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Balguna

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Everything posted by Balguna

  1. Those are the changes in 2.0 from 1.1. Our corner damage seems to be buffed at least in 2.0 since you should be able to go j.A > j.A > j.B > j.2C > j.236B > j.236236[D]. Still funny that nobody really uses Mystery Teddie SP though despite the buff.
  2. 2C damage was lowered from 1140 to 900. Tomahawk (or at least the mid-air D version) seems to have the explosion damage buffed from 1500 to 1650. The Warp attack does 400 damage. Note that you can't pick up items while rolling, since you're projectile invincible. Like all Shadows, S. Teddie now does 90% of his original's damage rather than 80%.
  3. What're Rise's go-to punish tools? 5C is a good starter, but it takes too long to startup. 2B or something?
  4. Kanji's DP is very annoying since it shuts down everything except Persona attacks and items. Air backdash j.C is the best option on wake-up, but it can cost you Persona cards really quickly. 2C also works, but again, Persona cards. It's a weird matchup where both players have trouble pressurizing each other, but Kanji converts into damage more favourably. You do have to respect his wake-up, but you do have the range advantage. Breaking his Persona really helps as it neuters a lot of his defensive and ranged options. It's not the worst matchup by any means, but you can't really underestimate Kanji now. I've found Puppeteddie A to be an interesting defensive option if he isn't airgrabbing, since it beats lows and can beat his grabs with some timing.
  5. To prevent you from using Mystery Teddie SP continuously. Probably not a factor for regular Teddie, who has better uses for his SP, but more for S. Teddie, who would otherwise be able to rain items continuously after a knockdown with Berserk.. Access to D moves means you can still throw items while waiting for it to cool down, but at a slower rate.
  6. The damage nerfs were in the loketests, not sure if they made it to the patch since they didn't show up in the patchnotes. Pretty sure 'D moves' means D normals, like throwing items. I don't think Teddievision and such were disallowed during the cooldown period.
  7. Bat > Bat blockstrings are I imagine going to be quite useful; changing the timing differently or even using 5C can bait rolls. The danger is just mashing into a third bat, since you can't cancel into anything if it's blocked. I'm curious if bat > bat > bat is going to change in Shadow Frenzy. If they let you still cancel after the third bat in a blockstring during it, we could see some interesting item setups. Don't forget that Moja and Mad are still tweeting about Teddie changes; I'm not doing very well in translating them, but Moja seems to be experimenting with Shadow Teddie more, and he got a 7.8k combo off Puppeteddie A FC.
  8. 今回のシャドウクマは前より面白そうな感じするし、そこそこ強い "Shadow Teddie looks and feels more interesting, and reasonably strong". Not much news yet, but here's hoping they find something interesting. I'm interested how S.Teddie is going to shape up. 5AAA being jump and sweep cancellable should prove interesting at least.
  9. That's an unusual side-effect of Shadow Rampage. Does that mean Skull Cracker is also unavailable?
  10. It doesn't say that j.B has been changed to a mid like the loketest, so it looks like mix-ups are still in. The Persona invincibility on 2C and the attack still coming out on her Ds are good, and no more Fatal Recovery on DP is fantastic. Shame about the DDR nerf but it was always fairly gimmicky outside of S.Rise anyway.
  11. I don't know if they'll change it, but from the video S.Yu was doing 90% of P4U2 1.1 Yu's damage (rather than 80%), so that at least might be a buff.
  12. Note the damage nerf on Crescent Slash; the first Slash did only 600.
  13. In case anyone didn't notice in the video, Yukari's 2C seemed to do 1000 damage.
  14. If you can Mediarahan through Yukari's Magarula it'll be hilarious.
  15. Credits to Xie for the more refined list of changes:
  16. Teddie changes. Can't translate them very well, but from what I can see in the video: -After the first Sweep (one fish), Sweep alternates between no fish and three fish. On the three fish hit, can follow-up with at least 2B, likely 5A as well. Should boost midscreen damage overall when we get three fish. -2C/j.2C is special cancellable. The video shows it comboing into SB Puppeteddie so seems like there's fairly good hitstun at least. -5B can chain into itself up to twice more even on block. Untech time on CH seems to be shorter. -There seems to be a way to force 5B CH during a combo? Holding 5AA long enough rapidly increases the hit count up to 99; the 5B afterwards was a forced CH. -Some items can be hit to kick them across the screen. Seems like a good way to force Mystery Food X/Muscle Drink onto the opponent using 2A in clever blockstrings. Also brings up the possibility of playing item pong. -Mystery Food X now inflicts Silence, Fear and Poison.
  17. Yukiko changes: -Phoenix Flame Swirl now available from Fire Boost 3, can be comboed from other specials. Looks like there are some good combo routes with it in the corner. -SB Agi seems to come out faster. The strike portion no longer floats on hit, only the explosion. -SB Maragidyne now has two sets of flames that rapidly alternate between each other. Overall damage seems lower.
  18. 1. Ground Throw, Assault Dive, Kill Rush, Weave, Duck, Autocombo, successful Closeout Blow. 2. Not that I know of, but Shadow Aki won't have too much trouble rebuilding it especially with C Weave 3. Standard application I believe with 2C in a combo is straight into unburstable B Uppercuts > SB Uppercut. That might change with 2.0 since Frenzy is unburstable anyway. As for a grab from 2C, that one I'm not too sure on. 4. Typically, more damage (Hook and Sonic Punch), or for the invincibility/guardpoints in blockstrings.
