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hakimiru

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Everything posted by hakimiru

  1. [collapse] Nu Loctest Compilation Red text for buffs or things that sound good, blue for nerfs or things that sound bad 【New Moves】 Luminous Slave The move in the PV where something shoots out from above Nu ・Has N, C, and H versions like other moves ・Tracks the opponent before firing, speed is slightly slower than D swords ・Not guaranteed to come out if interrupted ・Can be canceled into from Sickle ・All versions are Fast starters ・Can't be canceled into Gravity on hit N-Luminous: A fog appears above Nu, from which a sword shoots towards the opponent after a short delay. ・Startup is a little bit slower than CP2 N-Spike Chaser ・Gives frame advantage if blocked ・On hit, floats the opponent a tiny bit before downing them. On a high air hit it lets them air tech, but there's plenty of time to confirm on reaction into D sword followups ・Doesn't combo with anything C-Luminous: Quickly fires off a Luminous. That's it ・Command works the same way as CP2 C-Spike, and you can go into it from anywhere in the animation of H-Luminous, to be covered later ・Slower than C-Spike ・Slightly minus when blocked at point blank, +-0 or better at long range? ・Combos from 6C, C-Sickle, corner throw, corner Sickle, H-Sickle...but can't be followed up in any of these cases, and can't be Gravity-canceled H-Luminous: 1000 damage raw, 80 P1, 94 P2 After doing the same setting animation, the fog stays for a while at the set location. Pressing the "D" button again shoots a sword out of it. ・It being just a D-button press is the interesting part. The firing has no relation to what Nu is doing at the time, so you could be doing stuff like a different move or barrier blocking while it comes out. ・No guaranteed startup, if you block something the set point disappears. ・Fires after a delay upon pressing D ・Can sort of be thought of as a 1-time use Relius 6D Combo Examples DD>Act (Luminous hit)>3C>Sickle>Gravity>aerial : 3164 N-Crescent>(Luminous hit)>dash 6C>H-Sickle~ Can use it to do stuff like cover your Act Parser while you do D swords>Act to get close, or pass through with Act and use Luminous as a crossup, etc. ・If you don't do anything with it, it automatically fires after about 5 seconds ・This version doesn't launch on ground hit, and staggers instead ・Frankly not really a move that can be fully understood in the few matches you get at a loctest. Nu/Lambda have not had an actual time-delay move yet so far, so it's something to look forward to 【Exceed Accel】 A new system-wide move Nu's Exceed Accel motion fires a sword that reaches from point blank to long range If it hits, she rains a large number of swords onto the opponent from behind Does 1800 raw, 3800 during Active Flow The projectile speed is on the slow side, and seems like it might be hard to combo into at mid range 【Damage-related】 Combo rate went from 70→60 There are more Fast starters overall, and even the Normal starters sort of feel like they have less combo time now 【Normals】 All unchanged Proration also unchanged 【Sword Summoners】 The thing hit with the biggest nerfs ・In general, about the same as CP2 swords ・No changes to gatlings, jump cancels, etc ・No changes to damage, proration, or Fast starters either Nerfs ・Air swords have visibly longer recovery, you can see it persist until the animation finishes →To give some more concrete numbers, you can think of it as about double the current recovery ・Window of time you have to go into D followup or other gatlings after a sword hit or block has been greatly reduced →D>hit confirm into followup D is now impossible, you have to have already input it ・4D is slow →Exactly what it sounds like, if you instant block and hold jump you can now jump-block it. ・Causes a framerate drop with some stuff, such as Growler Buffs ・Change to D sword sound effects The machine-like firing sound is now a beam. →Current: "Uiiiin-Zashu" Loctest: "Pewiiin-Don" It's like an SF movie. 【Specials】 ・Sickle: P2 buffed 89%→92% Also now launches slightly on hit, making the Gravity 5D followup easier 3C>A Gravity>5C now connects midscreen too Can be canceled into Luminous ・C-Sickle: Pull strength is weaker than the CP2 version, and untechable time decreased Starter changed from Normal→Fast starter Due to the weaker pull strength, C Gravity>5B pickups can no longer be done at long range. We'll have to think of new combo routes In the regular pull combos, there are many in which 3C doesn't come out in time anymore either. Can be canceled into Luminous, and the weaker pull strength actually ends up making it easier to set out H-Luminous (which might be the intention) ・H(hold)Sickle:Unchanged, including FC properties Can be canceled into Luminous ・Crescent:Unchanged, now has no-meter followups thanks to Luminous ・Crescent Cancel:can now go into air Act Parser Doesn't work if you're too close to the ground though ・H(hold)Crescent:Unchanged The tech launch? or timing has changed, making it harder to do double aerials ・Gravity:Wasn't listed in the move list, but works the same A nerf point is that it takes 1~2 more seconds to recover →Coupled with the combo timer, the situations where you can use Gravity twice are very limited Ex) 5D>J6DD>air Act>JC>air Supra>Gravity can't be done ・Supra:Can no longer be followed up without the use of Gravity(and only with Gravity>sword aerial) Launch height is lower than CP2, but doesn't knockdown On CH launches as high as the current Supra, allowing Gravity-less followups Changed to Fast starter No change to invincibility ・Air Supra:Unchanged ・Forward Act Parser:Unchanged Thanks to H-Luminous, seems like it'll be a major component in mixups, combos, and blockstrings in this iteration ・Back Act Parser:Unchanged ・Air Forward Parser:Unchanged ・Air Back Parser:Always forget it exists ・Legacy:Unchanged ・Calamity:Normal version is unchanged ・OD Calamity:All hits now hit mid (no longer overhead) Everything else is the same ・OD:Unchanged, Luminous can't be Act Parser-canceled ・Throw:Unchanged Due to Spike being removed, nothing combos after corner throw ・CT:Unchanged, less places to use it again, since no C-Spike ・SMP Due to a system change, normal moves no longer have SMP, while all specials do (but only damage is affected). Wonder how being able to use 6C multiple times is going to work into things 【Nu Impressions】 Air Sword recovery has got to be some sort of joke Luminous is current a dead move, even in neutral the homing is weak and unreliable Gravity recovery speed nerf means you can't just sit back and lock people down in it anymore In contrast to the current version, where you can just play keep away and attack with the strong 2B and strangely high damage, it feels like they're moving towards a character on the low side for damage that gets alright damage from long distance lockdown, but can also go into H-Luminous from knockdown for oki/mixup at any range. However, N/C-Luminous not working in combos and being neutral-only tools at the moment does make me a bit uneasy. Thankfully the Sickle combos still work, and it seems like things will fall into the two patterns of damage-oriented Sickle>Gravity>Crescent enders or oki-oriented H-Luminous set enders. [/collapse] Sorry if something is confusing, trust me the source isn't any better =w= Some of these guys really suck at writing...
  2. Any posts in particular you're thinking of? I thought we covered most of it. I'll get this one if no one else has already started on it. Anyone?
  3. hakimiru

