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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    • Changes zum letzten Loketest:
      System/Misc. Changes and Info:
      * Narration has changed.
      * There's a mode on the Arcade version to fight Unlimited characters.
      * All the CPU characters are Unlimited.

      Jin
      + 2D starts up faster.

      Hakumen
      *Forward throw causes slide effect.
      + 4C is super fast, can now be canceled!?

      Carl
      * Brio's knockback trajectory travels farther.
      + j2C knocks down.
      + Anima has armour, launches very high.
      + Volante has multi-hit armour for projectiles.
      + Cantata is quicker.
      + NEE-SAN~ moves faster (only during Cantata?).
      - Cantata uses up more NEE-SAN~ bar.
      - Throw damage is 600. Throw > Fermata damage is 1700.
      - Volante has same move penalty.
      - j.B is no longer a fatal counter
      - Overall damage has been drastically reduced.
      - 3C retains CS version's float property, but is also ground-techable.

      Lambda
      * Zwei Blade (236B) startup has returned to CS version.
      + Ground throw wallbounces if close enough to the corner.

      Mu
      + 3C now jump cancelable, even on block
      - 3C is techable again
      - 6A has shorter untechable time

      Valkenhayn
      - Nacht Rozen no longer an overhead
      - Throw > 2C no longer possible

      Arakune
      + j.6[A/B/C] has been returned to BBCS version.
      - slight increase in startup time before a warp.
      - 6D is positioned slightly farther away.

      Platinum
      * Appears unchanged since last location test.
      * Has 5 Guard Primers
      * Air dash animation is Platinum riding her staff like Cardcaptor Sakura. Hang time on the air dash is long. If she and another character air dash and attack at the same time, it might be possible for her opponent to hit her afterward before she lands.
      + Dash is pretty far.

      quellen:
      dustloop.com/forums/showthread…st-5-Nov.-15th-Discussion
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      cheat cheat, niemand will mit dich spielen, patetic playing
    • Wird immer aktualisiert, aktueller Stand:

      System/Misc. Changes and Info:
      * System announcer changed again evidently even worse w/r/t engrish.
      * Meter increase penalty time increased, in other words, you get back meter much slower after you cause meter actions
      * There is a single player mode called "Unlimited Wars", its pretty much the score attack mode but all your opponents are unlimited characters

      Ragna
      * BE's hitstop has changed
      * increase in 6C's attack level(?)
      + 623C>236C follow up 236C does not cause a big wall bounce which make you will be able to combo after you land
      + 5B>3C>623C>236C>236C>land 2C>5D works
      + 22C does 600 damage
      - 22C not very profitable to use in general

      Jin
      + 2D starts up faster.
      + Yukikaze now does 3080 damage
      + 2D is slightly faster than previous loketests
      + j.B seems to be bit faster than CS, but slower than CT
      + Jin 6A breaks primer on block
      - throw is not cancellable anymore, but you can combo with dash 6C and does something around 2000
      - 623D seems to have the same move proration, combos with 2 623D's involved pretty much don't work anymore

      Rachel
      + Overall damage has increased compared to CS (It's weaker than last loketest)
      + New gatling: 5B > 2B (Looping it is impossible)
      - j.2C is not jump cancellable anymore.

      Hakumen
      *Forward throw causes slide effect.
      + 4C is super fast, can now be canceled!?

      Carl
      * Brio's knockback trajectory travels farther.
      + j2C knocks down.
      + Anima has armour, launches very high.
      + Volante has multi-hit armour for projectiles.
      + Cantata is quicker.
      + NEE-SAN~ moves faster (only during Cantata?).
      - Cantata uses up more NEE-SAN~ bar.
      - Throw damage is 600. Throw > Fermata damage is 1700.
      - Volante has same move penalty.
      - j.B is no longer a fatal counter
      - Overall damage has been drastically reduced.
      - 3C retains CS version's float property, but is also ground-techable.

