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ryokoalways

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Everything posted by ryokoalways

  1. For the combo I posted earlier jC>2C>j2A~ I believe that jC and j2A P2 were improved, so it's very likely the combo is legit.
  2. No idea. I would think throw combos in the corner, no meter would be about 2.2-2.4k? 5C renka enma would be about 3.8-3.9k if I had to guess.
  3. For your purpose, 5B>enma>j2C>2C>j2A>j2A>jC 2351dmg 4C>~  2267dmg 5C>~  3156dmg 2C>~  2772dmg 2A>renka~  2540dmg Edit: Apologies, I read incorrectly. Above information still applies.
  4. that combo is not 2k. That combo is 3k.
  5. jpbbs, obviously
  6. Not really. Not being able to get 3k off 2A/5A and a low not having 120% proration makes sense. Situational damage isn't a bad thing, not to mention it's not unreasonably hard for Hakumen to move the screen.
  7. 5C>enma>J2C>2C>J2A>J2A>JC>2C>J2A>J2A>JC>5C>3C for 3.8k in the corner, and outrageous meter gain. I am skeptical that this combo actually works though, but here it is. As for omitting enma, in the corner adding a 6C is better than doing enma. Situationally, omitting enma could also be necessary to set up certain combos for correct knockdown. I certainly don't think it's ever practical to do 5C after omitting enma.
  8. Quoting myself, it seems like I was mostlyly correct in my assumptions: 2C major buff: Larger hitbox, hakumen hitbox much better, and benefits a lot from new kishuu Renka(1)>kishuu>6C works Therefore, Corner (3 magatamas) 5C>renka(1)>kishuu>6C>2C>j2A>j2C>2C>j2A>j2A>jC>5C>3C for ~5500 2B starter results in over 4000 If distance to corner is farther, add gurren to close distance for same combo Furthermore, adding tsubaki between kishuu and 6C will put dmg output at ~6500. 5C>renka>kishuu>tsubaki>6C>dash>2C>etc Middle of screen hotaru(fatal, 5 magatamas) hotaru>land>air dash j2C>5C>above combo for ~5500 Timing of landing j2C is same as CS 6D>air dash j2C in terms of height. If wall bounce, hotaru>6C(full charge)>5C>renka(1)>kishuu>tsubaki>2C>etc for around 6000 Normal hit and non-fatal both works Forgot exact combo, but there was one for 6.8k Adding a 6C(full charge) to the first combo (with tsubaki) can go over 7k
  9. 2C major buff: Larger hitbox, hakumen hitbox much better, and benefits a lot from new kishuu Renka(1)>kishuu>6C works Therefore, Corner (3 magatamas) 5C>renka(1)>kishuu>6C>2C>j2A>j2C>2C>j2A>j2A>jC>5C>3C for ~5500 2B starter results in over 4000 If distance to corner is farther, add gurren to close distance for same combo Furthermore, adding tsubaki between kishuu and 6C will put dmg output at ~6500. 5C>renka>kishuu>tsubaki>6C>dash>2C>etc Middle of screen hotaru(fatal, 5 magatamas) hotaru>land>air dash j2C>5C>above combo for ~5500 Timing of landing j2C is same as CS 6D>air dash j2C in terms of height. If wall bounce, hotaru>6C(full charge)>5C>renka(1)>kishuu>tsubaki>2C>etc for around 6000 Normal hit and non-fatal both works Forgot exact combo, but there was one for 6.8k Adding a 6C(full charge) to the first combo (with tsubaki) can go over 7k
  10. It's pretty hard to tell if the character overall is good because no one knows what the hell they are doing yet. At the very least, he isn't bad in any category on first view. Kishuu shortened distance is due to them cutting out animation, so as far as I'm concerned, it's a good change. It's now a much faster animation, so it may be a legitimate mix-up opening depending on frame data. If possible, this will replace hotaru as the anti-jump tool with a handful of new air unblockables. Note:4C>kishuu is not safe, but having gurren and kishuu options makes it relatively safe. I think 5B/5C/2C would be safe though (unless IBed). 4C special cancel is going to be the backbone of hakumen game play, mainly because any type of combo that has renka is now worthless in damage. You can get similar damage off 4C for less magatama spent. I'd think you would want to avoid using renka, so any A poke into renka would probably be discouraged unless you are looking to blow meter. Don't forgo close range completely though, but understand that your pokes are for conditioning purposes, and try to use them to set up better starters (5C and 5B< especially 5B since now it's air unblockable) Need to figure out if hotaru (regular and counter)>kishuu 5C works, at ground level. I think at the very least, counter> air dash> j2C>etc should work if timed correctly. Should still be usable in the middle of the screen, but the damage and carry are both reduced. In the corner, the wall bounce on counter should allow some type of 6C combo (assuming air hit has enough untech time). Another trajectory change that should be looked at is jD, although I'm told you can't do much with it. And finally, both are no longer primary options as AA. Should start using 5A/5C liberally. jC>5C knockdown is probably no longer universal. However, I do believe it's still viable in certain combos. For combos that cannot result in knockdown, need to explore the 2C>kishuu option now that kishuu is quicker (2C being wider will help). Corner game will need to be reworked, but I don't believe this will be an issue. Corner throw combo not requiring meter is good. Seems like you can't cancel anyways. Air throw has wider range, but that's a general buff (ie, everyone has that buff afaik). I think if they had done something about wake-up options, the game would have been pretty good. Overall changes makes sense, but we will have to see if there is consistency.
