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Posted

Don't mind me, just making a new thread.

- 3C launches higher, techable. Can combo into jB if close enough.

+ 8D air-unblockable again (barrier works).

+ 5C CH proration still same, 8D has different same-move proration on the clap and wave, so it does more damage.

- 6C doesn't wallbounce.

- Mondlicht has more proration, much less untech time.

- 2C slower, upper body invincibility starts later.

- Weiss Jägd only wallbounces in corner.

+ 5C air unblockable (barrier guard works).

+ Wolf jA has less proration.

+ Weiss has less proration.

- 3C knocks opponent down further away, hard to follow up.

- Less untech time on Wolf jB. (welp byebye jB jB combos)

- Throw wallbounces, harder to combo.

- König Wolf cancel point is later.

- Sturm Wolf does less damage.

- Damage generally decreased.

- CA spins on hit, can followup in the corner only.

- Level 3 drive moves have less untech time. 2C connects from L3 5D in the corner. Small window. Pretty much nothing else does. It's very hard to combo off L3 drives outside the corner.

- Were you ever able to barrier guard cancel Makoto's Astral Vision move? Because I think he's saying they took that out.

- Makoto Dempsey Roll has less untech time.

- Opponent falls faster after Corona Upper.

- Can't cancel from neutral throw.

- 2C slower.

- Comet is slower.

- C Asteroid vision angle has been changed. Lightning Arrow combos gone.

+ 5B air unblockable (barrier guard works).

- Parry spins on hit now.

- Shooting Star wall bounce removed.

- Big Bang damage has been reduced.

+ 5C air unblockable (barrier guard works).

- 3C techable now.

- 6A forces crouch, can't special cancel. ( ≖‿≖)

- 5D slower, freeze still as short.

+ 5B > 6A gatling added. Of course, it doesn't combo.

+ 2B > 5B gatling added.

+ 6A can't be punished (unless you IB). Will combo into 5C on CH.

+ 623C has more untech time, unairtechable from a ground hit. Can still combo.

+ Less proration on forward throw's third hit.

- 5C has less range.

- 2D is slower.

- More proration on back throw.

- Sledge followup slower than in the previous loketest.

+ Sledge followup has Fatal property.

+ 5C air unblockable (can be barrier guarded).

+ Throw range increased. Still not at CT range, though.

+ He's wondering if Tao ever had 2C -> 3C gatling? Well she has it now.

+ Corner throw connects to 6C. Again. Might work with 214D too? 214B doesn't work. 214C works.

+ C-Tsubasa (214C) can be charge-cancelled after the move. If she has a jump cancel left, she can do C-wings > j.D > air combo.

* Post-landing recoveries on aerial charge cancels and JDs are unchanged.

* 3C > D-sword (214D) connects as usual.

- Instant charge is gone? Seems like 5D just charges as CS1.

+ 2D/5D/j.D all charge faster, though. 2 stocks off 22C finisher midscreen seems reasonable.

+ 5D seems to recover faster, too

- 2D feels a lot slower to recover, was worried doing CC's.

- Charge counter-hit state is through the startup, move and recovery.

* 214A still doesn't launch or combo into anything making it kind of pointless (I'm probably missing something)

+ 236D seems to have longer hit-stun/level upgrade.

* Super is still a projectile (but it would be), not sure about her DP (was trying to get a Hakumen to cut it).

- jC has more proration.

+ f○g can be comboed into, easier to tack on curses with meter.

+ f○g autoaims on the opponent, hits low.

+ f○g gives you 100% curse, probably can't use it to recurse afterwards.

- Backdash has more recovery.

- Cresent bounces higher, loop easier. More proration. Longer untechable time, much easier to combo.

+ Act Parser A goes through opponent if close enough. Puts Lambchops in counter state. Can be used to escape the corner easily.

+ C moves have less proration, C>6C loop does more damage.

+ Gravity is actually better than it was in CS.

