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Posted

I had a Litchi juice drink yesterday and it was really nice and candy-sweet at first, but then it started tasting bad and was hard to knock back.

PS: ALL GREEN.

Posted
thats probably the first time he's touched litchi

he told me he's been using valk a lot

If that's a 1st time since EX, that means that man is a Kami, I'd still rather see Shounen play however, he disappeared after CS2 dropped. He's still good though, yet I can never find any gameplay of him aside on XBL if he leaves spectator slots in his rooms.

Posted

he didn't disappear

he plays arcade until console comes out, then he just netplays

i also want to see shounen play ;_; i missed the last NSB too so i missed chou

Posted

arghhhh why did they make 6c[m] have poor proration

cant have a 24f move do damage or anything

Posted

What's happening off of 6C[m] now? When I heard reduced proration I just thought they would take it down from its unreal levels in CS2.

Posted (edited)

Finalized proration numbers are out:

[m] = staff

Character combo rating: 70

Move Name/Damage/p1/p2

Gold Burst/0/65/110

5A/300/80/84

5B[m]/720/85/89

5C[m]/430*2/90/89

2A/300/80/84

2B[m]/680/80/89

2C[m]/700/80/89

6A[m]/620/70/92

6B[m]/820/100/94/Same move prorate 10%

6C[m]/250*4/80/90

3C[m]/720/90/92

JA/300/90/84

JB[m]/620/80/89

JC[m]/780/90/89

6D/600*2/100/92

4D/800/70/92

JD/540/100/89

J2D1/640/100/89

J2D2/480/100/89

5B/450/100/89

5C/620/100/89

2B/450/70/86

2C/600/100/89

6A/600/80/89

6B/660/100/89

6C1/300/100/89/Same move prorate 70

6C2/900/100/40

3C/620/100/89

JB/500/90/89

JC/600/90/89

5D staff launch/200/100/84

2d staff launch/220/100/84

Forward throw 1st hit/0/90/100

Forward throw 2nd hit/0/100/100

Forward throw 3rd hit/1400/100/55

Back throw 1st hit/0/90/100

Back throw 2nd hit/1400/100/55

Airthrow 1st hit/0/100/100

Airthrow 2nd hit/1400/-/55

Itsuu A(1)/710/80/80

Itsuu A (2)/730/100/100

Itsuu B (1)/750/90/80

Itsuu B (2)/750/100/100

Itsuu C (1)/720/80/80

Itsuu C (2)/710/100/100

Tsubame Gaeshi (1)/480/75/92

Tsubame Gaeshi (2)/500/75/92

Tsubame Gaeshi (3)/440/75/92

Tsubame Gaeshi (4)/1000/75/10

Haku/710/80/92/Same move prorate 85%

Follow up Haku/510/80/92/Same move prorate 20%

Hatsu/740/100/92//Same move prorate 70%

Air Hatsu/760/100/92/Same Move prorate 70%

Hatsu Followup/540/100/92/Same Move prorate 20%

Air Hatsu Followup/560/100/92/Same Move Prorate 70%

Chun/700/70/92/Same move prorate 74%

Chun followup/600/70/92/Same move prorate 74%

Air Chun/690/70/92/Same move prorate 74%

Air Chun followup/590/70/92/Same move prorate 74%

Ippatsu/720/100/94/Same move prorate 80%

Tanki Hatsu/760/100/90

Tanki Chun/690/80/74

RiichiB/690/90/92

2D set Four winds/480/80/94

5D set Four winds/520/90/94

Kokushi Musou/250/100/71

Ryuuisou/2000/60/92

Daisharin/360/74/89

Daisharin last hit/2040/100/10

Damage down from CS2:

JB[m]:720→620

6C[m]:350→250

JC[m]:860→780

6B:740→660

3C:670→620

Chun followup: 800→600

Air chun followup:790→590

Damage up!:

5A:170→300

2A:150→300

JA:180→300

5C[m]:400→430

J2D1:540→640

2B:390→450

6A:440→600

Daisharin hits:360→875

Daisharin final hit:1020→2040

All in all, it seems that her char combo rate was overestimated (at 75). However, her proration values are overall much better than estimated.

For the rekka's, "followup" refers to them not being the initial rekka used. For example, follow up Hatsu is a Hatsu used after either 236A or 236C. All of the rekkas are treated as individual moves, so using ground Hatsu and air Hatsu in one combo won't invoke the repeat proration.

Edited by Lord Knight
Posted
Litchi rape gets nerfed? solution: Rape harder.

Seriously.

a slow, risky move losing its large reward is stupid. this is about moveset design, why are you bringing the "BE A MANLY LOW TIER HERO" talk into this

What's happening off of 6C[m] now? When I heard reduced proration I just thought they would take it down from its unreal levels in CS2.

iirc she only gets like 3k off it in the corner now

midscreen is lol

Posted

it was "unreal dmg"?

iirc it only lead into 5k near corner/corner. . . and was pretty risky to just throw out. 6b is like mid risk but the reward is huge in comparison.

on the other hand, 6c for frame traps saw a decent amount of usage, and in that regard it is really safe and really big reward. in the end it just got reduced to a normal move. the p2 is still good so we can still confirm ch 5b's into it.

