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Skye

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Everything posted by Skye

  1. It all gotta go somewhere. Might as well compress it in one place.
  2. With the balance patch announce, loctest have started. Note: If a change is not list in a recent loctest, but was in previous ones, assume the change was removed. Look for Nesica BBCS2 cabinets in December 5D no longer floats on ground hit 3C is techable 5B>6A gattling is gone Inferno Divider no longer has wall bounce Berial Edge bounds higher, difficult to pick up a combo after. In the corner, 5D will combo, but it's strict, does less damage Fall after Gauntlet Hades is faster, cannot follow up 2D>2B does not connect Dead Spike makes makes the opponent fly straight up on air hit 6B+C wallbounds Carnage Scissors sends your opponent spinning away. Proration got worse, techable 2C>5C possible (can't input 2C twice) B musou knocks down again 2C>5C>6C>5C>6C>j.C>j.2C>j.2C>JD>j214D>6C>214C = 4000 2C>5C gattling added (can't input 2C twice) j4D is damn fast. Crosses up on low height, it's low. 5D reduced invincibility frames 22B has reduced range 22C has more recovery Overall damage increased jA is an overhead again 5B>2B possible 6A is CT status 6B on counter slides, untech time decreased, jump cancellable on block 2C hit stop increased 5C>C now slides. Mid screen C lobelia>3D> Sword iris/BBL combos. In corner 5C>C>3C can be done for 2 loops. j.A > j.2C won't connect, but j.B > j.2C does. j2C can be canceled into attacks on landing, jump cancellable, both on hit and block Lobeilas come out even when hit, slower recovery. George has been changed (there's a frog gauge now) Wind has longer recovery. Wind increases the speed of her air dashes Tempest dahlia? what the heck is that? [i think he means it's been removed] Possible hitbox adjustment (Litchi's jB, immediately done from a straight jump up, won't hit) 6A faster start up, super armor, chargeable(won't pull in mid-charge), no longer jump cancellable (needs more insight) 5D has a stronger pull New jB, cat motion 2's animation for 2 hits Old jB is now j2B Taunt loop's been nerfed bad. it's now a joke. Drives are more stiff(?), increased hit stop, more recovery. Health increase [i think.] Overall damage decreased Guarded drive moves give less curse meter Overall damage decreased Can't cancel into 41236D More gattlings without staff 2B>5B possible (can't input 2B twice) 4D slides. follow up possible in corner, cannot cancel 6D's level decreased, cannot cancel jC is now techable jcc combos seem to be gone. It may be that jcc's are just gone 6A[m] must be RC otherwise no followups available 3C[m] is now techable 6B[m] and j.C[m] doesn't wall bounce even on counter-hit All-Green is techable on air hit 4D>2D possible. If she's near the wall, she can pick them up with 6C, and 6C[m]'s spin can just barely follow it up if you're in a corner 4D>2D>66C possible, but strict 2C>4D possible. If she's somewhat close to the wall, 2D will follow-up, and if she's at the corner, Haku (3-Dragons: white) will connect 2C > Haku > Chuu > Hatsu, A-Reach > Ippatsu > on-staff B, 6B > D > j.C > D-returns > land > 6C > Itsuu-C > aerial finisher (3700 dmg) 6C[m]'s spin staggers, can just barely combo afterwards in the corner. Pulling the Mantenbou back during a dash is faster Tsubame Gaishi's falling staff is faster, cannot link into 6C if it connects 5B slower start up 2C slower start up, reduced a level, techable on ground hit FRKZ 2C knocks down 2B>5B gattling added. (cannot reinput 2B) Heavenly phoenix thrust no longer wall bounces for both air and ground, slight wall bounce in/near corner 3C is techable 6B is techable on ground hit Ashura slower start up, invincibility lasts until just before startup, has become a joke DD [*]2B>5B gattling added cannot re-input 2B) [*]Ada's gauge recovers slower [*]Untechable time on moves have changed, combos that work in v1.x does not work