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xlolxlolx

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Everything posted by xlolxlolx

  1. well.....keep in mind its chipp....lol
  2. i dont think his projectile game will be that much different just because you have to set new grinder with 5d, j.d, or split ciel to get the powered up version and obviously the only viable one at neutral without spending 25 meter to yrc is j.d and it is unconfirmed whether ground stun edges will go through the air grinders from what i see now, he's a combination of reload and slash but i think it's pretty unlikely for them to have ground stun edge be advantageous on block again and some more stuff: sweep>slide works on everyone but bedman, pot, and chipp float on ground hit gs is very low, just barely enough to combo into c.s old school vt loops are back ground hsvt knockdown into cse oki works 2s>sweep>stun edge>rc>2hs>hsvt>c.s>2hs>hsvt>c.s>hsvt 60% on chipp throw>rc>c.s>2hs>hsvt>2hs>hsvt>c.s>hsvt 50% on chipp
  3. some more sad news: no crossup hitbox on gs no c.s>6k loop ch 5hs no longer staggers, just normal extended hitstun ch 6p no longer launches and knockback, normal extended hitstun c.s and 5hs>gs doesn't combo air hit gs launches really high up and you need to high jump to followup air rtl wallsticks for a short time dc cse now only 6 hits however, ch svt>c.s>2hs>j.s>dj.s>j.hs>hsvt does abut 50% on zato lol
  4. no axl news other than people continuing to cry about being hit with his fullscreen stance attacks
  5. ky stuff: 6k special cancellable air hit greed sever causes long untechable ground bounce ground hit split ciel staggers air hit ciel slidedown removed dc sacred edge air hit wallstick time reduced dc sacred edge no longer hits downed opponents other than pot f.s>3hs combos on crouching combos: 6hs(2 hit)>c.s>f.s>3hs>gs>j.s>dj.s>j.hs>hsvt 5d>forward followup>6hs>6hs>c.s>f.s>3hs>gs>j.s>j.hs>hsvt c.s or 5hs>6k>ciel>2d>dc sacred edge>2hs(2 hit)>air combo does about 60%, unsure about slip recovery on ciel stagger
  6. the salt and sadness is overflowing, ky's j.s can't hit crouchers and has no hitbox behind him
  7. last post for the night: slayer: cant combo bite into bite at all it seems, but it adds a lot to stun gauge, 6-7 bites to dizzy pot: can dust>forward launch>hammerfall in corner, 6k wallsticks on air hit? zato: tk gallery 2nd hit knockdown midscreen and wallbound in corner now so no more relaunch into 2nd rep of nobiru>tk gallery and drill special unblockable setups off it, however can combo tk gallery>j.k>j.h>j.d, s drill>tk gallery confirmed on millia in the corner, 2hs>5d new gatling, arcade mode last boss is valentine sol: decreased chip damage from DI tyrant rave, raw DI tyrant rave does 60% on sol bedman: 2s>sweep gone, 2hs untech time decreased, longer hemijack startup and recovery(?), task b>hemijack easily beaten with volcanic viper, longer reach on 5hs, task b does fewer hits, task a got nerfed(the guy doesnt specify) arcade mode last boss is valentine millia: 2hs and j.d untech time decreased, hs disc has longer startup and might have fewer active frames, j.hs has large knockback on hit
  8. no clue some more stuff from twitter posts: general stuff: there's throw teching(?), 6 colors playable zato(let's make him the king again): s and hs drills>kagedamari>nobiru combos even off normal hit, s drill>6p worked slayer: ch j.hs does not float, ch it's late floats, ch it's late>6hs>pilebunker>rc>6hs>pilebunker(dizzy), 6hs>pilebunker>SLASH!(good old slayer) may: ch 6p>6p>c.s>5hs>stuff did not stun, overhead kiss changed from 63214 to 632146(lots of crying about this one) millia: chroming rose startup is slower, new 6hs 2 hit move 2nd hit is a high, arcade mode last boss is zato faust: arcade mode last boss is zato
  9. k some quick lazy translations: valentine is stage 8 opponent for may in japan valentine impressions: brown white hair, white mantle, 2 big sword looking weapons with katana handles that also have a pistol grip feature also floating behind both shoulders, small black and white ball things also floating around her gameplay: step dash, mainly attacks with the floating swords, several fang-like attacks with her feet and mantle sleeves, appears to have what looks like a command throw that can be combo'd off of, has 3 overdrives overdrives: 1. a lunging/charging attack 2. floating sword spins horizontally(note: if not immediately teched on air hit, it will otg for 52 hits) 3. gamma ray-esque overdrive that is charged for about 3 seconds other stuff: may's ch 6p>6p>c.s>5hs>stuff didnt dizzy sin appears in the opening of sol's arcade mode
  10. that is completely different from this
  11. keep it up boys this thread is really entertaining
  12. taking into consideration that it is technically reload eddie, that's pretty standard for a nobiru shadow gallery combo, should definitely still break 80% if you do the second rep
