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Lucalibur

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Everything posted by Lucalibur

  1. Today is a good day.
  2. Remember the properties. Hornet floats on hit while 3D knockdowns, which means 3D's recovery is spent while the enemy techs, while Hornet's while they fall down. Hornet actually gives slightly more time to apply properly oki due to that, though J.2D is still the best one for oki, though the one that gives the least damage out of the trio.
  3. Depending on the height during valiant, 3D may whiff due to the hitbox being very low to the ground. You can fix that by delaying valiant after 5D or whatever, I guess.
  4. 280 damage actually. :3 Nah but seriously, I rarely found myself using OD as well. Sometimes I did crossup dash 5A>OD for round end after getting a weakpoint or to get fancy with OD Scud round\match ender(P.S: I love Scud's animation). OD being made useful in more varied situations like Litchi's OD is would be really nice, though I am probably still gonna keep my burst with me for the most part. Just in case.
  5. Aye. I don't even play Haku anymore but I don't want to see him nerfed or anything, just changed. He is just not that fun to use anymore, he is lacking in options and all he really has is loldamage now. Most Hakus just want to see him having some of his tools back to useful levels, maybe get a new thing or two, and in trade they will give up the absurd burst damage Haku has which I doubt anyone, even them, likes in the first place.
  6. I took a 2 minutes look at Haku's frame data. Maybe lowering Zantetsu's first hit P2 to 84(currently 94) and bringing Tsubaki's P1 back to 70(currently 90, used to be 70) would help? As far the average damage thing up there goes, Renka, with a few changes, could easily bring Haku's average damage to an acceptable level for a fair cost of 2 stars. That being said, the heat cooldown on most of his specials feels a bit too short, which is probably why his meter gain is so stupid now. Increasing the heat gain cooldown in most specials would mean less stars, so the above mentioned new Renka route would barely gain back 1 star, while in the current version he would just gain back 1.5 stars and barely feel the loss.
  7. Oh, trust me. I agree completely with that, Eshi. His counters are ASS now. I'm just saying that the damage potential out of them is even higher now for the same cost, but it's simply not consistent.
  8. ...Yeah, but Dreize did. I had to fix him on the Tsubaki issue, because he worded Tsubaki in a way that made it look like some sort of amazing unreactable overhead with gigaton reward, which is only half true. I hate to act like an ass, but I really dislike when people say 'I never said X' when the specific part of the post is clearly aimed at another person.
  9. You didn't, but others did. It was more of a general statement. Enma follow up is not only meterless(because you recover the heat back in the combo), but leads into roughly as much damage as Haku got out of his counters in CS1. Ok, not as much, but the point is that if he counters something and not through D mashing(so that he is aware of what he is countering), he can go into Enma for massive damage.
  10. He might have worded that wrongly and meant Slayer's Step follow ups? Don't know.
  11. Alright I'm gonna have to stop you guys and correct you on a few things. First of all, Tsubaki is a 15F overhead that must either be either from a hop or a jump cancel, with the former being unable to be cancelled into and the latter being lulz. It's as hard to react as any overhead next door, but you're burning roughly 1\3 of your meter for it, which in trade gives him more reward from it than the average overhead. There was never anything wrong with Tsubaki overhead in the past, ever. It's true, he got more corner carry from the IAD J.2A combos, but outside of the corner where he could go for specific routes that ended in 5C>3C, he got practically no oki from it. Sure, being stuck in the air after a J.C ain't that great, but it's definitely better than a knockdown to the guy getting hit. Also I'm pretty sure he didn't get 3K meterless from any counter other than possibly 5D because they prorated really fucking heavily. Hell, he gets even more damage from his counters now than he did before, so I'm not getting the logic here. Guys, I understand to some extend(no pun intended) the Haku hate, but nobody here asked to bring shit like 236B's positive proration back, or Tsubaki's positive proration either. Just a few moves old properties that give him more OPTIONS rather than more DAMAGE, and in turn, his max damage gets lowered a lot because his specials suddenly get hit by combo rate. I honestly have no idea why not everyone is agreeing this would be the best course of action for Haku, it fixes all of the issues both Haku players and non-Haku players currently have with him, unless I'm missing something and everyone just wants to see Haku turn low tier because they're salty he is a shit, which is understandable as well, but still.
