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Thread: [CP] System Changes/Movelist Translations and Loketest Information; Anything Else = INFRACTION

  1. #141
    Worry less, enjoy more SoWL's Avatar
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    So yeah, about this Amane post:
    http://yrrsn.hotcom-web.com/wordpress/?p=324

    The Drive
    - All D attacks can be held down to deal more hits, with each hit charging the Spiral gauge.
    - The easiest attack to charge the gauge seems to be 6D.
    - If the gauge goes over level 3, it overheats, and you can't perform D normals and specials for a while.

    Overdrive:
    - The Spiral gauge is fixed on level 3.

    The normals:
    - All A moves deal 2 hits.
    - 5B and jB deal 3 hits.
    - Every C move except for 3C deals 2 hits.
    - You can interrupt D moves at any time, though more research is required.

    Command normals:
    - 3C: a sweep that slightly moves Amane forward, hits low.
    - 6A: an anti-air move.
    - 6B: a short jump backward with an attack, an overhead.
    - 6C: hits with the cloth diagonally upwards, anti-air.
    - 6D: drops a spinning top before Amane, an overhead.
    - j2B: a dropkick, an overhead.
    - j6C: the same as 6C.
    - j2C and j4C: hit below Amane on different angles.

    Special moves:
    - Zettou (236A/B) - the command jump. The ground version can be canceled into the aerial version. A version is a short hop forward, while B version covers more space.
    - Raibu (236C) - a multi-hit attack with a great knockback.
    - Gosei (j236C) - the aerial version of Raibu. Amane first goes diagonally downward, then travels the rest of the distance along the ground.
    - Hariken (236D) - the stance that charges the Spiral gauge and summons a drill if you press A, B or C (the button pressed determines the distance between yourself and the drill). Level 3 drill hits low.
    - Zettou (214A/B) - the same command jump as the 236 Zettou, except that you jump backwards.
    - Gekiren (623C) - a cloth appears from the ground at a short distance before Amane. If the enemy is in the air while they're hit, they're pulled back to the ground with a knockdown. Doesn't go over the edge of the screen, like Arakune's 6D.

    Distortions:
    - Seijuu (632146C) - an invincible dash which goes behind the opponent if they're hit. Amane ends up on a medium distance from the opponent after the move.
    - Goukai (632146D) - Imperial Ray with the drills. Has no invincibility, pushes the opponent to the edge of the screen.

    Changes between the two loketests:
    - OD makes your Spiral gauge build up slower (so it won't overheat, I guess?)
    - After Overheat, the Spiral gauge can't get to level 3 for a while. This makes it less likely to overheat two times in a row.
    - The Spiral gauge now builds up slightly faster, even though it was already fast at TGS.
    - A normals and 5B are slightly slower.
    - 3C no longer links into D moves.
    - 5D is slightly slower; you can press D again after you hit with the initial strike to hold it and deal more strikes. Could link it into Raibu, unlike the TGS version.
    - 2D used to launch the enemy very high upwards on TGS, but now it got reverted to the earlier version.
    - j4C seems to have been switched with j2C.
    - j2B now makes Amane float on hit or block (he used to land before the enemy before).
    - jD initially had no vector correction (?), but now Amane floats for a moment before striking with the drill.

    I'm feeling a bit ill and there seems to be some more info in the comments, so I'd be glad if someone else checks my translations.

  2. #142
    Cannot wait for OD itsme's Avatar
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    Posting the combo portion from the jbbs.

