chzchan Posted July 12, 2015 Posted July 12, 2015 Exceed Accel: Shinbatsu Mei wo Iru Ikazuchi Shintsui Chi wo Kudakutsuchi (22B/D [Can be used as a follow-up after 236A/B/C/D or 214B/D]) * Sanctum Decus "Shinken:Kaze wo Nagu Tsurugi" removed Loketest News - Source by Gurawo: https://www.evernote.com/shard/s613/sh/59717f13-d81a-4158-8726-558bda9133fe/247d99e16a761d91e0434f7ef8194e63 System: - Combo time got reduced. 5BB>5CC>623C>j.236A(w)>5C>2C>214B doesn't connect (might work from 5CC?) - SMP scaling got removed, looks like SMP on specials only affects damage. - Active Flow added, triggered by continuously attacking. Increases damage and speeds up OD charge time. - Exceed Accel added, activated by simultaneously pressing all buttons during OD. Damage is doubled during Active Flow, doing close to 4000 on raw hit. - A timer is displayed during OD, and there's a counter over the OD icon when it ends, making it easier to tell how long it will take to charge up. - rcOD seems to just give the same duration as cOD. Normals: - 3CC>5C works even on normal hit - JCC>JD>JB works - You can go from 6CC into low dash combos, but they drop pretty early - Charge cancel (something>5D to get rid of recovery) is a thing, normals give 0.25 stock, specials give 0.5. - 5B and 2C can be jump canceled, 6C can not - 6A>5CC>6B doesn't go into 214B - 6Bch>6B into 214B pickup works, the distance 6BB moves forward might have been reduced? - 6B slightly minus? - No changes to 5D 2D, only JD is different. Done high up, it looks like it quickly charges 0.5 stock, and then does another quick charge at low height. - Throw is pretty much unchanged, regular combo still works Specials: - 623C>j.236A(w) and 623C>j.214A(w) combos are both in, can pick up with 5C - The various D specials can go into their followups even on whiff or block - 623C probably has invincibility - j.236D>j.214D can't be followed up with 6C. Due to j.214D recovery increase there are reports that 2B is hard as well - Specials seem to have different properties when done raw or as followups this time around as well - Raw 214D is jump cancelable, jccCT works too - 236A is probably unchanged, 236C passes through, 236D is even - No change to [4]6D>236D, can pick up with 6C as usual - 63214C gives 2 stock - Damage on 236236C increased? - Banana(632146B) is probably unchanged. - New special, Tsuchi (22B/D) --- B, D versions are both overheads --- On block B version is even, D version is plus --- 22B gives knockdown, can be charge canceled --- 22D bounces, can be followed up with 5C etc. --- 236x>blocked>followup 22D whiffs but if you use the pass through followup to open up some distance it will connect - Exceed Accel looks cool 623C > j.236A whiff possible, but 2C > 214B does not connect. 214D does. 2C > 214B not connecting is rough New 22B downs, 22D bounds. 6C followup impossible. 22B is even on block, 22D is +. j.214D has increased recovery, even 2b feels tough. 236236C damage increased from 1514 -> 1868 Tsubaki's new super does not use IG (stock / charge) 236236D damage increased from 3222 -> 3318 High hit 22B doesn't seem to be able to be followed up IAD combo possible OD new move doesn't use IG, does a lot. Is a Bow attack. Exceed thingy does 4020 damage? CH 6BB > 214B connects? Charge speed is the same CT > 6C connects 22X ender > cross under 2BB possible Blade super unchanged? Startup might be faster Tsubaki 6C does not have SMP. Command grab unchanged Normal hit 3CC > 5C works Mugen combos do quite a bit, Connecting D moves led to 8000 damage j.CC > j.D > j.B connects. Jump cancel on block for 2C & 5B remains. So who's ready for Tsubaki to potentially get an overhead special? That hammer.
