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Posted
It's not that it's tighter execution, it's that you can't delay it, it has to be done as quickly as possible.

Basically you can't hitconfirm 5b into 3c.

Assuming that is what we're left with, 5B>3C would become something like 5B>5C>3C or 5B>2C>3C ? They prorate the same if they're not the 1st hit of the combo (5C is 100/89, 2C is 90/89).

Who am I kidding, that would still suck. 5B being +2 on block makes it just that good for hit confirming. If they're going to do that I hope they make 6A a little faster on startup.

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Posted

As long as 5B > 3C still connects, there shouldn't be any need to worry. Learning to execute things more tightly is never a bad thing. Even if you couldn't, you could still use 5C and 2C to help with BnBs.

The "slightly slower" chains might effect certain chain reps, but other than that I wouldn't worry too much for now.

I don't really have a wishlist, to be honest. I'm just waiting to see what happens.

Posted
Before anyone complains about a singular potential nerf to one gatling, Hazama is potentially S tier right now. They need to take something away from him if they're taking away as much as they are from Litchi and Bang.

Hazama is top TIER? Anyway if you look at the characters, they tell you which are getting strengthen and which are getting weaken. So to them, they might be trying to balance the fairness then. For example, i looked at the litchi thread and they said how they are taking away of her main bnb.

Posted

Depending on the real speed decrease on chains I don't think there's anything to worry about. I doubt anyone should be running their stock of chains to 0 often as well.

Posted

Hence why you shouldn't be running out unless you're one of the hazamas that absolutely has to launch yourself somewhere with every chain you use. Was just pointing out these nerfs aren't going to affect much as it stands now. And the 5b > 3c is pretty minor as well. Annoying but minor.

Posted

5B nerf doesn't hurt his BnB, it hurts his close range game. Being a lower level means it no longer has frame advantage on block, which wrecks the mediocre pressure options he already has.

As mentioned already, slower chains will probably only affect FC combos, which only slightly lowers his max damage. Losing ~200 damage off his max damage combo isn't really worth mentioning.

Slower chain gauge refilling: meh. Just means you'll need to be more careful with your zoning and positioning. Just put a little more effort into playing smarter.

Honestly I'd rather see a nerf to Jayoku's damage potential and exchange that for a stronger close range game. Make 6B and 6C useful normals (wishlist: 6B faster startup and a 6B feint added for throw mixup, 6C reaches aerial state earlier for throw baits and throw mixup) and let a CH Jabaki lead to a stronger combo so it's more of a threatening special move.

Posted

Actually a CH jabaki does lead to some impressive damage output if you rc it in the corner. Heck if you hit with a 5b and then hit with Jabki you can rapid into houtenjin for a pretty nice damaging combo.

Posted

in corner, you can do CH Jabaki -> 5C 2C 4D 4D 214B#, etc... so its great in the corner for frame traps, mid range poking, etc.

It'd be pretty boss if you could do midscreen CH Jabaki -> j.6D~D -> 5C 2C 4D 4D 214B#, though. :v:

Posted

It'd be pretty boss if you could do midscreen CH Jabaki -> j.6D~D -> 5C 2C 4D 4D 214B#, though. :v:

You can if you RC.

Am I the only one that thinks Jabaki is fine the way it is? I mean, it's safe, mid range (where he sucks most), gives 5k+ on corner CH, 3k+ midscreen w/ 50%...any buffs to it would make it OP, and any nerfs would make it horrid imo.

Posted
You can if you RC.

Am I the only one that thinks Jabaki is fine the way it is? I mean, it's safe, mid range (where he sucks most), gives 5k+ on corner CH, 3k+ midscreen w/ 50%...any buffs to it would make it OP, and any nerfs would make it horrid imo.

Oh yea you're totally right, I think people are just saying for fun tho :]

Posted
You can if you RC.

Am I the only one that thinks Jabaki is fine the way it is? I mean, it's safe, mid range (where he sucks most), gives 5k+ on corner CH, 3k+ midscreen w/ 50%...any buffs to it would make it OP, and any nerfs would make it horrid imo.

I can agree with that. Jabaki is fine as is.

I guess with the whole "slower chains" bit I would expect that I can't [4D~A]x2>4D~D every time now. Or maybe we'll require a bit more adjustment mid-combo. That or no more 4 chain jayoku combos. They said it wasn't terribly noticeable but we still don't know a whole lot. :|

Posted

Yeah, even though they say the changes aren't terribly noticeable. We don't know if this is coming from Hazama mains or not. I'm sure any decent Hazama player would notice more subtle things about the character. As anyone maining a character in a game would. And all the Jabaki talk is mainly for fun. I'd enjoy being able to combo more off of it. And a 3K CH Jabaki combo mid-screen? RC'ing it doesn't really make it stable as is. I don't think it would be too overpowered with more combo ability. Since good players will be more careful about you scoring a CH.

Posted

Honestly I'd rather see a nerf to Jayoku's damage potential and exchange that for a stronger close range game. Make 6B and 6C useful normals (wishlist: 6B faster startup and a 6B feint added for throw mixup, 6C reaches aerial state earlier for throw baits and throw mixup) and let a CH Jabaki lead to a stronger combo so it's more of a threatening special move.

This. CH Jabaki leading into a high damage combo will make him too good imo though.

Posted

Honestly it won't change Hazama's zoning game THAT much. In my eyes the only major problem is the 5B changes. No more hit confirming 5B into whatever the hell you want/any time you want.

also keep in mind that this is only the first loketest blah blah blah

Posted
Before anyone complains about a singular potential nerf to one gatling, Hazama is potentially S tier right now. They need to take something away from him if they're taking away as much as they are from Litchi and Bang.

I agree with you on that one. But making his execution harder won't make him any less good. Slowing down his drives is reasonable (unless it becomes turtle-slow). But downing 5B's hitstun is pretty retarded in my opinion. Out of everything, they chose this? Making close-range hit confirming harder? Like, are you serious? Couldn't they think of something else? I don't know, it just feels like they're testing out very random fixes.

Posted

I think a subtle speed nerf on his chains is exactly what he needs. The nerf on his gauge recover time is also warranted, since it will prevent him from whiffing chains for huge momentum as often. His approach game is just a little too strong right now.

Posted

With 5B's level down, that means no more +2 frame advantage, so we can kiss that " 5B > 2A watch them mash so we get a free CH combo " goodbye.

The people saying his chains were slowed said it didn't feel like it was slowed, as for ouroborous stocks, just force them to block to get them back to 2.

... Unless they take that away.

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