Angepinnt BlazBlue ChronoPhantasma Extend (News & Facts Only)

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    • Soße
      https://twitter.com/zatuyoP/status/400597862053998592

      A patch scheduled for tomorrow.
      -Expanded beginner support
      -Assigned a beginner-recommended hierarchical city
      -Fixed bugs with Ranked Match searching
      -Lag mitigation
      -Character balance remains as it is now
    • Quelle

      - Lobby improvements: You can now see the network status and color of players sitting at stations near you.
      - In Player Match, you can now send invitation messages to multiple people at once.
      - Player information has been added to the VS screen shown before Ranked Matches (titles, etc).
      - Players you DCed with in Ranked Matches can now also be added to your player list history.
      - Character color, stage, and BGM selections now carry over between matches in Player Match and Online Lobby (until you decide to change them).
      - Adjusted the Replay Theatre list display order.

      Character-related bug fixes:

      Relius
      - Fixed bug with "Altar of the Puppet"

      Terumi
      - Fixed bug with Messenga
      - Fixed bug with Zanrouga
      - Fixed bugs with jB, jC

      Kokonoe
      - Fixed bugs with jA, jB

      Unlimited Noel
      - Fixed bugs with Unlimited-exclusive moves.

      Unlimited Bullet
      - Fixed bug with certain DDs in OD.
      - Fixed "After Burner"

      Unlimited Azrael
      - Fixed bugs with Unlimited-exclusive moves

      Animation fixes:
      - Fixed various bugs regarding the entrance and win animations of some characters

      Other:
      - Fixed bugs with English voices.

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


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      == Editierfarbe ==
    • Korrigierte Version (source):

      Quote Originally Posted by Sourenga View Post
      Summary of Famitsu's article...

      - Playstation 3 patch planned for around May
      - There will be no loke tests
      - No cross play with PS3 and Vita versions Online Lobbies ...But Ranked/Player Matches do work
      - DLC characters available on Vita version from the start
      All chars will be available in arcade, but Terumi and Kokonoe will still be DLC for Vita (and for PS3 after patch). DLC is shared between Vita and PS3 versions.
      - Command problems fixed
      - If you walk forward and input 236, you now get 236 move out.
      This should be 623. walk>623 = 623, walk>41236 = 236
      - If you walf forward and input 41236 you get 236 move.
      - Basicly, the characters who posses reversals got nerfed, and the ones without reversals have been buffed.
      This is more of a "general idea" kind of thing, and shouldn't be taken at face value.
      - Recoveries and invincibilities of character's backsteps have been tuned do decrease the amount of "negative movement" you're able to do.
      This is wrong. Basically they thought the backstep abilities and negative resist differed too much between chars, so they decreased the "variance" in properties by a bit.

      - Bang's Iron Storm's command changed from the new one (41236A) back to the previous command from BBEX (632146B)
      - Tsubaki's charge command move (Yami wo Ugatsu Agari) changed to a normal command. They don't say what the new command is...

      Kokonoe:
      - Damage nerfed
      They don't explicitly mention damage nerfs for moves, just combo rate and reduced revolver action.
      - Restrictions added to Kokonoe's combo rate and revolver action
      - Guard now reacts to Activate so now cross-ups with it anymore.
      What they meant is that the pushing activation for Graviton only has a hitbox during combos now, not during blockstrings or otherwise.
      - "Equipment No08 Flying Greed Climb Ver. 1.00" added
      To clarify, they added a new DD
      - Overdrive versions added for other distortions

      Kagura:
      - It becomes a bit more difficult to punish Kagura on block.
      - Mid screen damage nerfed. Now needs a bit better situations for good damage.
      The above two bullet points are refering explicitly to his "Black Gale" move. They made it slightly harder to punish, and in exchange made the conditions for getting good damage off of it slightly more restrictive.
      - It's more easier to swing his C moves (both start up and recovery are now faster?)
      Basically, what this means is that his motions for C moves aren't quite as large anymore. They're still large compared to other cast members, but it's been toned down a bit. (a little ambiguous if this refers to startup/recovery, or hitboxes)

      Terumi:
      - Garengeki made long combos too easy.
      To clarify, they've made adjustments to it. I'm guessing shorter or more situation-dependant combos.
      - Has "few" new moves added
      - Orochi now has a low variant. But its start up is slow enough for it to be reacted and blocked.
      - So, and since the B Orochi is an overhead, you can now do 50/50 mix-up with B Orochi and the new version.
      - Anti-aerial version of Jarin Renshouga added. OD version is unblockable
      - Time when you can cancel his specials with distortions has increased
      - Jagaku can now be DD cancelled even when first hit is blocked.
      To clarify, they've added more DD cancel points in his specials (not "time" per se). The Jagaku thing above is an example.
      - So you can now close with Jagaku and throw 50/50 of two Orochis

      Izayoi and Bullet has a lot of changes

      Izayoi:
      - Izayoi's combos are now bit more difficult, but cancelable moves has increased and revolver action is now easier to connect.
      This is incorrect. They were thinking that even her BnBs were sort of hard, so they've added more cancels and made the revolver actions connect easier.
      - More differences between her modes.
      - Gain Art mode's "Hover Dash" can now be used in air. Movement is reverse from the ground version (from high to the ground) and stick can be used to control its movement.
      - Aerial backstep also changed to the same as her ground backstep, where she floats diagonally backwards
      - Sonic Saber now costs 2 blocks (previously 1)
      - Mirage Thruster now costs 1 block (previously 2)
      - Combining new hover dash and Mirage Thruster creates interesting movement.

