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Posted

All changes may not be 100% accurate (be it misinformation from blogs, observations through videos, or translation errors); changes from the 1st loke test remain unless otherwise stated (e.g. Ragna's 5B 6A gatling was not present in the 1st loke test, in the 2nd loke test, it is back in the game)

System Changes:

  • When guard broken, throws are now green instead of purple
  • Green bursting now removes half your primers rounded up, meaning a character with five primers would be reduced to two primers (old system: five reduced to three)

Ragna:

+ 5B > 6A gattling added back

+ C, 2C > 6A gattling added

+ ground gauntlet hades can be followed up

+ during blood kain 6D > 6D combos

+ 2B 5B now possible(?)

- 6A range reduced

- 2C slower(?)

- 2D doesn't remove primer

- 5C hits later (slower start up or less active frames?)

- GH (follow up spin kick) bounces much higher, making a combo after harder to land

- BE wall bounds, making mid screen follow ups difficult (impossible, maybe?)

- Forward throw wall bounds

Jin:

No other obvious changes

+ 5D start up faster but shorter freeze time, can combo from 5C

+ Sekkajin (5C mash) has very little/no pushback

Noel:

+ C haida bounces higher, can perform combos from further away

+ optic barrel start up faster

+ 6A hits crouched opponent

+ 5C can jc even on block

+ chain revolver moves have increased speed

+ bloom trigger slides opponents hit on ground

+ j.B hits below her

- C haida bounces higher so higher dmg combos require more skill

- 5D slower than first loke test. Pauses a moment before coming out. Distance is longer

- Spring raid launches more horizontally. If not in corner cannot follow up

- no more long haida loops

- overall dmg decreased

- CR 5D not jump cancelable

Rachel:

+ pumpkin speed increased. can cross the screen in an instant. not sure on this.

+ tempest dahlia start up faster?, needs confirmation

+ 5C>C slide untechable time increased

+ Lobelia attacks guarenteed to land and create a pole if she gets hit, but they lose their hit box/active frames if she is hit

- Initial wind recovery slow, but after a while it speeds up

- 6A weaker than it was in 1st loketest. back to CS standard?

Taokaka:

+ 6B combos to 5B on crouching opponents (applies to all characters)

+ cat spirit 2 slides

+ j.2D~B combos into 2C

- jB now hits mid instead of high like in 1st loketest. j2B no change.

- jD cannot cancel into cat spirit 2

- 6C slides, cannot pick up unless in corner. (but it seems 2C FC > 6C still wallbounces)

- if different jD aren't inputted Tao drops to the ground straight away

- jDs slightly changed, j2D now better against ground opponents but hard to combo with

- 6C slides, so almost becoming 2 combos are gone

Tager:

voltic charge command now 214D

+ magnetism pull now stronger

+ 6A can now be held to pull in opponent

+ can gadget after 360A

+ sledge hammer much faster

+ 4D pulls more

+ Sledge follow up as anti-projectile armor

- 5D only pulls opponent during active frames

- 5C cannot combo into 6A

Arakune:

+ D bug now hits Mu while rising

- D bug falls faster, less hit stun (wiki says less damage, blog says less hit stun, who knows)

- Pinwheel/spin and dive have spam move proration

- Landing recovery after air throw

- Bird slower? Can't bird > bird > pinwheel/spin anymore?

- Teleports much slower; can hit him on reaction on start up

Litchi:

+ 2D, 5D less recovery.

+ j2D second hit pulls in a small amount.

- jC has less hitstun.

- ItsuuA loses staff on block.

Bang:

forward throw slides, more damage, follow up in corner

+ 2D JCable on block

- Less untech time on 6A

- FRKZ backward dash is shorter

Carl:

+ anima has super armor. when hit will flash red

+ 3D stands opponent up, i.e. 8D 3C 3D -> 3D will hit as though opponent was standing on the ground

+ 8D breaks 1 guard primer

- 8D can be blocked in air

Hakumen:

renka is now 236B

5 primers (down from 6)

+ All C moves come out faster

+ Back throw recovery reduced, can follow up in corner

+ 6B damage increased.

+ 623A cancelable during movement.

+ Yukikaze: will only show superflash after a successful counter. Gauge depletes on use either way. AH still has superflash. (Was this in the first loketest? Not sure.)

- 3C > 3C doesn't combo anymore

- renka wall bounces. can follow up with 6C

- hotaru wall bounces. can follow up with 6C

- enma floats higher, harder to follow up

- tsubaki slides, can only follow up in the corner

- Slower magatama recovery.

- MUGEN: after gauge depletes, will not increase for at least 6 seconds.

Lambda:

+ 4B faster start up, shorter recovery

+ Sickle might have faster start up, quicker recovery, hits 6 times

- gravity seed now stuns instead of floats. on CH seems to stun longer

- 4D moves her backwards, harder to combo.

- Throw can't combo into 6A, can followup with 2D.

- Calamity damage decreased.

- gravity seed no longer has invulnerability frames on start up

Tsubaki:

+ j236A faster start up, can be used in combos now

+ 5D charges half a gauge in an instant, has fastest recovery of all Ds.

