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Posted

Also the Overdrive raid looks like to have a slight change

 

https://www.youtube.com/watch?v=TAfcIr_eKcc&t=1h11m48s

 

In the loketest you seem to get the full time as if you activated OD normally and now ithe duration seems even shorter than OD cancel

 

It could be the case that since Hazama's health was near full which does mean the OD only lasts for a very short time. It might have lasted longer if he was on the lowers scale of his health but I will grant you that ODR does seem like it lasts even less than an OD cancel. 

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Posted

it was definitely short. Raw OD for jin at 100-90% health is supposed to last 180F, that definitely lasted around a second at most.

 

i tried timing it with my stopwatch and the OD raid was about 0.9 seconds, including hte hitstop of makoto's 5B = 54F

 

makoto 5B has 11F hitstop

 

so od cancel lasted around 43F

 

43F / 180F =  0.23888 = 23.888%

 

right afterwards, makoto does it. Raw, hers lasts 180F as well.

 

timing Makoto, her OD lasted for about 1.33 seconds, included four 2As = 80F

2A has 8F hitstop

 

80F - (8 * 4) = 48F

 

48F / 180F = 0.2666 = 26.66%

 

 

if i had to guess, od guard cancel cuts od time by 75%

Posted

I hope you're right. That change list was looking pretty grim.

He'll be ok. Every update/new game he's supposedly worse, yet we get day 1 videos of the TK or JC loop for disturbing damage and it's back to the salt mines and business as usual.

Posted

What was the deal with the Hazama stances shown at ~1:20:00? Is he getting strong versions of the follow-ups much faster? 

Posted

It looks like he can no longer start a combo off of the overhead out of his stance because it bounces the opponent slightly instead of leaving them crouching.

Posted

It looks like he can no longer start a combo off of the overhead out of his stance because it bounces the opponent slightly instead of leaving them crouching.

Tbh, I dont like that. Not like hazama got a big combo off of it anyway.
Posted

He could only combo off it since cp, I don't think it will hurt him too much. But it will leave a bruise.

Posted

Okay just from the 2.0 gameplay footage I can list some changes and subtleties for each character, though most of them have already been stated beforehand. I'm probably not going to pick up on all of them because I don't heavily play the characters that were showcased.

 

Kagura

 

Kagura reaches max run speed almost immediately instead of accelerating for a bit like he does currently and generally it looks like he is faster

 

His projectile (not sure if it is the A or B one but probably B) grows larger as it travels across the screen; may explain why B projectile corner combos are harder to follow up into 2C > 5C

 

B flash kick is a fast and low to the ground hop while C flash kick is an incredibly high jump (higher than Unlimited [2]8C packed with some new animations)

 

C flash kick wallsticks in the corner without a counterhit which ends in a maintained oki after both Kagura and the opponent fall back to the ground; B flash kick does not do this

 

Ragna

 

Gauntlet Hades causes stagger on grounded targets but that was already confirmed I think

 

Jin

 

Simple midscreen BnB with ice car finisher does slightly more damage; 5BB > 5C > 3C > 214B~C 1830 (1.1) > 1901 (2.0)

 

Maybe his other combo routes are more limited? (More BnB damage at the loss of bigger damage combos maybe?)

 

6C launches the opponent into a spin at a sort of higher angle

 

Hazama

 

214D~A bounces a bit instead of leaving the opponent crouching and cannot be followup up with 5A

 

214D~C is sanic speed now

 

New meter and all that, but that was already elaborated on

 

Makoto

 

j.D wallbounces midscreen, but it doesn't look like it can be followed up; maybe good for maintaining pressure after ending an air combo?

 

Kokonoe

 

The gravity dingles stay on screen for a set amount of time before disppearing

 

Lambda-11

 

Act Parser Zwei 236A can be cancelled into both Blade 236B and Cavalier 236C even if it crosses up the opponent

 

j.214D has a crossup hitbox below and slightly behind Lambda in the air which looks really useful

Posted

CP2's coming early October? Fuck. My friend is buying me CP for my birthday (October 4th) and if they announce CP2 right then...goddammit. I know it'll take some time to get over here, but knowing that my experience isn't going to be relevant soon is gonna suck.

Posted

Not that big of a deal. If you're only just getting CP, you already have a lot to catch up on in terms of new tools for existing characters and matchups for the new characters so there's plenty of stuff to learn in CP 1.1 while you wait that'll mostly transfer over to CP2. 

Posted

Looks like Makoto's Mars Chopper is now a hard knockdown and the ability to cancel lvl2 drives could lead into some interesting stuff.I Hope she has more good things coming. :)

Edit: looks like Ragna was able to tech as soon as he hit the floor, my bad. But still much better then being neutral.