    English only: http://pastebin.com/bM5bawZR

    ・コンボ関係(基本)
    Combo related (Basic)

    今のところ、基本コンボの地上パーツは、
    So far, the basic ground combo parts are,
    ~蓮華1>鬼蹴 3珠(蓮華コン)
    ~Renka(1)>Kishuu 3 mags (Renka combo)
    ~鬼蹴>閻魔 2珠(閻魔コン)
    ~Kishuu>Enma 2 mags (Enma combo)
    の二つです
    the given two
    蓮華コンは今回ステを挟めなくなっている?らしく、さらに蓮華1のボーナス補正が無くなったので、閻魔コン と比べてダメージが大きいということはなく珠消費も閻魔コンより大きいですが、相手の迂闊なバースト対策に はなりますし、5A2A2Bなどの単発確認からならこちらの方が簡単です。
    It seems like you cannot add in a step in between the Renka combos this time?, and since Renka(1) lost its bonus proration, compared to the Enma combos the damage are not that different while the mags usage is more than the Enma combos but, is good for baiting the opponent's careless bursts, and is easier to confirm from 5A2A2B.
    閻魔コンは閻魔の補正が緩くなっているのかダメージが蓮華コンと大差なく、2B始動では2B>蓮華1より2 B>鬼蹴閻魔の方がダメージが伸びます。珠消費も少なく、珠節約しつつダメージも取れる効率の良いコンボで す。蓮華コンよりもヒット確認が難しいのが難点ですが、こちらも迂闊なバーストはガード出来ま す。
    As if the proration for Enma became more lenient for the Enma combos there barely is any damage difference between it and the Renka combos, for the 2B starter 2B>Kishuu>Enma does more damage than 2B>Renka(1). With less mags usage, it is a very efficient combo that can save mags while providing damage. The only hard part is hit confirming into it compared to the Renka combos but, it can also be used to bait careless bursts as well.

    次にエリアルの基本パーツですが、
    Next will be the aerial parts and,
    5A/5B/2CjcJB>J2A>JC 0珠省エネ
    5A/5B/2C>jc>jB>j2A>jC 0 mags conservative
    5A/5B/2CjcJB>J2A>J2CorJC>アギトor椿折 1、3珠ダメージ重視
    5A/5B/2C>jc>jB>j2A>j2C or jC>Agito or Tsubaki 1, 3 mags damage preference
    があります
    are present
    前者は中央でも端でも安定の省エネパーツです
    The former is a mag conservative part that works well both midscreen and corner
    後者は珠を使ってダメージとおき攻めを取るパーツで、中央は〆をJ2C>アギトor椿折、端なら〆をJC> アギトor椿折とします
    The latter parts is used for damage and providing oki, j2C>Agito or Tsubaki for midscreen, jC>Agito or Tsubaki for corner
    煮詰められてないですがアギト〆は着地からおき攻めが可能で、椿折〆は保障と単発ダメージが大きく殺しきり や、ODや夢幻など珠に余裕があるときの〆に使えます。
    It isn't looked into much but it is possible to oki after landing after an Agito ender, the Tsubaki ender can be used for high minimum and solo damage that can be used to kill, during OD or Mugen when there are plentiful mags to use for the ender.
    5A対空や6Ach>紅蓮や3C>2B>紅蓮>ステ5A、前後転寝っぱ狩り2B>5Aなどからはそのままエ リアルパーツで〆ると良いでしょう。
    5A antiair or 6A CH>Guren or 3C>2B>Guren>step 5A, forward roll punish 2B>5A etc. should be okay if ended with an aerial part without change.

    コンボに関しては基本的に何かヒット>地上パーツ>エリアルパーツで良いです。
    Regarding combos in general something like starter>ground part>aerial part should be fine.
    例えば5C始動なら、ヒット確認から蓮華1鬼蹴か鬼蹴閻魔からエリアルアギト〆という簡単なコンボでも33 00ぐらい出せます。
    As an example with a 5C starter, hit confirming into Renka(1)>Kishuu or Kishuu>Enma into aerial Agito ender or something easy like that will do about 3300.
    端では蓮華コンなら蓮華1>鬼蹴>6C>2Cが繋がり、閻魔コンなら閻魔jcディレイJC>5C>2Cが繋 がるのでさらなるダメージアップが狙えます。蓮華1>鬼蹴>6Cは補正が重めでも安定しますが、閻魔jc> ディレイJC>5Cは補正が重いと、難しい、繋がらない、キャラ限の可能性が有るので注意。
    In the corner the Renka combo Renka(1)>Kishuu>6C>2C connects, for Enma combo Enma>jc>delay jC>5C>2C connects and is is possible to aim for additional damage. Renka(1)>Kishuu>6C will connect easily even if the proration is heavy, for Enma>jc>delay jC>5C if the proration is heavy, it is hard, won't connect, or can possibly be character specific so be cautious.

