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| HeartCard's view on Unicorn Lancer | |
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| Tweet Topic Started: Apr 14 2013, 01:58 PM (245 Views) | |
| HeartCard | Apr 14 2013, 01:58 PM Post #1 |
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The God Damn HeartCard
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I was actually worried that the reform would just add useless unnecessary crap to Lancer and RUIN it in other ways(like the Reaper Reform). First, on the reaper reform, lemme explain how I say it was ruined: The Air Combo was ruined and does way less damage. I'm sure most of you are going "Wait what. No it doesn't. It does more now". And that's half-true. The reform increased the damage dealt by the air-combo from 7 to 9, making the base damage 18 instead of 14. That's per hit of course, so it went from 28 to 36. Except that... It also added a feature to Low-Aerials, they now lift up the target off the ground when they hit. What this means is that they deal air damage. Well duh, right? Well, pre-reform they didn't lift the target at all if they were standing on the ground. Remember that Airborne units take half the damage of standing units. This meant each hit dealt not 7, but 14 damage per hit. So 56total damage instead of 28(airborne). Which means pre-reform the air combo could deal up to 56damage, but post-reform it can only deal up to 36. This is what I mean by ruining the hero for the sake of casual players. THAT single thing dropped Reaper from being the HIGHEST damaging melee in the game(viking at 13per hit) to one that is...decent and purely for combos. So what about Lancer? Well... 1 - The first thing I was concerned when I heard about the reform was that the last hit of the Hold-D would guard break. And that this was REGARDLESS of how much it was charged. This was a concern of course, because that's a great way to feint with Lancer(feint, not faint, learn the difference). It was a great move in a competitive 1v1 environment to use the Hold-D as a pressure technique. Ignoring the glitches you could do with it, you could simply add it amidst a combo for a switch up on guard timings to bypass their guard. It could also be used to force enemies to block and unknowingly take your Joust Cancel to the face, or Joust Faint. Obviously though, if that Hold-D guard breaks on the last hit...No one is gonna block it. Just move out of the way entirely. Well...None of that is the case. The Guard Break only occurs if you achieve a 100% charge, which takes quite a bit of time. This means that the competitive player won't expect the guard break after having to deal with several 0~60% charges. Which means you can still use it to bypass guard with mix-ups or to Joust Cancel. 2 - However...This DOES ruin the "Fear" effect of the Hold-D. Without the guard break, you can no longer infinitely hold an opponent in play with an eternal Hold-D that they don't want to set off. KNOWING that it can guard break at full charge, no one is going to stand there waiting to block and counter it unfortunately. This was mostly effective as a way of psychologically damaging your opponent, and it worked pretty well. It's sad to see it go, but it's a minor loss. What isn't a minor loss is the Joust Faint, which can no longer be performed at point-blank range. Unfortunately, the only way for Joust to Faint is if they lag and you only hit once(but not the final hit). 3 - The Air-Dash is great. The priority on the move is immense and so much so that I actually ENJOY fighting Berserkers and Taos because it's...god it's such an easy win. Staff Masters will probably fall in the same line-up once people become able to use them more often. It just dominates EVERYTHING mid-air, and the great part is that their descent is SLOWER than your own, allowing to Air-Dash into a Air-D into a basic melee combo or loop. The first hit of the Air-Dash is also a half-Faint. So you Air-Dash at a distance to miss the 2nd hit, then Air-D to turn it into a faint. Speaking of the Air-D. I'd like to point out that the Double Air-D faint is easy as hell now. I guess the faint duration got increased or something, but you no longer have to Instant Air-D on the second hit, any low air-D will trigger the faint now. 4 - Dash-Hold-D is also great but...I don't like the concept of it being infinite to be frank. I was never much of a fan of infinite guards, they quite piss me off on a concept level. ESPECIALLY in Lancer&Gladiator's case, since you can turn it in any direction. It's a useful addition, I just don't like that it exists at all. 5 - Stallion/Glory Upgrade: Meh. It's good. Not much to say. Air Mustang: This is a nice, tiny, addition. Air Impale/"Dark Horse": Why does this not exist? I'm just confused, why? 6 - Air Joust. This one actually annoys me and is NOT a good thing to have added. This is a Casual-player bonus and a competitive player hindrance just like Reaper's Low Aerials. I realize that most people don't realize this, but you could actually ALREADY use Joust Mid-Air, except that it DIDN'T send you back to ground level upon use. All you needed to do was Cancel Mustang mid-air then Hold-D into Joust Cancel. It was actually a GREAT trick to pull off and an incredible anti-air tactic especially because of how unexpected it is. Although it was a glitch(like low aerials) it covered a HUGE vulnerability on Unicorn Lancer using Mustang against enemies with recoveries. It was especially wonderful against Hazama and Staff Master. Of course with the Air-Dash that's no longer needed, the core problem lies in the fact that Air Joust is...Not really useful. Things like Air Flame Wave and Air Mustang are useful because they can allow you to use them en-route to something. The problem with Air Joust is that it's not a vulnerable tech in the slightest to begin with. 7 - Glitches. Thus far, all of the glitches seem to work just fine. Hold-D damage addition, Ground melee mid-air after Mustang, Joust Hitbox pulling, Joust Cancel, Dash-D Flip, Air-D Hold-D Passthrough, Double Joust. All of those work. Hooooowever: Impale Cancel, Forward Stallion/Glory, Mustang uber launch, Mustang Slide, Joust Faint, Air Joust, Air Impale, (Rising)Air Dash-D, and Hold-D flight. All of those do not work, or atleast I could not make them work. Kinda sad, since I loved abusing Forward Stallion and Air joust. 