BatousaiJ Posted July 12, 2015 Posted July 12, 2015 Might be overhead, might be a new move in her 3 gatling special series- most likely a follow-up alternative to 22X which sounds great. Especially if you count for those match ups we forgo the use the 22X ender to keep them close to use at all times, this is an excellent alternative given it gives hard knockdown. Wham! Bam! Wham! Bam! Wham! Bam! Wham! Bam! Wham! Bam! I'm also very excited to get her OG color back. Maybe this means I can have my color back, too? Please?
zaeris Posted July 12, 2015 Posted July 12, 2015 Why is it the first thing that comes into mind seeing that gif is "Batman"
Zouf Posted July 12, 2015 Posted July 12, 2015 Dunno On the gif it's obviously a followup to 214D. We'll see if we can do it in neutral, and if it's overhead I wonder what will be the command for this one. She's kinda full already lol
chzchan Posted July 13, 2015 Author Posted July 13, 2015 2[8]X 4[6]X 46X 63214X I really hope they aren't charge inputs unless this actually is a real overhead though. I would feel less bad about using it if I wasn't able to use it like Ragna can use Gauntlet Hades.
zaeris Posted July 13, 2015 Posted July 13, 2015 Remember the last time she had charge input it created more problems with her existing 6+normal commands, there also 646 input.
chzchan Posted July 13, 2015 Author Posted July 13, 2015 Yeah, but that was for projectile. What could [2]8X possibly interfere with aside from super jumping into normals if you are sloppy. It could even be an [8]2X input or a [6]4X input which I haven't seen so far in BB. [2]8X would give 2D some kind of utility aside from low profiling things sometimes and confusing people since you could start charging [2] during one of her followups regardless of what it is and if you use 2D to charge cancel, then you can go straight into this move afterward. It looks like it has far reach, moves her forward, and has low invuln so it'd be pretty neat. You could be all 5A5C[2]C > 2D > 8X and overhead out of 5CC to mix up with 6B since 6B catches jump startup unless they IB 5CC. Maybe wouldn't even need to do 2D and just hold down [2] while attempting to frame trap with 5C{C}. Would be way better than attempting to do 6A after a charge cancel since 6A would require a dash to even hit from the range 5CC would leave you at after a charge cancel and this special actually moves you forward. This wouldn't make too much sense based on it being used as a followup to 214D in the video though because I am not sure how possible it would be to hold a charge while doing a 214 input. [8]2X would maybe work if you do strings of normals and followups that aren't jump cancellable on block like 2A x 3 or like anything that doesn't include 5B, 5A, or 2C. Same problem with the other input because it wouldn't make sense as a followup to 214X. [6]4X would be cool too because of things like 6C and just running forward and doing this. Same problem though. It will more than definitely be 41236X input though I hope that doesn't interfere with shit.
zaeris Posted July 13, 2015 Posted July 13, 2015 Charging and general kinda enforce a diffferent game play. I dont think it suits her rush down style, although ac may was quite the rush down character. Anyway i be amaze if it isnt an overhead although sonething that is foot invul is a good addition to 214x series.
Airk Posted July 13, 2015 Posted July 13, 2015 Well, if they want to make it JUST a followup, they can do WTFever motion they want. If it's a standalone move, things get kinda complicated. I like the new character portraits way more than CP ones. I am simultaneously hyped and chagrinned. I may end up skipping CPE entirely. But I'll probably stick to the plan and buy it used and cheap eventually. This can only help with that.
chzchan Posted July 13, 2015 Author Posted July 13, 2015 CPE is so much fun though. Man once EVO is over I'll finally be able to make the rest of my gimmick videos. Though she still suffers, if they don't actually nerf her too hard in any category in BBCF and just add that new special and most likely a new super like every other character seems to be getting, I think she'd be pretty well off. She still isn't "solid" relative to other characters, but she is solid as a Tsubaki iteration in my eyes with all of what she has this time around. Don't forget, I only have secondhand BBCS2 expereince which skews my perspective. I just really hope they don't take shit away from her.
Airk Posted July 13, 2015 Posted July 13, 2015 I don't really know why, but it makes me super happy to see her in a WHITE outfit like the one that was shown in the CPE opener. This is Tsubaki's FINAL FORM!
BatousaiJ Posted July 13, 2015 Posted July 13, 2015 Blade super was a nice addition for a lock down option which Tsu sorely lacked. What new super could she really use at this point? I still like the idea of a super that gives her charge instantly with a fast enough start up/recovery so she can combo afterwards. 3 charges on normal activation and 5 charges while in OD. It would really make her hit confirms without charge much more dangerous and become a nice alternative to using meter for RC/CT that we're using it for mostly now. Would be nice but I doubt we'll see anything like it- fun to dream though.
