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Posted

the cl.S > far S X2 into 2/5K > 2D knockdown looking more consistent is great, I wonder if that is still crouching hit only and works on the entire cast. 

2H looks better now with its range, not quite +R amazing but a clear upgrade to its current version.

K pilebunker > 5H >2H in the corner I love.  More damage and KD?  Sweet.

 

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Posted

the cl.S > far S X2 into 2/5K > 2D knockdown looking more consistent is great, I wonder if that is still crouching hit only and works on the entire cast. 

2H looks better now with its range, not quite +R amazing but a clear upgrade to its current version.

K pilebunker > 5H >2H in the corner I love.  More damage and KD?  Sweet.

 

 

The 5S x 4 < 5K < 2D that I saw that worked was on a standing Elphelt  :)

Posted

That makes my day to know that Elphelt's hitboxes don't get to ruin stuff.

 

Aircombos still do....But mostly just on the j.D parts.

 

Still looks better.

Posted

I was looking through the +R thread and now I'm wondering if dash neutral jump (668) will be useful here.

FDC Bite range definitely seems longer so maybe they increased the pushback to make re-Bite more comfortable

Did anyone notice any DOT dizzies? [emoji3]

Posted

I was looking through the +R thread and now I'm wondering if dash neutral jump (668) will be useful here.

FDC Bite range definitely seems longer so maybe they increased the pushback to make re-Bite more comfortable

Did anyone notice any DOT dizzies? [emoji3]

 

Honestly didnt notice more then 1 dizzy.  Im under the impression that most people just arent used to using it as a punish yet.  Again feels like they just havnt integrated it into their playstyles much like 6K.

 

2HS thoughts:

I see people now doing 2K < 2K < 2H/6HS/JH for pressure in the corner.  It looks like a pretty legit mixup and covers alot of options.  If you can react to the 2H you get like 200 off of non CH with RC.

 

Helter Skelter thoughts:

I saw Helter < JH < 5S < 2D on Elphelt....Good god thats so much better then it was before.  They really did finally give a use for Helter, and it was such a cool move too.

 

 

 

Also...........WE K-PILEBUNKER MAN NOW

 

.......Seriously, its that good.  It changes literally every single corner combo and lets you capitilize off nearly anything with RC.  I swear I saw someone K-Pile < Dust < KPile < 5H <Aircombo and it did half health on Sin.

Posted

^This.

 

I'm pretty hyped with some of the Slayer stuff I saw on Jonio's stream last night.

 

2H = Welcome back. And holy shit. Ha.

 

And the forced 70 damage proration on Dandy K > Pilebunker makes more sense/seems acceptable to me now. Especially when you see 3-4 of 'em in one combo now...

 

I could be wrong cause I was half-asleep...but I think I also a CH P Pilebunker > 6H> P Pilebunker on Elphelt at mid-screen distance from the corner. 

 

Is K Pile confirmed to be 70% proration like in location test 1 or is it the 90% from the 2nd location test?

Posted

From what I understand, K Pilebunker still has forced 70 proration and P Pilebunker has forced 90.

I haven't heard any word of those changing.

And those were the notes from the 2nd location test.

Posted

From what I understand, K Pilebunker still has forced 70 proration and P Pilebunker has forced 90.

I haven't heard any word of those changing.

And those were the notes from the 2nd location test.

2nd loc test changed it to 90℅.
Posted

It was discussed a few pages back, look it up. The 70% was believed to be a mistranslation or something.

Posted

It was discussed a few pages back, look it up. The 70% was believed to be a mistranslation or something.

 

I must be blind. Nice!

Posted (edited)

So if slayer's Sx4>5K>2D works even on standing, does it mean that 2K>c.Sf.S>5K>2D will also work? If so, I'll be glad that we can squeeze out as much as possible damage into knockdown.

 

Also, whats the verdict on the increased input buffer for and against slayer? good or bad? is it true that its a lot more easier to grab him out of a meaty 2D?

Edited by Martikol
Posted

So if slayer's Sx4>5K>2D works even on standing, does it mean that 2K>c.Sf.S>5K>2D will also work? If so, I'll be glad that we can squeeze out as much as possible damage into knockdown.

 

Also, whats the verdict on the increased input buffer for and against slayer? good or bad? is it true that its a lot more easier to grab him out of a meaty 2D?

 

Scratch what I said previously.  Rewatched it and it was C.S < F.S < 5.K < 2.D

 

Sorry about that.  I got too hyped

Posted

10 minutes of Hase

 

Ain Leo, Umecha Sin, JUN Millia

http://www.nicovideo.jp/watch/sm25850684

(Redirector link if you don't have account)

 

At 10:16 you can see normal hit 6P bounce midscreen. CH It's Late builds like 40% meter in corner, K Pile leading to 6D and another K Pile is too good. It's Late not forcing crouch is confirmed though, no more crushing spines :(

 

 

Timestamps for 5v5:

 

HEVEN (Venom) vs Moga 1:08:00

Hossa (Leo) vs Moga 1:10:25

Hossa vs Nage 1:14:00

Ain (Ky) vs Nage 1:16:50

Konsome (Potemkin) vs Nage 1:19:30

SOS/Sabi(?)/"GAKU 2" (Sin) vs Nage 1:21:25

SOS vs Taka 1:24:30

SOS vs En 1:26:40

SOS vs Hase 1:29:35

 

 

Same Character:

Hase vs Nakamura 11:30

Hase vs Training Mode 1:10:45 (ends around 1:27:00)

 

Team Chipp AGF vs Team Slayer Rou 3:02:20

Jonio vs Rou 3:06:35

Yusuke vs Rou 3:10:05

Yusuke vs Tanabata 3:14:40

AGF vs Tanabata 3:18:10

 

Hase vs Rion (Ky) 7:48:10

Maruhan (Sol) vs Taka (most likely) 8:38:35

Fino (Venom) vs Taka 8:41:50 and 8:46:00 and 8:50:10 and 8:54:40

Posted

10 minutes of Hase

 

Ain Leo, Umecha Sin, JUN Millia

http://www.nicovideo.jp/watch/sm25850684

 

At 10:16 you can see normal hit 6P bounce midscreen. K Pile leading to 6D and another K Pile is too good. It's Late not forcing crouch is confirmed though, no more crushing spines :(

 

I can't view this cause I don't have an account, but I'm almost positive it's on Jonio's stream right before Hase starts showing off some combos.

 

Edit: I posted the link in the combo thread.

Posted (edited)

Yeah those were from the stream, minus the matches Hase lost haha. You can use a Nico redirector to watch vids without an account

 

Also, Tanabata played vs Team Chipp on stream. I'm looking through to see if there were any other casuals played afterwards

 

 

Edit: Bored of studying. Here's a 2H comparison pic

 

273r7vj.png

Edited by daymendou
Posted

More combos

https://youtu.be/nDLrZCxRx9w

Dash momentum transfer is so fast. Random conversions to Eternal Wings will be insane

 

Pilebunker.avi

 

 

Regardless, does anyone know how much lenient the new input buffer is?  I just want to know how easy getting BDC DoT or quickly doing EW or 2 Hit Dandy on a time will be.

Posted

by the way , you can see the double hit dandy after ch pilebunker done accidentally against chipp....i will release a vid showing it against multiple characters

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