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Nu: 6C counter no longer launch. 2C counter still float. Crescent doesn't have height restriction. Character specific- Throw>5DD>(delay)2DD>(delay)6C>C arc pulsr>2DD>JDD>J2DD> crescent for about 3k. Hakumen: corner- 5C>enma>descending JC>2C>super jump j2A>dash j2A>JC>2C>super jump j2A>j2A(went black beat here) for about 3.9k, so about 3.8k of legit damage. 5C>enma>descending JC>enma>super jump j2A>dashj2A>jc, used best for pushing opponent towards the corner. Forward throw damage is now 1.6k, instead of 2.1k. Tager: 6B、6C、3C、j2C、and spark bolt guard crush. astral input is now 2 circles D. 4D (counter)>5C>6A>collider>6C>5D

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Tsubaki: 2A has a fair amount of prorate.236D>22c>aerial is about 2k 236D is good move, probably even or slight + on block. 346D loop doesn't work back throw>214B>super jump jb>follow-up confirmed 623A has invincibility but terminates before hit comes out dp has projectile property,hakumen can cut through. charge is slightly slower. back throw>214B>5B>super jump aerial confirmed Current opinions on hakumen matchup favors hakumen. I'll do a translation of that sometime. Hakumen: hotaru and tsubaki also guard crush Bang: 5A can jump cancel on guard, cannot spam 2A can gatling twice. 5A>2A>2A 5B>623B works 2B>daifuka doesn't work 5C may be slightly slower 6C,6D,623B(ground and air) guard crush, more to come momentum doesn't carry over on B nail anymore, still does on A nail air throw now slides, can follow up ground throw hit hits target away faster. jD is faster so 5D/2D >jD works (delay on jD) j4C can combo from jA and jB (combo also on ground hit), can also jump cancel daifuka damange down by about 200 daifuka>5A>5B>jA>jB 5A>5B>2B>623B>5B>623B>6C>623B unconfirmed, but seems like should work. 3C (counter)>2B>daifuka for about 4.5k jD>2B>daifuka for about 4.3k ^C still hits all standing characters 5B>2B>6C>jD>2B>623B>2B>623B>6C>j4C>623B for 2.8k 5C>daifuka for 3.3k 5C>2C>623B>daifuka for 3.8k seems like 5C may have less damage. back step may have more invincibility. Carl: Cantata, folko,2D, 2C guard crushes Nirvana recovery is good, generally one carl only aerial combo can buy enough time for nirvana to recover to full (need more details) 2A>5A>2A>5A gatling 5B>2B>6B gatling 5B>2B>5C>6D>nirvana resting>JC>5B>2B>5C>6D for about 3k in 2 loops and little meter usage, probably for when player want to conserve nirvana meter 6D loop is basic pressure and won't take much nirvana meter Generally carl's gatling has decent buff, in the case where nirvana is broken he can now hold on his own. carl and tsubaki has special match opening nirvana guage may have been increased 5B jump cancellable on block volante hit stun on ground is not long, air hit decent, counter hit in air completely untechable. Taokaka: 2C (counter)>6C 6C>cat3>2D6>JC>8D6>JC> jump cancel cat2 for 3711 Noel: tager, carl, arakune, hakumen confirmed combo- 3c>(22b>22C>6C)X3>5D>6B>5C>jD>5D>236D for about 4.4k ragna,bang,tager confirmed combo- 6B>3C>22BC>6C>5D>6B>5C>jD>5D>6B>236D for 3267 Strong points- 5C is faster and guard crushes, fenrir command change, optic barrel faster, 5D faster, 2B hit can jc, assault through doesn't blow target away fenrir is faster and invincible air throw>2B>6C>22b>22c> dash6C>5D6B>5C>jD>5D>236D on bang Rachel: B follow up can only link into specials pumpkin movement starts slightly slower frog hitstop is longer than loc test Jin: C dp counter combos like CT super jump air a/b fireball recovers fast enough to air dash 5D can cancel into D specials D fireball landing recovery is a bit longer jB is weakened (loc test version probably) overall firepower down B musou has slight advantage on hit musou first hit untech time increased (all musou) C fireball move even slower D super damage from 3579>3080 D dp > C super for about 3.2k throw scaling is horrid, throw(2)>A dp is 1160 5A>5B(2)>3C>2B>5C>j2C>jD>C musou for about 1.6k 5C>jB>j2C still works on tager Astral won't come out, command probably changed 6B (counter)>6C>5C> super jump jC>jD>dash jB>j2C>5B>5C>B musou for 3.5k 5B(2)>5C>C mash>5C>jB>j2C>C musou for 2.6k C musou second hit guard crush 5C much improved 5B has more up hitbox, but does not hit downed/rolling opponents 6D guard crush C mash>6C doesn't work B fireball startup may be faster. a decent summary of character style will come later Ragna: May be character specific, corner- 5B>5C>5D(2)>6A>jC>jD>jD>belial>land 5D> hells fang or D dp on tsubaki for 3.9k revolver scaling still horrid 5B, 6D, jd, carnage second hit are slower combo off dp is around 2.8k ground revolver may link into 5B now (more untech time probably) ragna and hakumen, special opening ragna and rachel, special opening ragna and nu, special opening (just a shadow of nu behind lamda) Ragna and Jin, special opening Ragna and tsubaki, special dialogue during opening revolver(1, counter)>5B>5D(1)>revolver(2)>aerial for about 4.2k (was 4.8k I think) throw>revolver(2)>5C>aerial for about 3k jD,6D,2D<rocket followup>revolver followup>D dp, dead spike guard crush belial edge > 5B works on crouch hit 5B>3C>22C>5B>d dp>22C still works.

