Jump to content
Dustloop Forums

stunedge

Members
  • Posts

    306
  • Joined

  • Last visited

Everything posted by stunedge

  1. SoCal better not to lose to dude who barely plays BB now, lol
  2. u clicked it too late it ended while ago with score 10-3, shonen was too gdlk
  3. shonen vs. ren streaming right now http://live.nicovideo.jp/watch/lv30403376
  4. shonen vs. ren streaming right now http://live.nicovideo.jp/watch/lv30403376
  5. yea, i was the yellow jin in the 3rd and 4th vid

  6. nah, i wish they did it too, but it still doesn't get back stock just like last loketest.
  7. add to above: - 2C>5C is real, hit confirm of anti-air from 2C normal hit becomes much easier - Ouroboros: NO STOCK REGAIN when blocked - 6A and 6C have knockdown property now, 214DC>6C>dash 2B>5C>2C>jyayoku>2DD>aircombo does approx 3800 - jyayoku has same move proration, jyayokux2 combo does much less damage (7k -> 5k)
  8. As some of u asked before, here is Goro's blog, ttp://blog.livedoor.jp/toyosakilove/ not sure any of u mentioned this before, they hav slightly changed Guard Break so now after Guard Break - no initial combo damage proration - even normal throw is untechable also the way Guard primer decreases when u do Blue burst becomes 5->3 to 5->2, it takes the floor value rather than ceiling these changes make guard break slightly more important in my opnion
  9. tired to go through past couple pages so i m just summarizing quickly here stuff to add to my last post about Jin changes - 6A is not cancelable but its attack level went up, its hard to say whether this is a buff or nerf, i think it works as Order-Sol's 2HS now - 6A can still cancel by throw when hit - 5C is slightly shorter but doesn't really matter except for those character specific combos - 2D is slightly slower, still faster than it was in CT, JC(counter)>2D is little bit harder now - 6throw has lower proration now, u can do 4throw combos from 6throw, on the other hand 4throw has higher proration - 2C is back to how it was like in CS1, it was slightly faster in last loketest >> reliable normal AA adding reliable AA will make Jin at least A tier, for real choosing the right AA at right timing is the important factor differentiate jin players 2A 5A 5B 5C all have different usages against different characters e.g. 5C beats almost all Jin's jump moves
  10. congrats to winners too bad i cant go this time
  11. i didn't really pay much attention to Tsubaki but some notable changes are - 6throw triggers slide down, u can do 6throw>6CC>air combo in the corner and IT DID OVER 3000 without meter, yaaaaay - 22D does not cause the wall bounce but u can link by using 236D, i think it did something around 3000-4000, not bad at all - not sure if they changed anything about DP
  12. i dont think combo from 5D or 6D changed much my impression is that they buffed her close range normals and gave her a good move to get out the corner, but nerfed her shooting stuff
  13. i meant to say 5D, 4D and 6D have longer entire frame, not the hit stun
  14. i copied from goro's blog so i guess these are all real i actually see people did combo like A gravity hit on ground>dash 4B>JC>J2C>J214D>DD~ and did close 4k though 5D, 6D is more risky to use, its still very hard to get into Lambda since she can either 6A or do Act Pulsar to run away
  15. Lambda: - C moves have less proration, C>6C loop does more damage - gravity is actually better than it was in CS - D, 6D, 4D, more move stun - act pulsar A, super fast escape move from the corner - 6A, big buff - J214D, longer untechable time, much easier to combo - throw, only dash 2D combos afterward
  16. B>3C>214DA combos but no followup after KD they also took away Jyabaki slide down this time
  17. >>Ice Cube i might remember this wrong but i think 6throw(3)>214A wiff>B>C>3C>214B did something around 2500 which was how it was like in CT did CS version of this combo did less damage? >>J-KT21 1. not sure about the sekkajin knockback thing, i felt it was about the same, if it has less knockback, B>C>sekka should combo against Carl and Lambda, will try if i get a chance 2. 3C>Bdp>6C>6D~~ still combos 3. 6A is useful only if u hav 50% now, but the good thing is it forces crouch hit so the follow up combo will get back decent amount of meter 4. some of them still do 5. the combo u mentioned still works fine, also B>C>sekka>dash 6C>dc>C>6C>delay 2D>B>2B>C>3C>214C still works so i don't think they have changed anything here
  18. thats totally np i rarely post just cuz i suck at reading long english paragraphs like i said before and i work all day so i actually don't have much time to play game and check forums anymore if u hav anything specific to ask u r welcomed to leave me as a PM or anything

  19. lol, i m actually not sure what u are talking about cuz i rarely check DL i just throw random info that ppl might be interested to see i don't really care about what others think about me cuz i know nothing about them anyway if u r being sarcastic or really be annoyed by sth i said and if only if I actually did that, i will apologize

  20. forward throw is exactly the same, same combo works and it does same damage back throw has higher proration i believe
  21. my impressions against characters i saw today lots character's B and C moves are air-unblockable now more like GG normals Ragna: not bad, at least Ragna players should try harder before they complain Jin: decent changes, not bad Rachel: it seems like pumpkin's attack level is increased, 2D>JA and J3AD works as overhead but requires at least 2 winds for combo after JA, 6A has a bigger and longer guardpoint Lambda: though gravity OTG does not make opponent float, it has a long hit stun so she can do dash 4B after normal hit and it combos, 236A looks like forward act pulsar in CT Carl: no more combos after 3C, 8D is air-barrier blockable, Anima is still very good Hazama: didn't change much from last loketest, waiting for new combos Bang: still pretty good in CS2 Tsubaki: requires more charge level to do combo but its much easier to get the level and combo actually does big damage Makoto, Valkenhayn: nerf in combo damage Platinum: TK air-floating move looks very dangerous (as fast overhead and corner mix-up)
  22. just played once today, in general Jin is still the same character changes - 3C makes opponents float upwards, no more 2B combo after 3C but 3C>214C works against everybody - 3C>236D worked once, didn't really pay attention to this but i believe 3C>236D works against everybody, will try again - 3C>Bdp works and combos - i doubt theres 6C same move prorate since pretty much all old 6C combos worked for me, 6C>C>6C>~~ - 6A is not cancellable to anything, but u can do 5B>6A - 5D is little slower than last loketest but 5C>5D still works on normal hit everybody's 3C nerfed lot in CS2 so 3C change is what i actually expected its not a big issue if u can do 3C>214C and... u can still combo after 3C counter or use RC so 3C in mid-range is still good 6A is worse but not many characters in CS2 have free combos after overhead 6ARC still works and 5B>6A is good jin still has top class anti-throw move 6B and high return from regular throw at least at the moment i think jin is at least mid-high
  23. lol, this forum is too intense for me to post, i just suck at reading long paragraphs the general idea of CS2 balancing is to make "Corner pressure" more scary than it was before so they pretty much nerfed everybody's mid screen combo and throw (except Carl and Valkenhayn atm) mid-screen combos in this game were too gdlike in my opnion i mentioned changes made to this character "make sense" cuz i think these changes matches CS2 game concept
  24. no, thats a rumor yukikaze is exactly same
×
×
  • Create New...