  11. Huh? I don't see damage mentioned anywhere. What I read is that the air throw range is similar to nu (wider than before). Someone else want to give this a shot?
  12. 5A>renka>gurren>6C>shippu does 1.9k People are saying that this is due to proration from renka. Will need to further check 5A frame data.
  13. Ragna 2A- attack level increased 5A- attack level increased 6A- Reduced reach, reduced recovery (but feels strange), reduced same move proration, start-up much faster? 6B- Knock back increased? 5C- attack level increase (easier hit confirms) 3C- no changes basically 5D- More knock back, so second hit not guaranteed? 6D- start-up slower, descend is slower, good proration. 2D- Better proration? JA- attack level increased? jA>jC/jD works JD- start-up slower? Terrible proration HF- follow-up's meter gain is great ID- air counter doesn't cause much float, 5B link is harder. May have to resort to 5A link air ID- better proration is seems, cross-up hitbox still there GH- worse proration BE- less recovery? advantage frames unless IB? DS- hitbox increased? 22C- not sure what they are talking about BK- HF follow-up recovery reduced, can follow-up combo
  14. Drive on guard recovers one, on hit recovers 2. Over time recovery slower (CS is every 2 count, CS2 is every 4 count. 5B Less + frames Air Unblockable 5C Air Unblockable 2B level increased, standing hit 2B>3C works 2B>5B gatling added (may be the other way around), cannot 2B>5B>2B 2C 2C>5C gatling added, cannot 2C<5C<2C 3C hit cause float, can tech in the air. can still ressenga and 蛇刃牙 (I'm guessing that's the low) combo Counter hit can link into 残影牙 (up to 4DA>4DD confirmed) 6A Air hit cause knockdown 6C Air hit cause knockdown/bind (Not sure if there is a difference) Hit gains 9% meter JC cannot jump cancel from hit 3-5 hit 5 has slight horizontal blow back throw cannot cancel, cannot air tech damage increased to 1400 back throw cannot cancel, cannot air tech damage increased to 1400 air throw ground bounce to height where throw occured. can combo without j2D movement. CA 5B instead of 5C Drive Overall damage decreased untech time decreased extends faster same direction has same move proration a cancel has less recovery special 236D regular hit cause sliding (I think) Near corner will wall bounce and can follow with 5B/5C 214D-C Hit cause draw in (I think), more follow-up frames. Ressenga Cannot follow-up unless power-up version Air hit cause down, from 3C is tight gatling+ advantage frame. Power-up version has extended distance (character movement I believe) Jakou Less additional frames? 236C hit adds 5 meter jayoku same move proration
  15. oh gawd orz. Thanks for clarifying.
  16. Did they tweak his frame data, or is it certain hitbox changes? I would think having addtional gatlings would be extremely beneficial, especially for a character like Ragna. I don't believe the removal of belial combo in the middle of the screen would be that severe of an effect.
  17. IIRC, it wasn't specified.
  18. From what I read (scanned), it appears Ragna has a plethora of new gatlings. Correct me if I'm wrong. 5C>6A 2B>5B 2C>6A dp sidewinder hit can no longer be delayed. jA>jC combos Additionally, things like 5D(1)>dead spike>5B, or 6A>dead spike>2C combo now.
  19. Less damage overall. Even less damage in the middle of the screen. All the carry combos seem to be intact. All mix-up options are intact. Nerf to normal hit on hotaru makes no difference because if you land it 99% of the time it's a counter. Additional hitstun and gatling makes comboing easier (overall inconsequential). Additional moves being air unblockable is great, although that just means 2C has been relegated to a combo piece only move. Not a big deal. If they didn't nerf block stun on 5A, that move is going to be outrageously good.
  20. I'll keep this in mind, thanks.

  21. You use backdash because you have hotaru. You don't use backdash to use hotaru. There is a very big difference here.
  22. Yes, please put my name down as a participant. Thank you for the invite.

  23. Then it's not really a case of "not a fan of hotaru", but more of "against not learning how to space correct". Again, all of hakumen's pokes have situational uses. You need to learn how to use all of them.
  24. Heh, nothing wrong with doing a little work. Please do keep me update on your end. Much appreciated.

  25. I do not have a car. My schedule during December will be too tight to go anywhere. I live in a studio, big enough to fit 3-4 additional people, ps3+TV. As for super 4, I have some minor experience. Let me know how you guys would like to proceed. Appreciated.

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