Jump to content
Dustloop Forums

Dawn of Musou

Members
  • Posts

    1,347
  • Joined

  • Last visited

Everything posted by Dawn of Musou

  1. 2B>5C doesn't combo again. Can we do anything else from max range 2B? If not, this change kinda hurts.
  2. Very huge thanks to isukagg for providing most of the info and special thanks to Seo, Sourenga, zephyr07, hakimiru and Argent Zero for the help with the translations. Loketest 1 (July 19th-July 20th): -Overdrive and Burst Overdrive time is now displayed in seconds. Jin's Overdrive time at full health (90%~100% HP) lasts 2 seconds, but at the lowest health possible (1%~9% HP), it lasts 10 seconds. After you use your burst, a number is displayed in your burst icon, showing how long you have until you get it back. 0 is when the burst gauge is least filled, and it will slowly count up to 10 (you don't see the number 10 because as 9 goes to 10, the icon becomes yellow again.) Overdrive duration is now the same, whether it's an Overdrive cancel or a raw Overdrive. This means things like Throw>cOD and Throw>dc>OD, or 6D>OD and 6D>6C>cOD will all have the same Overdrive time. Now it's better to go for 6D>6C>cOD because you get the same duration, but it's easier for combos and you get more damage potential. -Exceed Accel and Active Flow Exceed Accel: Kokuujin Ougi: Gekka Hyourou (A+B+C+D while in Overdrive). Costs no meter but automatically ends Overdrive once used, whether on hit or block. Has full invincibility from startup and is overall very safe on block. Can hold A+B+C+D to activate Overdrive and then keep holding to go straight into Exceed Accel, shortening its startup. Gekka animation starts by slicing diagonally upwards. Range is half the length of 623B but it has thicker width. Once it hits, Jin will trap the opponent in a giant ice pillar before jumping up and slashing them many times. Then it ends with Jin slamming the opponent down. Can see some of it quickly in the trailer. Gekka does about 2000 damage regularly and 4000 damage when in Active Flow. Gekka has 1000 minimum damage at the end of a combo. Unsure if that was with Active Flow or not. Can combo into Gekka from any Overdrive freeze move. Can do 6C>EA in corner only. OD 236D>RC>EA is a strong way to do damage anywhere on screen. Will do about 1300 damage. When you are in Active Flow, a purple pattern shows around your burst icon and portrait. Increases damage by 10% and Burst gauge recovery rate. Can only happen once per round and lasts 10 seconds. You can activate Jin's Active Flow by hitting your opponent with 6A 3 times. You also get "Active Points" by doing "skillful actions" and "good reads". In addition to hitting, forward dashing and pressuring, you'll gain "Active Points" by blocking highs and lows correctly, countering aerial hit with head-invincibility move, doing Perfect Block and teching Throws. Negative Penalty takes away your Barrier, causes Danger state and gives the opponent Active Flow. -Normals: ≪5A≫ Is now +1 on block. Can still cancel into 6A. ≪2A≫ Still jump-cancelable on block. Since 5B>6A is gone, going into 6A from 2A is going to happen a lot more! (Also from 5A, but that won't hit crouchers.) ≪6A≫ Still disadvantageous on block Still can only combo by Rapid Cancel, can't do astral, an EX move or cOD, however it seems like it's easier to follow up on air hit Can achieve Active Flow by using 6A three times ≪5B≫ 5B now ±0 on block again. Still can only jump-cancel on hit. 5B>6A removed. 5B>Throw removed. 5B>5A lost to Hakumen's 5A. Also clashed with Noel's 5A. Can get 4.4K off 5B starter meterless in the corner ≪6B≫ Has increased recovery Now minus on block 6B>5A does not work 6B>5B only works on crouching. Jin has about +5 advantage afterwards CH 6B>6C does not work, however CH 6B>5C does work 2C>6B still works and leads to a combo on air hit Seems like you'll mainly be using 6B in combos to go into specials as most cancels into normals don't work. Things like 6B>j.214C>2B, 6B>236D or 6B>j.214D>6C>2D ≪5C≫ 5C untechable time on air hit seems to have been reduced. In the following combo: 5B>5C>3C>214D~C>2B>5C>6C, 6C did not connect, but adding a 2C allowed it to connect. 