Gepostet von Shino:
Gepostet von Soniti:
dustloop.com/forums/showthread…11-UNHELPFUL-POST-TEMPBAN
Spoiler anzeigen
ASTRAL HEAT: youtube.com/watch?v=_4Az3axxZA0#t=3m25s
Allgemeine Changes:
Spoiler anzeigen
24/08/2011
Nächster Location Test am kommenden Wochenende (27/08/2011):
generalnantoka.blog35.fc2.com/blog-entry-539.html
(gepostet von KayEff auf Dustloop)
Gepostet von Ekusu:
andriasang.com/e/blog/2011/08/24/blazblue_extend_ps360/
BBCS Extend für PS3 und Xbox360 angekündigt, noch keine Informationen darüber, ob als Disc oder DLC.
26/08/2011
gepostet von Shino:
30/08/2011
gepostet von emjay:
Spoiler anzeigen
01/09/2011
Die offizielle Seite:
blazblue.jp/bb_ex/
15/09/2011
Als Release-Datum (Home-Ports) wird auf der offiziellen Seite der 17/12/2011 angegeben.
19/09/2011
gepostet von emjay:
Spoiler anzeigen
28/09/2011
gepostet von emjay:
Spoiler anzeigen
29/09/2011
gepostet von emjay:
Spoiler anzeigen
05/10/2011
Bekannte Changes
(Quelle: dustloop.com/forums/showthread…ift-Extend-Actual-Changes )
Spoiler anzeigen
06/10/2011
Bekannte Changes
(Quelle: dustloop.com/forums/showthread…ift-Extend-Actual-Changes )
Spoiler anzeigen
12/10/2011
gepostet von Shino:
Spoiler anzeigen
14/10/2011
gepostet von Ekusu:
23/10/2011
gepostet von Shino:
gepostet von Banker KingAlo
gepostet von Ekusu:
“Relius Clover will be added to the Arcade version of CS2 via an update this Winter, and it mentions possible plans for a DLC update for the console versions as well. His gameplay will be similar to Carl’s, as he will fight by controlling his battle puppet, Ignis. A loketest is scheduled for August 11 at Akihabara Hey!
Relius CloverSpoiler anzeigen
Height: 186 cm
Weight: 75 kg
Birthday: June 1
Blood Type: A
Birthplace: 2nd Hierarchical City Iwatsuchi (Austria)
Hobbies: Research
Likes: Opera
Dislikes: Unorganized bookshelves
CV: Junichi Suwabe
Backstory:
Showing interest in nothing but research, Relius is a man utterly devoid of affection, even towards his own son, Carl. He has a methodical disposition and hates bookshelves that are in disarray. He arrived in the 13th Hierarchical City Kagutsuchi under orders from a high-ranking member of the massive world government, the Novus Orbis Librarium, to observe the activities of Hazama, a member the very same organization’s Intelligence Department.”
Gepostet von Soniti:
dustloop.com/forums/showthread…11-UNHELPFUL-POST-TEMPBAN
Relius Clover
Guard Primer: 5
Dash Type Character
Drive: Detonator
- Basis
By pressing 5D or jD it will issue the command to summon Ignis and make her appear behind Relius (while summoning Ignis it is still possible to attack).
After that Ignis follows closely Relius while floating behind him in mid-air.
By pressing D with a direction an attack command will be issued making Ignis start an attack.
The only exception for this command is when the attack+direction is input when Ignis is already in the area indicated by the direction, she will attack from there.
For example, when you input the command to have Ignis rush towards the opponent, if you issue an other support command before she returns behind Relius back she will execute that attack from her current position.
She returns behind Relius back pretty quickly, and if you want to follow with further commands it is obviously necessary to push D again.
Furthermore, while it is possible to use the D+lever command to have Ignis attack while Relius is performing his own attack, it is impossible to have her attack with the same directional input as Relius.
Ignis Gauge
When Ignis is summoned, despite apparently being in a standby state, her gauge will slowly start depleting.
Further more, having her move/attack through a command will cost and consume more gauge.
While Ignis is on screen in her standby state if 5D or JD are pressed she will disappear and her gauge will gradually recover.
Also, if Relius is damaged she will falter and disappear and consequently be unoperative for a while.
Some of Ignis attacks have armor property against projectile attribute moves, and in this case she won't falter back despite being hit.
Health
Ignis has her own health bar (the gauge below)
- if while Ignis is on screen Relius gets hit while she is performing an attack (and interrupting it consequently)
if one of these two conditions is met her gauge will turn blue and Ignis will temporarily become unoperative.
Even if Ignis is called back at the time this occurs, her gauge will still slowly recover.
Moreover, if her whole gauge has been used up or has been depleted by enemy's attacks, she will "break" in the same fashion as Ada, and just like Ada once that happens it will also take a couple of seconds before she can recover.
Normals
5A: typical light attack, can be used as anti-air
2A: typical light attack
6A: mantis-like overhead, has a good reach but it's slow
5B: blue arm punch, even though it cannot be jump-canceled it has a good reach and it's the basic poke
2B: blue arm crouching punch, it's a low that has a good reach but has slow startup
6B: mecha high-kick comeing out of Relius' mantle, sends both grounded and airborne opponents in the air though it lacks head attribute invincibility
5C: mecha plier-like attack. It has short reach making it difficult to use as a poke but it's pretty powerful. It is jump-cancelable and on CH it causes staggering on the opponent.
2C: low anti-air mecha punch. Has head invincibility attribute during its active frames. It causes Fatal Counter, and if the FC occurs on a grounded opponent it'll cause staggering.
6C: huge mecha punch, used solely for combos. Causes FC.
3C: steel hand attack, it has a short range but it can be followed with Id Lauger, it can also be jump-canceled on block.
j.A: cogwheel attack, chains into itself up to 3 times.
j.B: blue mecha arm striking from above, can be easily used as a strong cross-up jump-in
j.C: "chainsaw kick" attack, good jump-in tool
Ground Throw: can be followed in combo either by using Ignis or with a Rapid Cancel
Air Throw: same as above
6D: Ignis claws in front of her, costs little in terms of gauge usage and it's easy to use
2D: spin move that hits twice one when she goes forward and the second time when she draws back. This move is easy to use but costs a lot. It has no same move proration.
4D: attacks diagonally upward, Ignis' version of Brio. Causes wallbounce on hit.
j.2D, j.6D, j.8D: they respectively makes Ignis rush towards the opponent diagonally downward, horizontally, and diagonally upward. To be used in combination with Relius jump-in attacks.
Specials
Id Lauger (236C/j.236C)
A huge mechanical hand is summoned from the ground and blows the opponent away. For the air version the hand comes out of Relius' mantle.
Depending on the combo proration it is possible to follow with other moves for the ground version, however it is impossible for the air version.
The move has huge recovery and if there's not Ignis to support or if you are not sure to hit the opponent it's better to avoid using it on neutral.
It has followups.
Despite having the same proration as the ground version, treat the air one as a different move.
->Haas (214A/j.214A, followup of Id Lauger)
Ignis is summoned, she searches and rushes the opponent in the shape of a chainsaw.
While striking the opponent she'll also slide down.
If this followup is executed at the corner it becomes possible to increase damage due to the prolonged chase.
Also, Ignis position doesn't matter when she starts searching for the opponent.
->Naiads (j.214B, followup of Id lauger)
Ignis is summoned, she searches and knocks the opponent down while being in the form of a drill.
Multi-hit move. Be sure to confirm all the way to the 6th hit, since ending before the 6th will let the opponent perform his ukemi before hitting the ground.
It's mainly a useful move that is adopted in Relius basic combo route.
Just like Haas, Ignis position doesn't matter when she starts searching for the opponent.
Led Ley (236A)
Relius spins around while temporarily being in a state of invincibility
Though it is completely invincible during its active frame it also has a long startup which makes it unconvenient to use as a reversal. It can also dodge projectiles.
No matter if you can't predict whether Relius will be hit or if he'll evade the opponent's attack, the move makes him look like a matador (in a taunt-like way)
It can also be used to taunt the opponent while Ignis is on screen rushing towards him.
Val Lanto (214A)
Ignis is summoned, turns into a chainsaw and attacks the opponent
Though its cost is low, its major restraint is that it makes it easy for the opponent to hit Relius.
Appears to be safe on block.
Val Lyra (214B)
Ignis is summoned behind the opponent and attacks him
Though it is particularly useful against all kind of zoning type characters standing on ground, if the move is yomi'd in time the opponent can dash in towards Relius making it a bit dangerous.
Against rushdown characters like Ragna this can be a good move.
It can still be useful against zoners.
Again, Ignis position doesn't matter when she starts searching for the opponent.
Val Tus (214C)
Ignis is summoned and attacks the opponent three times while dancing
Even though she starts attacking from the very beginning of her rush, the move is still pretty slow
The prorartion is pretty high, if a combo is started from this move it can surpass 6000 damage.
Just like Val Lyra if this move is read by the opponent it can leave Relius open for quite a while so be careful when using it.
Geara Nose (214D)
Ignis is summoned behind Relius, she is thrown towards the opponent like a dart and comes back like a yo-yo.
Though the first part is a low hit, it's slow.
It's likely going to be used for okizeme purposes.
Again, Ignis position doesn't matter when she starts searching for the opponent.
Geara Act (236D)
Ignis is summoned behind Relius, she floats in the air at once and attacks diagonally downwards (with a 45° angle)
Overhead move, launches the opponent on hit.
This move is also useful to lock the opponent down.
Again, Ignis position doesn't matter when she starts searching for the opponent.
Bel Lafino (j.214B)
Ignis is summoned in front of Relius, and she performs a low attack in the shape of a drill.
Though it knocks the opponent down so far it hasn't been used a lot.
Again, Ignis position doesn't matter when she starts searching for the opponent.
Distortion Drives
Req Vinum (632146C)
Creates a field below, which traps the opponent and hits him countless times with various cogwheels and gears.