Posted

Bit of information on Unlimited Hazama (Boss Hazama). He's Hazama with BlazBlue activated, not Terumi. He starts the round by activating the Azure Grimoire / BlazBlue, which creates a Soul Eater field around him that constantly absorbs his opponent's health when they're standing in it.

Posted

Nu: D moves doesn't seem to be guaranteed anymore (disappear on hit) air throw (RC)>6C> dash 2DD>6C>2DD> aerial for about 4k 3C>A gravity>delay C arc pulsr>2DD>jDD>j2DD>crescent for about 2.9k 2C(counter)>6C>delay C arc >same as above for 2.9k 2B>2C doesn't link on standing 6A(counter)>6C confirmed tk crescent confirmed 5DD>B arc works only at close distance 5A>5B>6B>5C(all hits)>6C>b arc for 1.9k 5D(1, counter)>C arc>6C>C arc>2dd>jDD>j2DD>crescent c arc>2dd>(delay)6C>c arc>same as above C arc (counter)>C arc>6C>C arc>2DD>etc (c arc pulsr = burst rush) Hakumen: astral is 2(hold)8D 4C has no hitbox at close range (probably his arm) 4C (counter) >6C is 1214 corner j2c>5C>enma>jC>2C>j2A confirmed can't cut cloud, cloud also goes through barrier 6A may not have any head invun, but overall hitbox is better yukikaze catches low meter auto gain is slower, but meter gain off everywhere else increased 5C has slightly less horizontal hitbox 5D the same 4C (counter) >5C/enma works at certain distances can cut ouroboros jD>5C>enma>etc for about 3.8k basically hakumen currently comes down to spamming 4c/6c/jc because people have no idea how to get past those moves. Bang: A nail does notable damage, 2X of CT about 6B (counter)>2A>5B>ja>jB>j4C>jB>jC for 1.9k ~6C>jD>C nail>jD>c nail>jD 5A>5B>2B>2C>Daifuka for 3.6k 5A>5B>2B>6C>jC>2B>623B>daifuka for 4.2k D nail>5B>2B>2C>daifuka for 3.8k counter jD>2B>623B>daifuka for 4.3k counter 3C>2B>623B>daifuka for 4.5k new super is throw gauge gain decreased 5A hits all crouching 5B untech time increased 6B recovery decreased, counter links to 2A j4B is old j4C 2C less recovery, neutral on block, less scaling 6C hits all crouching (I think), longer reach, guard crush 3C less scaling, guard crush j4C, new move, combo purpose 5D faster, better GP, half damage, can't jump cancel on block, guaranteed punish 6D faster, half damage, guard crush, guaranteed punish 2D faster, half damage, guaranteed punish jD faster, more scaling, half damage ground throw wall bounce air throw ground slide 623b has less recovery J4B>5B>2B>6C>JD>6A>623B>6C>air 623B>2C for 3.3k J4B>5B>2B>6C>air 623B>5B>623B>daifuka for about 4.3k throw>b nail>6C>air 623B>2B>623B>6C>air 623B>2C for about 2600 throw>b nail>6A>623B>daifuka for about 3.6k Tager: Character specific- B buster>A sledge> gadget tager's hitbox during 2A seems to be small hammer guard crush most of the old combos seem to work. Strong wakeup game and better damage relatively should make him at least mid tier. Carl: nirvana can fire up to 6 volante. Each shot requires less than 