Angepinnt BlazBlue ChronoPhantasma Extend (News & Facts Only)

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    • BlazBlue ChronoPhantasma Extend (News & Facts Only)

      Hier bitte nur News und Fakten rund um BBCP reinhauen. Diskussionen und Talk rund um das Game hier: BlazBlue: ChronoPhantasma - Diskussionen, Trivia, Talk

      BBCP Trailer

      mmcafe.com/cgi-bin/forums/bbs/messages/13362.shtml
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      - Location testing will begin tomorrow at Akihabara Hey and run until next Sunday, August 12. (wth? Starting on a normal Monday? Sunday is when Comiket ends and people from all abroad will be coming, so that makes sense though)
      - The new release will be titled Blazblue Chrono Phantasma.
      - There's reportedly a lot that's been changed in the game. The neutral poses have been redrawn for all the characters.
      - Costumes for some of the characters are different. (Might only be Noel since it hasn't been reported for other characters yet)
      - Of course they also have new moves.
      - Noel has a different weapon and she doesn't wear a cap this time.
      - Tsubaki is the version that's fallen to the dark side.
      - Hazama has a new DD.
      - The stage backgrounds are new
      - The BGMs seems to be different as well
      - Three new characters will be added in: Amane, Barret(Bullet?), Azrael. Amane fights with something like a cloth, Barret looks a bit like Makoto, Azrael is muscular.
      [updates]
      - Azrael is a mid-aged muscular man who's sort of a meathead, fighting is everything to him. Drive name is "The Terror".
      - Amane is a man that looks as beautiful as a goddess, fights with a plumage. Drive name is "Spiral".
      - Barret is a close-combat cool female mercenary with cleavage. At a glance her motions looks a bit like Makoto's. Drive name is "Lockon".
      - Voices: Barret= Toa Yukinari (Berserk anime series' Casca), Azrael= Hiroki Yasumoto (Bleach's Chad), Amane=Akira Ishida (Namco Tales series' Rid Hershel)
      - Jin can do his DD in the air
      - Bang has a new DD where he uses his nail
      - Ragna has a new move that looks a bit like Gravedigger (probably means Testament's from the GG series.)
      - Hazama has a new move where he turns into Terumi and steps on his opponent


      Die 3 neuen Chars:

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


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    • andriasang.com/con260/blazblue_net_mode/ - Home Version ist derzeit zu 30% fertig, derzeit wohl PS3 only, mich interessiert mal was die mit dem Online vorhaben (mein blinder Rateversuch ist mal, ASW versucht den Wahnsinn "PS3 vs. Nesica" und naja, der Bringt dem Rest der Welt wohl eher nüscht)
      Auf meinem Grab soll stehn:
      "Naja, immerhin hat ers versucht"
    • System

      Overdrive active time seems to be greatly reduced
      You get about 33% Burst if a round ends while you're in OD


      Hakumen

      2D doesn't bounce
      6B > 5A might work
      Hotaru > dash JC works near corner, but 2C seems to not connect after this
      Corner combo with Renka (1) > Kishuu and Hotaru yields 4k+
      Rumours on the JBBS that you get 1 magatama from Zanshin even if the throw misses
      1 magatama Emma (D > [A]) is gone


      Tager

      Gadget Finger has MAJESTIC pull
      J2C > 5B possible
      C Driver > Gadget possible


      Jin

      5B vacuum back!
      Musou cancel corner stick chains to 5B and leads to great damage.
      Tosshougeki (2) starts up even on miss
      Fubuki useless in corner
      6A doesn't bounce airborne opponent


      Platinum

      Hammer is guard crush? o.o
      Present staff has 4 charges, you can have 2 presents on the field, 236D(?) uses 2 charges


      Arakune
      New animation after astral hits
      Seems like Overdrive works differently from Loketest 1


      Bullet

      Has a move where she rolls forward and attack, chains to projectile


      Hazama

      New DD deals precisely 3k raw
      Zaneiga got repeat proration (?)
      in the 6D > 4D > J6D(?) > Jakou chain, 4D is very hard to hit with, either timing or hitbox specific
      Jakou > Rekkazan possible

