Jump to content
Dustloop Forums

Recommended Posts

Posted

It has to.....ugh. I'll just RC footloose after and go die in a corner. :( Haha.

 

Well, at least we can still get 250+ damage with 100 meter reversal...yay....

In all honesty though if they made it full screen again but removed the wall stick I can tolerate the change...but if they only slightly added some range and removed the only thing good about the move currently something is seriously wrong with whoever is managing slayers balance changes.

 

 

Aperture, I don't think I've ever had fisticuffs with you, sir. I invoke fisticuffs!

 

Well, my Psn is listed, though I doubt Ill be able to play/manage a stable connection today.  

  • Replies 1.3k
  • Created
  • Last Reply

Top Posters In This Topic

Posted

they can make CH DOT do 0 dmg lol.. if the range increase is substantial enough and i can whiff punish with it!

 

it looks like en was theorizing that dot wallstick got removed because of the stun dmg they added in loketest #2.

Posted

Well, I'll be home for lunch in about 30 minutes if you'd like to try. :D Also, if the range was back, I wouldn't mind the no wallstick either.

Posted

Well, I'll be home for lunch in about 30 minutes if you'd like to try. :D Also, if the range was back, I wouldn't mind the no wallstick either.

 

You can add me, but I again I doubt that I will be able to, maybe at a later time.

 

 

they can make CH DOT do 0 dmg lol.. if the range increase is substantial enough and i can whiff punish with it!

 

it looks like en was theorizing that dot wallstick got removed because of the stun dmg they added in loketest #2.

 

Thats incredibly stupid balance wise if they did that.

 

I dont know about y'all, but approaching/YRC with a projectile mid/fullscreen was too hard and shouldnt ever be allowed to be punished, therefore when we buffed a move to be able to do so on a character who has no good projectiles and struggles against most characters, we removed all the damage they couldve gotten off of it.  We are so smart.

 

:(

Posted

With the AC formula, CH DOT would put everyone close to half dizzy. If they're aiming for A tier Slayer, I guess he can't be allowed anything close to a TOD.

At least 2H DOT works now

Posted

Taka seems to be done, so here's what we got so far. SuperJ already posted some of these but I'm including the tweets

 

https://twitter.com/mochida_tw/status/573374426869198848

2H: reaches at round start

 

https://twitter.com/mochida_tw/status/573457843786883072

2H: now -9 on normal block. Ogawa asks if Slayer is weaker than Loketest 2. Taka says "Slayer is weaker, but I'm getting stronger"

 

https://twitter.com/mochida_tw/status/573511630052425728

2D: bigger horizontal hitbox so SSSS 2KD works on I-no (I hope it works for Ramlethal too)

 

https://twitter.com/mochida_tw/status/573513334542106624

P Pilebunker: 6H xx P Pile (I think this is what he's referring to) can connect at max range. CH P Pile > 6H works but it felt harder compared to Loketest 2

 

https://twitter.com/mochida_tw/status/573514637615878144

K Pilebunker: Cannot land 5H after wallstick (from corner K Pile). From starting position, it's possible to do K Pile RRC > 6[6] > 66 > 5H-2H > c.S > Air combo

 

https://twitter.com/mochida_tw/status/573515243629903872

J.H: Proration is improved or removed. Seems really good. Taka says to stop hoping for ground bounce lol

 

https://twitter.com/mochida_tw/status/573516454575804418

6P: Seems unchanged from Loketest 2. J.H is easy after CH. 6[6] c.S is possible depending on where 6P hits. Something about teching on normal hit and "壁バン" (does it mean "pushed against wall"?). Difficult to use far from wall.

 

https://twitter.com/mochida_tw/status/573519419395022848

2H: You'll want to hit confirm DOT on normal hit and RRC on CH. (Continued below) Untechable time is greater than 30F so you can avoid RC proration. Increased recovery makes it harder to use, so combo into it or to use to counter specific moves.

 

https://twitter.com/mochida_tw/status/573521410938662912

5H: Can combo into P Pilebunker

 

https://twitter.com/mochida_tw/status/573522509204602880

Helter Skelter: J.H works on all characters now. J.S works on some characters. Feels more reliable.

 

https://twitter.com/mochida_tw/status/573523840816410625

DEAD ON TIME: No longer has wallstick on CH. Bite > DOT may work but Taka needs more confirmation (see Bite changes). Reaches corner screen from center

 

https://twitter.com/mochida_tw/status/573527371740938240

Bite: Distance after Bite is pretty far. Stagger time is greatly increased, can connect 6H with no stagger recovery. Change in forward dash momentum seems to have extended FDC Bite range.

 

https://twitter.com/mochida_tw/status/573529235467325442

System: Reversal Throw/Blitz are more important to watch for. Taka was thrown out of meaty 2D a few times. (Continued below) f.S xx c.S and 2K xx c.S are a lot easier, 2H > c.S superjump JI might be better. Some characters have adjusted air hurtboxes.

 

https://twitter.com/mochida_tw/status/573534166601465856

Matchups that Taka played

I-no, Ky, Venom: about the same

Faust, Elphelt, Sol: a bit easier

Leo, Axl: unpleasant

Bed: scary

Ram: pathetic

 

https://twitter.com/mochida_tw/status/573538504275177472

Projectile Blitz is not that easy (I assume he means getting the stun on opponent). I-no note sometimes needs 2 Blitzes. Consider using DAA or supers if the Blitz isn't guaranteed.

Posted

https://twitter.com/mochida_tw/status/573519419395022848

2H: You'll want to hit confirm DOT on normal hit and RRC on CH. (Continued below) Untechable time is greater than 30F so you can avoid RC proration. Increased recovery makes it harder to use, so combo into it or to use to counter specific moves.

