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Justice7541

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Everything posted by Justice7541

  1. Can't JC 6D on block anymore, and I kinda doubt they'll get hit by the Ashura after 623B.
  2. If I recall correctly, there's already a boss Hazama, so Unlimited Hazama would probably just be identical to that.
  3. Sounds like Gauntlet Hades. Exactly like Gauntlet Hades, actually.
  4. Yeah, Bang was epic in CT, now he's like Jin. Almost makes me not want to play him anymore. Almost.
  5. Bang's tier shift has nothing to do with his wallbounce loop. You're just making shit up.
  6. Sounds like it would still be more productive to wait and Daifunka through the burst on reaction. Does CS Burst still have startup dependent on the barrier gauge like in CT?
  7. In CS he's just mash 6C to win. I rate him a 1.
  8. Just to double-check, but is Hazama's dash cancelable with anything?
  9. It loses slightly in usefulness since 6B is a viable overhead now. The damage from it isn't as good but it seems to lead into a short air combo to oki just fine.
  10. Has anyone seen if Hazama can do an ambiguous crossup or 50/50 off an oki using his drive followups, kinda like what Bang can do with bumpers? I haven't seen anyone do anything of the sort in any videos, or at least it wasn't obvious to me.
  11. Oh, dammit, it's Blade. So what happened, Jin not easy mode enough for you anymore?
  12. 5B has a higher P1 point than 5A, at least in CT, so it might not.
  13. Just do a 720, that'll work.
  14. Dacidbro just mad cause he can't 6C like I can.
  15. I only say it about Ragna and Jin actually. Sometimes Nu, but that's usually in relation to the other three top tiers.
  16. Well Ragna is still easier, fortunately for us. Mash 5D, receive damage.
  17. Well Rachel wasn't flooded THAT badly, so maybe there's hope. Then again Bang is really the new Jin, so maybe not.
  18. Yes, CH 2D > Astral.
  19. Sounds like a good way to troll someone with A nail. Throw them at low health, cancel to A nail, run away until their HP reaches 1 then chip to death with C nail.
  20. That's for CS. One (very iffy, gimmicky use) I've found for Steel Rain is in the following situation: 1) Opponent has already bursted. 2) Opponent is almost dead. 3) You have 5-6 nails left. 4) You are on opposite sides of the screen. If that works, you can do high j.236D, land, Umbrella and then go in for mixups. If any one of those criteria aren't fulfilled, though, you're better off saving your nails and/or heat.
  21. Crouching he could do the 6D combo, the crash combo, or maybe 2C into something (either C nail or 2B/6A, probably). I would have to test it out in person to see which one is most effective.
  22. It seems to be good atm for disrupting the opponent's 'automatic" timing for blocking IBs and overheads. Not that it really matters as much since IB 5B doesn't do anything anymore.
  23. If you could somehow get them to stand for the whole thing, you could 6C j.623B RC j.236D 6C j.623B for four primers. Too bad that'll never happen, it'd be hilarious.
  24. Can we clean up the first post, maybe? I went ahead and fixed some stuff, correct me/add anything if I'm wrong on any of it. 5A - hits all (?) characters' crouching stance, JCable on block, no longer links into itself 6A - Seems faster 2A - able to link to 2A two times also recovers very VERY fast now. 5B - Safer on block, now combos into 623B (higher attack level on 5B probably), IB 5B > reversal 2B no longer works on him 2B - 2b > daifunka still works on crouching, longer untech time (2B OTG > Daifunka now works), faster startup 6B - recovery decreased (safer on block), counter hit links to 2A 5C - Slightly slower. 6C - Hits ALL standing characters, doesn't hit any crouchers (even Tager), breaks one guard primer 2C - easier to combo after 2C (decrease in the combo time point), less recovery, neutral on block, less scaling 3C - Slide appears to be faster, breaks a guard primer j.A - Stayed the same j.B - Stayed the same j.4B - old j.4C j.4C - Air-to-air (looks like 6C), very good j.C - back to old CT j.C D - faster, guard point lasts longer, not able to jump cancel on block, safer on block 6D - faster, breaks one guard primer, not able to jump cancel on block, safer on block 2D - faster, not able to jump cancel on block, safer on block j.D - hits lower, faster, safer on block 623B - longer untechable time, breaks 1 guard primer, safer, seems to prorate more, has fatal counter property j.623B - longer untechable time, breaks 1 guard primer, safer, seems to prorate more 623C - no change, has fatal counter property j.623C - no change j.236A - poison does 1200 DoT, not able to shoot nails during dash in FuRinKazan j.236B - second explosion is faster, retains momentum like A nail j.236C - no change j.236D - no change 214A/B/C/D - no change (?) 632146B - old 214214B move (umbrella), does not disappear once activated even if Bang takes hit 2363214C - Was given invul again with the actual release of the game. Damage nerfed by about 200. Combo now available after daifunka without the use of RC. Daifunka is also faster than it was previously, which allows things like 2b otg > daifunka to work. 236236D - new DD, Bang AshuraMusouKen, 2300 damage, anti-air move, Blockable. FuRinKaZan - command changed to 632146, dash no longer has invul, cannot cancel dashes with nails AH - No more height restriction, clothes burn off in a manly way if it hits Throw - Wall bounces, follow up unknown at the moment. Air Throw - Throws them to the ground now, can combo after. CA - no change (?)
  25. So what else is new?
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