2 seconds to recover. burio can be regular guarded in the air Jin: A moves-5A and 6A seems unchanged, 2A slightly slower? B moves- 5B slightly slower, cannot hit downed opponent, 5B>2B, did not check 6B yet C moves-2C guard cannot jump cancel, 5C is fast D moves-5D on hit can dash cancel, links to 6C on counter hit, 2d is better, 6D guard crush ja/jb slower but still good fireball-A has less+, b unchanged, C fires one slow projectile, d has more recovery air fireball- other than D all have less recovery dp- A unchanged, B can still combo 5C, may be character specific though musou- a unchanged, b is neutral or slight advantage and 3C>musou B>5C works at right distance, C floats Air musou-A unchanged, B knockdown but can be teched before hitting the ground (think Sol's drop kick), C knockdown gives neutral 5D- starter 100%, combo 64% jC/j2c-starter 55/53%, combo 60% jD- start 52%, combo 55% 3C- start 67%, combo 84% 6D- start 73%, combo 92% A dp- 800 dmg, start 44% b dp- 900 c dp- 1000 throw- 40, 70% back throw- 48% air d fireball- 655? dmg, start 58%, combo 90%

Posted

Rachel: Nromals- 5A-unchanged 2A-unchanged 6A-more recovery, less horizontal hitbox 5B-unchanged 2B-unchanged 4B-guard crush 6B-can't cancel into anything, counter hit stun less 5C-guard crush followup-wall bounce on air hit 2C-more horizontal range 3C-unchanged 6C-no more height restriction to j2c, more dmg jA-no longer overhead jB-unchanged jC-unchanged jC(hold)-unchanged j2C- can't cancel into anything in the air, can cancel into specials and 2C upon landing. j2c >land>iris may work. wind recharge weakened from loc test (this is the biggest problem) specials- ground pumpkin-longer startup air pumpkin-longer startup, more recovery pumpkin itself-no longer guaranteed, cancel out projectiles, less hitstop, less movement range, can move multiple times after activation (I think) lobelia-no longer guaranteed ground iris-command change, can call lightning before pole forms air iris-same dmg as ground, moves when wind frog-has guage, less damage, does not jump Can attack while being wind (I think) Super- Baden(both)-less damage, comes out faster, can combo from jC tempest- requires 1 wind, 4 wind dmg 2.2k, can wind to follow up.

Posted

Noel:

tager, carl, arakune, hakumen confirmed combo- 3c>(22b>22C>6C)X3>5D>6B>5C>jD>5D>236D for about 4.4k

ragna,bang,tager confirmed combo- 6B>3C>22BC>6C>5D>6B>5C>jD>5D>6B>236D for 3267

Strong points- 5C is faster and guard crushes, fenrir command change, optic barrel faster, 5D faster, 2B hit can jc, assault through doesn't blow target away

fenrir is faster and invincible

air throw>2B>6C>22b>22c> dash6C>5D6B>5C>jD>5D>236D on bang

I didn't see this in the videos. I saw Assault Through doing that in a LokeTest, and HeartNana said something about 3C guard crushing now... but at the moment, I couldn't confirm those in the videos.

