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HexaNoid

[CP](Pre-Release) ν-13 Gameplay Discussion

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If wanna you find some changes, try looking in the lambda jbbs thread maybe.

I was able to find alot of mu-12 changes even though she is only able to be seen in the arcade mode.

So you probably can find nu aka v-13 changes as well.

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If wanna you find some changes, try looking in the lambda jbbs thread maybe.

I was able to find alot of mu-12 changes even though she is only able to be seen in the arcade mode.

So you probably can find nu aka v-13 changes as well.

I hadn't been checking since I figured we'd get more concrete information in a few days anyways, but there ended up being some pretty good stuff.

This includes everything up to (631 :名無しさん:2012/11/25(日) 03:27:00 ID:Pv5J72wQ0):

- (563) AH seems unchanged (pity, since mu's is so cool now ;^;)

- (568) Supra went through Ragna's 5C, so probably has invincibility?

- (573) Move list: http://twitter.com/takenokox0/status/271850764589203456/photo/1

(Transcription below)

- (600)

■ Universal Specials

 ・Face Lift (22A, or 22A after hitting with '☆' marked moves)

 ・Gravity Seed (214A or B or C)☆

 ・Supra Rage (623C)☆

■Dia-former Mode Specific Specials (ν mode)

 ・Spike Chaser (214D, changes with extra C)☆

 ・Sickle Storm (236D, changes with extra C)☆

 ・Crescent Saber (Air 214D, changes with extra C)

 ・Act Parser(66 or 44 after hitting with certain moves, usable in air)

■Dia-former Mode Specific DD (uses 50% heat)

 ・Legacy Edge (236236D)

■Luna-former Mode Specific Specials (Λ mode)

 ・Spike Chaser (214D)☆

 ・Sickle Storm (236D)☆

 ・Crescent Saber (Air 214D)

 ・Act Parser Zwei (236A)

 ・Act Parser Zwei・Blade (236B)☆

 ・Act Parser Zwei・Cavalier (236C)☆

■Luna-former Mode Specific DD (uses 50% heat)

 ・Calamity Sword (632146D)

■Astral Heat (uses 100% heat)

 ・Sword of Destruction (222D)

No one's really quite sure how this will turn out yet, but seems like Spike/Sickle/Crescent only get their C versions in ν mode.

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I don't see why he wouldn't. I expect all the top Lambda players are going to be playing CP as well. Yoshiki is actually probably one of the more excited Lambda players, if anything.

νちゃん暫定まとめメモ

ラグナのアーケードではボス仕様のためノエルアーケード、スコアタDモード基準

ボス仕様の場合ゲージ自動増加、空中ダッシュ2回、機動力高い、OD時間最大が追加されてるだけだが念のため除外

まだ解禁前のため性能の変更等はあると思うが予習は大事だと思うのですよ

しかし必殺技はコマンドリストから参考にしたので確定といえる

以下調べたもの

数字はディアフォルマ時の単発ダメージ/ルナフォルマ時

【通常技】

・5A

・5B

・5C

乗算が最初しかかかって無いところをみると単発技の可能性

・5D

追加まで入れて592/711

ディアフォルマ時よろけ誘発4Dが繋がる

ルナフォルマ時はよろけ無し4Dが繋がらない

・2A

・2B

・2C

546/?

なんか早い

・2D

・6A

・6B

・6C

685/822

・6D

・3C

425/?

ディアで浮く、近いとFL>5Bが繋がる

FL時には浮き削除で前作同様ダウン

・4B 1段目削除、鈍化? あまりノックバックしないように。

ch時受身不能時間が接地近くまで

・4D

追加まで入れてOD561 592/711

・JA

・JB

・JC

・JD

・J2C

・J2D

【必殺技】

・フェイスリフト 22A

ディアフォルマ、ルナフォルマでモードチェンジ

シックル、スパイク、スープラレイジ、ブレイド、キャバリエ、重力からフェイスリフトにキャンセル可能

戦闘開始時はディアフォルマ

ルナフォルマのほうが基本的に高いダメージが出る

・スープラレイジ 623C

686/?

