Auch wenn ich Dir glaube, `ne Quelle wäre immer angebracht bei solchen Infos.
Strategy? Spacing? I just keep punching until I hit something.
InsertGame
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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.
entnervt schrieb:
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
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
Shino schrieb:
Endlich ist der KOTOKO kagg ma weg
Syndicate schrieb:
BlazBlue Continuum Shift 2 Trailer:
【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
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.
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