Posted (edited)

 

WHAT?!!

 

 

Somebody quickly! Go to ASW japan and kill the bastard who gave her this buff :v:

 

EDIT: Is Lambda faster than Nu? or is it just me?

Edited by heavymetalmixer
Posted

Looks like Makoto's Mars Chopper is now a hard knockdown and the ability to cancel lvl2 drives could lead into some interesting stuff.I Hope she has more good things coming. :)

Edit: looks like Ragna was able to tech as soon as he hit the floor, my bad. But still much better then being neutral.

 

So midscreen combo ender can be Mars Chopper > 236A oki maybe?

Posted

Makoto 2D(2) > 214B just looks silly and I can't see it adding anything and only taking away. It forces her to go straight to the air and I doubt she can go into 2D(3) off of it like before. At best I see 2D(2) > 214B > j.C > j.B |> 2D(1) > 5CC > Air Ender.

 

And now when she goes into the air, j.D wallbounces midscreen. This seems horrible. It didn't look like it was comboable without rapid and completely guts her corner carry.

 

I have no faith that Makoto will be viable in this patch; both those changes seem idiotic, and if anything, worse than pre-patch.

Posted

The run speed for Kagura is looking pretty good now, I don't think anyone else in the game had that acceleration which made micro-dash normal useless since it didn't result in extra range.

The flash kicks...The B looks like it actually doesn't go as high as the current version so it looks like the go-to anti-air, though it seems to do less damage as a result.  The C version pretty much has the dragon punch vertical momentum seen from Shotos in Street Fighter, I wonder if the start-up is the same with the different animation at the start.

The B fireball...eh...without knowing how the durability and number of hits work might be more of nerf than anything else if it does less hits at close range.  It also might lose or get nulled by more projectiles in the smaller phase and its not until 2/3 to full screen that it reaches the original size currently (or did it end up bigger at that range?)

The run speed buff is nice, but the fireball change makes me a little uneasy since I liked his oki set-ups especially in the corner where you can make a person unable to roll or delay wake-up and have to either block or attempt an invincible move on wake-up.

Posted

It seems like gcOD won't be as strong as it seemed.

I only watched the Hazama part of the video which starts at about 1:20, but he used it plenty of times and the Ragna dummy recovered from the gcOD'ed moves before Hazama could Houtenjin.

He was even able to land and do an extra 2C after a gcOD'ed air Blood Scythe, and he didn't even get CH'ed.

 

That throws gcOD > Houtenjin into gorilla damage out of the window, and most of the characters should only be able to start pressuring, definitely not getting a combo off of it. Or maybe I'm just missing something idk

Posted

Makoto 2D(2) > 214B just looks silly and I can't see it adding anything and only taking away. It forces her to go straight to the air and I doubt she can go into 2D(3) off of it like before. At best I see 2D(2) > 214B > j.C > j.B |> 2D(1) > 5CC > Air Ender.

And now when she goes into the air, j.D wallbounces midscreen. This seems horrible. It didn't look like it was comboable without rapid and completely guts her corner carry.

I have no faith that Makoto will be viable in this patch; both those changes seem idiotic, and if anything, worse than pre-patch.

Not sure if she can still do 2d(3) but the j.D wall bounce seems to put Ragna low enough so he can't attack after he recovers and Makoto gets decent advantage. I think it could lead into ppl having to guess if she is going to overhead,grab,parry, or go low.

Posted

If Makoto wants neutral mix-up, she could already combo into it with Mars Chopper or Infinite Rush off of 5B or even air Meteor Dive ender if low enough, but she really doesn't want to. Makoto wants to put you in the corner and beat you until you can only twitch helplessly.

 

j.D wallbounce leads to 2 possible conclusions: all of a sudden Makoto doesn't want/need the corner (highly unlikely) or her job getting you in the corner is that much harder.

 

All I've seen from the loketest info and this short clip of her is them fixing problems with her that don't exist and leaving what is wrong with her to the wayside to suffer.

Posted

Lunatic Upper combos to Mars Chopper! and it knockdowns now even the stand up opponents! Weird, the knockdown change can be a buff or nerf, also having Mars chopper to combo after 214AC could mean that it is faster now (no more getting mashed out of it).

 

j.2C change is finally here, it looks like Makoto now ends up her j.2C active frames with a mini bounce once it tags an opponent as if it was hells fang, according to players it should combo to j.CC after. This change could fix some troubles like how Tager punishes you for landing a j.2C hit EVEN IF IT WAS A CH j.2C duo to his huge hitbox (Makoto literally punishes you for outplaying your opponent) and maybe doing a j.2C so close from ground is no longer punishable after this change. But then j.2C cross up might suffer.

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