anymore [*]j.B has less untechable time (will confirm later) [*]jD special cancellable [*]5D increased damage [*]Added Snowflake/dim light animation added to Yukikaze [*]5DD activation slowed [*]No changes to 5D [*]Gravity combos are easier, slightly longer charge (15 seconds) [*]236B has slower start up [*]5D instantly gives 1 stock, but holding down D gives a slightly slower charge speed [*]2D starts out slow but the charge speed rapidly increases. More recovery [*]jD charge speed increased [*]5B more strong [*]6BB has more range [*]2BB>5BB possible (can't input 2BB twice) [*]2C is jump cancellable on guard [*]2CC doesn't float much [*]3C is ground techable [*]22D wallbounces on only on CH, on normal hit you must follow up with 236D midscreen, in the corner, you can use normals. [*]236A start up time increased, higher proration [*]214A, B doesn't float opponent even when done by itself [*]214x has increased untechable time? (2A>5BB>2BB>5CC>214A>22C>3C possible) [*]623A on counter hit, untechable time decreased so cannot follow up [*]j236A has more startup, and can't be used in combos. [*]j236C has some lag when you land. [*]j214x all are overheads [*]Cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner can follow up with normal combos or 6C [*]Air throw bounds the opponent, you can follow up pretty easily [*]j.CC>j236D>j214D: The light orb from j236D will hit [*]236236C has more invincibility [*]Ouroboros start up and move speed slowed (although it really feel like there's no difference) [*]Ouroboros gauge takes longer to recover [*]5B level reduced. If 5B>3C is not inputted with the fastest timing it won't combo [*]3C floats None listed [*]Parry cancel gone [*]5B faster start-up, can jump cancel even on block. [*]jcc combos seem to be gone. It may be that jcc's are just gone :Valkenhayn: [*]Health - 10k [*]Guard Primers - 4 [*]Moves that take Guard Primer - 6C, 236C, j.214B [*]Fatal Counter - 6B, 6C [*]Drive: Wehrwolf. Switches between human and wolf form. The Wolf Gauge drains while in wolf form and refills while in human form. Wolf form cannot be used if the Wolf Gauge is empty. [*]doesn't dash, hops forward like Hakumen. [*]good at Wolf mode follow-up combos [*]cannot crouch or block in Wolf mode [*]does not automatically turn around in Wolf mode - must hit left or right to change direction. Since he can't block, hitting back just keeps him moving while away from the opponent [*]cannot throw, so he relies on command throw. May be unable to throw-reject as well. [note: video suggests otherwise] [*]Moves done during wolf mode are marked with a [w] [*]5A, 2A - small punches [*]5B - kick [*]2B - low kick [*]6A - does a knee kick while posing his arm. Startup is considerably fast, but there's a pretty big gap. Feels like it should be used for anti-air. [*]6B - not a mid. has vaccuum effect, hits twice. Forces opponent to crouch on FC. [*]5C - ridiculously long kick; reaches far [*]6C - flying kick; hits mid ; feet invincible; takes a guard primer; no disadvantages even on guard; Fatal Counter; on FC, he can transform to cancel it and go into a wolf-mode combo. Strong fundamental element of Valkenhayn's game. This move beats characters who don't have reversals all by itself. [*]2C - anti-air kick; fast startup; this is a bullshit good move. [*]3C - knockdown kick [*]j.A, j.B - par for the course, fairly ordinary. [*]j.C - foot/leg transforms into its wolf form and kicks directly downward; range is ridiculous; even Slayer would be surprised how good this is. [*]A[w] - low hit, claw swipe [*]B[w] - stabs upward; head invincible [*]j.A[w] - claw swipe [*]j.B[w] - tail attack; knocks opponent toward ground on air hit [*]backstep (backdash) - long distance; excellent [*]counter assault - reach is quite long; excellent [*]Nacht Jäger - Night Hunter (236A) - Tackle. Long duration on hit [author remarks that it feels like 5 minutes] [*]Nacht Rosen - Night Roses (236C) - Upper[cut]. Hits mid. Can combo after 5C