It's invincible during its startup which makes it useful as a reversal move
Damage doesn't go beyong 1000 which makes it kind of weak, however it is possible to freely move while it restrains the opponent
Its strong point is that you can set Ignis up or have her chase the opponent during the move.
The recovery (on whiff) is pretty awful which makes this move only useful as a reversal
Vol Tedo (632146D)
Ignis is summoned behind Relius, creates an aura around the opponent and strikes him.
On hit confines the opponent inside a ball, an explosion occurs.
Causes 2600 damage which is pretty high, and it's also terribly fast and can be used both in Relius BnB route combos and as a reversal.
Again, Ignis position doesn't matter when she starts searching for the opponent.
Be warned though, the move is not invincible during its startup frames.
Duo Bios (236236D)
Exactly the same kind of DD as Carl's Rhapsody
The only difference is the motion, the rest is identical (included the timing of each move).
Ignis is summoned in front Relius no matter what was her previous position.
Combo
5B > Id > Haas
Basic combo
(with Ignis summoned) 5C>hj.B>jC>j.6D>j.B>j.C>Id>Naiads
Basic aerial segment. It's possible to extend it when Ignis is summoned.
(with Ignis summoned) 5B>2D>5B>5C>2D>5B>5C>Id>Haas
2D loop which carries the opponent to the corner. Causes around 3100 damage, though it costs a whole lot in terms of gauge usage.
Air Throw>j.C>land 5C>j.B>j.B>j.C>Id>Naiads
Basic midscreen air throw combo. Relius doesn't seem to excel in air-to-air combat so this will often prove to be useful.
(corner only)Air Throw>j.C>2C>Id>Haas>5C>2C>6C>4D>j.B>j.C>Id>Naiads
Extended air-throw combo, possible only at the corner.
(corner)5B>5C>Id>Haas>5C>2C>4D>5Cjc>j.Bjc>j.B>j.C> Id>Naiads
Basic corner combo, does around 4200-4400 damage. Can pick a different route at the second 5C by ending with Vol Ted for 4500 damage.
(corner, with Ignis summoned) 6A>2D>5B>5C>Id>Haas>5C>2C>4D>j.B>j.C>Id>Naiads
combo from overhead, around 3400 damage
(corner)Val Tus>5C>Ido>Haas>5C>2C>6C>4D>TK Id>Haas>5C>2C>Vol Ted
6200 damage
Further notes coming from other people who used Relius at the Loke Test:
1. While Val Lanto is guarded it is possible to approach the opponent with a dash or airdash.
2. It is possible to attack simultaneosly with Ignis
3. Once Ignis' attack has ended it is possible to approach from either ground or air
4. While 3C is blocked it is possible to buffer 2D, and given that the move can also be jump canceled this means you have hi/low mixup on your following approach. If you are near the corner you can also perform a cross-up which makes it a three-way mixup
Guard Primer: 5
Dash Type Character
Drive: Detonator
- Basis
By pressing 5D or jD it will issue the command to summon Ignis and make her appear behind Relius (while summoning Ignis it is still possible to attack).
After that Ignis follows closely Relius while floating behind him in mid-air.
By pressing D with a direction an attack command will be issued making Ignis start an attack.
The only exception for this command is when the attack+direction is input when Ignis is already in the area indicated by the direction, she will attack from there.
For example, when you input the command to have Ignis rush towards the opponent, if you issue an other support command before she returns behind Relius back she will execute that attack from her current position.
She returns behind Relius back pretty quickly, and if you want to follow with further commands it is obviously necessary to push D again.
Furthermore, while it is possible to use the D+lever command to have Ignis attack while Relius is performing his own attack, it is impossible to have her attack with the same directional input as Relius.
Ignis Gauge
When Ignis is summoned, despite apparently being in a standby state, her gauge will slowly start depleting.
Further more, having her move/attack through a command will cost and consume more gauge.
While Ignis is on screen in her standby state if 5D or JD are pressed she will disappear and her gauge will gradually recover.
Also, if Relius is damaged she will falter and disappear and consequently be unoperative for a while.
Some of Ignis attacks have armor property against projectile attribute moves, and in this case she won't falter back despite being hit.
Health
Ignis has her own health bar (the gauge below)
- if while Ignis is on screen Relius gets hit while she is performing an attack (and interrupting it consequently)
if one of these two conditions is met her gauge will turn blue and Ignis will temporarily become unoperative.
Even if Ignis is called back at the time this occurs, her gauge will still slowly recover.
Moreover, if her whole gauge has been used up or has been depleted by enemy's attacks, she will "break" in the same fashion as Ada, and just like Ada once that happens it will also take a couple of seconds before she can recover.
Normals
5A: typical light attack, can be used as anti-air
2A: typical light attack
6A: mantis-like overhead, has a good reach but it's slow
5B: blue arm punch, even though it cannot be jump-canceled it has a good reach and it's the basic poke
2B: blue arm crouching punch, it's a low that has a good reach but has slow startup
6B: mecha high-kick comeing out of Relius' mantle, sends both grounded and airborne opponents in the air though it lacks head attribute invincibility
5C: mecha plier-like attack. It has short reach making it difficult to use as a poke but it's pretty powerful. It is jump-cancelable and on CH it causes staggering on the opponent.
2C: low anti-air mecha punch. Has head invincibility attribute during its active frames. It causes Fatal Counter, and if the FC occurs on a grounded opponent it'll cause staggering.
6C: huge mecha punch, used solely for combos. Causes FC.
3C: steel hand attack, it has a short range but it can be followed with Id Lauger, it can also be jump-canceled on block.
j.A: cogwheel attack, chains into itself up to 3 times.
j.B: blue mecha arm striking from above, can be easily used as a strong cross-up jump-in
j.C: "chainsaw kick" attack, good jump-in tool
Ground Throw: can be followed in combo either by using Ignis or with a Rapid Cancel
Air Throw: same as above
6D: Ignis claws in front of her, costs little in terms of gauge usage and it's easy to use
2D: spin move that hits twice one when she goes forward and the second time when she draws back. This move is easy to use but costs a lot. It has no same move proration.
4D: attacks diagonally upward, Ignis' version of Brio. Causes wallbounce on hit.
j.2D, j.6D, j.8D: they respectively makes Ignis rush towards the opponent diagonally downward, horizontally, and diagonally upward. To be used in combination with Relius jump-in attacks.
Specials
Id Lauger (236C/j.236C)
A huge mechanical hand is summoned from the ground and blows the opponent away. For the air version the hand comes out of Relius' mantle.
Depending on the combo proration it is possible to follow with other moves for the ground version, however it is impossible for the air version.
The move has huge recovery and if there's not Ignis to support or if you are not sure to hit the opponent it's better to avoid using it on neutral.
It has followups.
Despite having the same proration as the ground version, treat the air one as a different move.
->Haas (214A/j.214A, followup of Id Lauger)
Ignis is summoned, she searches and rushes the opponent in the shape of a chainsaw.
While striking the opponent she'll also slide down.
If this followup is executed at the corner it becomes possible to increase damage due to the prolonged chase.
Also, Ignis position doesn't matter when she starts searching for the opponent.
->Naiads (j.214B, followup of Id lauger)
Ignis is summoned, she searches and knocks the opponent down while being in the form of a drill.
Multi-hit move. Be sure to confirm all the way to the 6th hit, since ending before the 6th will let the opponent perform his ukemi before hitting the ground.
It's mainly a useful move that is adopted in Relius basic combo route.
Just like Haas, Ignis position doesn't matter when she starts searching for the opponent.
Led Ley (236A)
Relius spins around while temporarily being in a state of invincibility
Though it is completely invincible during its active frame it also has a long startup which makes it unconvenient to use as a reversal. It can also dodge projectiles.
No matter if you can't predict whether Relius will be hit or if he'll evade the opponent's attack, the move makes him look like a matador (in a taunt-like way)
It can also be used to taunt the opponent while Ignis is on screen rushing towards him.
Val Lanto (214A)
Ignis is summoned, turns into a chainsaw and attacks the opponent
Though its cost is low, its major restraint is that it makes it easy for the opponent to hit Relius.
Appears to be safe on block.
Val Lyra (214B)
Ignis is summoned behind the opponent and attacks him
Though it is particularly useful against all kind of zoning type characters standing on ground, if the move is yomi'd in time the opponent can dash in towards Relius making it a bit dangerous.
Against rushdown characters like Ragna this can be a good move.
It can still be useful against zoners.
Again, Ignis position doesn't matter when she starts searching for the opponent.
Val Tus (214C)
Ignis is summoned and attacks the opponent three times while dancing
Even though she starts attacking from the very beginning of her rush, the move is still pretty slow
The prorartion is pretty high, if a combo is started from this move it can surpass 6000 damage.
Just like Val Lyra if this move is read by the opponent it can leave Relius open for quite a while so be careful when using it.
Geara Nose (214D)
Ignis is summoned behind Relius, she is thrown towards the opponent like a dart and comes back like a yo-yo.
Though the first part is a low hit, it's slow.
It's likely going to be used for okizeme purposes.
Again, Ignis position doesn't matter when she starts searching for the opponent.
Geara Act (236D)
Ignis is summoned behind Relius, she floats in the air at once and attacks diagonally downwards (with a 45° angle)
Overhead move, launches the opponent on hit.
This move is also useful to lock the opponent down.
Again, Ignis position doesn't matter when she starts searching for the opponent.
Bel Lafino (j.214B)
Ignis is summoned in front of Relius, and she performs a low attack in the shape of a drill.
Though it knocks the opponent down so far it hasn't been used a lot.
Again, Ignis position doesn't matter when she starts searching for the opponent.
Distortion Drives
Req Vinum (632146C)
Creates a field below, which traps the opponent and hits him countless times with various cogwheels and gears.
It's invincible during its startup which makes it useful as a reversal move
Damage doesn't go beyong 1000 which makes it kind of weak, however it is possible to freely move while it restrains the opponent
Its strong point is that you can set Ignis up or have her chase the opponent during the move.
The recovery (on whiff) is pretty awful which makes this move only useful as a reversal
Vol Tedo (632146D)
Ignis is summoned behind Relius, creates an aura around the opponent and strikes him.
