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Posted

True, but as we know 6C pushes a bit too far for our taste, hence why I said distance and timing. Rather than catch the opponent on a downfall from silencer, catch them while lifting off the ground.

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Posted

My point is... we managed in CT because of the braindead easy 6C loop. Distance and Timing seems like a terrible way to manage the opponent's height. Sure, its possible, but I don't want every combo to become as difficult as CT Haida or CT corner bloom trigger loops.

Posted

Will be interesting to see if it's possible to combo from the, now a bit more relialbe, ATG j.B into j.4D. Probably will need a CH in order to work, if even that - j.4D is still quite slowish.

Posted

yeah was playing around with Mu earlier, got all my damages mixed up, FC rapid is 6.8k.

Thing about the rapid is -

A. You can start the combo from 36 meter (the first part, 4D_5D d.6C d.2D d.5D RC builds 14 heat).

B. The portion after the RC builds exactly 50 heat.

C. It corner carries from about 75% the stage away. (if you really need to corner carry further you can exchange 22BC for just 22C and do additional 22b 22C 66C loops)

D. You have them in the corner and now have them in an oki situation.

On a CH 5D you can get about 5350 damage on an optimal drive combo(5.6ish on a CH 5D reload 3C haida combo). you get 6386 on an RC combo. Normal combo is net gain of 33 heat, RC is net loss of 36 heat. 1000 damage does change how many more combos it takes to kill your opponent, and considering how fast Noel can generate heat, using 50(36) meter to get 1000 more damage isn't that bad. Also, what if you FC 4D someone who's crouching? are you going to 2147A them?

Posted

4D FC forces stand anyway, so there isn't really a problem with crouchers except that crouching attacks beat 4D clean like Chiizu mentioned.

Posted

Yeah I know what you mean dragontamer, but let's not get too upset about our low tier friend just yet, a little more effort won't hurt =D

Posted

Look's like every character's 3c is becoming techable except Noel's so far. Wonder what's the rationale behind that decision. Let's hope Noel doesn't get the same treatment lol, then we would literally only be able to start combos from drives :psyduck:. Half joking of course, because then 22b/c would be literally useless, but I wouldn't put it past them, they did that to Mu and basically invalidated her main combo starter, now she only can combo into her 6c launcher on crouchers, Noel style.

Posted

They probably don't want everyone who can gatling into 3C or an equivalent to do those long combos. Their sweeps were basically THE launcher of choice, and gave them braindead follow-ups since it was so easy to hit confirm. Seems like they are turning this more and more into GG. If they really wanted to, then they would just reduce tech time on any OTG options. That would totally deny a lot of characters' BnBs.

Posted

Really hope they aren't focusing it more into GG, I like the fact that they have similarities but also retain distinct charm. It'll take a while before the game is completely balanced more or less; but lets retain key fundamentals.

Posted

Went to the loctest yesterday.

You guys already know the changes, but on the bright side, at least most of the other character i noticed (cept like, Arakune) got their combo damage cut way down. I saw arakune do a gimpy curse combo and still get 5.5K while everyone else is struggling to do 3.5K.

Also on the bright side, magical lolis lol...

Posted
Went to the loctest yesterday.

You guys already know the changes, but on the bright side, at least most of the other character i noticed (cept like, Arakune) got their combo damage cut way down. I saw arakune do a gimpy curse combo and still get 5.5K while everyone else is struggling to do 3.5K.

Also on the bright side, magical lolis lol...

So what do you think overall? Can our Moe Blob be saved?

Posted
I think once people figure out exactly what every character can do, she might not be as bad off as she was before.

Hopefully you're right. Looking forward to the Japanese showing us some crazy shit once the real CS2 is released.

Posted

BBCS2 seems like it is designed to have less crazy shit. I guess I'll have to play it to see if thats a good or bad thing. Definitely a good thing for Noel :-)

Posted
BBCS2 seems like it is designed to have less crazy shit. I guess I'll have to play it to see if thats a good or bad thing. Definitely a good thing for Noel :-)

Sure the other characters losing crazy shit helps Noel, but Noel needed crazy shit just to get 4.2k, her non-haida BnB is gone, her haida is shot to hell, and looking at the one video I saw from loketest3, she can't even do her simple 4.8 corner combo(the version without fenrir). So how in the hell are we supposed to get damage? She's looking like she's gonna be Tsubaki without charge moves.

Posted

Well, I don't see why her high damage corner combo should disappear ...