on crouching opponents. [*]Schwarz Jagd - Black Hunt (236B) - Low kick. Hits low. [*]Weiß Jagd - White Hunt (236B) - follow-up to Black Hunt. Strong kick that knocks opponent away. Can follow up with a combo. [*]Mondlicht - Moonlight (j.214B) - High kick. Kicks opponent straight up. Untechable time is considerably long. Can do Aerial > moonlight > 5C > aerial, etc. This move is bullshit strong. [*]Rasen Wolf - Rushing Wolf (C[w]) - Wolf rush. Can choose direction using joystick. Wolf gauge decreases quickly while using. Can cancel during charge with other moves, hitting C returns Valk to neutral, hitting D transforms him back to human form. Run away, run away! lololol [*]Geschwind Wolf - Quick Wolf - (D during a human form attack) - cancels into transformation. Uses a considerable amount of gauge. [*]König Wolf - King Wolf (236/A/B[w]) - Wolf assault charge. A attacks horizontally, B charges diagonally upward. Cancels into itself - can do three in a row. [*]Eisen Wolf - Iron Wolf (j.214A/B[w]) - Wolf raid. Rushes diagonally down-forward and lands. Angle differs slightly between A and B versions. [*]Himmel Wolf - Sky Wolf (236D[w]) - Wolf bite. Scary 1-hit command throw, 2300 damage. Can be followed up. [*]Sturm Wolf - Storm Wolf (632146D) - Like Chipp's Zanseirouga. Does all hits even on guard. Every hit is an overhead. [*]König Flug - King Flight (j.236236C) - Slayer's Chokkagata Dandy. Transforms at the end. For combos that work even on downed opponents. [*]Astral Heat [no name] (214214214D) - launches opponent, transforms, and slashes repeatedly with the moon in the background. All info on Valkenhayn is subject to change before release. Sources http://www.dustloop.com/forums/showthread.php?9792-BBCS-News-only.-Anything-else-TEMPBAN.-Valkenhayn-DLC!-BBCS-2-for-arcades!&p=749028#post749028 http://www.dustloop.com/forums/showthread.php?9792-BBCS-News-only.-Anything-else-TEMPBAN.-Valkenhayn-DLC!-BBCS-2-for-arcades!&p=750254&viewfull=1#post750254 http://www.dustloop.com/forums/showthread.php?7404-CS-Lambda-General-Discussion.&p=749251#post749251 http://www.dustloop.com/forums/showthread.php?9792-BBCS-News-only.-Anything-else-TEMPBAN.-Valkenhayn-DLC!-BBCS-2-for-arcades!&p=750761&viewfull=1#post750761 http://www.dustloop.com/forums/showthread.php?9792-BBCS-News-only.-Anything-else-TEMPBAN.-Valkenhayn-DLC!-BBCS-2-for-arcades!&p=750882&viewfull=1#post750882 http://www.dustloop.com/forums/showthread.php?9792-BBCS-News-only.-Anything-else-TEMPBAN.-Valkenhayn-DLC!-BBCS-2-for-arcades!&p=751204&viewfull=1#post751204 http://generalnantoka.blog35.fc2.com/blog-entry-371.html
  3. Good Enough consent.

  4. You Circ, you mind if I make a Loctest discussion thread in the Gameplay forum?

  5. I thought it was funny. I know what you were talking about.
  6. Be patient. Dodge lasers.
  7. Don't want to adopt this into theory fighter, so I won't go any further than saying that all Arakune has to do is dodge the laser and cloud during the cool down, fact of the matter is that no matter how you see it, Mu has to set the stein before firing the laser, that's more than enough time to cloud, also take into account that certain triggers have to travel through previously set steins. Not trying to change your opinion, doubt I could, just giving an Arakune's perspective, two sides to every match up. We fight better zoners than Mu, hell we're even with Rachel only because of her zoning.
  8. You know, Arakune can zone too. And as long as he's dodging lasers, he has no reason to do his "usual air shenanigans". Lambda's zoning is far more air tight than Mu's, hence why it's worse vs Lambda than vs Mu, and even vs Lambda, Arakune can get a cloud in through a blind spot. I think that if the Arakune plays patiently and smart, he'll end up testing Mu's patience, because he doesn't need to be in your face to get curse meter. Since lasers are easier to dodge than magic swords, Arakune actually has options full screen. Stay broke, homing cloud.