On hit confines the opponent inside a ball, an explosion occurs.
Causes 2600 damage which is pretty high, and it's also terribly fast and can be used both in Relius BnB route combos and as a reversal.
Again, Ignis position doesn't matter when she starts searching for the opponent.
Be warned though, the move is not invincible during its startup frames.
Duo Bios (236236D)
Exactly the same kind of DD as Carl's Rhapsody
The only difference is the motion, the rest is identical (included the timing of each move).
Ignis is summoned in front Relius no matter what was her previous position.
Combo
5B > Id > Haas
Basic combo
(with Ignis summoned) 5C>hj.B>jC>j.6D>j.B>j.C>Id>Naiads
Basic aerial segment. It's possible to extend it when Ignis is summoned.
(with Ignis summoned) 5B>2D>5B>5C>2D>5B>5C>Id>Haas
2D loop which carries the opponent to the corner. Causes around 3100 damage, though it costs a whole lot in terms of gauge usage.
Air Throw>j.C>land 5C>j.B>j.B>j.C>Id>Naiads
Basic midscreen air throw combo. Relius doesn't seem to excel in air-to-air combat so this will often prove to be useful.
(corner only)Air Throw>j.C>2C>Id>Haas>5C>2C>6C>4D>j.B>j.C>Id>Naiads
Extended air-throw combo, possible only at the corner.
(corner)5B>5C>Id>Haas>5C>2C>4D>5Cjc>j.Bjc>j.B>j.C> Id>Naiads
Basic corner combo, does around 4200-4400 damage. Can pick a different route at the second 5C by ending with Vol Ted for 4500 damage.
(corner, with Ignis summoned) 6A>2D>5B>5C>Id>Haas>5C>2C>4D>j.B>j.C>Id>Naiads
combo from overhead, around 3400 damage
(corner)Val Tus>5C>Ido>Haas>5C>2C>6C>4D>TK Id>Haas>5C>2C>Vol Ted
6200 damage
Further notes coming from other people who used Relius at the Loke Test:
1. While Val Lanto is guarded it is possible to approach the opponent with a dash or airdash.
2. It is possible to attack simultaneosly with Ignis
3. Once Ignis' attack has ended it is possible to approach from either ground or air
4. While 3C is blocked it is possible to buffer 2D, and given that the move can also be jump canceled this means you have hi/low mixup on your following approach. If you are near the corner you can also perform a cross-up which makes it a three-way mixup
ASTRAL HEAT: youtube.com/watch?v=_4Az3axxZA0#t=3m25s
Allgemeine Changes:
System Mechanics:
Gold burst - Duration decreased, less invincibility. Easier to bait and punish
Break burst - 25% Heat mechanic from the last test no longer exists. Now invulnerable to all attacks (will no longer clash with projectiles?). Faster startup
Knockback - When air guarding a ground attack, knockback is increased to make it easier to gain some distance
All glide throws have been removed
Counter assault - Aside from characters that can normally combo from a counter assault (Carl, Arakune), characters can no longer combo from it (such as a counterhit in the corner)
Throw (midscreen) - All characters(?) can now follow up midscreen throws. Thus far, many characters have been observed to be able to special cancel their throws
2A, 5A - All characters with self-gatling A's can only do them up to 3 times now. If there were limits before, they are still in place (like Taokaka A, which was 2)
Wall bound glitch - Fixed
Barrier changes
Barrier gauge - Depletes faster when used to guard moves
Guarding moves with 1 primer depletes less gauge now
Barrier guard - Larger knockback on moves with a higher attack level.
Instant barrier guard - Knockback is even larger, making it easier to get away
Relius Clover:
Drive name: Detonator
His Astral Heat is not usable in the loketest build
SEE POST #2
Tager:
Character combo rate increased. His combos now do more damage in general (ex: 2b starter combo does 3600dmg)
Voltic charge - Gauge gain increased, can chain into sledge hammer if used to guardpoint an attack
New charged sledge hammer combos, involving 5d->5c and j.c->sledge
5B - Attack level increased. 5B > 5C and 5B > 2C now both combo vs ground and air. Is now approx. neutral on block. Now jump cancelable
5A - Attack level increased (?). 5A > 3C combos. No longer cancels into itself (maybe it links instead now, like Hakumen?)
6B - Now forces crouch
Terra Break - Minimum damage increased to ~1000
B sledge hammer - Can now be held. The charged version does more damage and drags farther. But, now roughly neutral on block
4D - Now pulls about as much as 5D does in CS2
3C - Now emergency techable, but can now be special canceled. Air untechable time has also been greatly increased. For a magnetized opponent in the air, 3C>Collider works.
6A - Pull from magnetism slightly weakened, guardpoint ability strengthened
Spark bolt - Amount of wallbounce on normal hit slightly decreased. P1 proration slightly weakened. Air untechable time greatly increased
Volt charge - Day 1 combo from sledge counter if an opponent hits the guard point yields 4000 damage
Atomic Collider -Repeat proration now more severe. Untechable time has been increased
Litchi:
j.c (staffless) - Is now faster
Ryuuisou - Reaches higher
2B (staff) - Added revolver action to 6C, 3C
j.d (staff) - Landing recovery time shortened, making it easier to attack/oki after
6A (staffless) - Can't emergency tech on air hit
Staff normals are still considered different than staffless normals. Thus, staffless j.b>j.c >staff j.b is possible
2C > 4D gatling has returned
Staffless Attacks - Hitstun reduced, attack chain sped up
Mantenbou hassha - Hitstun (the actual launching of the staff) slightly decreased compared to last loketest (where it was increased)
jB, jC with no staff - Can now only be used once each in the air.
Ikki tsuukan - Both hits now + on guard
Chun (ground haku followup version) - Changed to be a spinning blowback hit, added corner blowback properties
4d - Now wallbounds near corner
Daisharin - Last hit knocks down instead of launching. Can still follow up, but P2 proration is quite harsh, causing followups to only do up to about 10 damage
6D - No longer breaks a primer
Ground Sangenkyaku-Chun(followup vers.) (Three Dragons: Red) - Blowback changed to throw the opponent a large distance sideways
Kokushi - Last hit launches really high, can't follow up
Can no longer do glide throw
Can't follow up normal throw midscreen
Platinum:
5b - Speed increased, forward movement distance increased. Gap after it increased
Magical bomb - can now shoot in 3 directions depending on lever movement
Magical nyanko (cat hammer) - minimum range of hitbox has been improved. Ground bounces fairly high on CH. On normal hit, untech time increased but emergency techable when they hit ground
Magical picohammer (super version) - Can now follow up after a hit
Magical bat - Launches opponent on CH.
Excaliborg (powered bat) - Launches opponent on regular hit. Air excaliborg wall bounds, untechable until they hit the ground
Cure Dot Typhoon - Better proration. Harder to tech out of even if used late in a combo
j.c - Landing recovery removed
2C - Lower hitbox is now wider
Throw - Decrease in Platinum's recovery time after a ground throw
Magical bat - Causes blowback to corner on ground hit
Air Persia - Causes fatal counter, ends facing opponent on a rapid cancel. Now projectile invulnerable during the hop
6A - Slower startup
5C - P1 nerfed
Mami Circular - Damage nerf and P1 nerf (5c > mami circular does 1770)
6c - No longer floats otg opponents
Noel:
5D - Invincibility increased, can be used like in CS1
Revolver Blast - Damage increased. Jump action resets when rapid canceled (if you've already jumped, you get another jump)
B, C Flash Haida("Silencer?") - Repeat proration added to starting hit. Can now holding the button for following hits.
Assault through - Causes slide towards corner on normal hit, wall bounce on counter hit allowing follow up midscreen. Untechable time increased
Spring raid - Can now combo after it even from midscreen with j.b. Untechable time decreased.
6C - Second hit cancel window reduced. 6C > (throw whiff cancel) > 6C doesn't work anymore
Chain Revolver - Slower overall, more like CS1
CR5C>214D combos in the corner
Various D moves - Only the starting move can be canceled into specials - 5D>optic works but not 5D>6D>optic (drive specials, distortion drives, and astrals can still be canceled into)
CR 6D - No longer moves her forward
6A > 2B chain removed
Optic Barrel - Startup time increased
5C - Startup time increased
j.d - Untechable time decreased
j.4d - Untechable time decreased
Fenrir (gun super) - Minimum damage down to ~700. Opponent falls faster after, making Double Fenrir no longer possible. No oki after it midscreen
Rachel:
j.2c - Now also air cancelable on hit
6C - Damage increased on multiple hits
Can no longer do the j.236a whiff lvl3 trick
5CC - No longer breaks a primer
6B - Wallbounds near corner on counterhit. No longer jump-cancelable
2C - Increased P1 proration. 2C 1D 6A BBL does 2100
Carl:
Carl can cross up the opponent in the corner. This was previously thought to be j.2c specific. Only Carl can do this
Forward Dash - Improved utility, moves farther during the jump. Can now also cancel into normal attacks in the first 6 frames
Nirvana - Overall gauge costs reduced. Gauge depeletion from repeated uses increased, and the amount of time before recovery starts slightly increased. To sum it up, it's now easier to use in combos but with a longer wait for gauge recovery
3D - Now ground bounces instead of forcing standing
Con Fuoco - Float on air hit adjusted, making it easier to followup with a combo
2D, 4D - Knockback/float trajectories have been slightly altered. The opponent goes slightly more horizontally for 2D and slightly higher for 4D
6C - Added floor bounce property after charging for a certain amount of time. Uncharged, it knocks the opponent to the floor and they can emergency tech.
