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Posted
Disagreeing on that, she has lost one of her most important bnb in exchange for a possibly new one with 2c 6c.

Combined with the no proration on guard break, she can do very nice damage.

Listen hon, Mu is slipping. Now her bnb's have no increased damage (ex - 3c, 2b, 6a, 6c, 214d whiff), and is range dependant. More important no burst prorate is way more deadly for ppl like Rach, Litchi, Haku, others way more than Mu.

One simple little change destroyed her.

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Posted

As of this loketest, I wonder how long does it take for Haku's gauge to charge itself?

Hopefully, Haku will have a token one magatama at the start of the match.

Posted
Listen hon, Mu is slipping. Now her bnb's have no increased damage (ex - 3c, 2b, 6a, 6c, 214d whiff), and is range dependant. More important no burst prorate is way more deadly for ppl like Rach, Litchi, Haku, others way more than Mu.

One simple little change destroyed her.

I doubt that any Mu would normally start a combo with 3c into 2b 6a because of it's start up and being unsafe on block (unless you used a slided 2b when dashing into 3c).

Any other bnb combo with 5b or 5c into 3c will not combo into 6a, because of it's range. And the *insert starter* 3c 2b 5c combo's are more practical bnb's and not the "more damaging but more situational 3c 6a etc. " variants.

*edit the 2c 6c combo's actually have more range than her 3c 2b combo's.

With her added 2c 6c working on non grounded targets she can combo from 5b or 2b into 5c 2c 6c etc. Just as practical but less damaging, but it still works for stein setups.

Mu can break primers very fast with her charged lasers from her D's , exploding steins and sword of decimation (1-3 primers depending on charge level )

The only practical things that they killed off are her damage, one of her easiest way into her corner loop and her slide 2b tricks because the opponent is launched lower.

Posted

Hakumen should get a move like Tager's Voltaic Charge that builds mags. He should also get a 2 star command throw, that'd be awesome. Whatever, I still think Haku will be a good character when all is said and down, you guys need to calm down. :razz:

Posted

Ragna:

2C -> 5C gatling added.

At the very least, this is going to make for some creative FC combos. The only thing i'm concerned about is the "damage tweak", but then again it's Ragna...He'll be fine. Hopefully they'll keep the 2nd LokeTest's DeadSpike speed/properties in the final version. Its such a cool looking move but with very limited uses(as it is now).

Kune:

+ fâ—‹g can be comboed into, easier to tack on curses with meter.

+ fâ—‹g autoaims on the opponent, hits low.

+ fâ—‹g gives you 100% curse, probably can't use it to recurse afterwards.<---Probably? i should hope not. Nothin beats getting bugs thrown at you for an entire match.

Posted
Hakumen should get a move like Tager's Voltaic Charge that builds mags. He should also get a 2 star command throw, that'd be awesome. Whatever, I still think Haku will be a good character when all is said and down, you guys need to calm down. :razz:

Most people seem iffy on the fact that Haku doesn't play very much like a zoner (or at least not as much as, say, Lambda) and they're aiming to change him into one, which is a legitimate concern to make if zoning isn't your playstyle or doesn't click with you.

He might be good, sure, but that doesn't mean existing Haku players will still like playing him if how he feels is altered drastically. (Though yeah, some people are overreacting.)

I personally don't play him much and am kind of interested in the changes, but I'm no Haku main, of course.

Posted

im just joking around. n no tofu he needs a 4 star super command grab that does 5k. he just holds them in the air and breaks their kneck saying :HA:-"pitiful"

Posted

Skye, FU and Blade are the worst people on here.

These threads should be closed to the public.

Thanks.

GRRR

I'M ANGRY ON A GENERIC LEVEL AT THIS THREAD, BECAUSE IT WILL MAKE ME LOOK SMARTER AND MAKE PEOPLE THINK I KNOW THE GAME.

Rage_face.png

Posted
Most people seem iffy on the fact that Haku doesn't play very much like a zoner (or at least not as much as, say, Lambda) and they're aiming to change him into one, which is a legitimate concern to make if zoning isn't your playstyle or doesn't click with you.