    [CPEX] Izayoi General / Q&A - "DO IT FOR HER"

    First line is just stuff that needs investigation (6B gatlings, followups to OD Justice, midscreen followups to GA Astrea, research into Cyclone [not sure what that is]) Rest: 1st play impressions. I couldn't get that suspicious j.236B 8-orb combo to work. JB's hitbox is rather good. Backstep got nerfed I think? JB is cute. Sorry! I tried to figure out some GA combo routes on my 2nd play, but wasn't able to get anything > < GA 6C can be jc-ed. From midscreen I tried: raw astrea, 3C>236C>astrea, 5C>236C>astrea, but couldn't find any routes (´;ω;`) Also, for the combo while in EX, the normal mode corner 5B one, I was able to connect with j.A after 5C>low j.236C, although the combo dropped after. still need to try if 236B>214A>5C>low j.236B works.
  4. 今更だけど、いつの間にかCTまで引っ越したようだね。何かあった?

    1. Show previous comments  2 more
    2. Dreiko

      Dreiko

      なるほど、みんあ離れ離れになったんだ。まあ、ネットがあればまだ話せる、どこにもね。 何時かまた会おうって思いつずければ、あんまり悲しくなりませんと思う。

      こっちの友達はもちろん喜んだりした、二年間会えなかったからね。強いGGプレイヤーが多いねw。

      ムラマサのことちょっとだけ調べて、分かりになって、すごく興味深いと思った。君とのムラマサのことの会話も思い出してね。

      もちろん買っています。EXのバングはまじつよくなりました。 1barになるけど大丈夫たよ。ぜひプレイしよう~

    3. hakimiru

      hakimiru

      うげぇ、調べてみたら距離2500mi.

      思った以上・・・これじゃ格ゲー無理だよね。麻雀とかならいけそうだけど。

      友達と再会できていいね!

    4. Dreiko

      Dreiko

      はは、そんなに酷くないよ。私たぶん慣れてるけど。

      残念ながら、麻雀ぜんぜん分からない。一度プレイしたことない。

  5. hakimiru

    [CPEX] Izayoi General / Q&A - "DO IT FOR HER"

    No idea >w> Could be a typo on their part, but Japanese typos are sort of hard to figure out. It's syllable-based, so even just altering 1 syllable changes things a lot.
  6. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    Actually, looking at it again I think they're probably talking about getting a knockdown now (not sure what I was thinking the first time around). j2Cは高空だと(ダウンが)とれない、低空だととれるよ May-be...?
  7. Looks like they either moved or removed the playguide from their site >_< (what used to be at http://www.blazblue.jp/cf/images/playguide.pdf) What will I reference for inputs/move names now? D: Should have dled it while I had the chance...
  8. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    Sort of hard to tell without more context, but as a shot in the dark I'm guessing they might be talking about oki? (ie. doesn't give oki if you land it high, but does if you're close to the ground).
  9. hakimiru

    [CPEX] Izayoi General / Q&A - "DO IT FOR HER"