8 - Infinites. Half-Faint -> ([ Dash-D -> DDD -> ]) still works Faint -> ([DDD-> DDD]) still works Launch -> ([Hold-D ReLaunch]) kiiiiinda works. I couldn't pull it off, but it SEEMS like it could work like before. Launch -> ([Instant Air-D]) Seems...I dunno. Unreliable now. Even with a macro, it'll sometimes cut out anywhere between 5~15 hits. {From Behind} ([Dash-D -> Instant or Low AIr-D]) still works. Though it doesn't seem as tight... ([Hold-D Flight]) Friggen does not work in the slightest (Any Infinite involving Taunt animation resets) doesn't friggen work. Unicorn Lancer's Taunt no longer cancels animations. That's about all I could find. |
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| HeartCard | Apr 14 2013, 04:07 PM Post #2 |
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The God Damn HeartCard
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I forgot to mention but: You can actually air reset the Air-Dash if you do so within 0.08seconds(before it initiates the 2nd hit). It's just the first hit of the Air-Dash over and over, but in theory it IS an infinite since it relifts perfectly for another and another and another. So you can add this to Lancer's list of infinites now I guess. |
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| jewishguy101 | Apr 14 2013, 05:01 PM Post #3 |
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I dare say, Quack!
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i love the UL reform, but i hate how the jump attack doesn't bounce anymore and that joust faint QQ its faint... feinting means to trick your opponent that your going to attack but you arent Edited by jewishguy101, Apr 14 2013, 05:05 PM.
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| 2jin | Apr 14 2013, 07:32 PM Post #4 |
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I am a Duck, Sir.
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Is losing the Joust faint a fair enough trade for being able to faint with a double Low Air-D, as well as being able to faint off a hold D with the Air-D? I'm gonna go with no on this one. |
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| Greed | Apr 14 2013, 08:56 PM Post #5 |
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The Riddler
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Unicorn lancer sucks in general though, so nothing to worry about. |
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| Tellus | Apr 14 2013, 09:00 PM Post #6 |
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Duck you, Mane!
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You used lancer Huh.. |
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| jewishguy101 | Apr 14 2013, 09:02 PM Post #7 |
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I dare say, Quack!
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the game refuses to give me UL, so i wouldn't know i do know reformed ul is lot better than the heroes that deserve a re-reform |
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| StygiaN | Apr 14 2013, 10:01 PM Post #8 |
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Duck you, Mane!
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I liked Lancer alot in OGP LS but I promised myself to avoid touching anyone I mained last time around. Ofcourse till I got perm DK and Zerk weps which kinda forces me into using them a bit >.< |
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| Greed | Apr 14 2013, 11:54 PM Post #9 |
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The Riddler
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By the way Heart, I got a pathetic perm +3 UL weopon from chests from the compensations , i was angry. I still am. |
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| HeartCard | Apr 15 2013, 01:23 AM Post #10 |
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The God Damn HeartCard
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Not sure if you're trying to clarify for the people who don't know... or if you're trying to correct my PROPER use of the term "Feint" by saying I meant "Faint". :/ Actually that's kind of the big thing: You could do that before. It's just that previously you needed Air-D + INSTANT Air-D or it wouldn't faint. You could always Hold-D into any Low Air-D for a Faint. Or Dash-D into Air-D. That hasn't changed at all. So it's more like: Is losing Joust Faint a fair enough trade for Air-Dash? I'd say Yes Is losing several Infinites&Glitches a fair enough trade for Air-Dash+Air Mustang? Still, Yes. Plus, I like the idea of Air Reset Lancer. Heheheh. |
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| jewishguy101 | Apr 15 2013, 01:27 AM Post #11 |
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I dare say, Quack!
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just clarifying, Iim not correcting you at all faint: http://dictionary.reference.com/browse/faint feint: http://dictionary.reference.com/browse/feint?s=t in-game calls it faint or half faint |
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| Appel | Apr 15 2013, 10:54 AM Post #12 |
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Grow the Duck up
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I actually don't like UL as much anymore ._. But that's probably because I still have to grow used to the changes. |
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| Pyro! | Apr 15 2013, 02:04 PM Post #13 |
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Of Virtue, of Feathers. Quack.
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Lancer got effed up huh? Well, I could always main Samurai....or maybe Zorro if it comes... |
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