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Final Ultima

[XrdR2] Sol Badguy Changes Discussion

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While nothing has been confirmed (as the change lists typically don't specify when changes only apply to the regular version), it's unlikely. Like basically every other special in Dragon Install, (DI) Aerial Bandit Revolver had more benefits than its standard counterpart to begin with (its higher attack level and reduced landing recovery allows you to land and extend the combo before the opponent recovers), and it would lose those benefits if its properties matched. I doubt that TEAM RED would go out of their way to make one of Sol's lesser used specials in Dragon Install even less useful, especially when some of the existing changes have made other specials in Dragon Install more stable. Besides, it's not as if Dragon Install Sol is in desperate need of a knockdown that corner carries or anything. (DI) Kudakero has fantastic corner carry as is, and even (DI) Tataki Otoshi knocks the opponent away in a way that regular Tataki Otoshi doesn't.

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Here's a change that wasn't specified in any of the change logs.

(DI) 5K - Attack start-up time has been increased from 3F to 4F.

Also, it may be worth noting that as 6HS has been replaced, so in turn has (DI) 6HS, and rather than simply copying all the frame data over from the old (DI) 6HS, the new one appears to be considerably buffed. It starts up in only 10 frames (enough to combo off a (DI) 5P) and is +4 on block (6HS into 2K is a true blockstring).

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So there's another aspect of the new 6HS that hadn't been noticed until just recently, but I'm afraid to say that it no longer has a stun modifier, unlike the old 6HS. It deals base stun damage now. While this change shouldn't affect us massively, it does mean that stun sequences such as "CH Fafnir into a full combo, then a second combo into stun" have been somewhat nerfed, and it means that we no longer have a meterless stun combo against Chipp or Dizzy.

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