    ・コンボ関係(崩しからのコンボ)
    Combo related (combos from mixup)
    情報、調査が足りないので基本コン且つ特殊な始動のみです。
    Information, research is lacking so basic combos but with special starters only are listed.

    まずは投げです。
    First off throws.

    【6投げ始動】
    [Forward throw starters]
    >3C       0珠[2000]
    >3C 0 mags [2000]
    >ct>2C~JC   2珠[3100]
    >CT>2C~jC 2 mags [3100]
    >ct>2C~アギト 3珠[3200]
    >CT>2C~Agito 3 mags [3200]
    >6C>疾風    4珠[3744]
    >6C>Shippu 4 mags [3744]

    【4投げ始動】
    [Back throw starters]
    >紅蓮>鬼蹴>2C~JC   2珠[2600]
    >Guren>Kishuu>2C~jC 2 mags [2600]
    >紅蓮>鬼蹴>2C~アギト 3珠[2700]
    >Guren Kishuu>2C~Agito 3 mags [2700]
    >疾風         4珠[3320]
    >Shippu 4 mags [3320]

    ダメージを見る限りctを入れたらダメージが結構伸びる気がします。
    From what we can see from the damage adding in the CT can increase the damage a lot more.
    アギト〆かJC〆かは自分のスタイルと珠と相談して判断してください。
    Decide to use the Agito ender or jC ender based on your play style and mags left.


    次に中段からのコンボです。スレの情報もあります。
    Next will be combos from over heads. There are info from the thread.

    【椿折始動】
    [Tsubaki starter]
    >アギト         4珠[3000?]
    >Agito 4 mags [3000?]
    >火蛍>空ダJ2C>2C~アギト 6珠[5000]
    >Hotaru>ad j2C>2C~Agito 6 mags [5000]
    >火蛍>空ダJ2C>5C>ct>鬼蹴>2C~アギト 9珠[未確認]
    >Hotaru>ad j2C>5C>CT>Kishuu>2C~Agito 9 mags [unconfirmed]
    端椿折>火蛍>JC>5C>2C~アギト 6珠[5600]
    corner Tsubaki>Hotaru>jC>5C>2C~Agito 6 mags [5600]
    端椿折>火蛍>JC>5C>ct>2C~アギト 8珠[6200]
    corner Tsubaki>Hotaru>jC>5C>CT>2C~Agito 8 mags [6200]

    ・コンボ関係(応用)
    Combo related (application)
    珠を消費しさらなるダメージを出すためのパーツを書いていきます。
    Listing parts that uses mags for additional damage.

    蓮華1、5C空中ヒット、残鉄、閻魔>ct
    Renka(1), 5C air hit, Zantetsu, Enma>CT
    …ctは補正良好なのか組み込むとダメージが伸びます
    ...as if the proration is good for the CT adding it in increases the damage

    JC壁張り付き>5C
    jC wall stick>5C
    …火蛍と閻魔jcから低めにJCを当てると5Cが繋がるので、ダメージアップ出来ます
    ...because 5C connects when you land a low jC after jc-ing from Hotaru and Enma, can increase damage

    5C>OD、火蛍>jcOD
    5C>OD, Hotaru>jc>OD
    …OD中はクールダウンなし?で珠がもりもり溜まるので、これまでに書いたパーツと組み合わせたら7000 、8000ダメージも出せるかもです
    ...during OD because of no cooldown? gains a lot of mags from it, if combined with the previously given parts 7000, 8000 damage could be possible

  3. #143
    The Second Round Prototype909's Avatar
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    New character Izayoi revealed by the same blog who initially revealed Nu-13 and Mu-12

    http://gamenyarth.blog67.fc2.com/blog-entry-12355.html

    Image - http://i.imgur.com/MQemt.jpg

    All other details such as when she'll be released/tested appear to be unknown.
    Quote Originally Posted by Star-Demon View Post
    I like Mei-Fang changes but honestly I don't have enough knowledge about how this game actually works to decide if it's enough to buy it.