  19. Might have missed it earlier, but it seems like j.2C might have lost FC properties. 5B dash cancel also seems more negative now. Puppeteddie A's poison count also seems to be nerfed to 3 counts of Poison instead of 5. Item collection is possible in either crouching or rolling state. The last one is a bit unclear, but it seems like there's a damage nerf to Tomahawk and Nihil Hand. From another post: ・バイクとられたら来ない ・2C始動補正重く ・緑、赤、白のロボは出てきた瞬間からどのタイミングでも攻撃判定を合わせれば消える。 ・黄色ロボ、喰らい判定追加。ただし壊れない I can't translate it very well, but it seems something about 2C? Possibly a proration nerf.
  20. Don't think there's an established source out there yet as far as I know. I think her 5A is 8f or 9f, that's all I know. LK did put up a list of some of her gatlings back in September.
  21. The mook only covered frame data for the arcade characters, so frame data for console characters had to be calculated manually. Margaret was the last character released, so probably not a lot of people have gone out to gather her data and edit the wiki with it. You might notice some of the other console characters don't have all their frame data up either. But anyone can edit the wiki, so if you feel like updating that page, feel free to go ahead.
  22. Won't be able to play for a couple weeks so I can't test it myself, but it shouldn't be too hard to test it: -Set Status Ailments to none, and Block Everything. -Throw something like Amagiya Buckets, and have the dummy do something that you can DP. -See if the enemy can block the item while Teddie is recovering. You might need to adjust the timing slightly depending on when the item hits. If they can block it (in other words, the hitstun from DP doesn't last til Teddie's back to neutral), then they can presumably hit Teddie with something like a DP, which can be dangerous since they also get a damage boost from Rage.
  23. Here are a couple of blockstrings using Mystery Teddie SP. Midscreen (Muscle Drink next): (2A) 5AA 236A 236236A 5AA (hold til Pinwheel comes flying back) 5C d.c. j.A j.B j.A 2B j.A j.A j.B/j.236A (~2.5k/2.8k) With 100 meter, you can do j.236A j.236236C j.236B at the end for ~4000 damage. With 150 meter and burst, you can followup from the j.236B with OMB 214214B for ~5.1k. Corner (Muscle Drink next): (2A) 5AA 5B 236A 236236A 5AA 236A... Depending on your meter remaining, you have a few options. <50 meter: 5B s.j.C j.B j.A 5AAA 2AB/j.A j.B Note: pushes them out of the corner. 50 meter: 5B s.j.C j.B j.A 5AAA j.A j.236A j.236236[C] ]C[ or j.236B j.236236[D] 2AB ]D[ j.B or 5B s.j.C j.B j.A 5AA 214214B (Awakening only) Last combo pushes them back into the corner. 100 meter: j.236B j.236236[D] 2AB ]D[ 214214B 100 meter + Burst: j.236B j.236236[D] 2AB [D] 236B OMB 214214B I'm still playing around a bit with it (I think there might be a slight gap after the 236236A where the opponent might be able to DP, but it doesn't seem to be consistent). S.Teddie can do something similar in the corner, but you can omit the 5B in the initial blockstring. Speaking of Shadow Teddie, if you badly need damage but aren't close enough in the corner to do the midscreen carry corner combo, here's something: 5AA j.A j.B j.A 214214B Does about 2.5k. Not great, but it's an option if you need to kill, and does slightly more than missile.
  24. Make use of your superior range. 5B is very good for catching Weaves with good spacing. Note that Akihiko has very few attacks that can hit Teddie out of 2D Teddie (as far as I know, only Sweep and 5C), so it's a gimmicky defense if you're fighting an Aki who leaves gaps in his pressure. Akihiko's biggest weakness in terms of defense is the space just diagonally away from him in the air - while he has good anti-airs in 2B and 2C, they have relatively limited horizontal range. He also has very little to stop you from throwing items in the air - he can hit Kintoki-Douji with Kill Rush, but you can j.2C > j.D/j.2D. Just keep an eye out for Maziodyne if he has the meter and he's in awakening. His offense is still very good, and his 5A has a 5f startup, so it beats all our starters except throw. Bear in mind his only low is sweep, so guarding high is usually more beneficial until he starts going for sweeps more often. Aki excels in pressure, so look out for throws, unblockables, and cross-ups. If he hits you with 5B FC you're looking at a lot of damage.
  25. You can also 2B it, or with the right timing, 5B CH for a nice corner carry. I don't feel like this is that bad of a matchup. You generally outrange Marie (5C/j.C aside), your items are less consistent but are overall better, and between DP, TVs and teleport you can avoid the worst of her mix-up. Marie has better damage and her full-screen punish super is fairly strong, but that's really most of what she has in her favour. The hilarious thing is that if the Marie is mashing DP during a blockstring, 5AA > AoA will always catch her with its armour frames for an air hit. Since Marie's 5A and 2A are both lows, one option on wake up is to Hop or 214A - both are invul to lows from frame 1. Marie will typically recover in time to block however, so I wouldn't rely on it too often.
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