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C0R

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Everything posted by C0R

  1. The biggest utility I see in the new habakiri would be with habacan, because now with negative edge you can combo into that bomb later, such as... 2b otg 2c 6c 214[d] 6a 6b SoD(start charging) ]d[ (release max level sod as bombs finish) dash 2b (picks up and combos off ground slide) 5c 6c oki
  2. j.2c supercancel yata should otg them and allow for new combo utility, it is also possible that tk yata may be different/better in some ways than the ground version. You should also be able to confirm into very high damage combos off j.c normal hit/ch yata supercancel.
  3. Projectiles are not affected by Pushback, and we can always late chain into 6c 5d if they think they're getting smart, not a huge deal. More importantly it's encouraging you to barrier IB during your opponent's blockstring so they gatling into, and whiff a normal, allowing you to punish them.
  4. Tsunugui - Now also usable in air. Now wall bounds. Usable in corner combos. Hitstun increased j.2c - Is now a fatal counter j.b - Active longer Ame no habakiri - Can be charged. Proration increased Yata no kagami - Now also usable in air Furu no Tsurugi (63214C) - Removes guard primers only at level 3+ Guard primers reduced to 4 (from 5) Habakiri - Damage nerfed 2C - No longer jump-cancelable on block
  5. I guess my tips to Pachi did not go unheard.
  6. It basically works, frame advantage wise, the same way as Rachel's Lobelia. At point blank, it's very minus, which is what the frame data calculates, it hitting on the first active frame. However at any range besides point blank, it becomes better and better on block.
  7. I would agree with this.
  8. 2a has the antiair property of having an amazing hitbox that hits way above him, while reclining his own hitbox, it's superior to much-hyped antiairs like Jin's 2a in almost every way. It doesn't have to have head invulnerable properties to be a good antiair, I mean it's relatively fast, you can pick up off of it on hit and counterhit, it's just good overall.
  9. Technically, you cannot do a "Running" special. The frame 6 stops being inputted, your character stops running, this can be fudged by using the dash momentum to effectively glide with your character while you input the special attack. This is the same property that one would use to do something like Dashing Karathrow or Dashing 2b. But it is effectively impossible to actually input a special while running.
  10. Soon you can ascend the stairs to Asgard and challenge PhotOdin himself.
  11. If Huey uploads the footage from Evo to our youtube channel, I can then download them from any computer, even if he's not there, because I have access to our youtube information. So as soon as he gets them uploaded, I'll be able to edit the highlight reel.
  12. From what I know it's actually more an issue with the opponent interacting with the hitbox, rather than the other way around, maybe they'll make it easier next game, like they did in the CS1>CS2 transition.
  13. Err, aesthetically maybe? Hakumen is a punish character, the highest-level Kagari play from the loketests present her as a tool-based RTSD character, similar to Bang, but with even more options.
  14. Delayed Resource characters always take a bit.
  15. Yo we tested it, a million times, with the whole crew. 5b :<
  16. Don't you mean. NAH-cho's. It's a pun, see?
  17. Soul Satellite would be the best. 6b character specific timing is something that can be overcome through small adjustment, unlike other character specific combos which simply don't hit Valkenhayn or the like. As for the prorate, yo she does too much damage, even in comparison to very strong, offensive characters like Litchi, Valkenhayn and Makoto. She's a hybrid zoning character with noncommittal and safe options. Low risk, high reward is usually the sign of an imbalance, look at Makoto.
  18. Hmm, my cs2+ wishlist... 70% character prorate, down from 80% 91 p2 on 5c, down from 94 90 p1 on Totsuka blade, down from 100 90 p1 on Ame no Habakiri, down from 100 Decreased untechable time on 2c CH, no longer linkable into 5c(w) 5c Decreased untechable time on j.c CH Increased untechable time on j.b CH, linkable into land > 2c at most heights Increased untechable time on Stein hits, noteably CH, for both charged and uncharged Enlarged/Lowered 5b hitbox to hit recoiling and crouching characters at most ranges 70 p2 global throw increase, up from 50 Reduce both startup and recovery of Totsuka blade, guaranteed on frame 38, total time 44, similar to Ame no Habakiri Level 3 2b, up from Level 2. Increase active frames to 6 from 4, effectively changing frame advantage to +1 from neutral, also removing 2b's status as a weak link and increasing effectiveness as a meaty Return Counter Assault to original 5b, with new hitbox, retain blowback property effect Maybes New normal in the form of a deep jumpin, can also be used for effective fuzzy setups New super that places steins in a set configuration, a means for meter that isn't more raw damage mid-combo
  19. Date is in the topic title. Northwest Majors - Seattle, WA; 10/21 - 10/23
  20. As knowledgeable as my peers and competition may consider me to be, it pales in comparison to what I can foresee in the character's future. The character has too much capacity, I imagine it will take a long, long time for someone to truly master the character.
  21. Lol, everyone takes a while to notice.
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