Taokakaism Posted October 23, 2010 Posted October 23, 2010 throw>2C>DS>5D>6A>JC>JD>JC>BE>5D>CS Ragna's "unconfirmed throw 5k combo" Throw -> 2C -> Dead Spike -> 5D -> 6A -> Jump Cancel -> j.D -> Jump Cancel -> Belial Edge -> 5D -> Carnage Scissors
CrisisEdge Posted October 23, 2010 Posted October 23, 2010 What are the bang and hakumen changes?!?!?!?!? O.o
SolheartStud Posted October 23, 2010 Posted October 23, 2010 Info on Ragna's 5D 2nd hit being overhead is a hoax. Info on Ragna's Gauntlet Hades being not an overhead is also a hoax. Ragna's BBS is in chaos now due to a troll giving such hoax information. There's even one unconfirmed(not sure if troll) combo that starts from THROW and Dead Spike that does 5k. So take every information you get about Ragna now as a pinch of salt. This makes me sad....but at least GH isn't as bad as I thought it was.
HiagoX Posted October 23, 2010 Posted October 23, 2010 Was it already said that they found a new combo for Hazama? If no, then here: Corner combo: 5B > 3C > 236D > 5C... It seems like since Jabaki slides the opponent and when it slides to the wall, it wallbounces a little, you can actually combo from it. If my translation is wrong, please correct me. ・ジャバキのスライドダウンが画面端で壁バウンドするようになり、5B>3C>ジャバキ>5Cが繋がる
zephyr07 Posted October 23, 2010 Posted October 23, 2010 Was it already said that they found a new combo for Hazama? If no, then here: Corner combo: 5B > 3C > 236D > 5C... It seems like since Jabaki slides the opponent and when it slides to the wall, it wallbounces a little, you can actually combo it. If my translation is wrong, please correct me. jabaki does slide but only wallbounces in the corner. Then you can do the 5B>3C> Jabaki> 5C... combo
HiagoX Posted October 23, 2010 Posted October 23, 2010 jabaki does slide but only wallbounces in the corner. Then you can do the 5B>3C> Jabaki> 5C... combo Then my translation was right. By "wall" I meant corner. Anyway, there are many Taokaka nerfs and 2 Makoto nerfs along with the other characters' changes. If anyone's interested in translating them all, by all means: http://generalnantoka.blog35.fc2.com/
zephyr07 Posted October 23, 2010 Posted October 23, 2010 Then my translation was right. By "wall" I meant corner. Anyway, there are many Taokaka nerfs and 2 Makoto nerfs along with the other characters' changes. If anyone's interested in translating them all, by all means: http://generalnantoka.blog35.fc2.com/ Taokaka: +6C CH wall bounces (in shinjuku it only sent them flying) -6A start up increased, 2B>6A won't combo -5D's hit stun has decreased or DA recovery has increased? on crouchers 5DA>5B won't combo -Damashinku speed has weirdly slowed (someone help me on this, i don't main tao) -Only DD can cancel from 3C (in corner can combo with 5B though) -After 6B normal hits won't combo (up till shinjuku 5B could) -CA motion changed to 6C, sends opponent flying, slides Lambda: -Increased recovery from crescent cancel -Crescent saber's recovery increased. Cannot pick up combos from TK crescent -6C sends opponent flying (in corner wallbounces) -cannot combo 6C from 2DD Makoto: -B, C arrow now have same move proration -comet arrow same move proration increased
Yukikaze Posted October 23, 2010 Posted October 23, 2010 Those Makoto nerfs where expected, has the test #3 stuff stayed or been restored? Im guessing double lightning arrow wasnt intentional, which is why its so awkward?
Bren Posted October 23, 2010 Posted October 23, 2010 Lambda: -Increased recovery from crescent cancel -Crescent saber's recovery increased. Cannot pick up combos from TK crescent -6C sends opponent flying (in corner wallbounces) -cannot combo 6C from 2DD They have officially killed Lambda with the Saber updates
felipebwk Posted October 23, 2010 Posted October 23, 2010 Taokaka: Lambda: -Increased recovery from crescent cancel -Crescent saber's recovery increased. Cannot pick up combos from TK crescent -6C sends opponent flying (in corner wallbounces) -cannot combo 6C from 2DD WTF! Oh my God, they killed lambda! ...You bas!@#$@#!!!