+ 236 -> 214 doesn't combo, but 236 -> 22 does.

- untechable slide time from her throw reduced, even in corner 6C and 214D cannot combo

- charging puts her in CH state

- 2D recovery back to CS

Hazama:

6A->Jayoku works (I don't even know why this is listed, maybe didn't work in loketest 1?)

Air throw can be followed up by Zaneiga (214D~C).

214D~C now makes the opponent spin in the air(?)

- 5B 3C 214D~C doesn't connect anymore

- 3C knocks opponent upwards

- cannot cancel throws into chain

- jC: no longer jump cancelable? (might be first hit only)

Makoto:

Valkenhayn:

both characters exactly like the way they were in the 1st loketest.

Platinum's attack names are from other Magical Girl Anime. Fast dash, long air dash, and a 3300 damage combo was found so far.

5B> 5C> Dolphin fake> 2B> 5B> Aerial> Hopping (5B>5C>イルカさんもどき>2B>5B>エリアル>ホッピング)

Surrey - Dream (214AorBorC)

From Sally the Witch

- Suwaromun (J236C)

From Sailor Moon

- Mamisakyura (236B)

From Magical Angel Creamy Mami

- Air Persia (236A (available in air)> add A, B, C (three times))

More Magical Fairy Persia

Stomp the opponent in the middle attack hopping

Changing the location of additional land, adding that such attack occurred in C earns in aerial damage-issue

- Dramatic Sammy (41236D)

From Magical Girl Pretty Sammy

Search frame to throw the opponent to catch the ground while the dash

Confined to the heart to blow out opponents. 1500 Damage

Side of the screen if possible pursuit?

- Mystique Momo (when equipped with weapons 214D)

From Minky Momo

Foreign Melody - (opponent down in the 22C)

From Onegai My Melody

Yet untested technology, so that there is virtually no technology to bring down the first platinum

Rush from the edge of the screen may be able to slide down?

Miracle Jeanne - (236236D)

From Kamikaze Kaito Jeanne

The staff are equipped with enhanced Mahou, Omg! Mahou Get Well (one-time use equipment and off)

Promo array

Kyuadottotaifun - (632146C)

More Pretty Cure

Google Translate, fixed what I would. Whole page in Google Translate here.

I translated the infos regarding Platinum that are listed here: http://generalnantoka.blog35.fc2.com/blog-entry-387.html

NOTE: I've only translated any gameplay-related info

Drive

- Pressing the D button will randomly select one among 6 types of equipment/modes for her staff. After selecting, various techniques corresponding to the staff mode can be used (with certain restrictions).

- The following staff mode is notified at the bottom through the symbol next to the word NEXT

- At the beginning of the match she doesn't carry any staff with her (probably meaning that you have to press D to make it appear)

- Everytime you push D with the equipped staff the number of times you can use the associated technique will decrease until the staff disappears becoming unequipped.

- Pressing the D button again once the staff has disappeared will make it appear again with the next type of equipment.

The type of magic equipment are:

- Bomb (6 times)

- Neko (5 times)

- Bin (4 times)

- Hammer (3 times)

- Missiles (3 times)

- Frying Pan (4 times)

Character's Features:

- Good speed, good airdash

- Her airdash covers a lot of range, giving her the possibility of comfortably attacking in the air without falling easily on the ground

- Since her attacks with her staff don't have a long reach, her special projectile moves do the job of covering long range fighting instead.

- Since her special moves are controlled randomly, she is a character that heavily depends on the situation she's in (TLnote: I guess it's referring to what power she has equipped, position, situation etc)

Special Moves

- Dream Sally (214A/B/C)

- Swallow Moon (j.236C)

- Mami Circular (236B)

- Air Persia (236A - also executable in air) - followups A/B/C (up to three times) - tramples down the opponent from above with her pogo stick; the followups change the landing place, while the C followup is an aerial ender that earns more damage and okizeme.

- Dramatic Sammy (41236D) - command grab: searches for the opponent while ground-dashing; grabs and imprisons the opponent inside a "heart" and blows it off. 1500 Damage.

- Mystique Momo (214D, when weapons are equipped)

- Foreign Melody (22C on knocked down opponent); it might be possible to push the opponent towards the corner from the slide down

Distortion Drives

- Miracle Jeanne (236236D)- install super, the staff is equipped with "enhanched magic", can only be used once and when it wears off the staff is unequipped

- Cure Dot Typhoon (632146C)

Astral Heat

- 236236C (looks like Nanoha's Starlight Breaker)

Discuss.

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Posted

Nothing on Arakune no. ;_; And wow, Hakumen's changes look like they hurt if you're counter heavy. Tsubaki's changes kinda sound bad too?

Posted

Oh for god's sake arcs. No 214 after Tsubaki's throw? Is 2.1k really so cheap? And CH state during charge? What, the fact she needs to actually charge and it having a long add recovery time wasn't good enough.

Tests are for putting ideas into practise. You then do another test to try and improve the results. You don't take a massive piss all over it.