      Taokaka
      + 5CH > 6C works
      - 3C can only be cancelled with distortion drive (confirmation from previous loketest)

      Litchi
      + 4D slide down>release D>dash JB~ combos
      + 6D causes the wall bounce
      + you can combo ittsuu after throw, and you can follow up with CS combo afterward

      Bang
      * 5A is still good

      Lambda
      * Zwei Blade (236B) startup has returned to CS version.
      + Ground throw wallbounces if close enough to the corner.
      - after 214D normal hit, you can't combo with 5D, you can do dash 5B so it requires more reaction skill
      - no invincibility for gravity move

      Mu
      + 3C now jump cancelable, even on block
      + seems like D moves got some guaranteed frames
      - 3C is techable again
      - 6A has shorter untechable time
      - J2C does not cause the knockdown, you need to RC to do the follow up combo

      Valkenhayn
      - Nacht Rozen no longer an overhead
      - Throw > 2C no longer possible
      - big nerf in combo damage, avg. 3k damage now

      Arakune
      * curse combo still does 8000+ damage
      * 6D is positioned slightly farther away.
      + j.6[A/B/C] has been returned to BBCS version.
      + f.g can used in combo to recurse opponent
      + mist is faster, but lasts shorter
      - slight increase in startup time before a warp.

      Tager
      + 22D does 100 damage
      + 2C>3C added
      - no follow up combo from regular throw

      Hazama
      + jyabaki causes the wall bounce when hit on air
      + thus, 3C>jyabaki>5C works in corner
      + mid screen combos are pretty much 3C>214DA or Jyayoku>214DC>6C>dash2B
      - attack level of chain moves decreased
      - DOES NOT get back stocks when opponents blocked chain
      - chain faints have shorter stun time, faster

      Tsubaki
      + 5B is stronger, can be used as anti air.
      + 22C > 214D is possible.
      - j.D's charging speed is the same as it was in CS1.

      Platinum
      * Appears unchanged since last location test.
      * Has 5 Guard Primers
      * Air dash animation is Platinum riding her staff like Cardcaptor Sakura. Hang time on the air dash is long. If she and another character air dash and attack at the same time, it might be possible for her opponent to hit her afterward before she lands.
      + Dash is pretty far.
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    • Quelle: dustloop.com/forums/showthread…v.-15th-Discussion/page45

      Hazama
      + A派生の硬直がさらに短くなり、使いやすく
      + ロケテストからウロボロスの回復スピードが速くなった。1つづつ回復するためCSよりは遅い
      + CAのモーションが5Bに

      Tager
      + Bドラから色々繋がるキャラが増えた。Bドラからレイチェルが4800喰らって起き攻めされてたけどこれは CSでも出来たのかな?アラクネに対してBドラからガジェまで繋げてたのは見た
      + 4投げで相手が真上に跳ね上がるようになり、追撃しやすくなった
      + 3Cの硬直減
      + J2CCHでの相手のダウンがゆっくりになって追撃しやすく

      Ragna
      - まだお有利なくなる

      Litchi
      - 棒6B、棒JCはCHしても吹っ飛ぶだけで壁バウンドはなし
      - 素手JCが地上受け身可

      Tsubaki
      - 翼系の角度が急になり当てづらくなった
      - D翼後相手が真下にかっとんでスライドダウンするためD閃が当たらないキャラが出てきた
      - 3CCで相手を高く浮かすがノーゲージでは追撃不可

      Google-Übersetzung, viel spaß beim interpretieren:
      Hazama
      A shorter and more rigid derivative, easy to use
      Ouroboros speed faster recovery from the location test. To recover from a slow one by 1 CS
      5B motion in the CA

      Tager
      B lead character is a lot more from the driver. B, but this attack was going to be Rachel from Dora 喰Ratsu CS 4800 I think, it right? Connecting to the Arachne B did the driver saw Gaje
      Now others will jump to throw four straight, is easier to pursue
      3C decrease stiffness
      J2CCH become easier to chase down slowly in the other