5C>2C>6C still works but it seems 5C>6C will not work on air hit. 5C>6C might still work on crouching hit ≪2C≫ Still jump-cancelable on block. ≪6C≫ Float seems to be lower on hit. 6C>6D was very low in height, could not use 5C to pick up for an air combo. This may be due to 6C's lower height or 6D's lower height. 6C>6B removed. Has less blockstun. Still cannot dash cancel. 6C>236D works for a full combo ≪3C≫ New 3C - Jin attacks with a low swipe using his sword. Has longer range than original 3C. 5C>3C will hit the opponent even at the tip of 5C's hitbox. More recovery than original 3C. In an Overdrive combo, 5C>3C>214B missed at 214B (most likely from max range). Can be seen going into 214D in the trailer. Can also be seen losing to Noel's new D move -Drives: ≪5D≫ Still special-cancelable. ≪2D≫ Still special-cancelable. Still jump-cancelable on hit. Can still cancel into astral on hit. OD 2D>EA works. 2D>6B still does not work ≪6D≫ During 6C>6D, an opponent tried to hit Jin and it led to a clash. Seems like startup hasn't changed much. Seems to float lower on hit. 6C>6D>6C>6D(non-freeze)>5B is still possible, but the 5B happens faster and at a much lower height. -Specials: ≪Throw (B+C)≫ (Including throw in here cause other universal mechanics haven't been posted about yet.) Float height seems to be lower now. Can still combo into 22C and 5C air hit. Throw>dc>OD>5B or 5C still connect, most likely more difficult because of lower float. ≪Hishouken (236A)≫ Seems to have slower speed. Maybe 1.1 speed? ≪Hishousetsu (236D)≫ Replaces Hishougeki as the new 236D. A new multi-hit projectile similar to Ky's Force Break or j.D. Jin summons a giant ice crystal near him. Stays in place, does not move. Has 3 hits, all hits will cause freeze. Last hit launches. Has fast startup, 6B>236D, 3C>236D and j.D>236D all combo. Will not combo from j.C or j.2C though. You can delay these for oki. Remains for about 3 seconds if it doesn't touch the opponent. Disappears when Jin is hit, but it remains if he is forced to block. Doesn't seem to change in Overdrive? Still costs 25 meter as all EX specials do 3C>dl236D>6A, 6A connected after the 3rd hit. However, if you time it correctly, you can get 6A to hit before the 3rd hit of 236D, then follow up on that freeze. It's a good way to follow up 6A for only 25 meter! If the opponent blocks 6A, then you are advantageous on block as the 3rd hit of 236D will make you safe. Can be seen for a quick moment in the trailer here ≪Rehhyou (623C)≫ Now has faster startup, seems to be around 17F now 5B>5C>623C worked on neutral hit Can still be used for corner combos like in 2.0, however the 5B followup seems to be at a lower height CH 623C>5B removed. Can only follow up with 5A. CH 623C>5A>5B works, but 5C drops after. Seems that you have to end with Sekka. CH 623C>5A>5B>22C will be the new combo ≪Hirensou (623D)≫ Now causes wallstick Can be followed up with 214D 5B>5C>623D>6C works 5B>5C>623D>5C>2C>6C>Rehhyou should be the go-to combo 623D>5C>2C drops. Seems like it's still a very bad starter. ≪Hizansen (j.214C)≫ Seems to float a little more during Hizansen Causes a stagger down on ground hit, you can follow up with 2B in corner and midscreen for an air combo, but you have to be close to the ground to do it midscreen. Kinda feels like CP2.0 Hizangeki 6B>dl j.214C>2B might work? ≪Hizangeki (j.214D)≫ Can combo into 6C. Possibly because of more hitstun? 