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Posted

Hakumen's 6B doesn't seem to have new properties, just a motion change. Bang: Umbrella guaranteed to come out once activated, command input change. Furinkazan takes 50% meter, command input change. new super does 1k more damage (about).

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Posted

Not bad tagers moves seem to be a little quicker ha i think the 4d was a little odd looking maybe thats just me and the rocket finger does look very similar to pots in GG.

Posted

Specifically, at 2:55, Noel starts a chain revolver. The chain revolver start is the current (Drive) 5C, which explains why it doesn't combo into (Drive) 6C.

Old 5D motion is clearly new 5C, ex

Old 5C is some drive attack. (Its listed somewhere)

Old (Drive) 5C is new 5D.

Old (Drive) 5C doesn't have invincibility frames, is slower than (old) 5D, but had a large enough hitbox to hit Taokaka crawl. :vbang:

So I'd like to see someone attempt 6B -> (new) 5D and see if that still combos.

Posted

Using this video as a source: http://www.youtube.com/watch?v=4k5DJAoeViY

It appears Volante, Carl's projectile is able to reach anywhere on the field, regardless where Nirvana is positioned and fast. It also trades with Lambda's swords.

Carl's Gear DD in CS deals the same damage in CT. 2553 damage.

2A->5A->5B->6B]6D[->j.2C->Alle~Can->5B->6B]6D[ deals 1672 in Continuum Shift and Calamity Trigger.

No sign of Carl's overall damage increased. (Was that a rumour or just revoked? Ionno)

Posted

well in antihippy's video hakumen's 6a moves him decently forward. @ 0:20 hotaru seems to have a bigger vertical range @ 2:54 his new j.C seems really safe because he throws it out almost every time he's in the air.... probably just my imagination :|

Posted

Bang: D moves seem to have more scaling overall (both as first hit as well as combo hit). Some normals also seem to ahve more scaling. Compared to currently, damage output ranges from .6-.9X in loc test 3.

Posted

Ragna's Guard Primer is now at 5 instead of 4. Also, during Blood Kain, all of Ragna's moves that reduce Guard Primer ignore Barrier. On the aesthetic side of things, Ragna's stage is now Monorail. Tager is still in Orient Town. Edit: It's more than just Ragna that's received changes to his Guard Primer. The current situation looks to be as such:- Tager: 10 Bang, Haku-Men: 6 Everyone else: 5 Rachel, Taokaka, Carl, Λ-11-: 4

Posted

the first hit of Litchi´s 6D [m] is special cancelable on hit. Also the last hit of Daisharin DD (the falling stick) breaks 1 guard primer. NOTE: Im a bit unsure about daisharin, because in the video, noel was recovering a guard primer (it was flashing) but then she blocked the last hit of daisharin and the flashing primer dissapeared and then she lost another guard primer. So maybe daisharin removes 2 GPs. But im not sure if you block a GP breaker move while you´re recovering one makes the one you´re recovering dissapear or not, if someone can confirm this it will be appreciated

Posted

Tager: A > 4D combos, but 4D is not special cancellable. 4D counter wall bounce (I think that was mentioned already) 4D less drawing than 5D, maybe. B sledge can be teched earlier it seems

Posted

the first hit of Litchi´s 6D [m] is special cancelable on hit.

Also the last hit of Daisharin DD (the falling stick) breaks 1 guard primer.

NOTE: Im a bit unsure about daisharin, because in the video, noel was recovering a guard primer (it was flashing) but then she blocked the last hit of daisharin and the flashing primer dissapeared and then she lost another guard primer. So maybe daisharin removes 2 GPs. But im not sure if you block a GP breaker move while you´re recovering one makes the one you´re recovering dissapear or not, if someone can confirm this it will be appreciated

A Guard Primer in recovery does not count as a full Guard Primer token. If the player blocks an Guard Primer breaking attack while that player recovering a token, it acts as if it was never there in the first place.

