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Tofu Warrior

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Everything posted by Tofu Warrior

  1. The only thing that would make Mugen viable would be to make it like Fu-Rin-Ka-Zan. But that'd be too broken considering he can do 8K off 2A lol.
  2. I don't understand why people think Tager will be a threat in CS2. They haven't given him anything that would make him a fundamentally good character, they only buffed his gimmicks. 5D that hits during its active frames? Whatever. Chargeable 6A? Who cares. Everyone seems to forget that in the first loke test, they added even more same move proration on Atomic Collider, so his damage outside of throws is even shittier. If guard break > 720 really is possible, then that's pretty good. Coupled with the system changes, that actually makes him a threat up close without giving him better lows or tighter gatlings. But the same bullshit that beats Tager now will continue to beat Tager in the future.
  3. If your 5B keeps them on the ground, then yeah, you definitely could. You could also confirm 5B into 3C, or 2B > 2C if you're close enough. If you hit them with 5B late, you'll kick them while they're in the air, which would allow your opponent to air tech and safely get away. Tager's tightest gatling into 5B is after 5A of course, but if you IB the 5A, you can easily jump away, even jab 5B before it comes out.
  4. If this is true, then we can already start getting a sense of which characters this will benefit the most. Like usual, Tager gets screwed. 5C is too slow, so it's not a threat. Make 5B air unblockable is dope...but too bad it doesn't combo into anything! You can't even cancel an anti-air 5B into 2C or raw Collider AFAIK. Lol stay free.
  5. Of course, the potential for some dirty mix ups would be endless. But as it stands right now, it just isn't economical to RC anything outside of corner back throw RC (which we won't have to do in CS2 ). Like it says in the combo thread, an efficient use of stars in combos should work out to 1 star = 1000 damage.
  6. Haha well it helps that I'm Bosnian, so I'm familiar with Balkan languages, Serbian and Bosnian are pretty much the same. But that's not to say that I disagree with what you said. But for real though, I love how everyone who posts here is either a tournament player or takes the game very seriously. I would definitely describe Hakumen mains the way you did haha and it's refreshing. By the way, when are Toronto and Montreal going to meet up again?! We're having an end of the year "T11.5" tournament, should be as big as T11, I talked to BladeOfJustice about it already. T.O. will have to make some trips to Montreal if you guys are hosting a regional tournament or something.
  7. I think all of his drive counters got a damage buff, and I'm sure 6D does damage now seeing as you can't combo of it. It's also important to remember that the results of the loke tests aren't necessarily what will be shipping on December 9th; maybe he'll get his CS1 counters back? I'd be happy if all of his D moves did a static 2000 - 2500. Serbian.
  8. I've actually never heard that before, so I applaud you for your creativity, but I still hate you so very much.
  9. He's right, it's pretty much impossible to describe how this sounds, the closest way I can think of writing it out phonetically would be zzd~ruv-kell-yuh.
  10. Ha, I knew it, thanks for clarifying this. Barrier jumping is still nerfed in CS1 though; you can't immediately go from a grounded barrier guard to an aerial barrier guard without release A+B first. It's still possible to punish people for holding 7+A+B in CS1, but now in CS2 you can punish them even harder.
  11. Hakumen hits like a truck now. I guess they want him to hit like a truck that's being driven by another truck. Barrier Jumping is going to be suicide vs. Hakumen now. With faster C moves that are now air unblockable, I imagine strings like 2A, 5B or 6A, 5C will catch people trying to jump out. Edit: I was misinformed about the frame data concerning barrier guarding after jumps. Damn it. Apparently you can barrier on the first frame of your jump, which is stupid. I also think they want Hakumen to be able to deal good damage with fewer stars, as seen by the more damaging 6B, Renka wall bounce into combos, faster sweep which leads to 5B xx Gurren, cancelable 623A which can lead to tick throws and other shenanigans. Yeah, Hakumen is going to be so fun. I don't think the nerfed drives will be so bad, I think we won't need to rely on them as much in CS2. But this is all in theory of course.
  12. Awesome, thanks In the second location test, same move proration was added to 6C, but normal move proration was decreased, here's my post announcing the news. No one really seemed to care though haha. I'm still wondering why the fuck they'd give 6C same move proration, I guess in CS2 you can do more than one in a combo...
  13. I could have sworn I read that in a loke test thread. I'm going to put myself on blast right now, but when it says moves "prorate less," is more or less damage scaling?
  14. I know that, it went from 3F to 6F. I was talking about how things stand now in CS and how they'll change in CS2.
  15. But if his zoning is better, and his damage output is better, then it balances itself out in the end. I'm calling it now, he'll probably be in the top 5 like he is CS1.
  16. Yeah, they actually doubled the start up on Arakune's jump from 3F to 6F LOL, so if he tries holding 7+AB, he's fucked.
  17. Jumping out with barrier is already an overwhelmingly strong defensive option, even more so for Arakune because of his 3F jump. It doesn't require any thought or strategy and only serves to make the game worse. I've got a defensive option for you, it's called blocking and waiting for an opening, like in every other fighting game ever. No block string or rush down sequence is completely air-tight, so if you're smart, you can find plenty of ways to escape. You can jab people out of overhead attempts, you can IB > back dash predictable strings, you can anti-air people when they try to jump cancel to continue pressure. You can tech a throw which puts you far away enough to jump away or back dash. Yes, it's harder for Arakune to escape pressure, but that's the fucking point. You've already been put on blast, you're just digging yourself a deeper grave. Just stop.
  18. So Hakumen is going to be a good character in CS2. Faster C moves that air unblockable? Enma combos are back, and his combos in general scale less? Untechable 3C is back? More damaging 6B overhead? Crazy Renka wall bounce? Only thing that sucks is slower meter gain and nerfed drives, but whatever.
  19. So they didn't really change Tager much and he still has no tools to prevent opponents from jumping out? Glad I dropped him like a bad habit.
  20. Lol yeah, they're not actually unblockable, you just need to barrier guard in the air. It's a really good change, jumping out of pressure won't be as viable.
  21. GGs tonight guys, my Hakumen is getting a little better, I did all right against KC's Jin and Nazir's Ragna. Big news; apparently all grounded B, C and D moves are air unblockable in CS2. Did BlazBlue just get hardcore?
  22. Hahaha, I was keenly aware of how broken that move was on Day 1, when I played her for the first time vs. unsanctifier. Most of my damage came from my beast combo of CH j. HS, j. HS lol.
  23. Lovegety <3 I'm going to print out a list of May's specials and supers (yeah, I'm that scrub at the moment lol) and see what I can accomplish.
  24. What is Eko like in AH3? Is she good? Coolest character design ever.
  25. I want this thread to reach 100 pages.
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