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Adelheid

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Posts posted by Adelheid


  1. There's nothing that actually says a game can only process one input per frame (multi-button presses have to count as more than one input for obvious reasons). If it does only process one input per frame, then that restriction and the motion could interact to make balance stuff happen, yes -- but that's not a function of the motion by itself.

    Are you saying that if you somehow mash 41236 out in one frame, you think the game will interpret this as a half circle motion

    Because this is the same as saying that if you press left, down, and right simultaneously on a hitbox you will get a half circle motion

    Because this is the same as saying that holding down-right is a quarter-circle motion

    Holding down-right is not a quarter-circle motion.

    All the game can know is "Since the last time we polled input, X switch(es) have triggered and X switch(es) have untriggered." You could... Theoretically poll multiple times per frame, but in practice no game does this. This is why if you hit from down left to down right particularly quickly, the game just doesn't see a down motion. It sees, "down is triggered, right is triggered, the state is "down-right."

    I

    gah


  2. I am trying to think about upholding the integrity of the GG community. Honestly though... I dont even give a shit. If anyone wants to take me on using this stupid macros glitch, I am pretty damn sure I will wreck them anyway, because I know that any player who is worth jack shit and deserves any ounce of respect would never abuse something like this to begin with because winning using it would be a personal insult to their own selves and nothing would be achieved aside from cheapening the GG community over some bullshit.

    You know very well there are people who are highly skilled who are also highly obstinate and are eager to use this at any chance they want just to prove a point that it should be banned. In fact, I was just talking to one two days ago, someone whose skill vastly outstrips my own who nevertheless has lately been practicing macro abuse stuff purely to encourage TOs to ban it. And even at a lower level... Sure, maybe random people can't beat the proest of pros in major tourneys. But if it's not banned, it does let people scam local wins in weaker areas, win monthlies they absolutely should not. People will do most anything if they can get some money out of it. Does it cheapen the GG community? Yes, absolutely. Which is the major problem.


  3. Can someone please clarify whether or not Baiken's counters work during block-pause? I'm positive I've read that this is how it works in numerous places on dustloop, but dustloop has been wrong before. Since both characters normally are not moving during block-pause, even a lvl 1 jump cancelable move is not safe if Baiken's timing is correct when starting the counter since Sakura will go active before they can jump+block. Recovery+active frames wont even matter. If they made Baiken's counters faster, maybe they changed how they work without telling anyone. I-No's VCL got changes that weren't mentioned so I wouldn't be surprised.

    Baiken's guard cancels will activate during hitstop, yes. However, DAAs will not. Meaning, yes, perfect 1-frame Sakura will hit the opponent during hitstop EVERY TIME. level 1 moves have 11f hitstop, Sakura hits on frame 10, you cannot even cancel to an invincible move to get through it. If you are in Sakura range, you WILL be hit by Sakura.

    Edit: Just double-checked to make sure, yes it definitely still works this way.

    To be clear, you CAN currently do perfect 1-frame counters with Baiken. But the way it's done is by entering 412 ahead of time, going back to block, and hitting the button the frame during the first frame of blockstun - if your timing isn't dead on, you probably get hit, it's an even bigger callout than slashbacking. This reduces this "this pretty much never happens" thing to "this breaks the character right open." It's completely absurd, this should obviously never be allowed in competitive play, it's VASTLY stronger than what Justice gets out of it.


  4. somebody mentioned S.lab 2C mash thing earlier so I will clarify.

    In current version, S.lab can put Buffalo into 'block mode' by holding D buttons for while and you don't have to hold D buttons alldays to keep it blocking. And what is important is that you can directly do Persona moves while blocking.

    Since she has persona on wakeup so if you set it to blockmode, you can simply just mash 2C during block and if there is even 1f space between chains persona will be activated for 2C (which was originally her 8C)

    You said she gets persona back during wakeup. Does that mean she can do persona moves during wakeup (Like Carl calling stuff during burst) or just as wakeup ends?


  5. Okay, I should clarify. Normal Asterius attacks were canceled during Shadow Labrys's blocks unless they had specific conditions, e.g., Uppercut's offscreen time. I didn't think it was necessary to begin with.

