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ryokoalways

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Everything posted by ryokoalways

  1. Hazama: cannot step jump, but can step barrier (didn't explain to what extent) 6A/B/C cannot jump cancel, 6A can super cancel 6C seems important as combo starter (didn't explain why).
  2. Tsubaki: jump cancellable on hit- 5A, 5B, 5C, 5C follow, 3C, 6C jump cancellable on block- 5A, 5B, 5C, 6C Bang: 5A hits all crouching, minus taokaka crawling forward. A, B nails both still have momentum. A nail is still faster than B nail. No change to supers it seems from last loc test. D moves cannot double teleport, cannot jump cancel (on block, of course) 2A can link twice, horrible scaling. 5A>5B>daifuka is gone. adding 2B may solve the problem. no change to air throw 2B > double punch loop is easier it seems due to change in height requirement (no idea what they are talking about) Arakune: Off Low- 2A>5B>5D>J4B>5A>6B>J6D about 1800 60% Off Overhead- 6A>5D>J4B>A>6B>J6D about 2000 60% 6C(3) about 2400 0% Off Throw- 投げ>super>5C>JC>JD about 4000 25% 50% meter off jB- JB>5B>5D>J4B>A>6B>J6D about 2000 60% Off 5C (as AA)- 5C>J6C>JA>JB>JC>J2Bタ dive cancel>5B>JA>JA>JA>... about 2500 0% Off jA(Air vs Air)- JA>J6A>JA>JB>JC>J2B dive cancel>5A>6B>J6D about 2000 25% Taokaka: Guard crush moves- projectiles (Doll, hammer, bowling ball), 22C 6th hit Regarding dancing edge- B follow up has less recovery so taunt combo is easier C follow up has a little more advantage (didn't explain exactly why) j2DB is disadvantageous on guard. May be distance/height dependent j2D may be faster. Cat2- Hitbox isn't too good possibly, lost to the tip of Jin's jC. Need sufficient height for all 5 hits, 6A > cat2 (5) does not work. start up is fast, low recovery, tech time also low (if not last hit I guess) 5th hit in corner may be disadvantageous (quick tech off wall bounce, maybe?), other combo ender may be preferred. Combo- normal CD loop works on carl. combo changed vs noel, jin, rachel jC didn't get hitbox nerf, probably. Landing all 5 hits of cat 2 is apparently hard against ragna- JC>5B>3C>5D>(JC>JD>)*2>JA>JC>JC>JC>猫2(5) about 3500 against tager- JC>5B>6A>JDB>taunt>cat3>2D6>JC*3>猫2(5) about 3300 B, C crouch counter hit to 6C also does not work. 6B > cat2 up to two hits. Others- Throw may be shorter (not sure) but movement throw works about the same 4 Primers Additional- 6C and cat 3, fully charged may also guard crush.
  3. Hakumen's 6B in more detail: Gatlings into nothing Links into nothing Not throw cancellable D cancellable cannot cancel into yukikaze cannot barrier cancel cannot step cancel cannot jump cancel canno cancel into shippu or mugen cannot special cancel second hit is 485 damage The bad news, it sucks terribly right now (along the lines of completely useless). The good news, it's unlikely it will remain this way till arcade release. Edit: Also, hakumen can also step jump. Not sure if it's of the same properties as carl's. People described his hop jump cancel as similar to that of johnny or Ino (I guess it's just the general motion with the Ino comparison).
  4. Tsubaki- 5C follow up, 2C follow up both not jump cancellable on block. Hakumen- 6B still suck. jin- 6C > 5C > j2C > jD > air A fireball > C musou major air fireball buff this loc test I guess.
  5. Carl: Brio can be regular guarded in air (i think that's what it says) 2A>5B>6B>canta>volante>5C>JB>JC>JB>JC 2065 2A>2B>3C>J2C>alle>5C>JB>JC>JB>JC 1600 ~3C>input volante>hit downed opponent with 2B>volante hits>5C~ Air combo after 5C not confirmed. (neesan behind carl)2A>5B>6B>canta>2D>A viva(?)>2C>8D>volante>5B~ (jB doesn't combo afterwards so so knockdown after volante may be a good idea) 6C startup feels the same focco, 3D no change Volante > 2A 664 has step jump... holy moly I'm pretty sure I read this right 'ステジャンプ' (this is big change, this can open up quite a few things for carl) step jump covers 1/3 of screen step cancel into alle isn't hard, but no use found thus far ground target jb > jC does not combo (same as CT)
  6. Jin: Yukikaze does not catch low. jB isn't as good for cross up, probably due to slower start up (probably no change). j2C may be usable as crossup, feels like slightly larger hitbox. air B fireball hit ground target > air dash jB combos (whoa)
  7. This weekend. Edit: specifically 10/31~11/1 開催福岡(is this the location? I don't recognize the area) @「カジノ京町」
  8. Tsubaki: -5B and 2C jump cancellable (jump cancellable crouching anti air? nice) -Charge level does not carry across rounds (I think that's what they are talking about) -Not in counter hit state during charge -236D loop with B follow up no longer connect -low negative penalty rating -air throw is fast but recovery is long and range is short -ground charge is fastest (didn't specify 5D or 2D, maybe both) -jump > jD > jB can be used as overhead, but not too hard to see. -cannot follow with 214a/b/d after air throw anymore -air normals cannot cancel into jD (ground normals may still be able to). -B sledge beats a/b/d dp (i think that's what it says), so they may be projectile based. -D dp, 236 D, 214 D can all link into super and b/d dp. -A dp > 236A > 214 A is 687 damage -something about 5B's hitbox, can't tell what it's trying to say. -CA is charge forward attack, fairly weak. -A dp has little invincibility but should still be usable for normal reversal situations. -214D has little scaling so it's a good gamble move. Also has slight advantage on block. -5B,2B,6A scales somewhat.
