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Posted
I may have missed this but are taunts still essentially separated into a taunt and a respect? Or are they just the same thing now?

Not really sure and sorta don't care cuz who really uses taunts? Lol

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Posted
Not really sure and sorta don't care cuz who really uses taunts? Lol

Lol, well I main Anji so respect is semi-important =P. Not that I think he is gonna be in Xrd.

Posted

Blitz shield doesn't work on supers or throws.

Sol's dragon install command grab is not a real throw. Can be blocked.

Faust can combo 6hs off of forward follow up to dust in the corner. Can cancel with an item to stop recovery in time to do an air combo or you can combo into pogo. Probably lost of high damage possabilites but I can't test much right now.

Posted
ES confirmed Drill FDC is still in yesterday.

Yes and I knew it would be since Chipp can do his fdc too. I'm pretty sure any fdc that was in reload works.

Posted

I didn't see this myself but someone tells me they swear they saw Potemkin do heat extend in the corner and RC it and then jump up and combo into gold burst to get 100% meter. Ogawa is the one playing Po. He just did it again.

Posted

I would like to know about Sol's "bandit revolver" and how many hits it has in Xrd(mid-air and from neutral standing). I know I probably shouldn't be asking.But since they've changed slight things to some characters. I'm just curious

Posted
@ES Do you know what kind of starters Millia players do off the ground throw? Is it like AC or is it back to #R framedata?

Most people seem to be comboing off throw with S into 2HS but the timing looks strict.

Also for Millia, she does have a follow up attack to her forward roll. She thrusts a big spike forward. Her dust is still the backwards roll and then an attack comes out of the ground.

Posted
I would like to know about Sol's "bandit revolver" and how many hits it has in Xrd(mid-air and from neutral standing). I know I probably shouldn't be asking.But since they've changed slight things to some characters. I'm just curious

Pretty sure it's the same

Posted

After playing more I feel that the camera change after dust upward follow up really fucks up my combo timing. It registers some inputs early if you press during the camera zoom and throws me off. I hope it's easier once I get used to it.

Posted
Most people seem to be comboing off throw with S into 2HS but the timing looks strict.

Also for Millia, she does have a follow up attack to her forward roll. She thrusts a big spike forward. Her dust is still the backwards roll and then an attack comes out of the ground.

Does it look like the FB followup on her mash special? And does it put the opponents into the slide/roll state?

Posted

You can absorb Ky's fully charged stun edge enhanced by the seal with blitz shield.

May has a new victory screen where the whole pirate crew is with her cheering like a hearty bunch of jail bait... Plus the fat chick. I think it may only appear when she wins on her own stage.

Posted
Does it look like the FB followup on her mash special? And does it put the opponents into the slide/roll state?

Kind of. It's shorter. I only saw it blocked.

Posted

Slayer stage

Sharon does 1 of 3 things and changes each round

1. Watches you fight

2. Reads a book on the couch

3. Drinks tea at the patio table

If she is watching and slayer loses she makes a "WTF" reaction

Posted (edited)

I'm back from the loketest in Osaka, haven't had time to play a lot, but I wanted to share a few things about Axl and Ky as I was able to play them for about 5-6 games each. Sorry if I say things that were already mentioned.

- Axl :

He's more or less like in Reload, except the chains seem to work like in AC, although as Elvenshadow said the vacuum effect indeed feels a bit weaker, but it might just be me. He still has his old Axl bomber and loops can still be done in the corner with TKs. I've been able to go up to two reps but I've never played Axl so much pre-accent core so I'm not very good at doing old-school bomber loops, it might be possible to do more.

As you could see on the command list, he lost his HS DP as well as his old DP P counter.

However he gained a new stance performed with 63214HS that allows him to enter a state in which he can perform mist finer-like chain throws.

P allows him to throw his chain downwards, K towards the middle and S upwards (maybe I'm mixing up P and S though). As long as the stance isn't cancelled with HS, or by taking a hit, Axl can continue to throw chains at will, without having to input the stance command again. It seems to be quite effective as a zoning tool, because chains go far and come and go relatively fast (not mist finer fast of course but still kinda fast), however they are only one hit and I haven't found a way to combo afterwards. This is pure speculation, but it might be possible to combo on CH, or maybe the chains are cancellable into specific specials or supers... I haven't had time to try all that, but I feel like there must be something more to this move, if it's only useful on zoning then I don't really see the point since Axl already has a solid zoning game even without this.

His new super is two hits, pulls opponents close to him and leaves them in a looong stagger state on hit. At least my opponent stayed in stagger state for quite a long time and I was able to combo into pretty much anything I wanted.

25% YRC on rensegeki is alive and well and time slowdown allows for a really easy pick up which simplifies combos started from afar.

- Ky :

If I'm not mistaken he retains all of his moves from reload, and gained some very cool new stuff in this version.

People probably already know that from the previous loketest, but just in case, his dust (new animation), jump dust and his new 236D move allow him to place some circles that stay on the screen for some time and transform Ky's projectiles into huge "swords".

On regular stun edge moves (236S and j236S/HS) circles transforms them into some one hit swords that appear super fast and lift the opponent in the air for some time, which allows for a combo if you're close enough. Regarding CSE (236HS), circles transform it into a huge sword that stays on the screen for some times and does several hits, also lifting the opponent to allow a combo.

236D is kind of a knockdown move that allows you to place a circle at the same time. So it's really good to end a combo with it, and then use a boosted CSE as an okizeme method. However, 236D blows the opponent back kinda far, so this oki is only efficient when you're not too far from the corner. And also the sword comes out so fast that you need to wait a little bit before performing CSE, otherwise it will hit OTG.

Ky also earned a new 3HS, he basically dashes forward quicly while hitting with his electricity charged arm in an uppercut. The overall feeling kinda looks like Jin's 6C in blazblue, except of course it's not possible to dash cancel, at least from what I know. It's possible to cancel into a special afterwards, however I haven't found any move yet that allows to cancel into 3H, there might be some but most moves definitely aren't cancellable into it. The main use I found for this move so far is for comboing after the boosted stun edges, as it allows to close up and hit pretty fast. So provided you have a circle out, you can go stun edge, 3HS, DP for example.

25% YRCs work wonder on both CSE and regular stun edges, as well as on the 236236P super (should have tried to shoot this one through the circles by the way, forgot to do that...). In this regard, 2D into stun edge YRC combos are now really easy and effective, even more so since the slowdown effect allows you to get close to your opponent while he's still lifted up in the air.

Only bad thing so far, greed saber (214K) seems to have shorter untechable time, at least no matter how hard I tried I was unable to combo into cS without the opponent teching. I was only able to do 214K, 5P, cS, 2HS, DP in the corner.

Oh and fun stuff, Ky can actually lose his "hairpin" during the fight under certain conditions I haven't been able to determine (but probably something like getting beaten up pretty hard), and when that happens he stays with long hair until the end of the fight, even during the ending pose! That was really great IMO.

Edited by Dream Maker
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