Posted

5C>5D

that's a serious buff for jin... now jin can do ground freeze easily.... and the corner push.

delicous.

Posted

Hazama's Dead. :( I R Sad ZM

Ragna seems to be recovering from the last test. Thank God.

Jin's 5D Got a buff? Corner Trollin Yo!

I see Tager is getting some upgrades...Not Good in my book :(

Posted
- 5B -> 6A is back.

- 5C, 2C -> 6A added.

- Ground Gauntlet can be followed up.

- Blood Kain -> 6D 6D possible.

- 6A weaker (less range, etc.).

- 2C slower.

- 2D doesn't break primers.

okwiththis.png

Posted

Bang's FRKZ ground dashes being shorter could be good or bad.

Good - Easier to control your movement and spacing.

Bad - More ground to cover to punish things/ slower to punish things or just to get around, and can't dodge moves that might have missed even with no invincibility on the dashes.

We'll see how it turns out though. Interested in seeing what other changes he has, key word being SEEING these changes, since we aren't going to get them ourselves for a while.

Posted

Haku changes are dumb. They seem to want to nerf him but nerf the things that don't even make him a problem. I don't think people getting zoned out by Haku are like DAMN IF ONLY HIS 2D DIDN'T COMBO I WOULD TOTALLY WIN THIS THING.

I swear I could do a better job of balancing him. >_> I am enraged. :P Counters are my favorite part of Hakumen and if you can't even make people scared of them then they lose half their use.

Oh well. Still just a loketest and all that.

Posted

Hm, I didn't read anything about Tao's 6B being slower, just that 6B->5B now works on everyone crouching.

Posted

Mah bro HAKUMANZ.... ;___;

Rachel changes are good enough for me. As long as Lobelia is useful again, I don't mind the dissapearing when hit thing.

Posted

eiriei's post was missing a few stuff

Ragna:

+ 5B > 6A gattling added back

+ C, 2C > 6A gattling added

+ ground gauntlet hades can be followed up

+ during blood kain 6D > 6D combos

- 6A range reduced

- 2C slower

- 2D doesn't remove primer

Jin:

+ 5D start up faster, can combo from 5C

- No visible weakness

Noel:

+ C haida bounces higher, can perform combos from further away

+ optic barrel start up faster

+ 6A hits crouched opponent

+ 5C can jc even on block

+ chain revolver moves have increased speed

+ bloom trigger slides opponents hit on ground

- C haida bounces higher so higher dmg combos require more skill

- 5D slower than at AM show. Pauses a moment before coming out. Distance is longer

- Spring raid launches more horizontally. If not in corner cannot follow up

- no more long haida loops

- overall dmg decreased

Rachel:

+ pumpkin speed increased. can cross the screen in an instant. not sure on this.

+ tempest dahlia start up faster, according to yamada-san. confirmation will be left up to the people attending tomorrow

+ 5C>C slide untechable time increased

- Initial wind recovery slow, but after a while it speeds up

- 6A weaker than it was in AM show. back to CS standard?

Taokaka:

+ 6B combos to 5B on crouching opponents (applies to all characters)

+ cat spirit 2 slides

- jB now hits mid instead of high like in AM show. j2B no change.

- jD cannot cancel into cat spirit 2

- 6C slides, cannot pick up unless in corner. (but it seems 2C FC > 6C still wallbounces)

- if different jD aren't inputted Tao drops to the ground straight away

- jDs slightly changed, j2D now better against ground opponents but hard to combo with

- 6C slides, so almost becoming 2 combos are gone

Tager:

voltic charge command now 214D

+ magnetism pull now stronger

+ 6A can now be held to pull in opponent

+ can gadget after 360A

+ sledge hammer much faster

- 5D only pulls opponent during start up

- 5C cannot combo into 6A

Arakune:

nothing

Litchi:

no changes known

maybe tomorrow?

Bang:

+ still under investigation

- ground dashes during furinkazan are shorter

Carl:

+ anima has super armour. when hit will flash red

+ 3D forces downed opponents to rise. After ground throw 3C can be used to pick up and combo

+ 8D breaks 1 guard primer

- 8D can be blocked in air

Hakumen:

renka is now 236B

+ All C moves come out faster

+ 4BC recovery reduced, can follow up in corner

- 3C > 3C doesn't combo anymore

- renka wall bounces. can follow up with 6C

- hotaru wall bounces. can follow up with 6C

- enma floats higher, harder to follow up

- tsubaki slides, can only follow up in the corner

Lambda:

+ 4B faster start up, shorter recovery

+ Sickle might have faster start up, quicker recovery, hits 6 times

- gravity seed now stuns instead of floats. on CH seems to stun longer

- throw launches higher, so more difficult to follow up

Tsubaki:

+ j236A faster start up, can be used in combos now

- untechable slide time from her throw reduced, even in corner 6C and 214D cannot combo

- charging puts her in CH state

Hazama:

+ 214D~C now makes the opponent spin in the air

- 3C knocks opponent upwards

- cannot cancel throws into chain

Makoto:

Valkenhayn:

both characters exactly like the way they were in AM show.

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