6D - Causes corner blowback on air normal hit, wallbound on air counter hit
j.2C - Can now only be used once per jump (no more unblockable)
Cantabile - Now hits even at point-blank range
Stagger on 5C CH removed
4D - No longer removes a primer
Rhapsody of Memories - Slower startup. Carl does a very brief pose before the super flash occurs
6B - Jump cancel on hit removed
6A - Head invulnerability frames reduced, can wait and beat out its recovery with air attack
Can no longer do glide throw
Hakumen:
Heat Cooldown after Specials changed from 180 frames to 90 frames
6A - Now head attribute invulnerable
j.b - Air untechable time increased, can now j.2a during the 2nd half(?) of the move
Yukikaze - Faster startup, easier to follow up on hit
4C - Can now be charged. On full charge, does large damage and chains to Renka
Kishuu - Travel distance slightly increased, now projectile and body invulnerable after a certain number of frames
Shippu - Comes out faster, but follow-ups deal less damage
6B - No longer breaks a primer
Guren (214A) - Now has repeat proration
6A - Now wall bounds. Can no longer do 5A>6A>5A
Makoto:
Stargazer - Can be followed up on hit (2A/5A > 6A > 2D)
Shooting star - Decreased startup time, increased range (think pilebunker)
Lunatic Upper - Air untechable time slightly increased
Big Bang Smash - Has more hitstun
Air Grab - Has more hitstun
B, C astroid vision - Paths adjusted
Comet Cannon - Slower startup, hitstun increased. lvl3 version does not wallbounce
Infinite Rush - Has more hitstun, cannot followup even in corner
5D - Faster startup. Untechable time partially un-nerfed from last loketest
j.B - CH launches the opponent higher, opponent will tech before they land on the ground
Mars chopper - Removed all D followups. Cannot combo into DD. Proration improved
6B - Slower startup, removed force crouch on hit, decreased hitstun
5cc - No longer combos into 6b against standing opponents
Various D moves - Untechable time decreased
Lightning Arrows - Bound properties removed
Corona Upper (DP) - Can no longer be looped
Parry - Now has a cooldown where you can't parry again.
Valkenhayn:
Weiss Jagd - P2 proration improved
236A - Can now combo from this
Nacht Jager - Increased horizontal knockback on air hit. Hitstun on ground hit slightly increased. Proration now slightly worse
3c - Is now special cancelable. Can be emergency teched
Mondlicht (j.236b) - Now air blockable without barrier
Command Grab - Longer recovery
Wolf form B - Brief head invulnerability before active frames
Rasen wolf - Costs slightly more wolf gauge
2C - Untechable time decreased more. 2C > 6C no longer possible off low proration starters
Eisen (wolf j.214A/B) - Proration now worse
Hazama:
B drive movement followup - Can attack sooner after use
Drive movements - Time until you can attack has been reduced
6B - Knocks down on air hit. Can follow up
Gasshoukyaku (214D~B) - Added corner blowback. Horizontal range shortened. Can follow up in corner
Gasaishou (command grab) - Invincibility halfway through the move changed to throw invulnerable from startup
6C - Now either has same move proration or really big proration
Jakou - Hitstun increased (vs first loke test?)
Jayoku Houtenjin - Heat cooldown time on hit increased
Various D moves - Attack level decreased, hitstop seems to be lower
Taokaka:
Combo proration vs CS1 improved. The same combo from 2b yields that did 2900 in CS1 does 3200 here
2B - Now gatlings to 5B
C Neko Makyuu (ball) - Startup slightly sped up, now removes 1 guard primer
Tao Pitan - Leap distance decreased, now only covers roughly half-screen
6B - Now fatal counters
6C - Faster startup. Now combos from a 5C/2C hit on a crounching opponent
j.d - Ground untechable time decreased (TL may actually be faster recovery for Tao?), now wall bounces on counter hit.
6C - Now has at under 19 frames of startup
5C/2C > 6C works on crouchers
5B -> 6A no longer combos. ~5d RC 6a(1?) air combo does ~3200
3C - Knocks back on hit, severe enough that 236a won't reach
j.8d - Untechable time reduced, can only combo 2 loops before they tech now
Hexa Edge - Wall bounce removed
Mu:
Tsunugui - Now also usable in air. Now wall bounds. Usable in corner combos. Hitstun increased
j.2c - Is now a fatal counter
j.b - Active longer
Ame no habakiri - Can be charged. Proration increased
Yata no kagami - Now also usable in air
Furu no Tsurugi (63214C) - Removes guard primers only at level 3+
Guard primers reduced to 4 (from 5)
Habakiri - Damage nerfed
2C - No longer jump-cancelable on block
Jin:
6A - Can relaunch if you hit an air opponent, use 2b/3c. Proration now less strict. Frame advantage reduced
2D - Now hits higher. Easier to combo after 6C
Sekkajin - Now holdable (no need to mash). Untechable time on last hit increased
632146C (ice wave super) - Now has 25% minimum damage (up from 20%)
214A, j.214a - Wall bounces in the corner vs air opponent
2C - No longer gatlings into 5C. Now gatlings into 6B instead
214C - Tech timing is changed a bit, opponent bounces in a slightly different angle
Ice Arrow (super) - Much longer recovery time, opponent flies up much higher, longer untechable time, can combo into 6C still, much less damage after (around 500)
6C - Untechable time increased, near corner you can DC and 2c or 623b
Untechable time and hit stun from jump attacks reduced
j.2c - Hitbox nerfed
6C - Can no longer follow up midscreen w/ DC 5C. ~>sekkajin > 6C > 2D works
Ragna:
Carnage Scissors - Now projectile invincible
j.C - Bigger vertical hitbox (better as a jump-in)
6B - Less knockback. Causes knockdown vs air opponent. Can relaunch with 5C
5B, 5C - Now do more damage
6C - Untechable time increased
6D - Floats on hit
Hell's Fang>Followup - Heat gain reduced. Less recovery (or it is hitstun?). Easier to oki after hit
Blood Kain - Heat cooldown increased
Tsubaki:
2D - Charge speed increased. Max charge of 3 bars
214214D (tsubaki mugen) - Repeat proration for D moves is reduced while this is active. Now also usable in air. Damage increased
j.236d - Faster recovery, can easily follow up with j.214x
236C - Starts up faster, but prorates more (conclusion from JBBS user, not 100% on this)
6A - Now fatal counters
3C - Now fatal counters
6CC - Floats less
5D - Charge speed faster than first loketest. 5D charge is now set, it cannot charge more than 1 bar (you charge to 1, then it'll go no further). Charge speed is constant
22D - Now downs again (first loketest change reverted)
5A - Increased proration
623C - launches higher, cannot follow up with 2C or 214D anymore. Less untechable time
2C - Less untechable time
214D - less priority ?
Bang:
j.b - Better proration
C kunai - Worse P2 proration, hold time on hit increased
Nails - Knocks opponent towards the ground on hit. However, the opponent gets knocked upwards if hit by rising D nails
5D - Causes float on normal hit. No longer causes wallbound on counter-hit
j.d - Better proration, more useful in combos. Slower startup
j.4c - Causes opponent to fly higher on hit, making followups after difficult
6D - Has less untechable time on CH now
Command Grab - Increased proration
Lambda:
Gravity Seed - Faster startup
3C - Can no longer be emergency teched on counter hit
2C - Now has head attribute invincibility, but P1 proration nerfed
5C - Holding the button causes all hits to come out
2DD - Gatlings into 4B and 6C after the 2nd D
4DD - Gatlings into 4B after the 2nd D
Guard primers reduced to 4 (from 5)
Act Parser: Cavalier (236C) - Untechable time decreased
6C - Untechable time after wallbound decreased (whether this still applies is in question)
Arakune:
6B - Revolver action to 6D added for both normal and followup versions
Zero Vector - Hit zone expanded. Overwriting an old one with a new one will always generate a trajectory different from the old one
j.c - Arakune jumps in the direction of the stick after it hits
6D - Arakune's head now has a hitbox as well, it can launch the opponent into bell bug
5C - Pulls the opponent in. May have lost some head invulnerability(?)
6A > 6D now works
6D > j.c now works in the corner
Bell bug - Now causes ground bounce
6D bug - Falling speed reduced
Air throw - Untechable time reduced
Overall damage decrease
24/08/2011
Nächster Location Test am kommenden Wochenende (27/08/2011):
generalnantoka.blog35.fc2.com/blog-entry-539.html
(gepostet von KayEff auf Dustloop)
Gepostet von Ekusu:
andriasang.com/e/blog/2011/08/24/blazblue_extend_ps360/
BBCS Extend für PS3 und Xbox360 angekündigt, noch keine Informationen darüber, ob als Disc oder DLC.
26/08/2011
gepostet von Shino:
30/08/2011
gepostet von emjay:
siliconera.com/2011/08/30/blaz…-360-and-ps3-this-winter/
BlazBlue Continuum Shift Extend Hitting Vita, Xbox 360, And PS3 This Winter
BlazBlue Continuum Shift Extend Hitting Vita, Xbox 360, And PS3 This Winter
- Includes all of the previous downloadable content + Relius on disc
- Online mode has new rule options such as 2-on-2, 3-on-3, and even 2-on-4
- Enhanced the key recording function in training
- Added new scenarios
- The game is slated for release in Japan this winter and will be playable at Tokyo Game Show
01/09/2011
Die offizielle Seite:
blazblue.jp/bb_ex/
15/09/2011
Als Release-Datum (Home-Ports) wird auf der offiziellen Seite der 17/12/2011 angegeben.
19/09/2011
gepostet von emjay:
BlazBlue Continuum Shift Extend Hitting Arcades This Month
LOLmori:
SOURCE
During an Arc System Works stage event yesterday on the final day of the Tokyo Game Show, series producer Toshimichi Mori revealed that an arcade version of the game is due to begin operations some time this month. The home versions are, as previously announced, due on 12/17, opposite the Vita's hardware release.
LOLmori:
The stage was attended by Asami Imai, who works on both BlazBlue and on the Idolmaster series with Namco Bandai. She'd actually just come from an Idolmaster stage. Mori joked that it would be interesting to see a fighting game that pits the Idolmaster idols against one another.
SOURCE
28/09/2011
gepostet von emjay:
SOURCEContinuum Shift Extend Will Not Be Released As A DLC Upgrade
You won’t be able to purchase downloadable content to turn Continuum Shift into Continuum Shift Extend.
