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 Post subject: Re: BBCS II changes
PostPosted: Fri Sep 17, 2010 2:35 pm 
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Magic Eye
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Joined: Thu Sep 09, 2010 3:30 pm
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PSN ID: Rroyd/SaruTager
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Dragonthorn wrote:
Sana pinapalakas nalang nila yung mahihina and leave the rest alone, lol.


That's what they did for Bang from CT to CS :why:

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 Post subject: Re: BBCS II changes
PostPosted: Fri Sep 17, 2010 2:50 pm 
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The Road to Saikyo

Joined: Sun Sep 12, 2010 7:19 pm
Posts: 30
PSN ID: MissingPower-PSi
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ISP: PLDC
Which they'll hopefully do for Rachel from CS to CSII?
One can wish~


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 Post subject: Re: BBCS II changes
PostPosted: Fri Sep 17, 2010 2:59 pm 
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The Road to Saikyo
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Joined: Wed Sep 15, 2010 10:20 am
Posts: 80
Location: BF Homes, Parañaque
PSN ID: TheProdigal-Son
ISP: Globe
meron na ngang Buff si Rachel, yung immortal Flying George XIII man.

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 Post subject: Re: BBCS II changes
PostPosted: Sat Oct 09, 2010 2:03 pm 
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No Rest
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Joined: Fri Jul 09, 2010 5:23 am
Posts: 333
PSN ID: DragonthornX
ISP: Globe
Loketest ongoing!

A CS2 loctest is happening right now, some guy is tweeting about the changes.
http://twitter.com/ushidonburi

Noel
- Noel D moves changed
- Bloom Trigger slides
- No more HAIDA combos
- Noel SPRING RAID knocks across the screen, can't followup unless in corner. 5D even slower.
Karuru
- Clap air blockable
- Clap interruptable
- NEE-SAN anima (grab) buffed quite a bit
Tao
- Tao 6C slides
- Tao D moves different somehow
- Tao j2D hits more downwards, hard to use in combos
- Tao 6B slower, but will combo into 5B on crouching opponents
Tsubaki
- Tsubaki grab no longer followable by 6C or 214D
- Tsubaki charge puts her in CH-able state
- Tsubaki j236A faster, knocks upwards, actually usuable in combos
Tager
- Tager sledge followup faster and moves him forward
Jin
- Jin 5D much faster
( ◇)
- Hakumen nerfed so hard, I can't even write it all down. He might even be the weakest now
Rachel
- Pumpkin buffed, maybe. Doesn't go away on hit? Can't really tell.

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True-blue Pinoy 2D Fighter:
BlazBlue Continuum Shift - Litchi, Noel, Arakune
Super Street Fighter 4 - C.Viper, Chun Li, Rose, Ken


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 Post subject: Re: BBCS II changes
PostPosted: Tue Oct 12, 2010 8:26 am 
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The Road to Saikyo
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Joined: Fri Oct 08, 2010 5:50 am
Posts: 23
Platina in action against Hazama. Check out her astral at the end of the match.

http://www.youtube.com/watch?v=K3whHo26uu0&feature=player_embedded


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 Post subject: Re: BBCS II changes
PostPosted: Tue Oct 12, 2010 8:48 am 
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No Rest
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Joined: Fri Jul 09, 2010 5:23 am
Posts: 333
PSN ID: DragonthornX
ISP: Globe
Updated loketest changes:

Ragna:
+ 5B > 6A gattling added back
+ C, 2C > 6A gattling added
+ ground gauntlet hades can be followed up
+ during blood kain 6D > 6D combos
- 6A range reduced
- 2C slower
- 2D doesn't remove primer

Jin:
No other obvious changes
+ 5D start up faster but shorter freeze time, can combo from 5C
+ Sekkajin (5C mash) has very little/no pushback

