| | BBCP - Locktest 3 - 07 au 13.11.12 : Système, changement, movelist, nouveaux persos. | |
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malaka47 Empereur Librarius
| Sujet: BBCP - Locktest 3 - 07 au 13.11.12 : Système, changement, movelist, nouveaux persos. Jeu 20 Sep - 21:42 | |
| Locktest 3 - 07 au 13.11.12 _____________________________________________________________________________________ System_____________________________________________________________________________________ ArakuneArakune vs Arakune Bang vs Arakune Loketest 4 Day 7: Arakune vs Jin Loketest 4 Day 7: Arakune vs Makoto Loketest 4 Day 7: Litchi vs Arakune Location Test Bullet vs Arakune Location Test Jin vs Arakune 12/11/2012- Spoiler:
- 5D>3C>CT>5D connected *People suggested relisting all the changes from Extend so far to make differences easier to spot. This post is one guy's effort at compiling everything so far*
[Damage] I don't think D bug proration has changed. For now, here's what I found. It goes without saying, but this is the last loctest. If something is vague, it's because I didn't get much time with it, or because it's something I observed from other players.
5C>JA>JC>A dive>6D 6A>2B>5B>5D>3C>CT>6B>J6D D bug 1041 D bug>6A 1431 5C>CD bug>6C (3 hits)>A bug 3932 D bug>Wheel>CD bug 3392 Throw>JA>JB>JC>Dive>6D
6A>5D、2B>5B don't get auto-guarded if the first one is IB'd In curse, 2A>5A>6A gets auto-guarded
Damage values may be a little off in the 100's. ―――――――――×――――――――×―――――――――
[Overdrive Effects] Prevents opponent burst. Starts recovering after activation, even during the super flash, and takes around 60 seconds to recover. Active length is inversely proportional to health left. In Arakune's case, hitting with a move that gives curse meter during OD results in an instant curse. Additionally, going into curse mode during OD will cause the curse meter to deplete normally, but will not end curse once it is empty. ―――――――――×――――――――×―――――――――
[Regular Mode Changes] ・3C seeks out the opponent's position. Hits even when touching. ・2C does 5 hits. Getting an air hit with hit 1 seems to lock the opponent in the air
(check with the other Arakune players). Last hit launches. Only the first hit hits low. Has wall-stick properties. ・A dive knocks away in the 9 direction. Dive cancel 5D hits sometimes, but I'm not too sure how it works. 6D is a reliable followup. I forgot to check the other dives, but I think they're the same. ・JD launches up. It becomes techable rather high up. ・CT is the one in the PV. Landing an air hit with it causes a down that can't be emergency teched. ・BPQ is changed to: Ground BPQ→feints a forward jump, comes down, and reappears at original spot. Air BPQ→feints a JD and appears on the ground around 2 character widths ahead of original spot. ・No changes to APQ, CPQ. ・After the activation animation for Permunation, a spider drops around 40F later at a speed fast enough to be called almost instantaneous. It's large, and is easy to hit with. A version hits behind Arakune (Screen edge behind Arakune?), B version hits center, and C version hits at the opponent's screen edge. Downs + gives curse meter on hit. ・A±B is a yellow green mist that can be used both on ground and in the air. Slows movement on hit. ・On air hit, 5D causes wall stick. ・f of g downs. ・JB>JA>JB gatlings ―――――――――×――――――――×―――――――――
[Curse] The curse meter naturally drains at a slower rate than in Extend, but decreases by set amounts depending on the bug used. Consequently, just doing 5C>CD bug>Wheel>C bug>6C (3 hits)>6AD bug uses up all your meter. People have been saying that bugs after 6C (3 hits) don't connect, but they did with the above combo. Perhaps D bugs have repeat proration? Or 6C (3 hits) proration has gotten worse. There's also rumors that 2C proration is worse. It could also be the case that some moves have different proration values during curse. ―――――――――×――――――――×―――――――――
Using 25% meter, 70?80% curse seems to be about the limit midscreen? [Midscreen] ・6A>2B>5B>5D>3C>CT>6B>J6D ・2A>2C>6D Midscreen the 2C>6D is red, with only the bell bug hitting ・5C>JA>JC>A dive>Dive cancel 6D ・Throw>JA>JC>A dive>Dive cancel 6D ・JD>6D ―――――――――×――――――――×―――――――――
[Corner] Can 1-shot curse ・2A>2C>6D>5A>6B>JD>6D Corner 2C>6D is character specific, with the body-hit portion of 6D whiffing and using the new wall-stick properties of 2C to do: whatever>2C>6D whiff>5A>6B>(jc>JD input)>bell bug hit>JD hit>6D for a 1-shot curse. JA and 6D are about the only things that connect after the JD. ―――――――――×――――――――×―――――――――
*These are other people's relevant posts that he copied.*
JB>J4B got removed
Astral animation and properties changed Hitting with a dive launches, sort of like hitting with JD Curse meter still drains if OD is active prior to entering curse Inverse in OD might be unchanged, don't know about the minimum damage B bug hit knocks up in the 9 direction New mist special only slows the opponent's movement speed Ground BPQ does a normal jump towards the opponent, disappears on landing, and reappears at the original location I didn't know the corner 1-shot curse combo so I didn't try it
Something like this? I'll post if I find out more
JB couldn't be jump canceled...neither could 5D or 5B... For dive cancel, hitting with dive launched the opponent, making 5D not connect... All I can say I guess, is that a plus minus b is like an electric fan and looks even grosser than I expected lol
Dive cancel 6D connects From ground throw, stuff like jA・6D etc seems like it would connect 5D>3C connects Was there always a jB>jA gatling?
I want to place my bets on Permutation's possibilities
5D wall bounces, so here's a combo that actually worked today. In corner with back to the wall, 5C normal hit(forward jc)>JA>JC>A dive>slight delay 5D(instant dc)>5B After 5D(dc), 5A works as well. Depending on the character, the stuff leading up to 5D might not connect.
・Throw>JA>JB>JC>Dive>6D ・2A>2C>6D>5A>6B>JD>6D Corner, works from JB starter too
・5A>6B>5D(curse)>CD bug>Wheel>CD bug>6C (2 hits) Afterwards, even D bugs were all blue
Midscreen: 6A→5D→3C→CT→6B→j6D (70%) Throw→jA→jC→A dive→6D (40%) Inverse→6D (40%) The dive cancels weren't necessary, but doing them makes it easier to connect. Inverse seems to go into 6D/5D in the corner.
Corner: 6B→jD→slight delay 6B→jD→6D (100%) If you don't have some distance, the low air dash after 6B is unnecessary.
Lastly, for OD: In OD, hitting with 2D gave 100% curse Going by this, Zero Vector, 6D, 5D, JD, and Permutation probably instant-curse on hit
in OD as well. Although this is just conjecture The various DDs have increased hit count and damage. Inverse→~3000 damage, ~100 hits FoG→~1900 damage, don't remember hits I don't remember the details, so I'll check when I go again at a later date
Combos tested at the loctest today:
Back to wall 5C>JA>JC>A dive>5D(dc)>5A Back to wall 5C>JA>JC>A dive>5D(dc)>5B ・Position swapping combo using the wall-stick properties for followup from the previous loctest still worked. ・Of course, the amount of curse generated is that of 5D
5C>JA>JC>A dive>6A>5C 5C>JA>JC>A dive>6A>5D ・5D knocks the opponent sideways as usual and wall-sticks, but the launch height seems a little higher. With a bit of distance from the wall, 6A>5D ender wall-stick location is on the high side. ・Against the wall, using the 6A>5D finisher might stick them low. ・A dive>6A part is Dive cancel, delay 6A. Might be a part with many uses.
ーーA bit of a digressionーー I tried Back to wall 5C>JA>JC>A dive>5D>soon as possible C Permutation(22C) multiple times, but C Permutation wouldn't connect ・It drops at the right position, but wall-stick untechable time seems to run out just before it hits. ・Maybe if it was a FC starter?
Back to wall 5C>JA>JC>A dive>5D(dc)>2C>6D ・Curse meter gains are 5D + 6D bell bug(around 80%?) ・Works up to about 2 character widths away from the wall.
Corner JC>D bug>6C(3 hits)>D bug>Wheel>C bug>D bug>6A>5C>Beam> Corner 2C>D bug>6C(3 hits)>D bug>Wheel>D bug>6A>5C>Beam> ・Non-OD corner curse combo ・Proration-wise, 2C feels worse than JC ・Like shown in the combo, getting in during curse can go into 3 D bugs and 2 C bugs ・Damage off the JC starter and single Beam was 7300, 2C starter and 2 Beams was around 7500(JC starter only having 1 Beam was because I ran out of meter and couldn't test it. The second one probably connects too) ・For 2C starter, using C bug after Wheel required a hit from the main body between the D bug falling and D bug rising segments, I think ・Holding the C button after JC(2C) and releasing 5C just before the 6C(3 hits) (throwing away a C bug) allows you to make use of bug cooldown and not have C bugs come out during the 6C(3 hits), saving curse meter
Other ・D mist curses after 3, probably gives 34% or more ・Even if you use D bugs sneakily, the curse gauge will decrease by the D bug amount, exposing your timing to people who watch the screen
Stuff I learned today, regarding the new mist move, etc.