BlazBlue: Continuum Shift Extend will come out for PlayStation Vita, PlayStation 3, and Xbox 360 on December 17.
29/09/2011
gepostet von emjay:
BBCS2 Ver1.1 kommt am 5. Oktober in die Arcades. (Update entspricht BBCSex)
SOURCE-OFFICIAL HP
EDIT:
Änderungen in Ver1.1 sind:
SOURCE-OFFICIAL HP
SOURCE-TwitterブレイブルーCS2(Ver1.1)の稼働は10月5日となります。
SOURCE-OFFICIAL HP
EDIT:
Änderungen in Ver1.1 sind:
- Relius Clover wird hinzugefügt
- Survival Mode wird hinzgefügt
- Balance Änderungen
- Beginner Mode wurde in STYLISH-Mode überarbeitet
- Änderung der Announcer/System Voice
- PSR Reset und Änderungen an dessen Berechung
- Neue BGMs hinzugefügt(Relius, Carl vs Relius, Jin vs Tsubaki)
- Neue Medals und Titel hinzugefügt
SOURCE-OFFICIAL HP
05/10/2011
Bekannte Changes
(Quelle: dustloop.com/forums/showthread…ift-Extend-Actual-Changes )
Hakumen
Courtesy of the haku forums
+ Kishuu head(?) attribute invul from frame 5 onwards
+ shippu minimal damage 800→1000
+ 4C can be charged, charged 4C is plus on block
+ Midscreen renka can be followed by dash 2C or iad j.a j.b
+ JD has better damage
- Charged 4C can't be canceled
+ 6A CH can be followed up with 5C
+ Throw seems to be special cancellable
+ J.b>j.2a gatling/link seems to work.
Hazama
Chain hitstun seems to be slightly reduced
214D-B mid combo can be followed up in corner
Iron Tager
Translated by hakimiru
+ B sledge chargeable, charging increases travel distance and maybe hitstun.
+ Charge speed of voltiac increased, can counter with hammer if it guardpoints.
+ 5B leads to combo off both air and ground hits
+ 3C special cancelable, can be teched
+ Change in character trajectory off spark bolt hit. Untechable time increased
+ Increase in collider untechable time
+ Can combo after forward throw(meaning it's probably special cancelable)
+ Magnetic pull of D moves improved
- 2C, 3C no longer remove primer
- 5A doesn't cancel into 5A anymore
+ 5B jump cancelable
- Harsher repeat proration on collider (immediately techable after 2)
Makoto
Rough translation from the Makoto boards:
* Corner combo starting from 2A and into DD gives 40% back and does about 4400.
- Midscreen 2D only able to follow up with air combo
+ Forward Grab is special cancellable
- 2D has same move proration regardless of level. 2C also has same move prorate of 70%.
- 6B doesn't force crouch anymore
- 5CC>6B doesn't work on standing
+ j.D has greater untech time, can combo into comet cannon.
+ D has longer slide time.
* You can still 5D > 2C, but its timing is strict.
- You can't Comet oki anymore.(?)
- "Particle Flare's minimal damage decreased to 200/200/840 from 200/200/1.120."
- Her hitbox got bigger, forcing some universal combos that didn't work on her to now work
{5CC, 5D, 5B, 6A, 2D, j.D, 214A~A, 5CC, 236236D~D~D} - 4.526 Damage"
"{5B, 5CC, 5D, 5B, 6A, 2D, j.D, 236A~D, 5B, aerial}"
"{5B, 5CC, 5D, Lunatic Upper, Stargazer, 5B, 6A, 2D, j.D, 2C, 236A~D, aerial/Particle} ~4k (aerial) ~5k (Particle Flare)
Noel Vermillion
+D.214D Wall bounces in corner
+Still does retarded damage in corner
Corner 3C>22B(xN)C>666C>4D>D.6C>214D>6C>5D>236D>6C(2)>6C> J.D>D.6D>D.5D>D.5C>D.6B>Fenrir - 6.2k damage
Platinum
Changes courtesy of the plat boards
+ Jump cat hammer's hitbox reaches to Platinum's foot area
+ JC hitbox might be wider (reaches behind her?)
+ 6A feels like it has less recovery
- 2C has repeat proration
+ 6C repeat proration removed
- Swallow Moon has more recovery
+ batCH>mami works, confirmed with Jin and Litchi
-(?) Missile special has lower proration
-(?) frying pan damage now 500
* bomb special still equips 6
+ CDT won't drop even after two mamis
- CDT minimum damage nerfed to about 950
+ TK cat hammer (special?) CH>5C>mami works
+ With regular missile, 5C> 5D> JC> JD> DJ JC> something
+ 5A can only be chained 3 times , of course, and they say it has "compensation"?
+ Cat hammer is stronger and has more minimum range
+ Also launches on CH now. .
+ She can combo off the Super Bat in the corner. At least one person didn't seem to find this worth the meter still iirc.
+ More importantly, her regular bat launches on CH, just like in the loketest (or something. Correct me if I read that wrong)
+ Sounds like she can do a Hammer Loop with the Super Hammer at any height (as opposed to only after a Lvl 3 superjump). So no more bootleg delays in the air.
+ With Special Hammer Mami> 5C> J.C> J.D> 5C> J.C> J.D"
+ At least two people said that they felt 5B was a superior poke to 5A now, seems like 5B got buffed
* 2B>5C>Mami>5C>5D (bat)>2C>22C>6A>22C>5C(6A Mami)>j.D (bat)>2C>Mami for 3700
* Bat or Cat Hammer CH>Mami>6C>(Swallow Moon) j.C>22C>5C>6A>Mami dmg. ?
* j.D (pan)>Airdash j.C>22C>5C>Mami>6C>22C>5D (pan)>2C>22C>5C>6A>Mami for 3700. the guy who wrote it thinks that the Fan might put the dmg to 5000
* 5C>Mami>5C>2C>214C>6C>22C>6A>6C>22C>5C>Air Combo for 4700
* 6C FC>j.C>5C>Mami>6C>Swallow Moon j.C>22C>(6A>6C>22C)×2>5C>Air Combo for around 5600
Ragna
From the ragna boards
+ Seems mostly unchanged from CS2
+ New distortion drive for unlimited Ragna
+ Carnage Scissors now has projectile invincibility
+ Forward Throw and back(?) is now special cancellable
- 22C frame advantage decreased. Dash 5a follow up only possible on FC
+ Back throw wallbounds
- Back throw pushes them further away and can only be followed up with a special cancel midscreen
+ 6B airborne hit can be picked up and can now be used in combos
+ J.C has a better hitbox below it
+ 6D floats on hit now
- The amount of frames you can delay the Hades followup is decreased
+ Deadspike might have had a horizontal range increase
Rachel
From the rachel boards
+ 6C damage increased
+ j.2C is special cancellable on air hit
- 6B jump cancel is gone
-2C guard point comes out later
- Level 2 j.2C no longer breaks a primer
- 4B can only be used once in a gatling
- BBL and TD damage decreased
* Hitboxes of normal attacks changed
- Harder to combo off of Tiny Lobelia counterhits
- Character Combo Rate decreased
- 6B is now quite negative on block
* No change in A lobelia blockstun
* No change in 2A startup
+ (A lobelia loop confirmed)
- Damage from corner throw to full combo decreased (about 700 decrease, might be because of Lily's changes)
- 2C proration is worse
- BBL seems to have gotten a damage nerf
- Frog seems to have worse proration or less damage
- Pumpkin appears to have a level decrease(not confirmed)
- Pumpkin has worse proration
* Wind regeneration is unchanged
- 6B has worse proration
Jin
+ 2D breaks a primer
- 2D is slower
- J.2C and J.C level decreased
+ New gatling, 2C>6B
- Increased recovery on Ice Arrow
- Double Ice Arrow still works but damage decrease
+ Yukikaze proration improved
+ Forward and Back throw special cancellable
+ 6A proration improved
+ 623B is a lot faster
+ Throw {, 214A whiff, 5C, Sekkajin, 6C, 214C} - 2523 Damage"
+ Throw, 623B, 6C, 623C, 5B, 5C, 2C, 623C} – ~3.100 Damage”
+ Throw> Astral seems to work
+ 2C seems to have head invincibility, was able to hit arakune J.B with it
+ 6A on airborne opponent can be OTG'd
Tsubaki Yayoi
+Charges may be canceled" (UFA)
- "Charge 5D is slower, as expected"
- "After the 623C {,} j.214A whiff, you can not hit a 2C. You can only follow with aerial, but the timing is restricted "
+ "CH 22D causes wall bounce"
+ "3C {CH} 5CC works, goes to IAD combos"
* "{22D, 6C} still combo"
* "{22D, 236D} still works midscreen"
- "Dash feels slower
- "5B is clearly slower
+ "5C is faster"
+ "Cancel Charge has been improved" (huh?)
- "236236C had minimal damage reduced to 650" (was 840)
- "6C FC lost"
- "The 22X has more recovery and worse proration as a starter
-/+? "All the blows with D gained greater prorate(not sure if this means proration is better or worse)"
- "5B hitbox seems better
+ "J.D seems to charge more. 2.8 bars filled from a double jump "
* "Spamming 5D/2D, you need to fill 10 charges for 1 bar"
* "2D charges very slowly until complete 1 bar. From this it is quicker to fill the remaning bars "
+ "{Double jump, j.236D, airdash} seems to work"
+ "5C hitbox is a lot better. You can hit it after a 22C in the corner with no dash "
* "5C seems to put the opponent higher"
06/10/2011
Bekannte Changes
(Quelle: dustloop.com/forums/showthread…ift-Extend-Actual-Changes )
Arakune
Bang
+ Ground throw is not special cancellable but is airdash cancellable, so throw airdash J.4C is possible
+ 5D gives float on normal hit
+ jD has better proration (no idea p1 or p2 though, I can't tell from the term)
+ All nails give knockdown on hit on the way down, but D nails will cause opponent to rise up if they are also rising up.
