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

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Xyloboy
Subordonné de Bang
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Mer 8 Aoû - 18:56

Faut savoir pour la rouquine, soit ils nerfent l'install mais up les dégâts, soit l'inverse...ou alors ils augmentent les possibilités de combos
Les dégâts pourris j'suis pas contre, mais qu'ils fassent quelque-chose pour l'attaque genre une meilleure hitbox soit des coups plus rapides j'en sais rien xD

M'enfin, ce n'est qu'un locktest, tout peut changer jusqu'à la version arcade finale
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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.   Jeu 9 Aoû - 1:58

Azrael :

And DD are summarized in the information from the drive and mortal have gathered in various places

Lower-middle swing arms 5D ..., additional weakness below · 2D ... added on weakness,
Middle-6D ..., added horizontal weakness?
· · J2D ... take down additional weakness on JD ..., wide turning determination, additional weakness below


Special Moves

○ Gustav Buster (236A)
Beat the rush a short distance

○ Tiger Magnum (236C)
→ (46C in 236C) Cobra Spike
→ (6C in 46C) Leopard launcher
Derived stage 3.
Gap of about Magnum receive anti-sure to be derived guard accepted, the third stage even without a hit is the same technique

○ Glow error field (214B) → Phalanx Cannon (s Tame) (after a successful 214B, 236 + B)
Versus missile strike. Attack roll and get in close contact with the opponent, with damage.
Phalanx can be derived when taking a missile in the blow. Shoot the missile forward.

○ sentinel dump (22C-down opponent in 623C or)
Busta attack of Kanji.
If not flying on the fly down opponent, the attack fell on the spot.
When hit? Can be canceled in the mortal.

○ Valiant crash (236D) (6 236D when added in weakness) → Valiant Charger (s Tame)
With armor. Additional effect on the weakness.
Non-Guarding: When additional weakness. Carry more than half of the screen as burnishing. Tracking in Section 6. Is possible to jump out the attack while tracking.

○ Hornet Bunker (214D) (8 214D when added in weakness) → Hornet Chaser (s Tame)
With armor. Additional effect under weakness.
Non-Guarding: When additional weakness. Blow out on as Bokosuka C of P4U. Tracking by 8.


Distortion drive

○ Black Hawk Stinger (236236D)
Beat the rush a long distance.

○ Scud cache メント Pani (214214D)
Pick a short reach. To add all weakness. About 1,100 single-shot damage lower.

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star_platinium
Étudiant à l'Academie
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Jeu 9 Aoû - 6:11

Zouf a écrit:
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"


le combo me fait penser a un combo cs1. On a l'impression que les gars sont revenue en arrière.

Le gain de projectil me fait penser au sonic boom de guile dans la commande No

en ce qui concerne la chope spé on peut peut etre la rapid cancel pour comboter derriere.

Et enfin le nerf d'instal je commence a m'y habitué No No No
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7r17r1
Empereur Librarius
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Jeu 9 Aoû - 7:24

Day 2 du locktest les gens, donnez leur quelques jours pour trouver des combos

_________________
[13:30] <+StarStorms> Amane je l'aime
[13:30] <+StarStorms> Y'a jamais eu un perso IG qui me ressemble autant IRL
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zebimaru
Membre du Secteur 7
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Jeu 9 Aoû - 12:00

Je confirme l'impression que j'avais après avoir vu ces vidéos du loketest.

Le jeu est belle et bien plus rapide, je dirais une vitesse accrus aux alentours de 5 à 10%.
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Stalf
Élève de Litchi
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Jeu 9 Aoû - 12:58

Les animations ont l'air d'avoir été retravaillées aussi, ça me parait enfin moins rigide!
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Onilis
Héritier de l'Azure
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Jeu 9 Aoû - 14:44

zebimaru a écrit:
Je confirme l'impression que j'avais après avoir vu ces vidéos du loketest.

Le jeu est belle et bien plus rapide, je dirais une vitesse accrus aux alentours de 5 à 10%.

Et moi qui allait poser la question si le jeu n'était pas plus rapide ou si c'était juste une impression Very Happy

Amane à l'aire d'avoir un gameplay assez sympa (même si question look il repassera), Azrael lui à l'aire sympa à jouer, part-contre Bullet me laisse complètement indifférent.

Sinon je suis le seul à ne pas spécialement apprécié le stage de la neige ?

Aussi stalf les animations on était retravailliez, ça se vois et ça était dis (je ne sais plus où).
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Mout
Subordonné de Bang
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Jeu 9 Aoû - 15:11

Onilis: Bah je sais pas si t'es le seul à pas aimer ce stage mais pour ma part je le kiffe totalement .
Il y fait nuit ,ça brille de partout , y a des pingouins et ça nous donne envie d'ouvrir nos cadeaux au pied du sapin tout en trollant le Père Nöel .

