Jump to content
Dustloop Forums

wuku

Members
  • Posts

    126
  • Joined

  • Last visited

Everything posted by wuku

  1. it's not a typo. 5C > 3C > Frog instead of 5CC > blah blah. Or 5A > 5B > 5CD > 3C > Frog. this looks pretty lame but it's what they prefer to do rather than 5CC. Like the other chars, Rachel's ground field combo is pretty weak unless you have frog or pole.
  2. Rachel - 6A: it’s now really good anti-air. If you have 50% meter, you can expect 3000 ~ 4000 dmg combo ends up with 3C > pumpkin oki setup. - 5B: damage increased. 5B > 6B already does more than 1000 dmg. - 6B: 6B (counter hit) > 9jB connects. 6B > 6C connects. - 2B: has shorter reach now. - 3C: has wider vertical hitbox - 2C: has shorter guard point frame. Has more higstop now. You can connect to JC even if you don’t use the wind. - 6C: Forces standing once hit. Has more proration now. 5B > 6CD > jB > 5B > 6CD > jC > 5B > 3C does about 2000 damage. 5B > 6CD > JC > 5B > jc > J3BD > J2C > 5C > 3C does about 2700 damage. - 5CC: slides you down once ground hit instead of the stun impact. Can connect other moves (frog, 2b, 5b) only at the corner. People don’t want to use this at the field. They rather just use 5C > 3C> frog setup. - JA: overhead now. JA > J2C doesn’t work. - JB: JB > J2C works - JC : has more untechable time. - J2C: No longer overhead - All Lobelias: The hitbox disappears once Rachel gets hit, but the seed itself still remains and sets up the pole. So only pole setup is guaranteed. - A Lobelia: now has more recovery than CS1. You can’t throw 2 cannons while BBL hits. - Frog: now you can setup frog again even if there is already frog out. Has wider attack range and hit box. Has less life now. - BBL: body lily has more damage. Pole lily has less damage. - Air Throw: When you do air throw at the low enough air, you can do follow up combo without 2D. - Wind’s effect is now stronger than CS1 - Wind recovery speed is slower than CS1. But wind recovery ‘acceleration’ speed way faster than CS1. Even if you have no wind, you can get full wind back while Body Lily hits. Overall, most people on thread were happy with wind regeneration.. - Throw > Lily > Lily > 6C 8D > JC > jc > JC does about 5000 damage. - 5B > 2B > 5B chain is possible. but due to the knockback impact and 2B’s short reach, 5B > 2B > 5B > 2B doesn’t work. Maybe you can do 5B > 2B > 5BD > 2B (x N) - Tempest Dahlia: does not spend a wind gauge anymore. Lvl 3 and 4 startup is faster now. Has less recovery now. When you’re using lvl 4 version, you can move even before the King George comes out. - JC (ch) > (land) 5B > jc > JC > jc > 2D > J2C (lvl 2) > B Lobelia > JC > Air iris > HJC > JC does about 3100 damage. - (corner) 5B > 5CD > C > B Lobelia > 6A > Double Lily does about 4500 damage.
  3. Hazama Extra things in addition to Zinac’s post: - Throw: Still unable to cancel to anything but after Throw > 632146C works after you recover. - 3C > Ressenga > Astral Finish works - D moves: same move proration only applies to same direction. 6D > 6D > 623 D has same move proration but 4D > 6D > 623 D does not. - 5A (air hit ) > 5C > 4DD > JB > JCC > jc > JCCCCC > J214B damage is about 1500. If you use 4DA > 4DD instead of 4DD, damage is about 1200. - 5B > 5C > Jayoku > (back-step) > 6D > Jakou > Dash 3C > Jabaki works. For some circumstance, you may be able to connect 5DD after Jabaki and do additional combo.
  4. Hakumen 214214B 1. If you don’t do anything, the super mode lasts about 18 secs. If you use the special moves, it does not instantly consume the meter gauge but it drastically increases the meter consumption speed. 2. Same move proration applies to all special moves so tsubaki loop, hotaru loop, and zantetsu loop all do about 3000 ~ 5000 damage. 3. Shippu always does 4000 damage no matter when you’re using this. Maybe minimum damage is 4000 during the super mode. 4. But once you use Shippu, the gauge consumption speed is extremely fast so you may not be able to use this multiple times.
