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Posted

How are Carmine, Merkava, Byakuya, Akatsuki, and Nanase coming along?

 

No word on Merk and Bya AFAIK.

Akatsuki seems to be buffed. 2A being a low da bess.

 

Carmine deals somewhat less damage and his tools have worse proration.

Nanase is pretty much untouched so far, but it seems she is getting some (REALLY NEEDED) hitbox adjustments

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Posted

It's probable there's little word on Nanase because no one knows what she was like before now. You can only know what's changed if you have a basis for comparison.

Posted

 

How are Carmine, Merkava, Byakuya, Akatsuki, and Nanase coming along?

first comment in this topic compilated everything finded, give it a read

Posted

Bmen tweets of Hyde buffs.

22c wraps at the end of the screen (big buff)

Orbiter and Lotus can be CS'd (big buffs for high level play)

2a delay window increased (biggest buff)

Nerfs

3b range shortened

Something about FF > a orbiter not comboing.

Posted

So Gordeau made it. Whew.

 

Yea, those Akatsuki buffs, lol. Well, we'll have to see how everyone plays.

Posted

That tier list doesn't make since. Eltnum has always been in her own tier. Sooo she isn't everyone else. Also Hyde....... Fuck let's not let narukami players have this game too T^T

Posted

With all those Orie buffs you'd think she'd have moved up a bit. Then again that is only one person's opinion so I'm taking it with a grain of salt.

Posted

https://twitter.com/FM_gagasama/status/602504015146954752

Syachou's opinion (#2 player in the country) on the location tests. Thinks Akatsuki,Gordeau,Seth,Hyde,Linne,Vatista are the strong characters while rest are mid to strong. Also says he thinks they may have buffed Akatsuki to much lol

Makes sense i suppose. When you're going to have a character with low health like Chipp/Yosuke etc... they have to have good/strong options to make up for it. 

Posted

Makes sense i suppose. When you're going to have a character with low health like Chipp/Yosuke etc... they have to have good/strong options to make up for it. 

Personally, I find the concept of varying health between characters somewhat unnecessary. There's some exceptions; Carmine uses up health to use moves so he has a bit more than average. Akatsuki has trouble getting in so he's a little more durable since he'll likely eat damage trying to make headway. But most of the time it feels like a completely arbitrary value just for flavor's sake. What's the justification for Eltnum having 100 less health than Hyde/Linne/Nanase/Byakuya? Why does Vatista have 100 more than those? Why does Gordeau need a thousand more than them? Orie has 9450 instead of the average 9500. This 50 less is needed because...? Yuzu needs 9800 instead of 9,500 or 10,000 because...?

 

Damage values can be harder to fix because of unexpected combo paths and loops, but health is a pretty straightforward thing.

Posted

Personally, I find the concept of varying health between characters somewhat unnecessary. There's some exceptions; Carmine uses up health to use moves so he has a bit more than average. Akatsuki has trouble getting in so he's a little more durable since he'll likely eat damage trying to make headway. But most of the time it feels like a completely arbitrary value just for flavor's sake. What's the justification for Eltnum having 100 less health than Hyde/Linne/Nanase/Byakuya? Why does Vatista have 100 more than those? Why does Gordeau need a thousand more than them? Orie has 9450 instead of the average 9500. This 50 less is needed because...? Yuzu needs 9800 instead of 9,500 or 10,000 because...?

 

Damage values can be harder to fix because of unexpected combo paths and loops, but health is a pretty straightforward thing.

To an extent, yes. When you have health differences such as Yuzu needing 9.8 instead of 9.5 it's not as major, but when you have characters like Seth who have 8.1k health it's rather obvious as to why he has that. I'm just glad that they realized he was extremely flawed by design lol but i do agree with your statements regarding health.

Posted

Historically it's been to offset the chip and unconfirmed hits high movement characters avoid that the more sluggish characters have to block and endure.

 

Other reasons I can think of are if a character has a few strong defensive options or generally safe high yield pressure or a play-style that revolves around dominance at fullscreen.

 

I can't really speak for how changes in value as trivial as 50~100 HP would factor in to anything. It's prolly for flavor or something.

 

As for Seth, Numbers were crunched and his health was buffed to somewhere between 8750~10000 HP now.

Posted

Seth in the top tier? Gotta wait and see with my own eyes.

Apparently he was top tier back in the earlier balance version, before the game was out on consoles. It's the return of the king in a way lol.

Posted

What's this I hear about Hyde getting to be Yu Narukami tier? :D

There's a new Banchou in these streets, and he's serving all the ladies (and us) food at his place
Posted

I'm pretty sure Orie is more viable in the version. She alwAys had good character concept and interesting play but lacked any advanced mixups and openers( even her grab was bad at keeping momentum with the large jump back). Now with force function aerial ok we will see aa baits / crossups and also it also seems to be that they want her to be a frametrap character with all the ridiculous time she has to late chain attacks and non existent recovery on most normals( 66b,3c)

Posted
Brett was kind enough to tweet out a lot of changes that are missing from the thread (Be sure to thank him!). I'm in a hurry because I have to head out for work so I'm just going to dump them all here and provide links to tweets + update the OP later. 
 
  • metergain seemed to go down a bit apparently. 
  • 2B vertical hitbox improved, can hit ppl jumping out now.
  • 2C vertical hitbox improved like above, and hurtbox shortened
  • j.B also got buffed - either better lower hitbox or more active frames - either way its better air to ground now supposedly
  • has web feints
  • You can also cs cancel his FF on block.
  • one of his cmd throws is like a counter (?)
  • Has Command throw feints
  • Also you can now combo off of 623C
 
  • 5CC  hitbox buffed
  • Throw can be combo'd but you need to set up an Azhi special ahead of time to combo
  • 236C is now untechable
  • 214X (even EX) Can now be cancelled on hit or block. Can be jump cancelled on block. IC ver. has earlier cancel window
  • Hide: Does not get cancelled if your throw gets teched. EX Version counts as a separate move than A/B for cancels.
  • IW damage speculated to be increased (though min dmg suspected to be unchanged). No longer resets position on hit!
  • IWEXS damage increased by ~100.
  • 2C hitbox and startup suspected to be buffed
 
Eltnum - Tweet
  • Seems like you cant get a guaranteed air UB from an air-blocked B gunshot
 
  • His vorpal trait is that his FF gains head invincibility
  • his 4B has a delay cancellable window
  • Suspicion that 3C has an improved vertical hitbox
  • Seems like you can CS cancel his 3C.You can't combo into assimilation anymore off of it though (due to range obv)
  • Someone definitely confirmed start of the round Grim Reaper into CVO for 5K but thinks someone can get more
 
  • got extended cancel windows on her dash B/C, by ~6 frames
  • Hilda's FF2A can be special cancelled even on block
  • fireball also might have gotten slightly faster startup
  • if you have all 3 buttons and then release you can release all 3 lynchpi s in rapid succession (?)
  • if you have at least 2 lynchpins held down you can now slide to swap button holds similar to Carmine (?)
 
  • Apparently if Hyde gets a CH FF starter and cancels into CCVO he gets up to 7000
  • seems to have more severe overall move SMP.
  • Corner OTG into FF > A Orb doesn't link anymore
 
Linne - Tweet
  • Linne can fucking cancel her FF into roll now. Like...FF Gordeau's 5C, roll cancel it and punish him
 
Nanase - Tweet 1, Tweet 2
  • IC j.2C seems to be hella plus on block, + even if shielded. It's useful for mixups etc since it can be made to landing whiff etc
  • seems to have frame 1 low invincibility on Dash B
 
Seth - Tweet
  • Seth's fastfall followup seems to be special cancellable
 
Waldstein - Tweet 1, Tweet 2
  • 66C startup is slower
  • 720 A/B/C added. Knockdown leaves you right next to them, and does ~200 bonus dmg
  • When in Vorpal, Wald's Rock wall bounces even on the 2nd hit (airborne)
 
Yuzuriha - Tweet
  • 4B counter window shortened, followup range shortened, practically no vacuum effect.
  • Air short slashes suspected to be nerfed

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