      Bullet:
      - Miquilette Capture and 3C changed so you can get close to zoners.
      - the amount of pressure she can do has increased
      - 5C chargeable. Normal version is more compact than the currect one so really safe on block. Charged one is the old one. Knockdown on hit.
      They don't mention anything about "knockdown on hit" unless I missed it.
      - 5B can be used to pile up block stun.
      What they meant with this and the stuff above is that 5B>5C (uncharged) is a legit blockstring.
      - You can now use Blackout is now useable with no meter, if you have 2 heat levels

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


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      == Editierfarbe ==
    • Arc System Works Releases Changelist for Upcoming BlazBlue: Chronophantasma Balance Patch

      System

      Break Burst – Increased the active frames of the attack portion
      236 Commands – An 6236 input will give a 623 motion priority, but 641236 will give a 236 motion priority. (Same goes for reverse inputs)
      632146 Commands – Currently performable with a bare minimum of 6246, but now also performable with a bare minimum of 6316.
      Post Round Actions – The time where you can move your character after a round ended has been shortened
      Jump Attacks – Jump attacks have generally increased P1 (Initial Proration)
      Backstep – Full duration and invincibility have been adjusted
      Negative Penalty – Has been adjusted in accordance to character abilities

      Ragna

      D Inferno Divider – Increased the speed at which he falls, decreased recovery
      Gauntlet Hades – Made it so it cannot whiff (and go over) crouching characters
      Overdrive Version Dead Spike – Will no longer travel offscreen in the corner
      Belial Edge – For the last hit, decreased the float height, decreased untechable time. When the last hit makes contact, it can be canceled into a Distortion Drive

      Jin

      Throw/Backthrow – Is now dash cancelable when it hits
      Jump C/Jump 2C – Decreased hitstun on grounded opponents (no change to airborne opponents)
      6A – Decreased recovery
      Hishouken – Decreased recovery. Charged version charges faster
      Hirentotsu (first hit), Musou Toshogeki – Decreased combo starter time

      Noel

      Counter Assault – Improved hitbox of the attack portion
      Crash Trigger – Changed hit property to a ground bounce, can now be canceled into during Chain Revolver strings
      (During Chain Revolver) 6C – reduced the trajectory of the thrown gun, can now hit with all hits easier
      Type Nine – Muzzle Flitter – Damage, proration have been adjusted. When it hits raw, it deals more damage, but during a combo, it deals less
      Type Zero – Fenrir – If the first hit hits an airborne opponent, it will force them to the ground and allow the super to hit fully

      Rachel

      2C – On a ground hit, it cannot be techable until the electricity has finished, also adjusted how far people are blown away and the untechable time
      Impish Gypsophila – Can now only be moved four times. The hitbox now appears while the projectile is moving.
      Barrel Lotus, Beelze Lotus – Slower to start up and move, but now lasts longer. Attack data has been adjusted

      Taokaka

      All C Attacks – C Attacks will now stop charging if the button is released at any time
      3C – After the second hit, it can be canceled into Overdrive
      6C – Decreased active frames of the attack portion, increased the recovery
      Cat Person’s Secret Art – Hexaedge – Overdrive version has been added
      Unison Cats! – The normal version now wall bounces the opponent (no change to the Overdrive version)

      Tager

      5A/2A – Decreased combo starter time
      3C – Decreased the startup of the attack
      2D – Decreased recovery, hitstun on a grounded opponent, and blockstun. It is now better on whiff, but no change when it is blocked
      Jump 2C – When it counterhits an opponent, the bounce height has been adjusted so that it can be confirmed the same way
      Gadget Finger – Decreased Heat gain

      Litchi

      Staff 4B – No longer moves forward during the animation. Increased recovery
      Overdrive D Attacks – Can no longer be moved during the an Overdrive Activation Motion
      Itsuu (C follow up) – Increased the startup of the attack, increased the recovery of the attack
      Kokushi Musou – Increased damage, decreased untechable time. Adjusted how the hit launches opponents, making it easier to hit with all the hits
      Chinroutou – Increased the animation speed when it hits. Decreased the forward movement of the animation

      Arakune

      Curse Gauge – When Arakune is taking damage or blocking, the gauge decreases faster. In any other situation, the gauge decreases slower
      C Bug, D Bug – Decreased the amount of curse gauge that either bug costs
      A +/- B – Mist now comes out faster and is more effective at chasing. There is now a visual effect when opponents have been slowed by this attack

      Bang

      2C – Is now a level 4 attack
      6B – On airhit, it causes a groudn bounce
      Bang Iron Storm – The input is now 632146B
      Shishigami Ultimate Hidden Art – Ultimate Ten Thousand Hurricane Explosion – The attack is now faster against grounded opponents

      Carl

      Doll Gauge Expenditure – The gauge no longer decreases during Nirvana’s activation animation
      Doll Gauge Recovery – The gauge now starts to recover faster. During Overdrive, the gauge will recover during Nirvana’s activation animation
      Cantabile – On counter hit, it now launches the opponent high enough to combo
      Volante – Increased doll gauge cost
      Laetabilis Cantata – Increased the untechable time of the last hit and the greatly increased knockback of the attack

      Hakumen

      Air Throw – Can no longer cancel the first hit into Overdrive. The second hit now ground bounces
      Magatama Gauge – Decreases the rate that the gauge increases while Hakumen is midair. (Includes during Overdrive)
      6D – Increased the forward movement greatly, now has less recovery when it misses
      Jump D – Can now be canceled into Agito immediately with only the press of an A button
      Agito – Increased hitstop and recovery, is now worse on block

      Nu-13

      Counter Assault – Improved the attack hitbox
      Spike Chaser, Crescent Saber – Dia Form and Luna Form versions are now treated as different moves
      Overdrive Version Calamity Sword – After the last hit, can no longer be Emergency Teched
      Astral Heat – Is now an strike attack instead of a throw

      Tsubaki

      6A – Can no longer be Emergency Teched on hit
      6C – Moved the additional hitstop from a blocking opponent, can no be canceled on block
      Judgement Technique – Darkness Piercing Light – Command is now 421A or 421D. The projectile speed of the A version is now faster
      All Macto Maledictis D Attacks – Strengthened the Same Move Proration for all attacks
      Overdrive D Version Confutatis Maledictis – Now has a different animation after it hits. Now hits the opponent forward.