      ---

      Ein paar Infos von Isuna von DL zum aktuellen Loktest der heute angefangen hat.
      Spielt ihr Blazblue, Guilty Gear, Anime Games, Airdasher oder sonstige FGs? join HE-Discord (<- mich kann man anklicken.)
    • source: dustloop.com/forums/showthread…82&viewfull=1#post1383082
      Spoiler anzeigen
      New Azrael info:
      - The AH command is 632146C, and it’s actually a counter. If the enemy hits you, the background changes, as Azrael blows the enemy very high upwards. The camera then shows Azrael’s face from above, as he performs an uppercut and sends a gigantic pillar of fire after the enemy. Finally, Azrael poses with his back towards the camera, Raging Demon-style.
      - To give you a rough idea about invincibility of his backstep and forward step, they can dodge Hakumen’s 5C from up close.
      - The weak points disappear if you hit them with 236D or 214D, but it doesn’t seem that the attacks gain any new properties (other than the chase option).
      - It can be a misunderstanding, but it seems like the enemy with both marks on can’t block?

      Amane’s AH command is 222D. The only other info about it is that it transforms Hakumen into Bakumen.
      Also, Amane’s drill chip damage is huge. Like, enormous.

      Bullet’s AH command is 4123641236D, but people are more interested in Relius performing an AH on her than in sharing info about her own.

      EDIT: Tager stuff!

      Various links:
      B Driver > Gadget – Y
      Collider > 5B – N
      Collider > 2D – Y
      Collider > 6C – N
      B Driver > 5B > 4D - Y
      A Driver > Gadget – Y
      B Driver > 3C - N

      Overdrive lasts for about 4 seconds at full health.

      5A>5B>5C>6A>3C>Collider whiff>5B>JB>JC>JD>Punishment deals about 2700 damage.
      In the corner, 5A>5B>3C>Sledge>Hammer>5B>4D>5B>JB>JC>Punishment deals about 3000.
      With the back to the corner, 2B>2C>Collider>2D>5B>Sledge>Hammer>5B>4D>3C>Gadget deals 3100.
      People say that Tager doesn’t need his old Collider if his combo rate has become higher.

      Buffering 720 during OD is possible, but only if the enemy is mashing stuff (?).

      The electricity gauge seems to build up at about the same rate.

      5D seems to have bigger hit stun, even on normal hit.

      720 changes in OD, though the exact change is not confirmed. Probably pulls them in better. Couldn’t try MTW in OD.

      Spark Bolt applies magnetism even when Azu-nyan blocks it with his Raoh aura.

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


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    • Paar Loketest-Infos:
      source: dustloop.com/forums/showthread…28&viewfull=1#post1383828
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      More Kune info

      5Dが壁バウンドということで、今日実際に繋がったコンボを。

      自キャラが端背負いの状態から
      5Cノーマルヒット(前jc)>JA>JC>Aダイブ>ちょい待ち5D(即dc)>5B

      5D(dc)のあとは5Aでも拾えました。キャラによっては5Dまでの段階で繋がらないかも。

      5D wallstick>5A?

      With 5D wallsticking, here's a combo that connected today.

      In the corner, with your back to the wall:
      5C normal hit (forward jc)>JA>JC>A dive>slight delay 5D(instant dash cancel)>5B

      5A also connects after the 5D(dc). Depending on the character, it might drop before the 5D though.


      ロケテ行ってきた

      ・投げ>JA>JB>JC>ダイブ>6D

      ・2A>2C>6D>5A>6B>JD>6D
      画面端 JB始動でも可能

      ・5A>6B>5D(烙印)>CD蟲> 車 輪 >CD蟲>6C2段

      これ以降、D蟲でも全段青い

      まとめ
      烙印さえ慣れれば全然大丈夫だと思う

      Combos, something about blue beat

      I went to the loctest.

      ・Throw>JA>JB>JC>Dive>6D

      ・2A>2C>6D>5A>6B>JD>6D
      In the corner, JB starter works too.

      ・5A>6B>5D(Curse)>CD Bug> Wheel >CD Bug>6C 2 hits

      After these, even D bug blue beats.

      In summary,
      once we get used to curse, I think it should be totally fine.


