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 BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.

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malaka47
Empereur Librarius
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MessageSujet: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 16:58

Système :

- Les bursts dorés ont disparus, remplacés par l’Overdrive.
- Les bursts vert sont semblables.
- Crush Trigger : en pressant A+B pendant certaines attaques, celles-ci deviennent casse garde et coutent alors 25% de barre. Pour les éviter, il faut utiliser la barrier.

L’Overdrive :

- Se remplit avec le temps, s’active avec ABCD.
- Augmente la puissance d’attaque et donne un bonus spécifique à chaque personnage.
- La durée de l’Overdrive dépend de la vie du personnage.
- Le timer est arrêté lorsque l’Overdrive est activé.

_____________________________________________________________________________________

- OD : OverDrive
- COD : Cancel OverDrive
- CT : Crush Trigger
_____________________________________________________________________________________

Arakune :

- Overdrive : Crimson Depths – La jauge de malédiction ne baisse pas.

- New Move: Permutation,n,r - 22A/B/C, j.22A/B/C.
- New Move: a±b - 41236A, j.41236A in curse.

Neutral Changes
- 2c has multiple hits
- 2c has multiple hits (up to 5 hits)
The 5th hit of 2C is the same exact as Extend 2C. Hits 1-4 are just normal hits. Hits 2-4 hit a bit slowly, and aren't required to hit for the 5th hit to launch.
- A bug is summoned behind opponent
- 3c has a modified hitbox
- Counter Assault is 6b animation
- 214B has the same animation as j.D
- 5D>3C>22B for oki. 3C>236B also good for oki.
- 5BC>j.B>j.A>6D works. 6C and 5D do not.
- Curse combo: corner 2C>6D>5A>jc 6D bug>j.D>6D

Buffs
+ 2b > 5b gatling added
+ 5d > 3c gatling added
+ 5d is dash cancellable
+ f of g knocks down
+ j.a can pick up from j.d
+ 2d adds 30% curse
+ j.d launches.
+ aerial corner 2C>5D; leads into wallstick
+ 3C homing added
+ 2C(5)>(offscreen)6D bug works


Nerfs
- 5d no longer jump cancellable
- 5d has repeat move proration
- 5b and 6b no longer jump cancellable on block
- 2b > 2a gatling gone
- j.c > j.d gatling gone
- 2d is only one hit now
- 6a > 5d doesn't connect.
- j.236C damage decreased
- 6C>C>2C raw damage is 2119

On Curse Mode:
- Gauge depletion has been slightly slowed compared to EX, but bug summons use up curse meter.
- Gauge depletion by bug is roughly (this is by eye, so these probably aren't actual values)
- A Bug: 10% B Bug: 15% C Bug: 20% D Bug 30%
- Overdrive (Only has effect during curse):
- Activating Overdrive freezes the curse gauge.
- While in Overdrive, summoning bugs does not deplete curse meter.
- Overdrive duration changes depending on Arakune's health at activation.
- 100% health > roughly 12 seconds, 50% health > roughly 14 seconds, <1% health > roughly 16 seconds
A plus minus B:
- 41236+A, Usable in air, Only usable during curse
- Using causes Arakune to spit out a different colored mist than Zero Vector.
- If the opponent inhales it, the curse gauge will freeze for roughly 30% duration.
- Like the Overdrive, using bugs will not cause the gauge to deplete in this state.

Extra notes on permu:
- Spider appears about 1 second after the command input.
- Hitstun is about the same as JD
- Command input makes Arakune move somewhat similarly to JD?
- Spider locations are fixed and controlled with abc, so probably all the opponent can do about it is move to a spot where it doesn't hit.
- Spider decends fast enough that it's probably impossible to dodge on visual confirmation.
- Arakune's animation for the move is the same for all versions, so the opponent can't tell which location the spider will drop at.

Other Observations on Moves and Damage:
- No particular changes to JB so far
- Damage decrease for spinning wheel
- All 3 hits of 6C hits for about 2119 raw
- BPQ motion is now JD
- 5D→3C→Bpermu for okizeme. Can also do equal 0 after 3C.
- JB・JA・6D connects after throw. 6C/5D didn't work
- 2C does multiple hits, 5 max
- Corner 2C・5D airhit causes wall slide(Wall slide time is same as GG)
- 2D full hit gives about 30% curse
- 3C ground homing added
- 6D in corner no longer goes offscreen and 2C 5th hit→6D now connects
- Corner 100% curse combo: Corner 2C→6D→5A(jc)→6D→JD→land 6D

Extra:
For combos during curse, if a±b is not used mid combo curse mode ends immediately. Hitstun is about the same as mist, so if you just replace the Zero Vectors used mid-combo for curse gain with a±b you might be able to combo like before. In other words, CD bug combo parts which use a lot of gauge should be used while a±b is active. In Wheel→C Bug→D Bug combo parts, if you delay D Bug summoning you can hit with a±b. Well, even before that, there's the problem of not being able to use C/D bugs as freely to catch your opponent... The rest might depend on the Crush Trigger.

Regarding 2C:
Only the 5th hit floats the opponent to the top right like in EX. Hits 1-4 are just multi-hits. Even if hits 2・3・4 whiff, the opponent will probably float as long as the 5th hit connects. (He notes that this is all observations, so some things may be wrong and there's no proof that this is how Arakune actually works).

_____________________________________________________________________________________

Bang Shishigami

- Overdrive : Furinkazan – Semblable à l’ancien.

- Changed Move: Steel Rain - 41236A, no longer a distortion.
- New Move: Retsu Sora Musasabi no Jutsu (rough translation: Splitting Flying Squirrel Technique) - j.22A.
- New Move: Shishigami Ninpou no Gekiougi: Gekiman Ku Shippu Geki (rough translation: Shishigami-style Absolute Technique) - 236236D with 4 seals.
- 623B no longer wall bounces.
- j.623B wall stick is shortened.
- 5D is not jump cancelable and doesn't combo into 623B either.
- 6C > j.B > j.4C > j.C > 5A still works on Ragna.
_____________________________________________________________________________________

Carl Clover :

- Overdrive : Synchro High Speed – Nirvana est renforcée.

- New Move: Con Tenerezza - 46]D[
- Anima changed into an attack grab, ie. possible to integrate it mid-combos (It's blockable, no teching involved).

Nerfs
-Cantabile can no longer be combo with just carl
-anima can now be blocked
-3D forces KD
-Cantada trajectory changed, enemy flies downwards incredibly fast.. impossible to combo fermata anymore & a second cantada(possible corner as well)
-5B no longer jump cancellable on block

Buffs
+Anima can now be combo'ed
+Jc gattilings into j2c
+allegreto now has new wall bound property
+Fermata minimum damage buffed from 900 to 1200
+6D causes slide on air hit
+New move 46D

*Grab trajectory changed: enemy no flies almost directly upwards now
*4D trajectory/startup animation changed : Adas second hit aims almost directly vertical now
*2D height reduced
*Anima causes KD

Spéculation
+Allegreto trajectory changed so that carl does a secondary animation where he floats higher up into the sky.
+Cantabile has 120% bonus proration
-2C histun reduced
Awakening mode may remove same move proration cost and SM-proration
_____________________________________________________________________________________

Hakumen :

- Overdrive : Kishin – Les Magatamas se chargent plus vite, les contres avec D sont cancelables vers les spéciaux, impossible de faire le Crush Trigger.

- New Move: Agito - j.214A, takes up 1 mag.

