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NecroTheReaper

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Everything posted by NecroTheReaper

  1. I mean for a specific character, unless you're saying they'll only buff or nerf all characters without giving them something to compensate for it. For all we know, mu-12 could have a + on block 5C with reduced hurtbox (its a very strong exaggeration lol).
  2. Indeed. Seems like the only character we have good info on is bang, everything else looks like either all buffs, all nerfs, or just meh. Sometimes the interesting things arent what a character needs to make them good or bad.
  3. Huh... well I derped. I can do it now, but that's some weird timing. I thought I could just mash 5A lol. So is hop a requirement to keep up pressure as Ken? So many buttons in this game, until today I kept hitting 2AB instead of 2AC.
  4. Thing about sandwhiching is that you don't -have- to do it. I mean, I rarely use 214B as it is. What I'm curious about is if this will apply from fullscreen, cuz now we got ignis stalkin them from behind.
  5. Tbh, alot of our OD combos only use like 2 or 3 ignis moves, and unless you're ending in DD, you'll usually get some ignis back with the regen. Though yeah, it is kinda stupid that our OD INCREASES our resource usage. So. Vinum gets 1k minimum damage in OD roughly. Right now it gives 350. OD vinum also restands. This is a really happy change for me. Dunno if this makes it a better reversal or not, but goin for 3.5k resets or an unburstable 2.1k, either sounds great. We wont have to wait too long before it gets its arcade debut though, so I guess we just have to wait it out for all the sneaky changes they mightve done
  6. If they're tryong to point her in the direction of more rushdown, less mash D (its a joke, calm down) then I'd be happy. Putting aside my hatred of Mu for a moment, it has ALWAYS bothered me that all of the murakumos were zoning characters. Mu was the first character I picked up in Ex, and after a while I was like "... I dont like zoning, but I like the robo". Don't really want her to be bad, since a balanced cast is what I'd love to see (not perfect balance, fair balance). These are more along the lines of aesthetic complaints though, so I'll go ahead and stop there.
  7. Dude. Led ley mixup will be legit crossups xD but yeah, until we know what about our moves changed, we wont know whats good or bad. Relius wasnt really a character that "needed" anything, he was fine as is.
  8. 300-700 Damage is a ton considering our average damage atm is between 3.5-4.5k. As I said in the 2.0 change thread, barrier will now be completely useless against Rel since he can now sandwhich. I can only imagine the crossup gimmicks with this. You do bring up a good point as to if ignis actually occupies the space her sprite is in though. Also, I don't think the OD change isnt directed specifically toward Zein. Google translate just said ignis attacks, so I assume Haas and Naidas are also affected in OD. As far as our jump cancels go, the biggest thing this does is get rid of 3C>j.D safejump and empty jump low mixup. Its also gonna screw with our full screen carry combos -_-
  9. Kk. There any way to combo off it without OMB or a specific setup?
  10. It had nothin to do with 3C. In OD right now, 236C followups arent buffed. I think thats what they were trying to say is they are now. For now, just assume 3C change is real though, just to avoid disappointment. They didnt show us it being jump cancelled or not junp cancelled.
  11. Ok, so stuff they tell us up front: -Id Zein looks like a haas replacement for corner combos exclusively. Dunno why you'd use it midscreen without OD). Its like a techable mini Tus. One hit and can air tech -seems like we can sandwhich. Get f*cked barrier. -all ignis attacks get upgraded, we dont HAVE to use ODC on 3C to get damage now. -the best implied news... OD vinum restands. Say hello to 4.5k combos into 3.5k UB setups.
  12. Still new to this series in general, is dash hop>air turn>j.A/j.B on crouching a decent crossup or do the system mechanics stop this from working?
  13. Is this change log in addition to the last loketest or just completely replacing it? Cuz it looks like a lot of characters are getting buffed mixup games.