En tous cas je suis content que les musiques du jeux soient nouvelles , j'en pouvais plus de les entendre depuis CT .
Ah et si les thèmes chantés pouvaient être moins nombreux (ou moins horripilants ) ça pourrait être cool aussi Razz .
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barbu1983
Membre du Secteur 7
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Jeu 9 Aoû - 22:16

memory of tears...
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Freya Seiseko
Duodecim
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Jeu 9 Aoû - 22:18

Mout > Limite va falloir une liste de course pour mettre les trucs qui t'agaces Neutral
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Xyloboy
Subordonné de Bang
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Jeu 9 Aoû - 22:30

Moi j'aime bien les titres chantés, ça change ._.
Puis de toute façon, à force on n'y fait même plus attention

A part ça, je crois que j'vais attendre cet hiver pour regarder des vidéos du jeu, là c'est vraiment pas possible xD
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Mout
Subordonné de Bang
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Ven 10 Aoû - 0:58

Freya_Crescent : Faut croire qu'en exposant mon point de vue sur Amane et les musiques chantées je t'ai vraiment fait du mal .

En tous cas si toi de ton coté tu pouvais aussi me faire une liste des trucs que t'aime pas dans BB ça serait cool ,comme ça on trollera le jeu tous les deux en amoureux .






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Freya Seiseko
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Ven 10 Aoû - 8:31

Moi y'a que Litchi que j'aime pas après le reste me convient x)

Puis OMG quoi Amane à al voix de Nagisa de Evangelion et Kuja de FF9 (ouai là on vois bien le CV du gars xD)

Et encore Amane je sais même pas si je vais le joue il m’intéresse pour l'instant (je joue pas Ash Crimson pour rien hein )
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coolmic
Lieutenant du NOL
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Ven 10 Aoû - 12:12

Le cantabile qui n'est plus combotable, euh, c'est un peu la base du combo de Carl hors loop!
Enfin bon, si je me remet au jeu, je vais en profiter pour changer de main.

Bullet me plait bien.


Edit : Bon aller, c'est décidé, les shotas c'est plus pour moi.
En plus il a pas de dragon, c'est old-fashined. Jouer safe, c'est overrated. L'avenir, c'est le pif.
En plus, certains doutaient des mes penchants sexuels.

Bon aller, je joue en main une meuf avec des gros lolo, et avec un très bon reversal. Be aware.
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Yami no kitsune
Héritier de l'Azure
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Ven 10 Aoû - 12:27

attendez avant de choisir un nouveau perso en main parmi les 3 nouveau il y en aura peut-être d'autre... d'on Kokone pour les fans

moi je ne changerai pas de main
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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.   Ven 10 Aoû - 12:44

EDIT d'Arakune et Carl.

Des infos plus détaillées sur Azrael :

・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.


Specials -

○ Gustaf Buster (236A)
Does a punch after a short dash.

○ Tiger Magnum (236C)
 → Cobra Spike (46C during 236C)
 → Leopard Launcher (6C during 46C)
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)(Chargeable) → Phallanx Cannon (After a successful 214B, 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?)

○ Variant Crash (236D)(Chargeable) → Variant Charger (When weakness applied, 6 during 236D)
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)(Chargeable) → Hornet Chaser (When weakness applied, 8 during 214D)
Super armored. Applies lower weakness.
Unblockable if weakness has been applied. Launches them up like P4U's Bokosuka C. 8 for followup.


Distortion Drives -

○ Black Hawk Stinger (236236D)
Long distance rush followed by a punch.

○ Scud Banishment (214214D)
Short range jab. Applies all weaknesses. Damage is somewhat low, around 1100 raw.

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yolsgens
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Ven 10 Aoû - 14:10

Citation :
New Move: Con Tenerezza - 46]D[
A-t-on a le détail de ce nouveau coup de Carl ?
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coolmic
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Ven 10 Aoû - 14:54

yolsgens a écrit:
Citation :
New Move: Con Tenerezza - 46]D[
A-t-on a le détail de ce nouveau coup de Carl ?

http://www.youtube.com/watch?v=ofLHo047tEU#t=1m12s

Le coup ressemble un peu au 4D.
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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.   Sam 11 Aoû - 12:33

Arakune

Explanation of permutation.n.r
22+AorBorC Usable in air 30% Curse on hit
On activation, a spider drops down from the top after some delay.
The location the spider drops from is determined by the button pressed.
    A B C
   |    | |
wall | | | wall
   | | |
  Spider  S S   Something like this

(The formatting for his diagram got mauled, but I think this is what he meant)

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).