- C nails have weakened proration
+ C nail hitsun improved
+ Ground grab gives 1000 damage, has wallbound.
* I'm not so sure here, but it seems like it's saying you need to jump cancel to hit some characters with 6C j.D. My guess is they put in a 6C j.D gatling maybe?? 6C seems to have higher vertical knockback.
- Command grab prorates a lot worse
Current combos
・2A>5B>6C>JD>2B>6C>J4C>JC
・2A>2A>5B>2B>6C>JD>2B>6C>J4C>JC
・JD>2A>5B>JA>JB>J4C>J4C>JC 1800
・Command grab rc>5C>6D> firepunch >5B>6C>J4C> air firepunch >5A>5B>JA>JB>J4C>J4C>JC bluebeats at some point in the combo apparently. 【4000]
・2D>JD>C nail>JD>C nail>5D
・5A>5B>2B>6C>JD>C nail>JD>C nail>5D
・Throw> airdash >J4C>C nail>JD>5C>6D
・5A>5B>2B>6C>JD>2B>6C>J4C>JC【around 2340】
・Midscreen throw> airdash> J4C>C nail>5C>6D>Daifunka【around 2940】
・5B>2B>6C>JD>2B>6C>J4C>JC【around 2700】
・Midscreen throw>J4C>C nail>JD>C nail>JD>C nail>5D (Personal note: wtf is this combo)
・2D(ch)>5C>6D>Daifunka【3972】previously 4632
Carl
Hakumen
Courtesy of the haku forums
+ Kishuu head(?) attribute invul from frame 5 onwards
+ shippu minimal damage 800→1000
+ 4C can be charged, charged 4C is plus on block
+ Midscreen renka can be followed by dash 2C or iad j.a j.b
+ JD has better damage
- Charged 4C can't be canceled
+ 6A CH can be followed up with 5C
+ Throw seems to be special cancellable
+ J.b>j.2a gatling/link seems to work.
Hazama
Chain hitstun seems to be slightly reduced
214D-B mid combo can be followed up in corner
Iron Tager
Translated by hakimiru
+ B sledge chargeable, charging increases travel distance and maybe hitstun.
+ Charge speed of voltiac increased, can counter with hammer if it guardpoints.
+ 5B leads to combo off both air and ground hits
+ 3C special cancelable, can be teched
+ Change in character trajectory off spark bolt hit. Untechable time increased
+ Increase in collider untechable time
+ Can combo after forward throw(meaning it's probably special cancelable)
+ Magnetic pull of D moves improved
- 2C, 3C no longer remove primer
- 5A doesn't cancel into 5A anymore
+ 5B jump cancelable
- Harsher repeat proration on collider (immediately techable after 2)
+ Forward throw damage increased to 1900
+ 6B forces crouching
+ 4D hitbox improved
- Spark bolt can only be followed up with normals in the corner. Collider follow up available anywhere. CH spark bolt has same properties as CS2 spark bolt
Jin
+ 2D breaks a primer
- 2D is slower
- J.2C and J.C level decreased
+ New gatling, 2C>6B
- Increased recovery on Ice Arrow
- Double Ice Arrow still works but damage decrease
+ Yukikaze proration improved
+ Forward and Back throw special cancellable
+ 6A proration improved
+ 623B is a lot faster
+ Throw {, 214A whiff, 5C, Sekkajin, 6C, 214C} - 2523 Damage"
+ Throw, 623B, 6C, 623C, 5B, 5C, 2C, 623C} – ~3.100 Damage”
+ Throw> Astral seems to work
+ 2C seems to have head invincibility, was able to hit arakune J.B with it
+ 6A on airborne opponent can be OTG'd
- 623 loop seems harder
+ 623D lifts opponents less
+ 214A properties from loctest seem to have stayed. 3C>214A corner combo deals 4K, and apparently 214A>623B works
- 6C>2D doesn't work on everyone
- 6C hitbox worsened
+ 6D longer freeze time
Litchi
* Her forward throw launches them up and slightly forward, same as her back throw.
+ All Green launches the opponent straight up and causes an aerial spinning state.
* Haku > Chun makes the opponent fly backwards in a arial spinning state. (Think Hazama's 214D~C)
+ 4D wallbounds in the corner.
- 4D cannot be followed up mid-screen.
+ Shinshin in 5D set travels further.
* j.B > j.C > Hatsu > Haku > Chun works in the corner.
+ The final hit of Kokushi causes a spin state. (Like a Gold Burst)
* (Corner) 5B[m] > 2C > 6D > Hatsu > Haku > Chun > 5B > 6C(1) > 4Kote > j.B > dj.C > j.D > j.C > Staff 2 > 6C(2) works.
- Sending the staff out has more recovery(D moves)
* New J.D
+ Forward throw combos with [m]6D
- Daisharin is the same as in loctests(last hit knockdowns and has terrible proration values),
- 6C no longer removes a primer
* Four winds is apparently better
Makoto
Rough translation from the Makoto boards:
* Corner combo starting from 2A and into DD gives 40% back and does about 4400.
- Midscreen 2D only able to follow up with air combo
+ Forward Grab is special cancellable
- 2D has same move proration regardless of level. 2C also has same move prorate of 70%.
- 6B doesn't force crouch anymore
- 5CC>6B doesn't work on standing
+ j.D has greater untech time, can combo into comet cannon.
+ D has longer slide time.
* You can still 5D > 2C, but its timing is strict.
- You can't Comet oki anymore.(?)
- "Particle Flare's minimal damage decreased to 200/200/840 from 200/200/1.120."
- Her hitbox got bigger, forcing some universal combos that didn't work on her to now work
- "Particle Flare's invicibility vanished, it seems"(i find it hard to believe)
* Trajectory on 214B and C changed
{5CC, 5D, 5B, 6A, 2D, j.D, 214A~A, 5CC, 236236D~D~D} - 4.526 Damage"
"{5B, 5CC, 5D, 5B, 6A, 2D, j.D, 236A~D, 5B, aerial}"
"{5B, 5CC, 5D, Lunatic Upper, Stargazer, 5B, 6A, 2D, j.D, 2C, 236A~D, aerial/Particle} ~4k (aerial) ~5k (Particle Flare)
Noel Vermillion
+D.214D Wall bounces in corner
+Still does retarded damage in corner
Corner 3C>22B(xN)C>666C>4D>D.6C>214D>6C>5D>236D>6C(2)>6C> J.D>D.6D>D.5D>D.5C>D.6B>Fenrir - 6.2k damage
Platinum
Changes courtesy of the plat boards
+ Jump cat hammer's hitbox reaches to Platinum's foot area
+ JC hitbox might be wider (reaches behind her?)
+ 6A feels like it has less recovery
- 2C has repeat proration
+ 6C repeat proration removed
- Swallow Moon has more recovery
+ batCH>mami works, confirmed with Jin and Litchi
-(?) Missile special has lower proration
-(?) frying pan damage now 500
* bomb special still equips 6
+ CDT won't drop even after two mamis
- CDT minimum damage nerfed to about 950
+ TK cat hammer (special?) CH>5C>mami works
+ With regular missile, 5C> 5D> JC> JD> DJ JC> something
+ 5A can only be chained 3 times , of course, and they say it has "compensation"?
+ Cat hammer is stronger and has more minimum range
+ Also launches on CH now. .
+ She can combo off the Super Bat in the corner. At least one person didn't seem to find this worth the meter still iirc.
+ More importantly, her regular bat launches on CH, just like in the loketest (or something. Correct me if I read that wrong)
+ Sounds like she can do a Hammer Loop with the Super Hammer at any height (as opposed to only after a Lvl 3 superjump). So no more bootleg delays in the air.
+ With Special Hammer Mami> 5C> J.C> J.D> 5C> J.C> J.D"
+ At least two people said that they felt 5B was a superior poke to 5A now, seems like 5B got buffed
+ Missile and bomb CH have more untechable time
+ Powered up Cat and Bat have better proration
* 2B>5C>Mami>5C>5D (bat)>2C>22C>6A>22C>5C(6A Mami)>j.D (bat)>2C>Mami for 3700
* Bat or Cat Hammer CH>Mami>6C>(Swallow Moon) j.C>22C>5C>6A>Mami dmg. ?
* j.D (pan)>Airdash j.C>22C>5C>Mami>6C>22C>5D (pan)>2C>22C>5C>6A>Mami for 3700. the guy who wrote it thinks that the Fan might put the dmg to 5000
* 5C>Mami>5C>2C>214C>6C>22C>6A>6C>22C>5C>Air Combo for 4700
* 6C FC>j.C>5C>Mami>6C>Swallow Moon j.C>22C>(6A>6C>22C)×2>5C>Air Combo for around 5600
Ragna
From the ragna boards
+ Seems mostly unchanged from CS2
+ New distortion drive for unlimited Ragna
+ Carnage Scissors now has projectile invincibility
+ Forward Throw and back(?) is now special cancellable
- 22C frame advantage decreased. Dash 5a follow up only possible on FC
+ Back throw wallbounds
- Back throw pushes them further away and can only be followed up with a special cancel midscreen
+ 6B airborne hit can be picked up and can now be used in combos
+ J.C has a better hitbox below it
+ 6D floats on hit now
- The amount of frames you can delay the Hades followup is decreased
+ Deadspike might have had a horizontal range increase
+ Hell's fang proration improved. 5B>5C>HF> RC> follow up is like 4k+
Rachel
From the rachel boards
+ 6C damage increased
+ j.2C is special cancellable on air hit
- 6B jump cancel is gone
-2C guard point comes out later
- Level 2 j.2C no longer breaks a primer
- 4B can only be used once in a gatling
- BBL and TD damage decreased
* Hitboxes of normal attacks changed
- Harder to combo off of Tiny Lobelia counterhits
- Character Combo Rate decreased
- 6B is now quite negative on block
* No change in A lobelia blockstun
* No change in 2A startup
+ (A lobelia loop confirmed)
- Damage from corner throw to full combo decreased (about 700 decrease, might be because of Lily's changes)
- 2C proration is worse
- BBL seems to have gotten a damage nerf
- Frog seems to have worse proration or less damage
- Pumpkin appears to have a level decrease(not confirmed)
- Pumpkin has worse proration
* Wind regeneration is unchanged
- 6B has worse proration
Taokaka
- 5B/2B>6A only combos on crouch
+ 6B fatal counters allowing legit combos on CH
- Counter assault nerfed, was whiffing against Hazama's 5A
Taskmaster Tsubaki Yayoi
+Charges may be canceled" (UFA)
- "Charge 5D is slower, as expected"
- "After the 623C {,} j.214A whiff, you can not hit a 2C. You can only follow with aerial, but the timing is restricted "
+ "CH 22D causes wall bounce"
+ "3C {CH} 5CC works, goes to IAD combos"
* "{22D, 6C} still combo"
* "{22D, 236D} still works midscreen"
- "Dash feels slower
- "5B is clearly slower
+ "5C is faster"
+ "Cancel Charge has been improved" (huh?)