    More than likely, the reason you couldn't do a lot of Asterius attacks during block is because you're holding downback and D to keep Asterius from breaking, the recovery time for Asterius to get out of block and actually fire an attack whilst still under pressure with Shadow Labrys blocking made it extremely situational.

    This doesn't account for the inability to call moves in blockstun during Titanomachia Glitch, though. If there was any way at all to make persona attacks happen during blockstun, I'd have known about it and much of my gameplay would've been centered around it.

    It most likely refers to the fact that Uppercut is one of Asterius's few attacks that is not immediately canceled during Shadow Labrys blocking, so she can call Asterius to do uppercut now that she doesn't need to jump to use it.

    She never needed to jump to do it, though? Jumping was an easy way to input it but you could buffer it in to anything. Except being hit or in blockstun.


  6. i thought it was referring to the uppercut, which keeps going during block

    and the there on wakeup thing meaning that they can't do anything to stop you from pressing the uppercut, because you always can press it the first frame you wakeup. even if they meaty that doesn't mean you can't have pressed the button (ala dp).

    but the wiki says only while underground, I don't know how quickly it goes underground.

    "- S.Lab has persona with her on wakeup right now. (aka you can do wake up punch super or wakeup some persona move), she can mash 2C(which was 8C in currently version) during block."

    This appears to be two disconnected statements. That's "not you can mash 2C and block on wakeup," it's "you can mash 2C during block." They may have changed the conditions for Hammer Uppercut being cancelled or something.


  7. With the change on Uppercut going from 8C to 2C, using it during block is already a possibility since the attack doesn't get canceled unless they hit you, break Asterius during his sinking, breaking Asterius during his rising, or keeping you in block as he is rising. Technically you could always do Asterius attacks during block, but they all get canceled since Shadow Labrys gets forced to block.

    I think you misunderstood, because what I think it actually means is that she can call out new 2C on wake-up, forcing the opponent to do certain oki or blockstrings to avoid the uppercut because Asterius does not get canceled during the time he is offscreen even if you are blocking. Before, it was difficult to do because Asterius had a small recovery time on Shadow Labrys's wake-up before he reappeared.

    At least, that is how I understood it. I could be wrong.

    Your statement, "Technically you could always do Asterius attacks during block, but they all get canceled since Shadow Labrys gets forced to block," is COMPLETELY WRONG. During Titanomachia glitch, all moves keep going during block, but you can't call them during block. SB moves all keep going during block, but you can't do them during block. Trust me, if that was true, I'd have been doing a lot of SB Massive Slaughter while blocking

    I did misunderstand though, but it still says mashing 2C during block does something, when mashing 8C during block never did before.


  8. Does this mean I can knock her down and she can still ask Asterius to uppercut me to the stratosphere?

    No, but she might be able to use persona moves (but maybe only Terra's Eruption, the fire from horns which was 2C but is now 8C) during block. Not after you knock her down though. She can use persona moves during wakeup, but that's it - before, Asterius didn't come back for a bit after you got up. This might be only saying you can call stuff while getting up, though. Which would still be great


  9. updated today's info into loketest notes (in japanese though)

    some noticable points

    - S.Lab has persona with her on wakeup right now. (aka you can do wake up punch super or wakeup some persona move), she can mash 2C(which was 8C in currently version) during block

    HAHAHA WHAT

    She can use 8C during blockstun? Am I reading this right? What what what what what


  10. Ah,yeah,almost forgot that bit >_< I guess the number of inputs display would kind of ruin the element of surprise quite a bit. And I'm rather curious as to just how long Asterius will be unavailable after Titanomachia. S. Labrys can sort of manage without him for a while,but it's still something to be concerned about.

    Well, you can already hear the inputs. If the opponent is paying attention it's only a problem if there's no sound, which should never be the case. So it's more of a bugfix, really.

    I'm getting conflicting reports on whether Massive Slaughter gives fear or poison, but they all seem to originate from the same places so I want a completely separate source from jiyuna and stunedge to be certain (or clarification specifically from them.)


  11. it also catches moves that are autogard and fully invuln. the attack still happens-try doing cross slash, aki 236236a, kanji 236236a, etc which are all invuln on hit, then omc. the attack will still happen, and hit you-, hit or block depending on if you bother to.