Noel:
+ C haida bounces higher, can perform combos from further away
+ optic barrel start up faster
+ 6A hits crouched opponent
+ 5C can jc even on block
+ chain revolver moves have increased speed
+ bloom trigger slides opponents hit on ground
+ j.B hits below her
- C haida bounces higher so higher dmg combos require more skill
- 5D slower than first loke test. Pauses a moment before coming out. Distance is longer
- Spring raid launches more horizontally. If not in corner cannot follow up
- no more long haida loops
- overall dmg decreased
- CR 5D not jump cancelable

Rachel:
+ pumpkin speed increased. can cross the screen in an instant. not sure on this.
+ tempest dahlia start up faster?, needs confirmation
+ 5C>C slide untechable time increased
+ Lobelia attacks guarenteed to land and create a pole if she gets hit, but they lose their hit box/active frames if she is hit
- Initial wind recovery slow, but after a while it speeds up
- 6A weaker than it was in 1st loketest. back to CS standard?

Taokaka:
+ 6B combos to 5B on crouching opponents (applies to all characters)
+ cat spirit 2 slides
+ j.2D~B combos into 2C
- jB now hits mid instead of high like in 1st loketest. j2B no change.
- jD cannot cancel into cat spirit 2
- 6C slides, cannot pick up unless in corner. (but it seems 2C FC > 6C still wallbounces)
- if different jD aren't inputted Tao drops to the ground straight away
- jDs slightly changed, j2D now better against ground opponents but hard to combo with
- 6C slides, so almost becoming 2 combos are gone

Tager:
voltic charge command now 214D
+ magnetism pull now stronger
+ 6A can now be held to pull in opponent
+ can gadget after 360A
+ sledge hammer much faster
+ 4D pulls more
+ Sledge follow up as anti-projectile armor
- 5D only pulls opponent during active frames
- 5C cannot combo into 6A

Arakune:
+ D bug now hits Mu while rising
- D bug falls faster, less hit stun (wiki says less damage, blog says less hit stun, who knows)
- Pinwheel/spin and dive have spam move proration
- Landing recovery after air throw
- Bird slower? Can't bird > bird > pinwheel/spin anymore?
- Teleports much slower; can hit him on reaction on start up

Litchi:
same as first loke test

Bang:
forward throw slides, more damage, follow up in corner
- 5B slower; 2A 5B does not combo
- Less untech time on 6A
- D nails bounces (launch?) on hit; hard to combo from
- FRKZ backward dash is shorter

Carl:
+ anima has super armor. when hit will flash red
+ 3D stands opponent up, i.e. 8D 3C 3D -> 3D will hit as though opponent was standing on the ground
+ 8D breaks 1 guard primer
- 8D can be blocked in air

Hakumen:
renka is now 236B
5 primers (down from 6)
+ All C moves come out faster
+ Back throw recovery reduced, can follow up in corner
+ 6B damage increased.
+ 623A cancelable during movement.
- 3C > 3C doesn't combo anymore
- renka wall bounces. can follow up with 6C
- hotaru wall bounces. can follow up with 6C
- enma floats higher, harder to follow up
- tsubaki slides, can only follow up in the corner
- Slower magatama recovery.
- MUGEN: after gauge depletes, will not increase for at least 6 seconds.
- Yukikaze: will only show superflash after a successful counter. Gauge depletes on use either way. AH still has superflash. (Was this in the first loketest? Not sure.)

Lambda:
+ 4B faster start up, shorter recovery
+ Sickle might have faster start up, quicker recovery, hits 6 times
- gravity seed now stuns instead of floats. on CH seems to stun longer
- 4D moves her backwards, harder to combo.
- Throw can't combo into 6A, can followup with 2D.
- Calamity damage decreased.

