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7thFonon

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About 7thFonon

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    誰ka...Daれか...私を止meて

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    Japan

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  1. Yeah those spells are dangerous. It's kinda like a race to see who can get their tools out first (Lobelias/Lotus or Spells). Also you don't have worry too much about God-Hand tracking. It's tracking is really, really slow. If you're running away from Nine or running toward her, it probably won't hit you.... It still can be used to punish your 236B/C attempts or George summon, but personally I've seen Nine's try to use the explosion rush attack (don't know the input) to get in close / avoid 236B, 236C, j236A / while also giving her a chance to attack. It sounds crazy, but they use it. lol. Mostly because Nine probably wants to be somewhat close to Rachel anyways. Hibiki is whatever to me... though most of the Hibiki's I've played weren't really amazing, so I don't have really good Hibiki exp either. I just set George whenever I can and stay by him. It will hurt a lot of Hibiki's teleport options. Aside from that, just remember to block the side swap attack which I seem to always fail to do. :V He's probably more of a threat at higher levels, but so far I think I am still at 100% win ratio vs Hibiki. lol.
  2. I remember people were wanting to talk about matchups / BBCF Rachel opinions a while back. But so far I don't think anyone has posted anything? Thought I might as well start it up, and hopefully some of you guys will join in? (there's no matchup threads for BBCF yet, which is why I'm posting here). Fought a good amount of Nine last weekend. The matchup was a lot easier than I thought. Just have to be able to safely get lobelia's on the screen. Nine's movement is rather slow, so putting a few staggered lobelias (turned into lotus) on the screen, pretty much guarantees a pretty favorable position. The biggest obstacle is getting those lobelias on the screen while also avoiding any chance of allowing her to get spells that can hurt your ability to set projectiles. Also, getting stuck in the corner vs Nine sucks since you really can't do anything (though that may have been due to my inexperience vs really good Nine pressure). OD is usable though, so I think it's really important to hold onto your burst in this matchup. Fortunately, if you catch Nine without a DP stock, you can also lock her down pretty easily as well, so I guess that's not really a disadvantage. In terms of the matchup as a whole though.... I think it's pretty even.... or maybe even 5.5 for Rachel. Wondering what you guys think of the matchup so far?
  3. I'm kind of coming into this conversation in the middle, so not sure if any were already mentioned, but just adding in some of my ideas if they may help the site or not. Many of them may be rather big ideas to incorporate, but with sites like Twitter, FB and such, big moves are probably going to be your best bet if you want other social media users (as well as new players) to look your way. International Player Interaction with Japanese Players While it may be difficult, perhaps mentioning dustloop to japanese players may be good for the site? Obviously there will be a language barrier, but that doesn't stop people from talking to each other on twitter in english/japanese either. And I know there must be some interest in this english/japanese interaction, because people copy/paste links to japanese twitter posts on dustloop asking for translations all the time. Granted, I realize it would take a serious amount time and effort to sub-title threads in Japanese, somehow introduce Japanese players to dustloop, manage a multi-lingual forum, etc.... but the end result could prove beneficial if Japanese players' reception to dustloop is good. Nowadays, we see a lot more Japanese players in tournaments such as NEC, EVO, etc..... Basically sharing the same venue as most of people posting here. I believe the same could be done with forums if people really put their mind into how to incorporate it. Community Contests Maybe DL could hold something like every 5-6 months like Art contests, Online tournaments, Combo Video contests, etc.... anything to keep things fresh and activity up. And the winner could an arcade stick or some kind of ASW related product. Not sure what methods could be done to raise money, but I'm sure there would be people who would be willing to pitch in to help for prizes if this sort of idea was used. There reason I suggest this idea because sometimes a community doesn't have to always be talking about frame data and matchups in order to be a community. At the end of the day, it comes down to common interest, and I think that contests and competitions outside of the game can be great for the site when paired with the essential data and discussion as well. Tournament Result Database Instead of having to search twitter or google for results. DL could have its own results section (maybe added to the wiki? or an independent section of site?) that displays results by year and the major tournament's name. A very small change, but if people are ever interested in seeing the results of a tournament that they missed or whatnot, they'll know exactly where to go without having to bother searching the internet or having to dig for it in forum posts. Netplay Instructors (for complete beginners) Another idea could involve having designated instructors or mods (divided by region to improve netplay latency) that could do a one-on-one or group teaching sessions on microphone (PSN/XBL) for beginners. I emphasize on complete beginners, because it would probably get out of hand if every other person wanted a personal netplay training session. This would be mostly directed toward completely new players to a specific game. Aesthetics Perhaps having a picture banner on top would help with the visual appeal of the site. Like a BB banner when you are in the BB forums, a GG banner in the GG-related forums, etc. And if the workload is too much, you could probably use the same Background and just replace the character (similar to how character matchup threads or combo threads have pictures of the characters over a preset BG). Aside from that, I also agree with LunaKage about the Moderator titles... if someone has a title of (example) "Noel Mod" or "UNI mod" or whatever, players are going to know exactly who to contact if they have questions pertaining to that character or game. I guess it's something we never think about since a lot of us have been on DL for a long time, but it might be helpful to newer users to DL (especially if you plan on getting a wave of new forum users). Anyways, I guess that's it. Hopefully you guys can get revitalize DL the way you want. I'll try to do my part by posting a little more often.
  4. 7thFonon