- "90% of the combos until Extend has changed"

- hop Agito works
- strikes down on hit
- crossup option
- You can cross over with step Agito
- TK Tsubaki > Agito works and does 3.1k
- can't combo off CH hop agito
- does 600 damage raw
- Agito gives okizeme even from high air
- agito: http://www.youtube.com/watch?v=P69No...tailpage#t=78s

- throw doesn't push anymore, staggers instead
- throw > 3C works, throw > 5C works
- throw > hop hotaru > AD > j.2A > 2C > j.B > j2A > j.2C > agito does 2.8k
- back throw > gurren > kishuu > 2C works
- Throw doesnt blow them back, throw>3c worked.

- 2D > 2c proly doesnt work.
- 5D BLOCKABLE, can be charged
- 5D has followup combo where you press A and it does enma for 1 star. 5D is delayable, but mechanics are unknown
- supposed to be instant 2D, middle 5D and slow 6D
- 5D recovery feels longer
- 6D > Mugen > Tsubacopter > Shippuu only gives 6k
- 6D isnt active on 1st frame.

- normal hit 6B > 5A doesnt look like it combos anymore

- All types of jump attacks got less untechable time on CH
- j.2A pushes them way up and away, can't airdash after it but can jump cancel
- Cant air dash off j.2a but jump cancellable.
- j.B still has crossup hitbox
- j.C wallsticks in corner, not much though
- J2A sends opponent diagonally upwards
- J2C sends opponent diagonally downwards, if you air-to-air J2C(CH) and Hakumen is above, you won't make it to 5C
- j.2C doesnt float on hit, not even on CH
- j.2c floats lower and in a strange way(idk).
- a situation where JB > JA > 2C is possible does not occur.

- hotaru makes hakumen float higher, harder to follow up and less secure on block
- knocks them half as far
- hop hotaru > AD j.2A > 5C combos work
- hotaru wallbound removed
- Hotaru only blows opponent away half distance of Extend

- no tsubaki slide
- Tsubaki > 2B not possible

- renka > IAD jB > jA doesn't work
- Renka (1) > Kishuu > step is still possible
- 5C > enma > j.2C > 2C > j.B > j.2A > j.B > Agito does 3.1k

- Fuumajin time decreased

- Tsubacopter lives

- Gurren still has repeat proration

- Akumetsu not usable during loketest or command has changed

- 5A > 5B and 2A > 2B both chains to Emma
- 5A(air CH) > jump JB possible ("That fact that I even need to write this makes me think this is another character lololol")
- 2A > 2A > Shippuu possible
- 2A > 2B combos even on standing opponent
- 6A is still anti-air, but lost corner bounce
- 6B cancels into drives
- 5C > Renka(1) > Emma > falling J2C > 2C > jump JB > J2A > jump J2C > Agito = 3540
- 5C > Renka(1) > Zantetsu > Kishuu > 2C > jump JB > J2A > jump J2C > Agito = 4451
- 2C floats lower
- 6C > Shippuu
- 4C unchanged

- crush trigger is a swing from the side, costs 2 stars
- crush trigger > 2C > j.C > agito does around 3.1k
____________________________________________________________________________________

Hazama :

- Overdrive : Jormangund – Les attaques de Drive sont plus fortes et l’aura de vol de vie apparaît.

- New Move: Jakatsu - 214D >> 66/44 (dash).
- New Move: Orochi Burensou - 632146D after Jasetsu (214D) or Jakatsu (214D >> 66/44).

En bleu ce qui reste encore hypothétique.
- Jakou fait slide à l'autre bout de l'écran. On ne peut plus comboter dessus (genre 3C->Jabaki). Même en Rapid Cancel, on ne peut plus faire dash Stance C. Il est peut-être possible de faire Jakou->Rapid-> j6DD-> dash 6C. Dans le corner, le Jakou a une très, très grosse recovery.
- 5C n'est plus jump cancelable en block
- En juggle, 6DA->4DA ne passe plus, 6DA whiff. (oubliez donc par exemple Stance C 6C 5C2C 6DA 4DA 623D furie)
- Hazama récupère son combo sur la Stance A (l'overhead) qu'il avait sur CS1.
- Lorsque Hazama touche le sol après avoir fait jC*5, il ne peut plus rien faire, c'est-à-dire qu'il ne peut plus continuer le juggle. Oubliez par exemple Stance C 6C 5C jc jC*5 land 5C jc jC*5 Hirentotsu. Après le Land, c'est fini. A ce stade, le max combo sur Jayoku serait: Jayoku Stance C 6C dash 5C 2C 4DD jB jC*2 jc jC*5 Hiren. Faire 4DA 4DD rajoute peut-être des dégâts.
- Stance B a un pushback beaucoup moins conséquent, la rendant bien plus facile à punir. Ceci ouvre aussi la voie à de nouveaux combos. Par exemple, Jayoku dash Stance B (chargé) 5C passe. Il est peut-être possible de faire 3C Stance B 5A.
- Gatling 5C->6C supprimé. On ne peut donc plus relaunch l'adversaire avec 5C 6C dans le corner.
- La nouvelle furie est une choppé spé (à partir de la Stance). Avec les nouvelles possibilités de la Stance, on peut donc faire: Stance Dash Furie. Notez bien ça. La furie fait 3000 de dégâts pile.
- L'overdrive d'Hazama pompe énormément de vie à l'adversaire. Je pense que la vie drainée sera beaucoup moins conséquente après les nouveaux ajustements, car ça enlèverai tout de même 75-100 PV par seconde ! Elle est aussi plaçable en combo, par exemple: Jayoku Overdrive Stance C.
- 3C counter->Stance C chargé ne passe plus, on peut que faire Stance C normale.
- Faire un dash durant la Stance rend le coup automatiquement chargé.
- Bien entendu, le loop ne marche plus (mince alors, les développeurs l'ont donc vu !)
_____________________________________________________________________________________

Iron Tager :

- Overdrive : Voltic Field – Force le magnétisme sur l’adversaire.

- Changed Move: Spark Bolt- Can be performed with 623D.
- New Move: Air Driver - j.360C.
- New Move: Grand Punish - j.63214A.
- 3C>empty collider no longer possible. The combo had amazing heat build-up so it's no surprise.
- 6C fc recommended, doesn't cause float though.
- jA, jb, jc, jd all possible to cancel.
- Spark bolt and the other version, are similar to CS spark bolt in proprieties.
- 4D causes wall bound, jD cause stick to wall? and 2D causes slide (all on air hit). 5D on normal hit sends characters flying like in CT.

_____________________________________________________________________________________

Jin Kisaragi :

- Overdrive : Frost End -Les attaques à l’épée freezent l’adversaire.

- Changed Move: Sekkajin - Input is now 22C, has followups.
- Changed Move: Hiyoku Getsumei - Can be performed in the air.
- 236X Series: 236B and 236C have been removed from the series. All that's left now is 236A and 236D. 236D can be "charged".
- j.236X Series: j.236B and j.236C have been removed from the series. The current j.236A acts as the former j.236C. j.236D shoots a single, huge ice blade. It's much more difficult to use IAD j.236D for ambiguous cross-ups D:
- 214X Series: 214A and 214C have been removed from the series. All that's left now is 214B and 214D. 214B can be "charged" and the charged version acts as the former 214A. The first hit of 214B is a low. 214D wallsticks.
- 623X Series: 623A has been removed from the series. The current 623B has a similar start-up to the former 623A. The current 623B retains its former untechable time.
- New Move: Hizansen/j.236C: Jin slashes diagonally downward and makes the opponent slide on the ground on hit. Think of it as GG Johny's Killer Joker or KoF Leona's X-Calibur. This move seems to halt Jin's decent and it seems like it will serve as a potential anti-anti-air tool. It has a lot of recovery which makes it impossible to follow-up with a combo at the moment.
- New Move: Hizangeki/j.236D: EX Hizansen, Hizangeki slides the opponent on hit which allows for a follow-up combo.
- New Move: Aerial Ice Arrow: Jin shoots an ice arrow using his former j.236A's angle and trajectory.

