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HiagoX

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Everything posted by HiagoX

  1. I bet you just mash buttons, anyway. ):
  2. I play Makoto and will play Platinum too, get on my level.
  3. Jin + j.B is looking as dangerous as it was in CT. + You can do "5B > 2B" and 5B > 6A", it looks like 6A is a really fun move to use now. + Neutral throw's freeze time is longer now. o "Throw > 6C > j.C > j.2C > dj.2C > 214C (214D > 6C > 214C also works)" deals about 2100 damage. o "Backthrow > 6C > j.C > j.2C > 214C" deals about 2000 damage. More translations regarding Jin soon.
  4. Makoto + "5B > 5CC > 6B > 5D > 2C > 214B~D > 2C > 2D > j.D > 2C > 236A~D > 6A > j.C > j.B > dj.CC > Corona Upper" deals 5169 damage, gains 61 meter. + "5B > 5CC > 6B > 5D > 2C > 214B~D > 2C > 236A~D > 2C > 2D > j.D > 5CC > j.C > j.B > dj.CC > Corona Upper" deals 5106 damage, gains 63 meter. + It may be possible to do "j.D > 236A~D > 214B~D > 236A~D"
  5. CREDITS TO HIAGOX. Now really, I'm happy for Noel players. She is looking quite scary. "oponente agachado" is portuguese for crouching opponent.
  6. Platinum's damage output seems fairly good, if you use items.
  7. A LOT OF STUFF for Noel. Credits to Nikki from Hit Confirm Forum. Noel + j.4D is faster, hits low. + Optic Barrel has less startup frames + "5B > 2B" works. + "2C > 5C" works. + 6A hits crouching opponents. + 5B has a bigger hitbox (?). + j.B and j.C both with bigger hitbox. + d.6A is FC now, less prorate. + d.5C is faster, does not jump cancel. + 6C has a bigger hitbox (?). + 4D has bigger stagger time; "4D > 6A" is possible. + Assault Through has a bigger vertical hitbox. + 22C (1 hit) and 22B can be followed-up with a lot of stuff. - Assault Through's travelled distance has been reduced. - Bullet Rain causes less damage. - Revolver Blast causes less damage. - 5D is slower. - Spring Raid can only be followed up in corner. o Bloom Trigger has sliding property. o The opponent flies higher when hit by 22C, does have Dash Cancel, it could have same move proration. o "d.6B" causes wallbounce if the opponent is hit while in the air. o 6C's second hit can be followed up in the corner; has same move proration. o 2D may still be causing cross ups. Combos [2.200 Damage] - Throw, Muzzle Flitter, 2B, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [2.300 Damage] - 5A, 6A, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [2.600 Damage] - 6B, 6C, 2C, 3C, 22C, 2A, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [2.800 Damage, Corner] - 5A, 6A, 6C, A Optic Barrel, 6C (2 hits), 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [3.000 Damage] - 6B, 3C, 22C, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [3.100 Damage] - Air Throw, 2B, 6C, A Optic Barrel, 6C, 22C, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [3.500 Damage, Corner] - Throw, 22B~C, 6C, 4D, 6C, Spring Raid, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [4.000 Damage] - 5D, 5C, 6C, Muzzle FLitter, 2B, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [4.286 Damage] - 2D, 5B, 6A, 6C, Muzzle Flitter, 2B, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger [4.500 Damage] - 2D, 5C, 6C, Muzzle Flitter, 2B, 6C, Throw whiff, 6C, 22C, 6C, A Optic Barrel, 6C, j.D, 6D, 5D, Bloom Trigger [3.500 Damage, crouched opponent] - 2D, 5C, 6C, A Optic Barrel, 6C, j.D, 6D, 5D, Bloom Trigger [3.950 Damage] - 3C, 22B~C, 6C, 22B, 6D, 6C, A Optic Barrel, 6C, j.D, 6D, 5D, 6B, 5C, Bloom Trigger [3.900 Damage] - 3C, 22B~C, 6C, 22B, 6D, 6C, 5C, A Optic Barrel, 6C, j.D, 6D, 5D, Bloom Trigger [4.400 Damage, corner] - CR.6B, Spring Raid, 6C, 4D, Bloom Trigger, 6C (2 hits), 6C, (Throw whiff?), 6C, j.D, 6D, 6B, 5B, 5C, Bloom Trigger [6.000 Damage, corner] - j.4D (FC), 6C, 2D, 5D, 5C, A Optic Barrel, 6C, 2D, Spring Raid, 6C (2 hits), j.D, 6D, 5B, 6C, Bloom Trigger, Fenrir [Astral Heat] - 5A, 6A, 6C, AH - 5D, 6A, 6C, AH
  8. + There's positive proration on 8D; if you manage to hit only the hit with positive proration, it goes into a splendid combo for Carl. - Nirvana's health recovery is slower. He wonders if there's any way to avoid having this as a problem. o Brio and Vivace are back! (?) o Basic combo is "5B > 5C > Cantabile > 5C > j.3BD > j.C > j.2C > j.B > j.C" and deals around 2400 damage. o 2D combos have increased Nirvana consumption and its damage is "delicate". o He's wondering when should he use General in combos.
