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Posted

finally I have a legit question.

Will Carl's 2C actually be usable in this game?

I'm looking forward to any changes to that move.

(Perhaps get rid of the FCH and make a different move FC?)

2C... :vbang:

:kitty::kitty::kitty::kitty::kitty::kitty::kitty::kitty::kitty::kitty::kitty::kitty:

Posted

hm... i think you're right spark. if it was a purple throw and hte opponent failed the throw break, it would cause the 2 characters to freeze there until the entire purple throw break window is over right? in the video it seemed like the throw started up pretty quickly.

Posted

I thought throws after a GB were green.....

Posted

No, they were always purple, including command throws. This is a big buff for Tager considering he has a lot of solid/relatively safe ways to break guard. Like my buddy Gothika above showed me, you can do 6B, 6B, 6C for 3 primers LOL.

Posted

Currently, in CS, all throws are automatically purple after GC. It's especially relevant for tager now that 5 and 6 primer characters go down to 1 after double-burst. 6B > Spark > RC > 3C > Jump 720 might actually become a legitimate thing.

Posted

Hm, okay.

Maybe I was just always slow on the grab.

Posted

Edited first post with the following (tell me if I missed anything):

System Changes:

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

Ragna:

+ 2B 5B now possible(?)

- 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

Lambda:

- gravity seed start up changed(?)

Bang:

removed "5B slower; 2A 5B does not combo"

removed "D nails launch on hit"

+ 2D JCable on block

Litchi:

+ 2D, 5D less recovery.

- jC has less hitstun.

- j2D second hit pulls in a small amount.

- ItsuuA loses staff on block

Posted

2B/5B, I gotta see that, was that in the videos?

Posted

Lambda:

- gravity seed start up changed(?)

From what I've read, it no longer has invincibility frames on start up.

Did Lambda lift her hands on that final hit? It looks like Gravity Field doesn't have invincibility anymore. I swear that was Gravity Field's startup animation.

It was. Watch her Gravity gauge.
Posted
From what I've read, it no longer has invincibility frames on start up.

There is nothing indicating that she lost invulnerability on gravity seed. Animation being different does not mean an absense of invulnerability frames.

Posted

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

I like this change, The new combo looks stylish.

214B>214D>j.b>j.C>JC>j.C>214C

Posted
There is nothing indicating that she lost invulnerability on gravity seed. Animation being different does not mean an absense of invulnerability frames.

She was hit out of the startup in this video:

http://www.youtube.com/watch?v=oaYyVbjcxUQ

The last hit of the match, Lambda does a wakeup -> gravity seed, and Bang scores a counter-hit during its startup. Not only does she lift up her hands (its the same animation as always), you can clearly see the Gravity Seed Gauge appear when she gets counter-hit.

At very least, we know it isn't active-frame full invincible anymore. It may still be head invincible (or some other form of lesser invincibility), but its no longer a true reversal.

Posted
There is nothing indicating that she lost invulnerability on gravity seed. Animation being different does not mean an absense of invulnerability frames.

The wiki indicates that she lost invuln on it.

"無敵削除"

Posted

Guess she's out of a reversal for now.

Posted

That's a pretty bad reversal.

Sure, it's air unblockable and an overhead, but you can easily super flash buffer and block it, plus even if it does hit, they tech immediately, it's not CT where she can combo from it (without RC), her window of escape if really short, Tager can sledge/VC/backdash through it, Hakumen can cut it, and some characters can push Lambda away with an attack or a dash, making it whiff completely.

It's hardly reliable. That's why you don't see much players use it.

Posted

If throws are now green after a guard break, does that mean command throws such as 720 will not purple? :D

Posted

That would be the general assumption, but since the system is getting changed, no one (here) can be sure.

Posted

I was saying that it's possible that despite green normal throws, command grabs may still turn up purple.

Just a possibility.

Posted
- 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.)

Why is this a nerf (-) and not a buff (+)? Wouldn't this make Yukikaze harder to react to since there isn't a giant flash to tell the opponent what you're doing?

Posted

It's a style buff. :(

I don't get how that even works anyway. The opponent would still see the giant super counter, right? So Hakumen would still be standing there helpless with a giant super counter flashing. Just because the screen isn't blinding you with the distortion background and all that stuff doesn't mean you wouldn't be able to tell, unless you were asleep.

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