    Alright! Found some Izayoi GA stuff in the corner! jC>5C>236C>6D>delay 2C(1)>236C~A(cancel)>5A>5C>jBC>jBC>j236C>5D (strikefall) Air Crusade has quite a bit of recovery. Seems like we can combo after j.236B. 5C>6A got removed, jB is cute. Normal mode 5C untechable time got shortened. Normal mode in corner, B starter: 5B>5C>236B>214A>5C>low air 236B>dash j.ABC>j236B works. From midscreen A starter, the 236B>214A>5C sequence drops.
  10. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    That looks right to me, although I think they're talking about the 4D and 2D properties separately and it's not a combo.
  11. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    Oh I see, thanks! I'll correct it in my post.
  12. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    お疲れ様ー I only know one character, so I have these open when I work if that helps: http://www.blazblue.jp/cf/images/playguide.pdf(official guide for move name pronunciations and motions) http://www.dustloop.com/wiki/index.php?title=BlazBlue:_Chrono_Phantasma_Extend(our very own wiki for English names) The jargon/abbreviations are pretty tough regardless though. Slight clarification to the quoted bit above, they're saying that they feel like something should work after 5B>5C>3C>Hishousetsu. 5C goes into aerial, so there's a possibility Rehhyou might work as a pickup since it's gotten faster. Not sure how much of a difference that makes, but I suppose it can't hurt to retain as much of the original nuance as possible.
  13. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    Catapult (360B) ・Has invincibility, leads to the good damage we were hoping for if opponent doesn't OD. ・It has a large windup animation though, and can be jumped out of on reaction if they're used to seeing it. ・Startup is somewhere between mid to late 20F, invincibility lasts the entire startup, I think. 6B ・Forces crouch on hit ・A>B>6B works on crouching, but not standing ・B>6B works on standing ・A>C works on crouching, while A>6B does not. Current theory is 1F slower startup, making it 16F. [not entirely sure what they mean, since 6B has 24F startup according to wiki] Grand Punish ・Damage increased, frame disadvantage post-hit slightly decreased? ・Of note is the whiff recovery being reduced to about 20F, might be able to do stuff with this Yes, just like air driver during the CP loctest... probably going to get removed A Driver ・Startup is like the old B Driver, use for fast mixup ・Doesn't seem like there's much invincibility ・Damage is unchanged, so it's completely just for mixup ・Pull-in seems stronger, pulls pretty far when charged Gadget There's been a lot of opinions on this, but it's an interesting change in its own right and won't shine if you play brainlessly ・Puts up a distance about equal to what you start a round at ・To help the imagery, it's a range at which even 5B won't reach ・Huge increase in frame advantage, greatly changing the options available to both players. Personally, I'm good at correctly anticipating their next move, so I think it's good. Combos ・A, 2A back to being F starters ・A Sledge airhit properties are like CS2 and cause a slight float. Wallbounce removed in exchange. ・D hit causes sliding like in CS2, making it hard to combo both midscreen and in the corner. Even counterhit only bounces them back about 1/3 of the screen, like CS2 Spark Bolt ・3C no longer gatlings from 6A, making it harder to randomly go into Gadget. On the other hand, even unmagnatized 6A's pull-in is just as strong or stronger than magnatized, allowing you to go into 2C unless you hit with the very tip of it. Personally, I think the idea of using 6A>4D to gain close range frame advantage is befitting of a grappler character and seems interesting. Various Iffy Stuff ・Using Grand in neutral ・Charged B Sledge ・Comeback ability from OD Terra into Exceed ・Comeback ability from GCOD Genesic when "Attention" shows up (Active Flow) ・How good Catapult's proration is Sticking it out in neutral for that one comeback chance is in a way, the draw of a grappler character Going from a power character to a grappler character Wish they could do a little more about the combos. Seems like there's not much besides 6A>2C>Collider Once you go into 6A all that's left is CT or Collider, and even if you go into 3C there's nothing like D>Gadget cancel. Sort of boring how there's nothing but simple combos on the combo front. Since they went to the trouble of making 6B force crouch I tried to make use of it, but stuff like 5B>6B>6B>AS>A>C and JB>JA>A>B>6B>AS>A already don't work. There's like no tech to work with, maybe there's still something we haven't found yet? This is the first time I haven't been able to see a direction for combos at a loctest. Does airhits only going into C>6A>2C>Collider regardless of magnetism mean they want us to use Spark? Wait, really!? I had no idea...I don't think I've ever heard anyone use it outside the FGC. Thanks for clearing things up!
  14. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    Oh, is that it? I thought it was related to the previous line and they were trying to say something about using Rehhyou's faster startup as a pickup after... Wasn't even close :v Please go ahead and do the Jin stuff, I won't be able to read tweets for another 5 hours or so. And thanks for letting me know the Tager stuff is fine to work on. If it's not too much trouble, could you please also include the two Jin lines I skipped with your translations of the new tweets? Having it all together will make things easier to copy/link, I think.
  15. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    That's the usual meaning, but it didn't make sense to me in this context: 5Cからエリアル行けたから、わんちゃん発生が早くなった裂氷なら拾えるかもしれない What does that have to do with Rehhyou's faster startup? 関係ないじゃん *flips table* I'm guessing there's a big chunk of implied context somewhere that I'm missing... What do you think they mean? --- Working on the Tager stuff it no one else has already started. Can't see twitter here so the Jin stuff will have to wait =/
  16. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    - 6A/5C are jc-able on block - 2B recovery increased - 6B>j.236B>2A confirmed on Carl - 3C(3) launches higher, now special cancelable - 3C>236A connects - On standing opponent, 5C>6C and 2C>6C don't work - 5C>jA>jC confirmed on standing opponent - 214D>jC seems usable as a downgraded replacement for 214D>jB - 236C is an overhead when charged - 5C hitstop reduced. Depending on the proration, stuff like Butt>5C>6C or air 5C>jC will get harder to land - 6C air counterhit causes wallbounce from midscreen, j236236D does not. CP1 properties? - j.Attacks can all be jump canceled. - j.Attack gatlings changed. jC only goes into j236B, j2B went into jBjC...I think. Someone please confirm. (Combo stuff) - 236236D and 214214C both do about 2400 - j2D causes hard knockdown - Midscreen, point-blank 3C>236C connects - Was able to do 3C>236C>hjJC>J2DA>2B>5C>hjJB>JC>JC>J2DA>2B~ etc. - Air hit 236C bounced a little - 3C>236C->B dropped - 3C>214D>jC dropped - j2B>jB and j2B>jC confirmed on hit. Probably works on block too. - 3C>236A>4D and and 3C>236A>214D>JA probably don't work...even though 4D is faster now - Tried to follow up 3C>236A>5D midscreen, but seemed tough from both 5DB and 5D6~. Corner-only route? - DE(Dancing Edge) has no SMP (just no display indicator, maybe?). Although feel-wise it seemed like no SMP either. - 3C>236A>5DB has amazing carry. Not sure if it can be followed up. Ah, I see. Thanks! Wasn't sure if they were talking about the move (set and forget) or the treatment of the move from Arcsys (left alone).
