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ryokoalways

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Everything posted by ryokoalways

  1. You could use a reversal, considering you don't have one at the moment. 2C RC isn't good because it can be dodged entirely, fairly easily too if I may add. Rachel's DA isn't all that good either. Startup on the slow side and not very good hitbox. Unfortunately, I was also hoping the super would bring something new to the table. It kind of does, but it still left something to be desired. That being said, I think the new super should be of great use, especially considering you can't just RTSD all day anymore.
  2. Renka and any frametrap into enma are both launchers and only cost 2 magatamas. dash tsubaki grants knockdown into 2c launch as well. In the corner hakumen doesn't need more than 2-3 to dish out 4.5k, it's not an exaggeration. As for RC to beat burst, it depends on the situation. There are instances where even if you block it (RC or not) where hakumen can't punish because the only move that will reach the target is 5C/6C, and they can recover before hand. In which case, you'd want to catch. I personally use RC catch more because once you burst you are screwed. A simple 2D > 5C > gurren > 6C does 4.2k I believe, so in most situations where you'd burst anyways you would be dead. And if you have just 4.5 magatamas you would be good to go because 2D and 5C will provide the other half needed for gurren. hakumen has a different trick for between burst for each situation. This is just the one that's the default on the ground. In the air things would also be different.
  3. Noel's command throw and 2D makes for a pretty good mixup. When the fight is going it's pretty hard to tell them apart. It's pretty good against most of the cast, provided you have them in a defensive position. And hakumen doesn't need stars to do damage in the corner. 2-3 is more than plenty to easily break 4k, usually in the 4.5k range.
  4. That's the last one. Release date is 11/20. I am occasionally checking JP BBS so there may still be info. But now it's just waiting for release.
  5. I think there was some sort of frame data change for how high you need to be to reach level 2. Don't quote me yet though. It may not be 50/50 anymore, but JP players did say that it's still an overhead option, so I don't think it's going to be one of those things that will only hit people if they are not paying attention.
  6. To clarify burst system completely: Burst icons has 2 purposes: Break Burst Astral Heat Either of the above two actions requires 1 burst icon. Start with one icon, will gain one when a round is lost. Number of total burst is not related to number of rounds. Max number of burst per match is constant at 2. Which means 2 out of 3 and 3 out of 5 has the same number of total bursts (2).
  7. Corrected some tsubaki info.
  8. Jin Compilation: ~Basics HP seems to be the same 5 primers guard crush moves- a/b/c dp, ground d fireball first hit, d dp second hit, d musou second hit, wave super. ice breaks without shaking. jin flashes when using D moves, no purpose (remove plz) a/b/c dp looks nicer, no purpose ~Normals -5A- No change -2A- Slightly slower, probably not going to effect much though. -6A- more horizontal range, can cancel into special on block. -JA- slowdown similar to 2A. ja>jC works. should work with j2C as well but unconfirmed. -5B- Startup is close to CT (may be the same now). Hitbox got shrunk, cannot hit downed opponent (may not catch rolling opponent as well). 5B > 2B gatling. 5B(1) counter >6C confirmed. First hit counter 5b(2) > 6C confirmed for air and ground target. -2B- 2B>5B gatling removed. faster, less active frames, less recovery -6B- Faster, slight disadvantage on block. More hit stun, easy to link dash 5B. -JB- slower start up, hitbox moves slower but longer, can use for cross up. 5C>jB only works on tager -5C (important change1)- faster startup, less recovery. a little longer, beginning of fight can now reach opponent, now has some AA capabilities. May be able to 3C>5C rachel. -2C- Slightly faster startup, less recovery. Cannot jump cancel on guard, should not use for AA. -6C- faster startup, smaller hitbox, less untechable time. -3C- no change -JC (important change2)- same startup as old jC. recovery about old jB. Reach about taokaka's jC. Mid range rising jC counter>airdash j2C>jD confirmed Midrange descending jC counter>land 2D confirmed. can also dash 5C. gatling is jC>j2C, jC>jD -J2C- old jC, may be slightly slower. less hitbox vertically, more horizontally, may be usable as crossup. Gating is j2C>jC, j2C>jD -5D- faster startup, more recovery. Dangerous if blocked in the air. hitbox smaller. Can dash cancel (unchanged from CT), can D special cancel (but has to be immediate, cancel window is smaller). 