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ryokoalways

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Everything posted by ryokoalways

  1. Arakune: Combo- 6Cbug→6CX3→5Bbug→6CX3→5Bbug→JC→Adive→dive cancel 5B→JA→JB→JC→JD for about 3k Cloud- Bigger hitbox. The one that chases the opponent and stay in front of them moves faster. overhead cloud the same. Homing cloud (on self) the same. Don't know what 6B is used for yet.
  2. Dead spike is basically gun flame, without the frc.
  3. I want to clarify something, when I said "when it actually hits", i meant when wind actually moves the pumpkin.
  4. Ragna compilation: 5C faster start-up, less range, less recovery, more scaling as combo starter. 2C faster, less range, less recovery. Counter stagger for less amount of time. 6D slightly slower (1-2F) Special- ID follow-up has souleater effect. command throw is 400 rock it counter stun for less time. hades scaling worse -hades frame data- damage and combo starter scaling unchanged, mid-combo scaling is 60%, down from 92% dead spike guard crushes regardless of barrier. super- blood kain causes 5D(2), 2D, rock it follow-up to guard crush regardless of barrier. belial edge- replace hades in combos. if connect, can land and 6A or 5D 6A > tk belial confirmed. rc will provide good advantage. ground hit belial isn't very useful.
  5. Rachel: 5A, 2A, 6A, 5B, 2B, 4B are about the same 6B doesn't stun as long on counter 5C, follow-up, 2C, 3C about the same 6C no longer have height restriction, more damage. jA is no longer high hit. jB, jC about the same j2C still suck Wind affects frog, recovery start out slow but becomes faster. When wind is used recharge speed is reset. specials- pumpkin same on ground, slower activation in the air (not sure if it's getting it out or the actual hit), no longer guaranteed after wind (will disappear on hit), reduced active time and distance. lobelia no longer guaranteed, can call lightning before pole is completely formed. iris, frog, no change in activation. Frog itself has meter, move speed decrease, damage decrease. Can move quickly with wind. Because frog no longer jumps, spark bolt or other projectiles cannot hit it. super- ground lili is same air lili activate faster lili damage decreased nothign new about tempest. Used as reversal, safe on block, comboable on hit (if close enough). Not punishable.
  6. Noel: Throw- first hit 0 second hit 540→100 third hit 540→700 command throw- first hit 0 second hit 1200→800 6C- first hit 560→450 first hit scaling 90→80 combo hit scaling didn't change 2C- damage 550→450 combo hit scaling 97→90 bloom trigger- first hit 800→600 second hit 1200→900 ground shoot b- damage 200 scaling 103→98 ground shoot c- damage 100 scaling 110→120 Not sure how accurate these numbers are, because it seem unlikely you can pull these numbers out just from looking. Too many variables. Use it for reference for now though. Edit: System- counter hit is recognized on multi hit moves. While the actual effect and complete detail is unknown, counter hit on multi-hit moves allow for link. For example, noel's 2C(1) counter > 2c(2) normal hit > 3c combos on standing opponent. Jin's 5B(1) counter >5B(2) normal hit > 6C combos. (Need more information to know exactly what's going on here) More Noel: Buffs- 5B guarded can be jump cancelled. j6D is now j4D. A change was made bit I don't quite get it, something to do with frame advantage though. bullet rain's missile takes out 2 primers. nerfs- optic barrel has more recovery, not comboable in loc test 3. raid command changed, no invincibility (ouch) 6A's head invincibility comes a little later (i think) fenrir(?) command change combo firepower decreased Conclusion- It appears they want to make chain revolver more usable in situation outside of combos, but the nerfs to normals is too much, will likely be reverted partially. AA and Air to air went from one of the best to really bad. combo starter scaling too much so not much damage out of combos.
  7. 1. That doesn't do 5k because with just 4 dp you don't even net 5k. With 6A prorate, not going to happen. 2. You wrote down 5 dps. How did you pull that one out of your ass?
  8. nu: 2B, 3C has less range (I think) 5D,6D range the same, but definitely slower, recovery about the same as bang's whiffed command throw. air crescent can still be done via tk, still hit crouching opponent. Feels like no change to cancel. Sickle hit no longer float. Gravity gauge recharge is fairly slow. Combo with gravity well still works I think.
  9. Taokaka: combo- 5B>3C>5D>JC>cat2>J2D>B>5C>2D>JC>J8D6×2>cat2>cat2 3600 5B>3C>5DB>5B>2D>J2DC>JDA>J8D6>JC>J8D6>cat2>cat2 3700 5B>3C>5DB>J2DB>5B>2D>J2DC>JDA>J8D6>JC>J8D6>cat2>cat2 3900 5B>6A>J2DB>taunt>command jump>J2DB>5C>2D>J2DC>J2DA>J8D6>JC>J8D6>cat2>cat2 4000
  10. If you are worried about reversal, just out-think your opponent. Nothing anyone post here will help you overcome that. That's just reading the match as it goes. Forums can only help with the technical part of the game. Actually executing it is entirely up to you. Good luck.