  13. what are you even talking about? ACSE gave him fireball oki off throw, ACSE frc crossup is a pretty good too and throwing it out once in a while is alright since it covers a huge amount of space
  14. the length you dash is different based on character grounded hitbox
  15. i think its been confirmed this is a waifu game
  16. those have never changed, you just delay the 6p
  17. ky can 6p him throughout the entire thing in +R, only time where it fails is if he does it deep in the jump, in AC it was near impossible to 6p him because they truly were the magic hands
  18. some stuff FAB tweeted: -during hell fire state 2HS>heavenly does around 60% on millia, don't remember the reload damage values but going by +R values it does confirm that hell fire add about 10% flat damage to overdrives -5P whiffs on crouchers -6P cannot be cancelled(most likely referring to special cancel) other than he said he couldn't find any other changes and Helter Skelter is indeed Dandy Step HS followup.....not sure how you ppl get this mixed up when its been on the movelist for weeks
  19. well En said he got around 50% from mappa>rc>5D>j.Dx5
  20. ah woops, my mistake
  21. that's actually not true, only ds and both DIDs do not share the SMP, everything else does
  22. some ky stuff -new gatling: f.S>3HS -DC Sacred Edge: Untechable time greatly decreased -DC CSE: Number of hits decreased, shorter reach -corner standing dust combo: 5D~6>6HS>dash 6HS>236D>3HS>DC Sacred Edge>c.S>2HS>HSVT does around 60%, apparently there's some restand thing that goes on with the second 6HS which most likely has to do with the dust wallstick followup and can do c.S>5HS>slide for around 50% Oh and apparently during super freeze IK activation, projectiles continue to move and can hit while everything is frozen
  23. lets pray that part about hover dash cancelable normals is complete bullshit haha
  24. a couple more miscellaneous things: -Seems Sol can only do up to 2 reps of dust loop -Slayer's bite stagger can be mashed out of, so no bite loop -Character select BGM is You Only Have to Decide It -Zato vs Millia BGM is Still In The Dark -Sol vs Ky BGM is The Re-coming -Against CPU Sol, the typical BGM is Keep Yourself Alive 2, but it changed to Heavy Day during round 3 once(going by other posts it is most likely the special BGM for Dragon Install, like Bang's Fuurinkazan BGM from BlazBlue) -No special dialogue for Zato vs Millia -Special dialogue for Zato vs Faust 開幕「あなたの全てを知っている…ザトー=ONE! 麻酔は使いません!」 Intro: I know everything about you Zato=ONE! I won't use anesthesia!   勝利「こんなラクに終わるとは…!」(苦々しい感じの言い方) Win: To think it would end this easily...!(said with an exhausted voice)   敗北「くっ、せめて一太刀浴びせねば……!」 Lose: Ku, I must at least get one attack.......!   敗北「私の命が、尽きてしまう前に……!」 Lose: Before my life ends.......! -I-No has her boss voice set against Axl Character specific changes: Sol: -DI Fafnir 3 hits, slidedown can combo from in corner -Sweep range might have gotten nerfed -BR and BB have jump property(might be referring to auto jump install) Ky: -j.S crossup hitbox removed -2HS hits twice, #reload style -236D slidedown on hit, can combo in corner -IK he does 3HS motion into it May: -6K motion changed, does a small jump into a double knee press, use seems to be the same as previous loketest -dolphin hoop placement changed, P and K versions are now waist height, P version is set at S version distance and K version is farther out beyond that. I-No: -Hover dash cancelable normals!? 5K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 2D confirmed -Disinfection Method (new air command throw): Doesn't look like it can be combo'd into, but can be combo'd from on successful throw -Chemical Love followup: additional vertical hit possible on hit, knockdown on hit, probably can dash in for air normal okizeme (guess it's like Ky's pikachu) Faust: -New item - Spring: Unblockable, BBU style launch on hit, seems he Faust himself can get hit by the spring also? Zato: -Little Eddie attacks don't raise guard gauge -Can block while flying, but fly speed is slower -6K: Stagger on hit -Can summon Little Eddie from new Shadow Puddles that are formed from drills, completely invulnerable for a short time, can be used to dodge hits(ex. Gunflame) -Deadman's Hand: Little Eddie command throw, can followup, uses about 40% of shadow gauge -Great White: After use shadow gauge is completely depleted -kuroda combo works and does a lot of damage (aka classic #reload combo that does like 80% life, nobiru>j.hs>j.d>nobiru>shadow gallery>tsuku>tk shadow gallery) Nothing about Bedman that we don't already know from what I see.
  25. 2c>5c is actually pretty consistent on all characters from my experience, i dont recall having dropped it in a pretty long time now
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