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Posted
I think he means "better to go into an aerial combo," based on what he said about j.S. Meaning rather than ending every combo with Heat for ridiculous tension gain, you instead go into Hammerfall Brake > air combo ending in j.S for the damage and knockdown.

Yes, that makes more sense. I'll edit that now.

Posted

Hitomi: If you do{dash Hitomi}, Hitomi doesn't activate even if it is right next to the opponent (now Hitomi needs the opponent to be right on top of the tree). Can't be used for old okizeme.

- Bubble doesn't disappear when hit.

Corrected what was wrong.

Overall translations have been quite accurate - thanks for translating those in my place!

Posted

Just sayin' but "Ruft Warrant" actually means "Rufu to Warrant" or "Circular Warrant" which is the proper translation.

Still no info on Justice changes?

Posted
I just want slow shuriken to have either an FRC or make it so we can do something before we can hit the ground. it'd at least have potential for oki then, and it wouldn't be so god awful.

It's 'awful' for a reason; even though there are some practical uses for it the idea is that you get rid of it so you get access to the fast shuriken...if he had the fast shuriken all the time it could be problematic.

Posted
:gonk:yay now pot is nerfed to the ground......

Oh no, we have to do actual work for combo damage and can't loop unblockables all day, whatever shall we doooooooo...

Posted (edited)
Corrected what was wrong.

Overall translations have been quite accurate - thanks for translating those in my place!

Thanks, I'm correcting those right now.

No problem, I felt like I should be useful for once :toot:

Just sayin' but "Ruft Warrant" actually means "Rufu to Warrant" or "Circular Warrant" which is the proper translation.

Still no info on Justice changes?

I'll edit that, then.

The thread at hitconfirm has been dead since yesterday at 14PM (Brazilian time) so there's nothing new there.

Edited by 2Zak
Posted

The thread at hitconfirm has been dead since yesterday at 14PM (Brazilian time) so there's nothing new there.

Loketest news have been scarce as you may have noticed. We might find some new info today since the loketest is still going on - most info is coming from tweets, after all.

Posted
Oh no, we have to do actual work for combo damage and can't loop unblockables all day, whatever shall we doooooooo...

Switch to the next high damage low effort character?:D

Posted (edited)
Loketest news have been scarce as you may have noticed. We might find some new info today since the loketest is still going on - most info is coming from tweets, after all.

I think Blade was referring to the Justice post Nikki said he was translating (at least, I was). But, yeah, I'm not expecting some info flood or anything.

Edited by 2Zak
Posted

More info came from Nikki's translations.

Ogawa:

Potemkin:

- 2D now has special cancel.

Jam:

"Still strong. Lost damage output by got new poke and pressure options; medium between Slash and AC versions.

Millia:

- 6P now has Jump Cancel.

Eddie:

"Changed a lot but weaker overall. Especially his Mini-Eddie, since keeping him alive has become even more crucial for his gameplan. His damage output has been reduced and his Mini-Eddie pokes have worsened. Shadow Hole lost his unblockable, but at least you don't need to worry about reversals to hit it (referring to his unblockable, which had windows for reversals)."

"Having two summon options is interesting, Weiss does have potential."

"He stopped being a unblockable focused character to become a pressure focused one. Of course, the unblockables still exist but Eddie's strong point right now seems to be how he keeps up pressure on his opponent."

I-No:

- Blocking FB 214D raises your Guard Gauga a fuckton lol

"It's easier to do many Slashbacks in a row, like in I-No's 214P"

Posted

So Jam's basically still the way she has been from the other loketests, probably wasn't even touched from the last one it sounds like. Ah well, good to know. Thanks Hiago <3

Posted
Switch to the next high damage low effort character?:D

We have no alternative! Abandon ship!

[but not really 'cuz Potemkin's still gonna be sweet.]

Ogawa:

Potemkin:

- 2D now has special cancel.

Fuck yes.

Posted
Has anyone been saying that Chipp is super strong?

Chipp for top tier?

HELL YEAH!!!

Posted

Justice Changes (cuz I'm impatient):

6P:

-Only hits once, second hit has no hitbox?

-Excellent Anti-Air

-Overhead, ~18F?

-The problem with it is that without a ground dash, there presents a difficulty to approach and create opportunities to use it.

6HS:

-2nd hit has good vacuum hit, not sure if it was in original AC+.

-Not sure if it's better to go into an air combo or if there are other options yet.

j.HS:

-Very good.

-Beats out Venom's 6P if you come in vertically from above.

N.B. [Nuclear Blast] <22+P>:

-Has the same speed as Stun Edge, has multiple hits, common projectiles don't destroy it (only mutli-hit projectiles, perhaps a fully charged Stinger Aim projectile (Venom), but most likely not a Rensengeki (Axl).

-{Combo chain, 2D > 22P FRC > 6HS > Aerial} seems to be the basic combo.