5D(ch)>after recovery wave confirmed -2D (important change3)- Startup faster, still same recovery. No scaling change it seems. -6D- Faster startup, less freezing time but doesn't affect combos. -JD- faster, wider hitbox? -投げ- no change, throw>d super about 3k. -CA- didn't check. ~Specials -A fireball- faster startup, faster projectile (not sure by how much), a little more recovery (maybe). -B fireball- No change. -C fireball- a/b together, recovery abotu same as b fireball -air fireball (a/b/c)- significantly reduced recovery (how is this not important change4?). If fired at highest point from regular jump, can air dash/double jump. Position dependent can air fireball>airdash j2C>jD. However, there is still landing recovery (similar to hakumen's jD). air fireball>airdash j2C>jD>land dash>5C>c mash>6C>C musou for 3869 air fireball A>airdash j2C>jD>6C>5C>jB>j2C>j2C>b musou for 4104 -D fireball- ground has more recovery, 6C>D fireball>a dp doesn't work anymore I think. Air has more recovery, current A/B/C fireball recovery. air D fireball>6C confirmed. air and ground are both slower startup, projectile move slower. cannot release second D fireball when 1 is out. -A dp- more recovery. first hit scaling 70%. Recovery does not effect combos. A dp counter>wave(5 hits) for 2500. a dp> d super confirmed. -B dp- faster startup, more recovery. B combo in the corner still ok. -C dp- more recovery. links to A dp on counter hit mid screen. in corner 5b>5C. normal hit can't do anything due to recovery. target falls faster (less float)? -d dp- scales more, about 80% -A musou- same -B musou- air movement range same as A musou, ground movement range same. ground hit does not not down. neutral if target is crouching. air hit does not down, can immediately tech after hit (I guess musou B>5C is gone from this loc test) -C musou- slower startup, ground version is higher. knockdown for both ground and air. Air version movement range same as A musou, can't use for escape. 3C>C musou is character specific. -D musou- no change D musou>6C>C musou confirmed, -C mash- Less knockback. ~Supers -C super- less damage. -D super- no change -Yukikaze- doesn't catch low, 3572 damage. Can follow up if RC ~AH No change ~Others damage decrease due to scaling change to D specials. ~Basic Combos 2A>5B(2HIT)>5C>C mash>C musou mid screen 5B(2HIT)>5C>C mash>slight dash 6C>2D>6B> delay air C musou mid screen crouch 5B(2HIT)>5C>6C>2D>slight dash 6B>C mash>6C>C musou Jin Compilation Complete.
  9. We can give it a shot. If it's blue (maybe even red) then it's out of the question. There is no point in critiquing your play if I know that the lag isn't going to allow you to play correctly anyways. Other option is to just post a video, or if you can't, try getting someone to just watch you play in the room or something.

  10. What's your location? I really hate playing with lag, and would like to avoid it if possible.

  11. PSN. If I play online I simply play ragna, Jin, taokaka, nu, or tager. I don't play hakumen because I can't reliably IB and run my mixup game with lag.

  12. Hazama: Strong points Both DD are fairly good for given situations. jB is good for air vs air. jC probably just for combo, j2C can cross up but hitbox isn't too good. 214DB is strong AA and obvious charge ins. something about hard to see high/low mixup. not sure. command throw scale a lot, but is very fast. Weak points D moves are kind of bad, for reasons that I can't quite understand. Possibly something to do with the movement aspect. 5B crouch hit doesn't link into 3C. viper bite has long recovery, not very useful at mid range either. 5C and 2C are short, shorter than 5B.