      5D>3C>クラッシュトリガー>5Dとかいけるみたいだね
      5D>3C>Crush Trigger>5D links?


      source: dustloop.com/forums/showthread…48&viewfull=1#post1384048
      Spoiler anzeigen
      Thanks again for the translations

      Curse combos now

      2C始動の始動補正か乗算がきついっぽい?
      2C始動車輪CD蟲後の6C3は途中で受け身取られる
      JC始動車輪CD蟲6C3でもだめ

      JC始動で5000くらい

      Seems like you can only get 5k out of jC starter right now, quite a nerf there as Arakune can deal over 10k in CSE.

      2C P1 or P2 seems to have gotten worse?
      After 2C starter > wheel > CD Bug > they seem to be able to tech during 6C3
      JC starter > wheel > CD Bug > 6C3 doesn't work either

      JC starter nets around 5k


      Spoiler anzeigen
      やってて補正がキツいのか、受身不能が減少したのか、発生遅くなったのか、はたまた別要因が有 るのかはわか らんが、空中喰らいの2C6B、6BB、B2C、JBリヒトが繋がらなくなるタイミングが早く 感じる。どこ まで繋がるか一から調べ直さないと駄目だね。

      Something about the timing for 2C > 6B > 5B > 2C > j.B?

      I'm not sure if it's because the proration got worse, the untech time decreased, the activation got slower, or something else, but the time window for airhit 2C6B, 6BB, B2C, JB Licht to connect seems to be shorter. We'll need to reinvestigate these timings.

      C昇竜か?まあなんにせよ拾えるんだな。

      Something about C

      C DP? Well regardless, we can still pick them up afterwards (A bit low on context so I have no idea what he's refering to)

      ベガ立ち。ラグナ端コンはD昇竜>横>着地3C>まだお>ダッシュキャンセルB~っぽいな。

      Something about Ragna...3C > Wolf dash cancel thing?

      (Either he or whoever he's refering to didn't play and just observed). Ragna corner combo seems to be something like D DP>side punch>land 3C>it's not over yet>dash cancel B~

      とりあえずヴァルケンハインは狼コン拾い直しは狼JBJBB以外はとりあえず捨てる。BケニB ケニルートか らは浮きすぎるから4Dで高度調整。エリアル締めはケニ>6Dや7D>人戻りJBJBJCは現 状は高度調整 厳しいから7D人戻りJCで良さげ。

      I think we lost j.b > j.b as wolf. aaaand lots of 236B wolf things aiwhfoaiheg

      Anyways, for Valk drop all wolf combo pickups besides wolfJBJBB. The B König B König route causes the opponent to float too much, so adjust height with 4D. For aerial enders, König>6D or 7D>human JBJBJC currently requires pretty strict height adjustments, so 7D human JC might be better.

      クラッシュトリガー(以下CT)はヴァルケンでコンボ組み込むなら端投げ>CTぐらいかな?空 中喰らいは浮 きの高い床バンだからとりあえず2C6Cが繋がる。まあまあ減る。

      Something about crush trigger in combos

      For sticking crush trigger (hence refered to as CT) in Valk combos, corner throw>CT is about all we have right now. An airhit causes a high-floating floor bounce, so 2C6C connects. Does decent damage.

      とりあえず狼A>B>C>6D>JA>B>BケニBケニは6DJBJBBで拾い直せない。

      I think he's sayign this doesn't work

      For Wolf A>B>C>6D>JA>B>B König B König, picking up with 6DJBJBB doesn't work.

      ツイッター世界でヴァルケンの情報集めようとしたら予想外の攻撃を受けてブルーになった。失望 させてすいま せん。 ?


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      ロケテ行ってきました
      10回くらいプレイしてきました
      一応既出のものも入れて感じたことを書いていきます
      感じたことなので間違いもあるかも

      南瓜
      南瓜の横の移動距離が4/5くらいになった
      南瓜の移動速度は変わってなかった
      南瓜をガードさせた時の相手のガード硬直がわずかに短くなった
      南瓜を作成する時の全体Fがわずかに長くなった


      蛙を作成する時の全体Fがわずかに短くなった

      ロベ
      AロベとCロベの飛距離が短くなった
      空中Aロベが端から端まで届くようになった
      中央空中ABCロベが相手に当たってもほぼ追撃は不可能になった
      ロベが当たると相手は結構斜め下方向に飛ぶ
      空中BCが当たるとダウンをとれる
      >3C>各種ロベ追撃不可