Posted

Arakune's j2A and j2B breaks guard.

Posted

To clarify on Jin's 236C, the projectile starts out insanely slow, but gets a huge speed boost after a few moments; at that point it seems to move faster than any of the other ice swords.

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In the Game Chariot videos (best of 5 instead of 3), the Blast Burst numbers stay at a maximum of 2 (don't know if this option is changeable): this gives extended matches less defensive options.

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Tsubaki: AA 2cc>super jump jbb>jcc>236A>214C for 2.2k sliding>jump and descending jc>5B>aerial for about 2.2k. useful because can be jump cancelled into neutral on guard or frame trap via poke/5C astral has no invincibility during super flash but long invincibility after super flash, and attack area is big. 5D charge speed >>>>> 2D > jD 2D charge recovery>jD>>>5D Against downed opponent, 5D is best. 5BB>2BB>5CC>236D>236236D for 3k+ (level 1), charge level pending 236236C may be throw property at point blank. having 2 gauges allows tsubaki to do good damage apparently jC>5B>5C>623D>j214D>6C>jb>jc>jb>jc>j236A>j214a for about 4k combos off 5B is generally around 3k 6B for AA 236 moves prorate a fair amount All specials more or less falls this category -A is fast -C for guard crush -D for best version (requires gauge) Not sure what B is for though 5C >2D charge cancel provides advantage. Probably 2F. 5B(counter)>2D cancel>5B combos jA for AvA Hazama: 3C>214DC>2C>jCX4-5>2C>623D>632146C for about 4.3k. doesn't work on carl after 2C because delayed 623D does not work 214DB(counter)>623D>632146C for 3k+ 3C has low positioning ie upper body invincibility, can avoid ragna's revolver. Another example is beginning of match hakumen 4C, get countered by hazama 3C because 4C whiff. 5A- punch, a bit high 2A-punch, low 6A-overhead 5B-knee, decent range 2B-kick, low 6B-low, guard crush 5C-3 hits at close range 2C-may have head attribute invun 3C-sweep, long reach easy to use D followups A-cancel B-goes up than towards the snake head, takes 1 gauge C-towards snake head unless there is opponent at snake head, then jumps backwards, takes 1 gauge D-not quite sure... Gauge recovery is in constant recovery it seems. general followups after D -B or D movement and attack with hirentotsu -counter confirm into jyakou -mid range D use A feint -if cannot attack then C to teleport for further options (May have a few things incorrect but that's general for now. I'm sure they will find more stuff) 6A(I think) is for lockdown/mixup, may be neutral/advantage on block jump in should be last resort 5D>C is for movement and lockdown command throw for mixup 2C for combo 6C for mixup, pressure (again, I think I didn't get everything correctly, but this should still be decent reference) jyakou>5C>2C>jyakou for 3.7k (this can't be right) jaykou>2C>jC mash>jC mash> hirentotsu for 3.4k command throw may have some invincibility 5C>jyakou>4D>jyakou>mizuchi (snake super probably) does 5.9k

Posted

Regarding fatal counter, it seems to be counter resulting from a move that can guard crush (our examples include bang's 623B, hotaru, bang's 3C. so that fits). They said a fatal counter may result in positive proration, unconfirmed, and if true, value unknown. Just a note, this isn't necessarily correct. No one knows exactly yet.

