BBCS Extend(Arcade/PSV/PS3/XBOX360) - News & Facts: Homerelease(Japan) 17/12/2011 (USA) 14/02/2012 (EU) 22/02/2012 (Keine Diskussionen hier!!!)

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    • Kleines Update (vor allem Hakumen): Zephyr07(Dustloop):

      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

      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
      - C haida bounces higher so higher dmg combos require more skill
      - 5D slower than at AM show. 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

      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
      - 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
      - jB now hits mid instead of high like in AM show. 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
      - 5D only pulls opponent during active frames
      - 5C cannot combo into 6A

      Arakune:
      - Arakune's D Bug now falls faster, less damage

      Litchi:
      no changes known
      maybe tomorrow?

      Bang:
      + still under investigation
      - ground dashes during furinkazan are shorter

      Carl:
      + anima has super armour. when hit will flash red
      + 3D forces downed opponents to rise. After ground throw 3C can be used to pick up and combo
      + 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
      + 4BC 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

      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(?)
      - 3C knocks opponent upwards
      - cannot cancel throws into chain
      - jC: no longer jump cancelable?

      Makoto:
      Valkenhayn:

      both characters exactly like the way they were in the 1st loketest.
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    • danke fuer die updates, sehr cool von euch.

      Wieso nerfen? Finde den Char ganz ok so wie er ist. ;) Sie sollten lieber zusehen das die anderen angepasst werden und alle Chars mehr Spaß machen. Mehr Spaß machen im Sinne von mehr Optionen an gewisse MUs ranzugehen.

      so kann mans natuerlich auch sagen : ist ja nicht so als ob er richtig hardcore overpowered waere, trotzdem spielt er sich einfach "gut".
    • Arksys hat mir schon von CT auf CS bewiesen, dass sie keine Ahnung haben.
      Bin natürlich biased weil sie Noel einfach nur zerstört haben aber naja.. guggt euch doch Rachel oder Litchi an.
      Ich blick jetzt nicht gerade hoffnungsvoll in die Zukunft für BBCS2. Ich werd das Ding so akzeptieren wie es kommt.

      Tao haben sie ganz nebenbei auch hart generft. Combo Ender erstmal entfernt und damit Schaden ihrer BnBs erstmal runtergehauen.
      Bin gespannt obs da neue Sachen geben wird. AB2 Combos auch eliminiert und den ohnehin langsamen Overhead noch langsamer gemacht.

      Interessant ist jedoch die Sache mit den verschiedenen j.D Moves in einer Combo. Mal schauen was die Typen sich dabei gedacht haben.
    • Loke Test 3 Details:

      Karuru

      - 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.

      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.

      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.
      + f○g gives you 100% curse, probably can't use it to recurse afterwards.

      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?

      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.

      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.

      Bangu

      + 6B causes stun. No followup without RC.

      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

      General

      Throws/command throws are unbreakable after a guard crush. This was in the last loketest, wasn't it?
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    • Update:

      + No proration on guard crushes.
      * Noel, Tager, Bang (3C), Arakune, Hakumen, Makoto are the only ones with an untechable sweep at this point.

      Arakune
      - Jump startup is 6F.
      - FoG hits low.

      Jin
      + 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.

      Litchi
      * 2C 4D Haku Ippatsu xN gave 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.

      Rachel
      + Wind affects movement more.
      + 6C forces standing.
      + 3C hits higher.

      Bang
      + 5B level increased.

      Valkenhayn
      - CA spins on hit, can followup in the corner only.
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    • das bei valkenhayn die jb jb combos wegfallen sollen ist doch wohl ein witz oder ? das mit dem damge runter machen ist vollkommen ok aber wenn das mit jb jb stimmt omg.
      Ultimate Marvel Vs Capcom 3: Dante,Vergil,Strider
      BlazBlue CS :Valkenhyan, Ragna, (Relius?)
      Guilty Gear : Slayer, Sol
    • diese typen haben keine ahnung.
      und bevor die litchi hater wieder über 4,7k dmg combos heulen: wer von 2c getroffen wird, hats nich anders verdient.

      mir fehlen die Noel Buffs und lol.. Makoto bekommt das volle Nerf-Programm. kA wieso, egal was ich im PMode mit den Chars übe, in der nächsten Version ists auch schon wieder weg.
    • lol wenn ich das mit valk lese, hab ich das gefühl, sie wollen ihn doch noch zum noob char umbauen. mal schauen ob das nur der fanbase stresstest war wie üblich, aber ist ja schon der 3. loketest...
      naja mir egal, ich hab gg und slayer, sollen sie den char halt kaputt machen..
      du bist eine schade für beat em ups :) Komm mal in tekken6 dann zeig ich dir 17 hit sample move mit deviljin
      wenn du tekken hast zock nächstes ma mit mir da das spamm in tekken6 nich geht da man es kontert und dabei nen combo move zu kombinieren :)

      cheat cheat, niemand will mit dich spielen, patetic playing
    • ich wollte gerade mal, nach langer Abstinenz, 'ne kleine Session starten, da bemerkte ich, dass ein neuer Patch verfügbar ist (1.03). Was wurde genau geändert? Habe eben mal schnell Google befragt und laut Arksys wurde nur der "Freeze-Bug" entfernt. Gibt es sonst noch nennenswerte Änderung/Erneuerung?
      »Es ist kein Zeichen von Gesundheit, an eine zutiefst kranke Gesellschaft gut angepasst zu sein.« - Jiddu Krishnamurti
    • Loke Test 4 Details:
      System Changes:
      • All characters have either a 5B or 5C that's air unblockable
      • Guard crush prorate 100% on first hit only, 80% for the rest