      Ragna
      - You still will not Toshi Tamotsu

      Litchi
      - Bars 6B, JC, CH stick just blown away with the wall-bound, no
      - Bare ground passively accepted JC

      Tsubaki
      - Was hit hard and suddenly the angle of blade systems
      - D to slide down underneath the opponent loses his temper Nde D came out after the wing hit the flash of character
      - 3CC float gauge that no opponent can not pursue higher

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


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      == Editierfarbe ==
    • entnervt schrieb:

      Ragna
      * BE's hitstop has changed
      * increase in 6C's attack level(?)
      + 623C>236C follow up 236C does not cause a big wall bounce which make you will be able to combo after you land
      + 5B>3C>623C>236C>236C>land 2C>5D works
      + 22C does 600 damage
      - 22C not very profitable to use in general


      Dachte Ragna wird mit der Keule verhaut, das geht doch, oder sehe ich es falsch?
    • Hoffentlich werden es bald wieder mehr Leute spielen :3
      Sind zur Zeit nich sehr viele... aber EU-Release gibbet ja auch noch.

      Nerfs und Buffs sind alle ok. Nicht wirklich welche dabei, die den Rahmen sprengen würden.
      Bei Noel wundern mich die nicht-vorhandenen Buffs, aber die andren sind ja dafür nich mehr so stark wie vorher.

      Ma guggn worüber sich die Leute nach BBCS2 am meisten aufregen werden.
    • Quelle: dustloop.com/forums/showthread…2-Summary-amp-Impressions
      Gepostet von stunedge auf DL:
      【NESiCA】
      Card system keeps track of PSR, winning rate, personal title and player name and all those random score number and etc...
      But, so far PSR is pretty much meaningless just like how is was like in console.
      The level between different arcade venues can vary in a very large scale,
      so a player with PSR200 from some random arcade looks even worse than PSR20 in Tokyo (just like one in the new CS2 vid, oops)

      Keeping track of winning rate is pretty useful function to visualize one's skill, but there are always some people care too much about these meaningless number like in every other number ranking based game.
      Some people just stop using the card after they start losing, or even not going to play those people they think that they can't beat. This fact actually makes CS2 not as popular as CS1 and CT, and made me played training mode for more than 2hrs today.


      【Network】
      Probably because NESiCA is a totally new stuff made from scratch, but I have to say there are still many technical problems in the entire system. Programmer should not sleep and go back to do their work. Apparently there are still some hidden problems in the server side and card system.

      On the other hand, good thing about this network thing is it starts up much faster compared to sole TypeX2 board. Restart of the system only takes 30sec now.

      【Tier list】
      according to what top players say and actual situation at top arcades
      S-A tier characters are obviously strong characters

      S(God Like): Arakune
      A(Strong): Makoto, Noel, Tsubaki, Valkenhyne
      B(So-so): Ragna, Jin, Tager, Hakumen, Rachel, Hazama, Litchi, Lambda, Taokaka, Carl
      C(hmm): Platinum, Bang, Mu


      Personal impression of each characters

      Ragna:
      received many nerfs but still not a bad character to play, he is just not as newbie-friendly character as he was in CS1
      DS combo looks fun and DP still does its job


      Jin
      He lost 6A and combo damage in CS1 but his normals in general are better than CS1, a bit weaker than CT. They also change his jump preparation frame from 5f to 4f which makes him easier to run away from lots of stuff. He should fit good to the mid-position.


      Noel:
      she does 5k combo from 2D and J4D in the mid-screen and does 6K or more in the corner. J4D is super fast and triggers FC.
      Many buffs in normals. Looks very tight so far


      Tager:
      new 6A and magnetize property stuff looks interesting but still can't really do stuff against some characters. Didn't really change much


      Bang:
      he is probably one of the worst character now. No pressure, no combo damage, no anti-air. His normals are back to CT and nothing beats Rachel's JA made me lol. I doubt how CS2 bang can beat Arakune.


      Rachel:
      does much more damage and better okis, but still far worse than she was in CT.


