Nyaa Report post Posted February 14, 2015 Equipped jH is "unsafe" in the sense that it doesn't give a lot of blockstun if done high enough allowing easy throw punish on block (you can't beat their throw because they were recently in blockstun and is throw protected). You can however cancel it into air detruo to make it safe/+ on block, but keep in mind that there's a gap between jH and 214K that you can get AA'ed out of. Share this post Link to post Share on other sites
Nyaa Report post Posted February 14, 2015 Hmm Ram fireball whiffs at point blank. What's up with that? Share this post Link to post Share on other sites
g1Gilgamesh Report post Posted February 14, 2015 Equipped jH is "unsafe" in the sense that it doesn't give a lot of blockstun if done high enough allowing easy throw punish on block (you can't beat their throw because they were recently in blockstun and is throw protected). You can however cancel it into air detruo to make it safe/+ on block, but keep in mind that there's a gap between jH and 214K that you can get AA'ed out of. I could swear I've gotten thrown out of detruo follow up after air jH.. Share this post Link to post Share on other sites
RWA Announcer Report post Posted February 14, 2015 I've gotta say, I'm pretty happy with these changes. This sounds MUCH more like a reasonable refinement for Ram, as opposed to an outright slaughter of the entire character. Nice to see they took feedback to heart and reverted some of the more outlandish nerfs. It seems my faith in Team Red has been rewarded. Losing damage was expected, and I'm fine with less IAD Loops, since they tend to take that type of stuff away in these patches. Looking forward to some of these Quality Of Life buffs if they stick, especially the new combos we could get from increased Untechable Time on normals and improved Tension gain, since she builds it slower than everyone else. I know I SHOULD get Skylone's Naoto comparison, since we play both characters, but are you referring to her having her keepaway slightly weakened in Ultimax, only to become a pressure monster? Because that's the only similarity I'm seeing between them. Swords getting a Hurtbox is interesting, and I hope we can see it soon. if it really does just pause the blades, but they still swing, they could lead to some FUN stuff. Still wish Trance wasn't getting a hit reduction, but this looks like the perfect to weaken her slightly, while still keeping her unique and interesting as a whole. Share this post Link to post Share on other sites
Rekunbox Report post Posted February 14, 2015 So by swords getting a hurtbox does this mean opponents can mash us out of sword placement and 2S/HS? Sounds kind of dumb if this really is the case. Share this post Link to post Share on other sites
Nyaa Report post Posted February 14, 2015 I could swear I've gotten thrown out of detruo follow up after air jH.. Air detruo is supposed to be +1 on block so that sounds strange. Or do you mean getting thrown before detruo hits? I've had this happen to me with the ground version once. Rekunbox: It seems that hitting swords only puts them in a stun freeze state, so it doesn't cancel them or anything, just delays them. Share this post Link to post Share on other sites
g1Gilgamesh Report post Posted February 14, 2015 Or do you mean getting thrown before detruo hits? I've had this happen to me with the ground version once. I've gotten thrown after the opponent has blocked the jH and before the detruo hits. It almost feels like the detruo even if used in air becomes grounded before the attack itself connects so you can get thrown out of it which is legit odd. You'd figure a move with animation like that would be throw invul or at least ground throw invulnerable. Share this post Link to post Share on other sites
sagejonathan Report post Posted February 14, 2015 So by swords getting a hurtbox does this mean opponents can mash us out of sword placement and 2S/HS? Sounds kind of dumb if this really is the case. According to the changes, hitting the swords makes them pause for a bit. I think the swords can continue to hit after the pause. Share this post Link to post Share on other sites
Nyaa Report post Posted February 14, 2015 Detruo is a strange move. Hmm. I've been thinking but yet to test, as you're at 0 when landing after jH, would there be time for a backdash if you hit the second 4 right on the same frame you recover? I like jH but it feels pretty risky sometimes without meter. With meter you almost have a 50/50 with either doing a jK before landing or a 2D after landing. Share this post Link to post Share on other sites
Nyaa Report post Posted February 15, 2015 Recorded a small video of detruo vs throw. http://a.pomf.se/nunrvs.mp4 Share this post Link to post Share on other sites
Putin Report post Posted February 15, 2015 good move Share this post Link to post Share on other sites
Cloukyo Report post Posted February 15, 2015 No-one must ever know this. Share this post Link to post Share on other sites