•Corner 1-shot curse from throw starter Throw>5D>Equals Zero>micro walk 5A>6B>(jc)jD>land 6D It's fairly stable. With yourself in the corner, it works from Back throw>5D as well.
•Midscreen air throw starter, 70% curse Air throw>jD>5D>c Permutation>6D c Permutation>6D is used as oki. If the opponent doesn't tech, it goes into curse Permutation has rather long active frames, so even if they tech they're forced to block.
•Corner air throw starter, instant curse Air throw>jD>micro back walk 6B>jD>6D Air throw>5D>Equals Zero>5A>6B>jD>6D The latter requires a low-air starting position, and is sort of iffy For the former, the 6B after jD is difficult Comparitively, the latter combo is more stable.
During curse, midscreen 2A starter 2A>2A>A bug>2C5hit>C bug>D bug falling>A+-B>D bug rising>6A A combo for 2A hit confirm. After 6A, use all bugs for oki This uses a lot of your meter and forces curse to end, allowing you to aim for re- curse from the oki. Although when doing so, if you don't delay the bugs slightly you'll end up with a blue combo and it will fail.
•Corner Beam starter instant-curse Beam (lower number of hits)>5D>Equals Zero>5A>6B>jD>6B Combo from reversal There's pretty much no need to go into Beam from throw
•Other things I noticed 5A>5B gatling Does the new mist always follow? (3 out of 3 were homing) During OD, all D moves instant-cursed 5C(fc)>jD doesn't connect 5A>5B(1hit)>5D>3C>CT>6B>j6D JcPQ airdash motion is longer Similar to jD, you can't do anything after Permutation until landing
Correction from >>75 Corner Beam starter instant curse is ~6B>jD>6D instead of ~6B>jD>6B. Sorry.
C bug cooldown seems longer. Doing BC bug→J6A~C>J6A~C>Wheel>CD bug, C bug didn't come out (It comes out in EX using the same timing) 5A→6B→J6D→J6A~C>J6A~C>Wheel connects.
_____________________________________________________________________________________ BangBang vs Arakune Loketest 4 Day 7: Bang vs Carl 12/11/2012- Spoiler:
- JC changed to J2C. JC is now EX's J4C - B nail angle changed from 45°to about 30°and now flies a little more horizontally - D nail makes Bang float up a little - 5D doesn't launch, and you can't cancel into 623B or jump cancel. Doesn't cancel into Daifunka either? - 5D seems to have long untechable time, so maybe stay on the offense from there? - 2B lost jc, 5B gained jc. - Both 623B and j623B lost wallbounce properties, and I wasn't able to follow them up with anything. Maybe not comboable after without RC? - After 6C>JD, neither 2B or 2A connected? Although for some reason Land>soon as possible C nail>5D connected - 6C>Musasabi (air 22A)>5B as a pickup readjustment into combo seems to work - Furinkazan is time-limited, and can be used at any time. Although it ends instantly if you don't have low health. - In Furinkazan, Asura does less damage. It drops from 1980 to about 1100 - The new umbrella special consumes 4 nails and tosses an umbrella to about midscreen, slightly on your own side. It moves slowly towards the opponent, dropping nails along the way. - If Bang gets hit after throwing the umbrella but before the nails start falling, it doesn't drop nails and becomes a waste of 4 nails. - I was able to use it even with just 3 nails left, but I couldn't tell if it changed or not. - The new DD becomes usable once you've hit with all 4 of 5D, 2D, 6D, and JD, and seems to go behind the opponent for a command throw. - It might be guaranteed on airborne opponents? It missed on someone on the ground who held up after seeing the super flash.
- My impression is that combos overall got shorter. Although it's still the first day, so I can't say for sure. - Also combos during OD seem like they can't be bursted by anyone? If there are any mistakes, please correct me
- jD>5A seems to connect - Also, 5D causes wall slide, so if you have some distance from the wall you can pick up with dash 5C - I saw someone do something like 5B>6C>Musasabi>jC>2B>5D>5C>6D>623B
- Using the new DD mid-combo makes it a purple throw
- How much damage does the new DD do? - Are there any applied effects? - In previous loctests, it did something like 2700. Although I sort of remember people saying that it jumps up to 5000 or so during OD? - Did the damage change this time around?
Some info gathered from twitter. - D nail usage is now completely different from CS, and it's unknown how it will affect our zoning and pressure. - It's somewhat expected, but it seems like out of our normals, 5B is going to be key. - 5D ender is pretty sick, and seems like it might be surprisingly usable - Corner combos surpass our current ones in damage (Really??) - There's been a lot of development with Musasabi combos. Most people seem to be advocating using it as a combo part. - OD and seal collection are both still big unknowns. Probably something all characters still need to work on..? - There's a number of people who are saying they're done with this game as well. - Just tried it, but jD couldn't be special canceled with C nail (*this is in response to a bunch of speculation earlier about jD jump/special canceability*) - After 6C>air dash jC, jC failed to connect
- The combo base up to now was the same, making things easy, but he seems like a completely different character in CP - jD isn't even special cancelable
- The new umbrella special must be used from a spot where there's no way for you to be counter hit, but it's an amazing zoning tool if you can get it out
- As for the new 4-seal DD, someone mentioned in the last thread that "it might be guaranteed on airborne opponents?", so I tried it. It teleported right behind an opponent that was in mid-airdash, and threw him. - The startup is a little slow though. - I think the speed at which we can collect 4 seals might be important to us too.
- So collecting 4 seals gives us a zoning advantage? - Collecting seals during OD seems like it might be worthwhile
- With 4 seals, new DD confirmed for 4900 damage during Furinkazan - Daifunka animation changes under the same conditions as well. Damage was around 3900?
- It seems more like DD's during OD power up depending on the number of seals Bang has - Although the new DD requires 4 seals either way.
- Throwing B nails makes Bang stop a little, and felt strange - It's fine if you're just doing low air nails with 2369B, but it looks like it'll be a pain if you're changing angles or delaying to lay down a projectile barrier.
- Didn't old B nails use to stop you when thrown?
- Can this character fit CT into his combos?
- CT connected from 2D normal hit. - Maybe there's something from moves with about that much untechable time.
- Bang's 6A>5B seems to have been removed. - It was a pretty big change for me personally, so I wish they'd bring it back...
- jD can be special canceled. It just can't be done from 6C>jD - 6C>jC>jD>C nail works, so getting 2 seals is easy - 5D works if it's a corner combo, so the problem is 2D.
- jC is the current j4C, right? So j4C goes into jD now?
- I feel like I wasn't able to jc 6A on guard; was it just my imagination?
- 6C>jD>C nail does work. Although the timing to get C nail to come out is strangely unstable.
- Someone on twitter looked into it, and it seems like the moves that can be canceled from regular jD and 6C>jD differ - And that's apparently why C nail comes out reliably if you do 6C>jc>jD - Something along the lines of a jump canceled jD making it special cancelable, etc.
- Isn't 5D good as an ender? (*This was in response to someone complaining that 5D is terrible*) - It wasn't jump/special cancelable even on raw counter hit (*In response to people speculating that maybe 5D changed depending on how you landed it like jD*) - Ending a crouching combo with a ground 5D, and then dashing into a high/low/command grab mixup seems pretty sick.
_____________________________________________________________________________________ Carl CloverLoketest 4 Day 7: Bang vs Carl Loketest 4 Day 7: Carl vs Noel Loketest 4 Day 7: Litchi vs Carl Loketest 4 Day 7: Platinum vs Carl Loketest 4 Day 7: Ragna vs Carl Loketest 4 Day 7: Tager vs Carl 09/11/2012- Spoiler:
・Nirvana is fragile, and breaks pretty fast. Repairs seem to take less time to start though. ・B normals are a guaranteed GETB on block? 5B>6B doesn't get auto-guarded? ・2A, 5A can cancel into themselves repeatedly, up to 2 times. You can do 5A5A2A2A, etc. ・6B animation changed. Reach got shorted, and it staggers on counter hit. ・5C is jump cancelable on block. ・3C is not jump cancelable. Launches fairly high. ・OD gives a noticable move buff. 6D causes stagger on normal hit, Fuoco becomes super fast. OD version of Rhapsody does Fermata at the end, and can be followed up. This is all info I've gathered from here and there, so no guarantees on accuracy. I'll be going myself on Fri/Sat/Sun, so I'll do some testing then.
- 5A 2A self-cancels (up to twice) - 5B isn't jump cancelable on block - 5C is jump cancelable - 6B>2C gatling added - 6A doesn't launch on ground hit. On a standing opponent, 5B>6B>6A>Cantabile~ works. - Cantabile can't be followed up - Allegretto has repeat proration - 6C has FC properties - 3C not jump cancelable, causes very weak launch - JC not jump cancelable - 2C causes wall stick - 6D causes sliding down - 3D downs even on ground hit - 4D trajectory changed - Anima has FC properties, damage 1800→1200 - Brio no longer does multiple hits
・Confirmed bounce from a charged 6C ・6D caused a sliding down on air hit ・2nd hit of 4D is a mostly vertical (slightly behind) spin that hits them up ・Anima caused bounce when used raw, down when used after a hit ・When the active frames for Allegretto come to an end, Carl jumps backwards slightly ・This is just a gut feeling, but the window for step>Allegretto seems shorter. The grounded frames for step might have been lengthened ・Nirvana gauge is similar to CS2. Even though it doesn't recover that fast, it depletes a lot when she's hit. Her recovery is also about the same and rather slow. Eyeballing it, the repeat-use cost seems to only come in 2 stages. The Nirvana gauge system is looking pretty bad.