  5. Hazama - 5B: Air unblockable - 5C: Air unblockable. 5C (1st hit) > 6C works - 6C: once air hit, the knife binds you to the ground for long a while - 3C: can’t combo into anything on normal hit. Can combo into 214DC and 5C once counter hit. (near corner) 3C > jabaki > 5DD > JC > 5C > 2C> 4D > aerial combo works. - JC: only first 2 hits are jump cancellable. - All D moves: have same move proration. Ouroboros moves a way faster than CS1. DA cancel is a way faster too. 5A>5C>4DA combo works smoothly. 1 stock recovers once guard, 2 stocks recover once hit.. - Throw: can’t do any follow up combo unless at the corner. At the corner, you can combo with 5C, jabaki, and houtenjin. - Air Throw: has wider throw range in accordance with system change. Does ground bounce on hit. You can do follow up combo even if you don’t do J2D - 236C: you get 5% meter once hit. - Misc Stuffs: 1. (you’re cornered) jabaki > 5C (1st hit)> 6C > 5C > 2C > blah blah combo works. 2. 3C counter hit, 214DC, 214DB counter, 6C can lead to the aerial combo at the field. 3. But 3C counter hit happens quite a lot.. if you begin the combo with 3C counter or jabaki, you can expect 3500 damage with no gauge 4. 6DA > 6DA > 6DD still works but trash due to the same move proration. 5. Houtenjin is still very strong move 6. Majority of people claims Hazama will be at the high tier with strengthened zoning.
  6. Hakumen 5A, 5B, 4C, 5C, 6C, Enma: Air unblockable 5A: 5A>5B gatling works. 2A: 2A>5A works 5B: Can connect to Enma 2C: has wider hitbox. Startup is pretty similar to CS1, just slightly faster. 3C: wider reach. Can combo into 2B only if counter hit 4C: special cancellable. Stun impact of the counter hit is removed. Hit recovery once normal hit is quite short so you need good hit confirm to do followup combo. 5D: can connect to 2B and 5C. Damage decreased. Proration increased 2D: can connect to 5C 6D: can connect to 214A and 6C JD: can’t connect to anything.. 214A: hit stun increased. 214A > 5B or 3C works smoothly. 623A: moving slightly shorter, you can’t even notice if that’s really shorter. 236B: has slower startup (unconfirmed). Does Less damage but not sure if negative proration is completely gone or just increased. 236B > 214A > 6C works. Enma combo beginning with this does about 3200 dmg. 2nd hit does wall bounce on special circumstance but not sure when it happens. It rarely happens. (corner) 236B > 6C >blah blah combo does 4000+ dmg (maybe max damage?) 41236C: you can see 5000+ dmg with zantetsu > enma combo even if at the field. Techable on hit even if you’re mugen mode. Air 214B: nearly impossible to combo on normal hit. Maybe you can do hjc. Once fatal counter, you can do air dash J2C> 2C> blah blah combo. Air 214C: (Corner) tsubaki > 2C > blah blah combo does about 4500 dmg. Counter Super: super flash appears only if you successfully counter. If you use this against Lambda’s D moves, Hakumen already cuts Lambda during the recovery of Lambda’s D moves.. Mugen: consumes meter faster than CS1. you can’t do tsubaki instant kill combo. Meter Gain: little bit slower but not that much. Guard Primer: reduced to 5 Counter Assault: it uses 6A motion now. .
  7. It doesn't look like. Someone just mentioned it completely lost invul but vast majority of followup posts claimed it was wrong.
  8. Here is another thing. All D moves (Ouroboros) have same move proration. It's quite late information but they found this pretty much at the end of locketest.
  9. damn i want to relocate to socal >.> weather in seattle sux
  10. GG? I didn't know you're playing GG. I have nothing to teach if you play testament since i'm suck at him. slayer, zappa, and axl are my subs and i'm mainly into slayer now.