  9. Looks fine at 5:5. 5.5:4.5 favoring Mu at best.
  10. No way in hell is this match up any more than slight advantage for Mu. Her zoning isn't that good, and it leaves holes for Arakune to zone her instead. The lasers pose little threat unless Arakune completely lacks patience, and the lasers are way easier to dodge than, o, idunno, swords, snakes, lobelieas and the like. In fact, at long range, Arakune has the advantage given that the right cloud comes out. Mu may get some ground on a melee approach what with having a pretty good ground v ground compared to Arakune's, and autopilot 2c always give Arakune trouble, but those would have to be her only clear advantages. As long as he's dodging lasers, Arakune has absolutely no need to approach Mu, just wait for a moment to breath and get a cloud out, maybe a jd to scare Mu. Bait her Dp, backdash out her pressure, her zoning isn't that good, out of all the zoners, I say Mu's tools gives Arakune the least amount of shit, and that includes Litchi's pole, Bang's nails and Hakumen's barrier. I wanna ballpark it around even, but the fact remains that Arakune is an easily zone-able character, so it does present a problem, albeit a small one, just play smart, play patient, and dodge lasers. In a game of long ranged patience, Arakune will get more out of it than Mu.
  11. He means for the 100% combo. 6a doesn't deal max-death damage in a combo.
  12. 5c is -4, and only on full recovery, which is 18f. 5D has 17 frame start up. If I'm doing the math right, this means that Tager has to do something after 14 frames of guard stun have passed, and what this means is that Tager has 4 frames to stuff 5d, and only a DD of his choosing (and a one frame window 360a, or if he's ballsy or smart, Sledge) will save him, 360b has 6 frame start up and no invincibility, it will CH him. That's why I said "or jump out". If Tager is barrier blocking in the air (expecting 5c) then there's nothing stopping you from 5c (block) > 5d. It's good to have the option either way, sorry to play Theory Fighter, but if Tager wants to commit to stuffing the 5d, upon guessing wrong, anything he does will have more than enough frames of recovery to be punished sufficiently, so it's more risk for Tager than it is for Arakune.
  13. I doubt it's a bad match up, it's probably even with a change of strategy. I mean, sure Hakumen can cut snakes, but Hazama has full control over them, they don't have to go full screen, or take him anywhere, he can cancel them and determine where he wants them to stop to pull him wherever. And the barrier isn't that big a deal.
  14. I always saw Hazama as A or A+ tier. But that's still going by his match up info, he don't seem to have any match ups substantially in his favor, besides Tager and maybe Lambda, of course they all look slight advantage if not even save for an obvious few. There's also no real counter for Hazama. Sounds a lot like CT Jin. *Good at everything, only downer is that a few characters are just better*
  15. I know someone who had a Tekken 6 wireless hori, and he played with it just fine (before it crapped out on him months later). If it's new you more than likely just need you hone your execution, but save up for a TE (or an SE with parts to mod in) asap. When I first tried Arakune on stick, I had huge issues myself, namely with the execution of his aerials, since he has so many of them, precision is a big deal when playing him. Just keep at it, don't rush yourself.
  16. Hazama's mixups. Mediocre? They aren't you know. Tager's mixup is mediocre.
  17. 5D, 4D, and both Sledges can be punished only on IB. Cloud isn't the best idea, unless you know that Tager won't try to pull you in. 5D's pull was buffed so well, that it can drag Arakune in fullscreen, and if you're trying to party, that's a CH. You'll have to time your projectiles, 2d isn't really worth it unless you're midscreen, and it has to be Yomi'd, if you try to do it on reaction, you'll get CH.
  18. They should have some sort of custom challenge mode where the player can make their own challenges and submit them on XBL (and PSN, I guess) for download.
  19. First, you may need to establish a difference between teching and throw breaking. And if the throw is unbreakable, that means your guardstun ended right when he grabbed you.
  20. jb can be beaten out by his ja (air v air) and 5c (ground v air). Even if Tager manages to land before 5c connects, gatling it into a 5d, or jump out if you want. jc is a tough cookie, that hitbox is scary. Avoid it altogether. Arakune's best mind game is not jumping. No need to autopilot jump in this match up, unless you're trying to avoid spark (which can be backdashed just as effectively).
  21. Don't seem like an issue. That however is for mix ups. If you wanted to go right into the jc/j4c, then it more than likely has to be NE'd. Still a great idea, I'll need to practice that.
  22. Why thank you.
  23. lol Arakune being top tier. dat netplay
  24. This works. No FC required. On Litchi, you can do j6a or j6b, it's pretty easy. On Ragna you must do j6b, it's more strict on him. Didn't try it on Tager.
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