      Hazama

      Overdrive Drive Attacks – Long range version hits now deal less damage, but short range versions now deal the same damage as long range versions.
      All Jump C Attacks – Decreased untechable time, adjusted the air knockback
      Serpent’s Infernal Rapture – Decreased combo starter time
      Bloody Fangs – Decreased the time for follow ups after a successful throw
      Hungry Coils – During the hit animation, it can now be canceled into Eternal Coils of the Dragon Serpent

      Mu-12

      Counter Assault – Improved the attack hitbox
      Jump 2C – Increased hurtbox size
      Sword of Decimation – Fully charged version now has the same recovery time as the normal version
      Sword of Infinity – Time it takes to cross over the opponent has decreased, making it easier to hit the opponent
      Origins – Is now invincible on startup, and then has armor midway through as opposed to being fully armored. Decreased knockback and untechable time

      Makoto

      6B – Now groundbounces an opponent on airhit
      Crush Trigger – Decreased hitstun time on ground hit
      Jump B – Decreased untechable time. Can now be canceled directly into jump D.

      Valkenhayn

      Wolf Gauge – Anytime Valkenhayn transforms into a human, the time before the Wolf Gauge recovers has been increased
      Wolf Jump A – Combo starter time has been decreased
      Wolf Jump B – Combo starter time has been decreased
      Ground Kunig Wolf – Decreased the startup time
      Sturm Wulf – Is now a catch attack instead of a full animation super. Increased speed of the animation portion

      Platinum

      6A – Now causes float on counter hit
      Jump C – Now has more hitstun on grounded opponents
      Magical Bat, Magical Fry Pan (Including Miracle Jeanne versions) – No longer has sam move prorate
      Mystical Momo (Surprise Box, including Miracle Jeanne versions) – Now has a “Close/Mid” and “Mid/Far” set versions
      Overdrive Cure Dot Typhoon – Increased the untechable time on hit. Decreased the recovery for Platinum

      Relius

      Jump 6D, 2D, 8D – Increased P1 (Initial Proration)
      Gado Leis – On air hit, it causes a ground bounce while pulling the opponent in
      Bel Lafino – Can now longer be emergency teched on counter hit
      Duo Bios – Decreased hit stop

      Izayoi

      Gain Arts Air Dash – Can now be performed twice
      Gain Arts Ground Dash, Air Dash – Can now be directionally influenced while midair, by inputting up or down
      Gain Arts Air Backdash – Has the same animation as the ground version, but has no invincibility
      5B – Improved attack hitbox, reduced hurtbox
      Gain Arts 5C – Decreased knockback distance
      Normal Mode 3C – On hit it now floats higher. Increased P2 (Combo Proration)
      D Sonic Saber – Now consumes 2 orbs when used. The ground version can be canceled into D Mirage Thruster
      D Mirage Thruster – Now only consumes 1 orbs when used

      Amane

      Crouching A – Is now a single move, instead of two moves
      5C – Decreased recovery time
      6D – Decreased gain of the Spiral Gauge when the attack does not hit
      Spinning Cloth Arts – Needle Storm – Is now projectile invincible during the stance portion of the attack. Increased the rate of gate for the Spiral Gauge during this move
      Evil Dragon Arts – Divine Beast Forged Spear – Increased damage, opponent stays close after hit

      Bullet

      Heat Up Level 2 – The flickering aura has been adjusted, it now appears much darker
      5A, 2A – Improved attack hitbox
      5C – Can now be charged. The charge version performs as the current one does, the uncharged one is smaller in movement
      Jump B – Jump B can now be canceled into Jump A
      Crush Trigger – On ground hit, it causes stagger. On air hit, it causes a wall bounce.
      Miquelet Capture – Increased damage. Until the attack ends, the attack is now projectile invincible
      Black Out – Activation is now “Requires Level 2 Heat Up” instead of “50% Heat Gauge”

      Azrael

      Overdrive D Attacks – Can now be special canceled
      Hornet Bunker – Decreased recovery, when it activates a weak point, the knockback is smaller
      Cobra Spike – Adjusted the knockback to make it easier to combo into Leopard Launcher
      Sentinel Dump – Input is now 214C
      Growler Field – Increased untechable time, now blows the opponent much higher

      Kagura

      Counter Assault – Improved attack hitbox
      5C, 2C – Damage, recovery, blockstun, and hitstun have all been reduced
      3C – Now causes knockback
      6A – Can no longer be normal canceled, decreased recovery
      Ground Throw – Now wall bounces
      Toryu Renzan (C during 5D) – The second hit now has a better hitbox, the attack also moves forward slightly. The untechable time during the Overdrive version has been increased
      Sairingeki (A during 2D) – When stance canceled, it now cancels into the air stances isntead of grounded ones
      Ryusenken (B during 2D) – Now moves faster. The second hit is now a level 5 attack
      Ryujinsho ([2] then 8C) – Combo starter time has been decreased. Causes wall stick on counter hit in the corner
      Ryuo Zangaosho (28D during any stance) – Now has an Overdrive version. Both versions now autocorrect the direction towards the opponent

      Kokonoe

      Character Combo Rate – Changed from 80% to 70%
      6B – Can only be canceled to from 5A and 2A. Can now be canceled into 5C or 3C. The uncharged version now forces crouching.
      Jump C – Can no be blocked while crouching
      Jump 2C – Attack motion has changed. Kokonoe now moves upwards before attacking. On ground hit, it causes hitstun instead of instant knockdown. Now has landing recovery. Removed same move prorate.
      Gravity Gauge – Gauge expenditure and recovery are now both faster
      Activate – Only has a hitbox during combos, when the opponent is already being hit
      Equipment Number 06: Teleporting Layer Haze Ver1.24 – No longer crosses up when the opponent has their back to the corner. When teleporting to a far away Graviton, she appears in front of the Gravition. When teleporting to a close Graviton, she teleports on top of the Graviton.
      Equipment Number 03: Freezing Absolute Zero Ver4.32 – Deals less chip damage on block. On hit, the gatling gun portion has less hits. If she has over 50% gauge it will automatically activate her new Distortion Drive Equipment Number 08: Flying Heaven – Greed Climb.
      Equipment Number 07 – Gravity Jammer Dark Ver1.65 – When activated, it removes all Gravitons. No longer recovers Gravity Gauge during use. When used too close to the corner, the attack will now appear offscreen. Overdrive version added.
      Equipment Number 08: Flying Heaven – Greed Climb – New Distortion Drive

