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Posted

Tsubaki is OK i guess, she needs work and struggle where she shouldn't (most notable issue are the hitboxes and char spec stuff)

She plays mostly the same than before, neutral is still crap, oki is non existent, mixup are gimmickish, but she hits like a truck. CS2 remains the best to me, but don't underestimate her damage even without install charges.

I wish i had a quick command grab T_T
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Posted

Hakumen is pretty meeeeeeeeeeh so far.

what did they change? I don't really keep up with little hakky.
Posted

I'm still pretty curious about if input buffer or input shortcuts have been messed with at all. I thought earlier that the input buffer has been reduced and though I still have some trouble doing the 632146, I have been getting mixed personal feedback on it from a lot of people.

Is there a way to test this?

Posted

So..... How is everybody liking their characters so far? I'm rather curious of your opinions on them?

Jin is ok. I feel like as I dig into him more itll be more fun right now it seems very...straightforward? Even more-so than CP.

 

Plat on the other hand is fun as hell. I'm not crazy good with her just yet but it's a blast. But some matchups are really annoying with her (Jin, Ragna, Haz).

 

Great game ^_^

Posted

To shed some light:

 

Tsubaki - It feels much more rewarding to land confirms with Tsubaki this time around because she deals more damage, and what makes it better is that the combos are not hard to perform (however her stronger corner combos are real timing specific). I think they've also standardised her combos, as 85% of her combos will go into the 623C > j.214A(w) > 5C > 2C route. This route allows some flexibility with your enders especially in the corner; you can just adjust it as you see fit. Her normal combos do really question the use of 1 charge combos now, so now you have to ask yourself whether it's really worth using. It's real worth it if you're going for the real timing specific combos, but no one really wants to drop a 6C and be left vulnerable. 236C now crosses up which makes it very easy for Tsubaki to get out of the corner, unlike 1.1 where it was a bit of a nuisance due to character specific issues, or using charge.

 

Valk - I feel like this version is the test of mettle. A lot of changes here and there have made him a little more difficult to use. One of the issues is wj.A having less untechable time. Many of his midscreen combos normally require Valkenhayn to transition into human mode after a wj.A, so adjustments will have to made to this. Also, his corner combos are much shorter this time around which means he won't regain as much wolf meter. So I feel that wolf meter management is more essential than ever, and players will have to adjust their mixup and oki depending on the character and opponent they are playing against. wj.C can no longer be used as a reliable overhead if you use wj.8C (it's fine if you use 6D > wj.A > wj.C), because Valks moves a little higher in the air, but we have '1.0' wj.A back so it doesn't really matter. The 'Gravity' in this game also feels a little harsh to Valk, and some of you may have noticed that Valk players seem to be losing a little more often than usual.

 

This will be fun.

Posted

I'm still pretty curious about if input buffer or input shortcuts have been messed with at all. I thought earlier that the input buffer has been reduced and though I still have some trouble doing the 632146, I have been getting mixed personal feedback on it from a lot of people.

Is there a way to test this?

 

I believe they removed a shortcut for that motion, rather than it being anything to do with a buffer change.

Posted

I believe they removed a shortcut for that motion, rather than it being anything to do with a buffer change.

 

One of my friends has trouble doing 236236 the way he used to as well, but then other people I have talked to say they haven't had to adjust to anything. This is probably because they have been doing perfectly clean inputs already.

Posted

Oh i meant the japanese bbcpex physical version.

 

It was released digital and physical the past week.

 

 

Famitsu Sales: Week 17, 2015 (Apr 20 - Apr 26)

01./00. [3DS] Bravely Second: End Layer <RPG> (Square Enix) {2015.04.23} (Â¥6.458) - 97.220 / NEW <40-60%>

02./01. [3DS] Style Savvy 3: Kira Kira Code <ETC> (Nintendo) {2015.04.16} (Â¥5.076) - 26.091 / 85.056 <60-80%> (-56%)

03./00. [PS3] BlazBlue: Chrono Phantasma Extend <FTG> (Arc System Works) {2015.04.23} (Â¥6.264) - 23.273 / NEW <60-80%>

04./00. [PS4] Hyperdimension Neptunia Victory II # <RPG> (Compile Heart) {2015.04.23} (Â¥7.538) - 23.029 / NEW <60-80%>

05./04. [PSV] Minecraft: PlayStation Vita Edition <ADV> (Sony Computer Entertainment) {2015.03.19} (Â¥2.592) - 11.488 / 113.592 <80-100%> (+3%)

06./00. [PS4] BlazBlue: Chrono Phantasma Extend <FTG> (Arc System Works) {2015.04.23} (Â¥6.264) - 11.432 / NEW <40-60%>

07./00. [PS3] TV Anime Idolm@ster: Cinderella Girls G4U! Pack Vol.1 <ETC> (Bandai Namco Games) {2015.04.23} (Â¥9.698) - 8.639 / NEW <60-80%>

08./00. [PSP] Meiji Toukyou Renka: Twilight Kiss # <ADV> (Broccoli) {2015.04.23} (Â¥6.264) - 8.603 / NEW <60-80%>

