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Posted

This loketest has basically every thread saying "Woah, this character might be fun to play now." Or "Woah, this character is good again!" Except Ragna, whose thread hasn't been posted in.

Poor Ragna.

Anyways, Noel being legit = always good! CSII is looking, well, like they might have gotten the balance pretty good this time. But it's Day 1 (and look at dem Bang changes), so we won't know for a while.

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Posted

Oops, not only good changes to Noel's normals apparently.

This is coming from me who's not an official translator but:

-5A's range was probably reduced

+2B>2B>2C links. 2B's attack level possibly upped, still unconfirmed. Apparently not.

+5C's range improved and attack level probably upped too

-2C's range reduced

+Something about 6C's P1 being 100% but i'm not too sure about that. Gotta wait for someone more experienced to translate that

-J.B startup increased

-Invincibility on 5D decreased quite a bit, as expected. Probably best used in combos rather than as a starter.

-2D's hurtbox got bigger, but we already knew that. Stuffed quite easily if mashed.

°d.5A>d.6C still connects, no surprises there

+air hit d.5C>d.6C connects if d.5C connects pretty close to the ground

°didn't understand a part about some primer breaking CR moves.

+Optic Barrel (all levels) startup decreased, increased untechable time. Followup combo apparently much easier if you delay 6C a bit? Not too sure about that part. Explanations are starting to get a bit complex.

°CA unchanged, thank god.

-Something about kara 22C being useless? not that it was that useful to begin with.

+CR moves faster, possibly a way to remove primers at a relatively low risk. Just speculations, not facts. Useful CR blockstrings? Sounds nice.

°Noel's weakness lies in her aerial game. Apparently not having a good aerial game will hurt quite a bit.

Posted (edited)

-J.B startup increased

That'd be a +, right? Oh wait, no.

Anyway, I'd like to stick with the discussion and it's far too early to get into that tier list bullcrap.

Edited by Klazzix
Posted

Changes overall sound good.

I reckon I'll wait until I get my hands on her before I make my final judgment tho'. Can't take everything people say for granted.

Posted

too bad j.5c got gimped with the no jc thing, but meh.

really glad that they're really trying to get the loops out of the game. the haida loop gimp was kind of a welcome change for me.

Posted
too bad j.5c got gimped with the no jc thing, but meh.

really glad that they're really trying to get the loops out of the game. the haida loop gimp was kind of a welcome change for me.

Not really welcome considering the time i spent learning it but well, it was among the least useful loops so i guess other characters had it harder

Posted

I think loops are kinda bad for a competitive game. I know bursts are there, but there's only so much of them.

Posted

Competitively a loop is nothing more or less than a combo

If you do 5k damage from a good starter it doesn't matter if it's a loop or not, it's just 5k damage

But Haida loop was a good corner carrier combo, that's why I'll miss it

Plus, I think it looked cool

Posted

Haida loop wasn't the end-all-be-all, but it did help in rack heat, damage, and wall carry for the Bloom > Fenrir combo. Doesn't seem like she needs any loops in this version, TBH. And, I don't mind having a mediocre aerial set. We shouldn't be jumping too much anyway.

Posted

+5C's range improved and attack level probably upped too

Man, 5C>Optic barrel is looking more and more plausible

Also, tier whores back off my NOELIEEE.

Posted

Now then, if those bloody nipponpeople would just hurry the fuck up and start posting videos.

Like, they should've ran like 9 ranbats by now!

Posted

ゲージ100%なら7000いくよ

J4D>6C>2D>5D>5C>Aオプ>6C>2D>レイド>6C>派生>6C>JD>6D>6B>5B>5C>ブルーム>フェンリル>フェンリル

今回フェンリル2回当ててもって〆まで当たる

-----------------------------------------------------------------------------------------

Seems like a double Fenrir combo deals 7k(!) damage. Another A Optic linker into Spring Raid wall carry, with 6C wall bounce.

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バレット始動で6785出た

端バレット>6C>4D>6C>レイド>6C>派生>6C~フェンリル 6785

今のところ最高ダメ?

-----------------------------------------------------

Possibly a Thor combo starter? Still a wall combo, but being able to combo after Thor is a prospect worth investigating.

The BBS is also discussing Character match-ups, but I can't translate what they are saying.

Posted

A whole shit load of off topic posts deleted. Seriously guys we have a general forum for that.

Posted

Seems like a double Fenrir combo deals 7k(!) damage. Another A Optic linker into Spring Raid wall carry, with 6C wall bounce.

So is that a combo that has to start in the corner, or carries to the corner if you're a certain distance away? It'd be interesting to see someone transition into it if it's the latter.

Posted (edited)

The BBS is going nuts talking about Noel's damage and heat gain, so it's really good now. These combos must be optimizing the Heat as well as damage, until they did tweak the meter gain on her moves as well.

Just read up (somewhat) on the character ranking discussion on the BBS, and everything is looking jumbled in the middle. Agreeable Week 1 top and Bottom.

SS: Arakune

C: Ragna, Taokaka

Noel's placement has had her in multiple rankings between A and B, moreso to A. Some of the B's were from people giving A to only 2 characters, so take all this with a grain of salt. Alongside her are Makoto and Tsubaki, with Makoto edging Noel by a little bit right now.

Also, someone coined this on there:

CT: Shooting game Version

CS1: Orient Town Version

CS2: Library (N.O.L) Version (!?!?!)

I did see one list that had Makoto, Jin, Noel, Tsubaki in that order near the top, so...

Edited by SkyKing
Posted

It'd probably help if we knew whether it's big damage compared to CS1 (like the 7k double Fenrir you listed above) or big compared to the rest of the cast (Noel gets 3.5k+ for her normal BnB, while everyone else floats around 2.5k)

Posted

The info the DL guys are posting from the BBS gave some numbers we can use to compare. So far, I've read up that Bang can do 6K with meter and Double Heavenly Phoenix. Rachel has options now on going for damage up to 4-5k with 50 Heat, or less damage for wall carry and frog + pumpkin, not to mention the buffs to her her normals in general that we have to watch out for. It looking like everyone's going to have some heavy hitting combos, but specifically Noel's been mentioned to have above average Heat gain.

Posted
The info the DL guys are posting from the BBS gave some numbers we can use to compare. So far, I've read up that Bang can do 6K with meter and Double Heavenly Phoenix. Rachel has options now on going for damage up to 4-5k with 50 Heat, or less damage for wall carry and frog + pumpkin, not to mention the buffs to her her normals in general that we have to watch out for. It looking like everyone's going to have some heavy hitting combos, but specifically Noel's been mentioned to have above average Heat gain.

Thanks, I just wanted some perspective on all of this. Having beastly heat gain is hype; I could stand being able to CA and RC more.

Posted

I'm not too sure, but I think some of the combos have 6C > BC and some have 6C(2). I suppose it depends on positioning and the hits done before if the combo can be continued or not. I think the changes made to Fenrir allow it to be used as a legit finisher if given the meter. Tacking on another 1000 damage guaranteed is always welcome, if I'm reading it right. Some of the combos the BBS was suggesting totally bypassed Bloom Trigger, probably if its mid-screen, and the CR ended with d.5D > d.5C or any derivation of it.

Also, I'm going to miss Rambo Combo. If Thor can be followed, then it would've been easy to get guaranteed damage before continuing the combo, and possibly getting a burst bait setup.

Posted

Are they listing any reasons why they're skipping BT? The new slide on it should allow us to get back into range before they get up, and I find it difficult to believe that they're willfully passing on the wall-carry without something to compensate.

Posted

Don't really know why. Bloom would be optimal there for the wall carry and heat gain.

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