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Posted

Looks like Naoto's Drives do a little bit of damage when they guard crush, but not as much damage as a raw hit. I wonder if this is a Naoto-specific thing, or if Crush Triggers do that as well now.

Posted

Looks like Naoto's Drives do a little bit of damage when they guard crush, but not as much damage as a raw hit. I wonder if this is a Naoto-specific thing, or if Crush Triggers do that as well now.

This is correct for most if not all crush triggers (since they do damage by themselves)

My hakumen brother has killed me with a crush trigger guard crush before. 

Posted

This is correct for most if not all crush triggers (since they do damage by themselves)

My hakumen brother has killed me with a crush trigger guard crush before. 

Wow I never noticed that. I think the current game treats Crush Triggers as special moves, which is why you can cancel into them from any normal that can be special-canceled. So it seems that Crush Triggers currently have the same rules for chip damage that all special moves do. But that chip damage is pitiful. It takes 2 guard crushes to kill Ragna at 1% HP (100 HP), so I'd say that puts the damage at about 50. Most CTs do 1000 raw damage.

 

Here you can see that Naoto's guard crush special does way more than 50 damage. I'd estimate 500-800 just from eyeballing it. I didn't see anyone guard crush with Crush Trigger in the loketest videos though.

Posted

Really excited for Naoto and the new stuff for Ragna, Azrael & Tsubaki, can't wait for the console release T_T

Posted

The Hibiki footage was a pretty good showcase of his toolset. (It's about 8:00ish) I probably just missed this in earlier footage but the fact that the clone he sends forward in 5D and 2D can actually hit the opponent is pretty interesting. It seems to do a good chunk of damage too. It should provide good synergy with sending 6D and 3D to open people up or start pressure.

Posted

hey does anyone know if lambda got her own battle theme yet? she's been using nu's theme since continuum shift after all and i guess this game would be the last chance she has. idk maybe it's just me.

Posted (edited)

No one knows yet. Considering not even the character voices have changed as of the last loketest, highly doubtful we will be getting updates such as this, at least until the next test which is presumably less than 2 weeks away.

Edited by TD
Posted

No one posted BBCF news?

The problem is that he said that after/during the prize-giving without any attention grabbing big pictures...

It could be possible that the closed loketest contains more drastic additions, like new attacks or even a playable version of Nine, while the public one will have minor changes. Maybe they want to avoid to cause a big uproar and/or gain feedback of more experienced players for specific things.

 

Posted

by the way since guilty gear got HUGE news about jam, was there  any new character trailer for BB  that has new  character or is finally adding jubei type news ?

Posted

There wasn't.

well that sucks  this was the perfect opportunity  to show off a new trailer and show a new character like they did with izayoi  back in 2012 

Posted

well that sucks  this was the perfect opportunity  to show off a new trailer and show a new character like they did with izayoi  back in 2012 

pretty sure they didn't was because they didn't wanna step on the toes of Xrd, which is coming out around the 25th.

  • 2 weeks later...
Posted

 - 5A doesn't hit crouching opponents. Instead, its recovery is reduced (Bang couldn't punish it with his 5A on regular block). 
 - 5C feels like its start-up is increased, but its recovery is reduced, so it's better on whiff.
 - 6C's second hit floats lower than in the last loketest?
 - The reload animation of the Drives has become shorter.
 - Starter 2D seems to force crouching.
 - If Drive 6C is blocked, the advantage you get even including the reload animation is about 5 times better than before.
 - Drive 6D goes behind the opponent if you're too close or they're in the corner. However, it's easy to react to thanks to its animation. Still hits low. Since it has body and projectile invuls, you may use it against guard cancels or other reversals.
 - Chamber Shot now wall-bounces even on mid-screen, so it's easy to follow up. You can RC and follow it up with dash 5B.
 - Revolver Blast's follow-up knocks down the opponent a bit closer than before.
 - Spring Raid's untech time is reduced.

I'll repost this in the loketest info thread. A friendly reminder to other people reporting various changes to repost them over there, too.

Posted

I'm curious about the speed of the game. Is it faster or slower than CP? I watched some matches, but I couldn't tell since most combos were kinda short, so I couldn't have a good look at the hitstop.

Posted

The hitstop looks longer in general to my eyes. But yeah without playing it I can't say.

Posted

Teamstickbug published an article by SKD containing some of his impressions about general changes and character specific ones (excluding Rachel, Arakune, Bang, Kagura, Makoto, Tager and Lamda).

http://www.teamstickbug.com/2015/08/26/skds-closed-loketest-bbcf-info-and-impressions-writeup/

General changes:

  • It feels similar to Chrono Phantasma with refinements.
  • They have redone the voices and reanimated many things.
  • Crush Triggers are way faster, but crushed guard hitstun depends how long Crush Trigger was charged and has a big pushback. 
  • Overdrive length seems more standardized over the cast. Overdrive Cancel and Overdrive Raid still possible and halves Overdrive duration.
  • Combo Timer seems shorter (unconfirmed).
  • Tick throws are harder to do. Either Barrier pushback is increased or throw range is shortened.
  • Overall it seems faster than CP. It seems that hitstop is reduced (unconfirmed).
  • Damage Counter turns red if the damage is increased either by Active Flow or a Counter Hit.
  • Exceed Accel does ~2000 damage normal and ~4000 in Active Flow.
  • Burst regeneration during Active Flow is a big factor, while the damage buff seems kind of small.

 

Posted

Terumi: Lol. I’m glad, it seems like they nerfed this character again. j2D isnt overhead, 6D animation is different. Fast, very short range, not a lot of whiff recovery. 4D is the new overhead? Dunno if thats the right input. reactable, only super cancelable (yes). 6C sends them up into the air? Dunno what that does. But he seems less threatening on pressure tbh, lolll.

Rest in peace, Terumi-san. We will miss you and your holy orochi burensen.

Posted

Rest in peace, Terumi-san. We will miss you and your holy orochi burensen.

Seriously, I think they want to turn him into the next Street Fighter Alphas Dan Hibiki if that continuous. Oh well, at least it is then already considered as a taunt just to select him against someone and to win with him. That's gonna be either hilarious or awful.

Posted

Some interesting changes in there. One thing I did note though is that the distribution seems to be pretty uneven. The CPEX cast is (imo) quite well balanced, but a lot of these changes seem to be pushing it a bit further away from equilibrium. Terumi getting pushed under even further than he already is, Relius getting significant nerfs, Jin getting quite a few negative changes, all seem to be pushing more characters away from the middle ground that currently exists. Obviously this is still loketests, and I'm guessing there would be more balance work and changes performed by the devs based on the feedback given here, but it at least seems like it still has a way to go.

On the flip side, some of the positive changes seem very exciting, Mu seems to be getting some interesting new things, Noel has a couple of nice changes, Naoto and Hibiki both looking fairly interesting even though we know almost nothing about them, Izayoi getting some new buffs (Again kind of pushing away from the equilibrium since she's pretty good already), Bullet having some better Heat mechanics is always nice, Some nice Celica and Hazama changes.

All in all it seems cool so far, and obviously it's all just first impressions from people and very limited information, but I still have that concern about balance (I just think more viable characters makes the game more fun, since you're not always having the same matchups over and over)

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