  17. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    System: - Combo time got reduced. 5BB>5CC>623C>j.236A(w)>5C>2C>214B doesn't connect (might work from 5CC?) - SMP scaling got removed, looks like SMP on specials only affects damage. - Active Flow added, triggered by continuously attacking. Increases damage and speeds up OD charge time. - Exceed Accel added, activated by simultaneously pressing all buttons during OD. Damage is doubled during Active Flow, doing close to 4000 on raw hit. - A timer is displayed during OD, and there's a counter over the OD icon when it ends, making it easier to tell how long it will take to charge up. - rcOD seems to just give the same duration as cOD. Normals: - 3CC>5C works even on normal hit - JCC>JD>JB works - You can go from 6CC into low dash combos, but they drop pretty early - Charge cancel (something>5D to get rid of recovery) is a thing, normals give 0.25 stock, specials give 0.5. - 5B and 2C can be jump canceled, 6C can not - 6A>5CC>6B doesn't go into 214B - 6Bch>6B into 214B pickup works, the distance 6BB moves forward might have been reduced? - 6B slightly minus? - No changes to 5D 2D, only JD is different. Done high up, it looks like it quickly charges 0.5 stock, and then does another quick charge at low height. - Throw is pretty much unchanged, regular combo still works Specials: - 623C>j.236A(w) and 623C>j.214A(w) combos are both in, can pick up with 5C - The various D specials can go into their followups even on whiff or block - 623C probably has invincibility - j.236D>j.214D can't be followed up with 6C. Due to j.214D recovery increase there are reports that 2B is hard as well - Specials seem to have different properties when done raw or as followups this time around as well - Raw 214D is jump cancelable, jccCT works too - 236A is probably unchanged, 236C passes through, 236D is even - No change to [4]6D>236D, can pick up with 6C as usual - 63214C gives 2 stock - Damage on 236236C increased? - Banana(632146B) is probably something that you set out and leave unchanged (correction courtesy of Errol) - New special, Tsuchi (22B/D) --- B, D versions are both overheads --- On block B version is even, D version is plus --- 22B gives knockdown, can be charge canceled --- 22D bounces, can be followed up with 5C etc. --- 236x>blocked>followup 22D whiffs but puts up some distance if you use the pass-through followup to open up some distance it will connect. (sorry, misread 2nd half). - Exceed Accel looks cool
  18. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    [ittsuu] ・Like CS Unlimited Litchi's ・A midscreen hit knocks them away, doesn't seem comboable ・You keep possession of staff on hit ・Ittsuu A has wallbounce properties ・Can be canceled from normals, 2C>Ittsuu A confirmed [Combos] (midscreen) confirmed up to 2A>5B>2C>Renchan B (new move)>Hatsu>Riichi A>Chankan ---- ・Ittsuu A wall bounces in the corner. And over! ---- ・Exceed animation didn't change much in Active Flow. ・Renchan: After setting it, staff is vertical ・Ittsuu: Can't Kote cancel. After the stance finishes, you can still launch the staff or go into Four Winds etc. like before. ・Haku Hatsu Chun>microdash 5B, probably doesn't work due to increased recovery on Chun. ・Counter Assault: normal hit knockback increased? ---- Woops, too slow. Going to bed, I'll get whatever's not done in the morning~
  19. Hope you don't mind a few minor corrections:
  20. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    5B>6B gatling removed 2D animation changed 4D animation changed 6C animation changed 2B mash doesn't give 6B 6D not floating is nice, but 5B6B not working means we'll need to rethink our combo parts. Also, the gauge recovery speed has gotten better. No increase in moves can be jc on block? Tried with the help of the guy next to me, so probably no change. 6B has slower startup. Carl floats for a split second before the flag comes out. No new moves like 4B, etc. The strange floating after Allegreto finishes is gone. Works like before. Although I'm too used to CP, and this version seems unnatural now. BBCF Carl Changes: 2D->the claw in the PV: blockstun is on the long side, might have launched. 