N.B. <22+K>:

-Comes out near Justice' head level and follows straight, most likely the best version of NB.

N.B. <22+S>:

-Parabolic Bomb trajectory like Platinum's bombs or May's Vertical Mr. Dolphin.

-Unsure of use, maybe {...6HS > 22+S FRC > Aerial} is a good way to increase the damage?

-Overall, P or K versions seem to be better.

N.B. <22+H>:

-Similar to Johnny's new vertical coin trajectory

N.B. Forcebreak <22+D>:

-Trajectory similar to 22+S

-At first it seemed ridiculous, but it seems this version is the fastest projectile.

-Unsure of how to use it.

S.B.T. [strike Back Tail] <623+K > 2HS?>

-Can be used against Johnny's 2K reversal, does not work against Mad Struggle okizeme (Venom's j.236+S on oki).

-Invincibility only below.

Michael Sword <41236+S / 41236+HS>

-Version S: Same as AC+ version; Good coup(??) [what's "golpe"?]

-HS version: Start-up increased; possible good pressure tool?

-Version S (in air): Useful in combos, a follow up from j.D hurts quite a lot!

-Version HS (in air): Justice goes back to the coup(??)

-Was unable to see more about these aerial versions or even if you can move in the air, if j.HS has hangtime it would be great!

Saperia Trance Forcebreak <236+D / j.236+D>

-Probably unchanged since previous Loketest; if anyone knows how to use it, please teach me!

-[unsure of this part] Seems unbeatable at the start of the dash if done on reversal; but Justice can be cut during the FB flash / FB shine.

--During the dash, you can pass through projectiles like Venom's balls.

--Dash covers half-screen, [unsure of this next part] if you hit, you can play the same Throw-away game as Order-Sol.

Valkyrie Arc Counter <236+P>:

-Probably equal to AC+ version.

Imperial Ray OD <632146+S>

-{6HS, Imperial Ray, 5P} the 5P doesn't combo.

-Damage and Guard Meter (on block) reduced.

Michael Blade <632146+HS>

-Same as AC+ version, would be good if the opponent was spamming projectiles, because it feels great to punish projectiles Fullscreen.

Gamma Ray <46463214+HS>

-[No notes!?]

Omega Shift <46463214+S>

-Allows you to move like Justice in AC+

-Costs 100% Tension, lasts 10 seconds.

-When finished, Guard Gauge is full and there's a faint animation like Dragon Install, but shorter recovery.

-{Throw > 6HS > Omega Shift} doesn't work.

-But {Throw > Omega Shift > 6H} works.

-Perhaps the only way to combo with Omega Shift is from Throw and Counter?

Posted

Golpe means hit/attack. Also coup (as in coup d'etat).

I don't have time right now, but I can check the translation later if nobody else does.

Posted (edited)

N.B. <22+P>:

-At the same height as Stun Edge, [...]

Michael Sword (41236S/HS):

- S Version: The same as the AC version; nice attack

- HS Version (Air): Justice is pushed backwards when attacking

- Couldn't see if after doing the air versions you can still move in the air; If it's possible to fall down with j.HS that'd be really good

Saperia Trance Forcebreak <236+D / j.236+D>

-Doesn't have invulnerability before Justice starts the dash; If you try to use it as a reversal, the FB flash comes out but the attack is cut.

--Dash covers half-screen. If you hit, the opponent is thrown far away as Order-Sol's throw does

Other than that, I think everything is right.


Axl: Source translated by Nikki

Kokuugeki (j.63214S):

- On CH, you can continue the combo with {land, dash 6K}

- With FRC, you can continue the combo with {land, dash 5K}

Kyokusageki ([4]6D):

- It's a way of dealing with the opponent's dash and airdash at once

- Good for using it a bit farther away than 2D

2P:

- Cancellable into f.S

- You can choose to hit only once, looks good

- This poke was being used at the loketest

- You can react with an anti-air if the opponent jumps

Axl Bomber (j.623HS):

- Nobody likes how this move turned out

- It's better to use Kokuugeki FRC

- It'd be better if at least the reward for hitting with this was higher

Aerial Moves:

- Nobody at the loketest was using the pokes with one or two hits right

Chain {2HS, 2D}:

- You can delay this a bit to surprise the opponent with 2D

Hachisubako (623P):

- They were using this attack as a way of punishing whoever tried to react after an IB on 2D; The timing for when the opponent attack came out was more or less the same than the timing for the Guard Point

- Some were using RC or "set" (???) to advance after that hit, but I find it's better to do that with Rensengeki?

3P:

- {3P(2), 2S} combos, but might be only useful when 3P gets a CH and juggles opponent...?(this might be "forces wakeup" instead of "juggles")

- I don't know if this attack is punishable on block

Rashousen ([4]6HS):

- Almost no one used this attack at the loketest, so I don't know if it changed

- It's still fast and looks good judging by what I could see

Edited by 2Zak

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