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ryokoalways

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Everything posted by ryokoalways

  1. Tager: *A moves 5A…210 2A…280 6A…800 JA…250 *B moves 5B…480 2B…600 6B...700 JB…700 *C moves 5C…not confirmed。5C>A sledge for 1304 2C…1020 3C…760 6C…1050 JC…900 J2C…1100 *D moves 5D…1040 JD…1080 2D and 4D unknown *Throw Throw…1140 Back throw…1140 Air throw…1649 *Specials A sledge…980 B sledge…1100 hammer…unconfirmed。A sledge>hammer for1248 collider…1850 A buster…2700 B buster…3724 spark…1100 gadget…0 *Super Spin…2579 Terra break…unconfirmed. spin>terra for 3723 Emerald…5620
  2. 11/23 techno police 1v1 final 11/23 techno police 2v2 final
  3. You'll have to find someone to try the combos out. I don't know the new rachel well enough to answer those questions. They just said the combos work.
  4. Rachel: ◇Wind 1, mid screen combo 5B→5CC→B lobelia→JBJC→air iris→land→super jump JC→JC→A lobelia for about 2.5k 5B→5CC→(delay)B lobelia→dash 6A→iris→JB→JC→JB→JC→A lobelia for about 2.4k, but has more wind recovery 5B→5CC→frog→3C→A lobelia→6C→JC→air iris→land→JC→JC→A lobelia for 3k+, 2B for 2.1k 5B→5CC→frog→3C→B lobelia→5CC→iris Low firepower, mainly for wind recovery ◇wind 2, mid screen combo 5B→5CC→super jump(direction 9) J2CD→aerial for 2.8k. Level2 j2c allows for aerial ◇wind 3, mid screen combo 5B→5CC→frog→3C→super jump(direction 8)D→J2CD→(delay)A lobelia→5B→baden lily→frog→3C for 4.7k with level 3 j2c ◇Wind 1, corner combo 5B→5CC→frog→3C/5B→A lobelia→(5CC)X2~3→3C→frog wind recovery combo ◇Wind *, corner combo 2B→5B→5CC→frog→5B→JA→C lobelia→6A→baden lily→6C→JC→3C→frog→super jump (direction8)D→J2CD~ ◇Others J3CD→A lobelia→RC→5B~ 50% meter mixup option J3CD→A lobelia→2A hazama and tsubaki limited 6B(Counter)→6D5B To make up for the lack of stun time by reducing distance between target after hit confirm.
  5. Carl: Move:DMG:Starter:Combo 5A:160:80%:82% 5B:430:90%:89% 5C:620:100%:92% 2A:130:70%:82% 2B:390:70%:89% 2C:600:90%:80% JA:150:80%:84% JB:510:100%:89% JC:660:90%:89% J2C:700:85%:92% 6A:480:100%:70% 6B :580:90%:89% 6C:550:90%:90% 6C(full charge):1100:90%:90% 3C:590:100%:85% throw:960:100%:70% back throw:840:100%:70% air throw:940:100%:70% cantabile(1):0:100%:84% Cantabile(2):100:--%:100% contata(20 hits):2309:87%:41% 6D:960:90%:85% 2D:720:90%:104% 8D(hand):720:85%:85% 8D(wave):560:104%:78% volante:560:90%:89% anima:1500:90%:80% generaru:3000:60%:90% gold burst:0:80%:80% 4D:320+780:90% :90% 3D:200×4:90%:95% burio(1):310:90%:95% burio(2):800:--:-- allegreto(6 hits):1449
  6. Nu: ・Cavalier initiate mid screen C arc>6C>2DD~ close to ground C arc, mid screen (5D(counter))>C arc>6C>C arc>2DD>JDD>J2DD>crescent C arc>2DD>(delay) 6C>C arc>2DD>JDD>J2DD>crescent C arc(counter)>C arc>6C>C arc>2DD~ 5D(counter)>C arc>2DD>crescent>DD>6DD>2DD>jc>~ 6B(counter)>C arc>6C>C arc>2DD>crescent>5DD>6DD>2DD>JDD>J2DD> crescent corner C arc>2DD>6C>2DD>6C>2DD>JDD>J2DD>crescent ・C related combo 2C>3C/6C>B arc 3C>B arc(rc)>5DD>C arc>2DD~>aerial 5BB>5C(all hits)>6C(all hits)>B arc(RC)>5DD>6DD>2DD>jc>JDD>jc>J2DD>crescent 5BB>5C(all)>6C(all)>B arc(RC)>5DD>C arc>2DD>jc>JDD>jc>J2DD>crescent corner blade (counter)>2C>JC>j2C>JB>JC>crescent ・gravity related combo 3C>A field>2DD>6C>(delay)C arc>2DD>JDD>J2DD>crescent B field>2DD>6C>C arc>2DD>D aerial 3C>A field>2DD>6DD>2DD>JDD>J2DD>crescent B field>2DD>6DD>2DD~aerial 3C>A field>2DD>tk 214D>land 5DD>6DD>2DD>aerial 3C>A field>2C>jc>JC>j2C>jc>JC>J2C>crescent ・ground spike related spike(ground hit)>2DD>(delay) 6C(all)>C arc>2DD>aerial C spike>C arc>2DD>6C>2DD>aerial ・4B initiate 4B>JC>J2C>2DD>J2C>JDD>crescent 4B>JC>J2C>JC>J2C>crescent ・throw combo character dependent, unspecified though throw→5DD→2DD→6C→(slight dash) 2DD→6C→(slight dash) 2DD→J2C→jc→JDD→crescent throw→2DD→6C~ same as above throw→(slight dash) 2DD→6C~ same as above throw→(slight dash) 6B→2C→JC→J2C→jc→JC→J2C→crescent ・air throw combo throw(RC)>spike>2DD>6C>C arc>2DD>D aerial throw(RC)>6C>(dash) 2DD>6C>2DD>aerial ・2C(counter) initiate 2C(counter)>6C>(slight dash) 2DD>tk crescent>5DD>6DD>2DD~ 2C(counter)>6C>(delay) C arc>2DD>JDD>J2DD>crescent Others J2DD>crescent(RC)>J2DD>(land)2DD>6C>2DD>D aerial
  7. Someone that has CS at the arcade go do dust loop with jC in the corner. I think it should work. work it off anything>enma>jCXn.
