Jump to content
Dustloop Forums

Recommended Posts

Posted

"does it launch, or is it essentially 2H but as a dandy step follow up" it's an overhead, it was shown in one of the 2nd loke vids.

  • Replies 15.4k
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Bedman can't seem to combo from throws. Ground throw he slams you on the ground and hits you with spiky shit and then knocks you away and can run up for okizeme. Air throw is like Justice. Slams you back in the ground right in front of him. I'm sure he might be able to combo something if you spend 50% on an RC.

Helter skelter - I don't know anything new. Check my notes from last loketest.

Blade - I just quoted your post. Read

Posted
Sound like Exe Beast combine with Dark Angel which is unblockable and have Potemkin's Mirror high stun effect. Now this sounds terrific.

It moves way slower than dark angel. It's just a big unblockable cloud that creeps up behind you very slowly.

Posted
"does it launch, or is it essentially 2H but as a dandy step follow up" it's an overhead, it was shown in one of the 2nd loke vids.

I see, ...YES! I NOW HAVE A WAY TO OVERHEAD :P

Posted (edited)

OK I am gonna post some of Sol's changes from the location test:

-In the 2nd loketest BR connect from 2D at Max range but now it only connect after being really close from the enemy and K>S>2D and still BR whiff some times which made me lose a lot of match's.

- If you remember #R Sols BR loop : (5K > 5S > BR) ?

That didn't work in the previous loke test but now it connects.

- Finally the thing that I think it needs some adjustment because I don't want Sol to end up as an overpowered character!

Remember the air command grab during dragon install ?

Guess what ?

That grab can be used as an air combo ender after j.D!

And the damage is ridiculous!

I did wild throw into jS>jD>jS>jD>Air Grab on Axl and it did over 5o% damage!

That's what I saw so far.

Edited by king of heart
Posted

When i analyzed 2nd loke test videos Slayer's 6K looked like 16-17F attack, which is even better way to overhead )

Posted

in the previous batch of loketest vids i saw slayer do forward dash into 2s, as if it were a jc'd special. so i'm curious about the nitty gritties of slayer's (and bedman's) dashes...

- does bdc/fdc still confer invincibility to specials?

- can you cancel his forward dash into normals or anything else (fd, roman cancel...)?

- the travel distance appeared to have increased considerably from xx. confirm / deny?

- does the dash still travel a fixed distance or is there a limit on how far you can dash through an opponent? the closest analogy i can think of is valentine scalpel in skullgirls. lol

- how does bedman's dashes compare to all this?

obviously the other important question is do two ch pilebunkers = dizzy :|

and a couple of more general questions:

- does xrd have bb-style input buffers? where you hold down a button and the input repeats for X frames?

- does blitz shield override os throw input?

also an observation from today's batch of loketest vids: slayer's j.k looks like #r style i.e. super laggy on whiff. i'm guessing the rest of his air normals are like that

Posted

Hoping we can get more videos of Slayer(in versus mode or non-cpu). And I wondering is it real that Slayer's undertow has changed into the wolverine-like motion.

People said that new motion is cool. Sure it is, but I just don't think it suits slayer, it's too wild(?), not dandy at all. And the new motion doesn't

suit it's name either. Well, this is just my opinion.

Posted

SuperJ how can you CH with PileBunker when it has no range? =)

NeoJET new undertow was seen in one video from 2nd loketest.

Posted
in the previous batch of loketest vids i saw slayer do forward dash into 2s, as if it were a jc'd special. so i'm curious about the nitty gritties of slayer's (and bedman's) dashes...

- does bdc/fdc still confer invincibility to specials?

- can you cancel his forward dash into normals or anything else (fd, roman cancel...)?

- the travel distance appeared to have increased considerably from xx. confirm / deny?

- does the dash still travel a fixed distance or is there a limit on how far you can dash through an opponent? the closest analogy i can think of is valentine scalpel in skullgirls. lol

- how does bedman's dashes compare to all this?

obviously the other important question is do two ch pilebunkers = dizzy :|

and a couple of more general questions:

- does xrd have bb-style input buffers? where you hold down a button and the input repeats for X frames?

- does blitz shield override os throw input?

also an observation from today's batch of loketest vids: slayer's j.k looks like #r style i.e. super laggy on whiff. i'm guessing the rest of his air normals are like that

Can't answer most slayer stuff right now off top of my head but

For bedman, his forward dash is like I said in a previous post. I don't know if he can cencel invincability like layer can to Cary into other moves but ill try to look into it.

Posted

Oh yea... Forgot to post this. Fausts oil drum item is better than i thought. If a bomb or ai bomb bag touches oil puddle it ignites the oil for a huge explosion that hits both players. Very good to throw a bomb bag over it espresso ally if oppononet is in or near it. Oils burns away after doing so

Posted

The new Undertow animation might be another Alberto reference (pic), the similarity is more clear in motion

@Anyone at the loketest: can 5H/6H moves can be YRC'd on startup for 25%? i.e. 4H~KS to attempt a throw and RC immediately if it whiffs. A completely safe throw OS might be okay if it costs 50%.

Posted
NeoJET new undertow was seen in one video from 2nd loketest.

I know, but it hasn't been confirmed that the new motion is undertow, so I wanna make sure if it's undertow or not.

And here is a new question, in AC+R, we can put undertow in combos, what about the new undertow?

Is the new undertow useful or not?

Posted (edited)

Almost any normal can be YRC on whiff. Faust can do point blank 6hs whiff YRC and go from there.

Of course YRC only works during active frames though. If you wait until recovery you get dat purple

Can't say exactly how long Bedmans monster stays out but it's looong

Edited by ElvenShadow
Posted

Like... IMO bedman beast super is too good with that easy dizzy to free IK. It should leave them in a stagger or some other vulnerable combable state instead so he has to at least get a big combo off it. Right now it seems like 80% of the time if you get hit by it the round is already over...

Posted

long stagger seems optimal as an overpowered yet nonbullshit super

like, loooooong stagger where mashing your heart out won't get you combo'd from midscreen

seemsfairma'an?

Posted

Speaking of which, I thought "going IK stance" applied some kind of Faint Modifier to Faint Status? (i.e. you recover from Faint faster). Does that still apply?

Posted

I don't understand what u are trying to ask blade

Do you mean that when oppononet is in IK mode that its easier to mash out of a dizzy? If so, it doesn't matter. That IK is like fucking instant

Posted
OK I am gonna post some of Sol's changes from the location test:

Thanks a ton for the Sol info. I'm curious how Dragon Install in air and ground recovery feels, like are you able to combo into activation then continue off certain starters? Probably wouldn't be too easy to test but either way thanks again for all the info.

Guest
This topic is now closed to further replies.

  • Upcoming Events

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