Jump to content
Dustloop Forums

Recommended Posts

Posted

so much good stuff to watch after getting home.

I noticed that 6b trips on CH. We'll have to see. Before you could just follow up with dash 5a. tech out of ch 6b is quick. and 2b is slow. One way or another, you won't have much time to confirm correctly so this might end up just sucking, we'll see.

can also see how you can gatling to 3cc immediately.. WIsh he would've used some charges in actual combos. Particularly when he could've just spent to get a kill :)

  • Replies 601
  • Created
  • Last Reply

Top Posters In This Topic

Posted

at least we got better DP RC combos.. but more vulnerable/punishable dp and still not really invuln, oh well.

Also I'm really diggin' Tsubaki's j.214x enders midscreen. It leaves you in such an advantageous position to inflict further pressure. It definately has it's advantages over the 236C > 214B > 22B ender.

Yeah, definitely. it looks like both enders have their uses now instead of jump enders just being terrible.

Loving the throw stuff you can do after it, and then with command grab.. heh heh, looks fun.

Posted (edited)

Also I'm really diggin' Tsubaki's j.214x enders midscreen. It leaves you in such an advantageous position to inflict further pressure. It definately has it's advantages over the 236C > 214B > 22B ender.

I'm pretty glad about the change to j.214 series. Even though the air combo enders were more damage, I would never go that route because it leaves you in such bad positioning. Its good we stay in their face while getting more damage in. But I think it may be inconsistent on where they'll land. I saw Hazama go flying across the screen after getting hit by a j.214 ender earlier.

623C trading with Platinum's Air Persia: http://www.youtube.com/watch?v=mGU6twfeRL4&t=6m15s

Guess it's like 623A in regards with invis then... disappointing ;/

Welp

Edited by pktazn
Posted

Well, that's not all. It seems like j.214x ender can potentially cross up. What exactly causes that, I don't know, but it can.

Posted

When I saw the first trailer I was sooooo hoping to be able to pick up with 2B - 2CC - ground ender afterwards, but that is unfortunately not the case unless we can somehow get Tsubaki to land before the opponent does, but I guess there's landing recovery on it so meh.

I guess being in a good position for further pressure is good enough though.

Posted

Well, I'm also curious about how negative it is on block. it almost looks like it is safe.

There was a point where you could combo after it. Maybe you still can in the right situations or with high enough proration. e.g. JCC>J214X>stuff

Posted
Have Mugen combos been tested to anyones knowledge. Do the still routes even work anymore, other than the 3D's

the what routes?

3Ds (DP) works, 3Ds(grounded.) works less weirdly than before I believe (i.e. max charge 22D hits naturally now, I think).

new route: [4]6D, 236D works (off of throw, for example).

Posted

Oh sorry, derpy typo. Was just wondering if the go to routes still work. I mean she gets a fair bit of damage (around 4k right) off 3D's with 1 charge and 5A > 5CC as a starter. And if we keep the pressure on and stay consistent, we should at least have a couple charges from command grab. While on the topic of charges... Looks like we're going to have to be even more greedy on what exactly we use it on. i was inclined to believe it would be worth it to RC the command grab and continue the combo, but after seeing that i feel it may be a waste to do so. Seems like shes left with a bit of frame advantage after the move connects. Which is always good.

Posted
Its good we stay in their face while getting more damage in. But I think it may be inconsistent on where they'll land. I saw Hazama go flying across the screen after getting hit by a j.214 ender earlier.

That's probably because Mingosu used j.236A > j.214X. That ender makes the opponent fly across the screen (probably because of the fireball), whereas just using j.214X makes you land near the opponent.

Posted
i was inclined to believe it would be worth it to RC the command grab and continue the combo, but after seeing that i feel it may be a waste to do so. Seems like shes left with a bit of frame advantage after the move connects. Which is always good.

I wonder if they'll be able to figure out something optimal or advantageous from RCing the command grab (for whatever reason) though. However from what I've seen, it was primarily to be made to help us in defense and getting charges. Since ground charging is worse, I agree it'll have to be something really good to consider RCing a successful command grab.

Posted (edited)
at least we got better DP RC combos.. but more vulnerable/punishable dp and still not really invuln, oh well.

Yeah, it sure was nice of them to take the worst properties of our A and C DPs and combine them for this new one. -_- Though I guess if they really did that, they'd just have given us the C DP straight up.

Also, is it just me, or does the "Blade Super" come out too slow to be good oki? I've seen people try to use it repeatedly, and they're always able to stand and jump away.

Must watch more videos. x.x But the new hit sounds are so stupid. On the plus side, I am digging Tsubaki's new voice.

Edited by Airk
Posted

In other news, apparently either 5CC > 6B has a bigger gap now, or Platinum's 6C gets foot invulnerability earlier than before. (Well, okay, it could've been a late gatling too, but it didn't look like it.)

Posted

did you watch the end of this one?

http://www.youtube.com/watch?v=v5Hi4YqVJF0

Looks like there's plenty of time to use the super in the corner, and if they jump out they'll get hit, which you can then combo off. For how much damage, I don't know. in the corner it's probably only good to guarantee a single mixup, maybe. Because the startup is so long, and I think it has no invulnerability, if you do it right on top of them too quickly they can probably DP, but there should be a good timing for it.

Posted

Right; Not bad then if you set it up properly. Certainly something to consider, anyway.

Unrelated: 5A anti-airs need to die. x.x

Posted
In other news, apparently either 5CC > 6B has a bigger gap now, or Platinum's 6C gets foot invulnerability earlier than before. (Well, okay, it could've been a late gatling too, but it didn't look like it.)

Yea, I saw a Hakumen who interrupted the blockstring with 5A on normal block in an arcade playthrough. Seems like her blockstrings got nerfed.

Posted

Didn't you guys get a command grab

For real, a command grab is worth like five blockstring nerfs. (Well, not when you only had five blockstrings >_>)

Posted

5CC > 6B was susceptible to things like Noel's 2D, DPs and etc but you couldn't just poke out of it from normal block.

As usual, we're gonna have to wait for frame data to see what it's like exactly.

Posted
5CC > 6B was susceptible to things like Noel's 2D, DPs and etc but you couldn't just poke out of it from normal block.

As usual, we're gonna have to wait for frame data to see what it's like exactly.

I actually stand corrected - it might've been possible for Plat to 6C out there anyway, since it's a three frame gap in EX (though it was 1 for some reason, but it's still small enough to catch jumpouts).

But yeah. Real judgements on this stuff will pend for frame data, I'm just really hoping they went at this with a plan this time, rather than "Well, we made a charge character, so she needs to have charge to do the same damage as the rest of the cast and oh we made it harder to get charge so she has to rushdown more..."?

Fingers crossed. Things could definitely go either way here.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...