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chzchan

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Everything posted by chzchan

  1. I have fun using OD in neutral all the time. I don't know if it eats your opponent's inputs or anything like that, but the OD superfreeze can be used as a pause button, though I do this with Tsubaki's Mugen as well. Pretty sure it isn't worth using it like this when you are giving up your burst, but I don't know. Resource wasting tech.
  2. Looking at it again you are definitely right with your description of what happened in the video. There was a big delay between when she was hit and when she went flying all the while Tager's Atomic collier was happening with his back to the corner. Knowing what OD 5D is capable of already, it was mostly the funky positioning and the hitstop that caused things to look strange. I saw that the extra hits for Izayoi were listed on the 1.1->2.0 changes portion of the wiki, but yeah what you and Dreiko are talking about are the types of subtle adjustments that I am wondering about.
  3. I doubt these would be listed in patch notes aside from maybe the Izayoi one. These are the kinds of things that would go officially undocumented. From watching a ton of matchup videos of my character I have been taking note of possible unlisted hitbox changes, special movement/positioning changes and the like. I wouldn't be surprised if they threw in a bunch of whack OD property changes as well.
  4. On the topic of OD, are there any subtleties that have been added to certain characters' ODs in 2.0 that have been glanced over or not explored? When I look at Tager in OD and see OD magnets at work, I don't even understand what properties could have been modified to allow for this to happen. The guard point has already been taken note of, but what the hell is going on with magnetism and wallbounce? Another sort of not really example is Izayoi's D special followups in OD hitting multiple times, but there has to be more because I know they wanted to make OD a lot more flashy with the direction they have been taking it in this update.
  5. That's pretty handy. I got a reply from Spinoza about the 2A thing being confirmed. It makes complete sense now why I see people roll forward a lot less often in Tsubaki matchup videos, though the most used pickup combo is 2A(2/5A)5B > j.B > etc. which I still can't do consistently on the spot. Tsubaki's 2A hitbox should look something like this now.
  6. Okay one subtle buff that I should have noticed before is 2A's hitbox got extended downward and backward into Tsubaki's hitbox. I actually think this is pretty huge because it can be used in place of 2B to OTG. Depending on how exactly the new hitbox is structured, 2A is probably much better at catching rolls in 2.0. Originally I thought that the followup to the new j.214D was allowed because it delivered a slight bounce that gave you the opportunity to catch them with a dashing 2A after landing, but I guess this isn't the case. Probably doesn't matter anyways since the 623C pickup exists. Seen here is Tera Luna picking up a Relius player that delayed tech too long after being hit with 214B and again after j.214A. Just did tests and of course it is not possible on any character in 1.1 with Rachel being an exception. Seems like Relius is being smacked by her calf or her subtly floating book behind her cape rather than her hand.
  7. I think they fixed that in 1.1 by making it so Kagura is immovable during the Astral animation. I'd say it is the opposite for at least a handful of characters like Makoto and Tager which have had a new universe opened up to them with their changes.
  8. That was a dashing 5A so maybe a stationary 5B will work? Eh. Still means that you'd need to commit to jumping or IAD pressure in order to stay in against barrier. I wonder why they gave it so much pushback.
  9. Konan seen doing j.B (delay) > j.CC (delay) routes. I wonder if it only works on a select few characters, though it does look pretty difficult to do. He actually drops it here on the Ragna that he fights. CH j.C > 5C2C > j.B (delay) > j.CC (delay) > 5C2CC > j.C > j.BCC > j.214A here. 6A5CC6B > 623C > j.236A (w) > 5C2C > j.B (delay) > j.CC (delay) > 2C > 214B > 5C2C > 236236D here. CH 236D > 5C2C > 214B > 5C2C > j.B (delay) > j.CC (delay) > 2CC > j.C > j.CC > j.214A here. With 236C's chargeless cross-through attribute, incorporating it with RC in pressure extension and mixup seems pretty effective considering how misleading the animation looks. If you look, 236C in 2.0 seems pretty ambiguous visually compared to the current 1.1 236D which allows it to be used in this way. A nice subtlety is that the cross through does not seem to happen until after it looks like Tsubaki has stopped. Then there's also the fact that no indication is given to the opponent about which of the 236X series it is until near the end of the attack. She almost seems to teleport right through them as she looks like she is about to stop, but this probably requires precise timing. Still, you need 50 meter but it feels pretty powerful. I'm hoping that the new 236D is advantageous enough on block to be used as a pressure extension even if the opponent barriers. I mean, it is no replacement for the loss of 6C jump cancellability, but faster 2.0 charging coupled with good damage no longer requiring resources means more dingles to be spent for other purposes.
  10. I see a lot of Sins online do a hop into j.6H meaty to start pressure after a knockdown. Why does this work? I have yet to get it to happen correctly.