6B>j.214D>6C>2D works midscreen -Supers: Yukikaze's (236236D) damage got a small buff. Went from 3100>3120. Aerial version of Hiyoku Getsumei (j.632146D) still has the taunt animation after hit. For a really high damage ender, you can rapid cancel OD Ice Arrow and go into Gekka. Or use OD Ice Arrow early in the combo and end it with Gekka. -Combos, Combo Theories and New Combo Routes 5B>2B>5C>2C>3C>214B~C. Basic combo, now easier because of new 3C's increased range. 5B>5C>623C can open up new possibilities Throw>CT>6C>6D still works 6C>CT>2C>6B works 6C>236D>OD>6C might work? 5B>5C>623D>5C>2C>6C>623C>5B>22C works 5B>5C>3C>236D should work and be able to be followed up? Possibly with air hit 5C into 623C>stuff since it's faster now? 5C>3C>214D~C>2C>6B>dl j.214C>2B might work if you delay the j.214C enough Throw>dc>5C>2C>6C>214B (whiff)~C. 2B>5B>22C ender still possible, however 214B~C>2B is much harder to do now. Most likely better off going for Throw>dc>22C>5B>2B>5C>3C>214B~C Corner throw combo is the same as CP2.0. Throw>dc>5C>2C>6C>623C>5B>22C j.2C>j.C>j.214C>662B>5C>2C>hjc>j.2C>j.C>j.D>22C>5B>2B>5C>3C>214B~C 6B>j.214D>6C>2D>jc>5B(1)>5C>2C>623C>665B>22C. This route works now because of Hizangeki's change OD 5B>5C>6B>j.214C>6C>623C>EA works. Can most likely add another 6C after 623C 623D>6C>cOD>623C>6B>j.214C>623B>EA works for about 5400. Unknown whether it was in Active Flow or not. Close to corner throw combo: Throw>dc>OD>5C>6B>j.214C>6C>22C>6C>EA In corner: Throw>cOD>623C>6B>j.214C>6C>22C>5C>3C>623B>6C>EA seems to be possible Variation of above: Throw:cOD>6D>623C>6B>j.214C>6C>22C>5C>3C>EA Throw>cOD>dash 623C>6B>j.214C>6C>22C>EA. Could try to put a 6C after the 22C but 22C>6C is very difficult than before. stuff>3C>cOD>5C>EA = easy and good midscreen damage corner stuff>6C>cOD>EA = easy and strong corner damage Seems like high damage combos will now rely on OD Ice Arrow>RC>stuff>Gekka In corner: 6C>6D>OD>632146D>RC>6A>6D>6C>623C>6B>j.214C>6C>EA almost 6900 at the time of the 6C. Couldn't do EA cause OD ended early. Was at 30% health when he started the combo. Will most likely do about 8000 damage if you get EA in at lower health, maybe more if in Active Flow. You can omit the 6C after j.214C and EA will still connect. In corner: 6C>6D>6C>cOD>632146D>RC>6A>623C>6B>j.214C>6C>22C>EA = 7582 damage. Done with Active Flow activated. Can add a 6C after 22C for more damage but it is difficult to time correctly. Might do more damage if you do 6A later in the combo? In corner: OD>6D>632146D>RC>6A>623C>6B>j.214C>6C>22C>6C>EA = 9012 damage. Most likely during Active Flow. It was really surprising to see Jin do more than 9K damage! Maybe it can be further optimized if you do 6A later in the combo? Closed Loketest 2 (August 24th): 6C>2D>CT>2C (air hit)>6B>j.214D>6C/2C works Overdrive 3C causes freeze. Corner 6C>623C>5A works Can still use 5C after 214B~C to catch rolls Midscreen OD Ice Arrow>RC>6C>EA works Can possibly follow up CH j.214C with 2C or 6C? air hit j.D>214C>2B>5C>2C>623C>5A/5B. I believe he says the 214C has to be close to the ground, so you gotta delay it after j.D. 6B/3C>236D>j.2C>j.C>j.214C>2B>5C>2C>623C>5A/5B CH 623C>5A>5C>2C>hjc>j.C>j.D>22C>5C>3C>214B~C works 2C>5C works again Can still whiff 214B and use 2B after C followup for pickup combos. Possible example: j.214C>2B>(5B)>5C>2C>6C>214B(whiff)>C>2B Because 623C is faster, it's harder to punish reversals. You can't follow up 623D midscreen with new 3C Various Combo Routes Here: http://pastebin.com/yFkFGfue http://pastebin.com/bmNzyBLU Edit: Fixed the links that were messed up due to the forum update. Edit 2: Updated with new info from closed loketest Edit 3: Small info update Edit 4: Added links with combos
  3. No heat loss on block is a pretty huge change. This along with a new command grab are going to make Bullet's pressure soo much better
  4. We lost some stuff but gained 6C as a combo tool. I don't think they're trying to buff or nerf him, but make him very very different from 2.0. Not sure how I feel about everything so far.
