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Balguna

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Posts posted by Balguna


  1. New 2.0 S.Teddie combos by Moja.

    Midscreen

    2C FC > 22A+B > j.A+B > Shadow Frenzy > j.A+B > j.A+B > [land > j.A > j.A+B > j.A+B] x2 > sj.A > j.B > j.2C > j.A+B > j.236A > j.236236[C] > 214214D > ]C[

    6666 damage, requires 100 meter + Burst

    2C FC > bdc. > Shadow Frenzy > 2A+B > IAD > j.B > 236C > 236B > j.236236[D] > j.A+B > j.A+B > ]D[ > 236D > 5B > 5C > j.A+B > j.A+B > j.214A > j.236A > j.236236[D] > 5C > 214214A+B > ]D[

    7249 damage, +Poison

    2A > 236A > Shadow Frenzy > 2C > j.A+B > j.A+B > sj.A > j.B > j.2C > j.A+B > j.236A > j.236236[C] > 2A+B > j.A+B > j.A+B > .214A > j.236A > j.236236[D] > 5C > 214214A+B > ]D[

    6010 damage, +Poison

     

    Corner

    5B CH > 22+A > dash 5B > 5C > 5AAA > j.214B > j.236236[D] > 214A+B > ]D[

    3097 damage, +Fear, +Rage

    236D FC (warp attack) > 2B > 236C > 5B > 236B > 2A+B > Shadow Frenzy > j.A+B > j.A+B > j.214A > j.236A > j.236236[D] > 214A > ]D[ > 5C > 2C

    5096 damage, +Poison(2), requires at least 25 meter + Burst

    j.B FC > backjump > j.2C > j.C > j.A > j.A+B > Shadow Frenzy > j.A+B > j.236A > j.236B > j.214B > j.236236[C] > 2A+B > j.A+B > j.A+B > j.214A > j.236A > j.236236[D} > 214A > ]D{ > 5C > 214214A+B

    7465 damage, +Poison(2)


  2. Going to slowly update this with stuff as I play. Working through the Remix Heart stuff first (fair warning, I have no knowledge about any of this stuff)

     

    First off, nothing is carried over from the first game, including story completion status. There are separate tabs for Anthrology story and Gag endings (gag endings have to be unlocked). Kokonoe and Terumi are unlocked even if you never had them in the first game.

     

    Remix Heart names:

    Mai Natsume/Hazuki

    Kajun Faycott

     

    Ceclia's Astral English name: Atout Rilettes


  3. I think I've seen one S.Rise, but nothing substantial from them. Odd too since every other Shadow console character has more or less proven to be better. Maybe DIE-chan will experiment with her in the future.

     

    Haven't really seen any Shadow Labrys (Ariadne) either. I'm assuming the Slab in Damosu's tier list is Asterius? How'd she fall to C?


  4. Some 236236A combos:

     

    5AA 236A 236236A (Brahman, Salt Neo, Agni) 5AA 2B 2A+B (Agni hits) j.A j.B

    ~2100 damage, +20 SP (Salt Neo), -50 SP

     

    5AA 236A 236236A (Agni, Curry, Parachute Bomb) 5AA 2B 5B (Curry hits, Agni hits) j.236B (Bomb hits) j.B/{j.A j.236A j.236236[D] 2A+B ]D[ j.B}

    ~2.9k, corner carry, -50 SP (~4.5k, -50 more meter)

     

    From midscreen, one can do 5AAAA before the 236236A for more meter.

     

    5AA 236A 236236A (Dyaus, Barrel, Bike Key) 5AAA 214214C/214214C+D

    ~1.6k + 3.6k/4.5k unblockable reset, -100 SP

     

    There are a few variants of the combo after the item super, but basically you want to keep them blocking the barrel/robot for the unblockable reset.

     

    5AA 236A 236236A (Bike Key, Firecracker, Dry Ice) 2A+B (Dry Ice hits) 214A/B

    ~2k, corner carry, bike oki, +Poison/Fear, -50 meter

     

    Sadly, 214A+B doesn't seem to connect for a Rage reset.


  5. I find it odd he still has S.Teddie in some MYSTERY rank. I mean yeah, it's Teddie and he still has his neutral game, but his damage doesn't get good til 2.0 and his Berserk combos are generally situational, or simply aren't nearly as good as the ranked Shadows. He also lacks a Burst and Teddie doesn't have the best defense options anyway (his DP getting nerfed in P4U2 is pretty harsh for him, despite gaining Nihil Hand).


  6. Chie's Power Charge A is not frame 1 invuln; now corrected on both pages based on Colpevole's estimates.

    If Teddie's Tomahawk missile super still notes that it has invuln, that needs to be changed as well.

     

    Has the lack of invul for missile actually been tested yet in P4U2? It might be more that the missile now disappearing when Teddie is hit (even by a burst) is more a factor, might be easier to test it against something long ranged (like Mitsuru's 5D or something).

     

    I can try to test that this weekend if I have time.


  7. I don't know what is the C in "CJSO", but J means jump cancelable (look at the frame date to see if it also works on block), S means special-cancelable and O means OMC-cancelable.

     

    C is cancellable into some other normals. S means cancellable into supers, but not specials (for instance most DPs).

     

    Akihiko has a star for Kill Rush-followup cancels.

     

    I don't know if we need one for cancel into itself on whiff. W or something?


  8. Few more issues:

     

    Rise:

    Damage values missing for 2C, Platinum Disc (D and SB versions), Arrow Rain

    Damage for note detonation for Rock You! missing

     

    Marie:

    Damage values for AoA, "Dance, Fallen Angels", Memories of Grief, Shining Arrows missing

    Startup values for all presents missing

     

    Ken:

    Damage values for 5AA, 5AAA, Gigantic Impact missing

    Startup values for Gigantic Impact, Fire Breath missing

    Recovery frames for Mediarama missing

     

    Adachi:

    Lots of startup values missing

     

    Naoto:

    Snipe > 6D data missing (it's in the frame data, just not on the main page)


  9. Off-hand then, but Liz's 5AA and 5AAA are incorrect - they currently use her P4A images (which are now 5BB and 5BBB).

     

    Marie's presents could use a bit of breakup between the images (maybe just say what attack is beneath each one).

     

    Margaret's IK should probably use an image that shows the attack on the screen instead, rather than her cut-in, to give a better idea of what the attack looks like. Same goes for Junpei and Yukari.

     

    Rise is still missing 5D's image.

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