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DerQ

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Everything posted by DerQ

  1. 2A is one frame slower, same hitstun. They'd technically be hit lower on the screen, thus tech slightly less higher. I don't know if this changes anything since I can't test it, but I'm anticipating that certain characters may be able to escape it because you could in 1.1. That may be a false assumption though, but 2A should always be able to connect there anyway so why not?
  2. We go from "Beats hold to tech" to "Beats hold to neutral tech" I can't test any of this, so bear with it or investigate from that. Since this worked with specific height AND hitstun decay from 2B, the only way I see this working now is by using 5B or 5D which sends them flying toward the corner. That could help in preventing forward tech escape. 5D should have as much hitstun as 2B? So I'm thinking combo into Gekiren, 2B > 5B (N) > 6B > j.6C > j2B > 5B > 5D > 623C Reset coooould maybe work? It probably won't hit if they delay their tech as they'll land before it connects. Doesn't seem as reliable to me. Or here's a nice thing to test: Find new stuff to replace it. No reason to aim for that tech trap in particular if it's far less efficient. At least avoid relying on it.
  3. Take the lead, I still don't know whether or not I loot that shit
  4. From the little I played, j2C(2) > j214A > jB seemed pretty consistent. But since I played so little, the use of the word consistent is incosistent with what I'm saying. I dunno about 214A > jC pressure... Amane is way higher than he used to, following up feels a lot more odd than before. Being way higher removes 214A > jC > j2B or it's efficiency. Although it does bait DPs, I think I just prefer hopping back and airdash back in now because of that height difference. Same thing, just without the j.C blockstun.
  5. Assuming the 5D level 2 and level 3 barrier changes. Short answer: Yeah it did, there's more pushback now. Level 3 drill "character armor" isn't as noticeable because of that. Long answer: The question is pretty vague and I think it's more comprehensive to say that the move as a whole has changed as well as the drill gauge: + Special cancel on block + Reduced pushback on Drill level 1 + Insane forward momentum on 5D + Drill gauge lowers slowly + Drill gauge lowers super fast if on drill level 3 + Hariken drill can be used in pressure, drains a fuck ton of barrier, chips lightly, + on block - Damage was slightly nerfed? Chip seems still efficient - Pushback increases with drill level when barrier'd (INSANELY) - Drill gauge increases slowly in pressure - The move went from -1 to -6 or something close to that? +/- Rewards and oki on hit are different from the last game +/- The move's level having changed, hitstop values are different too. 5D has 16 hits. Connect all 16 hits in 1.1 and CPEX for level 3 drill, it's way faster in CPEX There might be more to the changes that I can't think of right now or aren't prevalent. But that seems like the gist of things. You can't just look at the barrier pushback alone I'd say, too many things changed for you not to look at the new package as a whole. But if you do look at it on it's own, you can't do 5D > RC > 5D for 3-4K like you used to be able to do. Pushback denies that. Don't get me wrong, 5D still does that 3K on block. It's just not brain dead or as I call it "Character armor"
  6. Some stuff I never noticed before that was IN ANY WAY extensively tested. - There is no pushback on Hariken drill if the foot stomp part doesn't connect. Removes the need for a microdash to get 5B to connect after the special. Can somewhat be controlled through spacing or number of 5D hits and level - Hariken C will always be on screen if in the corner. This means anything > Hariken C will pop a drill there. Wonderful for level 3 drill pressure considering the pushback. Hitconfirm into 6C > 2D > j.6D for 6K damage if they get hit by hariken. Pretty much reversal safe. Removes 50% barrier on block - Was 3C's range slightly buffed? This may just be 5B's reduced pushback, but it seems to hit really fucking far. I might confirm more standing hits into 3C > 236C on normal duration starters for better oki - Early canceled 5D into 236A/B can often times be close enough for Amane to crossup. It's pretty slow, but 5D > crossup zettou wasn't a thing. j.2B is the fastest and can act as a fake crossup, delayed j.B will have Amane turn around mid-air. Neeeat - Running away in neutral is so FUCKING GOOD in this game, dash > jump > 236B while an enemy is walking towards you, and you're already full screen away from them.
  7. Zettou acts a bit differently according to your previous momentum? At leasts thats as good as I understand it.
  8. huh, could have been worse. Let's see. Assuming similar recovery, the move is now level 2 ??? 13 frames of blockstun, 14 frames on hit? 18 frames on counter hit??? I recall when I first asked JP players about info, they said that 5D gave absolutely nothing on hit, even CH. Is the move still stagger/hold to tech? Even on counter hit, 5D > 236A > j.D can be mashed out if that's the case. L M A O Is it still the same frame data on lvl2 and lvl3? Hilarious if it'd be
  9. Git gud keed
  10. I don't have time for a photoshop of Amane's hair color on this, so just imagine it, it'll have the desired effect -Gekiren loops don't work because 2B is not the same level iirc. More hitstun means that shit is gone. -I'd try and get corner carry off fatal instead. 6B > jC > j236A > j.B > j.A > 5A > 5B > 6B > j.C > ... I've seen that loop, it does garbage damage but it looks fucking FABULOUS so that's a buff. -I say fuck 2A > 2B > 3C > 236C, just go into 5D Ad eternum. Also isn't it possible to do 2A > 2B > 3C > 236C > RC > 5C > 6C now? -What punishes 5D if it's that minus? 8-10 frames normals? Can't test that myself without the game hehehehehehehehehehehehehehehe I think? If not micro dash 5B should connect.
  11. The part where he goes like "80+ people on a weekday" contradicts that? Somewhat
  12. La torche a été passée je crois. Ne crois pas à ce fait, je voulais juste faire un shit pun on topic. (Or did I?) https://www.youtube.com/watch?v=a_426RiwST8
  13. I mean you can qualify some of the things I do and say as "shitting on things other enjoy" That's pushing it though. I think
  14. Poverty happens in the hallway then? Gotta have them separated if we're to use the back.
  15. Wow fait juste amener ce party la dans la chambre a brice. Best of both worlds
  16. Monday night raw wrestlemania go home show get hype
  17. My vote register as lofo's for +R
  18. More like Talk shit Ferme ta gueule JF mon dieu Goteeweeeeem
  19. The brice bounty brings waterloo to fiend? Brice if you don't drop the soap you might have FAB travel for that money. Think about that
  20. Excellent blague camarade
  21. Tomohiro Ishi vs Honma. 5 star match viewing tonight?
  22. I guess I can hang around tonight a bit. Maybe. We'll see
  23. Safe to say it'd be akin to other active frames from drill moves. The only longest time in between two active frame is from 5D? every frame is 3 frames according to DL wiki. First active frame goes in, 3 frames until the next active one, checks if active on the 2nd frame, drops if not. I don't know the result. Although this has me wondering, if a character uses a reversal, say inferno divider. Does 6D goes into recovery or does it somehow recognizes there's an opponent there but invincible with body attributes. Like, what would happen on sledge? Can any reversal make 6D whiff? Can Amane get a punish off these? *shrug*
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