      Arakune:
      definitely a broken character. f.g regains 100% curse meter and combos from 5A, JA, everything. You can't even whiff a move when Arakune has 50% meter otherwise you get cursed.
      Curse combo still does 7k-8k and at least 5k constantly. new 5A>2A>5A~ route also gives him much more options.
      Also, due to changes to guard primer in CS2, after you did one burst and get trapped in the curse mode, you are pretty much guaranteed to get 7k combo from guard break.


      Taokaka:
      Didn't see one yet


      Litchi:
      Daisharin oki is same as CS1, she now needs to do more work with no-stuff mode.



      Carl:
      oki from JC knockdown is very strong, but he lost JB FC, reversal super and many other stuff. Nirvana moves faster but costs more meter


      Hakumen:
      nothing really looks special so far
      new Yukikaze looks annoying


      Lambda:
      she has a weird starter frame for her dash and gravity is not a invincible move anymore. She also can't combo after 214D using 5D, so in general she requires more zoning skills to play. Gravity only costs 70% of gravity meter if the attack part doesn't hit opponent.


      Tsubaki:
      very strong normals, 5B and 5C are very VERY strong. Due to changes made to IB, it is actually very hard get away once she touched you. She does 3.5k using 1 charge meter and easily does 5k in the corner.
      DPs are still very very safe and very hard to punish.
      She is a new beginner-friendly character in CS2


      Hazama:
      combos are very interesting and fun to play
      I think he will eventually be a mid-high tier character


      Mu:
      lasers are bit annoying but that's pretty much only stuff she has.


      Makoto:
      didn't change much from console version. 5k from mid-screen and even more in the corner. 2A changed from 5F to 6F but still a gdlk mashing option.


      Valkenhyne:
      good mid-screen combos which send opponent to corner easily, corner combos does average 4k-5k and keep opponent in the corner. Very, VERY strong anti-air options.


      Platinum:
      lacks damage source and reversal move, 4 out of 6 items are not really useful against many characters. She looks cute btw

      【other】
      Instant Blocking reduce 3frames of block stun on the ground and 6frames on the air.
      (CS1 was -5 and -10)
      Air grab has a bigger vertical range, like GG
      Gold burst has 65% of initial proration and 110% of combo proration


      【General thought】
      1. CS2 has a slightly higher learning curve compared to CS1, higher hurdle.
      2. Card system needs lots of improvement
      3. changes from CS1 in general are not very big compared to CT->CS, you can practice many stuff with CS1 console


      WIDERLICH!!! Einfach nur widerlich...

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


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      == Editierfarbe ==
    • ---Sry für Doppelpost---
      Ebenfalls aus dem Thread, was es wieder interessanter wirken läßt:
      in my point, i think it's more fun to play compared to CS1.
      Most characters requires more skills to play and there is not character easy like CS1 Bang and Ragna, needs more thinking.
      Entire combo damage nerf in the mid-screen requires players to think more about how to handle the general situation.

      In addition, though I put some characters in C tier, but I feel nobody is really bad in CS2. Everybody has chance and possibility,
      so not surprised to see Mu or Platinum go up a lot.

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


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      == Editierfarbe ==
    • -99% Bang Spieler :rolleyes:

      Ich werd CS2 besser finden. Weil Litchi schwächer wird und Noel viel geiler aussieht als in CS D:
      Endlich sind die 236 Moves nützlich und die Normals geil :3 Allein die 2c, 5c, 236a Blockstring find ich zum Jubeln.
      Die Geschwindigkeit der D-Moves.. und rofl ich habe gedacht j.4D Buff wird nich so fett, aber jetzt wo man das sieht: das Ding ist sterbensschön.

      Als ich 5b, 5c very VERY strong gelesen hab, dachte ich "geil Tao wird noch cooler", aber dann habsch gesehn, dass es nur Tsubaki is :(
      (schö für dich mik lol)
      Beginnerfriendly war sie ja auch schon relativ in CS1, aber sie war halt schlecht x.x ~
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