4D->Tenerezza: gauge cost decreased? 6C->the overhead in the PV: 5B followup doesn't come out in time. Goes forward about the same distance as one of Platinum's hops. Exceed Accel->a pawn bounces off the opponent, and then a giant object falls. 2D->2 hit on ground, about 1100 damage 4D->1 hit. Launches while pulling opponent in. Move for going into aerial. Cantabile->rather fast. slides in a flash. 6C->If it's just Carl, nothing connects? 2A didn't come out either Sis->pretty beefy. Recovery speed decreases when taking damage. 3D->last hit forces crouch A Vivace->has projectile invuln? OD6D->Does't power up much despite being OD. Either stronger in CP, or still unimplemented? Air throw->bounces higher J2C->slower startup? Comboing from jB causes a short delay before the hit connects. Same aerials still work. J2C->launches on ground hit (<-!!) Cantabile->projectile is fast. Connects midscreen from a 5C tip hit. Allegreto->Attack density increased. If the old one was something like shushushushu, the new one feels like pewpewpewpew. You have no idea what that means? The SE changed. OD might just be unimplemented, maybe. OD4D instantly went blue, after all. J2C feels uncharacteristically sluggish. Sort of like seeing 2D in CPEX for the first time. ---- Sorry if it's a little hard to read, each paragraph is pretty much a different tweet.
  21. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    New Moves: 1. Ginga - Has a reach of a tiny bit past 5B to just before 5C, generates a tornado (projectile prop) on the ground that goes up to chest height, doesn't leave the screen when done in the corner. - Combos from 3C - Untechable from launch to the knockdown. - Can't follow it up midscreen, but in the corner 5B pickup works near the apex. - Damage seems unaffected by drill level - Minus when blocked right after startup - If you meaty it on a downed opponent some distance away, it catches both forward/back rolls while also staying out long enough to force a block on emergency tech, giving you frame advantage. 2. 4C, 1C - Closer hitbox, 1-hit, and reduced recovery versions of 5C and 2C, respectively. - The recovery reduction is pretty minor, however - 5C>1C, 2C>4C gatlings, while 5C>4C, 2C>1C does not. Other Changes: 5B - increased recovery? faster startup? 6B - reduced recovery? j2B - startup sped up. j2B loop works 14 times 3C - faster startup? j6C - pull in is pretty strong now 6D - increased beginning active frames? slightly tracks opponent after reaching the ground 2D, j6D - digs in even at Lv2, landing all hits D-chip Related: - No changes to guard/barrier guard behavior - Chip amount when you have the upper hand is unchanged Raibu: - floats higher? - Raibu>5B works in corner Hariken: - Ground drill counts as projectile, can be destroyed. Can't be destroyed by physical attacks. Gosei: - Hit density decreased, resulting in reduced damage.
  22. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    Woops, sorry. Missed this one. 6C<6B gatling removed Hisshouken got slower? New move feels like something that you set out. On hit, the last hit launches high Musou whiff>hit with followup has increased recovery, making 2B pickup after impossible 5C tip hit into 3C<Musou works In the corner Hirensou wall-sticks, making not even 5A or 2A connect Neither Musou nor Sekka cause wallbounce From what I was able to determine during the BBCF loctest, it still doesn't connect from Jin's throw Musou. (sorry, this is just as confusing in the original JP) 5d2d are special cancelable, and probably due to worse proration somewhere, the 6A RC into high Musou followup hit 2b5c combo becomes techable on the 5c. 2c recovery is unchanged. 3 6a's triggered Active Flow. [skipped the last two because I can't figure out what わんちゃん means in this context - doesn't seem like the normal usage, and I couldn't find a match for any Jin-specific jargon either.]
