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-Seo

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  1. 5BB>2C is pretty much sounding like his go to stuff now, so yes it works. Added more info from the first loketest to the OP
  2. If you slide the stick from 1 to 2 and back, you can IB while retaining charge. Very important to learn this.
  3. For info relating to BBCF and Kagura. Loketest runs from 19th-20th. Exceed Accel: Kouryuu "Genma Rettouzan" (ABCD During Overdrive) Ryuurenbu (8 charge 2 +C in midair or during Ryuujinshou/Fafner/Dragon's Ascent) 3C floats lower, can only be followed up by 2DB 6DC hit effect changed, now works like OD version (causes slide) j.C is VERY slow, doesn't cause stagger on ground hit 5C/2C/6C are MUCH faster 2C causes slide effect on ground hit Knockdown on [8]2C is short, similar to hizansen A ryuubakusen is faster, might go further A ryuubakusen hit effect changed, 5DA>[4]6A>5B doesn't work 5DA wallstick reduced C fafnir no longer causes wallstick B fafnir is slower, more recovery 6B>2C>2DC works No 6A gatlings j.C landing lag reduced j.C Counter Hit "slams" on hit. Difficult to follow up A ryuubakusen starts as 1 hit, after travelling becomes 2 hits A ryuubakusen knocks down on hit https://www.evernote.com/shard/s356/sh/0db5e3e4-544f-4193-9c71-9ed6d38081a0/2fb307fe1b0d1b39e60cf5a5cd4c464f Normals: 5C: Startup is faster, range is shorter. Can't combo into 6DA on air CH 2C: Startup is faster, can combo into it from 6B. Causes slide effect on ground hit 6C: Startup is faster. Range feels shorter(?). Doesn't seem to have head invuln 3C: Floats lower on hit, so you can't combo into 5DC,2DC or 6DC j.C: Startup is slower, landing lag has been reduced (Almost 0!) No changes to jump cancels and no additional gatlings added. Drive: 5DA: Midscreen air hit knocks them further away. Can't tech it until you hit the ground 5DB: Damage up to 2200dmg. Blows them further away on hit. 5DC: Invuln doesn't seem changed. Hitbox behind you might be a tiny bit extended. Although you still don't turn around if the opponent passes by overhead. 6DC: On air hit, either floats them like 1.1 OD, but a little lower or causes a sliding effect, might have a clean hit mechanic, similar to Ragna's Belial edge or produce different effects dependant on when the stance is used (e.g. 6DC>2DC might be different to 2DC>6DC). Wall bounds on CH. Specials: Ryuubakusen: A orb moves faster, goes full screen. Knocksdown on ground hit. Starts of as 1 hit, after travelling a bit becomes 2 hits and eventually 3 hits. B Fafnir: Startup increased, recovery increased. Invuln still the same C Fafnir: No longer wallsticks, Extend Cfafnir combos not possible. Invuln still the same New move: Hits overhead! Knockdown is similar to Jin's Hizansen. No height limit. Charge time is short 5B(8)B>j.2C will work for quick overhead. Minus on block, but seems hard to be punished for because of the distance it opens up. Can't be followed up on midscreen CH In the corner, rc>5B will always hit, regardless of CH Exceed Accel: The deadly art, the Kagura-Copter! Combos: Midscreen: 5BB>2C>2DC>5DA. You can 6DA after the 5DA, but it seems character specific Corner: 5BB>2C>5C>A orb>6B>5C>2DA>6DC>Cfaf(followup) Midscreen: 2DA>5DA>6DA. Again, the 6DA feels character specific> Corner: 5BB>2C>5C>A orb>dash2C>5C>2DA>5DA>6DA>Cfaf(followup) is 3200 damage, can replace dash 2C with 6B. Misc: Feels like a completely different character. They got rid of his painful neutral + one-shot comeback damage playstyle, and he's become a character that sort of grinds you down in little increments by throwing out 5C willy-nilly and getting knockdowns from even anti-air Fafner/A mash ground hits. The new overhead move especially... (if I say more Mori will notice, so rest is omitted). It's like playing an entirely different character, and strong/weak talk aside, fun.
  4. It actually doesn't lose to overheads from what I remember testing, but loses to jumping normals? I had it go straight through Tagers 6C no problems.
