Alzarath Posted November 15, 2010 Posted November 15, 2010 "I'm going to guess that the last one says j.2C can no longer be jump canceled." Oh no no no no no. don't say that. Please! ... You realize you can still attack on landing right? It's usefulness as an overhead is still there. Or do you really think double j.2c is fair? lol Calm down =P
currentlemon Posted November 15, 2010 Posted November 15, 2010 I need to get this question out of the way. Since Rachel is looking to be top tier again, is she just as powerful as her CT counterpart or no.
Warhound Posted November 15, 2010 Posted November 15, 2010 + 5B is stronger, can be used as anti air. http://www.youtube.com/watch?v=WWaLxFIVX1s
Cirno Posted November 15, 2010 Author Posted November 15, 2010 I need to get this question out of the way. Since Rachel is looking to be top tier again, is she just as powerful as her CT counterpart or no. Not even almost.
shtkn Posted November 15, 2010 Posted November 15, 2010 asking about tiers is absoultely stupid for a location test. also note taht even though this is the final test, that doesn't mean CS2 will exactly the same as this location test version.
Ronin Jinobi Posted November 15, 2010 Posted November 15, 2010 I need to get this question out of the way. Since Rachel is looking to be top tier again, is she just as powerful as her CT counterpart or no. Nope. I don't even play rachel and I can tell this much already edit: what shtkn said. No guarantee they'll keep all of this stuff on final release.
ZONG_one Posted November 15, 2010 Posted November 15, 2010 I need to get this question out of the way. Since Rachel is looking to be top tier again, is she just as powerful as her CT counterpart or no. How the fuck would anyone know? lol.
HiagoX Posted November 15, 2010 Posted November 15, 2010 Rachel + Overall damage has increased compared to CS (It's weaker than last loketest) + New gatling: 5B > 2B (Looping it is impossible) - j.2C is not jump cancellable anymore.
KayEff Posted November 15, 2010 Posted November 15, 2010 I think that it is 236C > 22D or 214D. I also editted the second part of the change, take a look. 風 = 審剣・風ヲ凪グ剣 = 22A/B/C/D 剣 = 審剣・光ヲ断ツ剣 = 214A/B/C/D Meaning 22C > 214D. Much more like the other way around :v
currentlemon Posted November 15, 2010 Posted November 15, 2010 Thank you I just needed to ask that and get it out of the way.
HiagoX Posted November 15, 2010 Posted November 15, 2010 Meaning 22C > 214D. Much more like the other way around :v Oh, okay. Thanks Kay. I was too lazy to check the actual names out, so I just tried guessing them.
KayEff Posted November 15, 2010 Posted November 15, 2010 (edited) It felt weird because 236C > 22D or 214D was combo-able in the first place (I think ). EDIT: Also I don't think anyone has posted this yet (don't bash me down if someone has, there's just so much to read ) Ragna + まだおのダメージ600に - (☆) まだお有利なくなる Which goes into (translating to the best of my ability) + 22C does 600 damage - 22C is pretty much useless (or something, someone else please verify) Edited November 15, 2010 by KayEff
killionaire Posted November 15, 2010 Posted November 15, 2010 Rachel + Overall damage has increased compared to CS (It's weaker than last loketest) + New gatling: 5B > 2B (Looping it is impossible) - j.2C is not jump cancellable anymore. Thanks for the info.. The nerf is no biggie.. 5B>2B I will only look at after I see the new proration values.
HiagoX Posted November 15, 2010 Posted November 15, 2010 + 22C does 600 damage - 22C is pretty much useless (or something, someone else please verify) It's pretty much that. Says that it's still not profitable to use 22C.
Mumm-Ra Posted November 15, 2010 Posted November 15, 2010 Question + f.g can used in combo to recurse opponent Does this mean full recurse in curse combo?
HiagoX Posted November 15, 2010 Posted November 15, 2010 Question Does this mean full recurse in curse combo? Yes.
ZONG_one Posted November 15, 2010 Posted November 15, 2010 I don't think arcsys will ever let you have full recurse again. If that's how it's working atm, I doubt that will stay.
Skye Posted November 15, 2010 Posted November 15, 2010 I'd still love to see the implementation behind using it in a combo. Is the start up faster? Does it activate on downed opponents? Does 5d just have more untech time?
Stardust94 Posted November 15, 2010 Posted November 15, 2010 Quick question, the changes in the loke test stated on the first page, are they continuations from the last changes made in the first loke test, just slight differences? Or are they completely different each time?
Cirno Posted November 15, 2010 Author Posted November 15, 2010 (edited) All of the old changes from earlier location tests apply unless otherwise stated. Added into the first post. V done, thanks. Edited November 15, 2010 by Cirno
KayEff Posted November 15, 2010 Posted November 15, 2010 Tsubaki's change of the "wind" > "sword" thing is actually 22C > 214D possible. Just to reiterate it if you're not wanting to look through pages.
Henaki Posted November 15, 2010 Posted November 15, 2010 Also just an FYI, there's a difference between being unable to combo and unable to cancel after Tager's normal throw. I mean, its still a dumb nerf, but you CAN combo without a cancel off it. It looks like the japanese says "no cancel", which does not imply no combo.
kairless Posted November 15, 2010 Posted November 15, 2010 Also I don't see how 5C CH->6C can be useful except for coner combo...Also CS 5C isn't as good as CT 5C was. tao might be able to drive cancel and 5b after 6c if the slide is long enough
PozerWolf Posted November 15, 2010 Posted November 15, 2010 Hmmmmm, I still don't understand the changes, even reading the past Loketest changes. I wonder if someone will post an "overall change" when compared to CS1.
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