- 5A: no change. startup looks like its still 6 frames. throw cancellable(hit or blocked)
- 5B: no charge. 5b>2b confirmed. 2nd hit throw cancellable(hit or blocked) jump cancel removed (on block only, jump cancellable on hit) 1st hit gattles into ct
- 5C: no change. 5c>2c confirmed(standing hit comboed), gattles into ct on block
- 5D: no change. dash cancellable. 5c>5d combos. special cancellable.(guess the other dude was on crack saying 5c>5d didnt combo)

- 2A: no change. anti air usability unconfirmed. throw cancellable(hit or blocked)
- 2B: jump cancellable(hit or blocked). usage unchanged. 2b>5b confirmed.
- 2C: no change. jump cancellable only on hit. 2c>5c not possible. 2c>6b confirmed. head invincibility unconfirmed. fatal counter confirmed

- 2D: usage didnt really change. looks like it has faster startup? less recovery? hitbox unchanged? alot is unknown

- 6A:startup unchanged. still cannot be special cancelled. more recovery? throw cancellable(hit only) knockdown confirmed. but doesnt seem you can use it like you would think you can(3c stuff i guess)
- 6B: no change. special, landing cancel unconfirmed.
- 6C: dash cancel removed. launch changed(close to cs2). 5c>6c no change doesnt combo on standing hit. if near corner, you can pick up with 5b(2) at a good height. 6c>6d confirmed. midscreen normal hit 6c>b ice car doesnt combo. only gattles into ct on hit. cOD confirmed
- 6D: didnt use it so dunno, looks the same from watching other ppl.

- 3C: no change. low profile unconfirmed. cOD confirmed

- JA: no change. cancellable into itself. throw cancel unconfirmed.
- JB: felt easier to use than in extend. attack lvl doesnt look like it changed.
- JC no change can still be used as you want. attack lvl looks same as in extend. landing recovery exists. counter hit on grounded comboing into 2d unconfirmed. counter hit in air untech time increased. only looked at someone else do it, counter hit on ground doesnt combo into 2d.
- J2C: no change. hitbox's weirdness doesnt look like it has changed.
- JD: no change. landing recovery exists. air dash combo timing didnt feel awkward, no change. cOD confirmed

- B+C :dm1300 special cancellable, freeze time about same as in extend. throw>b ice car whiff>dash 5b confirmed.
- 4B+C :dm1300 didnt really use it, dont think it changed.

- (236A): the current a ice sword.
- (J236A): the current c air ice sword. landing recovery exists. can air dash after move if you still have air option left.
- (236D): didnt really use it much, but didnt feel suprisingly different from current one.
- (J236D): 1 sword only, shoots a thick piece of ice. 3 hits. shots in the current a air ice sword angle.
- (214B): ground ver onl. a and c ver removed. first hit is a low and wallbounds.
  2nd hit knocks down. techable once they hit ground. 2nd hit can be charged, 2nd hit wont come out if you continue to hold the button.
  cuz of dis, hold the button so you get the wallbound of 1st hit whend doing corner combos.
  recovery on 1st hit only feels like double of the current one.
  1st hit>2nd hit is very high chance that has the same untech time as current c ice car
- (214D): ground ver only. 2nd hit wall sticks. alot is unknown.
- (623B): a ver removed. properties are somewhere between current a and b fubuki. fubuki>6c doesnt combo. fubuki>5c doesnt combo either.
- (623C): more recovery?(felt awkward when picking up off counter hit) rehhyou combo unconfirmed, but untech time doesnt look like it changed
- (623D): only use it midscreen but no change. corner hit unconfirmed.
- (22C): command changed. big difference from current one, over in 4 fast hits. opponent gets staggered.
if they recover from stagger as quick as possible, it is believed that you have the frame advantage.
if you try throw it out again and you arent close to them, then you do a whiff animation. the whiff animation looks like its about the same amount of frames as makoto's parry.
→ follow up: after sekka you cut thru and freeze them. they get launched straight up.
  you sideswap after you cut thru them. so near the corner youll swap spots
  after they get launched they cant tech until they hit the ground so you can follow up with combo. long recovery on jin.
- (J214C): new move. the one in the pv. mid hit. after the attack you move up diagonally a bit. cannot move until you land on ground. landing reocvery exists. hard knockdown on opponent(down that cannot be emergency teched). counter hit properties unconfirmed.
j.a>kj doesnt combo. j.b>kj combos, startup looks about the same as current a ice car. alot is unknown
- (J214D): hizans en's powered up ver. block type unknown. opponent slides down after hit.
landing recovery exsts. youre at a bit of a distance away after landing. tried to pick up with 6c but didnt combo.
but it fels like it has prett good proration. alot is unkown.


▼DD
- (632146C): dunno if it was cuz it got blocked, but doesnt feel like much has changed. alot is unknown.
- (632146D): raw hiyoku dmg is 2958. recovery is same as in extend. techable on counter hit. min dmg unknown.
- (J632146D): ice arrow shot in same sangle as current b air ice sword. knockdown after hit. same dmg as ground ver.
- (236236D): low catch unconfirmed. entire move's frames improved? both hits together did 3060 so no change. freeze time didnt feel like it changed.

▼OD
- alot is unknown, but freeze count limit becomes very lenient in this state.
- (JA>JC(凍結)>jc>JA>JC(凍結)を確認)j.a>j.c(freeze)>dj.a>j. c(freeze) confirmed

▼crush trigger
- unconfirmed.

▼OD ver has [OD] header on it
- 【OD】(236A): freeze confirmed
- (236D): no charge and charged ver have huge property differences
  no charge. flys at same speed as current b ice sword. more recovery than current b ice sword?
  charged. flys at same speed as current c ice sword. same recovery as current c ice sword?
air movement possible after the move. very little landing recovery.
- (214B): 1st hit has same move proration. midscreen 3c>stop at 1st hit if it nets knockdown unconfirmed(possible that they just didnt tech)
- (214D): improved proration? 5c>5d>ex ice car>5c>6c>rehhyou = about 3.4k dmg
- (623B): counter hit in air untechable until they hit ground
- 【OD】(623B): freeze confirmed. but unlike ex jin's b fubuki, they unfreeze while falling.
- (623C): same move proration confirmed. upper part of the hitbox has gotten smaller, rehhyou combo looks difficult
- (623D): 1st hit same move proration confirmed.
- (22C): lock move. locks them even on air hit. they eat the move on ground. but on air hit it will only lock them depending on height. it whiffs above jin's head
  startup is thought to be 7 frames or less. b ice car wallbound>sekka route(they eat it on ground) confirmed.
  fastes t recovery from stagger state looks like we're at the frame advantage. similar situation as current madao route
  counter hit state in whiff motion. (this part is kinda odd to translate, same as be4 pretty much)
- (J214C): on counter hit, no special property change. after high up hizansen route, if midscreen you backaway quite a distance so no problem
【OD】 freeze confirmed. freeze time last long enough to follow up with dash 5b after landing. same move proration confirmed.
- (J214D): 2 hit move. 1st hit's hitbox hits horizontally, freezes. 2nd hit hits high.
  2nd hit must land to pick up with 6c after landing

▼DD
- (632146C): raw touga(5) = 2524 dmg
(J632146D): followup after hit not possible

▼OD
- cancel Over Drive shows up on the screen on moves that can cancel into it. alot is unknown.