 

 

I dont really think that the increased recovery will change much of the corner combos.  Assuming it still has the 13f start up it will still be used in the corner after 5H to go into air loops.  Midscreen ya it will need that DoT or Cancel.

 

 

https://twitter.com/mochida_tw/status/573514637615878144

K Pilebunker: Cannot land 5H after wallstick. From starting position, it's possible to do K Pile RRC > 6[6] > 66 > 5H-2H > c.S > Air combo

 

Did they somehow change the wall stick time?  Like currently you have all the time in the world if you land a CH in the corner to do it.

 

 

 5H<J.C<Stuff might work if you have enough time.  5H will be scary in the corner.

 

 

https://twitter.com/mochida_tw/status/573522509204602880

Helter Skelter: J.H works on all characters now. J.S works on some characters. Feels more reliable.

This is a huge deal.  Helter Skelter is a decent mix up option on its own but was so god damn stingy on its timing noone used it.  If you can now reliably get j.H<j.D<5.K/S<Something it will be huge in Slayers gameplan.

 

 

https://twitter.com/mochida_tw/status/573523840816410625

DEAD ON TIME: No longer has wallstick on CH. Bite > DOT may work but Taka needs more confirmation (see Bite changes). Reaches corner screen from center

 

This angers me greatly, We need to know how much further it travels otherwise its just a straight up nerf to an already bad move.

 

 

https://twitter.com/mochida_tw/status/573527371740938240

Bite: Distance after Bite is pretty far. Stagger time is greatly increased, can connect 6H with no stagger recovery. Change in forward dash momentum seems to have extended FDC Bite range.

 

If he has enough time to land a 6H at max range, then I would assume that you may be able to get a knockdown somehow with the larger 2D hitbox.  If anything it may make bite loops a thing or just make the delay between the bites small enough to use it as a mixup.

 

 

https://twitter.com/mochida_tw/status/573529235467325442

System: Reversal Throw/Blitz are more important to watch for. Taka was thrown out of meaty 2D a few times. (Continued below) f.S xx c.S and 2K xx c.S are a lot easier, 2H > c.S superjump JI might be better. Some characters have adjusted air hurtboxes.

 

I want this so bad.  WHY THE HELL DO SOLS/ZATOS FEET NOT EXIST IN THE AIR, WHY IS CHIPPS HITBOX SO BIG, AND WHY DOES ELPHETS AIR HITBOX MAKE ME WANT TO KILL MYSELF.

*ahem*

 

Well, I really want to see what Helter Skelter can get now.  Such a cool move concept.

Posted

Remember that normal hit K Pilebunker will wallstick in 1.1, which is different from the CH P Pilebunker wallstick we have now. It's not really a surprise since anytime you can fit K CWH, you can K Pilebunker.

 

5H > IAD j.D2K will Black Beat if you try it now. Maybe it will work in 1.1?

 

En pointed out that DOT would be guaranteed CH against Blitz, so I guess wallstick is dead.

 

Bite > 6H is against 0 stagger recovery, it's just an example. 2D against Level 2 recovery would be great.

Posted

Remember that normal hit K Pilebunker will wallstick in 1.1, which is different from the CH P Pilebunker wallstick we have now. It's not really a surprise since anytime you can fit K CWH, you can K Pilebunker.

 

5H > IAD j.D2K will Black Beat if you try it now. Maybe it will work in 1.1?

 

En pointed out that DOT would be guaranteed CH against Blitz, so I guess wallstick is dead.

 

Bite > 6H is against 0 stagger recovery, it's just an example. 2D against Level 2 recovery would be great.

 

Well, I hope something comes up with Pilebunker 

 

Regardless  I want a knockdown after a bite or bite loops again.

 

I would hope that 5.H jump cancel combos should be a thing.

Posted
This angers me greatly, We need to know how much further it travels otherwise its just a straight up nerf to an already bad move.

 

Is it really that big of a nerf? CH DOT is rare, it's a risky strength for a move to have and definitely not worth making it shit in every other regard.

 

I'll happily take the full screen punishes, real corner carry and stun damage over unsafe CHs.

Posted

Is it really that big of a nerf? CH DOT is rare, it's a risky strength for a move to have and definitely not worth making it shit in every other regard.

 

I'll happily take the full screen punishes, real corner carry and stun damage over unsafe CHs.

 

Again, I dont have the info on how long the move travels and I stated earlier that I would be totally ok if the move was fullscreen and didnt CH stick.

 

But.....if the move only has slightly increased range my rage will break.  BDC/FDC DoT for life.

Posted

GGs, Aperture.:D

 

Likewise, dose scary BDCs and Airthrows.

Though I really need to get BDC Bite down, but its really hard on the PS3 Analog.

 

Also...youre like the first person Ive played besides my friend who mains Leo in like 2 months lol.  

 

Great Games regardless, learned alot of things.  Sorry about the initial room that suddenly got like 20 frames of lag as well.

Posted

i gotta start working meaty IL into my mixup >_<

 

little trick. if slayer makes the right angle with his arm on impact, you can link 2K. otherwise it's not meaty enough

Posted

i gotta start working meaty IL into my mixup >_<

 

little trick. if slayer makes the right angle with his arm on impact, you can link 2K. otherwise it's not meaty enough

you can link dot if you want :)

Posted

Dno what you all on about reversal DoT. It has 7F startup without any invul. I don't see how you would ever ever ever use it as a reversal tool? Looses instantly to meatys.
But it not sticking on CH imo is a fair trade if they increased the range substantially. Else it would be to broke if you could just CH fish with DoT 3/4 screens away.

Liking the changes so far at least.
Will be fun once it finally hits console.

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

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