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Posted

Ok, thanks for the vid. Dunno why but I thought it actually did some damage. It definitely looks like they put the same property as EXE beast to lighning strike in this new version though.

Posted

Holy shit, there are only 2 zappa changes they showed but their both huge. Zappa's Centipede overdrive gives 4 orbs, one per hit, now. And he gets aerial Darkness anthem as well.

I'm really hype for this. Can't wait to see what other changes we have.

Posted

I am the only one that think potekim changes are BullS***T?

I mean slideheand now has groundbounce insteand of the knockdown = we lose our method to "chase" or punish the lack of attention on opponents, our damage, our setup whit giganter, our meter gain, the only new stuff I can see right now is attemp to connect something in the frc point (hammer fall, or 2S) but what happen when the opponet is in the other right of the screen?, AT LEAST they need to clarify if the SH still "force" the opponet to "sleep" for a few frames when they hit the floor from the ground bounce. 6Hs new change is just...meh, ........

I feel sad, very sad now.. I hope that the changes on Potekim never see the light on the console version, or at least they put the option to play whit the old version(s) (put another char here) (AC)

and what is the idea whit the feint on our FB? we lose 25% tension for a stupid mind trick?.... i guess we could use whit a pot buster right away or, 2S, or HN(but lol we alredy do that whit our mind games....but for 25% tension?? no thanks.

Posted
I am the only one that think potekim changes are BullS***T?

I mean slideheand now has groundbounce insteand of the knockdown = we lose our method to "chase" or punish the lack of attention on opponents, our damage, our setup whit giganter, our meter gain, the only new stuff I can see right now is attemp to connect something in the frc point (hammer fall, or 2S) but what happen when the opponet is in the other right of the screen?, AT LEAST they need to clarify if the SH still "force" the opponet to "sleep" for a few frames when they hit the floor from the ground bounce. 6Hs new change is just...meh, ........

I feel sad, very sad now.. I hope that the changes on Potekim never see the light on the console version, or at least they put the option to play whit the old version(s) (put another char here) (AC)

and what is the idea whit the feint on our FB? we lose 25% tension for a stupid mind trick?.... i guess we could use whit a pot buster right away or, 2S, or HN(but lol we alredy do that whit our mind games....but for 25% tension?? no thanks.

Quit complaining, Potemkin is already pretty strong in AC. If anything these changes give you more options.

Also, even if they retain old versions of characters in the console version, you won't be able to use them in tournaments.

Posted

Zappa's overdrive being given the orb adding effect is a nice buff, but I think the game breaker will be aerial versions of the 214S and 236S. I'm imagining all kinds of crazy combo potential.

Posted
I am the only one that think potekim changes are BullS***T?

I mean slideheand now has groundbounce insteand of the knockdown = we lose our method to "chase" or punish the lack of attention on opponents, our damage, our setup whit giganter, our meter gain, the only new stuff I can see right now is attemp to connect something in the frc point (hammer fall, or 2S) but what happen when the opponet is in the other right of the screen?, AT LEAST they need to clarify if the SH still "force" the opponet to "sleep" for a few frames when they hit the floor from the ground bounce. 6Hs new change is just...meh, ........

I feel sad, very sad now.. I hope that the changes on Potekim never see the light on the console version, or at least they put the option to play whit the old version(s) (put another char here) (AC)

and what is the idea whit the feint on our FB? we lose 25% tension for a stupid mind trick?.... i guess we could use whit a pot buster right away or, 2S, or HN(but lol we alredy do that whit our mind games....but for 25% tension?? no thanks.

hey.

you're dumb.

Posted

Ky's 222H in AC worked just like Forward EXE beast, May FB, and IIRC Faust had one too. But yea the reason it does no damage is actually because it ate the guard bar completely. Like it took 30 guardbar or something outrageously high.

I bet the new Javelin follow up is going to be for a corner loop since he lost that going into AC. Kinda like old #R VT loop or something cept way less damage because Javelin like call lightning eats guard bar.

Kinda hoping FB Greed Sever is a low crush from frame one. That alone would make it cool, I don't even care if it's a mid at that point.

Posted
I am the only one that think potekim changes are BullS***T?

