Carl:
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His all white costume is cool. Nirvana’s projectile startup animation is cool (and the projectile itself is way faster than I imagined).
You’re right, Papercuts, those offscreen lasers are gonna be sweet (I love the way he killed Lambda with it hehe. And using gear super while she used her DD was nice.
Hazama vs Noel:
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Hazama did some nasty combos on her. He’s gonna be popular. Everey vid I’ve seen of him, it seems like he’s taking loads of damage, moreso than anyone else. He might be the new Chipp lmao.
Tager is noticeably smaller.
4D is weird, not totally sure what it’s for. The location of Bang’s speed bumps are different.
Rocket Finger looks really deadly. Keeps you right where Tager wants you. He can Rocket Finger after a Tager Buster.
Seems like they didn’t go back to the original character art.
Ragna’s dive move is used in conjunction with his DP/BnB air combos.
Dive hits a bunch of times (10-ish times)
A combo using it would look like: 2B>3C>5D>DC>6A>SJC>j.C>j.D>JC>j.C>j.D>Dive>6A>ID
Does around 15/20-ish percent to Bang.
Ragna still doesn’t gain much health back from D.
Ragna can use 22c right after 5d in the corner
GH can still be followup for huge damage. Ragna definitely got a damage boost.
Bang can juggle with 5B>DP up to 3 times on Ragna and follow up with Daifunka.
The combo looked like: j.D>5B>DP>5B>DP>5B>DP>DaiFunka for 3K damage. (small dashes in between the DP’s)
Tao’s j.C, j.B, and 5C all look faster.
Falling j.C>3b(that’s the little slide move, right?)>5b>5c>Berserker Barrage combo’s on CH.
Falling j.c>dash-up>5b>3c>Drive Loop combo’s on normal hit on Tsubaki.
5b>3b>6a>236a>Drive Loop combos.
5b>3b>6a>JC>j.d~b>land>Taunt>236c>Drive loop combos.
Tao has a new pounce move. Basically looks like 4D except she doesn’t jump backwards. j.236b is insanely fast.
Tsubaki has a weird air projectile. Its a slow moving orb that homes in on you slightly.
Haku can do 4c in the air
:wow:
And my god is this move fast. I might go so far as to say it’s the fastest j.c in the game. j.4c has horizontal hit boxes, much like ground 4c. j.4c has the same effect on hit as Jin’s A Fubuki when used as an AA. Haku’s move in general are a lot faster. 6a makes Haku slide forward more. Haku’s jump is a lot faster.
The clash effect is different, gives you more time to react and looks cooler.
Hazama’s Anti-Air looking DD (The one that’s like a big vertical streak on the screen) is comboable from his sweep move (Actually, I take that back, it pretty much combo’s from almost anywhere, much like Tao’s BB). It knocks your opponent in the air on hit and allows for additional follow-up combos. Hazama’s DD also kind of freezes time, so if your not blocking while the super activates, and your in its path, your gonna get hit. His command grab is weird. Doesn’t do any damage, but keeps them in place for combos, I guess. I’m guessing it only works on standing opponents.
Noel has a new throw. She knees the opponent in the face, basically. Knocks them a good distance away.
Carl’s projectile is very fast, but doesn’t do much damage. Lambda can still do a good amount of damage, not quite as crazy as before, but still good. Then again, Carl has like no health so… Lambda’s 236D can lock you down in the corner. Its very nasty on block, can lead to free mixups, almost like George. Her Act Pulsrs look sick.
Is it just me, or did they make Jin’s 5b faster? It looks almost the same speed as in CT. Jin’s AH hasn’t changed. Jin’s j.c does not look slower in this test.
5b>5c>6c>2d>6b>mash c>b ice car combos on crouching opponent
5b(2 hits)>5c>mash c>6c>2d>6b>d ice car combos.
j.b>j.c>j.2c>JC>j.c>j.d>land (you land before your opponent does, so 5c hits them while they’re still in the air)>5c>JC>air combo.
Arakune’s dash does damage if your standing underneath where he appears on the ground. Kune’s dive cancel looks faster. His frenzy mode slowly drains over time. Bugs are super huge (don’t even know if you can call these things bugs, I think his A bug is a damn squid!). Kune gains super meter on block, so 2D gives him a small bit of meter even on block. Frenzy mode lasts around 15 seconds (real time), then the meter depletes again. From what I can see, it doesn’t take a lot for Kune to fill up this meter. 2d on hit gives him almost 35%. 5d also gives him about 40% meter.
Question-
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How did Ragna cancel his St. D into a dash? Is this a new ability for him CS, or could he also do it in CT?
AH Requirements in CS:
-Must be game winning round (not necessarily final round)
-Must have 100% heat
-Opponent must have under 20% health
This is pretty good, it makes AH a more viable option. Like, if your smashing a scrub 2-0 and you only need one round to win, an AH would almost be expected in my book.
=0
I think Carl’s still gonna be top tier, he looks pretty sick, I can already see some nasty projectile set-ups, and his clap loop hasn’t been taken out completely, just limited to how many times you can do it. Faster recovery on Nirvana, Alle~can still intact, Carl players have a lot to look forward to, IMO
To be honest, I think the only people who should be bitching are those who main’d Top 3 in the last game, but even then Lambda still looks good, and Kune looks pretty nice as well. So really, the only people who should be whining are Rachel players, she’s the only character IMO that got raped by the nurf stick.
Well I’ve been lurking the DL forums and this 3rd loketest has me worried:
More recovery on his foward dash.
Drive moves consume alot of Nirvana’s meter (even more than loketest #2)
Damage still sucks
Infinite throw loop removed
Clap loop removed (due to his 2c being techable after 5 frames)
Max ground sandwich loop reduced from 3 full reps to only 2 now
623D is now air barrier-blockable instead of completely air-unblockable
j.2c not an overhead and is slower
No jump cancel from blocked 5B
The only buffs he got were the not-a-laser-but-rather-an-energy-ball, the wall bounce from CH j.B, 214214D dmg increase, and 63214D being untechable. Someone on DL put it very well: Arcsys is overcompensating for the infinite he HAD in Calamity Trigger by, not only taking it away, but nerfing him even further.
Anyways, I’m still gonna try to be optimistic, because I like the way he plays
Omph.
Yeah, that sounds pretty terrible, actually.
But I wouldn’t be discouraged, these things are always subject to change and I bet they’re just doing the same thing they did with most of the other characters, making them REALLY shitty, then taking the nerfs that make sense and applying them to the next test.
Hopefully
Well, it does seem like they eased up on all the Lamba nerfs with the third loketest. I’ve noticed at least a couple things they seem to have changed back for her. So this is probably right, and hopefully they will touch up on him some more.
On another, related note. I read that Nirvana was supposed to die a lot faster now, but in the videos of Carl that i’ve seen it seems like she lasts just as long as in Calamity Trigger. Did they give her back some of her HP?
I heard that certain moves i.e. Clap, Drill, and some others take away a ton of health.
I think her overall defense (How much she takes from attacks) has remained the same, but certain moves drain her health a lot more. On the plus side, she recovers a lot faster so that’s pretty sweet.
She still dies a lot faster. Her moves do take more meter. Yes she can get multiple reps in during a ground loop, but she’s a pixel away for losing all her meter buy the 5th or 6th 6D. That wasn’t the case in Calamity Trigger.
Amen. Shed a tear for Rachel’s safe pressure, mix ups, damage output, usable pumpkin, 6a, and j2c!
But at least she can use sword iris in the air to compensate, right Arcsys? And at least she has a shitty damage Distortion with invincibility to help her defense, right Arcsys? :crybaby: