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Posted (edited)

Lambda footage starting here (includes Murakumo Soutenjin's Default and Active Flow versions)

There is some Lambda footage earlier, but it's from here when it became interesting (for me, at least).

Edited by GunBlazer
  • 3 weeks later...
Posted

Zukki Tweets  (latest loketest):

2B5C 繋がる

6A5B ガト有り

C系統途中で必殺技キャンセルができる、他のCやDでは出来ない

カラミ 単発2400

カラミティ保障ダメージ 地上空中どちらも960

6Cchキャバが繋がる

クレrc3C 繋がる

 

2B > 5C can connect

6A > 5B gatling : OK

C moves cancel OK (just like before), however we can't do C moves > D sword anymore

Edit -> C moves : Hits 1-7 = Only Special cancel ; Hit 8 = C moves / D Swords cancel

One hit Calamity Sword = 2400 damage

Calamity Sword guarantee damage = 960 (both ground and air hit)

6C counter hit > Cavalier can connect

Crescent Saber > RC > 3C can connect

 

Posted
    C moves cancel OK (just like before), however we can't do C moves > D sword anymore

Calamity sword minimal damage is 960 (both ground and air hit)

NOOOOOOOOOOOOOOOOOOOOOOOOOO

Posted (edited)

That Calamity Sword nerf is definitely going to hurt, but I guess it's an okay trade-off for better over-all damage output. 

Edited by Frost Monarch
Posted

Sorry I haven't been clear enough.

One hit Calamity Sword = 2400 damage (カラミ 単発2400).

960 = guarantee damage (ex : combo ender). So this is a buff (because 960 guarantee damage on ground too).

Posted

Still a nerf. Right now, Normal Calamity Sword deals 2000 alone, while OD deals 2500. We had 1000 guaranteed on Normal Calamity Sword, and 1250 on OD version. As it is now, it matches Nu's. ;_;

Posted

Unless I'm misunderstanding something, I really don't think a 40 damage nerf to air combos with the super finish is going to matter much. Plus we have +400 for the reversals and CH combos with CS as the starter(yeah it's unsafe but you just gotta be judicious in it's use), so I think it's a net buff overall.

 

However, fuck the loss of C->D gatlings, that's rude as fuck. (unless the increased drive speed can compensate for that.)

Posted (edited)

About C系統途中で必殺技キャンセルができる、他のCやDでは出来ない: 途中 means midway so it actually means C attacks can be (special) cancelled before the attack ends (before the final hit). Also it's not just Ds it can't be cancelled into, it's other Cs as well.

Reading up on jBBS, it seems C>D gatlings still exist, just only on the end of the attack. You can just cancel Cs into specials earlier than before. There was actually a short discussion there because someone misunderstood (the same way you all did), but a person clarified saying that Cs can still cancelled into normal attacks after the attack ends, it's just they can now be cancelled into specials during the attack.

Edited by Tokkan
Posted

About C系統途中で必殺技キャンセルができる、他のCやDでは出来ない: 途中 means midway so it actually means C attacks can be (special) cancelled before the attack ends (before the final hit). Also it's not just Ds it can't be cancelled into, it's other Cs as well.

Reading up on jBBS, it seems C>D gatlings still exist, just only on the end of the attack. You can just cancel Cs into specials earlier than before. There was actually a short discussion there because someone misunderstood (the same way you all did), but a person clarified saying that Cs can still cancelled into normal attacks after the attack ends, it's just they can now be cancelled into specials during the attack.

So, using 5C as an example:

Hits 1-7: Only special cancel

Hit 8: 2C/6C/#D cancel

Close enough? If so, phew.

Unless I'm misunderstanding something, I really don't think a 40 damage nerf to air combos with the super finish is going to matter much.

It's really salt-inducing when someone survives though (seen it happen with Nu's OD CS, 1238 guaranteed)

Posted

So, using 5C as an example:

Hits 1-7: Only special cancel

Hit 8: 2C/6C/#D cancel

Close enough? If so, phew.

Zukki updated his Lambda memo for loketest 3 and clarified that it is exactly as I said, so yes.

C系統 全段出し切りのまま
最終段以外でも途中で必殺技キャンセル出来るようになった
他の通常技(C,D,6B)では途中でキャンセルできない

  • 2 weeks later...
Posted

More loketest 3 notes as translated by @HiagoX

 

  •  6C knocks away less? "6C CH > 236C" and "low height 6C > 236C" all worked fine
  •  6A > 5B gatling added back (had been removed)
  •  6B > 2D > 4D works due to the D buttons' untech time increase
  •  Gravity takes longer to refill on whiff (still the same as CPEX on hit)
  •  TK.j.214D > RC 3C connects now; more untech time? D buttons don't float opponent on normal hit, but do on CH and OD
  •  632146D ground and air versions both deal 960 min daamge; they share SMP; OD ver. does not share SMP with normal ver.
  •  236236D dealt 1510 damage on Tager
  •  5C FC > 5D > 236C connects again (didn't in the last loketest)
  •  raw corner 236C > 22D works again; ~6C > 236C > 22D does not

A bit disappointed regular D's don't float on hit anymore, as that means no more 5C > 6C > 5D > JC > j.6D routes. Regarding the 236236D super, either they buffed the damage on the swords, or they increased the amount of swords; because doing it on Tager now produces 19 hits at 974 damage. Also, of what little I could read in the Evernote that Tokkan posted above, Lambda now shares Nu's "laser" sword SFX's. Would appreciate if someone could translate that fully.

  • 2 weeks later...
Posted (edited)

New changes I can gather from the grand opening of the CF site: 

  • Cavalier now has a follow-up version (6C after 236B) in addition to its standalone version (236C). This probably doesn't really change much, Tri could already be canceled into Cavalier in loketests.
  • From the screenshot Legacy Edge has a WAY smaller pocket than in CPEX. Might be useful for combos. Apparently this change was actually requested by Zukki in the loketest surveys, so that's cool.
Edited by Tokkan
Posted

Glad to hear about that Legacy Edge change, hopefully that will allow all characters to be hit by the same amount of swords instead of it varying on the characters hurtbox like in CPEX. 

  • 2 weeks later...
Posted

Some translated notes from the latest loketest, got them from here. https://twitter.com/HiagoXYZ

- Ds are faster; more blockstun on air hit (cavalier hits afterwards)

- Gravity stays there even if you don't hit the opponent

- Legacy Edge doesn't spend meter if you get hit before superflash

- You can follow up OD Calamity ground hit with a combo

- Spada is - on block but hard to punish (the new 236B?)

- air D moves won't float opponent on hit

- 5B/6A's air untech time has decreased so following them up with 5C is hard

- 2D/6D angles have changed

- Cavalier goes farther

 

Also, has there been any confirmation if lambda can control the D followup?

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