Posted

Hakumen: 6C (full charge) > 6C combos, for 3.2k 6C(full)>6C>shippu for 5.9k zantetsu>5c>zantetsu doesn't work, need to confirm (probably just distance related) descending jC>6C>shippu 6D>6C(full)>6C>shippu for 3.8k 6D>j2c>2C>j2A>jC for knockdown and stage movement 5A-180 5B-620 5C-1110 2A-160 2B-600 2C-1030 6A_620 6B-290(1),???(2), total 498 6C-1440-1740-1940-max 2140 (holy shit, 4 levels lol) 3C-unchecked 4C-600 jA-220 jB-590 jC-980 j2a-unchecked j2c-1070 5D-0+1700 2D-0+1020 6D-0 jD-0+1610 throw-1600 back throw-0+500+1300, 2nd hit blows away, 3rd hit wall bounce air throw-0+0+1500 CA-same barrier-unchecked gurren-560 renka-total 1572 zantetsu-total 2746 enma-860 hotaru-1250 tsubaki-2200 shippu-4000, max 5500 yukikaze-unchecked Tager: combo off 6A, jD(counter), jC(counter), hammer(counter) all net combos for 4k+ air throw>j2c>2B>2C>collider>~~ gadget finger can be RC 2C(counter)>j2C>2B>2C>gadget cancel>j2c(RC)>j2C>2B>2C>collider back step may be slightly nerfed emerald is 5.6k 4d adds 4 seconds of magnetism 5d adds 6 seconds 2d adds 8 seconds jd unknown Rachel: 5B>5C(D)C>frog>3C>super jump(D)>j2C(D,lvl3)>land delay A lobelia>5B>double lili>frog>3C for 4695 5A-200(1) 2A-150 6A-520 5b-400 3B-360 4B-600 6B-540 3C-468(3)/716(5) jB-360 pumpkin-300 a lobelia-450 b/c lobelia-550 baden lily (itself)-1295 total baden lily (pole)-1586 total tempest(4w)-2023 tempest(3w)-1520 tempest(2w)-1313 tempest(1w)-1249 throw-1000 Jin: B musou- 580+800, starter 64%, combo 85%/85%. Damage decrease, prorate increase D musou- 640+900, starter 64%, combo 90%/75%. Damage decrease C mash- 180Xn, combo 95% D dp- 400+1100, starter 80%, combo 92%. Bad starter prorate 5D- 710, starter 100%, combo 64%. proration change 2D- 712, starter 56%, combo 92%. starter prorate increase air d fireball- 600X3, starter 72%, combo 90%. starter prorate increase 6B- 690, starter 80%, combo 92%

Posted

Tsubaki:

236 moves prorate a fair amount

All specials more or less falls this category

-A is fast

-C for guard crush

-D for best version (requires gauge)

Not sure what B is for though

-B version generally used for ground BnB to take to corner faster (5BB 2BB 5CC 236B 214B 22C slight charge) and more damage

-236236C/D interruptible during startup. invincibility against lows. can be blocked at point blank.

-6A can cancel to 5C or special on hit/block

-If you Charge after J.214 a/b/c you cannot airdash after recover.

-Astral heat combo atm: 5BB 2BB 5CC 236B 214B slight charged 22D 632146+C. lots of untechable time off of 22D so it's basically guaranteed.

Hazama:

C-towards snake head unless there is opponent at snake head, then jumps backwards, takes 1 gauge

D-not quite sure...

-C version will land behind opponent, D version lands in front of opponent.

-236236B is good as an anti pressure tool. Interrupts lots of block strings. really fast startup. if opponent already has a move sticking out it may trade. Fatal counter and is untechable until the opponent hits the ground.