Gasaraki Report post Posted February 15, 2015 So by swords getting a hurtbox does this mean opponents can mash us out of sword placement and 2S/HS? Sounds kind of dumb if this really is the case. Well, as I said, the Japanese used doesn't mean that swords are completely stopped, so even if they could keep mashing to keep it from fully swinging, it would still come out eventually. And besides, that also means they're whiffing attacks, so that becomes major counter-hit bait. Share this post Link to post Share on other sites
g1Gilgamesh Report post Posted February 15, 2015 Recorded a small video of detruo vs throw. http://a.pomf.se/nunrvs.mp4 There's a thing, make that throw invul so it has some use. Share this post Link to post Share on other sites
Cloukyo Report post Posted February 16, 2015 Its a frame advantage overhead that knocks down, if you dont overuse it its still pretty good. Share this post Link to post Share on other sites
Nyaa Report post Posted February 16, 2015 Its a frame advantage overhead that knocks down gives you combo in the corner, if you dont overuse it its still pretty good. FTFY It's still mad slow though, slower than her dust. I've seen people react to it like it's nothing. It's very dangerous against Sol in particular as he can just 6K+H and you'll have to hit him during a 3f window else you eat boot. Share this post Link to post Share on other sites
g1Gilgamesh Report post Posted February 16, 2015 Not to mention the way it executes is funky in the way that you can't combo off the air version like the ground version due to the way it lands. Share this post Link to post Share on other sites
Complexity Report post Posted February 16, 2015 Detruo is pretty good in pressure strings if covered by swords. Something like f.s 6h f.s 214k works out quite well in the corner. Share this post Link to post Share on other sites
thatguy Report post Posted February 16, 2015 Not to mention the way it executes is funky in the way that you can't combo off the air version like the ground version due to the way it lands. IIRC im pretty sure you can combo off of it with at least a jab, the timing is alot stricter than the ground one though like possibly a 1 or 2 frame link Share this post Link to post Share on other sites
Ried Report post Posted February 16, 2015 You can link 5P from tk Detruo (which is a lot faster than ground Detruo) on light/normal weight characters, but it doesn't work on heavier ones like Pot/Bed/Ky/Leo/etc. Detruo YRC is also a pretty fun option. Kinda works like a bootleg, lazy version of the 2PPK YRC oki stuff. You can also do like, dash Detruo YRC to hurl yourself across the screen in a low arc hop while retaining air options. Maaaayyybbbee not the best use of meter, but definitely fun. Share this post Link to post Share on other sites
XD23 Report post Posted February 17, 2015 One thing I have been wondering is the hurtbox addition to the swords for the loketest. It's supposed to give a way for someone to hit it and run away unscathed... but do you think the hurtbox could be an indirect buff? Like in absorbing hits from let's say projectiles/dead angle like the mini-shadow? Or do you think it'll be more like Bedman's Icons where you can attack through them but instead of vanishing they just pause/slowdown? Share this post Link to post Share on other sites
g1Gilgamesh Report post Posted February 17, 2015 I think we've speculated all those options you brought up so we have wait until the loke to know how they actually work. Share this post Link to post Share on other sites
vakarian23 Report post Posted February 18, 2015 Forgive me for not reading through all 26 pages of this thread before posting, maybe my question has been answered before - if so, I apologise. Ramlethal's green version of the 623P has been compared to moves such as EWGF (electric wind god fist) from the Tekken series, however, just how strict is the timing here? I don't have trouble getting the fast Dauro whenever I want but I don't remember being able to use EWGF that consistently. Within how many frames do you need to input the P after the 3 in order to get the fast version? Share this post Link to post Share on other sites
tomi Report post Posted February 18, 2015 i believe it's a 3f window Share this post Link to post Share on other sites
sagejonathan Report post Posted February 18, 2015 Forgive me for not reading through all 26 pages of this thread before posting, maybe my question has been answered before - if so, I apologise. Ramlethal's green version of the 623P has been compared to moves such as EWGF (electric wind god fist) from the Tekken series, however, just how strict is the timing here? I don't have trouble getting the fast Dauro whenever I want but I don't remember being able to use EWGF that consistently. Within how many frames do you need to input the P after the 3 in order to get the fast version? i believe it's a 3f window I think it's 2 frames. Share this post Link to post Share on other sites