Tsubaki:
+ j236A faster start up, can be used in combos now
+ 5D charges half a gauge in an instant, has fastest recovery of all Ds.
+ 236 -> 214 doesn't combo, but 236 -> 22 does.
- untechable slide time from her throw reduced, even in corner 6C and 214D cannot combo
- charging puts her in CH state
- 2D recovery back to CS

Hazama:
6A->Jayoku works (I don't even know why this is listed, maybe didn't work in loketest 1?)
Air throw can be followed up by Zaneiga (214D~C).
214D~C now makes the opponent spin in the air(?)
- 5B 3C 214D~C doesn't connect anymore
- 3C knocks opponent upwards
- cannot cancel throws into chain
- jC: no longer jump cancelable? (might be first hit only)

_________________
True-blue Pinoy 2D Fighter:
BlazBlue Continuum Shift - Litchi, Noel, Arakune
Super Street Fighter 4 - C.Viper, Chun Li, Rose, Ken


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 Post subject: Re: BBCS II changes
PostPosted: Thu Oct 21, 2010 2:13 am 
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The Road to Saikyo

Joined: Wed Oct 20, 2010 8:05 pm
Posts: 9
Location: Baguio City
Dragonthorn wrote:
( ◇)
- Hakumen nerfed so hard, I can't even write it all down. He might even be the weakest now


Hakumen can never be weak. Unless some noob tries him out per say, then one can consider him weak. I shudder at the thought of someone going: "Oh kewl! This guy has a sword, so he should be 1337! Imma gonna try him! (moments later) WTF was zat???"


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 Post subject: Re: BBCS II changes
PostPosted: Thu Oct 21, 2010 9:05 am 
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No Rest
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Joined: Fri Jul 09, 2010 5:23 am
Posts: 333
PSN ID: DragonthornX
ISP: Globe
Loketest 3 changes. Add these up to the changes from previous Loketests

Carl
- 3C launches higher, techable. Can combo into jB if close enough.
+ 8D air-unblockable again (barrier works).
+ 5C CH proration still same, 8D has different same-move proration on the clap and wave, so it does more damage.

Valkenhayn
- 6C doesn't wallbounce.
- Mondlicht has more proration, much less untech time.
- 2C slower, upper body invincibility starts later.
- Weiss Jägd only wallbounces in corner.
+ 5C air unblockable (barrier guard works).
+ Wolf jA has less proration.
+ Weiss has less proration.
- 3C knocks opponent down further away, hard to follow up.
- Less untech time on Wolf jB. (welp byebye jB jB combos)
- Throw wallbounces, harder to combo.
- König Wolf cancel point is later.
- Sturm Wolf does less damage.
- Damage generally decreased.
- CA spins on hit, can followup in the corner only.

Makoto
- Level 3 drive moves have less untech time. 2C connects from L3 5D in the corner. Small window. Pretty much nothing else does. It's very hard to combo off L3 drives outside the corner.
- Were you ever able to barrier guard cancel Makoto's Astral Vision move? Because I think he's saying they took that out.
- Makoto Dempsey Roll has less untech time.
- Opponent falls faster after Corona Upper.
- Can't cancel from neutral throw.
- 2C slower.
- Comet is slower.
- C Asteroid vision angle has been changed. Lightning Arrow combos gone.
+ 5B air unblockable (barrier guard works).
- Parry spins on hit now.
- Shooting Star wall bounce removed.
- Big Bang damage has been reduced.

Jin
+ 5C air unblockable (barrier guard works).
- 3C techable now.
- 6A forces crouch, can't special cancel. ( ≖‿≖)
- 5D slower, freeze still as short.
+ 5B > 6A gatling added. Of course, it doesn't combo.
+ 2B > 5B gatling added.
+ 6A can't be punished (unless you IB). Will combo into 5C on CH.
+ 623C has more untech time, unairtechable from a ground hit. Can still combo.
+ Less proration on forward throw's third hit.
- 5C has less range.
- 2D is slower.
- More proration on back throw.

Tager
- Sledge followup slower than in the previous loketest.
+ Sledge followup has Fatal property.
+ 5C air unblockable (can be barrier guarded).

Tao
+ Throw range increased. Still not at CT range, though.
+ He's wondering if Tao ever had 2C -> 3C gatling? Well she has it now.