対空技、fc対応だがルナフォルマ時無敵ない説

ディアは高く浮き、ルナはあまり浮かない

・アクトパルサー 66or44 (空中可)

ディアフォルマのみ

空中は少々短めのアクト移動をする

・zewi 236A

ルナフォルマのみ

ラムダのものと同じ

・ブレイド 236B

ルナフォルマのみ

ハクメン6Dのようなきりもみダウンに

キャンセルFLから5DDが繋がる

・キャバリエ 236C

ルナフォルマのみ

中央壁バウンド削除で壁張りつき技に

・スパイク 214D

ディアフォルマ時のみC追加あり

発生、間隔が早い

FL時はスパイク2本分の射程

・シックル 236D

ディアフォルマ時のみC追加あり

?/896

CTのシックル、ヒット時に横のベクトルが追加されたFL時は5hitのラムダのシックル、感覚がかなり短い

・グラビティシード 214ABC

fc対応技

空振り時ゲージ消費が3割にFL時は従来通り7割消費

・クレ 空中で214

ディアフォルマ時のみC追加あり

ディアフォルマ時バウンド無しダウン

ルナフォルマ時前作より多少高くバウンドで6D拾いがしやすいか

【覚醒必殺技】

・カラミ 632146D

ルナフォルマのみ

ヒット時ダウン

OD時にアンリミ化、4本まで出る

・レガシー 236236D

1100程度

ディアフォルマのみ

OD時にアンリミ化、持続が長い

【AH】

・滅びの剣 222D 暗転0F

【CT】

AB ツヌグイのようなモーション

【投げ】

1400

特に軌道は変わらず

【コンボ】

・ディア

5DD>4DD>シックル 1333

【全体】

必殺技の火力が全体的に落ちた

コンボの〆としてダウン取れるディアクレ、ディアシックル、3Cが有効か

ルナシックルの持続が減った、なおかつクレキャン溜めスパイクの削除で今までの択はほぼできないか

ディアサマナーが全体的に早くなった

OD時にディア時ブレイドを確認、アクトパルサー全般が使用可能説

ルナでの〆は技の性能上状況が良くないのでディアでの〆を心がけたい

ニューちゃんもっとジャンプしてください

サマナーの空中ヒット後ベクトルがわからん

後数日だけどみんなスコアタDモードで予習しよう!

I think most of it is just educated guessing, as well as some iffy damage values.

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Nu's going to be fun to play around with.

DPs, Face Lift cancels and aerial Act Parsers? Yeah, I can imagine she's going very fun indeed.

I want to be able to pull off multiple Face Lifts in a single combo.

Don't we all? :3

I'm quite interested in seeing how Nu's combos will work too now what with the new SMP system. I doubt they'll be as free-form as Lambda's were, but only time will tell.

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I'm quite interested in seeing how Nu's combos will work too now what with the new SMP system. I doubt they'll be as free-form as Lambda's were, but only time will tell.
I'm assuming they fixed the 10 SMP moves glitch, but did they do something else I'm not aware of?

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I don't see why he wouldn't. I expect all the top Lambda players are going to be playing CP as well. Yoshiki is actually probably one of the more excited Lambda players, if anything.

νちゃん暫定まとめメモ

ラグナのアーケードではボス仕様のためノエルアーケード、スコアタDモード基準

ボス仕様の場合ゲージ自動増加、空中ダッシュ2回、機動力高い、OD時間最大が追加されてるだけだが念のた め除外

Temporary Summary for v-chan

Ragna Arcade Mode version has boss properties, so this is based off of Noel's Arcade Mode and Score Attack Mode.

Boss properties include auto heat generation, 2 air dashes, increased mobility, and long OD duration.

まだ解禁前のため性能の変更等はあると思うが予習は大事だと思うのですよ

しかし必殺技はコマンドリストから参考にしたので確定といえる

This is still before the release so some move properties may still change, but preparation is important too, I think.

The specials at least are pulled from the Command List, so these are fairly certain.

以下調べたもの

数字はディアフォルマ時の単発ダメージ/ルナフォルマ時

Below are what's known so far.

The numbers are Dia-former single hit damage/Luna-former damage

【通常技】[Normals]

・5A

・5B

・5C

乗算が最初しかかかって無いところをみると単発技の可能性

Going by how P2 only seems to be applied once in the beginning, possibly a single hit move

・5D

追加まで入れて592/711

ディアフォルマ時よろけ誘発4Dが繋がる

ルナフォルマ時はよろけ無し4Dが繋がらない

With the followup, 592/711

In Dia-former, staggers and connects into 4D.