  9. Tsubaki + 5D's charge speed is faster than before. It seems like he got 1.5 charge meter really fast. + 2D's initial charge speed is kinda slow, after that it gets faster. + Air throw can be followed up midscreen without gauge. + A/B/C "Sword" staggers on ground hit. - The opponent techs faster when hit by 3C, so you have no other choice but use 3CC. - Her ground throw cannot be cancelled; it blows the opponent off like you were hit by "Wind". - While charging, you're in CH status. - "C Light" does not break Primers. o 6CC > "D Wind" is possible on corner. o On midscreen, "D Wind" blows the opponent just like A/B/C, but can't be followed-up. o "A Spear" has the same startup time from CS1 but since there isn't any invencibility anymore, people were hit out of it a lot. Can't be followed up even on CH. o 6B looks faster, can't follow-up with 5C anymore. o "Airthrow > 2CC > j.C > dj.CC > "A Light" > "C Wing"" deals around 2400 damage. o "A/B/C Sword" on CH is just like CS1.
  10. EC power, how does it work. Makoto + j.2C became a deadly move if the opponent gets hit by it (lol, that's how he called it), it's fine if the opponent blocks it, though. + Using 236A on oki is the same as CS1, however it feels like there's more time to mix-up after it. + It seems like you can get 5000 corner damage. With Particle Flare, that becomes 6300. + Particle Flare is really simple to combo with. + Midscreen: "214A~CCCCC > 214A~A/B". It was said that you can make a ambiguous mix-up with this using either A or B follow-up. + Corner: "5B > 5CC > 6B > 5D > 2C > 214B~D > 236A~D > 2C > 2D > j.D > 5CC > j.C > j.B > dj.CC > 623C~D" deals 4800 damage, gains 58 meter. + Corner: "2A > 5B > 5CC > 6B > 5D > 2C > 214B~D > 2C > 2D > j.D > 236A~D > 6A > j.B > dj.B > 623C~D" deals around 3800 damage. + Corona, Lightning Arrow and Shooting Star are all faster than before. - I don't think I even need to remind you all of this but: There is no parry cancel. - You can't do "2B > 6A > 5B > 2B" - You can't do "3C > 2C > 2D" anymore. o 2A looks like it's around 6F startup. (according to what Spark tested for us, it was 6F on startup already, so no change here) o j.CC's hitbox has not changed at all. o The hitstop reduction on her moves made her look more stylish. o Her jump's "orbit" seems to have changed. Because of that, they way you use her j.CC seems to have changed a little. o Corona Upper floats less now. (?) o Like always, "6B > 214A~C~A" works on Tager and Hakumen. o 5D has less disadvantage on block (?), all the other D moves remain the same. There are more changes, I'm still translating them.
  11. Sorry, that was Habaya. I'm sleepy as fuck. Fixed. @Henaki Gave it a really fast, sleepy read on some parts. Something about standing GETB being simple now, 5D not pulling as much, 6A having its active frames right after you press the button, and when he swings his arm, he gets superamor.