▼crush trigger
- wont come out unless you input neutral AB. new motion. startup feels like 25+ frames.
- when the opponent barrier blocks it, barrier gauge drops by at least 1/3. on normal block the current guard crush happens.
- on normal hit you can follow up with dash 5b. doesnt look unusable in combos.

_____________________________________________________________________________________

Litchi Faye Ling :

- Overdrive : Daisharin – Permet de bouger le baton avec une direction + D.

- New Move: Kanchan - 421C[e].
- New Move: Chankan - 41236A > D.
- New Move: Chinroutou - 632146A.
- She has a new normal, 4b both staff and staffless.

_____________________________________________________________________________________

Makoto Nanaya :

- Overdrive : Galaxian Impact – Tous les coups en Drive sont lvl3.

- Changed Move: Shooting Star - Able to perform standalone using 236D.
- New Move: Cosmic Ray - 214A > D, able to charge.
- New Move: Lander Blow - 214A > C > D, able to charge.
- 5D untechable time increased; you can follow up 5D(3) with 2C again even after 2A.
- 236D (Shooting Star) level 3 wallsticks. 2C > 236D > 6A > 2D (3) > j.B > j.D (3) works.
- 214A~C~B startup increased; can't follow-up on a crouching opponent from Lunatic Upper (214A~C).
- 2D(3)'s vector was changed so that 2C no longer links from 2D(3). 5B and 5CC are still ok.
- Similar vector change for PF. Doesn't feel like you can follow up with 2D(3) after two hits.
- 3C untechable time decreased; can't follow up with 2D(3) any longer.
- Can't follow up back throw with 2B any longer.
- Parry hit (not to be confused w/ Space Counter) staggers backwards.

_____________________________________________________________________________________

Noel Vermillion :

- Overdrive : Chain Quasar – Augmente la vitesse du Drive.

- New Move: XVII: Chamber Shot - 236C
- New Move: Revolver Blast > Additional Attack - j.2C after Revolver Blast
- j.D's inertia has been removed (My own note: I guess this means that doing dashing jump j.D moves Noel a lot further)
- 2D's trajectory is weird. It moves about two characters' worth of spacing. 2D no longer crosses up.
- 6B -> 6C gatling has been removed.
- Dash 6C doesn't come out?
- Corner grab -> B silencer -> Dash Cancel -> 6A bluebeats, Dash Cancel 6C doesn't come out.
- 4D floats on hit.
- A Optic has been removed (My own note: ? Not sure on this.)
- CA has been changed (looks like its an attack now and no longer her invincible cross-up).
- Assault Through doesn't hit opponents farther away.
- 6A comes out slower.
- 5A attack level reduced?
- Optic Barrel A has been changed (I believe it says A is the old B and B is the old C. Keep in mind 236C is Chamber Shot now).
- Bloom Trigger does not wallbounce.
- CR can be canceled with specials.
- j2C follow-up puts you into a position similar to Bullet Rain (I'm assuming this is because j2C's trajectory is at a diagonal)
- Gatlings that work: 6C(2)>2D, 2B>6A
- Gatlings that do NOT work: 6C>6D, 6B>6C, d.6A>d.6C

_____________________________________________________________________________________

Platinum the Trinity :

- Overdrive : Magical Heart Catch – Usage illimité de l’objet en cours.

- New Move: Happy Magicka - 41236C

[strike]

_________________


Dernière édition par malaka47 le Sam 25 Aoû - 13:02, édité 10 fois
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 17:04

Rachel Alucard :

- Overdrive : Elf Lied – La jauge de vent se charge plus vite.
.
- New Move: Beelze Lotus (??? similar to ????? or Beelzebub) - 22A/j.22A.
- New Move: Barel Lotus (uncertain kana) - 22B/j.22B.
- 6B can be jump cancelled.
- 4B is only special cancellable.
- 4B fatal counter.
- The 22x moves don't have a clear use. Princess (nickname for Rachel)'s umbrella whirls and whirls around and is cute.
- Frog can be placed after 5CC but it seems that electricity doesn't activate. After placing George, 5B pickup hits them in the air (My note: I'm not sure on the translation for this particular sentence at all).
- 6A doesn't float on hit, if you hit the opponent on the ground he will stay grounded.
- This is something about air A lobelia but I have no clue what he's saying.
- It feels like the trajectory after hitting is slightly different.
- Wow, I have no idea what the hell this sentence is going on about. My best guess is that it after j.B jump cancel, the opponent does not get 'bounded' if he's too high.
- Once 22A/B is activated, bat will fly towards the opponent and circle around him.
- Once it actually hits (after spending some time spinning around the opponent I assume), it adds 1 to the hit counter but the hitstun is nearly nonexistent.
- Other players have said something about bats exploding but as he didn't know the conditions for it he couldn't confirm it
- Apparently you can actually have multiple bats on the field so it can get pretty annoying if they do explode, and put considerable pressure on the opponent.

- Kerokero combo worked perfectly from a throw, doesn't seem to be an issue.

- Alright, didn't get the last sentence but about overdrive. Wind regen constantly is at its maximum speed on the ground, still no air regen on the other hand. From what he heard, it has startup invincibility so maybe we could come up with some new mindgames like whiffing a move and cancelling into this to punish a punish attempt. 5A>~>3C part is an example of it but I didn't get it.

- Looks like you can gatling into crush trigger. It came out smoothly from another move but the startup of CT itself is bloody slow.
Note to self: Gato is short for gatling, welp shit, jp FG slang.

- Basic gatlings
Pretty self explanatory so I'mma skip this part. He just says that he forgot 4B gatlings and that her gatlings haven't changed much.
Also, the way to read this most likely is:
5B, cancels into 2B>5B OR 3C OR jump cancel OR 6C. Shit is pretty confusing when written like that but we'll see once we actually get footage of Rachel.

- j.A IOH still here, no problem whatsoever. I have no idea what "F style" refers to here.

- 3C still hits twice against Noel, no changes here. 3C basically hasn't changed at all from what we can see.
3C>B or C lobe>5A is very tough now as both versions of lobelia make the opponent fall towards the 3 direction on hit. Basically impossible midscreen?

- 4B changes on hit.
Bounces on hit. Much like Slayer's 5HS air hit. Bounces even on a grounded opponent and the bounce itself changes depending on the height at which 4B hits.
So assuming you've got a pole nearby, you could do things like 3C>8D with A lotus, 4B ground bounce, and pick it up with 5B for instance. Looks like the ground bounce actually is untechable (excluding emergency tech), which gives quite a lot of combo options.

- Something about finding out whether j.2C hits overhead or not? Stupid typo makes it impossible to understand but nothing confirmed so let's assume it's not an overhead for now.
Can't cancel into j.C, cancels into air specials, cancels into ground normals. Startup may be slower than earlier versions. It only gets a hitbox once you start coming down.

- general impressions on the game.
He heard that the game was very fast but has his doubts about this. Walking speed is very slow (and this issue is not limited to Rachel but other chars as well) which is quite irritating.
Hitstop is much sharper(?) than in earlier iterations. On air hits, the opponents fall at an incredible speed so GRAVITY CHANGES GALORE !
Astral command might have changed. On a side note, it links from B lotus. Scary stuff.
Something about sound effects, I couldn't make out the first sentence but guarding gives out a dull metallic sound.