  9. Oh? I didn't look. He removed his percentage thing so I assume it's done. Edit: He already provided a conclusion. He also specified he will only list the important points. All other characters probably just didn't have enough info to post anything worthwhile.
  10. zetaboard has completed the 4th loc test report.
  11. Tager: Terra break is now follow up of sledge a/b, 50% meter.
  12. Correct. It's the training mode for the arcade.
  13. Portal site got renewed, just an fyi.
  14. Carl: jC > j2C gatling.
  15. jC clashes with 6A only if Hakumen does it too early. So it's entirely dependent on hakumen player's timing. Air dash approach is a bad idea because it's either eat 6A or land at a bad positioning for noel, but regular jump in with noel isn't too bad. There are angles that noel can come in at that's fairly safe with jB/jC/landing, with occasional jD shenanigans. Throwing jC is somewhat difficult for hakumen because you are up against jA and jB as well so it's hard to find an opening. Hotaru crushes everything noel can do from the air though. Regardless of how the air approach is, noel's ground approach is much safer. I'd say only go airborne if you see hakumen do it first. At that point all noel needs to do is be weary of hotaru bait.
  16. Arakune: corner 5A > 6B > jD can be looped. So far 2 loops has been confirmed. 5C seems unchanged, motion is a little different but everything else is the same. 2B is no longer awesome AA. 2B counter > 2D works jC doesn't link to dive.
  17. Carl: Throw loop 100% gone (the guy didn't specify how). Jin: To clarify B musou, it is now used as a combo linker for airborne targets. Something like: D musou > 6C (or replace with equivalent) > B musou > 5C then air combo. Pretty cool in my opinion.
  18. Well thank god zantetsu isn't a legit overhead. Still kind of out there though. Jin: Air B musou > 5C into air combo (errr.... wow? I'm pretty sure I'm reading this right) D dp second hit has more horizontal range (3/4 screen to full screen. whoosh. Seriously though I don't know the exact range) jD hitbox a little bigger 6D faster (probably same as previous loc test yukikaze follow-up impossible. fireballs are pretty good (no reasons as to why).
  19. Tager: jC > jB combos. jC > jB > jC combos at the right height 4D has pretty good vertical hitbox. A bit higher than 2A. low air j2C >2B > 2C > collider > 6C > 5D combo B sledge > 2b >2C> collider > 6C > 5D combo spark bolt > 5C > 6A > collider > 6C > 5D combo tager's size at loc test 4 seems to be the same as CT. Spark has a little more recovery.
  20. Bang: Daifuka has 0 invincibility.
  21. From zetaboards, some overlap info, some new. Bang Shishigami Standing A: still works on crouching characters. Standing B: has more hit stun that attack level probably increased to Lv 3, links to 6C easily, however it's no longer jump cancelable on block. 6B: 6B > 2A combo confirmed. 6C: does not miss standing Carl but whiffs on crouching Tager (really?!). Quite strange. 2B: attacks upward much better due to larger vertical hit box. It is a reliable anti air in the location test. 3C: still jump cancelable on hit or block. D moves: still has a fast start up but untechable time decreased a bit especially after standing D. Bang can teleport twice after a guard point. J236A: poison still does good damage. J236B: projectiles travels faster than CT. J236D: has a longer untechable time. ↓↘→↘↓↙←C: less invincible time. Combos ~ > B > 2B > 623B > dash > 623B > 2B > 623B ^ You can link ↓↘→↘↓↙←C or standing B after the last 623B. A > B > 2B > 6C > j623B > 2B > 623B ^ confirmed on Litchi B > (2B>) 6C > JD > land dash 2B > 6C > 623B > land 2B > 623B > dash 6C > j623B ^ confirmed on Tager
  22. Hazama: B follow up is suppose to be awesome. Can be used as AA. Air throw close to the ground can combo into 2B. D moves can be cut (Hazama is going to be dicked in this matchup if something isn't done). Noel: Chain revolver moves got faster. New move (j6D i guess) can be used as semi-hyper fall (same as before) 3C less recovery. optic barrel is faster but still slight disadvantage on block. 5D has more invincibility (need to be confirmed)
  23. 5C has more startup than 2C, but also works for the basic falling jC combo. You use 2C for damage, 5C for knockdown. Basically he is saying you should try 5C because it's a tighter timing. If you can land that one consistently then 2C should be no problem.
  24. I'm pretty sure there was a change to bang's teleport guard point. They gave an example, but I don't know what cheru(チェル) is so I didn't bother posting it. Apparently you can GP the first hit, teleport A, GP the rest of the hits, and still land 2D.
  25. Hazama D dp is projectile based (lolwut?) Hakumen: If 4C is normal guarded, hakumen can 4C again and opponent can't jump out(wow, must be plus quite a few frames on block) jC counter can be linked to 2C in the corner. 5B hitbox shrunk again. 6C is fast (no change) 4C > quick kishuu enma link prevents something. 6A needs to be done fairly early to be usable as AA. j2A > j2A if height adjust correctly can link into jC j2C has a little less horizontal hitbox (makes sense) 5A beats all of hazama's air moves 5B counter > 3C > 2B > gurren works
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