In Luna-former, doesn't stagger and doesn't connect into 4D.

・2A

・2B

・2C

546/?

なんか早い

546/?

Seems pretty fast.

・2D

・6A

・6B

・6C

685/822

・6D

・3C

425/?

ディアで浮く、近いとFL>5Bが繋がる

FL時には浮き削除で前作同様ダウン

425/?

Floats in Dia, FL>5B connects close up.

In Luna, float removed and downs like in EX.

・4B 1段目削除、鈍化? あまりノックバックしないように。

ch時受身不能時間が接地近くまで

First hit removed, slower? Doesn't seem to knock back much.

Untechable on ch until near the ground.

・4D

追加まで入れてOD561 592/711

Including followup, OD561 592/711 (not entirely sure what this means...)

・JA

・JB

・JC

・JD

・J2C

・J2D

【必殺技】[specials]

・フェイスリフト 22A

ディアフォルマ、ルナフォルマでモードチェンジ

シックル、スパイク、スープラレイジ、ブレイド、キャバリエ、重力からフェイスリフトにキャン セル可能

戦闘開始時はディアフォルマ

ルナフォルマのほうが基本的に高いダメージが出る

・Face Lift 22A

Changes between Dia-former, Luna-former modes.

Can be canceled into from Sickle, Spike, Supra Rage, Blade, Cavalier, and Gravity.

Dia-former is mode default at start of match.

Luna-former mode seems to generally do more damage.

・スープラレイジ 623C

686/?

対空技、fc対応だがルナフォルマ時無敵ない説

ディアは高く浮き、ルナはあまり浮かない

・Supra Rage 623C

686/?

Anti-air, has fc properties, but might not have invincibility in Luna-former mode.

Launches high in Dia, and not much in Luna.

・アクトパルサー 66or44 (空中可)

ディアフォルマのみ

空中は少々短めのアクト移動をする

・Act Parser 66or44 (usable in air)

Only available in Dia-former mode.

In the air, does a slightly shorter Act Parser.

・zewi 236A

ルナフォルマのみ

ラムダのものと同じ

・zwei 236A

Only available in Luna-former mode.

Same as Lambda's

・ブレイド 236B

ルナフォルマのみ

ハクメン6Dのようなきりもみダウンに

キャンセルFLから5DDが繋がる

・Blade 236B

Only available in Luna-former mode.

Causes the same spinning down as Hakumen's 6D.

Cancel FL>5DD connects.

・キャバリエ 236C

ルナフォルマのみ

中央壁バウンド削除で壁張りつき技に

・Cavalier 236C

Only available in Luna-former mode.

Midscreen wallbounce removed, wall-stick properties added.

・スパイク 214D

ディアフォルマ時のみC追加あり

発生、間隔が早い

FL時はスパイク2本分の射程

・Spike 214D

C followup only available in Dia-former mode.

Startup, interval is fast.

Only sends out 2 spikes in Luna.

・シックル 236D

ディアフォルマ時のみC追加あり

?/896

CTのシックル、ヒット時に横のベクトルが追加されたFL時は5hitのラムダのシックル、感覚がかなり短 い

・Sickle 236D

C followup only available in Dia-former mode.

?/896

CT Sickle, has an additional horizontal knockdown vector. Does a 5-hit Lambda Sickle in Luna, feels fairly short.

・グラビティシード 214ABC

fc対応技

空振り時ゲージ消費が3割にFL時は従来通り7割消費

・Gravity Seed 214ABC

fc properties

Uses 30% gauge on whiff, in Luna mode whiffing uses the current 70%

・クレ 空中で214

ディアフォルマ時のみC追加あり

ディアフォルマ時バウンド無しダウン

ルナフォルマ時前作より多少高くバウンドで6D拾いがしやすいか

・Crescent j214D

C followup only available in Dia-former mode.

Causes a down with no bounce in Dia.

In Luna, bounces a little higher than in EX, might make picking up with 6D easier.

【覚醒必殺技】 [Distortions]

・カラミ 632146D

ルナフォルマのみ

ヒット時ダウン

OD時にアンリミ化、4本まで出る

・Calamity 632146D

Only available in Luna-former mode.

