felipebwk Posted November 16, 2010 Posted November 16, 2010 Ragna + 6A faster, 5A 6B(maybe he means A) works on airborne opponent. - Madao has no +f (can still manage to stuff mashing, but hard). Lambchops + jDD knocks down airborne opponent. Techable. + Calamity bounces on FC, can combo without meter. Gravity increased.....lol, now i undrestand how things like grounded 2C can conect after ID.C.. Ragna: faster 6A, good! very good! don't dare make air dashes on Ragna! XD... SAD ( =ยด[ ), no more 22C Lambda: jDD knocks down airborne opponent. Techable. Buff? jD.D teach. means no more JD.D>214D (this look a Nerf. to me), at least we still have J.2DD>214D... Calamity Bounces => YESSSSSS! F#$@#$ Yess!
Prototype909 Posted November 16, 2010 Posted November 16, 2010 Changes to Ragna's 22C seem really brutal
huey253 Posted November 16, 2010 Posted November 16, 2010 hakumen's 4C is air unblockable. poor tager
Manta Posted November 16, 2010 Posted November 16, 2010 If Lambda's j.DD knocks them downwards, can't you just cancel into j.2DD and hit them with that?
mAc Chaos Posted November 16, 2010 Posted November 16, 2010 hakumen's 4C is air unblockable. poor tager Nah it's not going to mean anything. That change kind of baffles me. I mean, the most I can think of is, it might hit someone out of their jump startup but even then... it's no different than just getting poked by 4C normally. And using it as an anti air would be just weird... although I've hit people out of low air dashes with it before.
Hecatom Posted November 16, 2010 Posted November 16, 2010 hakumen's 4C is air unblockable. poor tager you can always barrier block, i think/hope
felipebwk Posted November 16, 2010 Posted November 16, 2010 If Lambda's j.DD knocks them downwards, can't you just cancel into j.2DD and hit them with that? i think not. since J.DD now is teachable, i think j.2DD is impossible after J.DD now, but that would be a Huge Nerf for Lambda, since J.DD > J.2DD... is a very good combo tool for Her! this change make me confuse......
mAc Chaos Posted November 16, 2010 Posted November 16, 2010 (edited) you can always barrier block, i think/hope 4C has 15 frames of startup. Tager's jump startup is 6 frames. How soon after jumping can you go into barrier? He has plenty of time, it seems. And that's before you count IB'ing. That's just a naked 4C. If he 4C's and you block, he's at -5. You now have 20 frames to jump if he tries it again, before IBing. Although I don't really see the situation happening that often where the air unblockable quality of 4C would come into play, where Tager wouldn't just sit there and block normally anyway. Edited November 16, 2010 by mAc Chaos
huey253 Posted November 16, 2010 Posted November 16, 2010 4C has 15 frames of startup. Tager's jump startup is 6 frames. How soon after jumping can you go into barrier? He has plenty of time, it seems. And that's before you count IB'ing. This is assuming that tager jumped as soon as hakumen presses 4C, which obviously isn't always the case. Its not THAT big of a deal, but i think it'll make life harder for tager, but guard crush 720 is too scary. lol at nobody wanting top tier tager, fuck that shit.
RaveSage Posted November 16, 2010 Posted November 16, 2010 i think not. since J.DD now is teachable, i think j.2DD is impossible after J.DD now, but that would be a Huge Nerf for Lambda, since J.DD > J.2DD... is a very good combo tool for Her! this change make me confuse...... I think he means not doing a second jump and just going straight to j.2DD. Really, this sounds more like an opportunity for more/different combo options. We just lose her old BnB ending for a new one at worst.
mAc Chaos Posted November 16, 2010 Posted November 16, 2010 This is assuming that tager jumped as soon as hakumen presses 4C, which obviously isn't always the case. Its not THAT big of a deal, but i think it'll make life harder for tager, but guard crush 720 is too scary. lol at nobody wanting top tier tager, fuck that shit. Hmmm, maybe. It's just that if Tager is in that 4C range, he would normally just be blocking and inching his way in. I don't think I've caught Tager just starting to jump with 4C before... I guess we'll see.
Spark Posted November 16, 2010 Posted November 16, 2010 4C has 15 frames of startup. Tager's jump startup is 6 frames. How soon after jumping can you go into barrier? He has plenty of time, it seems. And that's before you count IB'ing. That's just a naked 4C. If he 4C's and you block, he's at -5. You now have 20 frames to jump if he tries it again, before IBing. Although I don't really see the situation happening that often where the air unblockable quality of 4C would come into play, where Tager wouldn't just sit there and block normally anyway. 4C is faster in CS2.
mAc Chaos Posted November 16, 2010 Posted November 16, 2010 4C is faster in CS2. Well then. I still don't think it would be that big an issue. Do you? Not that we can really tell until we play it...
Sophisticat Posted November 16, 2010 Posted November 16, 2010 ^ Also, you can't immediately barrier after a jump if I recall. Cool. New Haku got his damage nerfed, but I don't care since it's an across-the-board move. Dunno about the rest, will have to see it in action.
Manta Posted November 16, 2010 Posted November 16, 2010 Gogo theoryfighter. If lambda's j.DD does cancel (not jump cancel) straight into j.2DD (which knocks them up a bit) then surely we can do: ....j.DD > j.2DD > 214D~C, j.2DD > jc > j.DD > j.2DD > 214D
ZONG_one Posted November 16, 2010 Posted November 16, 2010 with j.DD knockdown, how are you going to j.DD > j.2DD? Also, Tager will be getting zoned even more by haku. nice. lol. :]
Urichinan Posted November 16, 2010 Posted November 16, 2010 (edited) Gogo theoryfighter. If lambda's j.DD does cancel (not jump cancel) straight into j.2DD (which knocks them up a bit) then surely we can do: ....j.DD > j.2DD > 214D~C, j.2DD > jc > j.DD > j.2DD > 214D j.214D~C has more recovery, they can tech. Edited November 16, 2010 by Urichinan
Butters Posted November 16, 2010 Posted November 16, 2010 Thanks to everyone for posting changes, especially Stunedge! Looks pretty good so far, hopefully noone turns out to be accidentally broken or something.
Manta Posted November 16, 2010 Posted November 16, 2010 Just because it knocks them downwards doesn't mean you can't catch them as they fall with a lower angled blade.
xlolxlolx Posted November 16, 2010 Posted November 16, 2010 jin stuff 2C>5C only helps with hit confirming fatals, 2C still sucks because it's slow and the hitbox is terrible, that combo you're talking about is probably on crouching 5C air unblockable doesn't mean anything because the it has no vertical hitbox at all 5D buff was necessary because it was supposed to be his only reliable long range poke but the slow startup in CS1 made it useless
Henaki Posted November 16, 2010 Posted November 16, 2010 No one translated the character summaries, right? http://generalnantoka.blog35.fc2.com/?mode=m&no=406
St1ckBuG Posted November 16, 2010 Posted November 16, 2010 Has anyone been able to describe the Lambda 5D/214D/jD changes in more detail?
choysauce Posted November 16, 2010 Posted November 16, 2010 i've been wondering for a long time, what is attack level exactly?? (just came up as i read ragna's change about his 6c)
Andarel Posted November 16, 2010 Posted November 16, 2010 The attack level of a move determines its hitstun and blockstun. Increasing the attack level increases both.
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