      Terumi

      Distortion Drive Cancel Windows – The follow attacks can now be canceled from the stated point, and unless otherwise stated, until the end of the move
      Jagaku – First hit until before the second hit, and after the third hit
      Gasensho – Right as the last hit connects
      Garengeki – After the first hit (not cancelable just before the last hit)
      5D – Increased attack level. Increased attack active frames. Decreased recovery
      6B – Decreased attack startup. Increased attack active frames.
      6C – Increased recovery, now counter hit state after active frames end. Decreased stagger time on counter hit
      Jagaku, Gasensho – Now absorb the opponent’s Heat Gauge during Overdrive
      Garengeki – The max version now wall bounds even midscreen
      Ground Verison Jakyo Messenga – Now hits the opponent diagonally, making it easier to follow up
      A Version Orochi Burensen – New move. A low version of Orochi Burensen
      B Version Orochi Burensen – Is now invincible during the superflash. Only causes wall bound in the corner now
      214214D (Jarin Renshoga) – A new anti-air version of Jarin Renshoga.

      Source: Arc System Works (via Lich), BlazBlue Official Page, and Toshimichi Mori (via Dustloop)

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


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      == Editierfarbe ==
    • Die genauen Changes der anderen Chars mit dustloop translation und Quelle:
      Spoiler anzeigen


      Kokonoe:
      Backdash - duration decreased to 22 frames (rather than 24). Invul frames now last from 1 to 7 (rather than 1 to 12). Airborne from 1 to 14 frame (rather than 1-16). Traveling distance decreased.
      Negative Penalty Resistance - increased from 2 to 4.
      Character Combo Rate - decreased to 70% (rather than 80%).
      Hitstun hurtbox - now larger in all directions.
      5C - can no longer jump-canceled on block (still possible on hit). Can no longer gatling into 6A and 6B.
      2C - can no longer gatling into 6A and 6B.
      5B, 2B - can be gatlinged into up to 2 times in a single chain. Can no longer gatling into 6B.
      2B - the hurtbox is increased (up to the wrench).
      3C - can now be special-canceled. The second hit's attack level is now 2.
      j.B - the hitbox is now smaller. The hurtbox is now larger.
      6B - the second hit can now gatling into 5C and 3C. The second hit's non-charged version's attack level is now 3 (rather than 5). Now forces crouching on ground hit.
      j.C - can now be blocked while crouching. Attack level decreased to 3 (rather than 4).
      j.2C - damage decreased to 900 (rather than 1000). P1 decreased to 70% (rather than 90%). No longer knocks down on ground hit. Now has the landing recovery of 9 frames. SMP removed.
      Graviton Gauge - now decreases by 2 and recovers by 6 each frame (rather than by 1 and 3, respectively; the gauge's total amount is 1500).
      Activate - can now only hit opponents in hitstun.
      A Armament No02 [Broken Bunker Assault Ver2.21] - the recovery on hit is increased. The follow-up time in the corner decreased to 5 frames (rather than 8).
      Armament No02 [Broken Bunker Assault Ver2.21] (Explosion) - P1 decreased to 75% (rather than 100%). P2 increased to 92% (rather than 70%).
      Armament No06 [Planar Haze Ver1.24] - if Kokonoe stands closer to Graviton's back, she teleports in front of it. Can no longer cross-up if the opponent is standing in the corner.
      Armament No04α [Flame Cage Ver1.43] - now hits 4 times (rather than 6).
      B Armament No05 [Banishing Rays Ver3.10] - attack doesn't come out unless the opponent comes closer. Can now be used again (the icon re-lits) 30 frames later (like the A version).
      Armament No03 [Absolute Zero Ver4.32] - the freezing gun's chip damage is decreased to 50 (rather than 100). The machine gun's damage is decreased to 60 (rather than 60) (total damage decreased from 2500 to 1671). Maximum amount of hits decreased from 48 to 40.
      Armament No04β [Pyro: Flaming Belborg Ver2.73] - the projectile's minimum damage decreased to 10% (rather than 20%).
      OD Armament No04β [Pyro: Flaming Belborg Ver2.73] - the damage is 210x18 (regular version's is 270x12). P2 is 97% (regular version's is 95%). Hit stop is 2 frames (regular version's is 3). Minimal damage proration is 15%.
      Armament No07 [Jamming Dark Ver1.65] - on activation, deployed Graviton disappears, while the Graviton gauge freezes. When used in the corner, the attack comes out beyond the screen. The heat gauge cooldown is now 240 frames.
      OD Armament No07 [Jamming Dark Ver1.65] - the damage is 1800. When used in the corner, the attack comes out on the screen.
      Armament No08 [Hiten Greed Rhyme Ver1.00] - new move added. Triggers automatically after Absolute Zero hits if the player has 50% of heat gauge. The OD version deals more damage.