- Something about how lobelias bounce back. I couldn't understand half of it so if someone's feeling like translating it, please do. I have my own speculations on this but I'd rather not share something I'm not even sure about.

- CT makes more than half of the barrier gauge disappear.

- 6B jump cancellable
CH still wall bounces.

- Ao niku (j.2C lvl2>B lobelia>...) is hard as all fuck because of aforementioned changes to B lobelia.
Maybe we could replace the current j.C>j.C with j.B>j.C?

- Lolicon combo (j.236A>j.2C lvl3 trick).
Impossible (lol). The changes in j.2C's startup completely messed up the timing and despit trying a bunch of different heights to make up for it, he couldn't get it out even once.

- I'mma skip the unrelated part about him getting raped by an ikemen Carl.
No major changes there, maybe a bit more untechable time?
The timing to input wind has changed a wee bit but 2C CH>2D>5C still works like a charm.

- Corner 5CC wallsplats?
And for quite a long time too. It feels like it almost lasts for a whole second

- Description of A and B lotus. Nothing new here. It seems you can have more than 2 lotuses out at the same time (unconfirmed). A lotus is affected by vertical wind I think (it says "shield" but I think it's vertical wind).
Something about air lotus, I've already described it in my previous post.
With an A lotus out, 3C>2D launches the opponent around high jump height.
He couldn't do 3D>2D>frog>3C. (I..... think there are a couple of obvious mistakes here, namely 3C>8D instead of 3C>2D or even 3D>2D which doesn't even make any sense, but let's wait and see if we get videos of Rachel in the near future. I sure hope so.)

_____________________________________________________________________________________

Ragna the Bloodedge :

- Overdrive : Blood Kain Idea – Semblable à l’ancien Blood Kain.

- Changed Move: Dead Spike - Input is now 236D.
- New Move: Blood Scythe - 214D, also in air.
- Apparently 6b>6a/5d and 6a>5d gatlings work.
- Madao>6c(2)>tk scythe>5b worked.
- Cid punch can be picked up by 5a.

+ GH is still in, same as before
+ Devoured by Darkness is a normal super now; normal version does less damage (2.2k) than in BKI
+ Able to activate overdrive in the air
+ No health loss during Blood Kain Idea
+ CS 1st hit causes stagger
+ 22C dash cancellable; 22C > dc 5B works
+ 3C > 5D gatling added back in

* Dead Spike input changed to 236D
* Blood Kain removed as Distortion, added as his Overdrive now as "Blood Kain Idea"
* 22C causes slide
* DS has faster startup but longer recovery. 214D > 214D works on air hit
* GH followup launches lower
* Blood Scythe hits mid. Ground version downs opponent and aerial version causes ground bounce
* 6C is way faster and launches lower
* CH ID floats lower (probably pertains to regular ID as well)
* Blood Scythe seems really slow but relatively safe due to its absurdly short recovery

- 6B only special cancellable
- ID punch now inflicts wallstick (new combo mechanic)
- BE seems to launch lower
- 6A can't be jump cancelled on block. Launches lower on hit
- 6C and 5D dash cancel removed
- 5C has more recovery
- Throw in corner > 5B does not work
- BE>6B does not work
__________________________________________________________________________________

Relius Clover :

- Overdrive : Maxima Dance – La jauge d’Ignis remonte plus vite.

- Changed Move: Id Naiads - Can perform off of ground Id Lauger.
- New Move: Gad Leis - 41236B.
- New Move: Geara Lugia - 22A/B/C.
- 6B>6C gatling is gone.
- Possible that 5B>3C>236C>214A>6C>214A>5C>JB>JB>j236C>214A blue beats at the end.
- Geara Lugia: The A,B and C button determine the range where the attack happens. Slow startup. Supposedly hits low. Scissor-like attack that may act similar to Eddie's drills.
- Gad Leis: Damn slow. Hits in front of Relius(?) About as long as 5D (possible typo; may have meant 6D). Possibly a sword/Swiss army knife looking attack.
- No followups found yet for ground Id Naiads.
- 6C launches on ground hit.

_____________________________________________________________________________________

Taokaka :

- Overdrive : Almost Becoming Two – Semblable à l’ancien.

- New Move: Cat Spirit Encore!- B after 236A/C
- New Move: Unison "Nyaibu" (uncertain kana ????) - j.236236D
- Bowling ball is multi-hit now.
Something about 6C same move proration most likely. 5 loops off 2B in AB2? What is he talking about?
- It also sounds like something has changed about jumps/dashes after drive cancels. Sounds like it's not possible anymore?
- They might also be talking about Tao losing jumps/dashes?
- 6A -> 236C works on crouching opponents because of the speed buff.
- Standing 5D causes slidedown, possible to combo into 6C near the corner?
- 3C is faster, 3C(3) causes slidedown, 4D is faster and doesn't jump as high, Cat Spirit Encore is sliding (like 2B?), adv on block?
- Looked like she could do Hexa-Edge mid-air.
- Air Super is a knockdown.

From Tsujikawa's twitter (https://twitter.com/tujikarori):
- Cat Spirit 3 has 21 frames startup?!

_____________________________________________________________________________________

Tsubaki Yayoi :

- Overdrive : Second Install – La jauge d’install monte toute seule.
- Called Second Install and does automatic charge recovery while it is active.
- Some charge gain, but compared to Hakumen very slow.
- Start of round 2, an overdrive gave about 3.5 charges.

- Note: Tsubaki Mugen (214214D) is still listed as a Distortion. Inferring from that you do not need to be in Overdrive in order to use it.

- Changed Move: Sanctus Veritas (214X)- Only B and D versions can be performed.
- Changed Move: Sanctum Decus (22X) - Only B and D versions can be performed.
- Changed Move: Benedictus Rex (623X) - Only C and D versions can be performed.
- Changed Move: Aequum Eleison (j.236X) - Only A and D versions can be performed.
- New Move: Shingi: Yami wo Ugatsu Agari - [4]6C/D.
- New Move: Shinsa: Mu he Izanau Kusari - 63214C.
- New Move: Shinpatsu: Chi wo Hofuru Yaiba - 632146B.

From JP BBS and DL translators
New moves :

- Her charge move is a projectile; Release of C projectile feels slow. Also, projectile is not that fast and the trajectory is straight forward.
- New super calls upon 8 blades to home in on opponent, but is not guaranteed to come out. If all 8 blades hit it is slightly less than 1600 damage. If all blades are blocked it gives long hitstun as they hit one after one other. (in the trailer)
- Other new move is a command throw; Doesn't know if you can follow up on the command throw but, it's strong. Does 960 dmg and you can follow up afterwards.
- Command throw whiff recovery seems short, maybe the same as a normal throw
- Projectile is like Jin's C ice blade, starts slow and speeds up
- Command throw has a quick startup, CH 2a > throw is green.
- Gives about 2 bars when you hit with it. If you RC, you can follow it up.
- Command throw sends them flying up. So after RC, it would probably be a 2cc or j.CC followup combo.
- For her charge move: C projectile is 1hit, D projectile is 2 hits. If a D projectile hits a C projectile, the D projectile continues on. (Mirror match)
- Seems like the command throw is a series of Tsubaki slicing them up with the 6C blades. There's lots of places you can RC, but there might only be one place you can RC and still gain charges.
- Command grab, didn't seem to be able to cancel with any moves.
- Charge move has a bit of recovery afterwards so you can't immediately follow-up with 236D. (speculation)

Normals
- 5B and 5C seem to be unchanged i.e. 5B slow recovery, 5C fast startup remain
- 5B's whiff recovery feels the same
- Back throw leaves them standing near you, similar to CS1 throw. Forward throws screen bounce.
- 2C is faster?
- 2CC floats higher, feels as though it was to make it harder or maybe impossible to do IAD combos.
- Questioning whether 6B is still + on block. 6B CH will still combo in 5CC, etc. (speculation)
- 3C can't be jump cancelled still. Probably still jc on hit.
- 3CC seems to float higher
- 6CC seems to float less
- 5C no longer jump cancellable on hit
- 5B remains jump cancellable
- 6B now causes the opponent to float a bit and you can pick up afterwards with 5C

Drive moves
- j.D charge rate slowed down
- 2D and 5D are about equal to EX 5D.
- Charge cancel, 5D or 2D, recovers 1/4 of a bar.