    [UNIEL] News & Gameplay Discussion

    Got to play some Phonon today. Hands down my favorite character in this series (gameplay and aesthetics). j2B and 66B are pretty fun to mess around with for mixup (j2B) and pressure (66B). Thanks for posting the vid Loody, I want to try some of those jC, j4B side swap combos now.
  5. there is a small update in the news thread. Yeah, the fact that they nerfed the timing / duration if it whiffs is kinda odd, given that Lambda's gravity was an inferior version of Nu's in the first place (no whiff cancel properties). I guess now that Nu's gravity got nerfed as well, they had to make Lambda's even worse to keep up with the trend. lol. I guess we'll see how everything pans out after loketests are over... not sure about the automatic 5DD confirms or not.
  6. 7thFonon

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    [Pertaining To Itsuu] ・Kinda like BBCS's Unlimited Litchi ・Midscreen hit followup not possible, and at the time of the hit, you will continue holding the staff ・Ittsuu A has wall bound properties ・Can cancel from general attacks, 2C > Ittsuu A confirmed ------------------------------------------------------------------------------ ・(midscreen)2A>5B>2C>214B (new move)>Hatsu>63214A> Reach D (D while standing on staff), confirmed up to this point ・IttsuuA wall bounds at edge of screen / corner ・Renchan (214B) : the staff is vertical (aka 5D set) after being set by this attack ・Ittsuu: cant Kote cancel. At the end of the attack animation, you can cast away the staff (5D recall, return, etc) or use Four Winds as you would up to now (aka you are able press D or 412361D after hit or block... except in ittsuu A's case, you keep the staff on hit) ・HakuHatsuChun> 5B = Because Chun has added recovery, you probably can't do this ・Counter Assault : blowback from normal hit Counter Assault is greater (hits the opponent farther back)
  7. No problem, if it conveys the message better. Sorry if some parts are unclear , I'll try to be more specific from now on. :x
  8. Source : https://twitter.com/mamamannnnnnnnn/status/623177665491529728 https://twitter.com/Zukki_Ka/status/622946040337993728- https://twitter.com/Zukki_Ka/status/622971439864352768 - https://twitter.com/Zukki_Ka/status/623033438036045824 https://twitter.com/PuchiWing/status/623161322281136129 Glad to help out my fellow Lambda people! Here is the translation for Lambda Lambda 2C float unchanged center stage..... 6B, 2Ddl, Tri = works 3C, B gravity, 6C, 236C, Sickle = works from this point (of the combo), Spike Chaser connecting (afterward) is unconfirmed Gravity gauge's regen speed....Whether you hit your opponent or not (with gravity), the recovery is higher for about 1 second more Center Stage 3C, B Gravity, 6C from that position, 236C, slide Sickle, Spike Chaser = works in corner 236C, 22D = doesn't work If opponent is not in gravity spot / area, the gravity will soon disappear. If they are there, it works the same as Nu's gravity
  9. 7thFonon

