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Solemen

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Everything posted by Solemen

  1. So Bang's CH 2D has lost some untech time. In EX, when you do CH 2D from any height the opponent is at, it usually guarantees that they can't tech until they hit the ground. In CP, they can tech before hitting the ground now. Speaking of 2D, what's the combo potential of a 2D starter being either normal or counter hit? Curious to know if getting the seal of a drive move would increase untech time during CH...
  2. *Watches it again* So beautiful T3T... So all that is because of the change in the combo system?
  3. Is Overdrive meter based on a certain range of health (example, a character's health ranged between 35% to 25% will have x amount of time) or specific amount ( 35% giving you x amount of time and 25% giving you y amount of time) and does it round up? Anyway, nice combos! Very open in options =D. Hoping the advance combos covers more on rapid (with command grab and 3C) and crouching combos (5D rapid or corner combo). I am amazed to see that a 5B starter of a basic BNB that ends with jD into daijunka did around 4k. http://youtu.be/QiCDUE-oJOk?t=6m27s Also, the capabilities of jD in combos are surprising... I am loving those grab options by the way >=D!~
  4. Frame data seems to be in par with zeth07's post. http://www.dustloop.com/forums/showthread.php?14980-CP-Bang-Changes-and-Discussion/page37&p=1439838&viewfull=1#post1439838 I loved CS2 Bang's Grab where it slides and his corner combo was damaging because of it. I've never liked Bang's current EX grab to be honest... I am now curious to know what is the range when the grab will switch to a bounce or slide... FRKZ 2C is still untechable. I have to find a clip that shows that cause most Bang's I've seen go for 2C -> FRKZ dash -> 6C. Also, god damn, its P2 proration D=... I think I can see why they turn down a bit of Bang's damage because of the buff traits the seal now do. I wonder if the damage drives stack with FRKZ's damage buff? Sorry if this was answered already... I feel they should slightly buff the P2 proration of 623B and 2C tho. On a side note, doesn't jD now causes a mini ground bounce instead of untech time? Because of that, you can't combo into 2B but into 5A or Daifunka. I am not sure if this is different in FRKZ tho (may not be an issue if a FRKZ dash is available).
  5. Don't forget, he teleports behind the opponent. So if the opponent has a weird jA hitbox that actually hits from behind (and also can be empty gatling to itself like Bang's jA), then it gets beaten. Also, pretty interesting to see the air overdrive activation having some invincibility frames. On a side note, would Bang's j4B beat it if you predict and time it?
  6. http://youtu.be/owfCb5lAh3g?t=2m53s Bang just threw 3 POISON nails right? Right O_O? *EDIT: Did I miss that change somewhere...?*
  7. Dude, I loved CS2 Bang. I never really like CS1 Bang because you don't have to work for his damage. In CS2, it introduced Bang's IAD mid screen to corner combo which was awesome. The potential of his corner combo was epic. I love how his throw slides and you can combo off of that in corner. Also that Fatal j623B in corner and 2D counter to 5C, 6D daifunka damage >=D! The changes in CSEX were kinda sad, I think most of his drives got nerfed in proration by a bit and the air enders were somewhat changed a bit due to j4C putting you lower. But because of that change of j4C, we got Kaeru's FRKZ combo =D. Also, not forgetting the proration buff of 2C which makes corner combos a bit stronger. Anyway, back to CP. He does feel weaker compare to the rest of the cast. His mix ups did get more buffs than nerfs in a way but his corner combos need work. I also feel that it will take time to properly adjust his air combos a bit because it doesn't seem very stable. Also, for some odd reason, I saw a match where Bang's throw slides and didn't do a wall bounce, I have to find that video. I have mix feelings on seal prioritizing so I can't comment on that. Did anyone mention that FRKZ 2C lost its untechtime? His Daifunka damage now does 2.8k but I've never seen a raw 4 seal overdrive version of it. (Raw without 4 seals did like 1.8k?) I've seen a decent corner combo that did almost 4.8k but that requires the opponent to stand. Does overdrive gives you invincibility frame (someone posted a vid of a FRKZ combo by Dora against a Jin, he did wake up overdrive while Jin was doing something)? And finally, D-nails then overdrive, good option? I apologize if some of these questions were asked and answered already. *EDIT: There was 2 things I hated about CS2 Bang: it was his 5D, which was hard to confirmed sometimes and there was a small issue against Makoto where Daifunka wouldn't connect...*
  8. In EX, 623B was good in combos but never as a starter. However, j623B was VERY good as a starter and when you land a fatal, you can do an easy 5k combo (6k if done correctly in corner). Seriously, easy mid screen in EX is j623B Fatal, land > dash > 5B > 5C > 6D(or 2C) > daifunka = 5k =D. *EDIT: My damages were wrong, so I just changed them, sorry...*
  9. Colors look nice =D!!~ Also, I just thought of something... Would it be worth rapiding and then activating overdrive just to get extra time since overdrive cancel takes some time off the overdrive meter?
  10. http://youtu.be/01sy2F5sxmc?t=16m56s Looks like an overstretched 5C... Not sure about combo potential tho. *EDIT: Does the barrier meter regeneration seem different? I feel like it acts like primers. Be offensive, it regenerates faster, getting hit a lot or running away, regenerates less...*
  11. http://youtu.be/01sy2F5sxmc?t=12m43s Uh, did his 5D corner bounced there? Translation notes said slide tho... *EDIT: I approved on the changes of the JC being EX's J4C and EX's JC being now J2C. It makes the AID part of the combo so easy now and that double relauch!~ *
  12. The overdrive mechanic is really nice because the moment you start a combo during it, they can't burst out. I think they can still burst out during your overdrive if they block tho. I notice that the overdrive meter still goes down during distortion drives so I'm not too sure what to say about it. Bang's distortions are a bit long but the damage is really good. So meh...
  13. I think so. It's a command grab super that has a long start up. Might not be invincible. Because of it being a command grab, it can't be comboed (purple grab) which is kinda sad. I think it has a good mind game potential in a way cause it shuts up people's air game like Rachel's. *EDIT: I am curious if they made 623B recovery faster now due to losing the corner bounce?*
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