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Posted

HO-LY SHIEEEEEEEEEETTTTTT!

Now if only stomps gave the midscreen wall bounce like in 1.0...........
Posted

Now if only stomps gave the midscreen wall bounce like in 1.0...........

 

B Burensen right? 'Cause in 1.0 22C lvl 3 didn't have that wallbounce.

Posted

B Burensen right? 'Cause in 1.0 22C lvl 3 didn't have that wallbounce.

Yeah stomp super. That was bliss for carry. And it would probebly make stomp super mixup worth humoring.
Posted

Are we all in favor of a new combo thread?

WHERE IS A MOD TO LIGHT OUR DARKEST HOUR?!

Posted

Why is there nobody posting in the combo thread? : /

I was planning on making another video covering some routes i forgot to put in the first video, but i get distracted easily. :(
Posted

Why is there nobody posting in the combo thread? : /

Because there are so few of us and I don't have the game yet. I got a bunch of stuff I've been wanted to try out.

Sent from my ZTE-X500 using Tapatalk 2

Posted

Because there are so few of us and I don't have the game yet. I got a bunch of stuff I've been wanted to try out.

Sent from my ZTE-X500 using Tapatalk 2

There are very few terumi players in general.............

And i think a quick breakdown vid is in order.

Posted

There are very few terumi players in general.............

And i think a quick breakdown vid is in order.

50% of my matches were mirrors in original CP. Although, most of those players spammed 6C like its +10 on block.

(also we need CPEX video thread and a new moderator i guess)

Posted

50% of my matches were mirrors in original CP. Although, most of those players spammed 6C like its +10 on block.

(also we need CPEX video thread and a new moderator i guess)

Let me rephrase that, very few terumi players that actually take him seriously.
Posted

Guys, do you have a complete changelog for 2.0? I was asked to translate the one from this video, but I'm not sure if it's complete or not.

http://www.nicovideo.jp/watch/sm26230650

- 5D hasn't changed on whiff.

- 5C's first hit doesn't float Terumi as high.

- 2B has reduced recovery, now -8 on block.

- 5D's front hitbox is slightly reduced.

- 6D can now gatling into 6C; the hitbox's lower part is reduced; doesn't float the opponent as high or far.

- j.D can now gatling into j.2D; normal air hit doesn't knock down; opponent can now recover after air CH bounce.

- j.D can now be super-canceled on landing; now has landing recovery, the greatest frame advantage is -2; can no longer be OD-canceled; no longer keeps the momentum after a dash; OD version falls down faster; P1 increased from 70 to 80.

- Garengeki (22C) no longer has level 2, only 1 and 3; level 3 comes out even if you don't mash enough; level 3 doesn't last as long.

- Jagaku (236D) has longer hitbox; the run distance is reduced; the start-up is increased.

- Crush Trigger's recovery is reduced, now -4 on block.

- Both versions of Jarin Renshouga got longer start-up; the opponent lands closer to you on hit.

- Orochi Burensen A ends the round on 2nd hit and activates a special victory animation when it does.

Posted

Guys, do you have a complete changelog for 2.0? I was asked to translate the one from this video, but I'm not sure if it's complete or not.

http://www.nicovideo.jp/watch/sm26230650

- 5D hasn't changed on whiff.

- 5C's first hit doesn't float Terumi as high.

- 2B has reduced recovery, now -8 on block.

- 5D's front hitbox is slightly reduced.

- 6D can now gatling into 6C; the hitbox's lower part is reduced; doesn't float the opponent as high or far.

- j.D can now gatling into j.2D; normal air hit doesn't knock down; opponent can now recover after air CH bounce.

- j.D can now be super-canceled on landing; now has landing recovery, the greatest frame advantage is -2; can no longer be OD-canceled; no longer keeps the momentum after a dash; OD version falls down faster; P1 increased from 70 to 80.

- Garengeki (22C) no longer has level 2, only 1 and 3; level 3 comes out even if you don't mash enough; level 3 doesn't last as long.

- Jagaku (236D) has longer hitbox; the run distance is reduced; the start-up is increased.

- Crush Trigger's recovery is reduced, now -4 on block.

- Both versions of Jarin Renshouga got longer start-up; the opponent lands closer to you on hit.

- Orochi Burensen A ends the round on 2nd hit and activates a special victory animation when it does.

 

About Jarin, that's weird, we've all seen that is the opposite, they're faster.

Posted

Might be just a mistake on my side, then. Haven't checked the changes in-game, which is partially why I posted it here.

Posted

Jagaku should also have less recovery, 6D should have a fuckton of recovery, A burensen has more invul, and air Messenga is now combo-able.

 

We should make a complete change log. I have nothing better to do except play games so I can try to keep track of everything. I don't have 2.0 yet so I'm mostly going off of what I heard.

Posted

Guys, do you have a complete changelog for 2.0? I was asked to translate the one from this video, but I'm not sure if it's complete or not.

http://www.nicovideo.jp/watch/sm26230650

- 5D hasn't changed on whiff.

- 5C's first hit doesn't float Terumi as high.

- 2B has reduced recovery, now -8 on block.

- 5D's front hitbox is slightly reduced.

- 6D can now gatling into 6C; the hitbox's lower part is reduced; doesn't float the opponent as high or far.

- j.D can now gatling into j.2D; normal air hit doesn't knock down; opponent can now recover after air CH bounce.

- j.D can now be super-canceled on landing; now has landing recovery, the greatest frame advantage is -2; can no longer be OD-canceled; no longer keeps the momentum after a dash; OD version falls down faster; P1 increased from 70 to 80.

- Garengeki (22C) no longer has level 2, only 1 and 3; level 3 comes out even if you don't mash enough; level 3 doesn't last as long.

- Jagaku (236D) has longer hitbox; the run distance is reduced; the start-up is increased.

- Crush Trigger's recovery is reduced, now -4 on block.

- Both versions of Jarin Renshouga got longer start-up; the opponent lands closer to you on hit.

- Orochi Burensen A ends the round on 2nd hit and activates a special victory animation when it does.

This almost brought me to tears. Thanks man.
Posted

About Jarin, that's weird, we've all seen that is the opposite, they're faster.

 

Maybe the startup is slower before superfreeze ? But since the snakes travels MUCH faster, the move as a whole seems a lot faster.

Posted

Maybe the startup is slower before superfreeze ? But since the snakes travels MUCH faster, the move as a whole seems a lot faster.

Either that, or we got 1.0 Jarin back

Posted

What's the difference between them?

Also, is there a way to open a change log on the wiki? I wanna ask the other character forums to put their changes as well.

Sent from my ZTE-X500 using Tapatalk 2

Posted

What's the difference between them?

Also, is there a way to open a change log on the wiki? I wanna ask the other character forums to put their changes as well.

Sent from my ZTE-X500 using Tapatalk 2

 

Here it is.

Posted
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