  13. Tsubaki Compilation (may contain errors): ~Normals -5A- may not hit crouching on certain characters. Can jump cancel on guard and block. -2A- Regular mashable move. -6A- Overhead, fairly quick. Links into 5C, scales a fair amount so use this when conserving gauge is a priority. -5B- An attack with wings coming out, long reach. Important for working off neutral. 5B hit confirm goes into 236D for good damage. Can jump cancel on hit and block. -5B followup- for comboing. -2B- basic low. -2B followup- For comboing. -6B- Low, does not knockdown. Mixup with 6A. -6B followup- Don't know much about this. -5C- Short reach. can charge cancel and jump cancel on hit and block. -5C followup- for combo. Jump cancel on hit, for linking into specials. -2C- crouching upward attack, seems to be for AA. cannot jump cancel (was doable at 4th loc test, not at 5th). -2C followup- need to be barrier in the air, can jump cancel on hit. dangerous if blocked though. -6C-somewhat wide hitbox。Can be linked from 22D. jump cancel on hit and block. Good for lockdown perhaps? -6C followup- not sure what this is for. -3C- sliding sweep, decent range, jump cancel on hit. Can cancel into special too so can be used for pressure. -3C followup- jump cancel on hit. Link from 3C to aerial combo on hit. -JA- for air vs air? faster than jB. -JB- regular range, can jump cancel. Since it's high hit, may be able to jump > charge cancel > jB. -JB follow up- can jump cancel, no idea what it's for -JC- can jump cancel, seems to be good hitbox. good for tracking down airborne opponents. -JC followup- Since it's high attack, potential jC into either land 2B or jC followup may be possible as mixup. If hit grounded opponent can link into 214D > combo. -Throw- can't follow up attack it seems. -jump cancel moves (On guard) 5A、5B、5C、6C   -jump cancel moves(On hit) 5A、5B、5C、5C follow、2C follow、3C、3C follow、6C   -Charge cancel moves 5B、5C (may also be others) ~Specials -審技・閃ク壱ノ撃 236+A or B or C or D Charge attack. D provides advantage. good scaling so can probably get good damage off this. Not sure if this can be used in combos at the moment (the a/b/c versions). can combo into 214 and 22. -審剣・光ヲ断ツ剣 214+A or B or C or D Slightly move forward, cannot jump cancel. cannot carry into air combo even from 5B so probably go into 22C and then charge gauge. can combo into 22. -審剣・風ヲ凪グ剣 22+A or B or C or D(can charge) blows opponent away horizontally. can be teched. D version wall bounces and continue combo. For charging gauge mainly. -審槍・空ヲ突ク槍 623+A or B or C or D dp. D has full invincibility, but a/b/c may not have invincibility all the way to hit (something like Jam's dp in slash, for example). Can still be used as reversal projectile based, cannot beat sledge. can combo into j236 and j214 -審技・空ニ閃ク光 (air)236+A or B or C or D D version ground bounces, a/b/c slams down. can combo into 214 -審技・空ヲ翔ル翼 (air)214+A or B or C or D downward charge with wings in front, looks like second part of millia's super. Not an overhead. D version links into 5B and D dp. Probably has more potential. Also is an overhead. ~Supers  -審罰・天ヲ刈ル焔 236236+C or D Uses all auge, loses to bang's new super. Has some invincibility. 5 gauge nets 4875 damage (from loc test 4) -審罰・地ヲ抱ク衣 214214+D Install, seems to have invincibility on activation starts draining gauge on activation, can be used liberally during allotted time. ~Combos -(5A or 2A)>5B>5B follow>5C>5C follow>236A>214A>(22D>6C)×n>22C Moves in () can be omitted. If damage is wanted, use 22D>6C. For charging gauge, go directly to 22C. 2 gauge results in about 3k.   -6A>5C>5C follow>236A>214A>(22D>6C)×n>22C Off overhead. High scaling on first hit so conserve gauge may be best in this combo.   -3C>236A>214A>(22D>6C)×n>22C Same as above, just off 3C. -3C>3C follow>JB>JB follow>JB>JB follow>JC>JC follow>236A>214C Highest damage air combo so far. May only combo on super jump.   -5B>{236D>5B>5B follow>5C}×2>236A>214B>22C high firepower, 4k. works in 3rd loc test (wasn't in 4th it seems). Need to reconfirm -Throw>214A>(22D>6C)×n>22C   -Throw>214B>5B>(super jump)JB>JC>(jc)JB>JC>236A>214C For about 2.5k, worked in 3rd loc test, not 4th. Need to reconfirm.  -(Level 5 charge needed)5B>5C(>5C follow)>214214D>5B>236D>22D>(6C>22D)×2(>6C)>236236D Should also work off throw. 6600 damage.   -(Level 5 charge needed)Throw>214214D(>5B)>623D>J236D>J214D>(land)236236D For about 5300. Tsubaki Compilation Complete.
  14. I understand how it works. I just find it kind of dumb to make a combo that revolves around mashing one button. personal opinion.