  14. Finally got the game, combos were fairly simple to pick up for me, but does Ken have a staple pressure move (not a Koro move)? Somethin akin to Relius' 3C that just makes everything feel right?
  15. I will say though, the fact that they were aimig for faster gameplay with CP, then proceed to add in things like ODR, seems very counter productive. Now everyone's gonna be afraid to start an offense in fear of eating 7k houtenjin combos. Why is BB trying to be other games man? WHY CAN'T BB JUST STAY BB?! /end dramatic overreaction.
  16. Even if you -could- get a CH out of ODR, I dunno why you would ever use it without 50 meter anyway. If you couldn't outright just punish them using ODR with a DD, you could at least activate OD, buffer the input, and if they went for an attack, use a reversal. If not, you get a nearly free out unless they wait till after the superflash to hit you. You know what, the more I think about it, the more ODR sounds like a kinda bullshit chain shift.
  17. We're not talking about tager, we're talkin about GETB. It'll probably be one of the easiest DDs to use in conjunction with ODR due to its startup. As long as something has (if ODR is 16f) 21f duration left after you avoid it, its a reversal into an unburstable 6k. Because of a lot of things being bad on wiff, I can see this taking a lot more rounds than it currently is. To hell with gapless options meant to beat stuff like this, just ODR. Still too early to talk about it really. They need to give us a list of all final changes already dammit.
  18. Tbh, I also liked being able to burst blockstrings. I do think that bursting a blockstring rather than a combo should give a bit more back rather than just a neutral reset, which ODR does, but its also more risky than just bursting. Personal wishes is that ABCD while in blockstun gave you like a burst that put you into OD for a short duration, but then it would benefit those that get a boost to neutral while in OD (probably why I like it, probably why it doesnt work this way).
  19. If we get any sort of info for Relius, it -may- be good for him, since vinum has decent startup and is advantageous on trade, letting him set up UBs, but that's only if it gets a hitbox upgrade in OD. Kinda hard to tell when we dont know what's buffed in OD. Otherwise, its a led ley that puts him in OD. Kagura's could be good since I think you can buffer his charge super in the OD superflash, and it has like a 1f startup, so it WILL get someone off of you, especially since its like -3.
  20. ODs are honestly hard to make useful for some characters imo. Mostly because the most different thing characters have is their drive, and some character's drives you cant just make better by "oh, less recovery on blah blah, give X more hitstun". I mean, not every character's drives is the basis of the way they play.
  21. I guess so. Still sounds weird to use a defense resource while you're on the attack, but I guess its not affecting the match.
  22. During blockstrings I'd get it, but people do it during the standard BnB. Is it just a habit at this point, cux it sounds like a waste of barrier.
  23. Ok, watching a lot high level play (including our own high level player Lich), what's the purpose of doing rising barrier in our BnB after 3C? Other than looking cool, bursts arent air unblockable as far as I know, and barriering a burst will give you less frame advantage, as well as it just generally being easier to do 3C>j.4B/C. I don't think jump startup would matter, and you should be able to block right after anyway, right?
  24. "Interesting" is a quality of a character that'll change from person to person. There's some that largely agree, but Haku is one of the characters where his game plan has been moderately changed from then to now. Saying "I'm right, you're not" is kinda funny given the nature of these being opinioms to begin with xD. Anyway, I think I -could- handle if he got 1f 6D startup, but I don't think it should ever be unblockable. It turns his drives into "now your oki is useless" buttons for people who rely on projectile oki (Relius, Rachel, Makoto, Kagura, etc). A 1f head counter would already reallt change people's approch options. Maybe I'm uninformed about Haku, but my time in Ex wasnt very fun where I had to do run up>grab for 80% of my mixup
  25. Isnt Litchi's OD still pretty strong? Plus, he's nerfed, but Haku's OD is still pretty strong with how it works with his character. I think theres a few that could become stronger just because of ODR being a thing now. Especially since all DDs are getting buffed in OD now.
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