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Posted
Confirmed or not, this doesn't really make sense. 4D is a chain revolver attack, which means that the 6A follow-up would be her chain revolver 6A and all chain revolver attacks can link into each other freely already (at least that's how I've remembered it), sooo exactly what's up with this change? :v:

Not that I care too much since I don't use chain revolver very often outside of combos, but still that change seems silly because it's not a change at all unless they mean the 4D combos into her normal 6A now which sounds like DELICIOUS potential for a new combo starter on counter hit. If someone wants to enlighten me on that change a little more, than please do so.

4D only combos into d.6A on CH, the only move Noel can combo after 4D on normal hit is d.5A. The change probably means 4D does combo into d.6a on normal hit, which would be pretty helpful.

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Posted
I gotta assume it means d.6A, it just doesn't make sense for her Chain Revolver to cancel into a normal like that.

That's what I was getting at, it would seem whack if it wasn't d.6A. However if it was in fact just her regular 6A, that DOES sound like it has A LOT of potential to be a new combo starter which would be nice. Even more ways to get them into Drive BnB, etc. Delicious. *w*

Posted
I guess this is the end of the road for Blade, huh.

This is where corner proration kicks in, buddy. Gotta work dem resets now.

Arakune isn't really any of that.

Not yet.

Posted

Not yet.

Got my fingers crossed for some Disney ass miracle before the final build.

Posted

Yeah 4d > 6a probably means 4d > d.6a, it's not possible currently on normal 4d hit, only 4d > d.5a works. So it's a small buff to damage from non FC 4d I suppose, allowing you to drop that d.5a (which prorates like ass) and go straight to d.6a.

Posted

Can't wait to play CS2. My only concern is Rachel, I think she will dominate now.

Overall game mechanic changes look great, Ragna still looks good, just not as easy to use as in CS1, Jin is l33t and as far as Hazama, it's hard to tell, but I think he will be fine since his drive was left untouched and IB had no nerfs(lol).

Ty to all Aracune crybabies, I enjoyed reading your salt XD.

Posted

I'm really confused about a few things:

Tao's CA changed??? What possessed them to do that? Tao thrived off of maneuverability! Why take her strongest defensive tool away??

Carl's j.2C height increased?? Is that gonna mess with Alle-Can combos or is it just to be annoying?

Carl's Anima no longer has super armor?? Wasn't this already kinda pointless aside from weirdo approaches and gimmicks? Why take away that??

Posted
Maybe Carl will have large damage guard crush > Anima combos?

I forgot does Carl have any primer breakers on his own?? Only one I could think of would be 6C and maybe 3C??

Posted

I don't understand why people think Tager will be a threat in CS2. They haven't given him anything that would make him a fundamentally good character, they only buffed his gimmicks. 5D that hits during its active frames? Whatever. Chargeable 6A? Who cares. Everyone seems to forget that in the first loke test, they added even more same move proration on Atomic Collider, so his damage outside of throws is even shittier.

If guard break > 720 really is possible, then that's pretty good. Coupled with the system changes, that actually makes him a threat up close without giving him better lows or tighter gatlings. But the same bullshit that beats Tager now will continue to beat Tager in the future.

Posted

If guard break > 720 really is possible, then that's pretty good. Coupled with the system changes, that actually makes him a threat up close without giving him better lows or tighter gatlings. But the same bullshit that beats Tager now will continue to beat Tager in the future.

unprorated 720 on guard break is -pretty good-? With strings that break 3 primers? Some characters are going to have seeeeerious difficulty with Tager for that. Also, 6A seems good, but already overrated, I agree.

Posted
unprorated 720 on guard break is -pretty good-? With strings that break 3 primers? Some characters are going to have seeeeerious difficulty with Tager for that. Also, 6A seems good, but already overrated, I agree.

guard break 720=good.

strings that break 3 primers are good but anyone without a brain deficiency can hit him out of it.

no character is gonna have difficulty with tager unless they are tsubaki and noel.

and tagers 6A without jump cancel=fail.

Posted

btw, in case some of you didn't know. When you have 1 last primer left, barier blocking prevents you from a guard crush, regardless of what move they use on you.

Posted

Uh I dunno man. If sledge is getting faster and goes farther or whatever it was then Lambdude-11 might be easier. Besides the Lamb herself possibly being whacked hard by the hand of doom.

And about Dudena's 2B>6A. You mean to say that the gatling was removed?

And 2C was sped up. What the WHAT? 2C was already pretty abnormally fast, I thought. Lol. OH WELL I DON'T MIND.

And I can't really see how Dead Spike will be that much cooler. I mean, it has more stun in the air or whatever. Cool. But who on earth gets hit by a Dead Spike when flying around? HMMMM?? Maybe if the startup was decreased or it was given air unblockable status or something. Otherwise it's the same old dude and spike.

Posted
unprorated 720 on guard break is -pretty good-? With strings that break 3 primers? Some characters are going to have seeeeerious difficulty with Tager for that. Also, 6A seems good, but already overrated, I agree.

Tager -> Guard Break -> Taunt Buffer 720 -> LOL Finish

That's the first thing I'm going to do when the patch comes out.

Posted
unprorated 720 on guard break is -pretty good-?

guard break 720=good.

GC>720 will have 80% proration since GC combos have 100% proration on first hit and then 80% proration after that, since 720 has 3 hits and the last one deals damage, it'll be prorated a little bit.

btw, in case some of you didn't know. When you have 1 last primer left, barier blocking prevents you from a guard crush, regardless of what move they use on you.

If you barrier your last primer, primer crushing moves deplete the barrier meter super fast, leaving you in Danger State and then breaking your guard for ridiculous damage.

Posted
btw, in case some of you didn't know. When you have 1 last primer left, barier blocking prevents you from a guard crush, regardless of what move they use on you.

Yeah, and then a huge chunk of your barrier meter is gone, and soon you're on the road to being at 1 primer and in danger mode.....

Posted

cant you CA your way out of guard crush?

i think this happened once between a fight with yaya vs someone...shinsyn was there too. though this was in CT.

Posted

If Tager gets a one up in the matchup against one of the best zoners in fighters, then Arcsys needs to re-evaluate why zoners should have an advantage against grapplers in the first place.

Posted
GC>720 will have 80% proration since GC combos have 100% proration on first hit and then 80% proration after that, since 720 has 3 hits and the last one deals damage, it'll be prorated a little bit.

I'm pretty sure all throws have 100% guaranteed damage.

Posted

I can't see any 3 primer stuff working on anyone because of how such strings are very easily escapable/punishable between primer breaking moves and Before the first primer breaking move.

However I could imagine maybe 6A>2C(1primer) into Spark bolt for 2 primers on someone who bursted. Or maybe some RC shenenigans if you had full meter. 720 doing full damage, because throws don't prorate is something nice. Tager still sucks though.

Posted

Yo, fuck Tager, he should remain a terrible character.

You'd think being a bad character would stop people from playing him.

and then america makes me go

oop aww

Posted
Mumm-Ra, ah that's good to know.

BatousaiJ , I'm not playing you in CS2 XD

But you're the one I'm going to do it to!

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