I mean slideheand now has groundbounce insteand of the knockdown = we lose our method to "chase" or punish the lack of attention on opponents, our damage, our setup whit giganter, our meter gain, the only new stuff I can see right now is attemp to connect something in the frc point (hammer fall, or 2S) but what happen when the opponet is in the other right of the screen?, AT LEAST they need to clarify if the SH still "force" the opponet to "sleep" for a few frames when they hit the floor from the ground bounce. 6Hs new change is just...meh, ........

I feel sad, very sad now.. I hope that the changes on Potekim never see the light on the console version, or at least they put the option to play whit the old version(s) (put another char here) (AC)

and what is the idea whit the feint on our FB? we lose 25% tension for a stupid mind trick?.... i guess we could use whit a pot buster right away or, 2S, or HN(but lol we alredy do that whit our mind games....but for 25% tension?? no thanks.

Stop panicking.

We don't know how long Slide Head is untechable for. You may still have time to get across the screen while they bounce, especially with the FRC to speed up your recovery and let you go straight into Hammerfall. If the opponent is clear across the screen: you're Potemkin, deal with it. Do another Slide Head. You've got options.

Speaking of options, do you realize the cool shit this new Slide Head could give us? I'm guessing not.

Also, Judge Gauntlet feint. Really, you can't see the usefulness in that? Just having that option will scare off some of the JG punishes. If they run in and mash jabs, cancel and Buster. If they go airborne to avoid it, cancel and Heat. If they clear outta town, cancel and get back to business. It makes JG useful as more than just a hail mary.

Please, remain calm. Let the loketests do their thing.

Posted

Pretty stoked on the Robot changes.

Having 2hs Knee Rocket basically become a Doom Hidden missile is very much welcomed. Interested to see if it's going to give significant heat as M. Song alluded to. Also interested in seeing how it tracks, and if you can have multiple ones coming down at the same time. 2hs FRC x N shenanigans, etc.

2s Eye Lasers hitting twice and launching in 80% Heat mode is great too. Saves tension for extended-burninating and missile ender combos in the air. Since it doesn't prorate, it'll be even more beneficial and advantageous to try and sneak it in as a starter.

Air SRK seems funny to me still, but it's cool. I'm just picturing Robot doing it from his Force Break motion, and how unnatural it'll be to see at first.

Posted

I would like to see some more relevant Bridget buffs, like removing the disgusting green mouth on Christmas bridget

Posted
I would like to see some more relevant Bridget buffs, like removing the disgusting green mouth on Christmas bridget

That's a palette issue...I doubt you'll get anything like that...though I wouldn't mind more GGX palettes.

Posted
Stop panicking.

We don't know how long Slide Head is untechable for. You may still have time to get across the screen while they bounce, especially with the FRC to speed up your recovery and let you go straight into Hammerfall. If the opponent is clear across the screen: you're Potemkin, deal with it. Do another Slide Head. You've got options.

Speaking of options, do you realize the cool shit this new Slide Head could give us? I'm guessing not.

Also, Judge Gauntlet feint. Really, you can't see the usefulness in that? Just having that option will scare off some of the JG punishes. If they run in and mash jabs, cancel and Buster. If they go airborne to avoid it, cancel and Heat. If they clear outta town, cancel and get back to business. It makes JG useful as more than just a hail mary.

Please, remain calm. Let the loketests do their thing.

Not to mention, if they decide to backdash out of a feint JG, Poti can 6HS >> Hammefrall >> Damage city

Posted
Ky's 222H in AC worked just like Forward EXE beast, May FB, and IIRC Faust had one too. But yea the reason it does no damage is actually because it ate the guard bar completely. Like it took 30 guardbar or something outrageously high.

WHAT IS THIS MOVE YOU SPEAK OF

Posted
Holy shit, there are only 2 zappa changes they showed but their both huge. Zappa's Centipede overdrive gives 4 orbs, one per hit, now. And he gets aerial Darkness anthem as well.

I'm really hype for this. Can't wait to see what other changes we have.

We have a new FRC with the flying somersault sword of death move, right before landing.

Posted

Okay, got a chance to sit down and absorb the Jam changes, and think about them for a bit. There's not much that changed though, unless the loketest has hidden changes we don't know about yet. I'll assume not for now but we'll see.