  11. What do you want exactly? 100% safe oki that still provides sufficient pressure? Those don't exist. And I know 6B beats lows, what I said was it doesn't beat lows on oki because (wait for it....) it doesn't become foot invun on the first frame. It's your oki vs their reversal, with the trade-off severely in your favor. I'm not sure what you want exactly.
  12. You crush option select with everything else that doesn't involve a throw. Give them enough shit to think about and option select becomes that much less useful. Edit: sorry I didn't finish reading your whole post. But now that I have, your thought process is flawed. By your reasoning, oki is worthless because everything can be beaten by reversal. If you think they are going to reversal, bait it. If not, work your oki game. Shit like "ragna can dp me" or "hakumen can 6B me" (which doesn't work, by the way. It's not invun on frame 1) is meaningless. Play your oki game right and they won't dare play that high risk game.
  13. Tsubaki: Air throw seems like you can't combo off it. Same for corner. hitting opponent in the air with 22a/b/c can be followed (i think this is what it's saying) Combos- ground whatever > 236A/B > 214A/B > 22A/B/C For charging, with high scaling first hit (probably some kind of A move) the damage is about 2000 ground whatever > 236A/B > 214A/B >22D > 6C > 22A For damage, 6C > 22A <> 6C > 22D can loop (i think). with 2 charge damage is 3000. forward throw>214B>B>Super jump jB>JC>JB>JC>J236A>J214B/C 214B cannot combo from 214A, 5C (or the other way around?) level5 charge combo 5B > 5C > add C > 214214 D > 5B > 236D >22D > (6C>22D)×2 > 6C > 236236D May also work off a throw. damage about 6600.
  14. Jin has an amazing oki game. 5B to prevent tech roll. 2B occasionally works too. Once you condition them to be afraid to roll, off 3c knockdown: 1. musou A > 2A whiff > throw/5B/etc. 2. musou B (which will crossup, but keep you on top of them if done at the right time) > low/overhead/throw/5B/etc. 3. running 2A as they are teching. Your hitbox will shrink and you will be able to pass under them, yielding you a cross up, at which point 5B/2B/blah blah blah. 4. same as above, but break slightly prior so you don't crossup, and do similar follow-ups. 5. 3, then IAD the other way and D fireball. 6. 4 then IAD and D fireball. Anyways, you get the idea. The meat is 1, 2, and 3. Again, Jin's wake-up game is niiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiice.
  15. probably not because belial doesn't have advantage on block, and people won't be in a hurry to stick out a punish against dp (unless someone is doing a big hit, like say, hakumen charging 6C), so it's unlikely you are going to bait somebody with an RC that way.
  16. Shouldn't matter considering it's a combo ender, that provides you a position where you can get a knockdown. All current combos that leads into the air (say, back throw > hades > 5b > 6a) can be finished with this for a knockdown and better wake-up game. Considering special cancel off tech roll has been removed, it will be fairly effective. I thought the move wasn't really well constructed, but for just this purpose, it's pretty good addition. They need to make it have other uses though (provide some kind of momentum property off an RC for a 50/50 mixup would be nice).
  17. Hakumen: Forward throw > gurren also works on carl now. j2aX2 > jc works (important because jc does more damage than j2c, and it provides a different variation of positioning, as landing usually puts you at optimal 4C distance). jC > 2C still works. Works on character that j2c > 2c would usually whiff (arakune, for example). Perhaps the recovery is extremely small. 4C is faster, still uncancellable. 6B still has foot invun, cannot be RC or special cancel, regular block disadvantage no punish, IB guaranteed punish. Tager: B sledge tech adjustment increased (I think that's what they meant. Adjustment point?). 2A > 4D Gadget Finger gives slight advantage. 2D gives lower hitbox, move speed is faster (poor man's version of kishuu I'm thinking). 5C all frames decreased some 5D all frames decreased some spark's speed is a little slower collider's invun is slower (hmmm) super does 2600 all command throws unchanged. b sledge > 2b > 2c > collider can be teched. spark > 5C > 6A > 2C > Collider > b sledge > ... at this point it can be teched. 2A>4D works, but 5A > 4D does not. 2D has lower hitbox, so at right distance works as AA, start-up is also faster (maybe). They were explaining collider change but I don't quite get it. Doesn't seem to be bad though. Conclusion is it's still a very good situational AA. super dmg is about 2600, cannot hit hazama with terra break when he is downed (makes sense, couldn't against nu either).
  18. Hakumen: 6B first hit can be D cancelled, links to 5a/2a (i think that's what they meant). Cannot combo after second hit (so previous post was probably wrong as to which hit floats. I need to reconfirm both pieces of info). 6A has more plus, 3-4F about. 5B > enma > j2c > 2c > super jump j2a > j2a 3070 jD now does 2500, up from 1610 (wtf?) The jD combo posted earlier doing only 5k dmg is probably due to more scaling on catch, because I don't think there is any scaling change to 5C > renka(1) > and zantetsu. But this is using information from second loc test.