Posted

Tager:

combo off 6A, jD(counter), jC(counter), hammer(counter) all net combos for 4k+

air throw>j2c>2B>2C>collider>~~

gadget finger can be RC

2C(counter)>j2C>2B>2C>gadget cancel>j2c(RC)>j2C>2B>2C>collider

back step may be slightly nerfed

emerald is 5.6k

4d adds 4 seconds of magnetism

5d adds 6 seconds

2d adds 8 seconds

jd unknown

Do you know how much magnetism Gadget Finger adds?
Posted

Take these opinions with a grain of salt. () are mine, rest are roughly what I digged out from BBS posts. tsubaki- 6C is fairly strong, 2c is good AA, once gauge control becomes better her dmg output will be good, plenty of combo options to work with, non-existent cross-up game so far, ok mixup game, lack of range is primary weakness and makes matches vs litchi/hakumen/etc a pain. hazama- work in progress. Nothing really concrete yet. Nu- plenty of guard crush moves, but lack the ability to put opponents into lockdown consistently so guard crush ability is mediocre. b pulsr is even on block, c is about -4 (I don't think it will be hard to IB once you get use to it either. It's a case where experience will overtake the ambiguity/speed of the move). Hakumen- (I didn't find any strong JP opinion, but overall I think there is still a bit of potential with hakumen. Hakumen players need to get use to the crappier AA and stop doing 6A on reaction to air approach, find a new sweet spot for jC/4C and one for 6A/6B/2B. combos will need to be reworked in favor of using jC as knockdown tool in mid-screen combos to more efficiently move the stage. Combo option and damage output looks good, not to mention D cancel after normals are still an option to be explored. Overall on paper he should be one of the stronger characters) Bang- No details given, but overall much better. May not be quite as good as he looks currently, but definitely one of the stronger characters. Tager- Legitimate offense, but most defensive woes still exist. AA got somewhat fixed (going to mainly be determined on how good 2A is AA. collider got buffed more from a offensive stand point than defensive, and 4D as AA is more of a gimmick). Ability to deal with characters with good hitbox/range still lacking. While no longer unplayable, will probably hang in the middle of the pack. Litchi- No real opinion formed yet (Still solid character, buff resulted mostly from nerf to everyone else though. New tools look nice, no real opinion though because my understanding of litchi is lacking). People said she should be one of the stronger characters. Arakune- Similar to how hakumen plays in the beginning of the match, test the waters and play very defensively, which isn't terrible because there are still some good normals to work with. At long distance immediately drop bell/cloud out to provide defense. 2B still works decently as AA unless against moves that has great lower hitbox such as tsubaki's jC or jin's j2C. mid range can super jump j4b to go into close range, super jump cloud to play neutral, bait AA with jD, low air APQ to go into point blank, or low air CPQ to beat AvA. close range engage with 5D and work from there. Biggest problem is against fast characters (ie, tsubaki). Long range characters aren't as hard to deal with. And of course, arakune can still beat out obvious approaches just as easily if the opponent plays too aggressive. Again, it's all about getting that first curse. Carl- Has fair amount of potential. No strong opinion formed. Taokaka- (Another character that mainly got buffed due to nerf around her. Not to mention a lack of real change) Noel- lack of tools at the moment, will require exploring. 5C is good, 5D as well (apparently has full invincibility). AA and AvA are a notch down but should still be ok (6A, however, seems to be near worthless imo). Ability to approach the opponent is the biggest concern at the moment. Rachel- Ability to initiate pressure is fairly bad. Not a zoning character. Damage output still exist according to H.H., but requires a lot more gauge usage and set up due to decrease of baden lily main body damage and emphasis on pole damage. Frog may actually be a buff from the old frog. There are still things to be found of course, but a character with bad normals is very difficult to work with. It didn't use to be a problem because rachel had a handful of moves that masked the crap moves in her repertoire. Jin- Solid character, still has plenty of options. Plenty of combos, but damage nerfed by a decent amount. mid range game got better. (text book mid-high B in most categories imo). Ragna- Top beneficiary of nerf around him. Options are still kind of mediocre, but damage return is high now comparatively, so risk/reward got much better. Main nerf to blood kain (The guard crush isn't going to outdo the massive nerf to life steal). belial is great as a gimmick and as a combo piece. While judging him will be inaccurate due to certain factors, definitely one of the top characters.