  4. #144
    Quote Originally Posted by Prototype909 View Post
    New character Izayoi revealed by the same blog who initially revealed Nu-13 and Mu-12

    http://gamenyarth.blog67.fc2.com/blog-entry-12355.html

    Image - http://i.imgur.com/MQemt.jpg

    All other details such as when she'll be released/tested appear to be unknown.
    Some of it is just irrelevent PR, but the important things we learn from this are:

    - Mode change character, has a special meter.
    - Drive special "Scarlet Justice" shifts her into Gain Art mode and D returns her to normal mode.
    - Seems to play a long distance zoning game while gaining Reishiki (Zero Weave?) meter, and then switches to Gain Art mode for the offensive.
    - Gain Art mode seems to grant high speed movement and improved specials.
    - Right side, middle two pictures demonstrate one of her specials, Sonic Saber. Left one is the normal version, which is a high speed projectile good for zoning. Right side is Gain Art version, which has additional swords come out from around the opponent and hit, holding them in place.
    - Top picture on right side is captioned "Freedom Justice", bottom one is "Justice *cut off*".

    Edit: Also, two pictures on top left show (left side) normal mode and (right side) Gain Art mode.
    There might be some more relevent stuff on the bottom left, but it's too cut off to make out anything important.
    Edit2: Made a correction courtesy of SoWL.
    Last edited by hakimiru; 11-14-2012 at 04:06 PM.

  5. #145
    Worry less, enjoy more SoWL's Avatar
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    Quote Originally Posted by hakimiru View Post
    - Top picture on right side is captioned "Freedom Justice", bottom one is "Justice *cut off*".
    That would be "Justice Phorizer", a quick, long-reaching sword thrust. Performing it with OD improves damage and reach.

    And "Freedom Justice" is the name of her OD, which seems to improve the zoning game of her normal mode.

  6. #146
    Quote Originally Posted by SoWL View Post
    That would be "Justice Phorizer", a quick, long-reaching sword thrust. Performing it with OD improves damage and reach.

    And "Freedom Justice" is the name of her OD, which seems to improve the zoning game of her normal mode.
    Ah woops, my bad. "Scarlet Justice" is the name of her mode-change move. Edited~

    Thanks for doing the Amane stuff btw, glad I don't have to do it =3=

  7. #147
    From the Tao section:

    Quote Originally Posted by KM Riku View Post
    Just to don't say that Tao didn't have changes at all in this last loketest:

    -6B doesn't combo anymore like in the 2nd loketest.
    -6C had SMP at some point (2nd or 3th loketest, dunno), but apparently they removed it.
    -Tao's Crush Trigger has some big combo potential. 6C>CT>6C>4D~B>6C>Cat3>2D>j.6D>Cat2 ~5900dmg
    -Tao's CA is 2C now (it was 5B in the previous loketest)
    Quote Originally Posted by hakimiru View Post
    Here you go~