- After Allegretto, Carl floats in the 7 direction. After that, you can do air actions while he falls. - Something like Allegretto→air dash→Allegretto can be done. - JA is faster. Starting from Tager's head, I was able to hit him 6 times before landing. - In OD, you get a phantom regiment of Nirvanas. She gets a copy/afterimage-type effect. - His voicing is, on the whole, scary. It's just overflowing with hatred, and not cute at all. - Cantabile raw damage, 772. - Following up Cantabile is as difficult as expected. Using Carl, not even 2A was fast enough. - Tenerezza pull got stronger. - Has input buffering gotten stricter overall? My Campanella calls failed quite a few times. Even overlapping Campanella with Cantabile wasn't fast enough to make it in time, so it's uncomboable if she's some distance away.
_____________________________________________________________________________________ Hakumen 08/11/2012- Spoiler:
- If you 5D (Others too?) a move right before the opponent lands, they can guard it after hitting the ground. - JD>5A connects, doing an arbitrary aerial + Agito finish combo yielded around 2500. - Renka(1)>CT>5C connects, don't remember damage. - In Mugen, Renka/Zantetsu/Tsubaki all have repeat proration. - 6B can't be followed up on normal ground hit. - In OD, Yukikaze>Shippu did around 5000 damage. - 5C>Shippu does around 4100, 6C>Shippu around 4500. - JB air ch connects into Gurren. - Tsubaki>Hotaru>J2C>2C>JB>J2A>J2C>Agito does around 5000 (2C>JB>J2A>J2C>Agito will be abbreviated as 2C~Agito in later mentions). - Zantetsu>2C~Agito does around 3500. - Forward throw>CT>2C~Agito does around 3200. - Back throw>Gurren doesn't connect into hop 5A, Kishuu>2C~Agito does around 2500. - 2B>Renka>Kisshu>2C~Agito only does around 2000. - 5C>Renka>Kishuu>2C~Agito might've done a little under 3500. - Shippu is still fast. - If I didn't make some sort of mistake, OD>Mugen left you with 8 orbs even after it ended - Forward/back hop overall frames shortened, cancel frames shortened (don't know if they got moved earlier). Doing consecutive hops makes Hakumen move at an incredible speed. If you see a Hakumen mashing backdash it's definitely fast enough to make you laugh. 12/11/2012- Spoiler:
- Health seems to still be high and unchanged - Forward high jump movement distance shortened - Forward step sped up+distance increased? - Back step extremely sped up, about twice the speed of before? should still have no invincibility - Step aerial special cancel timing frames decreased
Normals changes - 5A:spam cancel (canceling into itself) possible (amount spammable limited?), hitstop decreased - 2A:Like other characters spam cancel possible (this too might have a spam limit?), 2A>2B or 2A>3C connects, hitstop decreased - 6A:Recovery difference unknown, should have head invul. - 2B:As if the entire frames got increased obviously the recovery is slow, minus on block. 2B>2A still connects. Hitstop high? - 5B:OD cancel possible. not much change to other? - 6B:can follow up on CH, still fast, feet invul. unconfirmed - 5C:OD cancel possible, 5C>Shippu does 4100 so it should still be a good starter, 5C>CT connects on air hit - 2C:Float on hit is lower. No head invul.? - 3C:Entire frames increased, knockback decreased?, can be punished on block with a jab if close enough?, 2B>Guren does not connect on CH if you hit them far? - 4C:OD cancel possible, hitstop increased, not much change to proration - 6C:Still has pretty good proration, does not deplete barrier on guard. Level 3 is forced fatal but won't connect from a guard crush? - jA:No change aside from the hitstop - jB:Untechable time would be something like CS2<<j2A gatling added so can do jB as soon as it hits *I'm not sure if the poster meant "can do j2A as soon as it hits" or if it means you can jB asap after a j2A. - j2A:Jump cancel possible, pushes opponent up diagonally up now. Entire frames increased quite a lot, cannot follow up if you don't jc it - j2C:Solo hit 1100, OD cancel possible, float on hit is lower - jC:Solo hit 1300, hitstop increased?, 5C will connect if done at low height after jc Hotaru and Enma because of the wall stick
- Hit confirming A/B normals became a bit harder because of the decreased hitstop (and untechable time?) on some of them - From experience, the C normals seems to have no change to their hitstop but could also have increased
Drive changes - 5D:Solo hit 1800, cannot follow up, can increase its active frames by holding D but also increases the recovery as well. The recovery could possibly be increased on normal too. On catch can hold A to do an instant Enma though it has no invin. to it, might be too late to perform if trying to confirm after catching. - 2D:Solo hit 1800, active from frame 1, active frames should still be same, recovery decreased?, catch hitbox decreased? - 6D:Solo hit 1400?, active after frame 10(catch comes out after elbow push animation), follow up possible but cannot connect with forward jump j2C, better proration?, recovery short - jD:Solo hit 2000?, cannot perform immediately after jumping?, follow up possible confirmed with 5A
It's just from experience but, - For recovery 5DD=2D- For active 2D=jD<6D- was what it felt like - Because the opponent is able to land and guard when they get caught before landing, either the hitstop got reduced or the follow up start up became slower
DD changes - Shippu: Solo hit 4000?, start up is still fast, has some invin. frames, no change to the range?, full charge is unblockable?. Either because of an increased minimum damage or being affected a little from the combo rate, 4C>Shippu does 3500?, 6C>Shippu does 4500, Zantetsu(1)>Shippu does 4800 so does quite a lot. OD version of Shippu has no change? (OD Yukikaze>OD Shippu still did 5000) - Yukikaze:Solo hit reduced (3000 max?), active frames long. OD version has an extra animation where after you cut through the opponent gets hit multiple times (like CP Sekkajin but bigger) and does 4000 - Mugen:SMP added to Zantetsu/Tsubaki, Shippu minimum damage reduced, cannot CT. OD Mugen leaves you with 8 mags even after Mugen is done!! - Akumetsu:Could not catch Ignis's moves so maybe the same for sister and chains? (Could possibly be a change to others rather than Akumetsu itself)
Special changes - Kishuu:Projectile invul. removed?, if not mistaken Guren>Kishuu>3C connects so some sort of change possible? - Enma:Better proration - Guren:CH 3C>2B>Guren does not possibly connect if too far. Proration still good, barely plus on guard?. Guren>Kishuu>3C connects, Guren>CT does not. - Renka:Bonus proration removed, Guren>Shippu does 3500 while Renka(1) Shippu does 3400 so the P1 should still be same. Renka(2)>Shippu does 2700 so the bad proration on the second hit is still the same. The wall bounce from the second hit was reduced but IAD jB still reached. - Zantetsu: Solo hit reduced?, the entire frames and fast yet easy to see animation should still be same. If close enough 2C, if far Kishuu>2C into aerial. - Agito:Used for aerial ender, can be used to fill in the gap between blocked Hotaru recovery or for beating anti airs or cross up?. Minimum damage resides?, can follow up on CH? - Hotaru:Recovery after move is increased, can follow up midscreen with AD j2A or j2C, not a good starter - Tsubaki:Still fast as before. If used as an ender has a minimum of 500, can go up to 800 if the combo isn't heavily prorated. On normal hit Agito and Hotaru can connect if inputted immediately. Even though it has SMP, can connect step Tsubaki*3>Shippu for 7000 during Mugen. - Crush Trigger:Attacks with the scabbard. Connects from Renka(1), Zantetsu, Enma, 5C air hit, forward throw. Can connect from others on CH?. Pretty good proration increases damage when you combo with it. - Counter Assault:Unconfirmed
Throw related - Forward throw:Solo hit 1800?, staggers opponent on hit. Stagger lasts enough for non-canceled 6C to hit, special cancel-able and CT also connects. - Back throw:Solo hit 1800?, special cancel-able, canceling into Guren has a problem with the float or wall bounce so step 5A does not connect, to follow up cancel Guren>Kishuu>2C. Unconfirmed but Enma possibly connects from back throw so this route would be better. Can connect non-canceled 6C if thrown towards corner(character specific? It worked vs. Bang, so maybe 6C's lower hitbox got increased). - Air throw:Recovery after success increased, should still be special cancel-able
- Because the throw range for all characters seems to be reduced, a lot of TRM setup jabs seems to be impossible? Hakumen also seems to whiff the throw during 2A>throw. - Because it seems harder to grab, forward throw>CT>2C~Agito does about 3200, forward or back throw>Shippu does 3320, 3740 if you can insert 6C in between and so the damage from grabs are increased
Mags related - CP Hakumen gains some mags during cool down, the cool down in general seems lighter or possibly the auto gain has been increased. - It is still unconfirmed but there has been information on the cool down being present on 1 mag specials. - Gains a mag as long as if you successfully catch and hit/miss the follow up, also gains mags if you create a void. - Forgot to add but there has been info that the void's active frame could be reduced.
OD related - The mags auto gain speed is extremely fast, start of round OD creates about 3.5 mags. - Yukikaze damage buffed, Mugen hype buffed, Shippu unknown. - Can cancel into it to increase damage during combo from 5C or Hotaru jump cancel, can possibly do the long dreamed 10 mag combos.