Posted

more litchi stuff from looking at the videos: shin shin's (41236D without staff) 5D trajectory slightly altered, used to just go diagonally up a little, now continues forward, like a normal 5D staff fling 6D plants stick at 5D trajectory. I also saw in another video that it seems she can now do hatsu (236B) and chun (236C) after she jumps onto the staff...these act much like jam's IAD kick moves, as the propel her towards the ground instead of the normal direction Hazama's terumi super now seems to be unblockable and homes in on target

Posted

Rumor going around this is the last loc test. Hazama: Has guard crush moves in this loc test: 6A, 6B, 6C. Bang: The super changes were mentioned so I will skip those. 2B scaling (first hit scale)/reach is worse. It's one of those two, not both, can't make it out. No change to throw. Still cannot obtain legit no meter combo. Doesn't seem to be more recovery when setting down bumpers. New super now does 2530 damage. 2B standing hit combos into daihouka. combos-    B>2B>2C>6C>623b 1600    B>2B>daihouka 3600, 3900, if A is combo starter (wtf?)    B>2B>6C>JD>6A>623b>2B>623b>6C>JC>J2C 2400, if A start 2800 (again, wtf?)    B>2B>6C>JD>C nail>JD>C nail>D>JC>J2C 2200 with 3 marks    B>2B>2C>C nail>JD>C nail>D>JC>J2C 1600 about, with 2 marks    JD>2B>623b>2B>623b>2B>623b>daihouka 3000 So, it seems D moves do scale a fair amount now, and I don't get that A combo starter nets more damage than B combo starter. the hell? Furinkazan combo B>2B>6C>JD>2dc2B>7dcJB>forward momentum JD>2dc2B>7dcJB>forward momentum JD>2dc2C 4000 about 6C more hit stop (i think), 2B untechable time increased so all character can loop. Standing hit results in 3 marks, crouching hit results in 2 marks (hard on rachel). Very likely to get furinkazan in all rounds now. 6C hits all characters, and combo avg dmg is 3-4k (considered high for this game) in furinkazan. Bang more or less becomes a high damage output character The guy is either saying damage bonus in furinkazan is removed, or he thinks it would be better for balance if it was to be removed. Arakune: JC can be dive canceled, jump cancel not confirmed. →5C>hjc>JA>JC>Adive(also jump cancel A dive)>daican(?)5B>JA>JB(2~3hits?)>JC>JD    2k dmg and 25% gauge. 5A>6B>J6D combos 2A>5B>5D>low air dash (i think)J4B>5A>6B>J6D 2k dmg and 50% gauge I'm skipping the bug explanations because it's a bit hard to understand the comparisons. Conclusion is that A bug has the best properties, with it's long hit stop. D bug is a bit slow but good in the corner Throw > super > 5D is about 4800 and 50% gauge also 6A>5D>super>5D is another good combo. 2B either clashed or lost to hakumen's jb. Not sure if it can still be used as AA. Dive X 3 still works occasionally, not sure about the conditions. Carl: Cantabille (sp?) first hit can be RC. Hit can RC into 5b, 2b, 3c. 6c not possible it seems. second hit hitbox decreased Noel: j6D is now j4D.   ・6A→6C→jc→→JD→5C up to 3 times 2200~2400dmg   ・6A→6C→(jc→JD→5C)*2→236D 2700dmg   ・6A→6C→jc→JD→5C→6B→5C→6B→236D 2800dmg Rachel Frog slide more when using wind. j2ad no longer connects, j2bd still works as combo link from 5b (I think that's what they are talking about). C(2)→frog→3C→6D(near corner)→B→JB(frog attacks here)

Posted

Arakune's normal backdash is back. The D bug when coming out the ground breaks guard primer.

Posted

haha yeah I posted in the wrong thread. To contribute, I notice in one video, Nu's old rolling floor saw seemed to have changed for lambda. I read in the first post it stays for 3 to 4 hits, but in the video I saw, it looked like it was stationary. Not sure if 236D hits are in one position or rolls across the opponent with the 3/4 hits going through.

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