Posted

I didn't think it was imbalanced considering the risk involved in using it. Not even close (I only use it in frame traps/Tager). It's still big numbers though (5.5k exactly if you hit all four at a distance where you can drop the staff and do j.2B) so I was expecting it to just be like, less large numbers.

Posted (edited)
a slow, risky move losing its large reward is stupid. this is about moveset design, why are you bringing the "BE A MANLY LOW TIER HERO" talk into this

Because it IS stupid, but the way I see it, it's not about moveset design. It's about this one thing that people hate and rage over, and nerf it all you want, we'll just keep doing some version of it until the opponent's yellow bar is gone. What's the big deal?

It looks like a lot of changes, but the end result is just as you see on youtube right now nerfed or not, the game is still the same.

I don't sweat the changes at all. Game is the same. Don't get hit, stay in neutral, hit confirm something into rape and repeat until the yellow bar is gone.

Litchi isn't going to be Low tier. Even if she ends up low tier, come on - this isn't Street Fighter, she's not going to be in-viable. You can win EVO with low tier characters. I'd love to see Effing HAKAN pull that off.

Solution: Rape HARDER when raping. (silly!) What is the problem, here? AM I missing something?

Edited by Star-Demon
Posted

You should really put your comments on spoiler tag status so people can have the option of reading them; Your responses are mad ignorant.

Anyways looks like your forward and back throw are better especially in the corner since you get more damage & oki option.

Posted

Anyways looks like your forward and back throw are better especially in the corner since you get more damage & oki option.

Yup, I noticed that. Good shit.

Because it IS stupid, but the way I see it, it's not about moveset design. It's about this one thing that people hate and rage over, and nerf it all you want, we'll just keep doing some version of it until the opponent's yellow bar is gone. What's the big deal?

what the fuck are you talking about

people didn't rage over 6c[m] being too good, and yes, my complaining is about moveset design. that move should be particularly rewarding IMO because its slow as piss, even if you can use it as a useful gatling i think the move should keep its damage so that it isnt complete ass in neutral and so that it further forces them to respect her in ranged pressure

It looks like a lot of changes, but the end result is just as you see on youtube right now nerfed or not, the game is still the same.

I don't sweat the changes at all. Game is the same. Don't get hit, stay in neutral, hit confirm something into rape and repeat until the yellow bar is gone.

you are way misfiring

I am not the person to say this to. Some people are like OHH <X> IS BORING NOW which is just bull for 99% of the characters because most of their tools are the same, they're still going to be fun. Some people are way too fixated at combos, though, and confuse not having cool combos for not being fun. I am not one of these people, I realize that the changes are limited.

But I get to complain about things that I think are stupid decisions. If Arcsys's balance decisions were more transparent, maybe I wouldn't. Then again, companies like blizzard are often transparent about changes and still look silly.

Litchi isn't going to be Low tier. Even if she ends up low tier, come on - this isn't Street Fighter, she's not going to be in-viable. You can win EVO with low tier characters. I'd love to see Effing HAKAN pull that off.

why are you giving me the low tier speech

i am complaining about what they did to a move because i dont think its a good way to handle that move. why are you acting like i need the low tier speech

Posted
some say... litchi will always be litchi tier, no matter what >:3

now thats what im talkin about screw the tier list

Posted

regardless, litchi will be able to do close to cs2 level damage as long as there are multiple 6d's in the combo (and we've already seen that)

as far as "tiers" go, skip back a few pages to when cs2 came out if you wanna read how people felt (spoilers: its the same)

Posted

Has anything come of the new 2B[m] 3C[m] gatling?

Because it IS stupid, but the way I see it, it's not about moveset design.
No, it's exactly about moveset design. 6C[m] is Litchi's slowest normal. It's near useless in CT and CS1 and it's so situational in CS2, so why make it have low reward? Who was complaining about the damage gotten off of a move that was barely used in CS2 and almost completely unused previously?

The reason that you're being derided for discussing tiers is because this isn't about the move's absolute strength, it's about the move's strength compared to the rest of her moveset. Why does this move exist if it confirms for bad damage and it's slow? Realistically, people are probably only going to use it in frame traps because if they whiff it they're doomed and even if they score a random hit it's only good for a small amount of damage. And what's great is that that's already how people are using it in its current state in spite of the fact that a random confirm off of 6C[m] does more damage than one off of any of her other normals (except like corner 6B[m] CH) and is a relatively easy move to confirm seeing as you can buffer the dash and it won't come out if it whiffs or is blocked. So the nerf just makes it even less relevant in her game plan.

Posted
Has anything come of the new 2B[m] 3C[m] gatling?

do you mean combo wise?

i assumed its main use was "have a low to do after 2b[m] since you have ranged overheads off it"

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