  5. I made a post about it the page back.
  6. 6DA seems to have body invuln now, and quite a hefty bit of it. Does lose to highs, lows and seemingly low-mids (basically, 2A's will beat it).
  7. Either 5A got a level increase, or 6B is a few frames faster, but 5A>6B works on standing now.
  8. So something to keep in mind is that 6DA has AMAZING invuln on it, from the start of the move up to the very near end. It'll cleanly beat a lot of reversals and supers. It does lose to lows however.
  9. I can't think of ways it would be less difficult in 2.0, but I would like to believe so! Cancelling it into walk seemed near effortless in the original video, but I've not been able to get it at all. I've been able to get the dash a few times though, but it honestly felt like it was by pure dumb luck. More often than not I'll end up getting a dash 6DC which looks a little weird lol. Also it's easiest to get the barrier cancel with 2D~AB.
  10. Right, so I think the idea behind this, is that when you go into another stance at a very specific time during 5DB, the game is putting you between being airborne and on the ground, if you time it right, Kagura jitters a tiny bit before doing a stance on the ground. During that little period, you can cancel the stance into a few things, barrier, crush trigger, dash for example. It's easiest done with barrier. I've not been able to get dash from it anywhere near consistently at all, but strumming 5DB>2D~AB gets barrier incredibly easy. You can tack on an extra 200 damage in the corner pretty easily once you get the timing down, but the midscreen 6C stuff is still much too difficult for me to get down honestly. You can also do 5DB>6D~5DX to do another 5D move after 5DB, but it's completely useless.
  11. You can 2H under both versions of stunedge without too much difficulty. One thing to note is if Ky does 2D>236H oki a bit too close to you and doesn't delay the 236H enough, it'll pass right over you thanks to Elphelt's lengthy wake up time, so don't be afraid to press buttons here if the Ky messes up.
  12. seo-jc
  13. Please don't forget that jump cancelling isn't limited to jumping back in. If someone is doing reversals after your 6B you can always IAD/super jump back. In those situations it's pretty much as DE said.
  14. It's always been special cancellable, but you have to wait till Kagura's feet touch the ground in the animation, because he's counted as being airborne at the start. No.
  15. Added an unconfirmed changes section to the OP. Wish these kind of buffs were told to us originally, these are the much more useful things to know
  16. Bringing us back to 6DA http://youtu.be/MbbJ31KDGOk?t=13m57s At the end of the 3rd round, 6DA goes straight through Platinum's Bat. That's some pretty beefed up invuln. I think 6DA has reduced recovery too, I've seen 6DA>6B hit now.
  17. Yeah there's a small gap between the first and second hit where Kagura has both feet off the ground, so the game does actually consider him airborne.
  18. It's had head invuln since 1.0 I believe. On non CH you can't really get anything from it but [2]8C or 5DC>rc>6C>stuff, but depending on height, it's tricky to hit. Height also plays into how difficult it is to hit 6DA followup on 5DC CH. If you do it while they're grounded I think it's impossible to land 6DA, but you can hit 6DB. The general timing is to do 6DA when they just hit the wall, and 6DB just a little before they hit the wall.
  19. No, I'm pretty sure 5DC has head invuln from frame 1, the problem being you have to go into stance to do it, so it requires some prediction. If people are IAD'ing over your B orb, it's a great tool to make them second guess doing it again.
  20. http://youtu.be/u_wteADtFRg?t=4m42s It's possible, but distance from the corner seems to play a big part.
  21. It always has, but the invuln on it is super weird, kinda happens when he goes to do the attack just after the dash. It might've been stealth buffed though? I imagine it loses to lows. Looking at that video too, in the Tager match afterwards, it seems 5DC recovers faster too. He has no problems at all doing CH5DC>6C.
  22. Added. I noticed in a video a little while back that a Kagura uses 5DC, but only the first hit connects and the second whiffs, but he can now still go into another stance afterwards. A small buff, but a nice one, something that went overlooked for a while.
  23. This has always been possible. If they IB the second hit of 2DB, you're still in range to do 5DB to keep yourself safe.
  24. After doing 2DA, if you do another stance, you're considered airborne, so the idea is to hold down back and press D twice after 2DA to go into another stance, and then immediately cancel the stance so you can land and hit 3C.
  25. That's exactly how it works.
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