  5. 1.1 5D makes a comeback? Or this new 5D has even more range? Is the dream real? 6C better on block doesn't seem like a big change but it's nice to have
  6. 5B>6B>j.B>j.C>6B>j.C>j.D>Shear/Miquelet will do more damage and corner carry than just 5B>5C>5D>Shear/Miquelet. They've probably adjusted some other moves but if we can still do this then I'm hype.
  7. I feel like the Az matchup isn't as bad as it could be. I play this MU kinda frequently but not as much as I should, so this writeup will be based off some of that experience. I also sub an okay Az along with my Celica, so I think I understand both of their tools pretty well. If you think something's incorrect, feel free to call me out on it. Don't wanna give bad info lol. Neutral: Celica's normals, mainly her 5B and j.C are fast and have a lot of range. In neutral, I feel like we have the advantage because of those two. In terms of range, Azrael doesn't really have much to match us except his 5C, which is slower than the average poke. On the ground, space him out with 5B and approach carefully. Watch out for Gustaf as it covers a lot of range, is +1 on block and leads to a decent combo on CH. It's unsafe when IB'd but Azrael will most likely backdash if that happens. Be careful in the air because Az can easily hit you out with a lot of his stuff. His 6B, 2C, 5A and 5B can stuff us out of bad jump-ins/airdashes and convert into a weakpoint and pressure (Although his 6B needs to be a CH to followup). If Azrael's in the air, our 6B can take care of him and go into an easy combo for corner carry/damage. There isn't a lot of risk with throwing our 6B out since it doesn't have too much recovery and startup is pretty fast. Overall, I think we have to be patient in neutral. A lot of Azrael's stuff has noticeable recovery, so try to bait him out, especially his 2C and 6B. Punishing a whiffed 2C leads to at least 3.5K since it's a crouching confirm into 214C loops, which work on Az just fine. You can also go into charged 214B if you're too far for 214[C]. Celica's j.D can also beat anti air attempts when done from high enough, so use it sparingly. It can convert into a full combo easily. I'd say neutral is in Celica's favor overall. We have the advantage because of faster long range normals but you have to be careful because Azrael can punish reckless behavior and convert pretty easily. You can use 236B if you see him do a low iAD from far away. Otherwise, try not to use it since that's an easy Growler absorb. Offense: Our main purpose should be to get Azrael into the corner. In midscreen, his backdash beats a lot of our stuff on wakeup. If you read it, keep dashing on his wakeup and hit him with 5A or 5B. You can also use 214B or 214C although you might have to charge them a bit? If you wanna go for a hard read, 662D should punish backdash and backwards roll, then go into a D normal of your choice for combo. Punish rolls with 2A or 2B. Celica's pressure and mixup isn't good so you're gonna have to get creative. Mix up tick throws, jump cancels into empty jump stuff. Use 6A if you have 50 meter for a strong 50/50. Occasionally use 214B. Try to frame trap with 2C>2A (the opponent can IB 2C to make this unsafe so be careful). And do not forget Crush Trigger is a thing. You get at least 3K if you guard break Azrael with 6C>214[C]>loops, and if your opponent barriers, Celica is still +4 on block so you can go for pressure afterwards. Use it but don't abuse since Az can just backdash or 5A you out of it if he sees it. Once you get Azrael in the corner, Celica becomes more threatening. Like Unsafe said, 5C on his wakeup beats both rolls and backdash. Celica has no pushback on her B and C normals so you can stay on him with 5B, 6B, 2B and 2C. You can occasionally use 6C as it's only -3, will catch jump-out attempts and can punish a lot of mash attempts with 214C followup. You can follow up 6A meterless, although it is still unsafe