  8. 6C(full, counter)>6C(full)>6C>shippu for 6k+. A hop is needed after the first 6C if not at near point blank range. 5C>enma>air dash J2A>JC>land>J2A>JC>land>dash hotaru>land>air dash J2A>JC>land>J2A>JC>6C for about 4.5k for 4 magatams so very good. Confirmed on tager. Corner combo, obviously.
  9. http://www.youtube.com/watch?v=8RYkP02MX5I&fmt=22 That's the one he meant.
  10. I think 5C hits. There is more untech time on revolver now.
  11. Ground revolver can be followed up. Qualifies as a slight buff to mixup game. I don't think this has been mentioned.
  12. Thanks. I knew there was something wrong with those combos.
  13. 6B nerf is very bad for two reasons. 1. it seems to be only comboable at close distances (maybe not point blank, but far closer than before). This is a problem because 6B's strength was it's range, and the fact that it's unpunishable at optimum range. Now? it's like any other poke, there is risk involved (and a bad one at that. 6B didn't exactly have fantastic startup) 2. massive nerf on proration. That move got hit hard.
  14. mugen is the same. But they made changes everywhere else that indirectly benefit mugen.
  15. 5C doesn't jump cancel and has too much recovery to link into tsubaki. It isn't going to replace zantetsu, and zan > 5C >zan still works, it's just more corner oriented (5C range got reduced, which is why mid screen it's harder to land), which changes nothing because you don't do that till you are in the corner anyways.
  16. When a character has to go for time out to win, it speaks volume. RIP
  17. Rachel: 5A:435 58.75% 2A:400 62.5% 6A:791 67.75% 5B:720 80.0% 2B:571 52.75% 4B:888 72.0% 6B:815 68.75% 5C:756 76.5% follow C:856 76.5% 2C:955 63.75% 3C:694(3HIT) 56.5% 6C: JA:571 67.75% JB:607 61.75% JC:759 64.75% J2C:1070 67.5% J2C(LV2):1538 84.5% J2C(LV3):2338 84.5% 〇Special Pumpkin:547 61.75% A Lobelia:714 66.0% B/C Lobelia:814 66.0% Air A Lobelia: Air B/C Lobelia:814 66.0% Iris:1047 61.75% Frog:808 65.0% Lily(main):1539 61.0% Lily(pole):1830 61.0% Tempest(4w):2194 42.75% Tempest(3w):1649 32.25% Tempest(2w):1430 29.25% Tempest(1w):1366 29.25% Throw:1252 63.0% Back throw:1252 63.0% Some values looked kind of weird for me.