  11. i will go your house and make love. no homo
  12. Oh i forgot adding about that, thanks for pointing out. I will fix about it soon.
  13. Hakumen Extra changes I didn’t list last time. *J2C and JB: Disregard 4400 and 3100 damage one I posted last time, the original post guy said it was incorrect. Those combos do less damage than listed. - 2A: 2A > 5B doesn’t connect anymore - 5A: has more proration now, 5A > 5B now connects. 5A > 5B > Enma > J2C > 2C > J2A > J2A > JC (I’ll call this Enma Combo) does about 2000 damage - 5B: has more proration now. 5B (counter hit) > 5B works now. 5B > Enma Combo does about 2300 – 2400 damage - 3C: you can’t do any combo on normal hit - 2C: has better hit box (idk if that’s horizontal or vertical) 2C> Enma Combo does 2700 – 2800 damage - JC: You can combo into 5C or 6C once corner hit. - JA: Now chains to JB - J2A: has more proration, but not just like.. more general proration or initial proration. Maybe added a special property. - J2C: Faster startup now. has a lot less proration now. J2C > 5C > Enma Combo does 3200 - 3250 damage. - 4C: Faster startup now. Air unblockable now. (LAWL WTF?) 4C > Enma Combo does about 2230 ~ 2300 dmg. - 5C: Faster startup now. has more proration now. 5C > Enma Combo does 3100 – 3200 damage. - 6C: Faster startup now. Slides down on air hit. You can do follow up combo at the corner. Whatever wall bounce move > 6C is now more stable. - All D moves: you get the 1 orb meter once you counter, but it doesn’t apply if you counter projectiles. - 5D: can combo into 2B. 5D > 2B > gurren > step 5A > JA > JB > J2A > JC does about 2100 dmg. - 6D: damage is 1600 now. Can’t do any followup combo. - JD: Can’t do any followup combo - Renka: (at the corner) Renka > 5B > J2A > J2C > 2C > J2A > J2A > JC does 3052 dmg. (at the corner) Renka > Zantetsu > 2C > J2A > blah blah does 4700 – 4900 dmg. - Hotaru: kicks you to the wall with 45 degree and wall bounce. You can follow with 6C. At the corner you can do followup combo with full charge 6C. Near corner you can do Hotaru > 6C > 2C. (at near corner) Hotaru > 6C (full charge) > 5C > Gurren > 2C > blah blah does about 4700 – 4900 damage. - Tsubaki: (at the corner) Tsubaki > 3C damage is about 2700. At near corner, Hotaku > Tsubaki combo lets you slide down to the middle of the screen. Tsubaki > Shippu (shockwave) combo works, damage is about 3334. (near corner) Tubaki > 2C > J2A > J2C > 2C > J2A > J2A > Jc > 5C > 3C does about 4600 dmg. - Forward/Back Throw: you can do followup combo only at the corner.
  14. Hazama Oops I mistakenly deleted the previous post by editing. So I repost this - All D moves: Damage is decreased. Damage proration is increased. Startup is faster now. Hit-stun is still a lot less than CS. DA cancel is still faster than CS. 4DA > 4DD is still possible with very strict timing. No Ouroboros gauge back on block. You require more time to get the gauge back automatically. - 5B: Attack lvl decreased. Looks like either - 2 or - 3 on block. Now Air Unblockable - 5C: Now Air unblockable - 3C: 214DC only connects on counter hit. You have no way to connect lvl 2 214DC - 6A: knocks down on hit - 6C: knocks down on air hit. No change on ground hit. Once air hit, knife binds you to the ground for certain frames. (way more fancier than Bang’s nails maybe?) - JA: not jump cancellable anymore - JC: Only first 2 hits are jump cancellable. - Forward Throw: Damage is increased to 1800. (WTF?) Now air untechable. It connects to DDs only (sounds like you can combo into 632146C too). Forward Throw > Jayoku now works at the field too. - Back Throw: Damage is increased to 1800. You can do followup combo with J6D to all characters. - Air Throw: Ground bounce on hit. You don’t need J2D to do the follow up combo. - 236D: Slides down on hit. Wall bounce at the corner. - 214DC: Effect on hit is now similar to CS. Only difference is an opponent is spinning at air once hit. - 214DA: you can’t do any followup combo with lvl 1 hit. Knocks down on air hit. - 623D: You have now less time to do followup combo after this hits. Not sure the reason (maybe because more recovery?) - 236C: you get 5% of meter gauge once hit - 236236B: proration is increased. Repeat proration is added. *Rumor: Somebody said its invincibility frame is all gone so IB > Jayoku is nearly impossible now but very possibly it's not true. - Misc: you can now do 5A (anti air) > 5C > 4D combo again. Can’t do 5A > 5C > 4DA > 4DD. 5B is new counter-assault motion.
  15. Hakumen - 6A: moves slightly less forward than CS - 6B: Damage is decreased (749 4th locke -> 710 now) - 5C: has more horizontal reach. has more proration - 3C: has more recovery now. 3C - 2B works only after counter hit. - JB: JB - Renka - Enma combo does about 3100 damage - JC: has slightly more recovery - J2C: has faster startup now. J2C > 5C > Renka > Enma combo does about 4400 damage. (WTF?) - 4C: now cancellable to special moves. not sure about the proration at this moment. - 5D: damage is decreased to 1400, fewer active frames. gain 1 orb meter once you successfully counter. - 6D, JD, 2D: gain 1 orb meter once you successfully counter. You can't do any followup combo after the counter. - 623A: moves less now. cancellable to other specials now - Enma (623A - A): you can still do CS Enma combo. has more proration now. - Hotaru: looks like you can combo into Enma after this hits. (not confirmed) - Tsubaki: Slide down no matter of air or ground hit. you can do followup combo at the corner. - Renka: 2nd hit does wall-bounce once hit. 120% proration of the 1st hit is gone.