if blocked, better to use when you have meter to RC. Overall it's easier for Celica to keep up pressure in the corner, so try to keep Azrael there as much as you can. His defensive options are backdash and Scud Punishment. You can punish backdash with 5C and Scud can be easily baited and punished with 2C fatal for almost 6K. You can also charge 236C so Scud will whiff through it and you get a full CH combo for about 3K. Overall, Celica's offense is a bit weak midscreen but gets stronger in the corner. I'd say prioritize corner carry over damage when doing midscreen combos. Then try to open him up and deal a lot of damage. If there's one thing Celica's good at, it's damage. Defense: Our backdash is also pretty strong and can bring the round back to neutral when you notice gaps in Azrael's pressure. However, iirc Az can use 3D and 6D to punish our backdash. and get a free weakpoint or a strong combo if he already has that weakpoint. Players tend to forget or just not know that Celica's 6D has 1F foot invul so if you catch Azrael doing something like 2D on Celica's wakeup, you can use 6D and get a full combo using 6D>5D2>2D3>2A>stuff. Other than that, there's not much Celica can do but block and wait for an opportunity to get out of pressure. You're gonna have to be very patient as Azrael's pressure is amazingly good and pretty scary. Watch out for 5D, 6D (overheads), 2D and 3D (lows). Don't try to mash out of 5A>2A or 2A>5A as that has no gap. And that's just the normal stuff. Az has very tricky mixup like dash-through cross-up j.B, cross-up Growler, cross-up Gustaf, cross-up TCL and other stuff that's pretty hard to react to. Our 236C only has full invul when charged, so while you can use it to punish big gaps, don't try to use it as a DP or anything. if you got 50 meter, both 632146C (dash cinematic super) and 632146B (laser super) can be used as strong reversals with no risk when blocked. I'm not sure if Azrael has a way to punish a whiffed 632146C other than full screen BHS super or maybe Gustaf? He can also just use Growler on 632146B and possibly punish its recovery with instant Phalanx projectile followup. But either way, he has potential ways to punish both of these supers when whiffed so don't use them carelessly. Overall, it's best to block his pressure, be patient and wait for noticeable gaps to either punish or get out and go back to neutral. So in total, I'd say it's about even. Celica's tools help in neutral but are otherwise kinda weak vs Azrael. Her pressure isn't anything to write home about while Azrael's is pretty strong. Once you get in, gotta make sure you stay in. Be extremely patient, convert hits when you can, focus on corner carry, make sure to have unique pressure and you can win this matchup without too much of a struggle. It'd be a 5-5 or a 4.5-5.5 for Celica vs Azrael. As for Haku, I know almost nothing about this MU tbh but I think it should be played in a similar way. You gotta be more careful at neutral because unlike Azrael, Haku has j.C and 4C, both of which are really long and fast tools that beat Celica pretty easily at neutral. Watch out for D counters during gaps in your pressure, try to bait them out when you can. Be more careful in your pressure, don't go for risky things. It helps that Yukikaze doesn't catch Celica's 5B. Otherwise, I'm not exactly sure how to approach Celica vs Hakumen. If any Haku wants to do a set sometime, that'd be cool. Maybe someone else with more experience can do a writeup? On a random note, I would have written this sooner but EVO hype too strong lol.
  8. Nine VS Kokonoe and Nine VS Celica should definitely get a theme. Idk if Naoto will get one since he doesn't have a big connection to the current cast afaik. It's possible for Hibiki to get one vs Kagura? Probably not though, since their situation is kinda similar to Rachel and Valkenhayn and those two didn't get one. Bang's Disciples VS. Theme when kappa.