      Jin:
      -2D is even slower than it was in shinjuku

      Taokaka:
      +6C CH wall bounces (in shinjuku it only sent them flying)
      -6A start up increased, 2B>6A won't combo
      -5D's hit stun has decreased or DA recovery has increased? on crouchers 5DA>5B won't combo
      -[2]8D has weirdly slowed
      -Only DD can cancel from 3C (in corner can combo with 5B though)
      -After 6B normal hits won't combo (up till shinjuku 5B could)
      -CA motion changed to 6C, sends opponent flying, slides

      Arakune:

      +new move 4B added (old 6B)
      +new move 6B added (old A>6B)
      +5B>4B gattling added
      -6A start up increased
      -6D bug placement is quite far now

      Litchi:
      6B, JC on CH wallbounces

      Carl:
      +Folka guaranteed to come out
      +8D breaks 2 primers
      -Anima lost it's super armour
      -J2C bounce height has increased

      Hakumen:
      +Enma floats opponents like it used to, enma combos are possible again

      Lambda:
      -Increased recovery from crescent cancel
      -Crescent saber's recovery increased. Cannot pick up combos from TK crescent
      -6C sends opponent flying (in corner wallbounces)
      -cannot combo 6C from 2DD

      Hazama:
      +Jabaki slides, in corner will wallbounce, 5B>3C>Jabaki>5C>... works in corner

      Mu-12:
      +recovery of stein placement decreased. 6C>5D>Habakiri combos
      +3C downs both air and ground opponents and can't be teched. untech time increased
      +Ame no Habaya hits 5 times, untech time increased
      +2B reach incresed
      -6B moves her less forward
      -J2C can be teched

      Makoto:
      -B, C arrow now have same move proration
      -comet arrow same move proration increased
      - Dash speed slowed down.
      + Her crossup (probably the command "dash") has less recovery.
      - This was from the previous loketest, but went unnoted: DP followup now knocks them down faster.
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      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Shino ()

    • Heute so lustig frühlich gut gelaunt in den Saturn ENDLICH BB CS in Deutschland und was ist NEEEEE verschoben auf IRGENDWANN also toll und jetzt les ich hier BB CS 2? ist das jetzt nur ne erweiterung oder schon neuer part so story mässig und so weil wenn es BB "3" ist dann lohnt sich CS garnicht mehr holen und amazone sagt REALESE 31.12 Na danke ZEN UNITED also
      Fragen:
      #1 Lohnt sich jetzt noch BB CS zu holen weil Doch BB CS 2 kommt?
      #2 Dann wie funktz der Ami PS Store ich raff net wie ich einen mache und MUSS ich Dafür ne KreditKarte haben?
      #2 WARUM ist Zen United so gemein T-T

      danke schonmal im vorraus ich geh jetzt emo sein soviel zeit ohne BB (PS3 anmach CT reinwerf *schluchz*)
      Theoretisch, bin ich ein guter Spieler da ich die Combos und Strategie meines Charakters verstehe. Praktisch aber, klappt nix von meinem Theoretischen Wissen
    • Dafür gibt es den Fragenkatalog, ist das denn so schwer? Von nun an werden Fragen dieser Art und evtl. Antworten einfach gelöscht!!

      Aber aus reiner Menschengüte:
      #1 Ja. Sollte BBCS2 als DLC kommen, brauchste BBCS um es nutzen zu können. Sollte es als Disc kommen, wird es mit Sicherheit noch lange zum Release dauern, also lohnt sich wieder der Kauf von BBCS. Warum Du als PS3ler es noch nicht hast, ist nicht nachvollziehbar.
      #2 forumla.de/f-sony-ps3-forum-30…rstellen-erklaerung-58374 <--- 15sek. gebraucht, um es zu finden
      #2 Wayne?

      Strategy? Spacing? I just keep punching until I hit something.


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      == Editierfarbe ==
    • Naja wenn es wirklich als Disc kommen sollte und die wieder 40 Ocken haben wollen, sollte en bisschen mehr dabei sein als 3 DLC Chars und der aktuellste Patchstand...
      von daher gehe ich mal aus das BBCS2 einfach nur für die Arcades den Namen bekommen hat.
      Weil die haben ja keine andere Wahl als auf so was zu warten....weder Dlc Chars noch Patches...ist schon bitter!
      見せてやろう !!!
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      Ready for the Rebel ? :qcb: :hcf: :c:
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