I've seen the video you are talking about, so I bet you are talking about the throw corner combo from the challenge mode

I don't think this combo will disappear, for me it appears that the Noel had not enough time to adjust her timing after the first 22C, because it bounces higher

Anyway, this combo isn't the best, I do another combo that work on most character (hard on lambda) and that does more damage... and I find it even easier to do

B+C 22C 66C 4D 6C 2D 623D 6C hjc.D 4D 236D 6C 5D 6B 5B 5C 236D

in BBCS2, Noel is supposed to combo easier after 22C because of the higher bounce... even if the untechable time remain the same it will means nothing if noel couldn't combo 22C to late 66C just after a throw

The rest of the combo will still work, and can only be better if they didn't change the untechable time of her drive move. We just know that they are faster so either we will have a better drive route ending or we will keep the same

So Noel deal less damage mid screen, but she got better normal and the overall damage are more nerfed than her

I think Noel will be ok ;)

There is just the 2k mid screen throw combo that bother me

Posted

well, I tested it on jin, litchi, ragna, hazama, bang, tager, rachel, hakumen, lambda and tsubaki

it's work on everyone but lambda and tsubaki, this is most of the cast including high tiers characters, so I think it's a good one :p

Posted
Sure the other characters losing crazy shit helps Noel, but Noel needed crazy shit just to get 4.2k, her non-haida BnB is gone, her haida is shot to hell, and looking at the one video I saw from loketest3, she can't even do her simple 4.8 corner combo(the version without fenrir). So how in the hell are we supposed to get damage? She's looking like she's gonna be Tsubaki without charge moves.

Please post video :-)

Noel's BNB's are shot?

I didn't see any nurfs to 5A d.6A d.6C j.D. In fact, I found a buff: 6A hits crouching opponents and 5B -> 2B -> 6A is a new gatling.

I haven't seen anything that makes 5D -> 6A -> 6C -> 214A any worse, so we still have a midscreen launcher. If we still have d.5C jump cancels... then d.5C -> 2147A would do more than 623D 66C link. Similarly, 5C CH and 2C CH can go into 5D -> 6A and do similar amounts of damage. Sure, 2C CH -> 3C Haida loop was better, but we're gonna get close to 3.8k anyway (assuming similar damage).

On crouching opponents, we can always go into 3C -> 22BC -> 66C -> 236A -> 66C -> 5D -> 6B or 66C -> j.D if that doesn't work out. Should still go into ~3.8k damage or so.

Counter-hit 5D and 2D also link to 2147A. Even if the jump cancel is lost (I hope not, it IMO keeps the game much more interesting...), d.6C 214A is solid damage. In addition, we're likely to get better combos now that d.6B ground-bounces (likely to have more untechable time and other setups). Also, faster chain revolver ftw.

Posted

I think we lost JC'able d.5c, though because the main loketest threads are a mess it's hard to confirm, but I'm like 66% convinced it's true.

Posted

I was mainly referring to her non haida 3C combo, with 22C bouncing higher, and spring raid losing its ability to link to 6C without the corner, we're not gonna be doing alot of damage off of our most unsafe move.

it looks like:

3C > 22C > 66C > j.D > d.6D > d.5C > d.6B > 236D

it seems like this would be all we could get off of a naked 3C, hopefully something else would be found out though. I'm personally hoping that 22C has more untechable time to compensate the higher bounce, so if timed right we can still land 6C with our opponent right in front as opposed to them being above our heads, I also heard 5D was slower, so that may not even connect after 6C anymore period. I won't really know until I see more, or play it myself.

This is the video I was talking about.

DC, you think you may wanna actually contribute for once? I know you're trollface and all but damn.

Posted
it looks like:

3C > 22C > 66C > j.D > d.6D > d.5C > d.6B > 236D

it seems like this would be all we could get off of a naked 3C, hopefully something else would be found out though. I'm personally hoping that 22C has more untechable time to compensate the higher bounce, so if timed right we can still land 6C with our opponent right in front as opposed to them being above our heads, I also heard 5D was slower, so that may not even connect after 6C anymore period. I won't really know until I see more, or play it myself.

22C should still be untechable early on in the combo, so it probably is possible to wait a little while before doing 6C. I remember the loketest notes saying that it is possible to combo into 6c from further away since it bounces higher, there isn't really a point in saying that it will combo if 22C was techable before you could actually get there. So the 6C 4D d.6C 2D spring raid combo should still work in the corner for at least 4k.

5D should also still combo after 6C, there are some combos where I delay 5D by a few frames, so 5D being slower should only make it so a delay is not necessary.

Posted

In the corner shouldn't 3C 22BC 66C 4D 236D 6C 5D d.2D 623D 6C j.D d.6D d.6B d.5B d.5C 236D still work, unless I forgot some changes that would make it not work? Just wondering.

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