+ 5D, 6D, 4D have more... something. Startup? Active frames? I don't know, I don't have the source.

+ 6A buffed a lot.

- Throw only combos into dash 2D.

+ 5B air unblockable (barrier guard works).

+ 2C -> 5C gatling added.

- Overall damage tweaked (I'm gonna say nerfed, since this is listed in red).

+ 3C combos into 22C.

* Apparently Dead Spike combos are the way to go now?

+ 2D has better proration.

- 3C techable.

+ 2C > 6C combos on standing.

+ 6A has been buffed.

+ Tempest Dahlia has no wind consumption. Speed is good.

+ 6B -> 6C gatling added.

+ Wind affects movement more.

+ 6C forces standing.

+ 3C hits higher.

+ ItsuuA/B/C's 2nd hit will come out even on block (loses staff).

+ 2nd hit of Itsuu breaks 1 primer.

+ Can do Four Winds, 5D or 2D after the 2nd hit of Itsuu. He's not sure if it works on block.

* 2C 4D Haku Ippatsu xN = 4700

+ Ippatsu may have lost same-move proration (hence the 4.7k combo)

* Midscreen 4D 2D dash tk Chun 6C etc. works, hard to connect.

- 6B causes stun. No followup without RC.

+ 5B level increased.

- 5C doesn't move her forward.

+ Ouroboros gauge goes up one if guarded.

+ 6A/6C downs opponent on hit.

* Zaneiga 6C2B5C j.C(5) Jayoku 2D~D j.BC(2) j.C(5)214B works, 3.8k

- Meter gain decreased.

* No changes/nothing found out yet.

Throws/command throws are unbreakable after a guard crush. This was in the last loketest, wasn't it?

No proration on guard crushes.

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Posted
- 3D has less untech time.

I think you meant 3C. She does not have a 3D.

Also, Makoto for Loketest's D Tier.

Posted

As usual, yeah.

I think you meant 3C. She does not have a 3D.

Also, Makoto for Loketest's D Tier.

Not even. Fixed.

I bet you wish it was 3D now.

Posted
5C air unblockable? hell yes.

I'm a bit worried that we're going to have another CT-Bang ----> CS-Bang Situation here with Jin if Arcsys isn't careful. Mind you I don't play Jin and don't know him particularly well, I just see the top tier getting nerfed, and a mid-tier character getting nothing but buffs.

/flamecoat

Posted

lol! the 3º loketest!

already out!!!! I imagine the changes that we will have in the game! I hope that "Jin" is a little nerf.! I pray that Ragy. / lambda (Nu) receive good buffs! XD

Posted
Tao

+ Throw range increased.

well this is good news. I think they really overdid it in CS1 with the nerf, even when kara-throwing her range was still awful. Given that she really can't taunt loop anymore the payoff from throwing opponent should be back to normal, so it's cool to have the throw range increased (wonder if it's back to CT range though).

Also lol@Valk's nerfs, they're definetely expected. 2C right now is just too fucking good. It's fast enough to punish people approaching from distance has good hitbox that hits all around him (even stuffing crossups), and when it trades it's in Valk's favor and nets ridiculous damage+meter gain. It's litterally possible to end a round with two CH 2C combos. Good to see they're somehow trying to fix that. I'm curious to watch some loketest vids as soon as they're available because I have no idea how they can have the 6C work without the wallbounce (but then again, this kind of nerf is just like 2C's, payoff from his 6C was also pretty damn good).

5C unblockable for Jin sounds completely unnecessary.

Posted
well this is good news news. I think they really overdid it in CS1 with the nerf, even when kara-throwing her range was still awful. Given that she really can't taunt loop anymore the payoff from throwing opponent should be back to normal, so it's cool to have the throw range increased (wonder if it's back to CT range though).

It's not back to CT. Edited for clarification.

