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Posted
I'm really not too sure what to make of those changes. Seems like the kind of things I'd need to actually see for myself to see how they work.

Yeah. It seems like they're killing what we have for chargeless gameplay, which sounds bad (especially for games againsu Mu or Nu), but making charge a ton easier to gain, which sounds good.

Posted

It's certainly seems to be a step in the right direction though. I look forward to seeing what future loketests hold for Tsubaki. I'm hoping they get rid of the projectile properties on her DP's.

Posted

I like that they are making it easier to gain charge. I'm a bit unhappy with the nerfs to her chargeless combos, but I'm sure new shit will take it's place. None of the nerfs really affect neutral gameplay, just her combos. 236a nerf doesn't really do anything since you can use 236b instead in her bnb so meh. 214a/b change I'm kind of interested to see how it turns out. Probably won't affect too much since you can do 22c uncharged still and then probably just action charge with 5d which changes pretty much nothing. Kind of sad about the throw thing since you'll have to waste a charge if you want damage midscreen (unless you can do like 236c>22c>5d), but throws could also provide huge charge time depending on recovery. As long as j.214d is fairly easy to connect off air throw still I'll be happy.

Posted

Those charge buffs look sexy, but what does 2D being more stiff mean? That charge cancels are useless now? I hope in further loketests that they fix some other things like j.214 series being overhead, 5C with a bit more range, 6B not being trash, etc.

236A start up nerf did not seem necessary considering it's unsafe in any situation, and 214 special looks worthless now.

What up with the air throw nerf lawl

Posted

j.214D being overhead would probably be a bit too good for BB (~13 frame high). But maybe the other versions, especially as they don't really give any damage without heat RC. What I'd rather see is j.cc get a bit more hitstun to make it easier to combo after. Delayed j.cc is actually a pretty hot overhead but you have to hit it pretty low to even get 5a to connect. Also hoping that 2d ccing isn't worse. 214a/b has the same purpose it does now, combo fodder or a jump trap, you just wouldn't get that fancy 214a>22c wallbounce combo anymore (since you wouldn't be using it for throw shit anyway). Don't think anyone cares about 236a lol, can replace it with 236b in the BNB and if you use it stand alone you'll probably get raped for it anyway.

Posted

I like some of what I'm seeing, but I'm baffled why they would nerf her throw followups. It's not like she's picking up some awesome high low game to help break down people's defense or something, so...I kinda don't get it.

Still, as people say, it's just the first test, so who knows what random stuff will change.

Posted
j.214D being overhead would probably be a bit too good for BB (~13 frame high). But maybe the other versions, especially as they don't really give any damage without heat RC. What I'd rather see is j.cc get a bit more hitstun to make it easier to combo after. Delayed j.cc is actually a pretty hot overhead but you have to hit it pretty low to even get 5a to connect. Also hoping that 2d ccing isn't worse. 214a/b has the same purpose it does now, combo fodder or a jump trap, you just wouldn't get that fancy 214a>22c wallbounce combo anymore (since you wouldn't be using it for throw shit anyway). Don't think anyone cares about 236a lol, can replace it with 236b in the BNB and if you use it stand alone you'll probably get raped for it anyway.
Ah, I didn't know you could special cancel 236B still, so never mind lol, that changes everything.

If charge canceling gets any worse, it'll probably be borderline unusable.

Posted
I like some of what I'm seeing, but I'm baffled why they would nerf her throw followups. It's not like she's picking up some awesome high low game to help break down people's defense or something, so...I kinda don't get it.

Still, as people say, it's just the first test, so who knows what random stuff will change.

It'd only be midscreen throws and if charge is a decent bit easier to get than it won't matter because you can still do 236d>whatever for damage. Could even have some better midscreen shit if the slide is far enough. (throw>slides to corner>236d>22d>install or something like that.)

Posted

It sounds like they made her 2D more akin to her current 5D... If that's the case, it does make charge canceling borderline unusuable. Again, as long as she gets better shit with charge than she's currently got then it's all good.

Posted

I'm happy that they're getting the main point of seeing that Tsubaki needs her charges to be viable. Yet I would rather it come in the form of Action Canceling. Through I'm not too much a fan of 5D being faster considering it was fast as hell already considering the circumstances, but it looks like they're trying to give her a free charge when she finishes with the j.214x series.

and tbh, I think that all her charges should work like 2D does now:Increases speed for the longer held.

Posted
5D instantly gives 1 stock, but holding down D gives a slightly slower charge speed

I realize these aren't final and it might just be a bad translation...but what exactly is keeping me from tapping D five times and getting a full drive bar? Can I only do it once per round? Will it only give me the first stock and charge the rest of the times?

Posted

Noticed some things weren't translated, so I figured I'd fill in the gaps.

2D more stiff? That means it's got more recovery, is how I'm reading it. (硬直増加)

2BB > 5BB gatling added, but you can't go back to 2BB after doing it.

236A has more startup, you can't combo into it (is how I'm reading it: コンボで繋がらなくなる) and its proration increased.

22D, whether charged or not, only knocks the opponent back (no wallbounce). From midscreen, you can combo with 236D. From the corner, you can just use normals.

j236A has more startup, and can't be used in combos.

j236C has some lag when you land.

It's become easier to combo out of the air throw. (空投げ後緩やかに相手が落ちて追撃がしやすくなった) Apparently, my translation is at odds with someone else's.

Posted

22D, whether charged or not, only knocks the opponent back (no wallbounce). From midscreen, you can combo with 236D.

.... Awwwwww.... but it's only the first loketest so I'll wait.

Posted

Wait, what the heck is ArcSys smoking here? It's because she doesn't have a fanbase at all, isn't it? Damn you skimpy outfit characters with sex appeal!

From what we are seeing so far, they're taking away all of the few things she can do to get damage. Ah well, here's to the compensation of damage.

Posted
22D, whether charged or not, only knocks the opponent back (no wallbounce)

Say wut

It's not like this is an integral part of Tsubaki's main midscreen damage combo or anything. Nope

Posted

For everyone here freaking out again:

This is only the first loketest. There is absolutely no reason to freak out so much lol. They're just trying out some stuff and seeing what happens.

Posted

But what if...the first loketest is the last loketest...? Oh noes. Now we'll never be able to pull off troll combos and troll as we troll while getting trolled.

Posted

If you honestly believe this is the final loketest and this is definitely what's going to be in BBCSII something is wrong :v:

And you can always find ways to troll people. ALWAYS.

Posted
You troll people with Tsubaka just using her, that's how terrible she is.

BAKA RANGERS GOOOOO!!!

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