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bakahyl

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Everything posted by bakahyl

  1. Has izayoi lost a little in damage in 2.0 or have i been watching videos of people who weren't using her optimal combos?
  2. People complaining about her bad hurtboxes, rejoice https://www.youtube.com/watch?v=IkE0R7dP66I&t=1h22m37s Apparently her 5b doesn't seem to be caught by Hakumen's Yukikaze
  3. https://www.youtube.com/watch?v=O_6EbXSar8g stream from earlier today Not sure if youtube will improve the quality when it's finished processing, but i don't have time to find that out since i am out for the rest of day
  4. Well i also just woke up from the largest hangover that ever i had, however i am able to timeshift the livestream in slightly more than 1 hour (it says : "This program can be viewed from 2014/12/03 23:30.")
  5. I don't think they fixed those moves as in balancing them..... But fixed as some of these moves caused bugs or something else unintentional happened Like Jin's arrow super causing the opponent fly out of the screen if you RC it on hit and push the opponent out of the arrow And the mentioned barrel lotus from Rachel, still staying even after they were used as pole lightnings
  6. Untill Bang runs out of nails, i try to avoid approaching him in the air at all. Chasing him is near impossible because he can throw a nail at you if you airdash towards him. Most of the time he is above Mu because of his higher jumps than Mu's jump unless you are constantly superjumping, thus making j.c useless. And Mu's jump in's without steins are sometimes so bad that he can even anti-air Mu with his 5a or 5b J.2c and j.b (because of it's faster speed due to Bang's double airdash mobility) look more effective than j.c in this match , although j.c is still good when jumping backwards I prefer playing more defensive vs Bang but Dora is very good at pressuring, so i am not sure if that is a good idea
  7. Her defensive options don't look that flawed. While she lacks a true meterless dp (since it's invul starts at frame 4 or 5), she still looks to have a decent backdash (probably better than the Murakumo's backdash distance and speedwise, not sure on the invul frames) and her reversal that cost meter looks safe on block She does seem to play as a shittier Ragna because her gameplay looks pretty basic
  8. Happens to Mu quite often as well though... So the bad extended hurtboxes can't be the only reasons why she is considered bad or mediocre
  9. To be fair, many characters were stupidly good in CSE
  10. On the subject of this current topic
  11. The loss of that invul will make matches vs 2.0 Nu less tolerable
  12. How are these setups vs the wakeup dokuro support?
  13. Miyuki's inferno has so fast startup, it's almost amusing. I am able to punish things such as fullscreen support summons, to blocked (certain) trumps from the opponent or the recovery of (normally)unsafe fullscreen attacks (like all of Selvaria's ranged attacks)
  14. How's the general consensus about 2.0 Tao compared to 1.1? Is she overall worse or better or stayed the same?
  15. The trashcan has a lousy hitbox compared to other projectile trumps. Selvaria's last much longer and you are guaranteed to land on it while jumping.
  16. Taiga's trump feels like a weaker version of Miyuki's, since Miyuki's Cocytus has some startup invul, tracks the opponent, is fairly fast and it's unblockable in the air and against crouchers
  17. Instant blocked jin's 6c , assuming it's stayed the same then it still has 20f of blockstun (thus 20-3), and punished 6d startup with a CH 5b (8f) before the guaranteed startup of 6d appears... Basically i am not impressed with this socalled "broken" 6d Also i don't think this is correct
  18. Back to this old subject from a few weeks ago Jin's 6d really doesn't look that amazing after seeing this https://www.youtube.com/watch?v=4znYAN2OXcM&t=1h3m6s
  19. Even if you can't immediately get a big punish from it, you can still use it like UNIEL's chain shift, Dengeki FC's Shana's trump card or p4u2 Elizabeth's Mind charge to give you some thinking time to evaluate the situation. Although at the expense of a burst, but in the old game you would have bursted in that kind of situation anyway
  20. Wait.. does that mean that you can use it similar as Relius' Led Ley (with shorter invul) if you just cancel the stance ?
  21. Nu's swords in dia mode (more or less the old nu mode) are lvl 1, her luna mode (more like lambda from the cs series) are lvl 2 Nu's swords in cp2 apparently start out at lvl 2 and become lvl 1 when they travel further (or something like that). If phalanx stays the same, then it should still go through nu's swords because they can already go through luna mode nu's swords. However.. Nu's 5d and phalanx don't hit eachother normally because her swords go under phalanx (see it like 2 Sagat's from the street fighter series using a high and a low tiger shot against eachother) and that's why i had to test Nu's j.2d vs a growler
  22. Problem is, after some testings Phalanx seems very odd It clashes with some lvl 2 projectiles (mu's kagami, platinum's missiles), but it flat out beats tempest dahlia and spark bolt which are lvl 2 projectiles edit: phalanx goes through Nu's j.2d in luna mode, while luna mode nu's j.2d beats Mu's habaya Apparently his phalanx loses to all the junk that unlimited Rachel's Dahlia summons but he manages to destroy half of it and it completely loses to Jin's ice wave super So maybe it's a lvl 2 projectile with higher durability (probably 2 hits, since it just clashes with platinum's missiles) that replenishes it's durability (like Jin's ice wave super)
  23. Also necro is right about Terumi's 5d, it's also a strike with projectile properties. Because Mu's dp (i really like to talk about that move alot) can properly clash with it, in which mu can cancel a normal or special into it, while mu can't cancel her dp on a clash with pure projectiles (not counting the puppets because they have odd properties themselves)
  24. That would be it's attack level, not projectile level. His 5d can't even fully destroy Mu's habaya, which is a multi hit level 1 projectile OD blackhole is overrated, because apparently certain guardpoints like sledge and mu's dp can completely nullify it when stopping one hit, while the regular blackhole goes on much longer
  25. It was mentioned in the older frame data from cs2 and cse wikis but they never updated it from cp onwards Although back then platinum's special and normal missiles were apparently the same projectile level and to be honest, i have no idea if they actually still are
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