- "236236C had minimal damage reduced to 650" (was 840)
- "6C FC lost"
- "The 22X has more recovery and worse proration as a starter
-/+? "All the blows with D gained greater prorate(not sure if this means proration is better or worse)"
- "5B hitbox seems better
+ "J.D seems to charge more. 2.8 bars filled from a double jump "
* "Spamming 5D/2D, you need to fill 10 charges for 1 bar"
* "2D charges very slowly until complete 1 bar. From this it is quicker to fill the remaning bars "
+ "{Double jump, j.236D, airdash} seems to work"
+ "5C hitbox is a lot better. You can hit it after a 22C in the corner with no dash "
* "5C seems to put the opponent higher"
- 2C has worse repeat proration
Valkenhayn:
Here's Valk's current list of changes. Credits to Nokita for getting this for us.
Finally some extend info.
* [Wolf A>B> air dash JB>J3C>JA>5D] >2C>6C works.Apparently no change in damage.
* 3C>Jaeger>2C>6C>2C>6B>2C>mondlicht>1D>2 beast cannons does 3,7k
* 6C starter can go into 4 beast cannon stuff for about 4,8k
* mid screen 3C>jaeger>Sturm wolf connects.
* No change to wolf break stuff.
* 3C> schwarz doesn't work on a grounded hit.
* 3C on air hit might give you enough time to cancel into rosen or schwarz. (3C>jaeger>3C works so far)
* Schwarze jagd>Weiss jagd>5D<2C>......<4 beast cannons<Sturmwolf does 5.3 k
* JC: less landing recovery.
* 2B: less recovery.
* Wolf B:less head attribute invincibility.works well enough as an AA.(day 1 impression)
* Wolf JB: less untech time.[JB>JB>5B] is difficult to pick up,if done high in the air.
* Jaeger: Untech time is "scary" and long.Also has worse proration.
* 6B>2A (opponent barriers this)> 2C (is out of range)
* mid screen throw>nachtrosen doesn't work anymore? character specific it seems
You can do throw>jaeger(miss)>5C if you are close enough to the corner.
* 6A: A buff?faster guard point?
EDIT:
*Eisen wolf: bad on block.You are at a disadvantage,even if you force them to block it in the air. (around jump height)
can only be followed up with 5A, even on CH.(maybe 3C>C~A. see below)
the landing recovery can be canceled with rasen? (needs more testing)
*Cmd grab (ground): 1K.
Cmd grab (air): 1,5k.
*Sturm wolf>koenig works like cs2
*3C>jaeger can be looped up to 3 times in the corner.Insignificant due to repeat move proration.
*Rasen:increased gauge drain on 7C/4C. Its nothing serious once you get used to it.(cs2: 7C/4C x 5---->cse: 7C/4C x 4)
*W 5B: on a trade you can follow up with nachtrosen.It seems possible to squeeze in a 2C/6C depending on the circumstances.
Damage changes:
5A: 200->300
2A: 150->300
jA: 180->300
throw 1500->1000
Proration changes:
3C: P1 90%->75%
Weiss jagd: P2 50%->60%? (maybe more)
Eisen: P2 92%->89%
Nacht jaeger: P2 89%->80%
Nacht jaeger repeat proration: 30%
*6C>2C>6B>2C>mond licht>[4 beast cannons>7C]>D>JC>5B>2C>JB>JB>JC
dmg: about 5.1k
The human JC after the 7C is a replacement for JB>JB>5B.
You can replace the human 5B with 2A for less damage and easier execution.
V-13/A-11
+2DD>4B combos
-3C proration worsened
-overall damage decreased
Mu-12
Bang
+ Ground throw is not special cancellable but is airdash cancellable, so throw airdash J.4C is possible
+ 5D gives float on normal hit
+ jD has better proration (no idea p1 or p2 though, I can't tell from the term)
+ All nails give knockdown on hit on the way down, but D nails will cause opponent to rise up if they are also rising up.
- C nails have weakened proration
+ C nail hitsun improved
+ Ground grab gives 1000 damage, has wallbound.
* I'm not so sure here, but it seems like it's saying you need to jump cancel to hit some characters with 6C j.D. My guess is they put in a 6C j.D gatling maybe?? 6C seems to have higher vertical knockback.
- Command grab prorates a lot worse
Current combos
・2A>5B>6C>JD>2B>6C>J4C>JC
・2A>2A>5B>2B>6C>JD>2B>6C>J4C>JC
・JD>2A>5B>JA>JB>J4C>J4C>JC 1800
・Command grab rc>5C>6D> firepunch >5B>6C>J4C> air firepunch >5A>5B>JA>JB>J4C>J4C>JC bluebeats at some point in the combo apparently. 【4000]
・2D>JD>C nail>JD>C nail>5D
・5A>5B>2B>6C>JD>C nail>JD>C nail>5D
・Throw> airdash >J4C>C nail>JD>5C>6D
・5A>5B>2B>6C>JD>2B>6C>J4C>JC【around 2340】
・Midscreen throw> airdash> J4C>C nail>5C>6D>Daifunka【around 2940】
・5B>2B>6C>JD>2B>6C>J4C>JC【around 2700】
・Midscreen throw>J4C>C nail>JD>C nail>JD>C nail>5D (Personal note: wtf is this combo)
・2D(ch)>5C>6D>Daifunka【3972】previously 4632
Carl
Hakumen
Courtesy of the haku forums
+ Kishuu head(?) attribute invul from frame 5 onwards
+ shippu minimal damage 800→1000
+ 4C can be charged, charged 4C is plus on block
+ Midscreen renka can be followed by dash 2C or iad j.a j.b
+ JD has better damage
- Charged 4C can't be canceled
+ 6A CH can be followed up with 5C
+ Throw seems to be special cancellable
+ J.b>j.2a gatling/link seems to work.
Hazama
Chain hitstun seems to be slightly reduced
214D-B mid combo can be followed up in corner
Iron Tager
Translated by hakimiru
+ B sledge chargeable, charging increases travel distance and maybe hitstun.
+ Charge speed of voltiac increased, can counter with hammer if it guardpoints.
+ 5B leads to combo off both air and ground hits
+ 3C special cancelable, can be teched
+ Change in character trajectory off spark bolt hit. Untechable time increased
+ Increase in collider untechable time
+ Can combo after forward throw(meaning it's probably special cancelable)
+ Magnetic pull of D moves improved
- 2C, 3C no longer remove primer
- 5A doesn't cancel into 5A anymore
+ 5B jump cancelable
- Harsher repeat proration on collider (immediately techable after 2)
+ Forward throw damage increased to 1900
+ 6B forces crouching
+ 4D hitbox improved
- Spark bolt can only be followed up with normals in the corner. Collider follow up available anywhere. CH spark bolt has same properties as CS2 spark bolt
Jin
+ 2D breaks a primer
- 2D is slower
- J.2C and J.C level decreased
+ New gatling, 2C>6B
- Increased recovery on Ice Arrow
- Double Ice Arrow still works but damage decrease
+ Yukikaze proration improved
+ Forward and Back throw special cancellable
+ 6A proration improved
+ 623B is a lot faster
+ Throw {, 214A whiff, 5C, Sekkajin, 6C, 214C} - 2523 Damage"
+ Throw, 623B, 6C, 623C, 5B, 5C, 2C, 623C} – ~3.100 Damage”
+ Throw> Astral seems to work
+ 2C seems to have head invincibility, was able to hit arakune J.B with it
+ 6A on airborne opponent can be OTG'd
- 623 loop seems harder
+ 623D lifts opponents less
+ 214A properties from loctest seem to have stayed. 3C>214A corner combo deals 4K, and apparently 214A>623B works
- 6C>2D doesn't work on everyone
- 6C hitbox worsened
+ 6D longer freeze time
Litchi
* Her forward throw launches them up and slightly forward, same as her back throw.
+ All Green launches the opponent straight up and causes an aerial spinning state.
* Haku > Chun makes the opponent fly backwards in a arial spinning state. (Think Hazama's 214D~C)
+ 4D wallbounds in the corner.
- 4D cannot be followed up mid-screen.
+ Shinshin in 5D set travels further.
* j.B > j.C > Hatsu > Haku > Chun works in the corner.
+ The final hit of Kokushi causes a spin state. (Like a Gold Burst)
* (Corner) 5B[m] > 2C > 6D > Hatsu > Haku > Chun > 5B > 6C(1) > 4Kote > j.B > dj.C > j.D > j.C > Staff 2 > 6C(2) works.
- Sending the staff out has more recovery(D moves)
* New J.D
+ Forward throw combos with [m]6D
- Daisharin is the same as in loctests(last hit knockdowns and has terrible proration values),
- 6C no longer removes a primer
* Four winds is apparently better
Makoto
Rough translation from the Makoto boards:
* Corner combo starting from 2A and into DD gives 40% back and does about 4400.
- Midscreen 2D only able to follow up with air combo
+ Forward Grab is special cancellable
- 2D has same move proration regardless of level. 2C also has same move prorate of 70%.