  23. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    AF currently can't be activated as desired, so it's hard to capitalize on the AF attack up/burst recovery/EA buff bonuses. On the other hand, if you get AF early it leads to options like cOD into EA or saving the OD for whatever situations may occur, which seems like it would lead to a variety of play styles. Anyways system stuff learned: ・AF is once per round ・Damage is 1.1x during AF ・Counter damage is 1.1x ・Counter during AF is additive, becomes 1.2x ・If the opponent gets negative penalty you're supposed to go into AF, but it won't trigger if you've already gotten AF once this round. ・EA startup is 20 or 21F ・jD is only on hit (in other words, unchanged) ・Frame advantage is probably ±0 ≪Hizansen≫ ・Jin seems a little more floaty ・Ground hit causes a stagger down. Can pick up with 2B (becomes an air hit). ・If you land the hit close to the ground, you can combo with 2B even in midscreen. Sort of like the feel of current D Hizan ⑧OD>6D>Hiyoku(RC)>6A>Rehhyou>6B>Hizan>6C>Sekka>6C>Gekka(EA) Pretty impossible starter, but I think this did around 9012 damage. I think it was during AF too, but I was surprised to see 9000 from Jin. Might go further if 6A is moved to later in the combo. Wasn't in the Jin thread, but a bonus: ⑨stuff>3C>cOD>5C(freeze)>Gekka Improved chance of finishing someone off even without any heat ⑩corner stuff>6C>cOD>Gekka Another way to finish someone off. Not needing heat is a great boon.
  24. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    Sorry for the multipost, just figured this would be easier to handle. Tentative Noel combos from the CF loctest - Midscreen - ・2B>6A>dlhjC(2HIT)>jD>5C>6A>5C>22BC>dc>6C>5D>6A>5C>22B(multi) ・2B>6A>6C>6D>4D>A Optic>dc>sliding 6C>5D>5C>6B>5C>6B>BT First one might be character specific Part 2 - Corner - ・2B>6A>hjC>jD>6B>5D>22BC(B whiff)>dc>6C>4D>AT>22B(multi) ・2B>6A>jC>j2C>air dash j2C>jD>6D>5C>6A>5C>22B(multi) ・5B>5C>forward hj2C>jD>6A>6B>4D>AT〜 ・2C>6C doesn't work ・6C height is lower ・From an N starter, A Konig Wolf>2C>6B>5D>C>A or B Konig Wolf ・5D invuln unchanged ・JC>Sturm Wolf works ・CD didn't change, wolf gauge simply got longer (full recovery went from 8 5C whiffs to 13) ---- Hakumen Loctest ・OD→5C→Zantetsu→CT→5C→EA ~6600 damage ・Agito ch→JB→5C doesn't work ・3Cch→2B→Guren works on Azrael ・OD→5C→Zantetsu→CT→Zantetsu→CT doesn't trigger SMP ・OD icon recovers quickly. With your HP in the red, you can visibly see it recovering. Cont. ・OD combo->Shippuu finisher chains into EA activation, sorry wasn't able to get it to combo. ・Yanagi takes 1 orb, is a forward moving counter. From the left wall->reversal Yanagi doesn't reach the right wall, but you cover a lot of distance. ・Guren's 2nd hit animation changed to a kick upwards Cont. ・Tsubaki confirmed to hit mid on Kagura ・Tsubaki→Hotaru gatling confirmed ・6A startup is fast ・Current version's aerial combos don't seem to work? Sorry for all the repeated info However, I was able to confirm this loctest that if you activate OD at round start w/ Hakumen and play a patient, steady neutral, you sort of get another chance to go all out with it at the end of the match. With red life, raw OD is 10 seconds, cOD 5 seconds, so we might be dependent on that this time around. The reason being: At red health 8 orbs ・6Bch→5C→cOD→5C→Zantetsu→CT→5C→Zantetsu→5C into Shippuu doesn't work anymore You end up at about 3.7 orbs. And so, it seems best not to be too reliant on OD combos. Although this might just be me being negative about it lol. I don't think his current "Come on, OD!" playstyle is bad either, but it feels like he's now a neutral/spacing character instead of one that just bulls through with firepower. From https://twitter.com/because778
  25. hakimiru

