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Current Hakumen change compilation (basically nothing new, just someone put it all together): new jc, looks like johnny's js. new j2c is old jc new j2a is old j2c add 4c 3c linkable into 5b 5b bigger hitbox cutting projectiles cause barrier akumetsu added jd hit is untechable tsubaki otg time increased c moves generally faster 4c cannot cancel into specials zantetsu damage decreased zantatsu does not link into 5c air dash j2a links for loc test 2 6a slower 6b slower, 2 hits, first hit overhead gurren command 214A yukikaze catches low a and b normals can be cancelled into catch.

Posted

Jin Compilation: Guard Primer- 5 Guard Crush moves- a/b/c dp, first hit d fireball, second hit d dp, second hit d musou, wave super. ice will auto break after time. 5A has a little more active frames (unconfirmed) 2A slightly slower, won't effect too much. Scaling decreased (probably why 2a combo can do 3k) 6A can gatling into specials even on block (good thing and bad thing I guess) jA is slightly slower. jA > jC confirmed 5B is slightly slower than current game, much faster than loc test 1. 5B (Counter) > 6C still works. crouch counter hit, air counter hit (2 hits for both) > 6c confirmed. 2B > 5B removed 6B is faster. Slight disadvantage on block? Unconfirmed. jB is slower. c jB works only on tager. 5C is faster start-up, block stun lowered, range shorter (unconfirmed). 2C is not jump cancellable on block. 6C is slightly faster, hitbox is a little thinner? jC has fast start-up, low block stun. gatlings into jD j2C is old jC, smaller vertical hitbox, a little more horizontal hitbox, gatlins into jC. descending j2C counter (mid ranged hit) > land 2D confirmed 5D is faster, block stun less, dangerous if blocked in the air and close. can only be cancelled into dash and is still disadvantageous. dash cancel now have counter window. 5D counter > wave super confirmed. 2D is faster, less block stun. Because extremely fast now, used in combos will help damage output. 6D faster, freeze time less, no change in combo ability. jD faster A fireball faster? a little more recovery than before C fireball is A + B. D fireball ground more recovery, can still 6C > d fireball > A dp D fireball air more landing reecovery (same as regualr air fireball). D fireball > land 6C unconfirmed. A dp more recovery, scaling is 70%ish. More recovery but doesn't effect combos. Counter A dp still goes into both supers. B dp faster, more recovery. Corner combo still exist. C dp a lot more recovery, scalign still 50%. Counter in middle of stage link A dp follow-up, corner 5B > 5C follow-up D dp first hit scaling now 80% B musou standing and air hit don't knockdown. C musou is higher. 3c C musou is character specific. C mash hitstop changed? knockback decreased? damage increased? wave super less damage Main combos- 2A>5B(2)>5C>C mash(8)>C musou mid screen hit 5B(2)>5C>C mash(8)>quick dash 6C>2D>6B>delay C musou Mid screen crouch hit 5B(2HIT)>5C>6C>2D>quick dash 6B>C mash(8)>6C>C musou

Posted

Litchi combos: 5B>5C>6D>5B>6B>2C>3C>小手>2B>2C>jc>JB>JC>JD>ダッシュJC>4D>後小手>JC>3C>四風 5B>2C>6D>5B>jc>JB>JC>JD>ダッシュJC>4D>後小手>JC>3C>四風 I couldn't tell if this is confirmed or not.

Posted

I don't know if it's already been mentioned but you're able to kill after you burst someone (the pop-up gold burst). See Discotheque's jin vs hakumen. If it's already been mentioned this post is bye-bye.

Posted

Just correcting a mistake in the first post, Tager's listed as having Jin's counter super, should be removed (unless it's true? :psyduck:) Speaking of Tager, I'd kill for a Tager video...anyone you want dead?

Posted

in one of those vids shows 2 Litchi changes: the first hit of staffless 6C is now special cancelable and Itsuu B (Stick 41236D-> B) now combos normally (in CT the first hit must be CH in order to get the 2 hits)

Posted

Updated Tsubaki and Hazama I think theres really no point to go over details for these new characters as characters are not completed yet and info about detailed moves are not really helpful to the player who havn't played CS yet. I just sited some basic introduction about the character concept and their fighting styles.

Posted

top posts should have concluded almost all the new info for each character i am trying to confirm these info from as many sources as possible but there can be still something missing, or something wrong

Posted

next loketest is scheduled at coming weekend For those who live in Tokyo: 【アドアーズ荻窪西口店】 店舗住所:東京都杉並区上荻1-16-16 喜屋ビル1~2F 実施期間:10/10 ・11・12(土・日・祝)10:00~24:45

Posted

From that Jin/Hakumen battle, I think it's worth noting that you can kill with a combo that started with an offensive burst, unlike in Calamity Trigger where it leaves the opponent's HP at 1.

Posted

From that Jin/Hakumen battle, I think it's worth noting that you can kill with a combo that started with an offensive burst, unlike in Calamity Trigger where it leaves the opponent's HP at 1.

Yeah, somebody pointed out that fact in the past but some people might have missed it.

Posted

few things about litchi that I don't see on the main page clarification about the "slower" start-up of all green: judging from the video they either revoked this change or the change is nearly un-noticeable (like...used to be 1 frame...maybe 2-3?) seems to be more un-techability in the staff throw/return: staff hit into 41236D~C used to black beat, now it combos also, it was mentioned that 4D is special cancelable (at least into 236B)

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