Tsubaki
+ Corner throw connects to 6C. Again. Might work with 214D too? 214B doesn't work. 214C works.
+ C-Tsubasa (214C) can be charge-cancelled after the move. If she has a jump cancel left, she can do C-wings > j.D > air combo.
* Post-landing recoveries on aerial charge cancels and JDs are unchanged.
* 3C > D-sword (214D) connects as usual.
- Instant charge is gone? Seems like 5D just charges as CS1.
+ 2D/5D/j.D all charge faster, though. 2 stocks off 22C finisher midscreen seems reasonable.
+ 5D seems to recover faster, too
- 2D feels a lot slower to recover, was worried doing CC's.
- Charge counter-hit state is through the startup, move and recovery.
* 214A still doesn't launch or combo into anything making it kind of pointless (I'm probably missing something)
+ 236D seems to have longer hit-stun/level upgrade.
* Super is still a projectile (but it would be), not sure about her DP (was trying to get a Hakumen to cut it).

Arakune
- jC has more proration.
+ f○g can be comboed into, easier to tack on curses with meter.
+ f○g autoaims on the opponent, hits low.
+ f○g gives you 100% curse, probably can't use it to recurse afterwards.
- Backdash has more recovery.

Lambchops
- Cresent bounces higher, loop easier. More proration. Longer untechable time, much easier to combo.
+ Act Parser A goes through opponent if close enough. Puts Lambchops in counter state. Can be used to escape the corner easily.
+ C moves have less proration, C>6C loop does more damage.
+ Gravity is actually better than it was in CS.
+ 5D, 6D, 4D have more... something. Startup? Active frames? I don't know, I don't have the source.
+ 6A buffed a lot.
- Throw only combos into dash 2D.

Ragna
+ 5B air unblockable (barrier guard works).
+ 2C -> 5C gatling added.
- Overall damage tweaked (I'm gonna say nerfed, since this is listed in red).
+ 3C combos into 22C.
* Apparently Dead Spike combos are the way to go now?
+ 2D has better proration.
Quote Originally Posted by Mu
- 3C techable.
+ 2C > 6C combos on standing.

Rachel
+ 6A has been buffed.
+ Tempest Dahlia has no wind consumption. Speed is good.
+ 6B -> 6C gatling added.
+ Wind affects movement more.
+ 6C forces standing.
+ 3C hits higher.

Litchi
+ ItsuuA/B/C's 2nd hit will come out even on block (loses staff).
+ 2nd hit of Itsuu breaks 1 primer.
+ Can do Four Winds, 5D or 2D after the 2nd hit of Itsuu. He's not sure if it works on block.
* 2C 4D Haku Ippatsu xN = 4700
+ Ippatsu may have lost same-move proration (hence the 4.7k combo)
* Midscreen 4D 2D dash tk Chun 6C etc. works, hard to connect.

Bang
- 6B causes stun. No followup without RC.
+ 5B level increased.
Quote Originally Posted by Noel
- 5C doesn't move her forward.

Hazama
+ Ouroboros gauge goes up one if guarded.
+ 6A/6C downs opponent on hit.
* Zaneiga 6C2B5C j.C(5) Jayoku 2D~D j.BC(2) j.C(5)214B works, 3.8k

Hakumen
- Meter gain decreased.

General
Throws/command throws are unbreakable after a guard crush. This was in the last loketest, wasn't it?
No proration on guard crushes.

_________________
True-blue Pinoy 2D Fighter:
BlazBlue Continuum Shift - Litchi, Noel, Arakune
Super Street Fighter 4 - C.Viper, Chun Li, Rose, Ken


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 Post subject: Re: BBCS II changes
PostPosted: Thu Oct 21, 2010 11:43 am 
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Magic Eye
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Joined: Thu Sep 09, 2010 3:30 pm
Posts: 272
Location: Colbert's Fear Bunker
PSN ID: Rroyd/SaruTager
Xbox Gamertag: IS DEAD
ISP: Globe/PLDT
Dragonthorn wrote:

Hazama

+ 6A/6C downs opponent on hit.



HELLO!

Do I smell 6A followups now?

If that's the case, tatanggapin ko na yung nerfs na iba ni Hazama as a trade off for a decent comboable *no-heat required* overhead.

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