Information still lacking regarding the Drive cancel-able specials.
_____________________________________________________________________________________ HazamaLocation Test Hazama vs Litchi 10/11/2012- Spoiler:
- New DD does more in a Jakatsu(stance dash)? Regular does around 2500, during Jakatsu seemed to do 2900. - As mentioned in the previous thread, during OD drive chains have high attack level regardless of distance. OD is very short though, so it doesn't seem worth the burst.
- It seems like the new DD can't be jumped out of after seeing the super flash. On the other hand, it has the weaknesses of having a relatively short reach and being only usable from Jasetsu or Jakatsu. Similar to charged Zaneiga and charged Gashoukyaku, deploying the circle around his feet seems to increase damage. It probably counts as "deployed" even mid-Jakatsu I think (so you should be able to do something like sliding Jasetsu→Jakatsu, do Zaneiga mid-charge and still get the charged version)
- Jakou doesn't cause sliding down in corner, does wall stick as usual. Hazama can't switch positions when he's super close and has his back to the wall anymore. - Back throw > charged Zaneiga connected - 2A pickup after Jc5 seems to work?
CP info up to date (including previous loctests) This is just what I've seen, so no complaints if something's wrong, ok? - Stuff we could do in EX that's no longer doable: - Hiren loop - Dash under 6C
Move-related: - Back throw wall bounces. The bounce occurs even from midscreen, so it you should be able to combo with something like Zaneiga/Jasetsu cancel dash 5B/5C. Although Zaneiga doesn't do much damage, and missing the timing by even just a bit makes it blue.
- The proration on Jayoku has gotten worse.
- Also, Jakou causes a strong slide (similar to Makoto's level 3 5D) - Just from looking at it, we might be able to do the Zakiyama combo from it. Although probably not.
- 2B>3C connects now too, so you can combo from rising jump atk/block OS.
- JC hits a little differently from EX, so it may feel a little strange to some of you at first.
- I didn't try it myself, but people who use Ryouta-style movement have said that it's been adjusted well.
Things new to CP: - OD doesn't seem very useful unless you're trying to end the match - Jakatsu seems quite useful. You can do weird movements like Jasetsu>4 Jakatsu>6 Jakatsu>Zaneiga, and it's quite fast, so it looks like it can be used in combos too. It feels somewhat like Unlimited Hazama's Ressenga>236B>Gashoukyaku. - Something like this? This is super off-the-top-of-my-head, so cut me some slack.
- Couldn't you already do 2B>3C in Extend? - How we put Jyakatsu to use will probably be a defining factor this time around. - Jakou has recovery afterwards, so it might be impossible to followup unless you're in the corner
- They took away crossunder 6C? They're leaching away his uniqueness.
- Also, for Ressenga, 2A connects on crouching hit, even without ch. - And Gashou is 2 hits and doesn't launch as high anymore
- This is just something I saw, but Tsubaki's 5B seemed to pass through Hazama doing MIzuchi. It might have startup invuln.
- Jayoku in OD seems to have no animation differences, but knocks them high and connects into charged Zaneiga
- Couldn't investigate properly, but the 3 moves from Jasetsu seem to have 3 versions: regular, mid-Jakatsu, and charged. Damage and proration seems to differ between them.
- Also, if you do a slightly charged Zaneiga, it seems to go forward a bit. Doing what we do currently with Jayoku→dash Jasetsu~Zaneiga caused the opponent to fall on the wrong side sometimes.
- Mid-Jakatsu and charged versions are different? Didn't know that. I only played a little, but it was clear that D startups dropped you faster. Well, I guess rather than attacking poorly and dealing with 6A anti-air, just landing and do various things on the ground might be a stronger option instead. It's probably already been mentioned, but there's some delay before you can dash from 6C.
- Also, with Bullet having her D field out, I tried going in with drive and was able to get in normally. Although it might've just been my opponent having slow reactions.
- CT>soon as possible Zaneiga seems to connect. Although it doesn't seem to do much damage. Maybe around 2500? Looking at the other characters, people seem to be using CT mid-combo, so I'll poke around and see what I can find.
- This has probably already been mentioned, Jakatsu Zaneiga>Gashou>5C connected in the corner. Not sure if it's a usable combo part, but I wanted to mention it just incase.
_____________________________________________________________________________________ Iron TagerLoketest 4 Day 7: Azrael vs Tager Loketest 4 Day 7: Tager vs Carl Loketest 4 Day 7: Tager vs Valkenhayn Loketest 4 Day 7: Valkenhayn vs Tager 09/11/2012- Spoiler:
- Air driver seems to have no invincibility. - GETB damage decreased (5020? 5060?) - 2D, CT have repeat proration. - Got 4100 damage from 5C starter
Air Driver: ・Can't be teched ・Pulls when magnetized ・High damage when used raw ・Can end with gadget when not magnetized ・When pulling someone in, even if you get ch it's hard for them to follow up[/color]
Air Throw: ・Can combo after ・Comes out fast ・Can go straight into Wheel for anti-burst
Collider (when magnetized): ・Usable on ground ・Pull seems to be slightly weaker? ・Damage is low ・If ch while pulling someone in, eating a ground combo is likely
- Without OD, Magna Tech Wheel>Terra Break 3659 damage - Fatal properties removed from 2C
- A Driver - 2700 damage - B Driver 3500 damage - C Driver 2800 damage - The only thing that connects after is Gadget
- J2C Fatal confirmed - On raw Spark hit, can connect from anywhere on the screen with 5C (bounceback increased)
When magnetized: - 5A>5B>5C>6A>3C>Collider whiff>6B>6C>Collider>Gadget 3034 damage, 64 heat
After Midscreen Collider: - Connects unmagnetized: 2D, Spark - Connects magnetized: 2D, Spark, Gadget, 5D
Normals - 5A、5B、5C、JA、JB、JC、2A、2B、3C、6A: No changes as far as I can tell. The magnetism time increase for all D moves has gotten pretty short. - 5D: Knocks away on ground hit. - JD: Knocks them away forward. Causes wall bounce on air normal hit. Air counter hit causes wall stick. - J2C: Counter hit causes floor bounce. 3C doesn't connect on air normal hit? - 2C: Untechable time on normal hit increased. Delay AS connects. FC property removed. - 2D: Causes sliding down on air normal hit. 5A connects in corner. Depending on character (or magnetism) 5B connects too. - 4D: Causes wall bounce on air normal hit. Repeat proration added. - 6B: Jump cancelable only on hit. Air hit causes ground bounce. JB, JD, 6C, etc goes into J2C on air hit. - 6C: Doesn't knock away on ground hit. AS connects. Causes ground bounce on air hit? J2C, JD, JB, Collider, etc connect. Seems to now have a minimum range? In exchange, hitbox looks like it extends quite a bit farther and higher. - Throw: Launch is low. Special cancelable, but after an as-soon-as-possible BS nothing else connects. Collider might be the only followup? - Back throw: Unknown. 5C connects. - CA: Emergency techable after the down. Recovery is reduced, so it's maybe even (frame-wise) or better if emergency teched? Nothing really connects even if you RC it.
Specials - Spark: Bounces back enough that you can pick up with 5C even on normal hit. Depending on distance, 5C>6B pickup works as well? - AS,BS: Launch strength decreased? - HM: Active frames, good P1 both still present. No particular changes? - AD,BD: Only goes into GF - Collider: Opponent can now tech before hitting the ground and also emergency tech. On the other hand, opponents count as "downed" without having to purposely set them up as such, allowing Gadget to connect even straight from Collider. There's not much in the way of followup. Midscreen, without magnetism, meter, or Spark, 2D may very well be the only thing it goes into. When not magnetized, Spark works. When magnetized, 6A seems to work? In the corner, you can go into 5B from the 2D. 3C Collider whiff launch strength is low, making J2C not work. Seems best to go into delay 5B, delay 5C>6B, or as soon as possible 6B instead. If your back is to the wall, Wheel connects. As soon as possible 6C>5D connects on some characters (or magnetism).
DD - GETB: Damage decreased to 5020. Pull is unchanged. - Wheel, Terra Break: Terra Break doesn't cause bounceback and just knocks them away.
New Stuff - Angled Spark: The hitbox is enough to make it hit even a grounded opponent up to mid-range. Easy to follow up after with stuff like 5C, Collider. - CD: Can be held to keep pulling. Even at mid~long range, magnetized it has about as much suction as Collider, but it can cause the opponent to fly off or circle around you. The actual throw hitbox is on the small side? Especially in the vertical direction I think. You can't use it during jump startup, so it's a little tough to use on reaction to an opponent's jump. No invincibility? After hitting with it, only GF connects. Both held and non-held versions have pretty long landing recovery. After CD, you can't do anything until you land. If you don't hold it you'll retain your jump momentum, and if you do you'll lose it and stop in place. As expected, it's weak against 6A-type ground anti-airs. You can sort of use it like Collider to counter low air dashes, bait techs, or pull magnetized people out of high jumps, etc. It's main merits are that it has higher returns compared to Collider, connects with no problems if they're in range, and is less succeptable to punishes/combos because Tager himself is in the air. It's easier to land if the opponent is higher up than you are. It also exerts a slight pull on opponents on the ground as well.
