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Posted
Some more HELL FIRE status updates:-

During HELL FIRE status, your Overdrives deal a certain amount of unscaled damage on top of their usual damage (around 10% of the opponent's life), so they pack a punch early on in a combo and have minimum damage worth a damn for if you want to do them later on in the combo.

For those of you still worrying about comeback mechanics, here's something else worth noting about the recently discovered change to Instant Kills. A successful Blitz Shield repel can be confirmed into an Instant Kill on opponents in HELL FIRE status. Not only that, a retaliatory Blitz Shield will not work against an Instant Kill.

So you're effectively getting beefier supers at the cost of guts no longer saving you if you get outplayed or called out on a bad late game decision. Command throws and other unburstable setups will get even scarier than usual too. If you get caught by a command throw at less than 25% life and they have the tension to Roman Cancel it, you're dead and you don't get to say otherwise.

some ky stuff

-new gatling: f.S>3HS

-DC Sacred Edge: Untechable time greatly decreased

-DC CSE: Number of hits decreased, shorter reach

-corner standing dust combo: 5D~6>6HS>dash 6HS>236D>3HS>DC Sacred Edge>c.S>2HS>HSVT does around 60%, apparently there's some restand thing that goes on with the second 6HS which most likely has to do with the dust wallstick followup and can do c.S>5HS>slide for around 50%

Oh and apparently during super freeze IK activation, projectiles continue to move and can hit while everything is frozen

Thanx for all of the updates, guys! Great job! :)

Btw, are there any other info of air throw ranges?

Posted

Faust has unique dialogue against Zato, huh? I suppose that makes sense, now that he knows that the Guild is behind his accident and Zato is actually alive (though we still have no idea how). Good thing that they're tying him back into the story outside of being Zappa's McGuffin.

Posted
Faust has unique dialogue against Zato, huh? I suppose that makes sense, now that he knows that the Guild is behind his accident and Zato is actually alive (though we still have no idea how). Good thing that they're tying him back into the story outside of being Zappa's McGuffin.

And by Zappa's McGuffin you mean Faust being killed early in the story with little introduction for the sole purpose of kickstarting Zappa's story-arc, or did you mean a different word?

Posted
And by Zappa's McGuffin you mean Faust being killed early in the story with little introduction for the sole purpose of kickstarting Zappa's story-arc, or did you mean a different word?

That's fridge-stuffing. A McGuffin is an important item in a story that one or more characters are looking for.

Posted

after hitting a dust, you can hold up to do the standard air pursuit, or you can hold forward to stay on the ground and get some HnK wall-slam combos going

Posted
after hitting a dust, you can hold up to do the standard air pursuit, or you can hold forward to stay on the ground and get some HnK wall-slam combos going

....YES, SLAYER HAS SOMETHING AKIN TO HOKUTO NO BASKETBALL!

Posted
....YES, SLAYER HAS SOMETHING AKIN TO HOKUTO NO BASKETBALL!

So does everybody else. It's a universal mechanic. :v:

Dunno how many other characters can combo into their 5Ds, though.

Posted
Ino can airdash after her HCL follow up to j.S > j.HS Into her dive attack if she was near the corner.

Wait, really?

Hmmm...

-9

Posted

Wait, I'm not sure exactly where this airdash is based on the explanation. Are you doing j.S > j.H > HCL > dive > airdash? Or j.S > j.H > HCL > airdash > dive?

Or are you saying HCL > Derivative > j.S > j.H > dive? Does she have to be in the air for this? Does this require a YRC?

Posted

Do superflashes still eat inputs ocurring at the same time or they stopped that?

I noticed that Riot stamp, the further it travels the lower it is to the ground, does that affect the opponent's ability to AA it when it is approaching from full screen? Does it maintain its overhead properties throughout the entire animation of the move?

Does Ky still have difficulty AA'ing Sol's js and jhs along with Slayer's jh?

Posted

Does Ky still have difficulty AA'ing Sol's js and jhs along with Slayer's jh?

You should come here and try jumping S or HS on a Japanese Ky!

Posted
As a heads up, Del. Derivative got a name: "Helter Skelter" :P

LOL It's Ino's move, not Slayer's.... :v:

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