Andru Posted October 12, 2010 Posted October 12, 2010 4b looks like it sends them away from you. can combo straight into 2dd. 214a lost its invincibility. still has recharge meter. how retarded. oh snaps, she really doesn't need to lose 214a. it was already such a gimp dp.
RinHara5aki Posted October 12, 2010 Posted October 12, 2010 Great. Now we have her 6b counter assault (which is fucking useless) and her calamity sword (so free on block) as her only defensive option. Great job arc, this robot is now dead on defense
germanturkey Posted October 12, 2010 Posted October 12, 2010 i guess i can live with c-tier for a game. at least Nu's back in BB3... honestly, if they gave back (some of) her zoning tools from CT, i'd be okay with a shittier defensive game, because we already put up with that in CT. but removing a reversal and not giving any more options is just stupid.
zreb Posted October 12, 2010 Posted October 12, 2010 lambda is over you can tell because loketest 2 is final and there aren't several more loketests coming before launch yep
RinHara5aki Posted October 12, 2010 Posted October 12, 2010 4b looks like it sends them away from you. can combo straight into 2dd. 214a lost its invincibility. still has recharge meter. how retarded. Actually a close look at 4b, it looks like she actually RETREATS slightly after 4b. This means there are no more close range 4b -> dash -> crossunder 2dd combos anymore.
kenja0 Posted October 12, 2010 Posted October 12, 2010 lambda is over you can tell because loketest 2 is final and there aren't several more loketests coming before launch yep There are two more scheduled loketests: this week and next week. However, if no invincibility Gravity stays then that Tager matchup will be looking pretty bad then... Hell if Gravity is gone, then there goes my gameplan for anything I do in this version of the game... How am I supposed to use it? In mid combo? Bleh. Hell, I'd rather it get George proration than to completely lose it. I guess I'll have to learn to perfect block better. On a separate note, Burst rounds down now (5->2 instead of 3). Although that's bad for Lambda, with Bang and Hakumen getting 5 Primers, she has a much better chance of forcing a guard crush on the ENTIRE cast (Tager double burst into 2 Primers). Goody.
zaeris Posted October 12, 2010 Posted October 12, 2010 Here we go guys visual confirmation on Lambda in BBCS2 http://www.youtube.com/watch?v=oaYyVbjcxUQ lol, seems like lambda hit the stone age again. I pray this sweeping nerf affects everyone since most of lambda combo that were situational in the first place are now even more situational... unless people get hit by random act C. stuff that people have said but I will note it anyway: 4b combo even on Ch is gone lol, a well jc j2c jc j2c combo here we come. no DP combo... since gravity still floats on Air hit between using gravity and 6a/5a to AA people will stick with 6a, gravity now as useless as 2c. Anyone notice her backdash seems nerf likes it travels shorter? Maybe im looking at it from a smaller screen so everything looks shorter. stuff that’s workable... 6a combo, random act C hit and RC combo.... this lack of versatility is rather depressing. good time to move back to playing rachel~
cookiehours Posted October 12, 2010 Posted October 12, 2010 I really don't know whether to laugh or cry right now. We'll just have to see the changes in person once they come out but for me, I'm very concerned at this point.
germanturkey Posted October 12, 2010 Posted October 12, 2010 kenja, he was commenting on my post. anywho, there's no need for a 4b crossover because you can still do the same combo from the same side. the cross under was 2dd something something something, i think you can still do that just without the cross under.
ZONG_one Posted October 12, 2010 Posted October 12, 2010 Great. Now we have her 6b counter assault (which is fucking useless) Better than Carl's.
severin Posted October 12, 2010 Posted October 12, 2010 I've always wanted her CA to be just act pulsar forwards. As for the rest of the loketest changes right now, I DON'T CARE :^) Nothing seems like it's getting changed past the point of minor adaptation. This isn't a CT -> CS Rachel situation. As far as not having invuln on her "DP", oh well, guess we'll actually have to block, like every other character without a reversal.
mAc Chaos Posted October 12, 2010 Posted October 12, 2010 I played Stickbug's Lambda and he pretty much never used her DP ever. And I was trying to bait it out the whole time too :P He just managed to block well. Although I can't imagine how effective it would be with someone like Bang... Couldn't you still do something like, IB > backdash, or IB > backwards IAD? She seemed fine as it was with it though.
Andru Posted October 12, 2010 Posted October 12, 2010 It just looks like they're intent on nerfing her in some way, but they're just not sure how exactly yet.
Beautiful Death Posted October 12, 2010 Posted October 12, 2010 Hey well at the very moment she doesn't look so bad. Not so hot. But yeah? She isn't so hot as she is in CS as it is. She looks fine. ARGH. Mid-tier or so. Around her current position. And about gravity......well, if it's losing it's invincibility as people have been saying, might it's proration be brought down? Remember, Nu's gravity had 100/99 proration, probably because well, uh, it was a slow mid attack? Like, who would get hit with this raw. Really. Lambda's had monstrous 60/99 proration because well, it was of DP of course. Guess it doesn't matter. I can't see when anyone would ever get hit by a 19 frame mid attack with no invincibility, so I suppose it'll be a combo fodder move. Would be nice if the meter was removed, of course. I would love that.
germanturkey Posted October 12, 2010 Posted October 12, 2010 i wonder if throw > tk crescent > combo works..