He might be good, sure, but that doesn't mean existing Haku players will still like playing him if how he feels is altered drastically. (Though yeah, some people are overreacting.)

I personally don't play him much and am kind of interested in the changes, but I'm no Haku main, of course.

That's a fair point, you're absolutely right. I guess I'm excited for the new Haku because the direction they're taking him complements my style. Like in certain match ups, I typically don't approach until I have 8 stars lol. I like to zone aggressively until they make a mistake and I punish them for half their life. Good times.

Posted

No one said Hakumen will become a zoner- people assumed it. Aksys is nerfing everyone's comboability. For someone like Hakumen who can do good combos with meter, the best approach is not to tweak the moves as much as how often he can use that meter. 4 magnatama = 4k damage from almost any setup.

Faster C moves gives him better stall time until he gets 4 magnatama.

They just want the game to play slower and less combotastic since everyone needs 3~5 to win.

Posted

Scrub here. How exactly do Haku's changes turn him into a zoner? Is it just that faster 4C and j.C means he'll be more effective to play that way? And was he really that dependent on passive meter gain and counters before? Because I almost never see his counters used, and in CS they already changed his meter gain so that he gets less passively, but more from comboing and such.

Posted

hotaru blowing them away. renkas wall bounce. and something i forget on his 6C...i think...and slower meter gain x 3.

i need to go look at it again.

Posted

I was actually curious about the wall bounce. It's listed as a nerf in the 2nd loketest thread. Aren't wall bounces a good thing, since they throw your opponent back into combo range?

Posted

In some cases it'll knock them out of the way and screw around with the timing of the follow-ups hits i.e. Renka to Zantetsu.

Though now that I think about it, that combo is way too meter heavy now...Why do I get the feeling that the only worthwhile meter combo for Haku will be 6C > Shippu?

Posted

I think Renka's wallbounce will be good. I doubt that first hit will cause wallbounce and we don't need second hit because we cancel it into kishuu>enma. On the other hand, when we have two stars wallbounce will help a lot midscreen.

Hotaru's wallbounce could be good or bad, depending of the angle and untechable time.

Posted
They just want the game to play slower and less combotastic since everyone needs 3~5 to win.

Isn't this game slow enough already? =( Won't removing combo options make the game even slower? Can't count how many timeouts I've had in this game; I never remember getting a timeout in CT.

Posted
Isn't this game slow enough already? =( Won't removing combo options make the game even slower? Can't count how many timeouts I've had in this game; I never remember getting a timeout in CT.

I would argue that one of the reasons it's so slow is because of how combo-tastic it is. When you spend 20 seconds getting comboed, only to spend 5-10 playing footsies to start the next 20 second combo, it feels really slow because you're barely getting to play. And with some characters like Litchi or Arakune, You get to play even less.

I like that characters won't just be able to shit huge juggles after landing any move for alot of reasons I don't really want to list.

Posted

i always hated some of the super long combos in this game =p you mess up once and you have to wait 20 seconds to get a chance to restart, it ruins the flow of the game for me, and i'm glad their limiting the comboablility of characters. there will still be awsome combos, but there will be more room for mindgames and set-ups and such. sounds fun.

in before kune player talking about long combos o3o i get it.

Posted

Don't get me wrong, super long flashy juggles that do ridiculous damage have their place, but not off of every random hit. That's what the Fatal Counter mechanic is for. By changing this there could, also be a bigger difference between pressure and combos which I think is good as well.

@FU: Arakune is a whole different design conundrum. Personally I think it badly done, and would need big changes to play in an interesting way.

ON topic. About the 3C nerfs: What type of untechable are they? Are they normal untechable where you can tech-roll forwards and back, or are they only emergency techable. If the latter is true, the nerf might not be so bad and could potentially lead to alot of interesting oki tricks.

Posted
i always hated some of the super long combos in this game =p you mess up once and you have to wait 20 seconds to get a chance to restart, it ruins the flow of the game for me, and i'm glad their limiting the comboablility of characters. there will still be awsome combos, but there will be more room for mindgames and set-ups and such. sounds fun.

So says the person who can...

in before kune player talking about long combos o3o i get it.

Ffffuuuuu...

But 20+ second combos is exactly why I play Litchi D:

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