S→j.K→j.2K→j.D HJHS→JD→J2K→JDとか入るのは確認済み。 sj.HS→sj.D→sj.2K→sj.D confirmed to work. 中央 Midscreen 6HS→HSが入らないキャラ Characters that 6H→5H won't combo on: チップ、ブリ、ソル、聖ソル Chipp, Bridget, Sol, Order Sol そもそも6HSが当たらない事が多いカイ、ジョニーは除く Not included above because 6H won't even hit: Kai, Johnny あやしいキャラ(要検証) Odd Characters (Needs Confirmation) ファウスト、ミリア(6HSが低めに当たらないと多分入らない)、梅、イノ、ディズィー、ジャスティス、クリフ(多分はいらない) Faust, Millia (if 6H doesn't hit as low as possible it probably won't work), Baiken, I-No, Dizzy, Justice, Kliff (Probably won't work) 入るキャラ Characters it will work on: その他 All the rest. 端ではDOT→JHS→HS→アンダートゥ→エリアル In the corner: DOT→j.H→5H→Undertow→Air Combo ファウスト、ジャム、アクセル以外は入る Works on everyone but Faust, Jam, Axel ・新パーツ(端付近限定) ・New Combo Parts (Near Corner Only) HS→アンダートゥ→6HS 5H→Undertow→6H はせ君がロボに入れてた。連続技の序盤なら入るっぽい。時間たつと無理。 Hase did this combo on Robo-Ky. Seems to work at the start of combos. Impossible with high combo count. メモ(調べて追加していく) Memo (Will add to after more research) クロス→HS→2HSが入りにくいキャラ Characters where Crosswise→5H→2H is hard to combo: ポチョ、アバ、ヴェノム、エディ Potemkin, Aba, Venom, Eddie HS(スライドダウン)→マッパが当たらないキャラ Characters where 5H(Slide State)→Mappa won't hit: ミリア、スレイヤー、アンジ(ディレイをめいっぱいかけると当たらないが、早めにすると当たる) Millia, Slayer, Anji (If you delay to the very end it won't hit, but if you do it as fast as possible it will) Share this post Link to post Share on other sites
Sophisticat Report post Posted December 7, 2012 Do we have a complete list of all changes now that +R is out? Share this post Link to post Share on other sites