  15. Hazama: 5B>3C>214DC>5B/5C/2C>JC×5>5C connect (jCX5? wtf?) something about viperbite scaling in the air super jump jCX5>jCX4> 623D returns the best damage(seriously, wtf?) back to wall 3c>214DC>5B/5C/2C>623D>low air dash cross up j2c> land 2C>623D Hazama has a alle cancel hyperfall, doing low airdash 3D followed by immediate A cancel. Damage output in good situation can approach 4k. Hazama's weakness thus far seems to be oki. I skipped several points because they were unconfirmed. Ragna: C dp combo start can now dish out up to around 3k thanks to belial. 5B hells rc nets about 3.7k. hades scales a long but if limited to 1 hit combo starter (counter), still can deal around 3.8k throw combo damage up, back throw nets about 4k.
  16. Hazama: 214DB is good anti air. Not much horizontal hitbox, but fair amount of invincibility and not much recovery. Overall good move. Air to ground in general is bad. Litchi: big wheel start up is faster (need confirm).
  17. Allow me to clarify j2C. j2C is useless as a level 1 move now (still good if you just need one more hit to win), but level 2 and level 3 both still have uses. In loc test 4, heartnana mentioned that rachel players told him overhead option is still viable, but it's just no longer spammable because you need level 2 and wind to pull it off. Level 3 is still super untechable (what I meant by no property change), and should be good as a combo link. I think the consensus is that j2C is still a good move, just no longer a S-tier move.
  18. Tager: To beat guard- A buster or delay regular throw. To beat jump- collider To beat backdash- emerald, 6A, 5C To beat burst- A buster, bolt charge, 5A Risk/Return 5A- low risk/low return A buster- high risk/mid return emerald- mid risk/high return collider- mid risk/high return 6A/6C- high risk/high return Tager can play a fairly good oki/close range off advantage now with the above options. If gadget finger can provide up to 5F of advantage, then tager's oki will at least be high B.
  19. step jump is just jump cancelling during hop. Hakumen: Yukikaze still catches low. 2A>2A>renka(2)>gurren>6C is about 2300 dmg, if one 2A about 2200 dmg (wtf?) counter j2A can be followed by dash jC. Taokaka: JC>B>6A>(J2DB>taunt)*3>cat1(1)>2D6>JC*3>cat2(5) 3900 about Taunt may need to be delayed vs certain chars. Easy to do on tager (of course) cat2 5 hits seems not possible on CD loop. No reason to do cat 2 unless you can get all 5 hits because opponent can tech and punish on tao's landing recovery. jB is not overhead, but can now be used as crossup with slightly increased hitbox. cat 3 and 6C guard crush when fully charged confirmed. jC counter > 6C may still work 5B counter > 5B not possible, probably due to attack level reduction Rachel: 5B>5C>follow up C>frog>3C/2B5B>A lobelia>6C>JC2D>air iris>land>JB>JC>JB>JC>A lobelia for 3500 5B>5C>follow up C>B cannon>air dash>JB>JC>air iris>land>JC>JC>A lobelia for 3000 level 3 j2C damage is 2000, no properties changed. Ragna: 5C recovery lower, damage lower, more scaling 2C recovery lower, gatling into 6C, counter stun reduced 2D recovery lower 6D startup slower by a few hells fang first hit counter stun reduced hades first hit scaling increased dp drop kick command changed to D belial- not guaranteed punish on block. good combo part. no down properties blood kain- 5D(2), 2D, hells fang follow up guard crushes. life drain reduced. (ragna's seems like a semi compilation, nothing new really)
  20. Jin: jB is slower but bigger hitbox (horizontally). will need to confirm because there is some slight contradiction. D fireball start up slower. Air fireball also more recovery, projectile moves slower. All D specials are weaker (probably same as previous loc test, in terms of damage). Air musou all move same distance C moves are better (same as before) 6A may have wider hitbox (horizontally)
  21. Jin: Air A fireball→air dash j2C→jD→6C→5C→jB→j2C→j2C→B musou for 4104. Pretty good damage, but the likelihood of this happening isn't high so not too big of a deal in my opinion. Either the recovery of air fireball got buffed like crazy (air fireball into j2c? really?), or hit stun got buffed. I'm going to ask them about block stun on those fireballs. If it's a lot, then this may turn into stunedge frc.
  22. Hakumen: 6B still has foot attribute invincibility. cannot be RCed. 4C > barrier about 993 (not sure which hit came first) barrier > jC about 1400
  23. nu: act pulsr has upper body invincibility (not attribute invincibility), can use in the air (whoa what?), when used in the air can land on the ground instantly (Going to need video footage most likely. Lack of info and general wtf?) crescent has height limitation. legacy can only be comboed from 5D can use gravity field like a DP.
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