  18. Step jump has been confirmed I think.
  19. Jin: DMG/BASE/STARTER/Combo 5A- 175/72/59/82 5B- 350×2/80/68/86 5C- 710/72/61/85 2A- 175/63/51/82 2B- 450/56/48/86 2C- 720/80/68/85 6A- 640/70/56/80 6B- 690/80/73/92 6C- 920/80/72/90 JA- 175/72/59/82 JB- 540/80/71/89 JC- 700/90/54/60 J2C- 700/87/52/60 5D- 710/100/64/64 2D- 712/56/51/92 6D- 712/80/73/92 JD- 740/94/51/55 3C- 550/80/67/84 throw- 0、840、840/100/28/100、40、70 back throw- 0、1280/100/48/100、48 A fireball- 500/// B fireball- 500/// C fireball- 500/72/64/89 air a fireball- 500/// air b- 500/// air c- 500/// air d- 600×3/72/64/90 A musou(both)- 560/64/57/90 B musou- 580、800(1015)/64/54/85 air B musou- (1124)/// C musou- 640、900(1158)/64/57/90 air C musou- 690、960(1288)/75/63/84 D musou- 640、900()/64/57/90、80 A dp- 800/48/44/92 B dp- 900/54/49/92 c dp- 1000/40/36/92 d dp- 400、1100(1209)/80、92/73、84/92 c mash- 180/100/95/95 d super- (3070) yukikaze- 100、3700/100/29/73、40
  20. Take these opinions with a grain of salt. () are mine, rest are roughly what I digged out from BBS posts. tsubaki- 6C is fairly strong, 2c is good AA, once gauge control becomes better her dmg output will be good, plenty of combo options to work with, non-existent cross-up game so far, ok mixup game, lack of range is primary weakness and makes matches vs litchi/hakumen/etc a pain. hazama- work in progress. Nothing really concrete yet. Nu- plenty of guard crush moves, but lack the ability to put opponents into lockdown consistently so guard crush ability is mediocre. b pulsr is even on block, c is about -4 (I don't think it will be hard to IB once you get use to it either. It's a case where experience will overtake the ambiguity/speed of the move). Hakumen- (I didn't find any strong JP opinion, but overall I think there is still a bit of potential with hakumen. Hakumen players need to get use to the crappier AA and stop doing 6A on reaction to air approach, find a new sweet spot for jC/4C and one for 6A/6B/2B. combos will need to be reworked in favor of using jC as knockdown tool in mid-screen combos to more efficiently move the stage. Combo option and damage output looks good, not to mention D cancel after normals are still an option to be explored. Overall on paper he should be one of the stronger characters) Bang- No details given, but overall much better. May not be quite as good as he looks currently, but definitely one of the stronger characters. Tager- Legitimate offense, but most defensive woes still exist. AA got somewhat fixed (going to mainly be determined on how good 2A is AA. collider got buffed more from a offensive stand point than defensive, and 4D as AA is more of a gimmick). Ability to deal with characters with good hitbox/range still lacking. While no longer unplayable, will probably hang in the middle of the pack. Litchi- No real opinion formed yet (Still solid character, buff resulted mostly from nerf to everyone else though. New tools look nice, no real opinion though because my understanding of litchi is lacking). People said she should be one of the stronger characters. Arakune- Similar to how hakumen plays in the beginning of the match, test the waters and play very defensively, which isn't terrible because there are still some good normals to work with. At long distance immediately drop bell/cloud out to provide defense. 2B still works decently as AA unless against moves that has great lower hitbox such as tsubaki's jC or jin's j2C. mid range can super jump j4b to go into close range, super jump cloud to play neutral, bait AA with jD, low air APQ to go into point blank, or low air CPQ to beat AvA. close range engage with 5D and work from there. Biggest problem is against fast characters (ie, tsubaki). Long range characters aren't as hard to deal with. And of course, arakune can still beat out obvious approaches just as easily if the opponent plays too aggressive. Again, it's all about getting that first curse. Carl- Has fair amount of potential. No strong opinion formed. Taokaka- (Another character that mainly got buffed due to nerf around her. Not to mention a lack of real change) Noel- lack of tools at the moment, will require exploring. 5C is good, 5D as well (apparently has full invincibility). AA and AvA are a notch down but should still be ok (6A, however, seems to be near worthless imo). Ability to approach the opponent is the biggest concern at the moment. Rachel- Ability to initiate pressure is fairly bad. Not a zoning character. Damage output still exist according to H.H., but requires a lot more gauge usage and set up due to decrease of baden lily main body damage and emphasis on pole damage. Frog may actually be a buff from the old frog. There are still things to be found of course, but a character with bad normals is very difficult to work with. It didn't use to be a problem because rachel had a handful of moves that masked the crap moves in her repertoire. Jin- Solid character, still has plenty of options. Plenty of combos, but damage nerfed by a decent amount. mid range game got better. (text book mid-high B in most categories imo). Ragna- Top beneficiary of nerf around him. Options are still kind of mediocre, but damage return is high now comparatively, so risk/reward got much better. Main nerf to blood kain (The guard crush isn't going to outdo the massive nerf to life steal). belial is great as a gimmick and as a combo piece. While judging him will be inaccurate due to certain factors, definitely one of the top characters.
  21. It wasn't specified Tsubaki's B specials are supposedly projectile invun. Need to confirm.
  22. 5D cannot be cancelled into special it seems. 5D>2B>etc will probably be the new standard off 5D.
  23. He did it after tech roll recovery.
  24. A friend of mine, the rachel player, says the combo seems to be corner only. The JP BBS didn't specify, but he believes that's the only way this combo will work. So frog combos may only work in the corner. Again more instances will be needed for cross-checking.
  25. no, that's lily + a pole. Not two supers.
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