Posted

Jin: DMG/BASE/STARTER/Combo 5A- 175/72/59/82 5B- 350×2/80/68/86 5C- 710/72/61/85 2A- 175/63/51/82 2B- 450/56/48/86 2C- 720/80/68/85 6A- 640/70/56/80 6B- 690/80/73/92 6C- 920/80/72/90 JA- 175/72/59/82 JB- 540/80/71/89 JC- 700/90/54/60 J2C- 700/87/52/60 5D- 710/100/64/64 2D- 712/56/51/92 6D- 712/80/73/92 JD- 740/94/51/55 3C- 550/80/67/84 throw- 0、840、840/100/28/100、40、70 back throw- 0、1280/100/48/100、48 A fireball- 500/// B fireball- 500/// C fireball- 500/72/64/89 air a fireball- 500/// air b- 500/// air c- 500/// air d- 600×3/72/64/90 A musou(both)- 560/64/57/90 B musou- 580、800(1015)/64/54/85 air B musou- (1124)/// C musou- 640、900(1158)/64/57/90 air C musou- 690、960(1288)/75/63/84 D musou- 640、900()/64/57/90、80 A dp- 800/48/44/92 B dp- 900/54/49/92 c dp- 1000/40/36/92 d dp- 400、1100(1209)/80、92/73、84/92 c mash- 180/100/95/95 d super- (3070) yukikaze- 100、3700/100/29/73、40

Posted

These are still opinions but are based on last nights experience playing Continuum shift. Arakune: Hazama is looking like a bad matchup for him so far. Since he can get to you in a heartbeat and also keep himself away from you if he wants. Arakune needs to land several hits that would normally curse to fill that bar enough to initiate curse mode. Though once he gets it, it's not too bad for arakune. Carl: He has a lot more potential now with his damage increase and even though he doesn't have the clap loop anymore, his ground loops do a decent amount more damage and are fairly easy to trick your opponent into now. Sending the fireball at your opponent from offscreen can be an interesting pressure trick for not only you but getting ppl off you.

Posted

Litchi- No real opinion formed yet (Still solid character, buff resulted mostly from nerf to everyone else though. New tools look nice, no real opinion though because my understanding of litchi is lacking). People said she should be one of the stronger characters.

She has way more mix up options, more ways to push you into the corner from anywhere, and apparently the same corner set up as in CT. She's looking really strong.
Posted

She has way more mix up options, more ways to push you into the corner from anywhere, and apparently the same corner set up as in CT. She's looking really strong.

I'm pretty sure the ara vs litchi matchup will be in her favor now. This is one that I'm very positive on. My reasoning for this is that in CT, the matchup was 4.5-5.5 in aras favor. However, now with her buffs and aras nerfs, I'm almost sure its in her favor.

Posted

Rachel: 5A:435 58.75% 2A:400 62.5% 6A:791 67.75% 5B:720 80.0% 2B:571 52.75% 4B:888 72.0% 6B:815 68.75% 5C:756 76.5% follow C:856 76.5% 2C:955 63.75% 3C:694(3HIT) 56.5% 6C: JA:571 67.75% JB:607 61.75% JC:759 64.75% J2C:1070 67.5% J2C(LV2):1538 84.5% J2C(LV3):2338 84.5% 〇Special Pumpkin:547 61.75% A Lobelia:714 66.0% B/C Lobelia:814 66.0% Air A Lobelia: Air B/C Lobelia:814 66.0% Iris:1047 61.75% Frog:808 65.0% Lily(main):1539 61.0% Lily(pole):1830 61.0% Tempest(4w):2194 42.75% Tempest(3w):1649 32.25% Tempest(2w):1430 29.25% Tempest(1w):1366 29.25% Throw:1252 63.0% Back throw:1252 63.0% Some values looked kind of weird for me.

Posted

Not sure if its been posted or not but: Bursting removes some of your guard primers. At 5 it appears to remove 2, at 3 it appears to remove one primer etc etc. You can still burst twice in a single round, using all of your stock. I would assume this is why they kept the stock at 2, even for 3/5 matches. Instead of someone getting up two rounds, then having the ability to burst three times to guarantee a win.

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