The change to Jam's 22D forcebreak really doesn't make much of a difference to me. It looks like you just gain all three cards, one of each type as soon as you charge, which is nice but honestly I still don't know if Jam's gonna be using 25% meter for that. Maybe with the change to let you use a charge whenever you want it'll be more useful, but honestly I would've rather preferred they let us just pick 3 cards to charge or made the charge faster. We'll see, and at least now it might get some use.

Her charged kicks being on-demand is great though. She didn't get as big changes as other characters but she was already pretty strong and this is kinda a nice buff anyway. Being able to do charged 236K or charged 214K whenever means you could do a basic aircombo into them and go to a wall loop for easy damage, charged 236K has frame 1 invul, while it doesn't last into the active frames could still be useful. Having a charged 214K ready basically makes her gatlings have a huge threat of a really fast overhead coming out at any time. Also I'm pretty sure you could go straight from f.S into charged 236K without any TK motion, making that easier, though I'm not sure if she'd get more damage for it. Charged 623K is actually useful now for more than tacking on a bit of damage and knockdown at the end of a combo since you can actually use the invul on it (17 frames, volcanic viper tier), so the card could be very useful in some matchups (looking at you, May).

So all in all it looks like Jam got even easier to play as. Rely on getting your cards a little more and your opponent will be terrified to even get touched. I do think though that she'll still reward playing at a high level and doing harder combos though, unless they changed up her damage a lot. We'll see at the loketests though.

Posted
Stop panicking.

We don't know how long Slide Head is untechable for. You may still have time to get across the screen while they bounce, especially with the FRC to speed up your recovery and let you go straight into Hammerfall. If the opponent is clear across the screen: you're Potemkin, deal with it. Do another Slide Head. You've got options.

Speaking of options, do you realize the cool shit this new Slide Head could give us? I'm guessing not.

Also, Judge Gauntlet feint. Really, you can't see the usefulness in that? Just having that option will scare off some of the JG punishes. If they run in and mash jabs, cancel and Buster. If they go airborne to avoid it, cancel and Heat. If they clear outta town, cancel and get back to business. It makes JG useful as more than just a hail mary.

Please, remain calm. Let the loketests do their thing.

I know, I mumbled some ideas before the post and after. You can use 2S, or 5S.far and do a combo into HPB or HN for meter gain(Or going wild and crazy and try to land a aereal PB). My Concern(and the other one is the meter gain/loss) is about the untechable time or if they decided to remove it in favor for groundbounce(we can still dream that is still there when they hit the floor from the groundbounce). At mind-close range is great (you can still do the combo from SH but you spend 25% to pull them close to you and reset the combo into guess game on wakeup, and the damage seems to be better watching the video), but we lose one important tool to fill the distance between us and the opp and capitalize some damage in the process when they play the "hit and run" game (at least they didn´t change PB). 6HS.... if they put the old propertie of wallbounce like in R# on CH it would be cool, other than that i guess you could do a HF break and pull them whit 2S or land (if able) a Gigantor. I would remain "pessimist" about JG feint cause we dont know if the feint can be done during the first armor point or during the whole armor points frames (like HF).

Well if anything change for good or bad i gonna stand like a man and still play my main:psyduck:.

Zappa..... i couldn´t resist to ROLF at DA in the air and souls gain from the centipedes super, those are nice buffs:eng101:.

Posted

The change to Slide Head is probably an attempt to remove the Gigantor unblockable loop.

Slide Head FRC, (6HS, JG FRC)x3

Posted
The change to Slide Head is probably an attempt to remove the Gigantor unblockable loop.

Slide Head FRC, (6HS, JG FRC)x3

This is an acceptable amount of brutal punching.

Posted

i think he means P-button cancel on JG he has in A.C.R. so more like Slide head, FRC ,6HS,(JG,P-cancel)x3 if it stay.

Posted
The change to Slide Head is probably an attempt to remove the Gigantor unblockable loop.

Slide Head FRC, (6HS, JG FRC)x3

We lose the loop but there's still an unblockable there, so that's cool.

Also hnnngh that combo.

Posted

Wait so... you can p-cancel the JG AFTER you actually punch with it? That seems a bit odd. I'm suddenly not sure I follow this combo.

EDIT: oh wait I guess you mean you'd just use JG to cancel the 6H and do 6H again.

While this may be kinda hard, couldn't you also just do that with hammer fall canceling 6H?

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