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MawlF.
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Dim 12 Aoû - 1:24

Merci Pain pour toutes ces informations encore !
Heureusement que t'es là pour transmettre toutes les informations.
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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.   Dim 12 Aoû - 15:55

Pas de soucis Mawlf Wink

Jin

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)
5C: no change. 5c>2c confirmed(standing hit comboed)
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 unconfirmed.
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? knockdown unconfirmed. throw cancellable(hit only)
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.
6D: didnt use it so dunno, looks the same from watching other ppl.

3C: no change. low profile unconfirmed.

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.
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.

N投げ:dm1300。必キャン可。凍結時間はCSeと同じくらい。投げ>(霧槍スカ)>ダッシュ5B確認 。 special cancellable, freeze time about same as in extend. throw>b ice car whiff>dash 5b confirmed.
4投げ:dm1300。あまり振っていないが、変わっていないと思われる。didnt really use it, dont think it changed.
空投げ:未確認。 unconfirmed

(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.
→追加(雪華塵中にD):雪華塵後相手を斬り抜けて凍結させ、一定時間後真上に吹き飛ばす。followu p: after sekka you cut thru and freeze them. they get launched straight up.
 斬り抜ける関係上位置が入れ替わる。なお画面端の相手を斬り抜けた場合も位置が入れ替わる you sideswap after you cut thru them. so near the corner youll swap spots
 吹き飛ばし後の相手は接地まで受身不能であるため追撃可能。ジンの硬直は長い。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.

_____________________________________________________________________________________



ct crush trigger
cOD cancel overdrive

▼通常技
5B: jump cancel removed(on block only, jump cancellable on hit) 1st hit gattles into ct
5C: gattles into ct on block
2C: fatal counter confirmed, head invincibility unconfirmed

6A: knockdown confirmed. but doesnt seem you can use it like you would think you can(3c stuff i guess)
6C: midscreen normal hit 6c>b ice car doesnt combo. only gattles into ct on hit. cOD confirmed
3C: cOD confirmed

JC: count er hit in air untech time increased. only looked at someone else do it, counter hit on ground doesnt combo into 2d.
JD: cOD confirmed

空投げ:他人のを見た感じ、必キャン可。dmは1400?only looked at someone else do it, special cancellable. 1.4k dmg?

▼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.

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Dernière édition par malaka47 le Lun 13 Aoû - 13:24, édité 1 fois
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Lun 13 Aoû - 13:11

Interessant ça :
Citation :
M: Yes. The gauge that is used for Break Burst and Overdrive recovers over time, and it carries over between the rounds. If you use it in the first round, you can use it again around the end of the second round. Since I have no idea about the Overdrive’s influence on the fighting scene, I look forward to seeing it in action. By the way, this change isn’t in the build used in the loketest that started on August 6th, but we’re planning to give you improved versions of super-moves while in Overdrive.
Le burst/overdrive se rechargera avec le temps et des versions améliorés des distorsions seront ajoutés pendant l'overdrive.

http://www.dustloop.com/forums/showthread.php?14664-BlazBlue-Chrono-Phantasma-General-Discussion-Hype-Thread/page208

Trad complète recompilée ça vous évitera de chercher partout :
Spoiler:
 

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Dernière édition par Yurek le Lun 13 Aoû - 18:33, édité 1 fois
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Lun 13 Aoû - 17:46

J'avais pas vu ton spoiler :/



Infos sur Tsubaki à ajouter aux autres infos du deuxième post en première page

Tsubaki Overdrive info
- 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.

From JP BBS, Twitter, Video, and DL translators
- 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
- 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; 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)


Rachel

- 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.)







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Linkexelo
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Lun 13 Aoû - 18:19

Très bien d'avoir refait un topic, parce que l'autre partait encore dans l'éternel débat idiot des boobs des persos... Y'a des choses qui changeront jamais, enfin bon.

Quelques infos sur Hazama que m'a rapporté Chronoxir qui est actuellement au Japon et qui a pu faire les trois jours de locktest.
J'écris en bleu ce qui reste encore hypothétique.
Profitez-en, certaines infos n'ont encore jamais été leaké, on a une exclu là ! haha

  • 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 !)
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Freya Seiseko
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MessageSujet: Re: BBCP - Locktest 1 (06>12/08/12) : Système, changement, movelist, nouveaux persos.   Lun 13 Aoû - 18:30

Yep merci Link Very Happy

Sa va faire bizarre mais c’est cool tout de même du changement

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

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