      Kagura:
      Hitstun motion - an upper hitstun motion (after being hit with jumping attacks and the like) now has a taller hurtbox.
      Negative Penalty Resistance - increased from 3 to 5.
      Counter Assault - the hitbox is increased downwards.
      5C - recovery decreased to 23 frames (rather than 26). Damage decreased to 1000 (rather than 1100). Guard recovery decreased to 22 frames (rather than 25). No longer staggers on ground hit (hitstun decreased from 31 to 28 frames). Blowback decreased on aerial hit, untech time decreased to 36 frames (rather than 40).
      2C - recovery decreased to 23 frames (rather than 33). Damage decreased to 900 (rather than 1000). Guard recovery decreased to 20 frames (rather than 23). Hitstun decreased to 28 frames (rather than 31).
      3C - the blowback is lower, but farther.
      6A - recovery decreased to 19 frames (rather than 21). Now -3 on block (rather than -5). Can no longer gatling into 6B. Can no longer be special-canceled.
      6C - start-up decreased to 22 frames (rather than 24). Damage decreased to 1200 (rather than 1300). Guard recovery increased to 24 frames (rather than 20). Head invincibility removed. The blowback is lower.
      j.B - can now gatling into j.A.
      Ground D stances - can now be followed up sooner (after 14 frames rather than 17).
      Midair D stances - can now be followed up sooner (after 5 frames rather than 8).
      Midair D stance cancel - now available later (after 34 frames rather than 19).
      Forward throw, backward throw - now wall-bounces in midscreen and wall-splats in the corner.
      Follow-up backdash - duration decreased to 25 frames (rather than 30).
      Ryuuhashou - stagger time on counter-hit increased to 43 frames (rather than 40).
      Ryuugekisou - P2 changed from 60%+100% (total 60%) to 80%+65% (total 52%).
      Toryuurenzan - the second hit's hitbox is increased. Now moves Kagura forward during the attack.
      OD Toryuurenzan - the second hit's untech time is increased to 50 frames (rather than 42).
      Sairingeki - when switching to another D follow-up, Kagura is considered airborne.
      Ryuusenken - the dash's speed is increased. the second hit's attack level is increased from 3 to 5 (now -5 on block rather than -9).
      Ryuugajin - untech time decreased to 45 frames (rather than 60).
      Hiryuusengeki - can now only withstand 1500 damage from projectiles during the charge (rather than any amount).
      Ryuujinshou - combo rate time decreased to Moment (rather than Fast). Wall-splats on counter-hit. The blowback is lower.
      OD Ryuuha: Gokuenjin - now only kills the opponent on the follow-up hit.
      Ryuuou: Zangaoushou - OD version added; the damage is 500, 550x19, total 2881 (regular version's damage is 500, 4000, total 2247). Both versions now turn Kagura around on activation.

      Terumi:
      Backdash - duration decreased to 22 frames (rather than 25). Invul frames go from 1 to 5 frame (rather than from 1 to 6).
      Negative Penalty Resistance - increased from 2 to 4.
      5C - attack level decreased from 4 to 3. First hit's knockback is decreased. Second hit's hitstun increased to 20 frames (rather than 19), guard recovery increased to 19 frames (rather than 18), now -2 on block (rather than -3).
      5D - now active for 4 frames (rather than 3). Recovery decreased to 18 frames (rather than 23). The closer edge of the hitbox is now taller. Attack level increased from 3 to 4. Now -3 on block (rather than -9). Hit stop decreased to 9 frames (rather than 11). P2 increased to 80% (rather than 74%). Other level-related changes apply.
      2D - P1 decreased to 90% (rather than 100%). P2 increased to 92% (rather than 82%). Untech time increased to 36 frames (rather than 30). Aerial hit now has higher blowback, but weaker pull.
      6B - start-up decreased to 24 frames (rather than 26). Now active for 3 frames (rather than 2). Now +3 on block (rather than +4).
      6C - can now be counter-hit up until the move's last frames. Recovery increased to 31 frame (rather than 29). Now -14 on block (rather than -12). Knockback decreased. Time to follow up on ground counter-hit decreased to 10 frames (rather than 24).
      3C - Follow-up time on hit decreased by 1 frame.
      6D - the first hit's bottom hitbox is decreased.
      Jagaku - damage changed from 300x2, 900 to 360x2, 800. P2 changed from 100, 79x2 to 89x3. If the move hits in the corner, is knocked back. Can be DD-canceled on first hit, third hit and block. OD version's second and third hit each drain 2.5% of opponent's heat gauge.
      Gasenshou - can be DD-canceled at any time after the last hit. OD version drains 10% of opponent's heat gauge.
      Garengeki - lv.1 version can be DD-canceled at any time from the first hit to the final frames. Last hit can be emergency teched. Lv.1 and lv.2 versions now cause slide down on midscreen and wall-bounce in the corner. The mash hits' damage is now 100 and doesn't prorate. Lv.3's last hit wall-bounces everywhere, the mash hits' damage is 100 (proration applies).
      Ground Jakyou Messenga - now active for 2 more frames. P2 decreased to 70% (rather than 80%). Now blows back diagonally upwards, making it easier to follow up. Time to follow up decreased by 4 frames.
      Midair Jakyou Messenga - P2 decreased to 70% (rather than 80%). The blowback is adjusted, making it easier to follow up.
      OD Gouga Soutenjin - on counter-hit, the last hit ground-bounces slightly higher. Time to follow up increased by 4 frames.
      Midair Gouga Soutenjin - can no longer be blocked in midair.
      A Orochi Burensen - new move added. The input is 63214A. Can only be blocked low.
      B Orochi Burensen - invincibility adjusted from 9 ~ super-flash 3 to super-flash ~ super-flash 3. The last hit causes slide down in midscreen and wall-bounce in the corner.
      OD Ouja Zanrouga - now deals multiple hits on successful catch.
      Jarin Renshouga (air) - new move added. The input is 214214D. Can't be blocked in midair (other than with barrier). OD version is unblockable.
      Jarin Renshouga (ground) - the start-up is increased to 9 frames + superflash 22 (rather than 9 + superflash 13).

      Amane:
      Backdash - duration increased from 20 to 25 frames. Invul frames go from 1 to 7 (rather than 1 to 5). Airborne on frames 1 to 19 (rather than 1 to 16). Traveling distance increased.
      Negative Penalty Resistance - increased from 2 to 4.
      Knockdown - now more likely to fall on his back after being knocked down.
      2A - now deals one hit. New frame data is start-up 7, active 3, recovery 9, frame advantage +0 (rather than 7/2(6)1/11/+0).
      5C - recovery decreased to 12 frames (rather than 18).
      6D - now only increases the Spiral gauge by 60 per frame on whiff (rather than 200, with 6000 being one level of the gauge).
      Aerial throw - the bounce of the first hit is decreased to make it easier to follow up.
      Ninpu Sengeki "Hariken" (Stance) - now has projectile invulnerability starting from the fifth frame. The amount of Spiral gauge gained now gradually increases from 60 to 100 by 10 (with 6000 being one level of the gauge).
      Jyuuken Dageki: "Gekiren" - the hitbox now disappears when Amane is dealt damage.
      Kyouryuu Tokkou: "Seijyuu Rensoukyaku" - the damage is increased, Amane stays closer to the enemy after hitting them.
      Jyatoku Meika: "Gouha Houyou" - the vertical hitbox is increased.