  12. Mu ・3C + Now it's jump cancelable. o 2B can't be used for relaunch, but Furu no Tsurugi is fast so it can be used as follow-up. ・j.2C - Looks like there's some recovery after she reaches ground. + 2B > 2C has been added. + Ame no Habaya deals 5 hits, can be followed-up. Lambda + j.C and j.2C's damage increased. + If you are hit while in Gravity's startup frames, the gauge does not disappear. + "Corner throw > 5C > 6C > Spike Chaser > 5C > 6C > 236C > 6A > 6C > 2DD > Aerial combo" is possible, deals around 3000 damage. + "236C > 5C > Gravity > 2DD > Crescent > 6A > 6C > 236C > Aerial combo" is possible. + Gravity is now a Fatal Counter. + "FC Gravity > 5C > 6C > 236C" is possible. - "236C > 5C > Gravity > 2DD > Crescent > 5D..." cannot be done anymore. - Crescent Loop can be done for 3~4 reps max. o From 5A anti air, you can deal about 2400 damage. o 6C does not wallbound. o 5C > 6C loop looks possible, but it may not be. http://jbbs.livedoor.jp/game/45148/ Pick a character, be happy.
  13. More Makoto stuff: - Comet Cannon's startup is slower. - 5D > 2D > j.D > 236A~D can't be done. - 2A feels a bit slower. Update: It seems like this combo works in corner only. Not certain of that yet. Noel: o You can deal about 6100 damage off 4D FC in corner.
  14. Makoto + 214A~B looks as fast as Noel's Assault Through. + 214B/C~D's charging speed is surprisingly fast. + Makoto's 3C hit has a increased hitbox, she could go under Comet Cannon. - j.2C can't be jump cancelled any longer. - Makoto's hitbox when doing 3C is bigger, but she could go under Comet cannon. - "3C > 2C > 2D > Comet Cannon" is possible on some characters, but not all of them. o After reaching its maxium height, Asteroid Vision B and C feels like deacelerating while falling down. (After that, something about Asteroid C being like j.2C, couldn't comprehend really well) o 2B follow-up's timing after airthrow is looking a little slower. o Perhaps Comet Cannon's hitbox is bigger now. o "623C RC > 214C~D (LV3) > 236A~D (LV3) > 214B~D (LV3)" looks all faster than before. After Asteroid B, it seems like there is not enough time for you to use 236A~D again.
  15. Nope. Noel + "5A > 6A > 6C > Astral Heat" and "5D > 6A > 6C > Astral Heat" are possible. + If you RC her back throw, you should be able to follow it up with j.D - Her 5A and 5B can't hit Makoto's 3C. o Fenrir's damage with 18 successful hits is around 2700. The last hit's minimum damage should be 1000. o Her throw's recovery has been increased? You can follow-u her throw with Haida, but the timing is a little weird. o Bullet Rain > Fenrir deals around 3300. Fuck Noel, and please tell me Luna which of those "neutral" changes are good or bad.
  16. Okay, time for Mu changes. - Omohikane minimum damage decreased to around 1100. - Throw follow-up combo dealing around 1800 instead of 2800. - (Something about enemies falling faster after an air hit, please someone translate this for me.) - Corner combo should be "6B > 63214C > 6A > j.2C loop" - Her loop apparently remains the same. - "6C > 5D > Habakiri > Dash > Omohikane" is possible. - Can't follow up after 3C (it may be possible on CH). - j.2C can be followed up with 2B Oh don't worry, that's not what I meant. I was just reiterating because Axis forgot to mention some details.
  17. What I translated said that it was working on Tsubaki, Hazama and Litchi. Also said that hitting that on Hazama should be about as hard as hitting it on Jin, and that it probably is possible on Platinum.
  18. This is just niggas bullying Noel players.
  19. Except I don't make you free because we've never actually played. I really should go to america. ):
  20. It's okay, Luna. I feel your pain.
  21. Thank you for reiterating.
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