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MashThat5A

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About MashThat5A

  • Birthday August 21

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  1. That standing combo is not universal (you can see it doesn't work on jin). 2B definitely has increased recovery. 5D startup looks like it was increased and it got hard knockdown again. Back throw looks awful between the combo property changes and 5C hitstun nerf.
  2. Just because that Tao was ass doesn't mean the move isn't good Also ragna does not belong in that list
  3. because we have a good neutral tool now that drives are dead???
  4. https://www.youtube.com/watch?v=MqiK8mtWky8&t=15m15s BBCF Tao Footage. New j.B is god
  5. Yes, this is stated in the opening post.
  6. Closed Location Test (Location Test #2?)5A easier to hit on crouching (?)2B increased recovery(?)2C, 6C, and the first 2 hits of 3C have pullback properties (like Jin 5B)236236D: 2400 raw damage 214214C: 2600 raw damagej.236236D: 1000 min damagej.B: hits high, jump cancelable, can cross up, fast startup
  7. People still play this character? Discuss Loketest stuff here. Location Test #1j.B replaced. New normal looks similar to Valkenhayn's j.214B. 214D > j.B is deadj.C replaced. Tao slashes her arms together. This is the new move seen in the trailer.5B>2B is no longer a valid revolver action.3C's third hit now floats higher and is special cancelable. 3C>236A is possible. Midscreen close 3C>236C is possible.Charged 236C is now an overhead.6B>236B>2A works on Carl5C>j.A>j.C confirmed on standing.6C on air counter hit now causes wall bound midscreen.Unison wall bounds. Similar to CP1?j.2B is faster, but hits mid.j.2D now knocks down.j.4D now goes diagonally instead of straight after landing on the ground. B cancel causes a V-like arc.Air revolver action table reworked. j.C can only be jump/special canceled. j.2B goes into j.B and j.C.2B hitstun increased5C hitstun decreased Closed Location Test (Location Test #2?)5A easier to hit on crouching (?)2B increased recovery(?)2C, 6C, and the first 2 hits of 3C have pullback properties (like Jin 5B)236236D: 2400 raw damage 214214C: 2600 raw damagej.236236D: 1000 min damagej.B: hits high, jump cancelable, can cross up, fast startup
  8. when is cf thread
  9. You need to commit to the backdash to punish rolls like that. Yes, you "can" punish it, but hard reading for oki usually means your oki is bad, especially when you can just do air hit 3c -> 5B
  10. Honestly, I think cat jump is a mediocre safe jump option. It's very easy to react to, and the forward momentum means you can't roll punish. So...yeah
  11. digging through all of the 1.0 testing gio and i did, j.2d~b doesn't work on the small characters (plat, carl, etc) don't have a complete list anywhere and i don't own ex to test
  12. Arcade version has a native resolution of like 768p, and the games assets are likely optimized around that resolution. Running at 1080 likely uses sampling methods to pump up the resolution of the assets to fit; but it's trying to create information from nothing, so it wouldn't surprise me if that's why it looks weird.
  13. I don't care about why j.D. I am specifically asking for why not j.D.
  14. I know what it's better for. My question is more is there a specific reason for not including it (harder confirm options despite similar stats, angle also covered by iabd j.c and safer because nj j.d might lose to wolf dash j.a or other non optimal risk reward scenarios, etc).
  15. What about j.D as well? Similar startup/recovery and controls a slightly different angle. Although I don't think Valk uses the angle it covers much, I do think it is better at catching the wolf dash jump than j.C.
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