      4B
      4Bの通常ヒットはバウンドして5Aなどで拾い直せる
      4Bをガードされると必殺技キャンセルしかできないので蛇翼などが確定する
      5CCの壁貼り付け後は4B>5Bがつながる

      ロータス
      ロータスは避雷針の数だけ相手に向かって蝙蝠?みたいのが追尾する
      ロータスは3個当てても効果は変わらない
      ロータスを空中で使うと恐ろしいくらいの硬直

      高速中段
      高速中段が一応ライチに当たった(無意識にディレイかけてたかも)

      プラチナに中央>3C>リリーがフルヒット確認(一応戦ったキャラ全員フルヒット)
      エフェクトが細くなったけどカス当たりはあんまりならなかった
      風1バウンドは無理みたい

      その他
      ODは地上にいれば4個回復する
      6Bjcが可能になった
      青肉は思ったより簡単にできた(ロベ当てた後のJCが変な感じ)
      青肉のJCがディレイせずにハクメンに当たった(無意識にディレイしたかも)
      AHは222Bじゃ発動せず
      椅子は多分変化なし
      ダッシュ初速度が上がった気がする
      6Aカウンターが思ったより早く落ちる(ゲームスピード)上がったのでどのキャラもそんな感じ

      画面端
      2A>5B>5CD>追加C>蛙>3C拾い確認できなかった
      5B>5CDC>4B>5B>JB>JC>jc>2D>JC>リリー>南瓜>3C>蛙くらいしかできなかっ た
      2A>5B>5CD>追加C>4B>蛙 で起き攻め安定かも
      5B>5CD>追加C>4B>蛙>5B>JC>jc>J2Cで蛙起き攻めはできるかも

      3C同技が予想以上にひどい
      3CC>3C>5B>エリアルのエリアルの途中で受け身を取られた

      これくらいです
      今日も行って確認してきます

      I went to the loctest
      I was able to play around 10 times
      Some of this has already been posted, but here are my observations.
      This is stuff that I noticed, so sorry if I'm wrong.

      Pumpkin
      - Pumpkin sideways move distance is now around 4/5 of original
      - Pumpkin movespeed unchanged
      - Pumpkin guardstun is slightly shorter
      - Overall frames for summoning a pumpkin slightly longer

      Frog
      - Overall frames for summoning frog slightly shorter

      Lobelia
      - A Lobelia and C Lobelia distance is shorter
      - Aerial A Lobelia now reaches from screen edge to screen edge
      - Even if you hit, you can't really follow up ABC air Lobelia from midscreen anymore
      - Hitting with Lobelia knocks the opponent down at a pretty steep slant
      - Hitting with air BC causes a hard knockdown
      - >3C>various Lobelia for followup doesn't work anymore


      4B
      - 4B normal hit causes bound, allowing for pickup with 5A, etc.
      - All you can do after 4B is blocked is special cancel, so punishment with snakes, etc is guaranteed
      - After 5CC's wallslide, 4B>5B connects

      Lotus
      - Lotus sends a number of bats? after the opponent equal to the number of poles out
      - No difference in effect even if you hit with 3
      - Using Lotus in the air leaves you with a horrible amount of recovery

      High-speed Overhead
      - High-speed overhead worked on Litchi (I might have unconciously delayed it)

      On Platinum midscreen, 3C>Lily full hit confirmed (It seemed to full hit on all the characters I fought with)
      The effect got thinner, but it didn't really seem to miss much.
      Wind Lv1 J2C seems impossible

      Other
      - On ground, OD recovers 4
      - 6B jc now possible
      - Lv2 J2C > B Lob > etc was easier than expected (JC after lob felt a little strange)
      - Non-delayed JC in the above hit on Hakumen (might've unconciously delayed)
      - AH doesn't activate with 222B
      - Probably no changes to chair
      - Feels like dash starting speed got increased
      - Opponent falls faster than expected from 6A counter. (Game speed) increased, so this seems to be the case on all characters.

      Corner
      - I wasn't able to confirm 2A>5B>5CD>C followup>Frog>3C pickup
      - 5B>5CDC>4B>5B>JB>JC>jc>2D>JC>Lily>Pumpkin>3C>Frog was about all I could do
      - 2A>5B>5CD>C followup>4B>Frog for oki seems to be pretty stable
      - Might be able to do frog oki from 5B>5CD>C followup>4B>Frog>5B>JC>jc>J2C

      3C repeat proration is a lot worse than expected
      3CC>3C>5B>aerial becomes techable in the aerial portion.