Causes down on hit.

Becomes unlimited version in OD, sends out up to 4 blades.

・レガシー 236236D

1100程度

ディアフォルマのみ

OD時にアンリミ化、持続が長い

・Legacy 236236D

Does ~1100

Only available in Dia-former mode.

Becomes unlimited version in OD, lasts a long time.

【AH】

・滅びの剣 222D 暗転0F

・Sword of Destruction 222D 0F after super flash

【CT】

AB ツヌグイのようなモーション

AB Tsunugui-like animation

【投げ】[Throw]

1400

特に軌道は変わらず

1400. No particular changes to trajectory.

【コンボ】[Combo]

・ディア

5DD>4DD>シックル 1333

・Dia

5DD>4DD>Sickle 1333

【全体】[Overall]

必殺技の火力が全体的に落ちた

コンボの〆としてダウン取れるディアクレ、ディアシックル、3Cが有効か

ルナシックルの持続が減った、なおかつクレキャン溜めスパイクの削除で今までの択はほぼできな いか

ディアサマナーが全体的に早くなった

OD時にディア時ブレイドを確認、アクトパルサー全般が使用可能説

ルナでの〆は技の性能上状況が良くないのでディアでの〆を心がけたい

Special damage is lower all around.

For combo enders, moves that cause down like Dia Crescent, Dia Sickle, and 3C should be effective.

Luna Sickle duration is shorter, and Crescent cancel and Charged Spike are gone, so our old mixups aren't really possible anymore.

Dia Sword Summoners are faster overall.

In OD, Dia mode Blade confirmed, there are speculations that all Act Parsers can be used.

Ending combos in Luna mode is disadvantageous due to move properties, so we probably want to be ending them in Dia mode.

I think most of it is just educated guessing, as well as some iffy damage values.

Message too short~

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I'm assuming they fixed the 10 SMP moves glitch, but did they do something else I'm not aware of?

From what I could see in match videos, whenever an SMP move was used a message would come up on the side in a similar fashion to Rapid Cancels for example and the combo could not be extended further. To me it seemed like they got rid of #% repeat proration in favour of just saying you can't do any SMP move more than once, so it had me thinking whether they've changed the properties of moves like 6C which had a repeat proration value and that we used a lot in our combos.

Message too short~

Thanks for the translations as always. The speculated changes to our oki game has me worried now though...

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Oh my, Nu looks like she'll be a bit more complicated this time around and quite fun too.

By the way, has anyone seen what her Crush Trigger looks like?

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yea but its pretty hard to describe: she aligns her blades so that the tips face the opponent and are segregated into a 4x4 pair -the top set has a slight downward angle while the bottom set has a slight upward angle

I cant remember if they are positions behind or in front of her ... Im gonna guess front

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So everything Lambda does has been nerfed so do they only want Lambda mode to be useful for combos? Anyone know if mode switching is only usable on hit or if you can cancel shit on block?

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I kind of like the Act Parser in the air thing. Sounds like it could make combos interesting, though I doubt it'll let you reset drives. It seems weird that they brought back her teleport 44 and 66 though. I kind of thought that was one of the reasons she was broke back in CT. But it seems here damage probably isn't as stellar compared to then. I can't wait to see her gameplay in the next few days. Nu sounds really fun this time around.

FC properties to supra seems pretty interesting to me. If it launches fairly high and can be used as a DP, it should work the same as doing 4B CH in the corner, where you can cross under and combo the opponent in the corner. Though that's also assuming supra has the same untech time when it fatals. It's probably safe to assume a drive air combo ender could be the best option when it comes to comboing from it.

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I'm not usually one for mode-changing characters, but I can do it for Nu, I suppose. I do like that her mode change hits, too.

I honestly assumed they'd give her Lambda's properties but with some minor changes, though I'm fine with this. The wallsticking property especially looks cool and fun.

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Phew, I thought her OD mode was just something useless like the double swords. Her getting her entire moveset sounds cool.

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Phew, I thought her OD mode was just something useless like the double swords. Her getting her entire moveset sounds cool.

The implications of OD Calamity with 4 swords dropping has me interested. I mean, only if each blade has a minimum 1040 damage. If not, it should still deal a sizable amount of damage, if the opponent is properly spaced.

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