09./02. [PS4] Dying Light <ADV> (Warner Entertainment Japan) {2015.04.16} (Â¥8.208) - 8.412 / 33.458 <80-100%> (-66%)

10./00. [PS4] Tropico 5 <SLG> (Square Enix) {2015.04.23} (Â¥8.424) - 8.370 / NEW <80-100%>

11./00. [PSV] Clock Zero: Shuuen no Ichibyou - ExTime # <ADV> (Idea Factory) {2015.04.23} (Â¥6.264) - 7.595 / NEW <80-100%>

12./18. [3DS] Ansatsu Kyoushitsu: Korosensei Daihouimou!! <ACT> (Bandai Namco Games) {2015.03.12} (Â¥6.145) - 6.232 / 56.319 <80-100%> (+51%)

13./06. [3DS] Yo-kai Watch 2: Shin Uchi <RPG> (Level 5) {2014.12.13} (Â¥4.968) - 5.834 / 2.572.575 <80-100%> (-17%)

14./00. [PS4] Toukiden: Kiwami <ACT> (Koei Tecmo) {2015.04.23} (Â¥7.344) - 5.401 / NEW <40-60%>

15./05. [PS3] One Piece: Pirate Warriors 3 <ACT> (Bandai Namco Games) {2015.03.26} (Â¥8.424) - 5.315 / 131.436 <80-100%> (-33%)

16./07. [WIU] Mario Party 10 # <ETC> (Nintendo) {2015.03.12} (Â¥5.616) - 5.211 / 129.737 <60-80%> (-21%)

17./22. [WIU] Mario Kart 8 # <RCE> (Nintendo) {2014.05.29} (Â¥6.156) - 4.709 / 964.946 <80-100%> (+22%)

18./19. [3DS] Super Smash Bros. for Nintendo 3DS <FTG> (Nintendo) {2014.09.13} (Â¥5.616) - 4.628 / 2.307.895 <80-100%> (+12%)

19./10. [PS4] Bloodborne # <RPG> (Sony Computer Entertainment) {2015.03.26} (Â¥7.452) - 3.918 / 193.077 <80-100%> (-31%)

20./11. [PS3] Pro Baseball Spirits 2015 <SPT> (Konami) {2015.03.26} (Â¥8.208) - 3.856 / 97.052 <80-100%> (-30%)

21./03. [3DS] Future Card Buddy Fight: Yuujou no Jounetsu Fight! <TBL> (FuRyu) {2015.04.16} (Â¥5.378) - 3.821 / 17.014 <60-80%> (-71%)

22./16. [PSV] Sword Art Online: Lost Song # <RPG> (Bandai Namco Games) {2015.03.26} (Â¥6.664) - 3.783 / 166.588 <80-100%> (-26%)

23./14. [3DS] Xenoblade Chronicles 3D |new 3DS| <RPG> (Nintendo) {2015.04.02} (Â¥3.996) - 3.719 / 64.542 <60-80%> (-31%)

24./20. [3DS] Pokemon Omega Ruby / Alpha Sapphire # <RPG> (Pokemon Co.) {2014.11.21} (Â¥4.937) - 3.675 / 2.786.574 <80-100%> (-8%)

25./00. [PSV] Yumi's Odd Odyssey: Chirari <ACT> (Agatsuma Entertainment) {2015.04.23} (Â¥5.184) - 3.645 / NEW <40-60%>

26./09. [PS3] 3rd Super Robot Wars Z: Tengoku-Hen <SLG> (Bandai Namco Games) {2015.04.02} (Â¥8.716) - 3.602 / 129.948 <80-100%> (-45%)

27./12. [PS4] Dark Souls II: Scholar of the First Sin <RPG> (From Software) {2015.04.09} (Â¥5.962) - 3.401 / 24.959 <60-80%> (-38%)

28./13. [PSV] 3rd Super Robot Wars Z: Tengoku-Hen <SLG> (Bandai Namco Games) {2015.04.02} (Â¥7.690) - 3.361 / 120.392 <80-100%> (-38%)

29./15. [3DS] Theatrhythm Dragon Quest <ACT> (Square Enix) {2015.03.26} (Â¥6.264) - 2.901 / 89.072 <60-80%> (-45%)

30./17. [PSV] One Piece: Pirate Warriors 3 <ACT> (Bandai Namco Games) {2015.03.26} (Â¥7.344) - 2.892 / 72.110 <80-100%> (-34%)

 

 

Decent sales.

Posted

So, in regards to the buffer, we have to remember that BBCPEX uses BBCP 1.0's input system, not 1.1's. In 1.1, you can do 12361236[X] and it would be read as 236236[X].

Posted (edited)

ok. im going to post. again.

 

No, the input system will still read 12361236 as 236236.

 

To be precise, supers only require cardinal directions. you can do "236236" supers with 2626 and "632146" with 6246.

 

And no, it is isn't 1.0's input system. The "back to negate DP input" change from 1.1 is still in the game, and sees a lot of use.

 

In fact, in regard to that 12361236 example, you can even do 4123641236 and get 236236. The 4 input to prevent DP thing does not prevent 236236 from working!

 

Alright! Glad thats out of the way.

Edited by not_lunaris

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