Jump to content
Dustloop Forums

Recommended Posts

  • Replies 5.9k
  • Created
  • Last Reply

Top Posters In This Topic

Posted

The J2A change is pretty cool imo, it might make for a pretty solid jump in option?

I'm kind of excited to try CP2 Hakumen tbh. The whole enma not being jump cancellable kind of had me down, but I'm looking forward to messing with the new drive properties and stuff.

 

It will probably make the IAD combo more feasible. Since you're not losing your momentum, I imagine we'd land much closer to the target after the j.2A and that would make the 5C connect after much easier, especially against some of the floatier characters (I'm looking at you Jin -_-).

Posted

So um...apparently Zantetsu has bonus proration now

 

 

 

4C 700dm 〔初段80〕 乗算89

蓮華 〔1000/500dm〕 初段90 乗算92/60
残鉄 2100/450dm 〔初段80〕 〔乗算94/72〕 〔ボーナス120〕
火蛍 1200dm 〔初段80〕 〔乗算92〕
J2A 〔690dm〕 初段80 〔乗算89〕
 
初段以外で当てると強い残鉄さん
後投げ・空投げ関連は調べてない

.

 

Anyone can try to decipher that.

Posted

Google translate version:

4C 700dm the first stage [80] multiplied by 89
90 multiplication 92/60 lotus [1000 / 500dm] the first stage
2100 / 450dm Zantetsu the first stage [80] [multiplication 94/72] [bonus] 120
Hihotaru 1200dm the first stage [80] [92] multiplication
J2A [690dm first stage 80] [89] multiplication
 
Strong Zantetsu's when exposed in the first stage other than
It is not examined related throwing empty-throw rear

Posted

These are pretty much damage / proration changes. Stuff in parentheses in the original are changes. I've added the comparisons to the DL wiki numbers.

 

4c:

700 dmg, 80 P1 (was 100), 89 P2

 

Renka:

1000 / 500 dmg (was 750/750), 90 P1, 92/60 P2

 

Zantetsu:

2100 / 450 dmg, 80 P1 (was 90), 94/72 P2 (was 94/62), 120 bonus proration

 

Hotaru:

1200 dmg, 80 P1 (was 90), 92 P2 (was 82)

 

j.2A:

690 dmg (was 780), 80 P1 (was 90 in DL wiki but not marked as a change here), 89 P2 (was 70)

 

Aside from hitting as a starter, Zantetsu is strong.

Haven't looked at back throw or air throw.

Posted

So basically most our moves are better later in combos as opposed to starters...that's fair, and Zantetsu is fucking godlike regardless now.

Posted

I was wondering how can we get a zantetsu combo off of ch 3C since ch 3c>5c can't be done anymore.

 

For midscreen I can think of stuff already, but for the corner I'm pretty lost.

Posted

Guess it's back to CH 3C > 2B > Gurren > IAD swag combos. I'm actually somewhat okay with this (although there are some characters that it won't on).

Posted

What kind of IAD combos are there in CP? I thought they got killed after EX. Renka sounds like a good option though.

Posted

There's also the 3C CH > 2B > Gurren (Renka for Azrael) > IAD j.B > j.2A > 5C > Kishuu > 2C > etc

 

So what's the point of getting a counter hit now?

Posted

I came up with something in the current version for midscreen if we really want to put zantetsu in.

 

3c ch> 2b>gurren>kishuu>5c>zan>stuff

 

for corner I'm still lost. 2c >jc>hotaru> stuff comes to mind, but no zantetsu. 

Posted

There's also the 3C CH > 2B > Gurren (Renka for Azrael) > IAD j.B > j.2A > 5C > Kishuu > 2C > etc

 

So what's the point of getting a counter hit now?

?

Well, you can't combo at all without it.

Posted

We CAN get combos but those will do significantly less without zantetsu, especially corner where it is integral after 5c before. Im thinking of doing renka(1)>zan>stuff, but all of these cost more meter than just going for 5c zan straight away.

Posted

CH 3c > 2b > Gurren > Zantetsu works if I recall.   The first slash of Zan is huge and will catch them on the wall bounce, but the timing is strict and it's probably character specific.

Posted

Yeah I tried that as well. works consistently on all characters I tried to use it on. Like I said, midscreen can still incorporate ZAN since 2b> gurren>enables this. Also, I found out that the first slash has to be slightly slightly delayed when they bounce back to you, but will catch their character even if theyre close to the ground already. I prefer doing kishuu right after gurren to enable another 5c which beefs damage up.

 

however, with the new prorate stuff for zantetsu, we can probably just let it rip on its own even with the second slash

 

I'm just worried for corner stuff since thats where we do even more damage.

Posted

I see what you mean, however 6c has always been our corner combo move anyway, not zantetsu.   Zantetsu helps, but haku does and will continue to do damage in the corner without it.  Renka(1) -- kishuu > 6C should still be all we need to do tons of damage in the corner.  If not, hotaru got a p2 buff from 82 to 92 as well for j.C > Hotaru corner combos.   

 

I think delaying a counter into yukikaze will mess with zoners a lot, like we saw an example of against Mu in the video.  Seems like a lot more mindgames come into play.  Not to mention it would be useful on character's oki where they safejump the counter - in some instances they may not be able to land, and jump back up in time to dodge the Yuki. 

 

Otherwise, I think neutral is overall buffed to hell.   Random Yukikaze from across the screen after seemingly just activating a regular counter, a quick 4c that is confirmable into damage is great too, even if it got a heavy p1 reduction.  All these combined with Hakumen's already amazing j.C will enable him to use footsies in neutral even more while we wait to get more Mags.   

 

Although if Kokonoe doesn't receive substantial nerfs, I'm excited to pick up a secondary for that matchup. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...