Spirit Juice Posted October 23, 2010 Author Posted October 23, 2010 And he'll have to spend the whole game blocking. Since he has no good normals. Seriously, I could criticise every one of his normals. Against Ragna, we're dead on the ground, because even if we block all of their mixup, we'd have no tools to escape further pressure, and none of our normals are good ground punishers. All pretty much any character has to do is Dash 2A and there won't be a thing we can do against it. Attack, Backdash, jump, it doesn't matter. It's obvious Arcs are just catering to scrubs who can't block in these loketests. Look at making 6A an even more punishable and slow overhead. I predict in the final version, Arakune will only be moderatly nerfed, because Arcs will realise that you cannot actually make a game based on what semi-competitive idiots think. orz I'm not even sure what to say about this post. They're making it harder to get out of block strings instead of just jumping out and barriering, which is, currently, very strong, especially for Arakune and Litchi because of their three frame jumps. People actually have to be smart and take block strings now, rather than just take a nap, watch out for overheads/throws, and then jump out without having to worry about much. It makes the game a lot more dynamic and more difficult to master. I don't see how ASW is catering to scrubs when they just made blocking MORE difficult (B and C normal buffs, primer nerf, and guard crush buff). What's sad that even with all these buffs, Tager's blockstrings will still be ass. Even in the corner. Also, the best thing about this change is that being in the air all the time like it's Melty Blood or Arcana Heart isn't that great anymore. Thank god.
Henaki Posted October 23, 2010 Posted October 23, 2010 im still laughing at that post. i cant believe i really read that.
J-KT21 Posted October 23, 2010 Posted October 23, 2010 I don't know if I'm the only one but I'm not liking the fact that they've decided into incorporating universal B, C and D attacks as air unblockable now, on the 4th and probably last lokelest. I like the idea of the whole "this ain't arcana heart, bitches!" thing. But incorporating such major changes can really hurt the balance of all characters. Basically, sometimes the trade-off isn't all that high for a few characters like, say, Bang. He's got crazy mad offensive pressure, I can see him (or Litchi!) catching a lot of players much more now. Is the tradeoff equal? I doubt it. Asking a Bang or Litchi to actually learn to block probably does not compensate for that 'buff'. Some characters that already have trouble pressuring might have even a harder time now (some others don't even have good normals to catch the opponent in the air on blockstrings). Anyway, my point is, if they really end the loketests now, I believe that things won't be as balanced as they would've been if we had kept the universal changes out of this. So, I really hope they do add a few more loketests in order to play and tweak with the 'new system' and balances for a little longer.
Spirit Juice Posted October 23, 2010 Author Posted October 23, 2010 I don't know if I'm the only one but I'm not liking the fact that they've decided into incorporating universal B, C and D attacks as air unblockable now, on the 4th and probably last lokelest. I like the idea of the whole "this ain't arcana heart, bitches!" thing. But incorporating such major changes can really hurt the balance of all characters. Basically, sometimes the trade-off isn't all that high for a few characters like, say, Bang. He's got crazy mad offensive pressure, I can see him (or Litchi!) catching a lot of players much more now. Is the tradeoff equal? I doubt it. Asking a Bang or Litchi to actually learn to block probably does not compensate for that 'buff'. Some characters that already have trouble pressuring might have even a harder time now (some others don't even have good normals to catch the opponent in the air on blockstrings). Anyway, my point is, if they really end the loketests now, I believe that things won't be as balanced as they would've been if we had kept the universal changes out of this. So, I really hope they do add a few more loketests in order to play and tweak with the 'new system' and balances for a little longer. I actually agree with this and it does concern me a little bit. They still have time for more loketests though.