- Gurren Punish: Looks like an overhead but is actually a mid. Can be canceled into from all jump attacks except J2C. If the arm sweep hits he goes into the body press motion. Regardless of how high it's done, you can't do anything until you hit the ground. Because of that, it's probably heavily minus on block? Startup is relatively fast, so if you have meter it might be viable as an air-to-ground move? Either way, it's doesn't seem like a good move to randomly throw out during footsies. It can be RCed both before and after the body press, so it may have combo potential. Minimum damage is around 500. In midscreen combos you can magnetize with JD and then finish with Gurren, so it's pretty nice. After Gurren you might be at a frame advantage? Although dealing with the opponent's teching seems like a pain. If they roll tech as soon as possible that's probably a guarranteed GETB. Low air Gurren (blocked)RC might work as a JB/low/throw 3 way mixup?
- CT: Puts them behind you on hit, so a distance opens up even if you hit at super close range. - Can be followed up with stuff like 5D.
- OD: Has a slight, constant pull on magnetized opponents. Pull is around that of or slightly more than a held 6A when you just start holding it. It also changes the various D moves. - 5D: Triggers the counterhit effect even on normal hit and causes the opponent to bounce back. This works even in combos. - 4D: Same as 5D. In the corner, doing ~5B>4D causes them to bounce away overhead. - 2D: Causes opponent to fly away on normal hit (sliding down). Looks weak. - JD: Both ground and air hits cause the opponent to follow the 5D trajectory and come back. Looks strong. - Reversal OD activation→Check situation⇒GETB/Wheel seems doable. - During OD, electric gauge fills rapidly. What normally takes about 20 counts to fill takes maybe 5? Although it doesn't fill during combos (goes back to original speed?). - If your health is in the red, OD lasts relatively long. - Activation can be canceled into from all normals besides 4D, 2D. Can't be done from specials.
DD Changes - Wheel: Non-OD raw damage 2512. In OD, hit count and damage goes up. - Terra Break: Non-OD version doesn't cause bounceback on hit. OD version causes bounceback. - Non-OD Wheel>Terra Break damage: 3659 - OD Wheel>Terra Break damage: 4112 - 5B>5C doesn't connect. - GETB:Non-OD damage 5020. OD damage 5620? If you're going to OD mid-combo, it seems best to OD from a magnetized raw Collider. 5D after will (probably) connect and trigger the counter effect, causing them to bounce back and continuing the combo. OD activation disables bursting as well, which is another advantage.
Combos 1. Unmagnetized or not magnetism-dependant - 3C>AS>5A>JA>JD: Air finisher. Gurren doesn't connect after this. - 2B>2C>dlAS>5C>6A>Collider>2D>GF whiff>Air finisher:2970 Can't end with GF. dl might not be needed depending on character? - 6B>5D>BS>HM>5B>4D>5C>6B>JB>JD>Gurren:2890dm Only works near corner. Overhead starter, magnetizes 3 times, and can end with Gurren if in corner. - 6C>AS>5A>5B>5C>6A>3C>GF:3018dm Can be done midscreen. Overhead starter. 5C>6A can be taken out depending on distance. - 2B>2C>dlAS>dl5C>6B>JB>JD>Gurren:3400dm? Corner only. AC isn't used so there's no side switching, Gurren ender works. - HMch>6C>J2C>5B>5C>AC>2D:3662dm A slapped-together combo with 2D finisher. Whatever~AC>2D - Midscreen after Collider, pretty much all you can do is 2D ender or combo with Spark. - 2B>2C>AC>2D>5B>4D>5C>6B>JB(>JD>Gurren):3400dm - Back to wall, character specific(If the character isn't large enough the 5B after 2D doesn't hit). - 2B>2C>dlAS>5C>6A>AC>2D>5A>4D>5C>6B>JD>Gurren:3359d m - Back to wall, switches sides, applies magnetism thrice, Gurren ender.
- 2B>2C>AC>2D>5A>4D>5C>6B>JD>Gurren:3395 - Back to wall, applies magnetism 3 times, Gurren ender. Probably works on all characters. - Spark>5C>6A>2C>AC>GF:2296? - Spark>5C>6B>J2C>5B>5C>6A>AC>GF:2898 - If you're on opposite sides of the screen 5C only hits with the tip, and the rest of the combo fails. If 5C makes a meaty connect it will work. Works with angled Spark as well.
Magnetized - 5A>5B>3C>AC whiff>5B>JB>JC>Gurren:2113dm - 5A>5B>(5C>6A>)3C>AC whiff>6B>6C>JD>Gurren:2900dm(3304dm) - JB>JD doesn't connect if proration is tight. - (5A>5B>)5C>6A>3C>AC whiff>6B>6C>AC>GF: (3034) Requires magnetism. Not sure whether this or the Gurren combo does more. - (5A>5B>) 5C>6A>3C>AC>6B>6C>J2C>5B>5C>6A>AC>GF: ()4131dm - Doesn't work off 5A starter? - 2B>2C>dlAS>5C>6A>AC>GF:2797 - 2B>2C>AC>6C>JD>Gurren:3280dm - If your back is to the wall and they're not magnetized JD doesn't seem to connect. - 6C>AS>5A>5C>6A>3C>AC whiff>6B>J2C>GF:3600dm - Overhead starter. GF ender.
Meter - 2B>2C>dlAS>5C>6A>AC>Spark>Wheel:3888dm - Does around 4900 with Terra Break - 5C>6A>3C>AC whiff>5C>Wheel:4113dm - Midscreen starter, no Spark. AC whiff>6B>6C will probably do more. - 2B>2C>AC>2D>5A>4D>5C>6B>Wheel:3500dm, - Back to wall, does around 4580dm with Terra Break - 2B>2C>dlAS>dl5C>6B>4D>5C>6B>Wheel: Corner
_____________________________________________________________________________________ Jin KisaragiLoketest 4 Day 7: Arakune vs Jin Day 7: Azrael vs Jin Loketest 4 Day 7: Bullet vs Jin Loketest 4 Day 7: Jin vs Bullet Loketest 4 Day 7: Valkenhayn vs Jin Location Test Jin vs Arakune 10/11/2012- Spoiler:
- 2C jc on block - 623B seems like old 623A, followup seems impossible - Yukikaze during OD is cool. Damage is 3258 (last two numbers might be wrong) - Ice arrows doesn't seem different during OD - 5C>5D>D Musou> followup> 5C> sekka> 5B> 5C> 2C> aerial ender > 3600-3700 damage - 5D Fatal counters - The new air special can be used to quickly end a combo, nice.
- 5B when blocked, cannot be jump canceled - Gatlings are same as EX - 5B>2B>5C>3C>Musou > 21% (heat probably) - 2B when blocked cannot be jump canceled - 2C> 6B works (as in gatling exists probably) - Throw> musou whiff>5B>5C>jc>JC>J2C>jc>J2C>new air special > 2700-2800. - Can probably fit in 2c after 5c to get damage up to 3kish. - Crush trigger > 6C easily connects.
_____________________________________________________________________________________ Litchi Faye LingLitchi vs Bullet Loketest 4 Day 7: Litchi vs Arakune Loketest 4 Day 7: Litchi vs Carl Location Test Hazama vs Litchi _____________________________________________________________________________________ Makoto NanayaLoketest 4 Day 7: Arakune vs Makoto Loketest 4 Day 7: Azrael vs Makoto Loketest 4 Day 7: Relius vs Makoto 09/11/2012- Spoiler:
- 5B isn't jump cancelable on block any longer. - You can't double jump after Asteroid Vision B and C any longer. - Lander Blow can be followed up with 5A on hit. - Dashing's initial boost is slower now. - Lightning Arrow still bounds on hit. - You can't follow up 3C with anything except 2B.
_____________________________________________________________________________________ Noel VermillionLoketest 4 Day 7: Carl vs Noel Location Test Ragna vs Noel 13/11/2012- Spoiler:
- Raid can be comboed after with RC (not necessary during OD)
- Wallstick on Chamber CH is rather long Pushes pretty far away on barrier guard, and removes a fair bit of barrier gauge
- Optic doesn't down on hit
- AH has long active frames
- Drive followups seem to have invulnerability too
- 2B>6A>6C(2)>2D comboes. 2D knocks the opponent out of the air and downs them, and might be comboable after.
- 5A>6A didn't connect.
- 5A>6A only combos on crouching opponents. - On the other hand, 5A>5B>6A>6C works. - Although you need to be closer than before, or else 6C will whiff. - Midscreen, 6C(2 hits)>2D is sort of iffy, and only connects sometimes. might be character specific
- jA feels like its not jump cancelable or is hard to. - Even from point blank, wasn't able to get anything off Chamber without RC.
- For 5A>5B>6A>6C midscreen, the 6C dropped on Platinum no matter how close Noel was.
- ~>6A>6C>jD>d.6B>d.5B>AT connected. - Although it only carries about half the distance it did in EX. - You can switch out AT for B Optic and follow up with 2A, but our options afterwards seem pretty bad.
- CT reach is way too short. - Don't know about the frame data, but I think it might even be minus.
- 5A>5B>6A>jB>jC>jD connects. - ~>6A>6C missed on Bang
- Corner 6B>5D>d.5C>d.6C>d.6D>BT>6C>4D>AT>6C(2 hits)>2D>6B>5B>Chamber or Fenrir - This did around 4500 with Fenrir ender. - Fenrir minimum damage was around 750
- Chamber seems to be pretty good at depleting barrier
- jD horizontal hitbox is a lot wider than in EX, and it feels like untechable time is longer as well.