      Bullet:
      Backdash - duration reduced from 26 to 22 frames. Invul frames now go from 1 to 7 (rather than from 1 to 9). Airborne on frames 1 to 12 (rather than 1 to 16). Traveling distance decreased.
      Negative Penalty Resistance - increased from 3 to 5.
      Heat-Up Lv.2 - the color of the blinking red aura is now a bit darker.
      Blowback - Bullet's hitbox is slightly adjusted.
      5A - the vertical hitbox is increased.
      5B - damage is reduced to 550 (rather than 700).
      5C - can now be charged. Regular version: start-up 13, level 3, 750 damage, frame advantage -1, no fatal counter. Charged version: start-up 19, level 4, 800 damage, frame advantage +1, fatal counter.
      2A - the vertical hitbox is increased downwards.
      2C - damage is increased to 400+700 (rather than 400x2).
      3C - damage is increased to 850 (rather than 700). The vertical hitbox is increased. Now only has the body invulnerability that lasts up until the move's active frames.
      6B - damage is reduced to 650 (rather than 700).
      j.B - now has a Revolver Action into j.A.
      Crush Trigger - now staggers on ground hit and wall-bounces on aerial hit.
      Miquelet Capture - damage is increased to 1500 (rather than 1000). Now projectile-invulnerable up to the end of the move.
      Flechette Engage (Lv.2) - the blowback is adjusted, making it easier to follow up.
      Rage Aggressor - now doesn't kill the opponent until the last hit.
      Blackout - the requirements are changed to "Heat-Up Lv.2".

      Azrael:
      Backdash - duration increased from 26 to 28 frames.
      Negative Penalty Resistance - reduced from 6 to 5.
      OD D normals - now special-cancelable.
      3C - can now be canceled into Sentinel Dump from frame 26 (rather than 30).
      Hornet Bunker - recovery decreased to 24 frames (rather than 30). Now -13 on block (rather than -19). The float is decreased on hit with no weak point.
      Hornet Chaser - now goes higher if Hornet Bunker hits the opponent higher.
      Cobra Spike - the blowback is adjusted (easier to land Leopard Launcher).
      Sentinel Dump - now performed with the 214C command.
      Growler Field - untech time increased to 27 frames (rather than 17). Now blows the enemy away diagonally upwards.

      Nu:
      Negative Penalty Resistance - lowered from 8 to 4.
      Counter-Assault - hitbox is improved (now hits targets like crouching Taokaka).
      Spike Chaser, Crescent Saber - Dia and Luna versions are now considered to be separate moves.
      OD Calamity Sword - the last hit is now untechable.
      Sword of Destruction - is now a regular hit.

      Mu:
      Backdash - duration reduced from 25 to 22 frames. Traveling distance slightly decreased.
      Negative Penalty Resistance - reduced from 8 to 4.
      Counter-Assault - hitbox is improved (now hits targets like crouching Taokaka).
      j.2C - Mu's hurtbox is larger.
      Sword of Decimation - the Lv.3 version's recovery is now 22 frames (rather than 26).
      Sword of Rebirth - the speed after jumping over the opponent is decreased, making it easier to hit with.
      Origins - the float's height is decreased, the untech time is decreased to 19 frames (rather than 28). Rather than starting from the move's start-up, the super-armor now activates from 8th frame (on ground) and from 7th frame (in midair) - and before that, the move is now completely invulnerable.
      Sword of the Godslayer - hitbox is improved.

      Izayoi:
      Backdash - duration increased from 20 to 22 frames. Now invulnerable on frames 1 to 7 (rather than 1 to 5).
      GA Backdash - minimal duration increased from 18 to 22 frames. Now invulnerable on frames 1 to 7 (rather than 1 to 5). Traveling distance increased.
      GA Airdash - can now be performed up to two times.
      GA Dash - can now glide after the airdash. Now accelerates with both ground and midair versions. The trajectory can be changed by pressing Up or Down.
      GA Air Backdash - changed the same way as the ground version (no invulnerability).
      Hitstun - now turns around properly when hit from behind.
      5B - the hurtbox at the tip of the move is reduced. The hitbox is increased.
      GA 5C - the knockback is decreased.
      6A - the guard point now activates from 4th frame.
      6B - the invincibility now activates from 4th frame. The feint now no longer activates if you release the button at any time.
      3C - now floats higher. P2 reduced to 79% (rather than 89%).
      GA 3C - can now be only canceled on hit.
      GA j.C - now active for 5 frames (rather than 3).
      Crush Trigger - can now be barrier-blocked on max charge.
      D Sonic Saber - now costs 2 stocks of Zero Weave gauge. Damage of the smaller swords reduced to 150 (rather than 200).
      Ground D Sonic Saber - start-up reduced to 20 frames (rather than 26). Duration increased to 51 frame (rather than 43). Now +19 on block (rather than +28). Can now be followed up with an aerial D Mirage Thruster.
      Midair D Sonic Saber - Start-up reduced to 22 frames (rather than 23). Duration reduced to 41 frame (rather than 42).
      Low Crusade Seraphim - P2 reduced to 79% (rather than 89%).
      D Mirage Thruster - now costs 1 stock of Zero Weave gauge.
      Slaver Trans-Am - the duration is doubled.

      Makoto:
      Backdash - duration increased from 20 to 22 frames.
      Negative Penalty Resistance - increased from 2 to 4.
      6B - ground-bounces on aerial hit. Untech time increased to 24 frames (rather than 17). j.B > j.B now connects.
      Crush Trigger - the spinning hit stun is reduced.
      j.B - untech time reduced to 26 frames (rather than 30). The blowback distance is reduced. Now has revolver action into j.D.
      Taunt - now has the 10% chance of throwing an acorn.

