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bakahyl

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Everything posted by bakahyl

  1. Kagura's dp wins against any other dp (even Mu's dp) unless they mash it
  2. Does it even matter? They kind of standardized all the negative penalty resistance for most characters and right now Mu tied with Nu when it comes to resistance. She didn't even need to have that much anyway
  3. I never questioned the charge motion weakness but rather the problem that he has no airversion of his dp and his dp makes him airborn. So i was not even sure he could clash with another dp (like Ragna's ID)
  4. what reduction? on her backdash or the ones on her dp or ikutachi?
  5. Well that's why i wasn't sure if you can do Kagura's dp while being airborn, because i haven't lost an active dp clashing war
  6. Well i use Mu with her fraud dp with 21f guard point and i haven't lost to kagura's dp when i was actively clashing with it
  7. Well you can't clash Kagura's dp with another dp if you have become airborn. So he probably meant that
  8. You can combo into Nu's astral now, because it used to be a command throw
  9. They didn't mention the distance of the lowered backdash, it only says "slightly lowered the distance" and to compensate that it last 3 frames less. I will just wait and see how much it will affect Mu's defence
  10. I think that the sword decimation changes is about not the start up or charge time but rather the recovery, because right now the maxed charged sword of decimation has more recovery than the uncharged lvl 1 and lvl 2 charged versions
  11. Oops Nu's backdash was unchanged, i was looking too much at the Mu changes.
  12. So the changes seem to be mostly the same as the previous info Roughly translated Backdash shortened from 25f-22f, the backdash distance is slightly lowered (didn't specify how much) Negative penalty resistence lowered from 8 to 4 Counterassault has a better hitbox Max charged Furu no Tsurugi has the same recovery as the non charged versions: from 26f to 22f Ikutachi: speed decreased when crossing over, making it easier to hit the opponent Tsugunui (dp) changes: Has first 8 frames invincibility (first 7f on the arial version) instead of full armour. Less blockback, lowered untech time from 28-19f Astral Heat has a better hitbox j.2c has a larger hurtbox http://www.famitsu.com/matome/bbcp/tyousei5.html edit: SoWL's translation
  13. What? They somewhat buffed Nu's and Mu's backdashes ?! It's 3 frames less, eventhough the distance has been lowered as well
  14. Kagura's dp is one of the fastest in the game, it has tons of active frames, huge hitbox, you need to barrier block it in the air, you cant mess up his inputs with crossover or unders and it's completely safe on block when blocked in the air. I won't call his dp bad and i think it's overall one of the best dp's in the game
  15. Eventhough the Mu changes are not completely revealed yet, i am taking a wild guess and see our negative penalty resistence getting nerfed badly. It was basically nearly impossible to get negative penalty because Mu and Nu have now the highest resistence in the game
  16. Was there any point of changing some DD's killing the opponent on the last part of their move (like OD versions of Hakumen's and Relius' DD) ? Except for taunting the opponent when you RC the DD, i can't see why something as trivial as that needed a "fix"
  17. 2 frames extended without having more invincibility is a minor nerf, eventhough his backdash is not that much nerfed compared to Tager's
  18. Whiff cancellable normals only seem to work against teleport mashing Kokonoe players.. Azrael's backdash is basically as good as Tager's except that it seems to cover more distance and Azrael is not airborn. Eventhough i don't play Tsubaki, can't you basically chase his backdash down with your own dash or try any of your shield charges if you hard guess the Azrael doing a backdash? As a Mu player i use a yomi Ikutachi to hit Azrael on the recovery of his backdash, not sure if Tsubaki has something similar
  19. Try to anti air more. Most of the time that Noel did not even try to use her 6a and Mu's air normals are not that good to hit people on the ground Don't be afraid to actually dash up to Mu more. Mu cannot recklessly throw out 5c or habaya because Noel's 3c goes under these moves and Noel's 5c can beat Mu's 5c due to the extended hurtbox on Mu's 5c before the move is active. (and CH 5c leads to very high damaging combos) And Noel is more dangerious at close range than Mu Throwing out 4d every time after Mu's 5b or 6a is risky, because these normals can either go to lows or (which i sometimes tend to do against Noel) is jump cancellable into j.2c and CH Noel's 4d every time Avoid using raw 2d in cp. It's not as good as in cse and Mu can easily punish that now edit: a mistake that i also noticed is that after Noel whiffed her drives at fullscreen, she still did assault through at the end. I usually throw out a habaya to deal free damage because Noel can't go through it with assault through at that range
  20. Ragna's and Kagura 's dp's are still overall better than Tsubaki's and Mu's dp
  21. TGITSB #5 Lord Knight (Valkenhayn) vs Based Waffles (Bang) Mahouko (Noel) vs Lord Knight (Valkenhayn)
  22. gg's to one of the very few European Nu players that i saw. And speaking about rare, i don't think that i have seen any EU Carl players in the last 3 months...
  23. ggs to all the various people i played in the EU lobby this night
  24. Well that can be said for Amane, because his only move that hits high is j.a :p
  25. that still doesn't make it a 17f overhead because he can only cancel into that overhead after 17f in his stance, making it a 34f overhead. More than enough time to react (jump out, dp or whatever) unlike other faster overheads
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