Posted

Carl's 3C is techable...? as in.. no more 3C IAD j.2C alle~can combos? if this is the case that makes me unhappy.

Posted
- Level 3 drive moves have less untech time. 2C connects from L3 5D in the corner. Small window. Pretty much nothing else does. It's very hard to combo off L3 drives outside the corner.

That basically means we can't do anything with her Drive that isn't 5D to corner. Great.

Posted
5C unblockable for Jin sounds completely unnecessary.

I actually agree, it's just wierd, it has no head invulnerability and I can't see it mattering much.

I'm a bit worried that we're going to have another CT-Bang ----> CS-Bang Situation here with Jin if Arcsys isn't careful. Mind you I don't play Jin and don't know him particularly well, I just see the top tier getting nerfed, and a mid-tier character getting nothing but buffs.

/flamecoat

eh...

he's not getting a lot of big buffs, the biggest has been 5C>5D which doesn't have any follow ups without meter, so he essentially got a better mid range game. less kick back on sekka is convenient. The only thing I can see as being annoying is that Jin can do 3+ air unblockables in a row. He still has his problems though, like how 2C is still ass...

Posted
- makoto 2C slower.

- makes makoto's 3c even more worthless with less untech time

i call troll information like bang 2a-5b and dnails supposed nerfs

on an optimistic note: fuck yes more air unblockables, i don't care if it's not even for my characters. more.

Posted

Makoto's 2C is even slower? It was already unbelievably easy to react to in the first place, I reckon.

Posted
why do they keep buffing jin

oh well =)

They accidentally made him not top tier in CS so they're making up for it by making sure he just keeps getting buffed through all the loketests till he's beyond CT bullshit even.

Either that or they're just trolling like CS loketests and he'll be nerfed even more right before the final version.

he's not getting a lot of big buffs, the biggest has been 5C>5D which doesn't have any follow ups without meter, so he essentially got a better mid range game. less kick back on sekka is convenient. The only thing I can see as being annoying is that Jin can do 3+ air unblockables in a row. He still has his problems though, like how 2C is still ass...

Just for reference, when exactly does Jin ever not have meter? And weren't you the guy that was complaining that Jin didn't do enough damage off his DP?

Posted
Makoto's 2C is even slower? It was already unbelievably easy to react to in the first place, I reckon.

yeah that shit is already like 28 frames iirc, i call bullshit

also

chooch you are not jubei

don't make me sexually harass you in public on the internet

Posted
It's not back to CT. Edited for clarification.

Ah, aight. Well as long as it's not craptastic as her current CS1 throw range I'm fine.

I actually agree, it's just wierd, it has no head invulnerability and I can't see it mattering much.

What the...

You best be joking son.

Even without head invuln we're talking about a goddamn poke that's fast enough, with proper spacing having 5C unblockable is a freaking good buff especially in Jin's case when pressuring and trying to trap the opponent at the corner. They're going to make him stupid again if they give him this kind of tools. That's what my comment regarding that buff being totally unnecessary was referred to.

Posted

You know, with how many people have been trolling the loketest info lately, I don't know what I can take seriously anymore.

Edit: Just gonna make a quick correction here, 3C=/=Dempsey Roll. Infinite Rush is a Dempsey Roll.

Posted
+ 5C air unblockable (barrier guard works).
I just laughed. Really, really hard. This is too good, I'm not counting on this staying. If it does? I don't even, know, really, asflkjdf

edit: okay I'm not even sure this is real, I mean really, this is too good. Japanese troll tweet maybe?

Posted

3C being techable now is kind of saddening, I hope they revert it back next loketest. I feel sorry for Makoto mains though, that list of nerfs looks painful.

Posted

Yo eirei, where's the information coming from? Nantoka/Ushidonburi's been silent. I'd like to help TL.

Posted

JIN IT TO WIN IT

I keep thinking Eirei is trolling us. :P

5C unblockable would be good at stopping jump outs.

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