    Post 1: (Summary of changes)
    ・CA changed from 5B (prev loctest) to 2C.
    ・Throw followups are -
    Normal throw>jDB>5C>2D>jD6>Cat2 (~3450)
    Back throw>5B>5C>2D>jD6>Cat2 (~3200)
    Air throw>5C>2D>jD6>Cat2 (~3240)
    On air throw near corner, you can do things like Air throw>5DB>6C>Cat3
    The combo mentioned in >>590 (Throw>>jD6>4DB~) doesn't work on all characters.
    It works on Ragna/Bullet, but misses on Rachel.
    If you swap out Cat2 for jCx2>Unison damage goes up by 500.
    ・Corner combo mentioned in >>590 works even off 2A starter. Damage was ~2400.
    ・Encore>rc>2C (max)>6C (max)>Cat3 doesn't always connect off 2A starter.
    (It seems to work if you do 2A>5B>5C but turn blue if you do 2A>5B>5C>2C)
    Probably not an issue off 5B, 2B starters. 5B starter and Cat2 ender does ~3700.
    ・jD still wall bounces on ch. jDch>hjC>8D6>Cat2 does ~2300
    ・Hexa does 1936 raw. It's under 2k...
    ・Confirmed buffs for Unison and Imma Beat(abbr.) during Almost Becoming Two. Both have increased hit counts and damage.
    (Forgot specifics for Unison, but Imma Beat(abbr.) went from 40 hits, 2805 damage to 100 hits, ~3300 damage.)
    ・6B>Unison does ~2500, can also do 6B>Almost Becoming Two.
    ・The jA>jC>8DA(land)>2D~ pickup I was personally fond of can no longer be done.
    Post 2: (Some stuff he forgot to mention in the last post)
    ・On 6C ch, if CT won't hit you can do 6C>Cat3>2D6>jC×2>8D6>Cat2 for ~3950
    Please note that if you use these aerial parts in a corner combo, it will turn blue on around the 2nd hit of Cat2, even off 5B starter.
    ・It feels like Tao's 4D jump height has gotten shorter, and B routes from it have gotten faster.
    From the Valkenhayn section:
    Quote Originally Posted by Nokita View Post
    csex values are in brackets if they differ.


    Character combo rate: 70% (Was it 80%?)

    CT:
    Disregards character combo rate
    dmg:1000
    p1:80
    p2:100

    2A:
    p1:100 (80)
    p2:77 (84)
    dmg: 300

    2C:
    p1:100
    p2:92
    dmg:780

    6C:
    p1:85 (80)
    p2:84 (94)
    dmg:1000

    6B:
    p1:100
    p2:92
    dmg:600 + 600

    Mondlicht:
    p1:90 (75)
    p2:82 (92)
    dmg:700
    From the Relius section:
    Quote Originally Posted by Nokita View Post
    *5B>6D>6A>6D
    The last 6D does not hit.Ignis apparently steps further forward during 6D.
    6D slower start up?

    *Val Tus:
    Tracks the opponent.(no explanations were given,said to be strong)

    *Val Lanto:
    Faster start up?Better hitbox?

    *Geara act:
    still slow as fuck.

    *6C>Val tus connects.
    useful for OD cancel.

    *6C>Gad Leis connects.
    j.B>j.C>(dash) 5B>6B>5C1>2C>6C>Gad Leis
    BnB combo part for relius without ignis.

    *OD:
    -4D launches really high.does not wall bounce/wall stick apparently.
    -Val lanto is faster,causes slide down.
    -Duo Bios:"Is it unlimited?" (Don't know what he's referring to.Similiar to unlimited Relius maybe?)
    -Val Tus:causes wall stick.

    *5B>3C>ODc>5B works.

    *Corner:
    4D>geara nose>val lanto>5C>2C>6C>Val tus supposedly works.
    (might be OD only,assuming the part about the different properties during OD is actually true.)


    Somewhat questionable,but better then nothing.
    Last edited by YoYoCheese; 11-16-2012 at 01:41 AM.
    Mains: AH3: Cathy SG: Cerebella\Valentine
    Subs: Platinum Sol AH3: Eko, Lilica

  8. #148
    『 All fiction 』 BKDennis's Avatar
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    Quote Originally Posted by Mucky View Post
    Screw fundamentals
    Three sixty his three sixty
    No fucks are given.