  9. CF loketests are starting. I'll post new stuff here as it gets discovered. Confirmed Changes(Thanks to Sourenga and SoWL for the first batch of info): Loketest 1 (July 19th-20th) Short clip of her new D3 and healing in the first PV Exceed Accel: Puech Vapeur (A+B+C+D when in Overdrive) New System: Recovery Capability - Whenever a special superarmors through an attack, a blue gauge called Recover Cap appears on Celica's health bar. Whenever you finish a Drive combo (Ex: 5D>5D2>D3), the Recover Cap amount you gained will automatically transfer to Celica's health, healing her. Recover Cap healing will only happen when the 3rd D attack in of her Drive combo hits the opponent. You can only use the charged versions of Marteau Flan (214B), Lance Quiche (214C), and Armure Sorbet (632146A) by consuming Recover Cap. Drive attacks and and the above specials now have guard point to go along with the new Recover Cap system 236C now has superarmor. Most likely from 1F. Can take hits and any damage taken becomes blue HP 2C pulls in opponent on hit or block, still plus on block Closed Loketest 2 (August 24th) and Open Loketest (August 28th-August 30th) BBCF Closed Loketest 2: Celica vs. Hakumen (Sound desyncs near the beginning of the match and fixes itself later on 6B has a new animation, Minerva does the same action but Celica now covers herself with her cape. Looks cute. 5C has a new animation, single hit now. Minerva does the same action but Celica puts her arm forward now. Jump-cancelable on hit. 6C has increased range. Combo'd from the tip of crouching 5C. 5B>5C>6C>665B>6B>2C>j.B>j.C>jc>j.C>j.214A worked from max range and did 3.3k. 3C has increased range, a smaller cancel window and less recovery. 6A more untech time. 6A(2)>2B works now (assumed midscreen). 6A>2A>5B>6B>2C>j.B>j.C(both hits)>jc>j.C(both hits)>j.214A did 2539 damage. 236B startup and projectile speed are much faster and now go full screen. Still has high recovery but can't be punished if projectile is blocked. 214B bounces away on hit, if midscreen can only follow up with super. Allows for pressure afterwards midscreen, and can follow up with 5B in corner. Seems to be slower now? 214B>5B>6B>2C>j.B>j.C>jc>j.C>j.214A did 2.9k damage. Powered up 214B is basically current charged 214B, but without the charge. Seems faster than regular 214B and goes farther. 214C now has projectile guard point around the time active frames kick in. Damage taken becomes blue HP. Powered-up 214C looks seems to work like current charged 214C, but with less hitstun. 236C's guard point likely begins on 1F. Damage absorbed turns into blue HP. Launches opponent more diagonally now. 632146A (Healing super) healed all of Celica's blue HP and some extra. It also seemed a lot faster imo. Maybe it'll have actual use now? Probably can do it after D3 for a nice HP gain. 632146B has faster startup but no invul 632146C has less recovery and is now single hit on block. GCOD cannot punish it All air normals and j.214A are unchanged. j.C>j.D combos now however. D strings only have one finishing move now, blows away on air hit and slides on ground hit. You gain blue HP from attacking the opponent with D moves, whether on hit or block. Also from superarmoring through moves with 236C and 214C. Blue HP does not go away even if Celica takes damage. Self-healing animation will begin after new D3, can special-cancel before the healing starts though. Can do D3>236B for additional damage and run up to start pressure afterwards. Self-healing after D3 converts her blue HP to 10% of her total HP (assuming that's 1000). If you let yourself heal, you don't get any pressure on opponent wakeup midscreen. All D1s and D2s are the same, but have less recovery. You won't get punished for ending a blockstring in any D2 All D moves are now special-cancelable 214C's thruster property has changed, unknown if it can still be looped Blue HP also powers up 236C, 214C and 214B. Once a powered-up special is used, all blue HP is gone, meaning you can't use powered-up versions repeatedly Overdrive healing is faster and you also gain blue HP for free. Powered-up specials can be used repeatedly. Throw doesn't cause wallbounce midscreen and wallstick in the corner anymore, instead it shocks them like Rachel's lightning and they float. Can be followed up with 5B. Couldn't immediately follow it up with 632146C midscreen, probably have to delay it. Now has pushblock on B and C normals. 2B>5B had a lot of pushblock. 214B has head and body guard point.
  10. Everything else looks the same afaik. 360B and 63214D followup are the only new moves we got. Tbh I was hoping it'd be an input like 214 or something lol. But a meterless command grab is a meterless command grab. I'm hype
  11. It was linked in CF News and Gameplay Thread: http://www.blazblue.jp/cf/images/playguide.pdf
  12. So looking at the movelist, Bullet's new move is 360B and has a 63214D followup. That basically confirms it's a command grab. I'm assuming the followup will serve a similar purpose to Shear 22D and just be for damage into super or to switch sides based on that short footage we got in the trailer.