  11. Just came across some fun stuff after trying out unconventionally ending combos in 2C since I have seen it used so much in 2.0 videos. If you do land the 2C close enough to the ground and your combo is not extensive, the opponent will not be able to tech in the air and it causes emergency tech, so unless the opponent consciously decides to delay tech in order to roll, they will probably neutral tech. Great thing is that I am able to test this stuff out in 1.1. So you have a few good options after the 2C since it is both jump and special cancellable. You can jump cancel the 2C and go for a whiffed j.C and delay the j.CC followup in order to get a perfectly timed floating meaty. You can get the same kind of thing if you IAD instead of just simply jump cancelling and you don't need to delay the followup. You can delay the jump cancel or IAD in order to get a safejump with j.C. You can super jump forward and hit meaty with a 5/2A once you land after you cross over them. You can delay super jump in order to get a crossup meaty with j.B while in the air. You can cancel 2C into 421A to get some ghetto projectile oki. Having fun with it, but pretty much everything loses to delay tech and delay rolls, but that's just life. I can definitely see this being used with the new 421D projectile acceleration properties in 2.0 to get maybe okay oki.
  12. After watching some more of the video, I saw the other Tsubaki, Ayato end a combo with 2C here and again here. I have seen Kuresu and Konan do this as well and I always thought it was just a combo drop. Is 2C a legit combo ender? I mean, it is jump cancellable so you are going to be in the air after the knockdown if you do get the knockdown that is. Probably reliant on the opponent's tech decision. Also one more thing and this one is pretty important. I have never seen the use of CT after a FC 3CC in any of the videos I have watched so far. There was a FC 3CC pulled off by Tera Luna here as well, but nope, they decided not to use CT despite having meter. Do they just want to save the meter or does FC 3CC > 5C > 2CC > CT > etc. no longer work in 2.0? And just confirmed with Spinoza that the CT does not connect on FC. That really really sucks, but man would that do a ton of chargeless damage with the 2.0 proration buffs.
  13. What is the most effective sequence of things to do out of a blocked 214S from across the screen in order to maintain pressure after a command hop?
  14. Anyone know what to do if you Elk Hunt under Chemical Love and whiff the Elk Hunt? This happens fairly often and it feels like I-No is able to recover much faster than I am after the slide animation finishes. Also how do you deal with them using 41236S/H? How do you punish it?
  15. I have yet to master it but it is completely burst safe which is probably the biggest reason I got interested in learning it aside from the fact that it is pretty funny.
  16. It makes sense that they would reduce the damage of his normals when he has easier access to using them in combos due to the massive 623S buff.
  17. From Hiago: - 5HS: first hit damage reduced from 30 to 25; second hit damage increased from 30 to 35 - 2HS: first and second hit damage reduced from 32 to 28 - Bullbash: damage reduced from 60 to 50 - Air Beak Driver: recovery nerf reverted - Food Gauge: gauge changes color when it's under 1000 points I thought the Air Beak Driver change from earlier was a buff since they mitigated the landing recovery. So it was reverted?
  18. Haha don't forget that these lists are from a Valk and an Izayoi player respectively. I think that the trend with Terumi's placement is saying something though. Kagura's placent is probably a joke similar to when Tager was placed in his own special tier that transcended the graph some time ago for 1.1.
  19. 2B doesn't have enough range to hit them out of 4D if they barrier anything before 2B is used.
  20. How do you punish 4D when the opposing Noel uses it to break out of pressure? I have been going back and forth against this one for a while and once I start doing slightly delayed followups to try and catch 5A mashing, they started using 4D. In response to that I tried to just charge cancel into block instead of going for frame traps, but what do you do after blocking 4D? Read above that using 3C to try and stuff it might work, but that is a pretty big commitment.
  21. I actually really miss that function. I wonder why they removed it. Not being able to train while waiting in CP sort of encouraged me to do more ranked matches than player matches since I could do stuff in the training room and still have some sort of player interaction with ranked entry on in the background. Hope they add it back eventually.
  22. Man Hawk Baker no longer having proximity requirements means Sin will not have to spend nearly as much meter to convert hits into big damage midscreen. That is, of course, if 236K > 623S is real. Pretty sure adlib combos off of random hits will do way more damage as well. Also 6P being jump cancellable is great. No longer will AA combos be inconsistent. Really, all the Sin changes are beneficial. Actually, what other characters have a jump cancellable 6P?
  23. Wish I played the game long enough to experience the older versions of the character I use since I started at Extend. Her CS2 version was apparently really good, but just based on what I have read and the few years that I have played, she has been changed over the recent iterations of the game to be less reliant on her drive mechanic which has its upsides and downsides.
  24. Looks like you guys were right about the hole in the list. Still there is no C in his list, so D existing for Terumi is just for emphasis or a joke haha, but yeah this may or may not just be a matchup spectrum for Bang.
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