DR2K
Well-Known Member
She was never the best character in the game.
You couldn't tell by all these buffs, but she was.
She was never the best character in the game.
Jann Lee lost one unholdable stun 1P(K) which now behaves like 6F+K which I don't think is unholdable. Kokoro barely got nerfed from what I read, the nerf list is long but each nerf is pretty slight, unless I missed something.I really don't get why they nerfed Mila & Kokoro while keeping Jann Lee pretty much the same.
He's right. Kokoro did not get a damage nerf. Maybe on that one combo you guys like to use with 4 9Ps in a row but that's it. Small damage nerf to her launchers isn't going to kill her damage output on other combos when the new life is 270. At the very least, just like with Jann Lee, their damage output may be unaffected.Keep in mind those damage nerfs are done with a decreased life bar.
Most of the moves that became unsafer (like 33P) have follow-ups so they won't hurt her too much. Although I kind of get the feeling that someone like Kasumi could just interrupt the follow-ups, but we'll see.
That kind of depends on how they implemented the change. They could do it by shortening the opponent's guard stun, or lengthening the amount of recovery frames of the user. In the first case, it can have an influence on whether the follow-up can be interrupted or not. In the second case, there is no influence.I don't see how a moves safety decides if a character can interrupt the follow-ups. The disadvantage from the attack isn't applied until the input window for the next attack has passed. So while you delay the string you are both at 0 frames.
The deciding factor on if a string is interruptable is the recovery frames of the guarded attack since those are the frames the opponent is in guard/hit stun.
No, she wasn't.You couldn't tell by all these buffs, but she was.
That kind of depends on how they implemented the change. They could do it by shortening the opponent's guard stun, or lengthening the amount of recovery frames of the user. In the first case, it can have an influence on whether the follow-up can be interrupted or not. In the second case, there is no influence.
DR2K's opinion of Helena changes as often as a hookers panties go up and down, no one thinks Helena is THAT good except him.No, she wasn't.
I'm not sure you understood what I meant. Let me try and clarify. When you block something, you're put in a guard stun, and that's the guard stun that I meant. Just so we're on the same page... Taken from DOA terminologyThe guard stun is indicative of the recovery frames of the move's animation. If they lowered the recovery frames then they lowered the guard stun, if they increased the recovery frames then they increased the guard stun.
DR2K's opinion of Helena changes as often as a hookers panties go up and down, no one thinks Helena is THAT good except him.
Best character in the game, that's fucking hilarious!
So far so goodYou are incorrect. When you perform an attack you go through the initial frames, active frames, recovery frames, then theh +/- disadvantage occurs.
So if you have Kokoro do a string that has a string extension the time frame looks like this:
string starter's initial frames, first active frame, second string attack's initial frames, active frames, recovery frames, +/- disadvantage
Uh no... The block stun like you call it, is independent of the recovery frames of the first attack. For example, Leifang's 3P4P can easily be interrupted by Kasumi's P, and her 3P2K can also easily be interrupted by Kasumi's mid P, without any delay of the string. If the block stun is the same as the recovery of 3P, that couldn't possibly happen.in that case, the time between the first attack's second active frame and the first attack's last recovery frame is the time the opponent is stuck in block stun. The opponent's responding attack to interrupt won't happen until the amount of recovery frames on that first attack has expired.