Specials :
- 22D is no longer unblockable.
- After j.214x you can pick up the opponent with 2B.
- 214x floats on a raw hit, bounds in corner. (i.e. behaves like cs1)
- j.D charge rate slowed down
- 5B and 5C seem to be unchanged.
- 623C has a lot of invincibility (speculation)
- 5B's whiff recovery feels the same
- j.236D projectile's effect changed, kinda like an electric ball. maybe there's something with that?
- 2D and 5D are about equal to EX 5D.
- j.236A also releases an orb.
- 623C has a lot of invincibility (speculation) 623C 'appears' to have invincibility, but was tested as anti-air.. and not really sure.
- 236D on air hit, causes the opponent to bounce back similar to a 22x CH, but it doesn't have to be a CH.
- Something different about 22x(which?) or 236D - midscreen, 236D will not connect after a hit.
- 214D doesn't float as high
- j.214D still able to be followed up with 5C > 2CC or 3CC in the corner.
- j.214C looks like it goes further?
- 22D (barring not being an unblockable fully charged anymore) looks the same in the Tao vs Tsubaki video as long as it wasn't a CH
- j.236A can't be cancelled into j.214D, it seems. Maybe only on whiff? Or maybe at all. Or maybe just referring to the special effect.
- j.236A trajectory is more like j.236C from CSEX.
- 22D max charge during mugen is still not unblockable.

Supers
- 5 charge 236236D is about 2800 damage (speculation: This may be during mugen since it's supposed to only cost 1 charge now)
- Mugen takes priority over Overdrive


Combos :
- 5A>5BB>2BB>5CC>236A>214B(floats)>22B (max charge) 1500 (from 5B 1800)
- 623C > 214A(w) j.C seems impossible, but 5C will hit. similar to 623B whiff combo in EX.
- 5A > 5BB > 2BB > 5CC > 236A > 214B(floats) > 22B (max charge) 1500 (from 5B 1800; Not sure if this means a 5A p1 nerf or not)
- 5BB >2BB > 5CC > 6BB > 236B doesn't connect, 236A does.
- 623C > j.236A is doable, but from the trajectory it doesn't look possible to make j.236A whiff
- Rising jump combo (jc j.BB > j.C > 5B > etc.) is still doable, off of 5B instead of 5C. 2 loops completed, red until trying to do 5B/2C (so, end with 5C/2C should still be good)


Other :
- Dark Tsubaki is standard colour.
- Back throw leaves them standing near you, similar to CS1 throw. Don't know about forward throws. Forward throws screen bounce.
- 2C is faster?
- Walking forward is slow, initial dash speed is slow
- 2CC floats higher, feels as though it was to make it harder to do IAD combos.

_____________________________________________________________________________________

Valkenhayn R. Hellsing

- Overdrive : Endlos Volf – La jauge de loup se charge plus vite.

- Changed Move: Rasen Wolf - Now performed with lever direction + D
- Rasenwolf command changed to direction + D
With this,the wolf break system has been eliminated apparently.
- 2C>6B does not connect on a grounded opponent.
- Nacht rosen>[JB>JA]>2C does not work or its really tight.
Seems like they end up being too low for the 2C to hit.
- JC>air DD is difficult to connect.
Hima isn't sure why.
(Is JC not special cancelable anymore?Is the air DD slower?)
- w.5B does not launch. (This was a typo)
- w.5B does not cause float on air hit.
- w.5C is a sweep.
- w.JC is a diagonal kick.
- ,5C,3C can be cancelled into geschwind wolf.

- Very basic wolf bnb:
wolf A > wolf B > wolf C>6D> wolf JA ([W]5A>5B>5C>6D>j.A)
- Nachtjager is supposedly impossible to follow up.

_____________________________________________________________________________________

Amane :

- Drive : Spiral - Amane's drive attacks turn his cloth into a drill, into which he can use to attack his opponent. Heavily implied in the command list that there is a level system with it.
Amane combat avec son kimono et son Drive consiste à transformer sa manche en foret qu’il utilise pour attaquer. Il est possible d’améliorer le niveau de son Drive.

- Overdrive : Cyclone – Tous les coups Drive sont au lvl maximum.

Special Moves :
- Ninpu Sengeki: Hariken - 236D
- Ninpu Sengeki: Hariken > Additional Attack - A/B/C after Hariken
- Juken Dageki: Gekiren - 623C
- Choujuu Rengeki: Raibu - 236C
- Tensou Rakugeki: Gosei - j.236C
- Choujin Kaihii: Zettou - 236A/B or 214A/B

Distortion Drives :
- Kyouryuu Tokkou: Seijuu Rensoukyaku - 632146C
- Kaizoku Senkou: Goukai Rasen Renpa - 632146D

_____________________________________________________________________________________

Bullet :

- Drive : Lockon - Génère un anneau autour de Bullet. L'anneau suit l'ennemi et le frappe quand il est dedans. Si ça touche l'ennemi, Bullet rentre en Heat-Up. Ca rend l'anneau plus grand et change certaines propriétés de ses mouvements. Il semble y avoir 2 ou 3 niveaux de Heat-Up.

Ses choppes normales ne peuvent pas être "combotter", à part avec le 5B si vous êtes en Heat-Up.

5D – Touche middle, mais le startup est très rapide.
2D – Touche low.
6D – Overhead
jD – Un dive kick, Bullet tombe au sol ainsi que l'ennemi.


- Overdrive: Heat the Beat – L’état “Heat Up” est actif en permanence.

5A, 2A – the usual jabs
6A – Overhead, similaire au 5C de Bang.
2B – Ordinaire kick qui tape low.
5B – Un kick, similaire au 5B de Naoto (P4A).
6B – Un kick vers le haut.
5C – Un coup ardent vers l'avant, Peut-être FC.
2C – Un kick de longue portée, frappe probablement low.
6C – Un coup de cheville.
3C – Un kick après un court délai, tape low.

jA – Punch ordinaire.
jB – Un kick, similaire au JB d'Hazama.
jC – Un coup avec les deux jambes, floor-bounces si counter-hit.


Special Moves :
- Wadcut: Engage - 236D, Restricted in "Heat Up". Un follow-up pour les Drive, blows the enemy away with fire. Si elle touche en hit, elle élève le niveau de "Heat Up". Wall-bounces si counter-hit.
- Flint Shooter- 236A, peut être charger. Spinning fireball shot. Charge pendant un moment, puis explose.
- Cutting Shear - 623B. Une command grab. Semble avoir un startup invulnérable..
- Explode: Engage - 623B > 22D, Restricted in "Heat Up".
- Miquelet Capture - 63214C. Une running grab. Couvre environ la moitié de l'écran.
- Piercing: Engage - 63214C > 236D, Restricted in "Heat Up".
- Snaphance Fist - 623C, j.623C. Bullet fait un petit saut et attrape l'ennemi dans les airs.
- Flechette: Engage - 623C/j.236C > 623D, Restricted in "Heat Up".
- Afterburner - 214D, peut être charger. Bullet s'enveloppe elle-même dans des flammes et entrent en "Heat Up".