- 4D invuln is ridiculously short... wasn't able to dodge Gauntlet Hades with it
- 4D seems to go through Dead Spike and Lobelia. Not sure if it's the invuln time or properties that's changed
- 6D invuln might have gotten slower
- AH doesn't work on projectiles. Tried on Platinum's bombs and Kokushi, but got hit normally.
Dernière édition par malaka47 le Mar 13 Nov - 18:30, édité 35 fois | |
| | | malaka47 Empereur Librarius
| Sujet: Re: BBCP - Locktest 3 - 07 au 13.11.12 : Système, changement, movelist, nouveaux persos. Jeu 20 Sep - 21:45 | |
| Platinum the TrinityLoketest 4 Day 7: Platinum vs Carl Location Test Platinum vs Ragna 08.11.2012- Spoiler:
- Happy Magica's command changed to [2]8C (Was previously 41236C). - Cure Dot Typhoon can now be performed in the air. - 5A>5C>9jc>jD doesn't work anymore. - Persia (236A) covers less horizontal distance Because of the above mentioned points, the previous loketest combo ender 3C>236A(AAB)>aerial barely works anymore unless if 3C hits really close to the opponent - Corner Heart Car(236B)>6C>22C won't work. Works with Swallow(j236C)>jC in between. - The only thing that seemed to be buffed is the aerial super(CDT). - During OD other characters have their DDs buffed like the OD-CDT, - Counter's (Magika) damage is about 10 and you're in a bad position as well as it being a charge move (I don't think it should be a down charge) - 6C>22C still has the SMP on 22C so I have no idea how the combos will be extended. - One of the few good news, the new present box items can be used in her corner combo. - 5A>5C>236C>5C>2C>delay C Sally (214X)>5D>jA or 6A (after hit, the presents will explode and hit) - Was able to confirm up to that. The untechable time seems to be long enough to add additional hits after it. Tried dropping a second box with jA>jD but couldn't follow up after that. - 6ACH still does not cause float - jCCH lost some untechable time - After Magika is successful summons a doll with active hitboxes, RC possible - Persia's movement distance became really short, cannot switch sides after 2C>Persia anymore - 3C>22C midscreen pushes the opponent pretty far. - vs. Tao rising jC did not connect, worked vs. Haku - 5C>jcJD(Frying Pan) doesn't connect - Heart Car>5C>5D(Frying Pan)>6C doesn't connect - Heart Car>6C>22C might have became char. specific? Worked vs. Hazama and Haku, on characters like Makoto where it became harder to 6C>22C seemed like it won't work - The previous loketest combo 5B>5C>236B>6C>22C>6A>6B>5A>5C>aerial still worked - With a 5A starter, could not pick up the combo after 22C with 5C 13.11.2012- Spoiler:
Things related to move properties: ・Overall startup/recovery of OD activation seems about the same as Miracle Jeanne, and can easily be fit into combos. I was able to do 5B>5C>OD>5B>5C>Mami. ・Happy Magica (new counter special) puts some distance between Platinum and the opponent after the counter hit. It can't be special canceled and 2B doesn't hit either, so it might not be comboable after without RC. ・Falling Melody (Pogo stick) minimum damage decreased to 300. ・Like mentioned in previous reports, Cure Dot Typhoon in OD searches out the opponent's position after the last hit and drops countless dolls on them (damage increase, same thing applies to air version). If heavily prorated the hits won't combo and the followup will have increased recovery, resulting in a guaranteed punish. The falling dolls are random (they're all deformed versions, with the ones listed below confirmed). ・・Arakune(2 types confirmed, bride Arakune and pretty Arakune(both the ones that were in Bururaji)) ・・Platinum ・・Ragna sandbag (The one in Hakumen's picture contents with this (゚∀゚ )← sort of face) ・・Kazuma Kuvaru (character from the novels) ・・Sol Badguy(The main character of Guilty. Owa-!)
_____________________________________________________________________________________ Rachel Alucard__________________________________________________________________________________ Ragna the BloodedgeRagna vs Bullet Loketest 4 Day 7: Ragna vs Carl Location Test Platinum vs Ragna Location Test Ragna vs Noel 07.11.2012- Spoiler:
- Also, 6A launched even on ground hit. - Dead Spike dash cancellable. Recovery is longer, regardless if on block or on whiff. - As you can probably tell from the above combos, 22C is special cancellable. - 5A after 6A > j.214B still works pretty well. - 5D is able to connect after a ground GH > KA, but there are no followups afterward. - The untechable off of ID Straight is pretty good, if the proration is alright then we might be able to do 3C > 22C. - 5D and 2D (limited to hitting only on crouchers) routes are available, you know. - And it may even be possible without having to hit. - 6A was surprisingly easy to connect with. - Thanks to 22C being special cancellable. - 22C > 214A works. - Isn't 22C a special. - 5B > 5C > 2C > 214A > 214D does 2100 damage. - 5B > 3C > 22C > 214A > 214D does a little under 2400 damage. - In any case, 22C > 214A > 214D has great screen carry.
Report based on the extent of how much I remember: Changes described are only differences from EX. - 6A is not jump cancellable on block. - 6B able to cancel into 6A, 5D, 6D, and 2D. - 6C and 5D dash cancel removed. - Ground 214D causes FC. - j.214D > 22C or Crush works. - Dead Spike dash cancellable. Recovery is longer, regardless if on block or on whiff. - 22C is dash and special cancellable. - Below is a little hazy.
Corner combo - 5B > 3C > 22C dc > 5B > 5D > 236D > 5C > 6A > jc j.D > jc j.D > j.214C > 5D > 623D >> 214D. This does about 4060 damage Doing 22C > 236D should only change the damage by a few tens or so.
Corner throw combo routes - Crush > 22C~ - 236D > 5C~ - 214A > 5A > 6A~ - OD
Misc. Impressions If you have heat and OD, you can do the following things: - OD > 5B > 5C~ - 2D RC~ 12.11.2012- Spoiler:
- In any case, this isn't going to be aimed at Ragna specifically, but if you perform OD during blockstun, you'll still cancel into burst, I'm guessing? I think it'd be nice if it was like MvC's x factor.
- You retarded?
- You'll end up using a burst if you do it during blockstun or while getting hit, I'm pretty sure it's in the system info page. You should try finding these things out yourself.
- Having to decide as a player between cancelling 22C into either dash cancel or a special seems like a pretty nice change~
- Well, I can only think of doing dash cancel anywhere except the corner, normally.
- EX combo, throw starter > 214B > 5A > hjc j.A > j.C > j.D > jc j.D - occassionally, the height will be off and the opponent will tech. Can anyone show me any tricks behind this? (TL: to answer his question, you can replace the second j.D with j.C and it'll work. although this isn't the optimal midscreen throw combo)
- It's almost time for the next version, yet as of now I'm worried that-
- It's almost time for the next version, yet as of now I'm worried that the EX character threads won't be ready. Please go to the beginner thread. I'll answer anything. I still haven't researched or mastered anything regarding the new combos, what with new combo recipes coming out, and - I'll probably end up failing hard when I try and improvise on the spot.
I came back from the loketest with stuff to say Although I wasn't able to find out all the things I wanted to try out - 5C > rising j.B doesn't work - falling j.D > rising j.A (probably) doesn't work - Since you can hit just j.A while rising, I wonder if the rumors about j.D's hitstun are true - Belial Edge's last launching attack doesn't launch on characters that worked in EX, although it could be because of the characters
- Dead Spike seems somewhat unable to OTG opponents - This move's just getting weaker and weaker
- What are you using Dead Spike to pick up from? - Hitbox's back part is different, top part small, side part large, so if you don't delay it might not work since the opponent's not low enough. It may not also work in harsh proration either. - If Dead Spike > dc is possible then doing 5D > 236D > dc into a corner combo might work - Ground 214B >> 214D > dash 5D > 236D works, but you won't be able to dc immediately
- Wouldn't it be better to use Dead Spike for space control? In turn I feel that you can insert a 22C somewhere...
- It doesn't seem like I can go to the loketest, but can someone find out for me if crush > 236D works?
- If 22C is special cancellable - Wouldn't 22C > OD be possible?
- Rappy
- Or rather I wonder if 22C > dc OD would still work
- I wonder if you can do 6C > 236D whiff dc > stuff
- Make sure to delay 214B - Use hjc j.A from 5A - Keep these two things in mind and I'm sure you'll get it
- I tried it to the best of my ability and it didn't work - It's possible that I'm simply not doing the move fast enough, though I can't confirm
- What combos can we do now that 6C > dc has been removed
- 6C > 214B > ~ works doesn't it
- Isn't it possible to do 6C > delay jc j.214D in the corner?
- Don't let this become the CS2 hazama thread now, what with what's happened to 6C now Incidentally 6C > j.214D is possible, you can at least work some normal combos from there
- Doing TK is going to be a pain. I'll miss CT Combos with 6C > 214B in them.