- 6B doesn't force crouch anymore
- 5CC>6B doesn't work on standing
+ j.D has greater untech time, can combo into comet cannon.
+ D has longer slide time.
* You can still 5D > 2C, but its timing is strict.
- You can't Comet oki anymore.(?)
- "Particle Flare's minimal damage decreased to 200/200/840 from 200/200/1.120."
- Her hitbox got bigger, forcing some universal combos that didn't work on her to now work
- "Particle Flare's invicibility vanished, it seems"(i find it hard to believe)
* Trajectory on 214B and C changed
{5CC, 5D, 5B, 6A, 2D, j.D, 214A~A, 5CC, 236236D~D~D} - 4.526 Damage"
"{5B, 5CC, 5D, 5B, 6A, 2D, j.D, 236A~D, 5B, aerial}"
"{5B, 5CC, 5D, Lunatic Upper, Stargazer, 5B, 6A, 2D, j.D, 2C, 236A~D, aerial/Particle} ~4k (aerial) ~5k (Particle Flare)
Noel Vermillion
+D.214D Wall bounces in corner
+Still does retarded damage in corner
Corner 3C>22B(xN)C>666C>4D>D.6C>214D>6C>5D>236D>6C(2)>6C> J.D>D.6D>D.5D>D.5C>D.6B>Fenrir - 6.2k damage
Platinum
Changes courtesy of the plat boards
+ Jump cat hammer's hitbox reaches to Platinum's foot area
+ JC hitbox might be wider (reaches behind her?)
+ 6A feels like it has less recovery
- 2C has repeat proration
+ 6C repeat proration removed
- Swallow Moon has more recovery
+ batCH>mami works, confirmed with Jin and Litchi
-(?) Missile special has lower proration
-(?) frying pan damage now 500
* bomb special still equips 6
+ CDT won't drop even after two mamis
- CDT minimum damage nerfed to about 950
+ TK cat hammer (special?) CH>5C>mami works
+ With regular missile, 5C> 5D> JC> JD> DJ JC> something
+ 5A can only be chained 3 times , of course, and they say it has "compensation"?
+ Cat hammer is stronger and has more minimum range
+ Also launches on CH now. .
+ She can combo off the Super Bat in the corner. At least one person didn't seem to find this worth the meter still iirc.
+ More importantly, her regular bat launches on CH, just like in the loketest (or something. Correct me if I read that wrong)
+ Sounds like she can do a Hammer Loop with the Super Hammer at any height (as opposed to only after a Lvl 3 superjump). So no more bootleg delays in the air.
+ With Special Hammer Mami> 5C> J.C> J.D> 5C> J.C> J.D"
+ At least two people said that they felt 5B was a superior poke to 5A now, seems like 5B got buffed
+ Missile and bomb CH have more untechable time
+ Powered up Cat and Bat have better proration
* 2B>5C>Mami>5C>5D (bat)>2C>22C>6A>22C>5C(6A Mami)>j.D (bat)>2C>Mami for 3700
* Bat or Cat Hammer CH>Mami>6C>(Swallow Moon) j.C>22C>5C>6A>Mami dmg. ?
* j.D (pan)>Airdash j.C>22C>5C>Mami>6C>22C>5D (pan)>2C>22C>5C>6A>Mami for 3700. the guy who wrote it thinks that the Fan might put the dmg to 5000
* 5C>Mami>5C>2C>214C>6C>22C>6A>6C>22C>5C>Air Combo for 4700
* 6C FC>j.C>5C>Mami>6C>Swallow Moon j.C>22C>(6A>6C>22C)×2>5C>Air Combo for around 5600
Ragna
From the ragna boards
+ Seems mostly unchanged from CS2
+ New distortion drive for unlimited Ragna
+ Carnage Scissors now has projectile invincibility
+ Forward Throw and back(?) is now special cancellable
- 22C frame advantage decreased. Dash 5a follow up only possible on FC
+ Back throw wallbounds
- Back throw pushes them further away and can only be followed up with a special cancel midscreen
+ 6B airborne hit can be picked up and can now be used in combos
+ J.C has a better hitbox below it
+ 6D floats on hit now
- The amount of frames you can delay the Hades followup is decreased
+ Deadspike might have had a horizontal range increase
+ Hell's fang proration improved. 5B>5C>HF> RC> follow up is like 4k+
Rachel
From the rachel boards
+ 6C damage increased
+ j.2C is special cancellable on air hit
- 6B jump cancel is gone
-2C guard point comes out later
- Level 2 j.2C no longer breaks a primer
- 4B can only be used once in a gatling
- BBL and TD damage decreased
* Hitboxes of normal attacks changed
- Harder to combo off of Tiny Lobelia counterhits
- Character Combo Rate decreased
- 6B is now quite negative on block
* No change in A lobelia blockstun
* No change in 2A startup
+ (A lobelia loop confirmed)
- Damage from corner throw to full combo decreased (about 700 decrease, might be because of Lily's changes)
- 2C proration is worse
- BBL seems to have gotten a damage nerf
- Frog seems to have worse proration or less damage
- Pumpkin appears to have a level decrease(not confirmed)
- Pumpkin has worse proration
* Wind regeneration is unchanged
- 6B has worse proration
Taokaka
- 5B/2B>6A only combos on crouch
+ 6B fatal counters allowing legit combos on CH
- Counter assault nerfed, was whiffing against Hazama's 5A
Taskmaster Tsubaki Yayoi
+Charges may be canceled" (UFA)
- "Charge 5D is slower, as expected"
- "After the 623C {,} j.214A whiff, you can not hit a 2C. You can only follow with aerial, but the timing is restricted "
+ "CH 22D causes wall bounce"
+ "3C {CH} 5CC works, goes to IAD combos"
* "{22D, 6C} still combo"
* "{22D, 236D} still works midscreen"
- "Dash feels slower
- "5B is clearly slower
+ "5C is faster"
+ "Cancel Charge has been improved" (huh?)
- "236236C had minimal damage reduced to 650" (was 840)
- "6C FC lost"
- "The 22X has more recovery and worse proration as a starter
-/+? "All the blows with D gained greater prorate(not sure if this means proration is better or worse)"
- "5B hitbox seems better
+ "J.D seems to charge more. 2.8 bars filled from a double jump "
* "Spamming 5D/2D, you need to fill 10 charges for 1 bar"
* "2D charges very slowly until complete 1 bar. From this it is quicker to fill the remaning bars "
+ "{Double jump, j.236D, airdash} seems to work"
+ "5C hitbox is a lot better. You can hit it after a 22C in the corner with no dash "
* "5C seems to put the opponent higher"
- 2C has worse repeat proration
Valkenhayn:
Here's Valk's current list of changes. Credits to Nokita for getting this for us.
Finally some extend info.
* [Wolf A>B> air dash JB>J3C>JA>5D] >2C>6C works.Apparently no change in damage.
* 3C>Jaeger>2C>6C>2C>6B>2C>mondlicht>1D>2 beast cannons does 3,7k
* 6C starter can go into 4 beast cannon stuff for about 4,8k
* mid screen 3C>jaeger>Sturm wolf connects.
* No change to wolf break stuff.
* 3C> schwarz doesn't work on a grounded hit.
* 3C on air hit might give you enough time to cancel into rosen or schwarz. (3C>jaeger>3C works so far)
* Schwarze jagd>Weiss jagd>5D<2C>......<4 beast cannons<Sturmwolf does 5.3 k
* JC: less landing recovery.
* 2B: less recovery.
* Wolf B:less head attribute invincibility.works well enough as an AA.(day 1 impression)
* Wolf JB: less untech time.[JB>JB>5B] is difficult to pick up,if done high in the air.
* Jaeger: Untech time is "scary" and long.Also has worse proration.
* 6B>2A (opponent barriers this)> 2C (is out of range)
* mid screen throw>nachtrosen doesn't work anymore? character specific it seems
You can do throw>jaeger(miss)>5C if you are close enough to the corner.
* 6A: A buff?faster guard point?
EDIT:
*Eisen wolf: bad on block.You are at a disadvantage,even if you force them to block it in the air. (around jump height)
can only be followed up with 5A, even on CH.(maybe 3C>C~A. see below)
the landing recovery can be canceled with rasen? (needs more testing)
*Cmd grab (ground): 1K.
Cmd grab (air): 1,5k.
*Sturm wolf>koenig works like cs2
*3C>jaeger can be looped up to 3 times in the corner.Insignificant due to repeat move proration.
*Rasen:increased gauge drain on 7C/4C. Its nothing serious once you get used to it.(cs2: 7C/4C x 5---->cse: 7C/4C x 4)
*W 5B: on a trade you can follow up with nachtrosen.It seems possible to squeeze in a 2C/6C depending on the circumstances.
Damage changes:
5A: 200->300
2A: 150->300
jA: 180->300
throw 1500->1000
Proration changes:
3C: P1 90%->75%
Weiss jagd: P2 50%->60%? (maybe more)
Eisen: P2 92%->89%
Nacht jaeger: P2 89%->80%
Nacht jaeger repeat proration: 30%
*6C>2C>6B>2C>mond licht>[4 beast cannons>7C]>D>JC>5B>2C>JB>JB>JC
dmg: about 5.1k
The human JC after the 7C is a replacement for JB>JB>5B.
You can replace the human 5B with 2A for less damage and easier execution.
V-13/A-11
+2DD>4B combos
-3C proration worsened
-overall damage decreased
Mu-12
12/10/2011
gepostet von Shino:
US Release für PS3/Xbox360 bestätigt, wird gleichzeitig mit Playstation Vita US Release kommen (wann immer das auch sein mag), da Extend ein Vita Launch Titel ist:
siliconera.com/2011/10/11/aksy…-extend-for-ps3-xbox-360/
siliconera.com/2011/10/11/aksy…-extend-for-ps3-xbox-360/
14/10/2011
gepostet von Ekusu:
23/10/2011
gepostet von Shino:
gepostet von Banker KingAlo
gepostet von Ekusu:
Strategy? Spacing? I just keep punching until I hit something.
InsertGame
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