

mizuiro-kitsune
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About mizuiro-kitsune
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Scranton PA
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mizuiro-kitsune
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We made to the $170,000 stretch goal! Now that we have a new Arcana, does that mean we officially have an uneven number of playable characters and Arcanas? I'm also curious as to what kind of "Game Balancing" they'll do...
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Maybe we'll get 'em in AH4?
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Is there any chance one of the stretch goals is going to be a PS4 (DLC only) release? I would like for that to be the case, but it looks like there are only 3 stretch goals, so each goal is probably going to be one of the 3 new characters, correct?
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I MIGHT do the $45 rewards bundle... Can anyone vouch for the music of AH3?
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Jam Kuradoberi Video Discussion/Posting Thread
mizuiro-kitsune replied to Amadeous's topic in Jam Kuradoberi
That's all 1.03 footage, correct? -
Do we know how Es' Drive works?
- 4 comments
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- blazblue
- central fiction
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(and 1 more)
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Even MORE Jam! I don't think this is 1.03, but either way, this Jam is going HAM! https://www.youtube.com/watch?v=5mLzRBriimY
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Very cool! Do you guys know if there's any good 1.03 Jam Vids up yet?
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I want to know more about 2D: If it knocks the opponent further up, does that mean 2D>236K's will be easier?
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Sure.
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That being Said, Jam's patch notes have been fully translated. What do you guys think? - Crouching Hurtbox Hurtbox while being hit increased upwards - 6K Knocks away less when hit CH state ends when the active frames do Special Cancel window increased by 8F - 2S Special Cancel window increased by 7F - 2HS Special Cancel window increased by 2F - 6HS Special Cancel window increased by 4F - 2D Knock up the opponent further - Throw Number of hits during combo does not change the height the opponent is knocked up - Charge Charge time for 1 stock reduced from 44F to 41F Charge time for MAX stock reduced from 86F to 77F Stock does not go away if Jam gets hit during Charge after 41F - Ryuujin (Power-up) Ground Version: Damage increased from 75 to 80 Invul increased from the moment she leaves the ground until 1F after the attack activates - Kenroukyaku Normal version is Invul until activation Power-up version in the air is Throw Invul Normal version has prorate 90% - Hamonkyaku Knocks up the opponent further Hitbox increased upwards - Hyapposhinshou Hurtbox during dash decreased downwards - Senrishinshou Hurtbox during dash decreased downwards - Pao-Saishinshou Bug during Overdrive animation fixed
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[Xrd] News & Gameplay Discussion 2 - Console is Out!
mizuiro-kitsune replied to Anne's topic in Guilty Room
Sounds about right. Some people are seriously jumping the gun by calling the 6K>5HS "Loop" "broken". -
[Xrd] News & Gameplay Discussion 2 - Console is Out!
mizuiro-kitsune replied to Anne's topic in Guilty Room
I have two questions: Does anyone know what exactly "Improved usability" means? And Did anyone translate Jam's stuff yet? -
I was gonna post a 1h15m Jam video, but not that the balance patch has been announced, it feels like a pointless thing to do...
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I agree with this. In fact, I find Jam's whole 236S~ move set very underwhelming in XrdR. Has anyone made any use of her 236S~K yet? I've been watching a lot of Jam matches and I honestly don't think I've seen it once...