RinHara5aki Posted October 13, 2010 Posted October 13, 2010 Better than Carl's. I call you out on a counter assault MM :3 I've always wanted her CA to be just act pulsar forwards. As for the rest of the loketest changes right now, I DON'T CARE :^) The hell are you MikeZ? xDDD Nothing seems like it's getting changed past the point of minor adaptation. This isn't a CT -> CS Rachel situation. As far as not having invuln on her "DP", oh well, guess we'll actually have to block, like every other character without a reversal. No, I agree, its not that drastic, but I don't believe in a range/zoning character without any options for a reversal. I play Taokaka as well and I NEVER play defense as much as possible and she has barely any defensive options as well. But at least her super reversal is reliable, and her counterassault is useful.. Kinda a null subject until we actually SEE the rest of the loketest tho It just looks like they're intent on nerfing her in some way, but they're just not sure how exactly yet. But she was a perfect B tier, such a balanced character.. :< i wonder if throw > tk crescent > combo works.. You mean throw -> (dash if not in corner) -> 6a -> tk? Yeah we dont know if the throw -> 2dd was sword canceled, or we can't dash anymore. I think we still can though.
germanturkey Posted October 13, 2010 Posted October 13, 2010 yeah, she was ± 0 if i remember correctly. no, i'm talking about how her new throw tosses them up so high. so maybe you can just tk straight out of throw.
No Limitz Posted October 14, 2010 Posted October 14, 2010 yeah, she was ± 0 if i remember correctly. no, i'm talking about how her new throw tosses them up so high. so maybe you can just tk straight out of throw. That depends on how much recovery there is on Lambda and the opponent since we'll need 4 frames to jump then another 17 to do the Crescent after the throw. Even then guessing from the video of the throw, they still get thrown pretty far horizontally so linking a 5D midscreen after a TK CS is probably out of the question. The thing i'm concerned about is if it's still possible to throw > Crescent Loop in the corner if the opponent is able to tech before he hits the ground.
zaeris Posted October 14, 2010 Posted October 14, 2010 That depends on how much recovery there is on Lambda and the opponent since we'll need 4 frames to jump then another 17 to do the Crescent after the throw. Even then guessing from the video of the throw, they still get thrown pretty far horizontally so linking a 5D midscreen is probably out of the question. The thing i'm concerned about is if it's still possible to throw > Crescent Loop in the corner if the opponent is able to tech before he hits the ground. I be sad if our corner option are throw RC walk back 2dd tk cresent dash 6a ectera >.> mid screen combo looks like it's possible to do a mini dash 2dd pick up, which might help in start a tk combo.
RinHara5aki Posted October 15, 2010 Posted October 15, 2010 I be sad if our corner option are throw RC walk back 2dd tk cresent dash 6a ectera >.> mid screen combo looks like it's possible to do a mini dash 2dd pick up, which might help in start a tk combo. But she was never able to RC after a throw :<
No Limitz Posted October 15, 2010 Posted October 15, 2010 I hope you guys don't mind me just doing a better compilation of the loctest changes here, the one in the gameplay forum is incomplete and disorganized. Normals: Overall Cs + Less proration(?) 4B: + faster start up + shorter recovery - lambda gets pushed back while opponent gets launched further horizontally Drives: Overall - shorter untech time(?) 4D + Moves her backwards + More frames for D follow up activation(?) 5D - D follow up slower Specials Act Parser Zwei + goes through opponent if done close enough Act Parser Zwei: Blade - slower start up Act Parser Zwei: Cavalier - slower start up Sickle Storm: + faster start up(?) + shorter Recovery + hits 6 times (instead of 4) Gravity Seed + Start up is faster + forces crouch state on opponent, no longer floats + gauge recovers faster + standalone CH is now a FC - no more IFs on start up Spike Chaser - start up slower - launches opponent up higher Crescent Saber + bounces opponent higher (easier to do the crescent loop) + longer untech time - higher proration Others: Throw - launches higher (Can't link 6A anymore, even in corner, midscreen 2D possible though)
severin Posted October 15, 2010 Posted October 15, 2010 One correction: Crescent loop does less damage, rather than less meter gain. "Heat" in that context is more along the lines of the word "firepower".
lime93 Posted October 16, 2010 Posted October 16, 2010 so if CH Gravity Seed causes a longer hit stun then CH Gravity Seed > 236C should work hopefully
RinHara5aki Posted October 16, 2010 Posted October 16, 2010 so if CH Gravity Seed causes a longer hit stun then CH Gravity Seed > 236C should work hopefully And now since CH gravity is now FC... 214a CH FC -> ... -> 236c sounds like it will lead to GODLY damage >:3 Edit: oh wait cavalier startup is longer maybe it won't work
Recommended Posts