Distortion Drives :
- Rage Aggressor - 2363214C. May lack invul frames, since it got interrupted with a jab. Probably can’t follow it up with a combo?
- Serpentine Assault - 720A.
- Frangible: Engage - 720A > 720D, Restricted in "Heat Up".
- Blackout - 720A > 720D > 1080D, Uses another 50 heat.

_____________________________________________________________________________________

Azrael :

- Drive: The Terra - Enfin Azrael a le pouvoir via son Drive de révéler les points faibles de son adversaire quand il les frappe. Aucune idée de ce à quoi cela sert, peut-être a faire des dégâts et combos spécifiques à chaque personnage.

- Overdrive: Mind Colosseo – Toutes les attaques touchent en points faibles.


・5D - Swings his arm down for an overhead, applies upper weakness.
・2D - Applies lower weakness.
・6D - Overhead, applies side weakness?
・JD - Applies upper weakness
・J2D - Causes knockdown, wide crossover range, applies lower weakness.

Special Moves :
- Gustaf Buster - 236A
Does a punch after a short dash.
- Tiger Magnum - 236C.
- Cobra Spike - 236C > 46C.
- Leopard Launcher - 236C > 46C > 6C -
3 stage rekka. Can chain on whiff, and is pretty much a guaranteed punish if the 3rd hit is blocked.
Magnum has repeat proration.
- Growler Field - 214B, able to charge.
- Phalanx Cannon - 214B (hit) > 236B
Anti-projectile guardpoint. Has a hitbox and does damage if next to opponent.
Phallanx can be activated when a projectile has been succesfully guarded, and fires forward projectiles.
- Sentinel Dump - 623C or 22C on downed opponent.
Kanji's Buster attack. On a not-downed opponent, it launches them in place and hits them as they land. Special cancelable (on hit?)
- Valiant Crush - 236D, able to charge.
- Valiant Charger - 236D (hit weak point) > 6 (hold right).
Super armored. Applies upper weakness. Unblockable if weakness has been applied. Carries more than half-screen like Banishing. 6 for followup. Can also do jump attacks mid-followup.
- Hornet Bunker - 214D, able to charge.
- Hornet Chaser - 214D (hit weak point) > 8 (hold up).
Super armored. Applies lower weakness. Unblockable if weakness has been applied. Launches them up like P4U's Bokosuka C. 8 for followup.


Distortion Drives :
- Blackhawk Stinger - 236236D.
Long distance rush followed by a punch.
- Scud Punishment - 214214D.
Short range jab. Applies all weaknesses. Damage is somewhat low, around 1100 raw.

_________________


Dernière édition par malaka47 le Mar 14 Aoû - 17:54, édité 6 fois
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Agalnarok
Héros Légendaire
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 17:08

Belle initiative poto Cool
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Lazare
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 17:50

Le tout traduit en fr,et c'est le best.
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malaka47
Empereur Librarius
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 18:52

Lazare : Mouhahahahah !!!!... mais je t'en prie Wink

Infos sur Bullet :
5A, 2A – the usual jabs
6A – an overhead, similar to Bang’s 5C
2B – the usual low-hitting kick
5B – a kick, similar to P4U Naoto’s 5B
6B – a kick upwards
5C – a fiery strike forward, may be FC
2C – a long-reaching kick, probably hits low
6C – an ankle strike
3C – a kick after a short delay, hits low

jA – the usual punch
jB – a kick, similar to Hazama’s jB
jC – a strike with both legs, floor-bounces on counter-hit

Drive: Lock-On
Generates a ring around Bullet.
The ring follows the enemy and hits them when they get into it.
If it hits the enemy, Bullet enters the Heat-Up state. It makes the ring bigger and changes some of the moves’ properties.
There seems to be 2 or 3 levels of Heat-Up.

5D – hits mid, but the start-up is very fast
2D – hits low
6D – an overhead
jD – a dive kick, Bullet falls to the ground along with the enemy

Wadcut Engage
A follow-up for the D attacks, blows the enemy away with fire. If it hits, it raises the Heat-Up level. Wall-bounces on counter-hit.

236A – Flint Shooter
Spinning fireball shot. It charges for a moment, and then explodes.

623B – Cutting Shear
A command grab. Seems to have some start-up invul.

41236B - Miquelet Capture
A running grab. Covers about half a screen.

(j)623C – Snap Hans Fist
Bullet makes a low jump and grabs the enemy in midair.

214D – Afterburner
Bullet wraps herself in flames and gains the Heat-Up state.

2363214C – Rage Aggressor
May lack invul frames, since it got interrupted with a jab. Probably can’t follow it up with a combo?

Her regular throws can’t be combo’ed from, but you can follow it up with 5B in the Heat-Up state.

Alas, no info on the seven-spin super yet.

_________________
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zebimaru
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 18:58

Tu m'as devancé Malaka xD

Bon pour moi, après avoir lu ces infos sur Bullet, j'ai plus l'impression que c'est un perso qui presse beaucoup, mais qui ouvre la garde avec toute ces command grab, on dirais un mélange entre Makoto, Bang et Tager du coup (Bon j’exagère beaucoup pour Tager mais un peu quand même)

En tous cas, plus j'en lis, et plus ce perso m'intérrésse.
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Ben
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 20:08

Citation :
(j)623C – Snap Hans Fist
Bullet makes a low jump and grabs the enemy in midair.

OH MON DIEU c'est décidé je la joue.
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zebimaru
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 20:22

MDR Ben xDD Je te l'avais dis, Mini Short powaa xD
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Xyloboy
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 20:45

Tsubaki
Citation :
- 22D is no longer unblockable.

WTF ? O_o elle perd là un de ses meilleurs starters et la seule arme qui la faisait moins nul que Makoto

Citation :
j.D charge rate slowed down

alors là je pète un câble

Jin
Citation :
The first hit of 214B is a low.

ça c'est bien, mais vu le recovery du musou, ça sert à rien pour le pressing

Citation :
It (j236C)has a lot of recovery which makes it impossible to follow-up with a combo at the moment.

en fin de combo donc, et ultra-punissable pour "anti-anti-air"

Citation :
5B: Has lost its ability to jump cancel

WTF ? O_o

zebimaru a écrit:
En tous cas, plus j'en lis, et plus ce perso m'intérrésse.

Comme si y'avait vraiment besoin de lire quelque-chose sur le perso, seul le bon feeling compte Embarassed
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JessyKT
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 22:00

Ca a l'air vraiment trop craqué l'overdrive... C'EST CA QU'EST BON !
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Vincere
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 22:06

Ben a écrit:
Citation :
(j)623C – Snap Hans Fist
Bullet makes a low jump and grabs the enemy in midair.

OH MON DIEU c'est décidé je la joue.