  12. lol 5B doesn't have enough untechable even on FC, sadly. Only reason 5B>5C combos is because 5C technically has 18F startup only(which is ironically 1 less frame than 5B has of untechable on normal air hit), but 6B has 22F, so no combo even on FC.
  13. Purely from a balancing standpoint, 6B groundbouncing doesn't sound too bad. You can still pick up with 5B(which actually does more damage for the same proration values than 2B) and do IAD combos, right? Hell, on FC you can do 5B>5C, which can definitely go into some swag stuff. From a character standpoint, fuck this the 2B>6B loop was hilarious.
  14. Yeah, Carmine and Seth are probably your best bets at 'crazy ass pressure and mixups', though Seth is significantly faster at the cost of...a few less options in general, I think. I'm really hype for playing Gordeau, personally. Despite his 'meh' mixups, command grab is still legit and he has this really nice combo of good neutral, high durability and multiple defensive options that I really like in characters, at least from what I saw. Playing Azrael in Blazblue has spoiled me quite a bit, and I can't really stand to play characters without above average HP anymore unless they look really fun(Like Sho in Persona 4 Arena 2) I have to say, I considered this game a joke back when it first came out, but it definitely developed into a legit game over the past months. Very hype for this.
  15. Like it was discussed before, Hakumen can be brought back to fun to use AND fair to fight against levels if some of his old CSE tools were brought back and combo rate started being applied to his specials. I don't really care about Agito personally, but if it's as bad as some people make it out to be then just remove the projectile and maybe the body attributes it has. Personally I don't WANT to see that happening because I'm tired of nerfing, and I don't think it's that dumb of a tool that it needs some emergency nerfing, just a really good tool in general. @Stellarcircle From what I know, both from fighting against AND using Hazama, he simply has too many good, varied tools. His pressure is too good for a character with such a godlike neutral game and mobility, and his damage potential is not only high, but consistent. His lack of true meterless DP is really the only thing keeping him from being Litchi's level of dumb, but that is just my 2 cents.
  16. Not only this, but it would make getting a second weakpoint mid-combo much easier. Something like 6D>5D>214D would probably be followup-able if 5D was special cancellable. Same for 3D into no weakpoint valiant so that it hits on the latter active frames and we can 5A\5B after it. There is a lot of combo potential in OD if that is the case, because not only can we setup unblockables a lot more easily like you said, but it would mean that with a single weakpoint we could apply the other one and still keep the combo going, using the new weakpoint during OD for extreme manliness comboing.
  17. Glad to know I'm not the only Azrael player that tries to find scumbag ways to astral people. It's just way too easy to combo into astral from just about anything.
  18. Depends on the character. Sadly Ragna's kind of ass, while, say, Litchi's godlike. You're really stuck with barebone mixups and the random D ID crossup when using Ragna.
  19. Also 5D(1)>Dead Spike back. Pls.
  20. New 2B has more active AND recovery frames. It's actually negative on block now and no longer combos into 3C on CH.
  21. Tsubaki slide was da best. I miss the old IAD combos mid-screen out of that thing. I would also enjoy 3C not being as negative as a DP on block again but maybe that would be asking too much, specially with the startup buff it got in CP.
  22. I would trade his current damage for old Hotaru, 2B and counters back without any hesitation. I think the damage can easily be fixed by having combo rate apply to most of his specials again tbh.
  23. Hakumen needs LESS damage and MORE options. That is all.
  24. No. 5D being 5F is enough.
  25. These are true. Yu's DP is your average shoryuken which already makes it one of the best in the game but also easy as hell to punish, while Mitsuru's is even easier to punish but it can catch crossups. I think Yosuke's DP, for its intended purpose, is pretty damn good. It ain't the best in the game by any means, but it sets itself apart by having many active frames both for its catch and the actual attack. Yosuke also loves a hard knockdown, though admittedly I do find it weird it can't kill and even though I don't play Yosuke, I think that should be fixed. Other than that his DP is just fine, I don't think it should be unblockable or anything so allowing it to kill the enemy rather than leave them at 1 HP is probably the only thing that could be changed about it without making it stupid.
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