      That's about it.
      I'll go today too to confirm stuff.


      dustloop.com/forums/showthread…02&viewfull=1#post1384102
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      A nice long post about Tager.
      http://jbbs.livedoor.jp/bbs/read.cgi.../1345734856/10

      - 6B can be jump-canceled.
      - 6A lost its jump cancel… again.
      - Crush Trigger is an downward strike with the right hand wrapped in lightning. You can hold it, though it doesn’t have the pull. Hitting airborne opponents knocks them down, which you can follow up with a combo.
      - CH 4D sends the enemy flying at a different trajectory
      - j2C causes ground bounce on counter-hit
      - j360C keeps the jump’s momentum until you start charging it. When you do, Tager stops in midair, and then falls straight down.
      - You can combo after Grand Punishment with a Rapid Cancel.
      - Seems like Tager can’t use OD to cancel in combos?

      Some valid combo parts:
      - 6B > 6C > 2D. Can follow up with Rapid Cancel.
      - 2C > Crush Trigger > 5B
      - Collider > diagonal Spark Bolt > 5C > 6B > jB > jC > Grand Punishment. jC can be switched for jD.
      - 5C > straight Spark Bolt > 5C > 6B > jB > jC > Grand Punishment
      - (in the corner) 6B > 6C > 5D > B Sledge > Hammer > 5B > 4D > 4D. Seems to miss on Carl.
      - (in the corner, with magnetism) 6A > 3C > Collider whiff > 6B > 6C > jB > jC > Grand Punishment. Deals about 3500 damage.

      EDIT: Some Amane AH reports:
      - Platinum turns into Trinity
      - Bang turns into a boy
      - Bullet turns into a boyish girl
      - Rachel turns into her novel version (even smaller loli?)
      - Relius turns into a young man who hides his face with his hands
      - Carl turns into his younger version from one of the CT illustrations (the one with his real sis?). Nirvana turns into a stuffed toy.


      Azrael Infos, source: dustloop.com/forums/showthread…45&viewfull=1#post1384245
      Spoiler anzeigen
      Seems like Azrael’s AH can be combo-ed into.

      Some details about Azrael’s Drive:
      Red weak point moves: 5D, 6D, jD, 236D
      Yellow weak point moves: 2D, 3D, j2D, 214D
      These moves gain new properties when you hit the corresponding weak point. That consumes the weak point, but you can re-apply it in the same combo. Of course, the moves apply the same weak points that they get the additional properties from.

      The properties the moves gain:
      5D – Stagger
      6D, jD – Wall bounce
      2D, 3D, j2D - ?
      236D, 214D – the follow-ups

      An interesting post about Crush Trigger from the Platinum forums:
      - Her CT can be charged, just like Tager’s.
      - The exact properties of the charged version are unknown.
      - The minimal start-up is about 20 frames, with the charged version being 30 frames.
      - The move feels slightly advantageous on block.
      - When blocked with barrier guard, it seems to remove various amounts of barrier gauge depending on the character. Noel got to the DANGER state in two CTs, while Ragna got about 40% of his barrier gauge removed by a single CT.
      - Thus, the amount of the barrier gauge removed seems to correspond with the amount of guard primers in CS (Noel loses 2/4 of her gauge, while Ragna loses 2/5).

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


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    • Hülarl:
      Spoiler anzeigen
      Crush Trigger barrier damage increases if you delay it.

      Ragna can do 4,4k meterless in corner.

      Another batch of posts from the JBBS regarding Hakumen.
      Until post 518.

      Claims

      Midscreen with four magatama you can do a little less than 4k. "Shippuu is our only option".
      Midscreen with three magatamas from forward throw gives you about 3,1k.
      Can't cancel to CT from specials, but can from normals.
      Yukikaze > Kishuu > dash J2A won't hit.
      OD gives +20% damage.
      Yukikaze damage nerfed.
      During OD Mugen using Shippuu still makes your metre 0, but it will still recharge.
      Zanshin Emma replaces standard follow-up, meaning that Hakumen can be countered.
      Zanshin Emma seems only to chain to JC. On CH it chains to J2C.
      5C > OD > Renka possible.
      No cooldown during OD. (unknown for supers)



      Rumours or stuff I won't believe until I see it

      "It feels like Shippuu raw damage is less, right??"
      "Throws seems to have better proration"
      "You can only combo of Zanshin during OD, except 6D".