  9. #149
    New Tager Info http://jbbs.livedoor.jp/bbs/read.cgi...1352080950/l50


    271 :名無しさん:2012/11/21(水) 13:09:41 ID:hzuNZlIU0
    あとbドラの回収が26くらい
    aは18

    272 :名無しさん:2012/11/21(水) 13:09:44 ID:8ZHnWysE0
    取り敢えず基本っぽいコンボ
    上の方と被ってる部分もあります

    ・磁力無し
    1.中央下段始動
    2B>2C>dlAスレ>5C>6A>コレダー>2D
    Aスレはカルルとか以外は最速でも問題なし。5Cは最速で
    2.中央中段始動
    6B>6C>Aスレ>5A>5B>3C>ガジェ
    6Bが密着なら5C6Aが入るがやらない方が無難
    3.画面端下段始動
    2B>2C>dlAスレ>追加>dl5C>4D>dl5C>6B>jcJD>グレン
    Aスレに関しては1と同じで
    4.画面端中段始動
    6B>5D>Bスレ>追加>dl5B>4D>dl5C>6B>jcJD>グレン
    密着なら6Cが挟めるかも

    ・投げ
    前投げ>コレダー>2D
    (画面端付近)前投げ>Bスレ>追加>5B>4D
    後ろ投げ>5C>コレダー>2D
    多分この辺が限界っぽい

    取り敢えずこれだけ。
    磁力有は煮詰まったら書きます

    273 :名無しさん:2012/11/21(水) 13:38:55 ID:tWIU6deE0
    グッドジョブ

    274 :名無しさん:2012/11/21(水) 14:01:15 ID:8mJqI0FA0
    多分キャラ限だと思うが
    5A>3C>空コレ>6B>6C>hjc>JA>JB>JC>JD>パニッシュ
    が入った
    地上パーツ増やすと補正で無理
    OD中なら中央Aドラから5B>4Dで拾えて跳ね返ったあとも多分追撃できる
    Cドラは相手の空投げ誘うと割と決まった

    275 :名無しさん:2012/11/21(水) 14:04:52 ID:dS.70JBg0
    低空J2C地上ノーマルヒットの後はガジェットしか繋がらないよ~

    276 :名無しさん:2012/11/21(水) 14:08:52 ID:8mJqI0FA0
    >>274のが入らない奴らには
    5A>5B>5C>6A>3C>空コレ>6B>6C>コレダー>ガジェ
    どっちも3000超えるのでいい感じ

    277 :名無しさん:2012/11/21(水) 14:08:52 ID:SGj2Xj5UO
    なんで5A5B3Cの後ガジェで〆なきゃあかんの
    めくり気味のJBとか2Dとかで攻め継続したらええやん

    278 :名無しさん:2012/11/21(水) 14:17:58 ID:CwA0VFrYO
    >>277
    相手が同じタイミングで受け身取るならそれでいんじゃない?

    パニッシュ後の攻め方が結構めんどくさいな。
    最速2B一回転仕込みが妥当ぽいが。

  10. #150
    Quote Originally Posted by TagerTime View Post
    New Tager Info http://jbbs.livedoor.jp/bbs/read.cgi...1352080950/l50


    271 :名無しさん:2012/11/21(水) 13:09:41 ID:hzuNZlIU0
    あとbドラの回収が26くらい
    aは18

    B driver gives about 26 heat, 18 for A driver.

    272 :名無しさん:2012/11/21(水) 13:09:44 ID:8ZHnWysE0
    取り敢えず基本っぽいコンボ
    上の方と被ってる部分もあります

    Basic Combos

    ・磁力無し
    1.中央下段始動
    2B>2C>dlAスレ>5C>6A>コレダー>2D
    Aスレはカルルとか以外は最速でも問題なし。5Cは最速で
    2.中央中段始動
    6B>6C>Aスレ>5A>5B>3C>ガジェ
    6Bが密着なら5C6Aが入るがやらない方が無難
    3.画面端下段始動
    2B>2C>dlAスレ>追加>dl5C>4D>dl5C>6B>jcJD>グレン
    Aスレに関しては1と同じで
    4.画面端中段始動
    6B>5D>Bスレ>追加>dl5B>4D>dl5C>6B>jcJD>グレン
    密着なら6Cが挟めるかも