- It'll be troublesome to those who miss the TK motions... - It's a waste to use up a jump cancel from that, plus it doesn't seem easy to do either
- This Ragna thread shouldn't be saying stuff like how TKs are a pain in the ass
- It'd be nice if we could still get a full combo even if we miss the input
- Even if you mess up the TK motion you'll at least get a free ground Blood Scythe~, probably. It'll be an anti-scrub strat
- I went to the loketest, and I found that 6C > j.214D works midscreen - But for some reason they changed the location
- When you have enough OD meter: - 6C > OD > 5D(1)~ seems pretty stable - Though you might want to be careful cancelling into OD since the time seems to have reduced - In which case reversal > OD seems considerably strong, if you do it when returning from ID
- From a reversal, bursts impossible and max damage, this is getting quite kusoge very quickly
- Weren't we talking about how OD has recovery? - Or does it not have any?
- I finally went to the loketest. I had problems with how my Inferno Dividers were Dead Spikeys - Are there guys who had the same problem?
- Dead Spikeys...that could've happened
- Shoryuken or Hadouken, which one is better...
- Now that you mention it there's no news about OD or Crush - Who's testing those out?
- I think there's plenty of information for OD already... - Current thoughts - Doing DS > dc is probably safe. On IB it may not be. - I guess it has the same horizontal range as 6A? - Around the moment you're in the air you won't be able to OTG
- He really is easily the strongest
- When will you understand that there's a limit to these fastballs (?) - CS is there for that reason
- He's a standard character (trembling voice)
- Ragna's interesting when you get to the point where you understand the level of play - If you didn't know anything about him and you still won you were a chimpanzee - It's gonna be like that unless you're a Ragna player with over 850 PSR lololol
- Did you get beat up for not seeing that 5B being an overhead and not pulling in? Don't cry now~
- It'll be too nice of me to try and respond to every single post...
- Anyways I think it's near impossible to find elite Ragnas who have hyped and been using him since CT - In CS, CS2, and EX, he was never the best character, but at least now he's not as rigid of a character, I think.
- If the timeframe for OD cancel has been reduced, what about jcc OD?
- What's with this thread
- I arrived at the loketest, and I found that since 5C didn't connect into 6C - Seems that this time he's really gotten weaker (TL: i don't believe this guy is telling the truth)
- It'll connect on crouchers - From now on please go to the beginners thread
- Talk on Ragna being the strongest character in CS1 and EX - He was able to reach CT/CS2 Jin levels of strong - But I think it's wrong that he's the strongest character
- CS2 Ragna was interesting - CT was fun but it was too one-sided - CS and EX he was a chimpanzee
- But it connected on standing in EX
- Are you a scrub? If you're a scrub then please go to the scrub thread.
- It's not about being a scrub or not - I'm just saying if 5C > 6C doesn't work he's gonna be a bad character god fuck - Are you guys fucking retarded? - In any case I'm a PSR 700 Ragna. Don't get fucking cocky
- 5C > 6C won't work on CH or FC" is all you're saying? If so your Japanese is terrible. We already have those kind of people who use jokes like that. It probably works, anyways
- (i've read ahead and saw that it's all about 5C > 6C talk)
_____________________________________________________________________________________ Relius CloverLoketest 4 Day 7: Relius vs Makoto 16.11.2012- Spoiler:
*5B>6D>6A>6D The last 6D does not hit.Ignis apparently steps further forward during 6D. 6D slower start up?
*Val Tus: Tracks the opponent.(no explanations were given,said to be strong)
*Val Lanto: Faster start up?Better hitbox?
*Geara act: still slow as fuck.
*6C>Val tus connects. useful for OD cancel.
*6C>Gad Leis connects. j.B>j.C>(dash) 5B>6B>5C1>2C>6C>Gad Leis BnB combo part for relius without ignis.
*OD: -4D launches really high.does not wall bounce/wall stick apparently. -Val lanto is faster,causes slide down. -Duo Bios:"Is it unlimited?" (Don't know what he's referring to.Similiar to unlimited Relius maybe?) -Val Tus:causes wall stick.
*5B>3C>ODc>5B works.
*Corner: 4D>geara nose>val lanto>5C>2C>6C>Val tus supposedly works. (might be OD only,assuming the part about the different properties during OD is actually true.)
____________________________________________________________________________________ Taokaka16.11.2012- Spoiler:
- 6B doesn't combo anymore like in the 2nd loketest. - 6C had SMP at some point (2nd or 3th loketest, dunno), but apparently they removed it. - Tao's Crush Trigger has some big combo potential. 6C>CT>6C>4D~B>6C>Cat3>2D>j.6D>Cat2 ~5900dmg - Tao's CA is 2C now (it was 5B in the previous loketest) - CA changed from 5B (prev loctest) to 2C. Throw followups are - Normal throw>jDB>5C>2D>jD6>Cat2 (~3450) - Back throw>5B>5C>2D>jD6>Cat2 (~3200) - Air throw>5C>2D>jD6>Cat2 (~3240) On air throw near corner, you can do things like Air throw>5DB>6C>Cat3 The combo mentioned in >>590 (Throw>>jD6>4DB~) doesn't work on all characters. It works on Ragna/Bullet, but misses on Rachel. If you swap out Cat2 for jCx2>Unison damage goes up by 500. - Corner combo mentioned in >>590 works even off 2A starter. Damage was ~2400. - Encore>rc>2C (max)>6C (max)>Cat3 doesn't always connect off 2A starter. (It seems to work if you do 2A>5B>5C but turn blue if you do 2A>5B>5C>2C) Probably not an issue off 5B, 2B starters. 5B starter and Cat2 ender does ~3700. - jD still wall bounces on ch. jDch>hjC>8D6>Cat2 does ~2300 - Hexa does 1936 raw. It's under 2k... - Confirmed buffs for Unison and Imma Beat(abbr.) during Almost Becoming Two. Both have increased hit counts and damage. (Forgot specifics for Unison, but Imma Beat(abbr.) went from 40 hits, 2805 damage to 100 hits, ~3300 damage.) - 6B>Unison does ~2500, can also do 6B>Almost Becoming Two. - The jA>jC>8DA(land)>2D~ pickup I was personally fond of can no longer be done. Post 2: (Some stuff he forgot to mention in the last post) - On 6C ch, if CT won't hit you can do 6C>Cat3>2D6>jC×2>8D6>Cat2 for ~3950 Please note that if you use these aerial parts in a corner combo, it will turn blue on around the 2nd hit of Cat2, even off 5B starter. - It feels like Tao's 4D jump height has gotten shorter, and B routes from it have gotten faster.
_____________________________________________________________________________________ Tsubaki YayoiLocation Test Tsubaki vs Bullet 09.11.2012- Spoiler:
- jCC > j.214D > 2B> air dash combo worked. - 6A> 5CC > 214D> 2CC > IAD Combo. Damage didn't quite reach 3k. - 623C has same move proration - During mugen, max charge 22d guard crushes if normally guarded.
Spinoza twitter - 623C> j.214A (whiff) > 5B and 5C connect! - also cannot move after launching the ball until landing. Did not confirm on D version. In EX, either worked. - The importance of getting a charge has grown as she has no reversals without a charge. - DP whiff followup is 5b> aerial. 5C Connects, but cannot be jump canceled. Charge recovery seems hard to do during combos now. Feels like, you get charges back in neutral, while the new projectile is occupying space, by landing a command throw, or using OD, and then you use them during combos. - j.214X can't be charge canceled anymore, and other D moves don't have room for charging. Unless there are new discoveries, charging in combos will be impossible. D projectile is useful in okizeme to the degree that you can use it. Appears that if you do it on wakeup, and 236D into it being guarded, there's a special effect. - Noticed a mistake as I was compiling/editing.. The Projectile itself isn't strong. But The addition of it gives more to think about in neutral, and offensive options have increased due to the command throw. It feels fresh to use her right now. The downside is that the loss of j.236B/C gives us less to do in the air.
- OD at start of round gives 2.5 charges. - Corner> 5CC> 22D> Crush trigger > 6CC > Special Ender > 3800 dmg - About 3000 damage without the crush trigger. - With 2 charges, can do about 3800 even mid screen with a throw, thanks to crush trigger... - Throw> 214D> 22D (max charge) > dash AB (crush trigger)> 6C> ender, is about 3800. crazy. - Certainly get charges during OD or from landing the throw, but outside of that, it definitely does feel hard to acquire charges. - 3CC after a 3C(FC) floats higher, such that you can pick up with 5c. Only on fatal counter. 10.11.2012- Spoiler:
- Air normals are all charge cancelable. - JD retains a bit of momentum. (e.g. 69>JD) - Throw can cancel into OD. - You can use air normal charge cancel for pressure, i.e. JCC > JD > JC, but you retain the landing recovery, so it would be difficult to combo similar to short hops in P4A (but of course possible, using rapid cancels, or j.214D, etc, otherwise, on a counter, 5a should connect) - 5CC>22D>CT>Mugen>3Ds>6CC>JCC>J214A > about 5200 - Ground Projectile and Air projectile are together limited to 1. If you do an air projectile, you can't do a ground one until it is gone, etc. D versions not checked. 12.11.2012- Spoiler:
- Raw 214D goes slightly further than EX - 236X> 214D is same as last loke test, moves far. - Long range, 236a whiff>236D(214D?) against rachel, went through lightning rods and frog right up to rachel - 236236D does use your entire meter, damage was about 3300
- 5A>throw 300 - 5A>5A 457 - 5A>5A>5A 574 - 5B>throw 520 - 5A>5B 573 - 5A>5Brc>5B 801 - 5C>throw 640 - 5A>5C 636 - 5A>5Crc>5C 934
- combo rate 70 - 5A 300 P1 100 P2 75 - 5B 520 P1 ??? P2 84 - 5C 640 P1 ??? P2 89
- 5A P1 EX82→CP75 - 5B P2 EX89→CP84
_____________________________________________________________________________________ Valkenhayn R. HellsingLoketest 4 Day 7: Tager vs Valkenhayn Loketest 4 Day 7: Valkenhayn vs Jin Loketest 4 Day 7: Valkenhayn vs Tager 13.11.2012- Spoiler:
*2A can not be jump cancelled. *nachtjager can be followed up with 2A in the corner. 3C>nachtjager>2A>2C>6C *Slower wolf gauge recovery. *w.jC leads to about 3.7k meterless. *Some(character specific?) issues with rising j.C overheads not hitting people crouching. *Following up the command grab with 2B or 2C either doesn't work or it's a tough link. *6B>3C is probably gone,6B>5C is gone. 6B does not force crouch,6B/2C Rosen does not connect on standing. *CH 5B (crouch)>6C connects.(Is it faster?Does this work in csex?I don't remember.) *4D feels like it has no invincibility at all. *schwarze jagd feels faster.