      Valkenhayn:
      Backdash (human) - duration increased from 13 to 22 frames. Invul frames last from 1 to 7 (rather than from 1 to 5). Now considered airborne from 1 to 15 frames (rather than from 1 to 13). Traveling distance is increased.
      Backdash (wolf) - duration increased from 13 to 25 frames. Invul frames last from 1 to 5 (rather than from 1 to 10). Now considered airborne from 1 to 21 frames (rather than from 1 to 13). Traveling distance is significantly increased.
      Negative Penalty Resistance - increased from 2 to 5.
      Wulf Gauge - after changing from wolf form to human form manually, the gauge recovery is slowed down for a while (the recovery rate equals 1 for 90 frames after switching back to human form, and equals 3 afterwards).
      Forward throw, backward throw, aerial throw - the damage is now 1400, like with other characters.
      Wolf j.A - combo rate time is now Moment.
      Wolf j.B - combo rate time is now Fast.
      Ground Konig Wulf - start-up is reduced to 20 frames (rather than 22). Can now combo from [w]5C.
      B Konig Wulf - now floats lower.
      Eisern Wulf - on hit, the hit stop is increased for the opponent (from 0 to 3 frames).
      Sturm Wulf - the auto-combo now comes out only if the first hit lands. The auto-combo is now faster. Now -22 on block (rather than -32).
      Stagger - now falls on his back if staggered.

      Platinum:
      Negative Penalty Resistance - decreased from 6 to 4.
      6A - now floats on counter-hit.
      j.C - hit stun is increased to 19 frames (rather than 17).
      Magical Bat, Magical Frying Pan (Special versions included) - SMP removed.
      Mystic Momo (Magical Music Box - Special version included) - now places the boxes at middle and long distance (rather than short and middle distance).
      OD Cure Dot Typhoon - Untech time is increased by 20 frames. The recovery is decreased by 8 frames.

      Relius:
      Backdash - duration increased from 13 to 22 frames. Traveling distance is decreased.
      Negative Penalty Resistance - reduced from 6 to 4.
      j.D, j.2D, j.8D - P1 reduced to 90% (rather than 100%).
      Gad Leis - now pulls the enemy and ground-bounces with no float.
      Bel Lafino - now untechable on counter-hit.
      Duo Bios - hit stop is reduced (8 frames for all hits other than the last one. In OD, 2 frames for the first half, 1 frame for the second half).
      OD Vol Tedo - only kills with the last hit.

      Carl:
      Backdash - duration increased from 22 frames (rather than 20). Airborne from frames 1 to 18 (rather than frames 1 to 20). Traveling distance is decreased.
      Nirvana gauge - no longer reduces while Nirvana is simply activated. Now starts recovering after 60 frames (rather than 80 frames). OD version starts recovering after 0 frames (rather than 10 frames).
      Overdrive - Nirvana gauge recovers even while performing various actions (16 rather than 0). The recovery is increased while Nirvana is deactivated (24 rather than 16).
      Cantabile - floats higher on counter-hit, giving more time for a follow-up (about 11 frames).
      Volante - now costs more Nirvana gauge (850 rather than 700).
      Laetabilis Cantata - untech time of the last hit increased (13 frames rather than 10), the blowback is adjusted (closer, but higher).
      OD Rhapsody of Memories - hit stop is increased (2 frames rather than 1), except for the last hit.

      Hakumen:
      Negative penalty resistance: reduced from 6 to 5.
      Aerial throw: first hit now deals 200 damage (rather than 0). Untech time reduced to 20 frames (rather than 70). Combo rate time is decreased from none to Fast. Can no longer cancel into Overdrive (can still be RC-canceled). Second hit now ground-bounces. Second hit's damage is reduced from 1400 to 1200. Untech time reduced to 60 frames (rather than 70). Can now be emergency-teched.
      Magatama gauge: now builds up slower in mid-air (ticks every 2 frames normally, ticks every 14 frames in Overdrive).
      6D - traveling distance is increased. Cooldown on whiff decreased to 4 frames (rather than 6). P2 decreased to 70% (rather than 80%). Easier to follow up at close range from a counter-hit.
      j.D - can be followed up into Agito on hit by pressing A (the Mugen version).
      Agito - hit stop increased to 7 frames for Hakumen / 12 frames for opponent (rather than 0/7). Now -2 on block (rather than +0).
      OD Yukikaze - doesn't perform the finishing animation unless the last hit lands.

      Tsubaki:
      Backdash - duration increased to 22 frames (rather than 20).
      Negative penalty resistance: increased from 2 to 4.
      6A - can no longer be emergency-teched, knocks down on aerial hit.
      6C - can be canceled on block. If canceled on block, no hit stop occurs for the opponent. Now -18 on block (rather than -12).
      3CC - pulls in the enemy a little closer on counter-hit.
      D Sanctus Aequum - now always blows the enemy away forward on aerial hit.
      Lux Macto - now performed with 421A/D. A version now shoots after 25 frames (rather than 27), overall duration reduced to 54 frames (rather than 56), the projectile accelerates faster.
      D attacks during Macto Maledictis - SMP-level increased from 1 to 2.
      D Sanctum Decus during Macto Maledictis - if Macto Maledictis ends while Sanctum Decus is being charged, the D version still comes out.
      OD D Confutatis Maledictis - start-up slightly modified. The last hit now blows the enemy away forward.

      Hazama:
      Backdash - invul frames now go from 1 to 7 (rather than from 1 to 6). Now airborne on frames 1 to 19 (rather than 1 to 16). Traveling distance is increased.
      Negative penalty resistance - increased from 2 to 4.
      OD D attacks - rather than doubling the damage, the short-range versions now deal the same damage as the long-range ones (short-range damage is doubled, long-range damage stays the same).
      j.C - untech time decreased to 19 frames (rather than 21) for 1-4 hits and to 21 frame (rather than 25) for the 5th hit. The blowback on aerial hits is adjusted.
      Ressenga - combo rate time decreased to Moment.
      Gasaishou - decreased the time window for a follow-up after the throw (about 7 frames).
      Jakou - the second half of the hit animation can now be canceled into Mizuchi Rekkazan.
      Jayoku Houtenjin - damage decreased to 1800 (rather than 2500).
      Mizuchi Rekkazan - the chain now pulls the enemy closer, putting them into the range of Overdrive's ring.