    - Non-magnetized
    1. Midscreen low starter: 2B>2C>dl A Sledge>5C>6A>Collider>2D
    On people like Carl, A Sledge surprisingly works even if you do it as soon as possible. 5C is as soon as possible.
    2. Midscreen overhead starter: 6B>6C>A Sledge>5A>5B>3C>Gadget
    If 6B hits when you're right next to the opponent, you can add a 5C>6A but it's easier without.
    3. Corner low starter: 2B>2C>dl A Sledge>Hammer>dl 5C>4D>dl 5C>6B>jcJD>Gurren
    Same thing mentioned in #1 applies for A Sledge here.
    4. Corner overhead starter: 6B>5D>B Sledge>Hammer>dl 5B>4D>dl 5C>6B>jcJD>Gurren
    If you're right against them you might be able to insert 6C too.


    ・投げ
    前投げ>コレダー>2D
    (画面端付近)前投げ>Bスレ>追加>5B>4D
    後ろ投げ>5C>コレダー>2D
    多分この辺が限界っぽい

    - Throw
    Forward throw>Collider>2D
    (Near corner) Forward throw>B Sledge>Hammer>5B>4D
    Back throw>5C>Collider>2D
    This seems to be about the best we can do.


    取り敢えずこれだけ。
    磁力有は煮詰まったら書きます

    That's about it for now.
    I'll post some more once our magnetized combos mature a bit.


    273 :名無しさん:2012/11/21(水) 13:38:55 ID:tWIU6deE0
    グッドジョブ

    Good job

    274 :名無しさん:2012/11/21(水) 14:01:15 ID:8mJqI0FA0
    多分キャラ限だと思うが
    5A>3C>空コレ>6B>6C>hjc>JA>JB>JC>JD>パニッシュ
    が入った
    地上パーツ増やすと補正で無理
    OD中なら中央Aドラから5B>4Dで拾えて跳ね返ったあとも多分追撃できる
    Cドラは相手の空投げ誘うと割と決まった

    Probably character specific, but
    5A>3C>Collider whiff>6B>6C>hjc>JA>JB>JC>JD>Punish worked.
    It becomes impossible proration-wise if we add any more ground parts.
    During OD, off midscreen A Driver we can pick up with 5B>4D which bounces them back, so there's probably more we can follow up with after.
    Baiting airthrows with C driver worked surprisingly reliably.


    275 :名無しさん:2012/11/21(水) 14:04:52 ID:dS.70JBg0
    低空J2C地上ノーマルヒットの後はガジェットしか繋がらないよ~

    After a low air J2C ground normal hit, Gadget is the only thing that connects~

    276 :名無しさん:2012/11/21(水) 14:08:52 ID:8mJqI0FA0
    >>274のが入らない奴らには
    5A>5B>5C>6A>3C>空コレ>6B>6C>コレダー>ガジェ
    どっちも3000超えるのでいい感じ

    For people that the combo posted in >>274 doesn't work on, do
    5A>5B>5C>6A>3C>Collider whiff>6B>6C>Collider>Gadget.
    Both combos surpass 3000, and are pretty nice.


    277 :名無しさん:2012/11/21(水) 14:08:52 ID:SGj2Xj5UO
    なんで5A5B3Cの後ガジェで〆なきゃあかんの
    めくり気味のJBとか2Dとかで攻め継続したらええやん

    Why must we end with Gadget after 5A>5B>3C?
    Can't we just stay on the offensive with crossover JB or 2D, etc?


    278 :名無しさん:2012/11/21(水) 14:17:58 ID:CwA0VFrYO
    >>277
    相手が同じタイミングで受け身取るならそれでいんじゃない?

    パニッシュ後の攻め方が結構めんどくさいな。
    最速2B一回転仕込みが妥当ぽいが。

    >>277
    Sure, if your opponent always techs with the same timing.

    Trying to stay on the offensive after Punish is pretty troublesome.
    Doing a fastest 2B + a stick spin seems like it might be best.
    Lalala, message too short~

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