  16. neither for me too. i may show up to the hotel room at very late night tho. maybe?
  17. Bang vs Rachel – 7:3? I thought it was 6:4 Hazama vs Rachel – 6:4? I thought it was EVEN Hakumen vs Rachel – 7:3? I thought it was 6:4 Arakune vs Rachel – 6:4? I thought it was EVEN Tsubaki vs Rachel – 5:5? I thought it was RACHEL’s FAVOR.
  18. Really o_O? I heard it has changed at 3rd test to 1 stock regain once blocked
  19. Hazama changes for 3rd locketest. It basically describes the changes from 2nd locketest. - 5B/5C: air-unblockable now. You need a barrier to block this on air. - 3C: still can’t connect to 214DC. You can still do 214DA and 214DB but there is no follow up combo after then. You can do follow up combo only after 3C - Jayoku Houtenjin. - 2C: 2C – 5C now connects.(not confirmed) - 6A/6C: downs opponent on hit. - Air Throw: Air throw – 2DD – 214DC works. - Ouroboros: 1 stock gets back once guard. Misc: - Beside Jayoku Houtenjin and 214DC, you have no way to do aerial combo beginning with ground hit - JB > JCx2 > jc > JCx5 > J214B works smoothly. Meter gain is 16% ~ 17% - DA cancel is way faster than 2nd locketest. Mid range Zoning is strengthened. - Anti air 5B > 5C > 4DD> JB > JCx2 > jc > JCx5 > J214B works. Approx 2,500 Dmg. Meter gain is 24% ~ 27%
  20. You can do 4DD > JB > JCx2 > jc > JCx5 > j214B instead.
  21. Uh sorry for making a confusion. I missed several things about Ouroboros. Here are the extra changes I missed from my previous list with some revisions. - Ouroboros: Speed is increased. D ~ A cancel is faster now. Hitstun of all Ouroboros (far version) is significantly decreased. It's the reason why 6DA - 6DA - 6D is harder now. You need more time to recover Ouroboros gauge than CS1. - Air throw: makes opponent ground bound, you can do follow up combo. - Back throw: you can do follow up combo with J6D for all characters, but you can only follow up with jayoku after J6D. - 214DA (Ressenga): You can't do follow up combo with ground hit for lvl 1 version even if it's crouching hit. Only lvl 2 version can do follow up combo.
  22. here is the full list of changes I got from Korean thread. I got these changes from the trustworthy source but can't guarantee it's 100% correct. Just FYI. Some changes contain the one from LokeTest v.1. - 5B: Attack lvl down, hitbox is weaker. don't know if startup is slower. - 3C: can cancel into 214D and 236D. 3C - 214DA and 3C - 214DB work easily. Enemy floats slightly once hit. - JA: not jump cancellable anymore. - JC: only first 2 hits are jump cancellable. - Ouroboros: General Proration is increased. Stock doesn't recharge once blocked anymore. It recharges only if Ouroboros hits enemy or after a certain frame. D~A cancel is faster now. 6DA - 6DA - 6D combo is now harder to do but still possible. For certain characters, Jakou - (no RC) - J6D is still possible. - 236D (jabaki): looks like no change from CS1.. you can still do 3C - jabaki but followup? - 214D (jasetsu): you can still cancel from 3C. 3C - 214DA and 3C - 214DB still work depending on the distance - 214DA (Ressenga): air hit makes opponent knock down. 214DA - 2A is possible with very strict timing. maybe due to longer recovery? - 214DC (zaneiga): does not pull opponent anymore, rather air float on hit. Zayoku - zaneiga is still possible but follow up combo is harder now with this change. - 623D (jakou), 214DB (Gashoukyaku), 236236B (jayoku) - no change. - Throw: not cancellable to D moves anymore. Back throw doesn't wall-bound anymore. Forward Throw - Jayoku works only at the corner. - Extra: 5A (anti air) - 5C - 4D doesn't work anymore. hm.. looks like a bunch of nerfs but it's still ok to play. General BnB is weaken but max damage with jayoku and jakou are still at the top level. we will see further changes for the next loketest..
  23. i will have a chance of making this tournament as i may visit Detroit, MI during that weekend. i'll beat all of you and be the winner if i make it. my testament and hazama are trash tho.
  24. it's kinda late info but here is another spot from Korea: Team name: Express Bus Team Member: Dizzyness (Bang), Enker (Litchi)
×
×
  • Create New...