*【j.A>j.C>5B>5C>6D>j.A>5B>2 cannons]>JC 2200、 【j.A>j.C>5B>5C>6D>j.A】>5B>5C>j.A>j.B>j.C 2000 16.11.2012- Spoiler:
csex values are in brackets if they differ.
Character combo rate: 70% (Was it 80%?)
CT: Disregards character combo rate dmg:1000 p1:80 p2:100
2A: p1:100 (80) p2:77 (84) dmg: 300
2C: p1:100 p2:92 dmg:780
6C: p1:85 (80) p2:84 (94) dmg:1000
6B: p1:100 p2:92 dmg:600 + 600
Mondlicht: p1:90 (75) p2:82 (92) dmg:700
____________________________________________________________________________________ Amane13.11.2012- Spoiler:
The Drive - All D attacks can be held down to deal more hits, with each hit charging the Spiral gauge. - The easiest attack to charge the gauge seems to be 6D. - If the gauge goes over level 3, it overheats, and you can't perform D normals and specials for a while.
Overdrive: - The Spiral gauge is fixed on level 3.
The normals: - All A moves deal 2 hits. - 5B and jB deal 3 hits. - Every C move except for 3C deals 2 hits. - You can interrupt D moves at any time, though more research is required.
Command normals: - 3C: a sweep that slightly moves Amane forward, hits low. - 6A: an anti-air move. - 6B: a short jump backward with an attack, an overhead. - 6C: hits with the cloth diagonally upwards, anti-air. - 6D: drops a spinning top before Amane, an overhead. - j2B: a dropkick, an overhead. - j6C: the same as 6C. - j2C and j4C: hit below Amane on different angles.
Special moves: - Zettou (236A/B) - the command jump. The ground version can be canceled into the aerial version. A version is a short hop forward, while B version covers more space. - Raibu (236C) - a multi-hit attack with a great knockback. - Gosei (j236C) - the aerial version of Raibu. Amane first goes diagonally downward, then travels the rest of the distance along the ground. - Hariken (236D) - the stance that charges the Spiral gauge and summons a drill if you press A, B or C (the button pressed determines the distance between yourself and the drill). Level 3 drill hits low. - Zettou (214A/B) - the same command jump as the 236 Zettou, except that you jump backwards. - Gekiren (623C) - a cloth appears from the ground at a short distance before Amane. If the enemy is in the air while they're hit, they're pulled back to the ground with a knockdown. Doesn't go over the edge of the screen, like Arakune's 6D.
Distortions: - Seijuu (632146C) - an invincible dash which goes behind the opponent if they're hit. Amane ends up on a medium distance from the opponent after the move. - Goukai (632146D) - Imperial Ray with the drills. Has no invincibility, pushes the opponent to the edge of the screen.
Changes between the two loketests: - OD makes your Spiral gauge build up slower (so it won't overheat, I guess?) - After Overheat, the Spiral gauge can't get to level 3 for a while. This makes it less likely to overheat two times in a row. - The Spiral gauge now builds up slightly faster, even though it was already fast at TGS. - A normals and 5B are slightly slower. - 3C no longer links into D moves. - 5D is slightly slower; you can press D again after you hit with the initial strike to hold it and deal more strikes. Could link it into Raibu, unlike the TGS version. - 2D used to launch the enemy very high upwards on TGS, but now it got reverted to the earlier version. - j4C seems to have been switched with j2C. - j2B now makes Amane float on hit or block (he used to land before the enemy before). - jD initially had no vector correction (?), but now Amane floats for a moment before striking with the drill.
_____________________________________________________________________________________ BulletRagna vs Bullet Litchi vs Bullet Loketest 4 Day 7: Bullet vs Jin Loketest 4 Day 7: Jin vs Bullet Location Test Bullet vs Arakune Location Test Tsubaki vs Bullet _____________________________________________________________________________________ AzraelDay 7: Azrael vs Jin Loketest 4 Day 7: Azrael vs Makoto Loketest 4 Day 7: Azrael vs Tager
Dernière édition par malaka47 le Ven 16 Nov - 15:17, édité 28 fois | |
| | | malaka47 Empereur Librarius
| Sujet: Re: BBCP - Locktest 3 - 07 au 13.11.12 : Système, changement, movelist, nouveaux persos. Jeu 20 Sep - 21:50 | |
| Ce topic sera comme les deux autres précédents, c'est à dire que si vous voulez parler de la différence de boobs entre Litchi et Bullet, imaginez ce que pourrai donner l'avenir entre Jin et Amane... c'est ici : http://blazbluearena.forumgaming.fr/t1514-nouveau-blazblue-chrono-phantasm Cette fois pas de place aux suppositions, on ne mettra que ce qui est confirmé | |
| | | malaka47 Empereur Librarius
| Sujet: Re: BBCP - Locktest 3 - 07 au 13.11.12 : Système, changement, movelist, nouveaux persos. Mer 7 Nov - 20:14 | |
| Cette fois c'est bon, on va avoir beaucoup d'infos sur ce locktest, les premières sont pour Ragna.
Et comme dit dans le post précédent, pas de suppositions dans ce topic. | |
| | | Agalnarok Héros Légendaire
| Sujet: Re: BBCP - Locktest 3 - 07 au 13.11.12 : Système, changement, movelist, nouveaux persos. Jeu 8 Nov - 10:08 | |
| Merci beaucoup poto pour ton engagement envers le jeu | |
| | | Xyloboy Subordonné de Bang
| Sujet: Re: BBCP - Locktest 3 - 07 au 13.11.12 : Système, changement, movelist, nouveaux persos. Ven 9 Nov - 23:40 | |
| c'est moi ou Ragnouille est vraiment balèze ?
22C et dead spike cancellables et puis les dégâts du combo 5B starter mid-screen O_O | |
| | | malaka47 Empereur Librarius
| Sujet: Re: BBCP - Locktest 3 - 07 au 13.11.12 : Système, changement, movelist, nouveaux persos. Lun 12 Nov - 12:44 | |
| Premières vidéos du locktest en lien sous les persos. | |
| | | malaka47 Empereur Librarius
| Sujet: Re: BBCP - Locktest 3 - 07 au 13.11.12 : Système, changement, movelist, nouveaux persos. Mar 13 Nov - 13:45 | |
| Pas mal d'infos sur Noel, Amane, Valken et d'autres. | |
| | | 7r17r1 Empereur Librarius
| Sujet: Re: BBCP - Locktest 3 - 07 au 13.11.12 : Système, changement, movelist, nouveaux persos. Jeu 15 Nov - 14:51 | |
| plein de liens de vidz qui retournent une erreur youtube comme quoi la vidéo est privée | |
| | | JessyKT Empereur Librarius
| Sujet: Re: BBCP - Locktest 3 - 07 au 13.11.12 : Système, changement, movelist, nouveaux persos. Jeu 15 Nov - 15:54 | |
| Ouais les vids du channel KyushuFGC ont disparus ! j'avais bien fais de tout mater hier ahah ! | |
| | | Yurek Empereur Librarius
| Sujet: Re: BBCP - Locktest 3 - 07 au 13.11.12 : Système, changement, movelist, nouveaux persos. Jeu 15 Nov - 17:53 | |
| Pareil j'ai juste eu le temps d'en regarder hier. Apparemment ASW n'aime pas trop les fuites. - Citation :
- Arc System Works didn't like 3 of my loketest videos from the 11th, so I just decided to make the rest private until next Wednesday.
| |
| | | malaka47 Empereur Librarius
| Sujet: Re: BBCP - Locktest 3 - 07 au 13.11.12 : Système, changement, movelist, nouveaux persos. Ven 16 Nov - 3:21 | |
| C'est bizarre pour ces vidéos supprimées, celle d'Izuna ne le sont pas. Vu que le jeu sort dans 5 jours, on devrai avoir des vraies infos sur les changements et aussi de meilleures vidéos :) | |
| | | Contenu sponsorisé
| Sujet: Re: BBCP - Locktest 3 - 07 au 13.11.12 : Système, changement, movelist, nouveaux persos. | |
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| | | | BBCP - Locktest 3 - 07 au 13.11.12 : Système, changement, movelist, nouveaux persos. | |
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