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Posted

Hopefully they kept the Byakuya changes in so I can play this game again!!!

Posted

What's Ex Aiming? I thought was Gordeau's 22A.

22X is aim opening, which some people just call aiming since that's what he says.

Posted

So I was looking for some more Loktest stuff and I found a goldmine of stuff on Needle's twitter. Like he re-tweeted soooooooo many tweets regarding loktest info. My Japanese isn't very good but hopefully someone else can translate some changes for us.

 

https://twitter.com/wikivatista

 

From what little I could try and make out:

 

Vatista

-5C is the same as before (before as in the first loktest), can't combo from the tip of 5C in to A Beam without CS. 2BB and 2FF doesn't reach either (from max range 5C).

 

Orie

-Made 3C stronger

-Turn over JC can track now? (I'm not sure what "turn over" means, maybe FF?)

-Divine Thurst sticks (?) better on crouching opponents

 

Also, I guess some people have already started to update the JP wiki with (the current) Loktest updates. Right now it's just Hilda that's updated I think.

 

Here's Hilda's changes: http://wikiwiki.jp/hilda/?%A5%A8%A5%AF%A5%BB%A5%EC%A5%A4%A5%C8%A5%A8%A5%B9%A5%C8%A5%ED%A5%B1%A5%C6%BE%F0%CA%F3

(looks like Hilda got +700 Health!)

 

Also, If you go to any of the character's pages on the wiki, there is feed at the bottom with tweets pertaining to that character, which would probably be helpful for getting more info about [sT] changes.

Posted

Google translate translations with hilda? 

 

General changes

  • Health 9801
  • Throw damage buff

Normal move changes

  • Buffed cancellation period of 2cc
  • Divekick is now always +1 when spaced correctly

Special move change

  • Ex forward spike does more damage and buffed the range
  • Lynchpin falls faster and now has a bigger size
  • Air teleports 
  • Some invincibility on impalement, it's now gravity squeeze
  • Skewer now scales more
  • Low spike has a bigger hitbox(linne can't roll through it) 
  • Anti-dispersive is invul during spinning motion 

That's all i really understood

Posted
Lots of stuff mainly from Needle's tweets... I'm too lazy to check which some of these were already in the previous loketest.

UNIVERSAL
Invincibility moves and super flash moves can't be cancelled with CVO
 
HYDE
5A 1 frame faster start-up
2A can be delayed as much as Eltnum's. 
3B reaches as far as Eltnum's. Hitbox is more thick(?) now, so it's more easier to follow with Orbiter A-follow-up
Increased float on FF. ~5B>FF>236A is pretty difficult now.
If only Bringer's first hit connects, the opponent suffers from forced knockdown. 
Bringer second hit float a little higher.
Aerial Lotus CS-able on block if the sword hits the opponent. EX Cancel also added.
 
LINNE
EX Hien invincibility is back!
Minijump Kuuga block stun unchanged
6B cancel window increased
214B-A>5C>63214A>5B>Minijump Kuuga>j.C>j.2B>2C>214A-A>6CC>236A>CVO>236C>6CC>236C>6CC>63214B>IW = 5940 damage
 
GORDEAU
3C increased hurtbox
j.B second hit can be crouch blocked
j.C increased hurtbox
A Mortal damage nerfed
Charged 5C faster start-up
Horizontal throw cause one bounce
 
ORIE
3B hitbox increased, lower-body invincibility still in.
Throw as horrible as always...
j.C cross-up didn't work well
Divine Thrust strikes crouchers with the tip, hitconfirms more difficult (Orie or opponent!??)
Charged B Thrust can be cancelled. Increased untechable time.
Aerial Order decreased block stun? Could be countered with an A attack after a Shield
Aerial FF added, not very reliable
 
MERKAVA
EX 236 lower-body and projectile invincibility. CS-able
Dash C nerfed
Hurtbox on all jump moves seems to have been increased
623B is amazing! 623B>22C>something lead pretty easily to 3800 damage
Each bug seems to search the opponent's location. They also jump after an aerial opponent.
FF>Capture works
j.2C recovery increased by 1 or 2 frames
 
VATISTA
Health about 10300. Counter hit are still nullified
Crystal block stun increased
Only A Stella can be CS'd (Or was it always like it?)
2FF recovery reduced! Start-up is the same as 5B. Recovery is 6~9 frames?
"Charge separation" (?) still in. Triple Miko and Triple Stella still possible.
 
YUZURIHA
+D inputs back, but re-lightening is still gone.
 
SETH
Health about 9500
Fast-fall follow-up appears from behing the opponent. As a combo starter leads to good damage. About same amount of untechable time as 3C
In Vorpal
- Walk is a little faster. Distance that normally takes 5 seconds goes in 3~4 seconds. Not confirmed if it affects his dash.
- Fastfall attacks increased range. More accurately, the distance where you can activate the follow-up move is increased. 
- Increased the diatnce where Disappearance follow-ups are possible
Rion says Seth is pretty much the same. Only the EX Command Throw has invincibility returned.
 
HILDA
2C can be blocked while standing. 2C>2C is still a low
In Vorpal, the use of FF takes only half a block
Aerial warp has projectile invincibility on frame 1 (At least, the A version has...)
 
ELTNUM
EX Sync decreased damage
Charged 3C added
Charged FF cancelable 
 
CHAOS
5BB (second hit) lower-body invincibility removed
Smart Steer changed: 5A>5B>5C>236A>623A>236C
When resummoning Azhi and ordering it to attack, it now always attacks towards the opponent regardless of which way Chaos is watching.
Hide (22x) is invincible until Azhi bites. Not need to fear Orie's or Gordeau's Dash C!
 
AKATSUKI
Grove says there isn't many changes.
236B Bullet recovery might have changed?
22C Cannon: Increased invincibility and damage
214B floats the opponent on the second hit a little (whiff prevention?)
Dash C reach or duration increased
 
NANASE
236x still has projectile invincibility
 
BYAKUYA
EX 236 has some invincibility from frame 6 or something.
Posted

MERKAVA

Dash C nerfed

Elaborate, please.

623B is amazing! 623B>22C>something lead pretty easily to 3800 damage

And now I'm not sad about 236C being slightly nerfed (and even then, 236C actually having some invulnerability is huge). I always felt that 623B is better than most people think, and now it's even better than that.

Pretty neutral on the rest of Merk/Vat changes, doesn't feel like they will change their gameplay too much.

Posted

Elaborate, please.

I just wrote what CROW posted. 

It took some time find more info on the matter, but it seems like you can't cancel Merkava's DashC if it gets Shielded. Move itself doesn't seem to have been nerfed, but now it's just more risky.

Posted

HILDA

2C can be blocked while standing. 2C>2C is still a low
In Vorpal, the use of FF takes only half a block
Aerial warp has projectile invincibility on frame 1 (At least, the A version has...)

 

 

double post but 2cc was never a low, i really hope they don't keep it that's going to be busted like extremely busted if it is

Also good that a teleport has one frame of invincibility but she should be invul when she disappears 

Posted

I wish there was more information about Eltnum :(

I'm pretty curious to what her FF is suppose to be like and can we cancel into Normals from charged 3C. 

Posted

Her new FF might work like a focus attack from sfiv, so she may have some fadcish things in neutral, but I hope that they won't DRASTICALLY change the character more than they already did prior to vanilla unib. Then again in unib she played like f-sion, and in uniel she conceptually plays like c-sion, so she may play like h-sion in unist by theory, which the only thing left from loketest is somebody finding out what hera and b whips do.

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