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Posted
A green 360/720, how weird.

Green means you were thrown while not in hitstun, which can only lead me to believe guard crush state =/= being in hitstun.

Command throws wouldn't be green, they'd just be normal.

Also, shout outs to Yukikaze finally working the way it should work.

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.

Hey, you get hit by normal D.Counter more than yukikaze, right?

This shows the flaw in your logic. :P

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Posted

I believe it's a buff because you wouldn't be able to kara barrier, but i dont know how its gona work either...wouldnt he still yell out kokujin? A super with no super flash...so weird

Posted
I believe it's a buff because you wouldn't be able to kara barrier, but i dont know how its gona work either...wouldnt he still yell out kokujin? A super with no super flash...so weird

It's a real counter!

D:

We've been saying this is how it should be since CT.

Posted

I wonder though, does the Yukikaze still use meter if it doesn't counter anything?

For the people who are unsure why it is a buff, lack of superflash means no time for your opponent to buffer block. It's like a normal counter now, but with added benefits. :3

Also I bet he'd still yell KOKUUJIN if he does counter something and the superflash comes out. Just not while doing the actual counter.

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.

People can super flash buffer to cancel their attack, making Yukikaze a waste of meter.

This way they can't do that, so it's gotten a little more viable.

And yes, farran. It will still use the meter.

Posted

it said it still takes bar, and yea, my first reaction when i see a super flash is to not attack, making the lack thereof a buff to a counter super imo. before it was worthless unless you could catch someone with an attack already out (well it still will be mostly but you might be able to catch some more people with it...)

Posted
I believe it's a buff because you wouldn't be able to kara barrier, but i dont know how its gona work either...wouldnt he still yell out kokujin? A super with no super flash...so weird

its no weird than 720 going active in super flash and all of its startup being pre-flash.

this is how counter supers should always work, otherwise they are useless or useful for trolling.

Posted
Litchi:

+ 2D, 5D less recovery.

- jC has less hitstun.

- j2D second hit pulls in a small amount.

- ItsuuA loses staff on block

j2D's second hit pulling in is a buff, she doesn't have that now.

Posted
j2D's second hit pulling in is a buff, she doesn't have that now.

Forgot to change that when I copy pasta'd. Original post used - as bullets. Thanks.

Posted
Forgot to change that when I copy pasta'd. Original post used - as bullets. Thanks.

You might want to change Yukikaze from - to + while you're at it unless there's something we're missing.

Posted

I'm guessing it's like Freeman's K super where he just walks forward in counter stance and the superflash only activates if he gets hit. I'm guessing Hakumen just does the counter animation sans superflash/freeze and only TOKI WO TOMAREs if he actually lands the counter.

Posted
I'm guessing it's like Freeman's K super where he just walks forward in counter stance and the superflash only activates if he gets hit. I'm guessing Hakumen just does the counter animation sans superflash/freeze and only TOKI WO TOMAREs if he actually lands the counter.

Isn't that what we just said?

Posted
It's cause you derps kept saying "hurr i dunno what how it works now" so I felt obliged to say something.

I don't believe I ever said I didn't know how it works.

Derp.

@ Blade: no. Maybe with 100 meter, but you can do so much more with that anyway.

Posted

- enma floats higher, harder to follow up

Does that mean its just harder to time the Enma>j.2C or does it mean need to time the jump differently after Enma?

- tsubaki slides, can only follow up in the corner

No more Tsubaki>5C>Enma BnB and Tsubakicopter midscreen?

Posted
Wait, couldn't you do 720 off guard break in CT? For some reason I remember that...

Yes and any other command throw too.

Normal throws were green.

Posted

Assuming that only the second hit of renka causes the wall bounce, I'm cool with most of these changes, although the regular D counter nerfs are still head scratchers. I wonder how the wall bounce will affect hotaru's combo damage. Will we have to rapid to do anything other than 6C (or basic air hit)? Heh, and just when I was getting comboing off hotaru down pat. Guess we'll see if it sticks.

Posted
Now if only they'd change the crescent input to j.236D. I'd never miss a crescent loop again.

Better yet, j.214D and j.236D should BOTH work :d

Alternating tk direction made easy.

Posted

So can only Hakumen follow-up with 2D?

I hope ArcSystem reverts Haku's j.D and 6D back to there former glory, the only time I use 5D is if I'm to lazy to input Yukikaze on a full-screen Carnage Scissors.

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