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Shyn

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Everything posted by Shyn

  1. Hmm no old 6B, 6C is mid and still FC. (being a mid, the P1 might be better) Will I finally get to drop-kick people for punishes!?
  2. I'm wondering if they made 6C not an overhead, or something.
  3. Do you guys know if there's a meaningful oki difference between ...5B>2C>jBABBC and ...5B>5C>jBABBC mid screen? I'm wondering because, since 5C does more damage than 2C now, I'm considering just using it every time instead of character-specific. I always wondered because 5C doesn't float as high. So in theory there'd be less time for oki. But in practice it hasn't seemed consequential to me.
  4. It works against everyone, but 5B>236A isn't consistent on some chars, like Azrael. I always use 5C after the wj.A, which is consistent. The wolf brake is not done with 6D, but 3D. The downwards ones are ever so slightly faster which makes this link possible. It's a pretty hard link, so a lot of players opt for a 3C>236A combo instead for consistency.
  5. Yeah I would say off N starters that loop is never worth it. It's kind of personal preference/situational off S starters.
  6. Oh ok so you're doing human pressure. Eh, just start doing things that will call out fuzzy jump. Delayed lows. They made our late chain into 3C much longer, which makes it easier. eg. 6B>2A>5B>delay>3C. I guess if they're jumping you trying to do 2A>5D, then do 2A>2B or just 2A>2A delayed to catch jump startup. If you wanna do a super obvious call out, you can just gatling into 6B from like 2B or 5B (maybe 2A). It usually is about the right amount of delay to catch them. The key to beating fuzzy jump is basically just delay strings, but then you can usually get mashed out. That's the RPS of it. If they get hit for it a few times they'll stop doing it and you can do whatever. (Or you just keep hitting them) In general the answer is to use wolf oki! :D PS: When you say, "going for 6D mixup," do you mean like human stuff into 6D? If so, that's something you should only do rarely if you think you'll catch the opponent sleeping.
  7. Hmm. Actually, wolf form Valk is one of the characters that fuzzy jump doesn't really work against. If they're jumping out a lot there's probably other problems. What kind of situations was he jumping out in? Also, hi guys. I might be semi-active again. Planning on starting to play again in a month or two.
  8. rofl I'm stealing this to post on twitter sorry. PS: FYI it's probably just whiffing because he's so close. I think that happens in this game sometimes, too.
  9. Hmmm maybe. That'd be nice. He was really high so I can see why it'd miss most of the cast. I don't think it'd hit Relius. It might have only hit Hakumen caus of the 2D.
  10. Is there evidence of this? That would be pretty sweet. (Dammit sorry double-post. I meant to add this to the previous one but spaced.)
  11. It doesn't. According to Suuya, only works on Tager now: https://twitter.com/ss_suya/status/520401649853267968 I'm actually a bit surprised it even hits Tager.
  12. Ohh you meant air hit wj.A > w5C, didn't you?
  13. You think so? The unusually long untech time and the hitstun on wj.A were both like custom and had nothing to do with move level, so I'm not sure they're necessarily related. In the loketest they were both heavily nerfed, though. In any case, hooray brjA is back!
  14. Yeah. That scenario would be the most extreme. I'd kinda understand people freaking out over that, haha. But I don't think it's very likely at all.
  15. Talking about the changes before the release is fun, but please realize that it's essentially just for fun. With all the madness of the loketest, I don't think players of any character really know what to expect here. My take on it is that maybe he'll be very different. Maybe he won't be a mixup character anymore. If they do that, they'll have something else in mind for him. But I think it's more likely that a lot of the things we saw in the loketest don't make it into release. (or they give him some new mixup.) Then again, I'm not especially attached to a gameplay design. I just like butlers. So unless they just utterly decimate the character none of it really matters to me. I think some of you might be afraid they actually are going to decimate him. I think it's unlikely. That kind of thing usually ends up happening because it's difficult to balance a character or they're really gimmicky. Frankly, I think he's pretty balanced in 1.1 and he's not gimmicky.
  16. Yeah I noticed this and figured it out a while back. If you time it right and do the dash fast enough, you can do that loop w/o a wolf dash. It's like an IAD, but you jump backwards. w5B>7>66>jB>jA You also want to delay the jump cancel slightly.
  17. Stuff from day 1 Hima tweets (I'll skip stuff that's already confirmed): wjC doesn't stop inertia anymore. Wolf backdash and gauge unchanged. You stay in wolf form after doing wolf Konig Flug. (I'm not sure if he means on hit too, or just whiff/block) Not much gauge is recovered during Konig Flug. (nothing new) wjA has /much/ less untech time. wjA also has less hitstun. w[jA>jC] doesn't combo on standing. wjA>h5B barely works. Can combo off Himmel by canceling. He thinks Himmel has less recovery than normal throw. 2C lost its special untech time. (Thus 2C>6C not working) Mondlicht corner bounds, so j.214B>6C doesn't work. (He doesn't know how to combo into 6C anymore.) Jager floats higher, but has long recovery. He thinks gravity seems stronger in general. Mentioned that back throw > CT doesn't work. Stuff I'm unsure about and subjective musings: Rozen floats differently, it sounded like it pops them like straight up? I'm not sure about this lol. (https://twitter.com/hima696/status/497191132472692736) He was having a hard time picking up wjA hits. I think he said he only got wjA>jC>cannon to work. (https://twitter.com/hima696/status/497199167056269312) I think maybe he said jump is higher or more floaty? (https://twitter.com/hima696/status/497192813897871360) Everyone is getting changed/destroyed, so it's too early to try to think about character strength. Jager is weird, doesn't know how to use it right. "There's still gauge cooldown, and now no gauge recovery on Himmel... It's too harsh! Please spare us!" Valk is way different, so he's motivated to try him! (MOST IMPORTANT BUFF!) There might be errors in this so feel free to correct me, heh. EDIT: Didn't get much from Suya, but he did mention that with the Mondlicht corner bound, you can't get to them in time to do j214B>6D>wjA.
  18. ...I need to stop reading this thread. She wasn't mentioned in the interview, and It's 6:50AM in Japan right now. The loketest hasn't started yet.
  19. Nope. Just said there's a new angle.
  20. By the way, the other things mentioned in that Valk blurb were: - Because it's techable, you get a better combo off Himmel (special cancelable). - Air super is possible in wolf form. - New angles for cannons.
  21. I knew you'd come around.
  22. I like the same one I used in 1.0. Like DJ_Blactricity but slightly different. CH w.5C>6D>5D>2C>5C>j.214B>IAD 5D>w[j.AA>5D]>2C>6C>2C>6B>5B>2C>j.B>j.B>j.C I don't remember how much it does but I'm pretty sure it was a bit more. You have to do it fast for it not to drop at j.C. If you're worried you can do 236A instead of 6B. (But then maybe Blactricity's does more? not sure) If they're too far for 2C (and not at the right range for dash) after 6C you can do either (far) 236A>5B>2C>... or (close-ish) 6B>236A>5B>2C>... Again, maybe 6B in the beginning does more if you have to use 236A... But I liked this variant because it was pretty stable and allows you to adjust easily depending on distance. (2C>6B after CH w5C can be weird on some characters)
  23. Ahahah I actually meant, like, FG get-togethers. :P But it sounds like you haven't, yet. Looking forward to seeing ya! ^^
  24. Hehe. I used to live in Bonney Lake a loooong time ago. (Before 4th grade) Have you been to any events here, yet?
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