      Translation Confirmation Request
      2bが露骨に全体硬直長くなってた 3cもガードバック短いからガードされたら微ダなしで反確なんじゃないかな

      2B hitstun/hitstop longer. 3C got knockback on block is short, son on block opponent don't even need to dash to punish.


      アラクネ相手に6Aガード後上入れっぱ試すと同時に飛んだ
      ジャンプ移行Fが変わってないなら-1F

      "I blocked Arakune 6A and held up, we both jumped at the same time. So if jump movement frame isn't changed -1F"


      Damage

      5A 350 (-50)
      5B 500 (-90)

      6A 620
      6C 1500 (+200)

      4C 700

      2A 300 (-50)
      2B 450
      2C 1150 (+100)

      JA 320 (-80)
      JB 590
      JC 1300 (+400)
      J2C 1100 (+100)

      5D 1800 (+400)
      2D 1800 (+700)
      6D 1400
      JD 2000

      Throws 1400 (-200, -200, -100)

      Gurren 560
      Emma 860
      Hotaru 1200 (-300)
      Zantetsu 2480 (-187)



      Combos

      [3 magatama] 6T > CT > 2C > JB > J2A > jump J2C > Agito = 3k
      [4 magatama] 6D > Renka(1) > Kishuu > 2C > JB > JB > Agito = 2990
      [4 magatama] 2B > Renka(1) > Kishuu > 2C > JB > J2A > J2C > Agito = 2k
      [4 magatama] 6C > Shippuu = 4,5k
      [5 magatama] 6T > 6C > Shippuu > Kishuu > 2C > JC = 4,5k
      [corner][1 magatama] 5D > Emma > JC > 5C > 2C > J2A > J2C > Agito = 2k
      [corner][3 magatama] 6T > CT > 6C > 2C > JB > J2A > J2C > Agito = 3,7k
      [corner][6 magatama] 5B > Renka > Kishuu > 6C > 2C > Hotaru > dash JC > land 5C > 2C > JB > J2A > jump J2C > Agito = 4540
      [OD][4 magatama] 6C > Shippuu = 5400

      source: dustloop.com/forums/showthread…52&viewfull=1#post1385052

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


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      【稼働日未定】[AC] アークシステムワークス「ブレイルブルークロノファンタズマ」(xff氏より)
      ■μ-12とν-13紹介
      - μ12…OD:シュタインズゲイザー、光弾の速度上昇 カミゴロシノツルギ一新
       μ12ストーリー:親友(ツバキ)を救うために蒼の力を制御する方法を探すために一人旅に出る
      - ν13…OD:アンリミテッドドライブ、剣の本数が増える 新技:スープラレイジ
      Heisst soviel wie:

      μ-12, ν-13 Vorstellung:
      Mu's overdrive: Steins Gazer - Erhöhte Geschwindigkeit der Lichtkugeln(Steins oder Laser gemeint?), Kamigoroshinotsurugi überarbeitet/geändert
      (Storymode: Sie versucht einen Weg zu finden die Kraft des BLAU zu beherrschen, um ihre beste Freundin zu finden(Tsubaki))

      Nu's overdrive: Supra Rage(name von OD oder neue Technik?) - Erhöht die Nummer der Schwerter


      Lolz wie die Leute ausrasten, als wärs nicht immer fucking klar gewesen, dass sie noch kommen.

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

    • Bessere Übersetzung als meine und neue Infos
      - Both Nu-13 and Mu-12 are playable
      - Mu's Overdrive is Steins Gazer (Geyser?), it makes her lasers faster
      - Her AH got new animation
      - Story mode: Noel wishes to control the power of the Azure to save Tsubaki and turns into Mu thanks to Rachel's powers. She's still the same old Noel inside.
      - Nu's Overdrive is Unlimited Drive, which increases the amount of swords summoned (like in her Unlimited version?)
      - New move, Supra Rage. Nu does a backflip and strikes with her legs, making this a good anti-air move that also gives her some distance.
      - No new info about the loketests.
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