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Posted

looks like:

6a has faster startup (p much same as first loketest but hasnt been mentioned in a while)

Sledge Hammer Followup is Fatal Counter?

edit: assuming the change to anti-projectile on sledge followup, that's actually a really interesting change vs litchi/tsubaki/noel, because they use proejctile based reversals. the fatal counter miiiiiiight be worth it.

Posted
god why did they even touch makoto? im starting to doubt ASW knows what theyre doing afterall. i feel offended

Except if they nerf her retarded bullshit like her corner 6k+ combos and hella dumb minimum damage on BBS she might actually get some better normals.

BBS's minimum damage was stupid, how anyone can think otherwise is mind boggling. An extra 1.6-3.2k no matter what is ridiculous, especially when she already gets like 5k+ meterless in the corner. It's the same reason Valk's supers and Daifunka need to get hit, too much minimum damage. Minimum damage on any super should really top out at like 600-800.

Posted

I dont think you can do the 2hit BBS twice so it would be 2.6k. Single hit is only 1k min damage.

Posted

I've roughly translated Hazama's (lol character bias but I'm working on Bang's and Litchi's). Since it's rough, anyone feel free to correct me.

Hazama

Buffs

> 2B's level has been increased. 3C can now be lead from standing

> Throw damage has been increased to 1800.

> The speed of Ouroboros from AM sho (no idea, that's what it says) has been increased.

> Jabaki's usual hit can now hit slide downs.

> Ressenga hit from the air can also cause knockdown.

> Zaneiga causes opponent to twirl. (Idk, ok.)

> From air throw, bound is apparent, it's easier to chase the opponent afterwards.

> From backthrow, all characters can be hit by j6D which can connect to Houtenjin.

Nerfs

> 5B's level has been reduced.

> 5C to 4D is made more difficult to accomplish

> At JC's 3rd hit, a jC is no longer doable.

> Cannot cancel after throws.

> D is now much stricter and difficult to use.

> Retracting D moves has been sped down.

> Ressenga FC can no longer combo.

> Ouroboros gauge fills up slower.

> 3C causes the opponent to float, Zaneiga can't hit.

> Ouroboros gauge will not recover even on blocked Ouroboros hit.

I forgot to add, that there are still no new changes in this new one, he's just stating changes from the previous one.

Posted
Now Aksys should make it invincible on startup as I sinisterly rub my palms together.

Bwahahhaha..um...

Yeah. o-o

I've roughly translated Hazama's (lol character bias but I'm working on Bang's and Litchi's). Since it's rough, anyone feel free to correct me.

Hazama

Buffs

> 2B's level has been increased. 3C can now be lead from standing

> Throw damage has been increased to 1800.

> The speed of Ouroboros from AM sho (no idea, that's what it says) has been increased.

> Jabaki's usual hit can now hit slide downs.

> Ressenga hit from the air can also cause knockdown.

> Zaneiga causes opponent to twirl. (Idk, ok.)

> From air throw, bound is apparent, it's easier to chase the opponent afterwards.

> From backthrow, all characters can be hit by j6D which can connect to Houtenjin.

Nerfs

> 5B's level has been reduced.

> 5C to 4D is made more difficult to accomplish

> At JC's 3rd hit, a jC is no longer doable.

> Cannot cancel after throws.

> D is now much stricter and difficult to use.

> Retracting D moves has been sped down.

> Ressenga FC can no longer combo.

> Ouroboros gauge fills up slower.

> 3C causes the opponent to float, Zaneiga can't hit.

> Ouroboros gauge will not recover even on blocked Ouroboros hit.

Very interesting.

Posted

Arakune:

+ f of g leads into combos. Easier to mark (?)

Lambda

+ TK Crescent Loop is easier to float higher.

Hazama

None?

Makoto

-Forward throw can't be canceled. 4B+C is the same.

-Comet is slower.

-Astroid Vision Barrier cancel removed.