Mais mec on va TOUS la jouer !
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JessyKT
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 22:25

Vincere a écrit:
Mais mec on va TOUS la jouer !
Nan po moi, j'aime pas les choppeurs, elle a trop de commands grabs, j'suis déçu.
J'vais rester sur Noel et Makoto.
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star_platinium
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 22:36

en plus d'avoir perdu la vue tsubaki perd son meilleur coup. l'imblocable decidement je sais pas comment je fais mais j ai toujours envie de la jouer en main Razz
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Stalf
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 22:43

Je trouve pas ça dramatique la perte de l'imblocable, c'est beaucoup trop situationnel à partir d'un certain niveau pour être vraiment un point central du perso. M'enfin à voir ce qu'elle a en contrepartie.
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zebimaru
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 22:44

ENFFIIINNN MON REVE CE REALISE le coup imblocable de cette aveugle est supprimé xD
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JessyKT
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 23:09

Avant de sauter de joie ou pleurer, mettez vous en tête que ces changements ne sont pas définitifs...
Moi aussi j'ai envie de pleurer que mon 2D avec Noel ne fasse plus crossHUP !
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UltraMadguy
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mar 7 Aoû - 23:13

Le coup de l'Overdrive MDR, les mecs ont trop maté de cast de vincere sur samourai shodown!
En tout cas, ils reboot pas mal de choses dans cet opus, on va finalement redécouvrir le jeu!
Je suis pas convaincu de la suppression du gold burst! Mais le fait que certain coup seront imblocable en appuyant sur A+B tout en consommant de la barre, ca va favoriser encore plus la gestion de la barrier et ça c'est cool!Cependant, les joueurs auront tendances a mions faire de Distorsion et ça c'est pas cool parce qu'elle sont trop belles! En parlant de ça, j'aimerais bien ceux de nos 3 nouveaux persos (astral compris histoire d’être spoiler et gicler sur mon écran)!
J’espère que le Scythe de ragna ne fera pas rallonger ses interminables combos de la mort qui tue!
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star_platinium
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mer 8 Aoû - 8:24

Stalf a écrit:
Je trouve pas ça dramatique la perte de l'imblocable, c'est beaucoup trop situationnel à partir d'un certain niveau pour être vraiment un point central du perso. M'enfin à voir ce qu'elle a en contrepartie.

ce n'est pas un point central du perso certes mais c'est son meilleur 2ème meilleur starter depuis cs2. De plus il y a différents set up qui permette de le place de manière à ce que l'adv se le prenne par surprise.(cf dustloop section tsubaki)

De plus konan et kuresu arrive à le sortir face à de gros joueur jap donc bon, je me dis que bien utilisé on ne le prevoit pas tant que ça
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malaka47
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mer 8 Aoû - 12:05

- Edit d'Arakune.

Amane :

5A – Un coup qui frappe un peu plus haut que les autres
6A – Anti-air.
2A – a run-of-the-mill sitting punch
5B – Un mouvement de longue portée qui est bon pour frapper les opposants mi-dair. Donne pas mal de meters.
6B – Overhead. If the enemy guards it, Amane may fly over them by accident.
2B – Une attaque qui touche low avec une bonne portée.
Les mouvements C sont similaires aux attaques de chaînes d'Axl. Les changement d'angles dépendent de la direction appuyée, similaire au Drive d'Hazama.

Drive: Spiral
La jauge de Drill possède 3 niveaux. Elle augmente lorsque vous utilisez des mouvements D et diminue au fil du temps. La jauge augmente les dommages de la Drill et fait qu'elle dure plus longtemps. Au niveau 3 la drill fait de nombreux hits et dure 300 frames (5s).
Si vous utilisez trop longtemps, vous ne pourrez plus l'utiliser pendant un certain temps.. Son 2D et JD sont de bons anti-air mais il ne faut pas mes spammer si vous souhaitez utiliser la Drill.

5D – attacks forward with a cloth drill on an arm.
2D – thrusts with the drill upward. Probably an anti-air.
6D – a long-lasting attack is performed at a small distance.
jD – a cloth drill on a leg strikes downwards. It seems like you can change the angle of this attack, too.

236D - Ninpusen "Hariken"
En soi, ce mouvement charge simplement la jauge de Drill. Si vous pressez A, B ou C, Amane invoque une Drill. La version A l'invoque juste devant Amane, la version B l'invoque un peu plus loin et la version C encore plus. En pressant D, ça cancel la stance.

623C - Juukendageki "Gekiren"
Invoque un poing en tissu de sous le sol. La distance exacte n'est pas précisée.

236C - Chuujuurengeki "Raibu"
Une attaque qui peut-être chargée.

214A/B / 236A/B - Chuujinkaihi "Zettou"
A teleport move. Since it can leave Amane hanging in midair, it’s easy to misuse it.

632146C - Kyouryuutokkou "Seijuurensoukyaku"
Une DD chargée, n'a pas de frames d'invulnérabilité.

632146D - Kaizokusenkou "Goukairasenrenpa"
C'est la DD du trailer. Amane invoque plusieurs drills qui suivent l'ennemi. La force dépend de la jauge de drill. N'a pas de frames d'invulnérabilité.

_________________


Dernière édition par malaka47 le Mer 8 Aoû - 12:42, édité 2 fois
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barbu1983
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mer 8 Aoû - 12:33

aye, changements pour carl:

1) You can no longer combo after cantabile (lift height is too low)!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!wtf!!!!!!
2)5B on block can't be j.c'd !!!!!!!!!!!!!!!!!!aaaaaaaaaaaaaaaayeuuuuuuh
3)4D sends opponents flying upward
4)2D bounce height lower, but still combo-able
5) Fuoco really fast, comparable to unlimited nirvana fuoco lol
6) 6D hitstop possibly got lower, easier to break from sandwich combos
7) After J5C it's possible to cancel into j2C
8- 3D forces down
9) Anima doesn't cause opponents to bounce

pour ma part je ne me baladerais plus tout seul sans nirvanna! fini d'attaquer seul...
Le 3d qui met au sol, plus de combo derriere cantabile + le 5b non jump cancellable!!
ça va etre dur à digéré tout ça!!

faut pas oublier qu' à chaque locktest le 5b jump cancellable devait disparaitre.... il est tjrs là!
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malaka47
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mer 8 Aoû - 13:02

Edit de Noel et Carl.

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Vincere
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mer 8 Aoû - 13:48

Malaka ce reporter de l'extrême, merci mec.

Sinon Arakune euhhhhhh
Citation :
- 5d no longer jump cancellable.
- 5b and 6b no longer jump cancellable on block.
- 2b > 2a gatling gone.
- j.c > j.d gatling gone.

On dirait que le perso va prendre une nouvelle direction. Question
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malaka47
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mer 8 Aoû - 15:06

Mais c'est normal Wink Temps libre + ça fait bosser mon anglais tous les posts entre les infos !

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MawlF.
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mer 8 Aoû - 15:23

Vincere a écrit:
Malaka ce reporter de l'extrême, merci mec.

Sinon Arakune euhhhhhh
Citation :
- 5d no longer jump cancellable.
- 5b and 6b no longer jump cancellable on block.
- 2b > 2a gatling gone.
- j.c > j.d gatling gone.

On dirait que le perso va prendre une nouvelle direction. Question
Oui, j'le disais dans l'autre topic, le jeu d'Arakune va être bien différent. J'suis en plein apprentissage de l'Arakune BBCS que j'vais devoir tout recommencer... ._.
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Zouf
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mer 8 Aoû - 18:03

star_platinium a écrit:

ce n'est pas un point central du perso

Depuis CSEX c'est sa seule ouverture de garde faisable et rentable, donc si malheureusement :'(

Elle perd son imblocable mais gagne une chope spé. Dommage qu'on ne puisse pas combo gratuitement derrière. A voir.

La gain d'un projectile c'est très bien pour couvrir son approche aussi, ça sera vraiment intéressant.

Par contre encore un nerf de charge install, faut qu'ils arrêtent avec ça sérieux....

Ses dégâts ont l'air toujours aussi god tier

"5A > 5BB > 2BB > 5CC > 236A > 214B(floats) > 22B (max charge) 1500"

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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   

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