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    Reposting from the discussion thread: --------- Nu (Yoshiki, Koyatsu and Kiyoshi tweets) 1) Can now Crescent cancel->Act Parser normally Gravity required to combo/get a knockdown after Supra. Can't do either without it. Air summoner recovery is atrocious N-version Luminous has about same startup as Spike Chaser, C-version is fast, H-version is the one in the PV. Homing performance is the same as Mu's bits In general, most of the existing combos which don't use Spike Chaser still work. 2) Completely forgot: ν's Exceed Accel Shoots a super high speed sword that flies from point-blank to Lambda 5D distance (invuln until active frames). On hit, goes into super flash and does Gil's Gate of Babylon from behind the opponent 3) Played with Nu at the BBCF loctest ・Air Summoner recovery more or less doubled. You can act again after the recovery though (including air dash) ・Luminous in all form is sort of slow. At the present, it doesn't go in any combos or provide any pressure. ・N Sickle floats a little more, making it much less likely to miss your pickups. In OD, even forward Act Parser>5B works 4) BBCF Nu continued ・At the moment, Exceed Accel is just for combos. Would have been better if they made the trajectory like 4D ・Making them block Summoners gets you into Active Flow. It gets activated surprisingly easily That's about it Not much change in how you'd use the normals. The worst part is probably the air Summoner recovery increase. 5) Spike is gone, you can only combo off Supra with cancel Gravity, and Gravity gauge got longer. Not sure about the rest. Forgot to check Crescent stuff. Charged Luminous comes out when you press D even while barrier guarding. Relius Relius Impressions Day 2 Part 1 ・Lugia can't be charged, has no low property. 6C>Lugia doesn't connect either. ・Doll gauge breaks after 6 repetitions of 2D. 8 x 6D brings it to close to breaking, 9th use makes it straddle the breaking/just barely staying line. ・Sending doll away in normal mode starts gauge recovery after about 4 seconds. Relius Impressions Day 2 Part 2 ・OD and normal Caas seem the same? From that, >5B>5C>Lauger>Haas>5B>5C>4D>6A>normal Tedo does about 3400 ・エクシードに確反はなさそう (I think this means his Exceed Accel can't be punished, but I'm a bit lacking in context...) Relius Impressions Day 2 Part 3 ・Ground 6C>Leis works ・Air 2C>6C>Nose works ・Mashing 4D/J2D 10 times just about straddles the line between breaking the doll or leaving a sliver. ・Corner Lauger gauge recovery combos went blue (couldn't get used to the recovery), but seems like it should still work all the way to air Naiads ender. ・CT>Caas brought up a purple !, so seems impossible to work into combos (don't know what the proper spelling for this is, since I don't know the language :v) The recovery on CF Relius's Leis makes it really hard or impossible to combo with 5B after if you adjust height to hit twice on an air opponent. I tried many times and couldn't get it to work. Example) 5B>3C>6D>2C>6C>レイス>5B>5C>aerial~
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