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    Since it was requested, I'm posting this info in this thread as well.. Basically the same info from the discussion thread that I posted earlier. ---------------------------- Lambda the first hit of 236B is a high (jp refers to mids as highs.... in other words, it can be blocked high or low) 2B, 6A, 2B = gatlings 2D, 6C = no gatling 2D, 6B = no gatling Elevated by Gravity, 6A, 5C, 6C, Sickle = works/connects low altitude 6C, 236C = doesn't work 5D Pocket (gap / dead area / etc) = probably hasn't changed 4D, 6B = no gatling 6B, 2D(6D), CT = probably won't connect 6B, 6A pickup = doesn't work / impossible 3CcOD, Exceed Accel = connects Grab, 236D, 6C, 236C did not connect. Because of that, as expected, it seems hopeless to use 236C Feels like Summoner (D attacks, swords) got faster? J5D / J6D = both do not launch on ground hit Lambda (new) 236B = Overhead option (6A) or Low option (6B)...if the initial move hits (aka 236B), you can continue into one of these moves. Your aerials that you usually would use after a grab, input them as you normally would If you input 6A / 6B before 236B comes out, you will cancel out of 236B early and only use the continuation attack midscreen 236C, 5C pickup = easily works 5C cancel is unchanged.... you can't cancel into anything until the 8 hits are done Exceed Accel looks like Terumi's Roaring Fang 5DD>236B> any 236B continuation = connects 5DD> (cancel 236B) 6A continuation = Blue Beat 5DD>(cancel 236B) 6B continuation = connects 236C, 5C, 6C knocks your opponent far back... even so, 6C doesn't have SMP SMP is only related to special moves From 6C... 6D is unconfirmed 5D>4D> 236B doesn't connect? (depends on distance? not confirmed yet) 236B >6A continuation = even though it's not fatal, it connects 236B in corner >6B continuation = doesn't connect speaking of in the corner, 236B>236C = stable combo part 6A continuation > RC = leaves you in the air. 6A continuation > RC >land > 6D = doesn't connect CH Calamity = can float and follow up with combo
  10. Here's Lambda (only Lambda, nothing from Nu's list, just to clarify) the first hit of 236B is a high (jp refers to mids as highs.... in other words, it can be blocked high or low) 2B, 6A, 2B = gatlings 2D, 6C = no gatling 2D, 6B = no gatling Elevated by Gravity, 6A, 5C, 6C, Sickle = works/connects low altitude 6C, 236C = doesn't work 5D Pocket (gap / dead area / etc) = probably hasn't changed 4D, 6B = no gatling 6B, 2D(6D), CT = probably won't connect 6B, 6A pickup = doesn't work / impossible 3CcOD, Exceed Accel = connects Grab, 236D, 6C, 236C did not connect. Because of that, as expected, it seems hopeless to use 236C Feels like Summoner (D attacks, swords) got faster? J5D / J6D = both do not launch on ground hit Lambda (new) 236B = Overhead option (6A) or Low option (6B)...if the initial move hits (aka 236B), you can continue into one of these moves. Your aerials that you usually would use after a grab, input them as you normally would If you input 6A / 6B before 236B comes out, you will cancel out of 236B early and only use the continuation attack midscreen 236C, 5C pickup = easily works 5C cancel is unchanged.... you can't cancel into anything until the 8 hits are done Exceed Accel looks like Terumi's Roaring Fang 5DD>236B> any 236B continuation = connects 5DD> (cancel 236B) 6A continuation = Blue Beat 5DD>(cancel 236B) 6B continuation = connects 236C, 5C, 6C knocks your opponent far back... even so, 6C doesn't have SMP SMP is only related to special moves From 6C... 6D is unconfirmed 5D>4D> 236B doesn't connect? (depends on distance? not confirmed yet) 236B >6A continuation = even though it's not fatal, it connects 236B in corner >6B continuation = doesn't connect speaking of in the corner, 236B>236C = stable combo part 6A continuation > RC = leaves you in the air. 6A continuation > RC >land > 6D = doesn't connect CH Calamity = can float and follow up with combo
  11. Valk Changes ・ground A Keni = the time in which you can't ukemi/tech is reduced ・6B command change > overhead ・6B can only gatling into 5D ・After Rihito kicks to opponent upward, they are slightly launched diagonally ・Wolf Gauge Cooldown is short ・Wolf movement and air movement consumes Wolf Gauge ・Rozen moves forward, slightly
  12. 7thFonon

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    Noel translations continued.... Noel J4D is deleted / gone. 2D is the trailer's small bounce-looking move. looks like 6D is now what was J4D's later half motion / animation, however, it has been altered. was able to do 2B>6A>6C>6D>c4D>A optic barrel 5C5D did not connect. Might have gotten slower? The trailer's J2D, from whatever height, it knocks down the opponent From 3C, you can now instant ukemi / tech、perhaps D gatlings can be added Wanted Strong-Points ・the lower portion of 5B's hitbox ・post-Revolver Blast followup situations ・Optic Barrel's attack range Weak points ・2D's foot invuln from frame 1 is gone ・returns from CR(?) ・J4D is gone ・JD is the same as CP's JD? and the answer is…against characters where midscreen JD is hard to input / connect, if you go from an anti-air, it looks like you can only use Revolver Blast.... seriously? Speaking of 6D, it is now CR 6B... wasn't a low attack.
  13. 7thFonon

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    Here's a translation from the image you provided.... I'll do the top part/text later if no one else does it. Speaking of 2D, can I win/beat out low attacks even if my opponent cancels into one during a block string ---> Impossible... seems unlikely that foot invincibility is 1 frame. Gatling Routes from 6B = nothing in particular Double Fenrir = Haven't tested it out yet Haida SMP = 22B no longer has SMP 22C no longer has SMP does 2B > 2B > 6A > jJC(3) > jD > 2D work? = jD doesn't work (hasn't changed?) does 6A > hJC(3) > j2C > j4D > 2D work? = no j4D can you do 5C > 2D > Bullet Rain? You can. Can you do... Grab > AH? From my experience, you can't. Sureipunir's performance / ability = Bloom Trigger > Fenrir > Toor > something that looks like Canon , damage 2040 can you pick up from close range Chamber or Bloom Trigger? Haven't tested it out yet
  14. 7thFonon

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    Ittsuu is one hit About the new attack / move that was seen in the Trailer that casts away Litchi's staff.... C version is slower than B version, and throws the staff far away Immediately after Ittsuu's command is input, the attack releases (can hold it). D button cancels Ittsuu. Can RC. The hit properties of the single hit from Ittsuu behave the same. If you get hit while the staff has been launched... the stick drops, as you would expect. Horizontal Staff set and the current version of horizontal staff set are the same (one hit, and it launches). Jump cancels on guard for staff and without staff are unchanged. Also mentioned Exceed Accel comboing into Kokushi Musou, and some other damage stuff at the bottom.
  15. I was just writing out what I saw. I don't know what Relius' or Kagura's commands are. lol.
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