Ronove Posted October 23, 2010 Posted October 23, 2010 Taokaka: -Damashinku speed has weirdly slowed (someone help me on this, i don't main tao) It's [2]8 charge move.
JG Posted October 23, 2010 Posted October 23, 2010 Loketest 4 was the last one meaning that this are the total changes for Carl. Buff + 2B>5B gattling added cannot re-input 2B) ( Loke 1) + 3D stands opponent up, i.e. 8D 3C 3D -> 3D will hit as though opponent was standing on the ground (Loketest 2) + 8D air-unblockable again (barrier works). (Loketest 3) + 5C CH proration still same, 8D has different same-move proration on the clap and wave, so it does ( Loketest 3) + 8D breaks 2 guard primer ( Loketest 4) + Fuoco guaranteed to come out, new input: 236 ]D[ Nerf - Ada's gauge recovers slower (Loketest 1) - Untechable time on moves have changed, combos that work in v1.x does not work anymore ( Loketest 1) - j.B has less untechable time (will confirm later) ( Loketest 1) - 8D can be blocked in air ( Loketest 2) - 3C launches higher, techable. Can combo into jB if close enough. ( Loketest 3) - Carl's Anima no longer has armor ( Loketest 4) - j2C: the jump after the hit is bigger (literally translate to bigger, it should mean higher) ( Loketest 4)
zeth07 Posted October 23, 2010 Posted October 23, 2010 Looks like people's 3cs are coming back to usefulness. Notably Tager, Noel, Bang, Hakumen and Makoto. Bang's Asura command changed to 236236a. Bang's 3C is probably never going to be all that useful. It has it's use, but not useful. Unless you're thinking of his 6C....*which still isn't even all that useful outside of combos, unless they buff it to make it a good anti-air*. Ashura being A instead of D is nice, we now have a distortion for each button. All that's left is for Bang to get a Taunt Distortion in BB3/2?
SolarMisae Posted October 23, 2010 Posted October 23, 2010 Lambda: -Increased recovery from crescent cancel -Crescent saber's recovery increased. Cannot pick up combos from TK crescent -6C sends opponent flying (in corner wallbounces) -cannot combo 6C from 2DD For the love of god please let this be trolling...please oh please...
Master Bigode Posted October 23, 2010 Posted October 23, 2010 They have officially killed Lambda with the Saber updates Eh, what ? Lambda's gameplan doesn't even revolve around crescent sabers.
Kaialynn Posted October 23, 2010 Posted October 23, 2010 Lambda's gameplan doesn't even revolve around crescent sabers. What world do you live in? I'd love to know. Every one of her decent combos uses a crescent saber and TK fakes are a huge part of her close range mixup.
JinSaotome Posted October 23, 2010 Posted October 23, 2010 And he'll have to spend the whole game blocking. Since he has no good normals. Seriously, I could criticise every one of his normals. Against Ragna, we're dead on the ground, because even if we block all of their mixup, we'd have no tools to escape further pressure, and none of our normals are good ground punishers. All pretty much any character has to do is Dash 2A and there won't be a thing we can do against it. Attack, Backdash, jump, it doesn't matter. It's obvious Arcs are just catering to scrubs who can't block in these loketests. Look at making 6A an even more punishable and slow overhead. I predict in the final version, Arakune will only be moderatly nerfed, because Arcs will realise that you cannot actually make a game based on what semi-competitive idiots think. Did you just argue that nerfing a braindead, powerful defensive option...caters to scrubs who can't block? I... That's not... what
Henaki Posted October 23, 2010 Posted October 23, 2010 i vote that "post that summarizes dustloop.com of the year".
Diveman Posted October 23, 2010 Posted October 23, 2010 so...litchi´s 6B [m] lifts the opp on hit...so, if its JCable on hit, we might be able to 6B[m] jump cancel Itsuu A...asuming litchi is still not able to cancel any move into itsuu... EDIT: Any other known litchi changes?
A.X.I.S. Posted October 23, 2010 Posted October 23, 2010 yo henaki I checked out that thing about tagers 5C. you guessed it! its not a threat because you still have enough time to barrier jump out of it.
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