    Well, yeah, but it's not like a counter in that it doesn't lock you in to being hit if you strike it no matter what. You can still invuln through the hit it generates, is what I mean.


  12. 'hitbox/hurtbox not overlapping'

    http://www.dustloop.com/guides/p4arena/hitbox/Narukami/bc203_06.png

    http://www.dustloop.com/guides/p4arena/hitbox/Mitsuru/mi200_03.png

    the game is super consistent with 'anything your character does that is not a projectile/pseudo projectile/persona attack' is not disjointed, and it doesn't even describe the moves you listed, sorry. it's different in other games but every game has different rules. :V

    Do you really just not see the big area that's only red? That's where it's disjoint. That is what is meant by "disjoint," "Having an area you can strike with where you cannot be struck." If you strike the enemy with that, when your hurtbox isn't near their hitbox, you don't get hit. BUT AGAINST KANJI'S DP, YOU DO. Because it specifically catches moves even if they're disjoint, as long as they are not in the projectile class or considered to be fully invulnerable/autoguarding.

    If you are going to go lambasting others for spreading misinformation please at least spend two minutes to maybe possibly test things out, okej?


  13. I know it isn't active until frame 13. But if you are stuck and cannot do ANYTHING (no jump cancel, special cancel, rapid, etc. ) until the attack hits you............that is pretty much a 1-frame start up for what matters. and YES. IT DOES. HAVE. DISJOINTED INVULN. Or whatever is going on. All I know is that disjointed attacks aren't safe against it. I do not know what you are talking about when you say it does not. I poke it with Mitsu's 5A from max range- I get hit. Yu's 5B. Yeah I'm pretty sure you're wrong. It's like you get stuck and then the lightning travels through your sword and hits you or some shit. Persona attacks work because personas are considered separate from the character. And certain normals like Aigis's 5B don't cause her to get stuck because well, Aigis's it counts as a projectile.

    "Take-Mikazuchi gives Kanji an electric aura and autoguards any incoming attacks. If the opponent touches or attacks Kanji, then they get hit and become shocked." Indeed, anything that isn't a projectile or invulnerable striking Kanji will get "caught" regardless of how disjoint they may be.


  14. Not quite sure how to feel about ground Guillotine's change. Maybe it's possible for the groundbounce to knock the opponent into properly timed Persona attacks. I can see myself having....trouble adjusting to 8C and 2C's switch. Did 2B actually chain into 5B or did you possibly mean 2A>5B?

    2B and 5B chained into each other, but you couldn't do both in one string. Now the 2B > 5B chain is gone.

    And yeah, Shabrys' changes might be generally looked at as nerfs, but there's interesting stuff there. I'm hype for new moves and EX Titanomachia.


  15. The nerf to her zoning was probably because they thought Poison would be too good, like was mentioned. It's still super early so I wouldn't worry too much. I'm sure they'll tweak things around a bit in future loketests.

    Regarding SMP loop, I can't agree that it's not extremely practical...it is pretty much the only thing keeping Naoto somewhat viable right now. I am glad they're getting rid of it though and giving her more tools to make her an actual character and not a glitch. At least now her DP is apparently better and all the derp-tier characters got toned down, so there's that to look forward to. Hopefully we get an actual 2B this time around.

    Man, what? At high level, there's already been a shift away from SMP and towards skull combos. SMP Loop is strong but not even close to "the only thing keeper her somewhat viable."


  16. Shadow Labrys

    6 Persona cards

    New additions:

    Public Execution ([2]8 C or D)

    Anti-air grab.

    Chain Knuckle

    Same as Labrys' version.

    - 2C and 8C are having their commands swapped.

    - Guillotine Axe, ground 214A or B, now groundbounces rather than giving hard knockdown.

    - 2B > 5B chain removed.

    - Furious Action no longer wallbounces on counterhit.

    - Massive Slaughter ([4]6 C or D) grants Fear on hit.

    - When using Titanomachia, number of attacks is shown above gauge.

    - After titanomachia ends, a separate (ox) gauge appears, cannot use persona until gauge fully recovers.

    With info translated from stunedge's notes (https://www.evernote.com/shard/s43/sh/0e9b830d-5702-4866-a1d5-0c8e1e1c2a8f/c7f1fbbc1497cce8cfc1b1cf907c8732) by KayEff.

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