      Tao:
      Added OD version for Hexa Edge
      Cat Jump startup can be canceled into Barrier guard, specials, OD
      Change to C move charging - C mash used to accidentally turn into the charged version easily, so they made changes to fix that.

      Backstep: 18F->22F
      C move charging: Doesn't count if you release the button at all.
      3C: Can cancel into OD after 2nd hit.
      6C: Active 6F->3F. Recovery 18F->29F. Full animation 42F->50F. Attack level changed to 3 for normal version only.
      Dancing Edge: Chip damage removed. Air version doesn't land before the attack comes out, even if done just before hitting the ground. Hit box doesn't appear until near opponent (loses more easily to long-reaching moves).
      5D: Increased knockback
      jD: P2 92%->82%
      Cat Spirit: Min damage after 5th hit changed 60%->40% (600->400 damage).
      Cat Jump: Airborn frames changed 8F~->11F~. Frames until you can take action 16F->19F.
      Hexa Edge: Added OD version.
      Unison Nyaibu: Base damage 2113->1960 (2307->2497 in OD). Min damage 1050->820 (1640->1225 in OD). Last hit of normal version causes wall bounce. (Landing it in corner causes opponent to bounce towards midscreen, switching sides).


      Tager:
      Duration of backstep animation increased, making it easier to hit out of.
      5A and 2A combo rate time changed to "Moment" type (less punishing for people to get A'd when watching out for throws).
      2D made safer.

      Backstep: Full animation 23F->28F. Invuln 1~19->1~20. Airborn 1~23->1~28. Movement distance slightly decreased.
      5A, 2A: Combo rate time changed to "Moment" type.
      3C: Startup 14F->13F
      2D: Recovery 24->18F. Hitstun 34F->28F. Blockstun 32F->26F
      j2C: Made aerial CH bounce heights always be about the same.
      Gadget Finger: Heat gauge multiplier 1300%->700%. (Actual gain 936->504)


      Arakune:
      Change in curse gauge depletion rate. It lasts longer when you're attacking, and shorter when you're on the defensive.
      a±b homing speed increased.

      Backstep: Full animation 37F->34F. Invuln 1F~26F->1F~24F
      Negative penalty resist: 6->5
      Curse gauge depletion: Rates are: 15->60 when hit, 15->40 when blocking, 30->20 for everything else.
      C bug, D bug: Curse usage decreased. C bug 5000->4000. D bug 12000->10000.
      a±b: Full animation 54F->45F. Cloud startup 31F->25F. Homing speed increased. The cloud sticks to the opponent when they are slowed, giving a visual indicator.
      Zero Vector: Cloud disappears the moment Arakune is hit.
      F Inverse: Startup 5+0->5+2


      Litchi:
      Staff 4B no longer goes into Straight Through followup on ground normal hit (combos using will have to be reworked).
      13 Orphans damage increased (might be good to research putting it into combos).

      Backstep: Full animation 21F->22F. Airborne 1F~14F->1F~15F
      Staffless jB, jC: Added revolver action to staffed j2D.
      Staffless 4B: No longer moves forward.
      Staffed 4B: Recovery 21F->29F. Frame Adv -5F->-13F. No longer moves forward.
      D moves during OD: Can no longer control staff during OD activation animation.
      C Straight Through: Startup 7F->10F. Full animation 48F->53F. No longer staffless afterwards.
      13 Orphans (vertical): Damage 300->400. Untechable time 60F->30F. Adjusted knockback on hit, making it easier to land all hits.
      13 Orphans (horizontal): Damage 250->300. Untechable time 40F->30F. Hitbox improved and knockback on hit adjusted, making the hits land easier even on airborne/crouching opponents.
      All Terminals: Made combo-rush section animate faster. Move distance from that portion subsequently decreased.
      9 Gates: Now usable with 34123646D during OD.


      Bang:
      6B hit properties on airborne opponents changed, decreasing followup window by 5F. 3C FC combos will need to be reworked.

      2C: Attack level changed to 4.
      6B: Hit property for air hits changed to ground bounce.
      Steel Rain: Command changed to 632146B
      Hurricane Fury: Grounded version startup, active frames changed to be same as aerial version. (Startup 19F+10F->19F+3F, Active 1F->2F).



      Dieser Beitrag wurde bereits 3 mal editiert, zuletzt von Fish ()

    • Dustloop|Zedar90 schrieb:


      What...
      Lambda and Celica coming to the Arcades this fall.
      Celica fights together with Minerva, Lambda is based on Nu's Luna form.

      source: gamestalk.net/bbcp/ & blog.livedoor.jp/od3/archives/52077925.html


      Celica erst legit NPC und jetzt kann sie doch kämpfen (mit Story Plot Devise Minerva)
      Damit haben wir den dritten TagTeam Char
      Mori, pls

      Und Lambda wird aus der Bio Tonne geholt und so richtig schön recycelt

      Bravo ASW, so viel Kreativität

      Serious: Mal sehen was da noch alles kommen könnte

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Owner ()

    • Quelle

      Von 07/08 bis 10/08/2014 laufen die ersten Location Tests von BBCP Ver 2.0 (offizielle Bezeichnung) in

      Akihabara Hey – Tokyo
      Taito Station Ohsu – Nagoya
      Taito Station Osaka Nipponbashi – Osaka
      Taito Station Fukuoka Tenjin – Fukuoka

      Neuer Character Select Screen

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


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    • Wie es scheint wird H2 Interactive BlazBlue: Chrono Phantasma Extend auf dem PC/Steam veröffentlichen.
      Geplanter Veröffentlichungstermin: Januar 2016

      h2interactive.co.kr/board.html?tb_name=notice&uid=220

      Arc System Works selbst hat noch kein Statement diesbezüglich abgegeben. Offiziell angekündigt wurde es also noch nicht.
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