  19. Hakumen: 6A- moves forward, a little more versatility at cost of AA effectiveness (do not want). cannot cancel into specials. 6B- faster now, second hit floats (whoa). Recovery is quick so you can defend afterwards. 6B > 6D (for cancelling) > 5A > air combo. JC- added specific landing recovery. Can super jump after jC > land, but cannot regular jump (hope they remove this). JD- because 6A is no longer awesome AA, this may be replacement. jD > 6C > shippu ok. combo- jD > 5C > renka(1) > zantetsu > kishuu > 2C > jB > j2A 5000ish.
  20. Hazama: nerfed- 623D untech time decreased, j3d link c follow-up still ok. D 2 hit (air) has less confirmation time (?) C follow-up untechable time decreased. D moves are now projectile B follow-up range decreased, maybe. only 5 primer now (from 6 I believe). buffed- D A follow-up recovery decreased. Air version still some recovery. D moves (while approach?) is special cancellable. =>6D (air hit)>623D、5D>623146+c are possible。J3D>214B as well. 632146C is faster, more dmg (3752). Notes- guard crush moves added. Hp is about 11000. Confirmed using hakumen's mugen combo of 10500 (didn't die, obviously). 6A and 6B links into super (236236), 2100 and 2200 respectively. command throw links into 236236 super. ??? something about B follow-up and upper invincibility. ???
  21. Hazama: D moves are now projectiles.
  22. Rumor going around this is the last loc test. Hazama: Has guard crush moves in this loc test: 6A, 6B, 6C. Bang: The super changes were mentioned so I will skip those. 2B scaling (first hit scale)/reach is worse. It's one of those two, not both, can't make it out. No change to throw. Still cannot obtain legit no meter combo. Doesn't seem to be more recovery when setting down bumpers. New super now does 2530 damage. 2B standing hit combos into daihouka. combos-    B>2B>2C>6C>623b 1600    B>2B>daihouka 3600, 3900, if A is combo starter (wtf?)    B>2B>6C>JD>6A>623b>2B>623b>6C>JC>J2C 2400, if A start 2800 (again, wtf?)    B>2B>6C>JD>C nail>JD>C nail>D>JC>J2C 2200 with 3 marks    B>2B>2C>C nail>JD>C nail>D>JC>J2C 1600 about, with 2 marks    JD>2B>623b>2B>623b>2B>623b>daihouka 3000 So, it seems D moves do scale a fair amount now, and I don't get that A combo starter nets more damage than B combo starter. the hell? Furinkazan combo B>2B>6C>JD>2dc2B>7dcJB>forward momentum JD>2dc2B>7dcJB>forward momentum JD>2dc2C 4000 about 6C more hit stop (i think), 2B untechable time increased so all character can loop. Standing hit results in 3 marks, crouching hit results in 2 marks (hard on rachel). Very likely to get furinkazan in all rounds now. 6C hits all characters, and combo avg dmg is 3-4k (considered high for this game) in furinkazan. Bang more or less becomes a high damage output character The guy is either saying damage bonus in furinkazan is removed, or he thinks it would be better for balance if it was to be removed. Arakune: JC can be dive canceled, jump cancel not confirmed. →5C>hjc>JA>JC>Adive(also jump cancel A dive)>daican(?)5B>JA>JB(2~3hits?)>JC>JD    2k dmg and 25% gauge. 5A>6B>J6D combos 2A>5B>5D>low air dash (i think)J4B>5A>6B>J6D 2k dmg and 50% gauge I'm skipping the bug explanations because it's a bit hard to understand the comparisons. Conclusion is that A bug has the best properties, with it's long hit stop. D bug is a bit slow but good in the corner Throw > super > 5D is about 4800 and 50% gauge also 6A>5D>super>5D is another good combo. 2B either clashed or lost to hakumen's jb. Not sure if it can still be used as AA. Dive X 3 still works occasionally, not sure about the conditions. Carl: Cantabille (sp?) first hit can be RC. Hit can RC into 5b, 2b, 3c. 6c not possible it seems. second hit hitbox decreased Noel: j6D is now j4D.   ・6A→6C→jc→→JD→5C up to 3 times 2200~2400dmg   ・6A→6C→(jc→JD→5C)*2→236D 2700dmg   ・6A→6C→jc→JD→5C→6B→5C→6B→236D 2800dmg Rachel Frog slide more when using wind. j2ad no longer connects, j2bd still works as combo link from 5b (I think that's what they are talking about). C(2)→frog→3C→6D(near corner)→B→JB(frog attacks here)
  23. They need to do something about that super because it's terrible (not just in application, but also in design).
  24. Tager: A > 4D combos, but 4D is not special cancellable. 4D counter wall bounce (I think that was mentioned already) 4D less drawing than 5D, maybe. B sledge can be teched earlier it seems
  25. The hit following 6A only does 53% damage. Prorate out the ass baby. Unless you are going for the kill, you don't burn more than 2 magatamas after 6A and 6B.
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