  13. If it's an enhanced version of Shear>22D then I'd be happy.
  14. If no one else wants to, I can go for it. idk if I'm worth though lol
  15. Should be goin to this one, I'll be back in the city by then.
  16. I was wondering about that too. It dropped when I tried it on Kokonoe for some reason. Usually after an H2 Miquelet>236D, I just go for the 6C>sideswap 2B>6B>j.C>j.D>623C>3C>5D route. Hasn't dropped on anyone I've fought as Bullet so far (which would be most of the cast) and you're not giving up too much damage from the other route
  17. Yeah I've done 2C>Charged Flint and the players I fought respected it most of the time. As for H1 combos, I'll do them if it gets me the corner or the kill but otherwise I just save up for H2 lol.
  18. I'm enjoying myself with him. The tighter combos are a little more work than I expected and getting down air hit 214B~C> 2B is taking some time(I usually just go for 3C>Sekka) but overall he's pretty fun. We lost freeze resets and gimmicks but traded them for overall more damage midscreen and corner. Playing more honestly has been a pretty interesting experience so far. My main goal right now is to fight a Tager so that I can do 5C>j.B> j.2C>j.C loops for 3K and corner carry lol.
  19. https://www.youtube.com/watch?v=Nzz91Ef-xtY Lambda OD combos. 16 minutes of em. Some very good stuff here.
  20. Just wanna note that her 6A can be followed up with 2A in the corner and on top of that, if spaced right, will make Jin's 623C along with some other reversals outright miss. It'll lead to a free punish for Celica and has happened to me a few times. (I was using Bullet and her 623B whiffed against Celica's 6A but I saw it make Jin's 623C whiff for a punish during a Chariot set of Kaqn vs Miya.)
  21. I usually do Charged Flint after 623B knockdown and it feels pretty solid.
  22. Randomly testing stuff out: in corner: Throw>CT>OD>3C>214A>5C>6C>5D>2D>j.D>j.6D>j.632146D = 5430 damage It can be done with 60% HP and under. You also only need 50 meter to start it since Lambda gains the rest of the meter for super during the combo. Pretty solid OD combo that doesn't need low health to be done.
  23. I randomly noticed that you can't 2C if you want a crouching combo off 2A anymore. 2A>5B>5C>2C>6C>2D>stuff doesn't work anymore unless you omit the 2C. It's not really important I'm wondering what got changed to cause this to happen.
  24. https://www.youtube.com/watch?v=bTeSzXfQg5I Kamoihito almost did 10k (literally only needed 70 more damage) when he tested her out at the beginning of the game. Maybe you can add one more hit or something to do so? I needa test this out
  25. Yama he Arimi (Lambda-11) vs: Ragna https://youtu.be/dLVZhNPDvoc?t=10m48s Relius https://youtu.be/dLVZhNPDvoc?t=22m7s Fuho Uru (Ragna) https://youtu.be/dLVZhNPDvoc?t=36m46s Subeisu Matsu Karu (Nu-13) https://youtu.be/dLVZhNPDvoc?t=43m31s Rasuku Kuranteia (Tager) https://youtu.be/8CCpadCD-_M?t=43m7s https://youtu.be/8CCpadCD-_M?t=1h15s Naga (Nu-13) https://youtu.be/8CCpadCD-_M?t=46m23s Tenho (Ragna) https://youtu.be/bjDLQD5awF8?t=1h19m57s Nyawakaka (Taokaka) https://youtu.be/bjDLQD5awF8?t=1h23m7s Azrael https://youtu.be/bjDLQD5awF8?t=1h26m52s Ikasoka MUN21 (Noel) https://youtu.be/hocTOk1Elw8?t=1h25m13s Uba (Bullet) https://youtu.be/hocTOk1Elw8?t=1h31m21s Nu-13 https://youtu.be/hocTOk1Elw8?t=1h33m54s Retasuuko (Lambda-11) vs: Nakayan (Jin) https://youtu.be/hocTOk1Elw8?t=13s NoahRrinG (Litchi) https://youtu.be/hocTOk1Elw8?t=8m29s Sanji (Taokaka) https://youtu.be/hocTOk1Elw8?t=14m6s Kazunyan (Lambda-11) vs Nyawakaka (Taokaka) https://youtu.be/hocTOk1Elw8?t=2h20m30s
×
×
  • Create New...