-lvl3 D has significantly less hitstop. Hard to followup.

-Shooting Star wall bounce removed.

-C Asteroid vision angle has been changed. Arrow followup combo is now impossible.

EDIT:

Rachel:

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

Thanks Andarel!

Posted

Comet = Comet Cannon = 236A~D I think.

Astro Bariga probably means Astral Vision jump (214B/C) into barrier cancel.

Really, though? I wonder if she got any buffs, because she's looking like one of the worst characters in the game right now.

"Kure" = TK Crescent, so Kurerupu = TK Crescent Loop? Might mean that with the buffs to the Crescent, you have more leeway while doing it (they can bounce higher before it stops working?).

Not sure about "easier to tag".

Posted

my impressions against characters i saw today

lots character's B and C moves are air-unblockable now

more like GG normals

Ragna: not bad, at least Ragna players should try harder before they complain

Jin: decent changes, not bad

Rachel: it seems like pumpkin's attack level is increased, 2D>JA and J3AD works as overhead but requires at least 2 winds for combo after JA, 6A has a bigger and longer guardpoint

Lambda: though gravity OTG does not make opponent float, it has a long hit stun so she can do dash 4B after normal hit and it combos, 236A looks like forward act pulsar in CT

Carl: no more combos after 3C, 8D is air-barrier blockable, Anima is still very good

Hazama: didn't change much from last loketest, waiting for new combos

Bang: still pretty good in CS2

Tsubaki: requires more charge level to do combo but its much easier to get the level and combo actually does big damage

Makoto, Valkenhayn: nerf in combo damage

Platinum: TK air-floating move looks very dangerous (as fast overhead and corner mix-up)

Posted

More B and C air-unblockable moves?

Hopefully, chicken jumping weakened heavily? I am very okay with this.

EDIT: Does Lambda's 214A/B/C have invulnerability still?

Posted

I love ASW's logic with balancing. "Durp let's really buff the low tier characters and really nerf the top tier characters. Math dictates that this will make the game autobalanced.

Posted

They're destroying Makoto. My goodness.

She was never all that powerful, but these changes make it seem like Arc System Works believed her to be one of the top characters.

Still wanting more information on Noel, despite being worried they're going to make her even worse than she is already in Continuum Shift.

Posted

As soon as Jin isn't CT retarded, I'm okay with the changes.

Would be fun if they make his Kokujin Yukikaze counter high, mid AND low attacls :v:

Posted
They're destroying Makoto. My goodness.

She was never all that powerful, but these changes make it seem like Arc System Works believed her to be one of the top characters.

Still wanting more information on Noel, despite being worried they're going to make her even worse than she is already in Continuum Shift.

I had a thought that was more positive. Those things are what made Makoto what she is. They might be taking them away, so that people have to play her and they can determine what she is really lacking to make her less gimmicky. Give her more solid fundamental options. Just a wild thought.

On valk Changes:

With the loss of wall bounce on those moves does that mean they just get pushed away like Makoto's 5D?

I shouldn't be surprised at the damage nerf. He does get some pretty sick damage, especially once we maximize his combo's.

Posted
Might as well delete Hazama from the game entirely. Brother.

He's looking uglier and uglier.

People were saying the same about :AR: before... until they figured out his super retarded +5000dmg shit.

:v: I'd rather wait and see Haz' final changes. So far he may not sound like the moving beast he is in CS, but he hasn't reached Slash :RO:'s or CS :RA:'s levels

Posted
People were saying the same about :AR: before... until they figured out his super retarded +5000dmg shit.

:v: I'd rather wait and see Haz' final changes. So far he may not sound like the moving beast he is in CS, but he hasn't reached Slash :RO:'s or CS :RA:'s levels

The problem is that he has yet to find a new BnB combo. 5B > 3C > 214D-B has no follow-up right now, which is pretty dumb. Can anybody confirm if 5B > 3C > 214D-A works? I wonder if it's possible to do something else after 214D-A's air knockdown.

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