Monarch Posted July 13, 2015 Posted July 13, 2015 i think it'd be cool if they brought Mugen combos back.
chzchan Posted July 14, 2015 Author Posted July 14, 2015 I don't really know why, but it makes me super happy to see her in a WHITE outfit like the one that was shown in the CPE opener. This is Tsubaki's FINAL FORM! Same here. See, I don't mind her outfit color swap from beige to black, but what I missed the most from CSEX to CP was her blue eyes. She went from red hair and blue eyes to red hair and red eyes which was no. I am glad that she will go back to having blue eyes. Maybe we'll get Playstation colored specials for each button again too haha.
chzchan Posted July 14, 2015 Author Posted July 14, 2015 Blade super was a nice addition for a lock down option which Tsu sorely lacked. What new super could she really use at this point? I still like the idea of a super that gives her charge instantly with a fast enough start up/recovery so she can combo afterwards. 3 charges on normal activation and 5 charges while in OD. It would really make her hit confirms without charge much more dangerous and become a nice alternative to using meter for RC/CT that we're using it for mostly now. Would be nice but I doubt we'll see anything like it- fun to dream though. That sounds pretty neat. Like superflash would freeze the opponent and leave you at a frame advantage sort of like how Mugen leaves you at +3 except it would vary depending on how long you would hold down D instead of your proposed set amount of charges on normal and OD activation. This would have application actually everywhere depending on how you plan to use it since the ability to move before the opponent during superflash would be so versatile. So the input would be like 222D or something and what would happen is superflash would last 12 or so frames and base recovery would be 4 which would allow Tsubaki to move for 8 frames during superflash like how Mugen's superflash lasts 10 frames and has a recovery of 7 which gives her 3 frames to move. You would gain an increased charge rate of 2500 units per frame which would allow you to get 3 stocks during superflash and be at +/-0 since it would take 12 frames to get 30000 units. If you would want more you would hold the button down a bit longer but it would allow the opponent to move a bit while you are getting the last two stocks. It would by default give you 1 stock without doing [D] which would be where the default 4 frames of recovery would come from. Allowing you 8 frames would let you link some normals together or if you would want to get some charges in pressure, you could just turn any move that is special cancellable on block into a pressure reset. It would be like a rapid that gets you charge but you wouldn't be able to make things like 3C or DPs safe because no special cancel. I am not sure how exactly superflash works concerning your opponent's movement, but maybe you could use it to punish an opponent whiffing something in neutral from a distance they wouldn't expect if they really are frozen after you input the super because Tsubaki runs fast. OD version would have superflash last longer or ramp up the charge rate to 12500 units per frame so you would get 5 stocks without holding down [D] or like break the limit of her bar and let you temporarily have more than 5 stocks for whatever reason. Don't know how useful/practical that would actually be though. Would be fun to get creative with all of this, but this is really just a dream. Still can't really imagine her just getting another straight damage super unless it is one that can actually be used to end combos combos without blowing the charge gauge (because 236236C is garbage) or does something special. It'd have to be a new support super.
Zouf Posted July 15, 2015 Posted July 15, 2015 I'd be REALLY happy to get a super that deals 1k damage without any condition.... like the rest of the cast Because in CP, you need 3 charges to deal the same amount of damage as anyone else, which is WAY too much. Also, a super that can be RC'ed would be nice too. And possibly usable airborne. She has wings ffs!
Errol Posted July 15, 2015 Posted July 15, 2015 Blade super was a nice addition for a lock down option which Tsu sorely lacked. What new super could she really use at this point? I still like the idea of a super that gives her charge instantly with a fast enough start up/recovery so she can combo afterwards. 3 charges on normal activation and 5 charges while in OD. It would really make her hit confirms without charge much more dangerous and become a nice alternative to using meter for RC/CT that we're using it for mostly now. Would be nice but I doubt we'll see anything like it- fun to dream though. It's hard to see us getting more out of 50 meter than we can get out of the 5CC>236C>RC>6C route already. I actually think blade super is too shitty right now. I want the pushback on it removed, like how pushback doesn't exist on all other similar projectile supers. Either that, or make it last significantly longer and keep the pushback... and use the super to get a solid bar of charge (already a good idea). Being able to put blade super into combos easier would be nice too. 10f faster startup, enough to make it connect off a throw - and do a nice chunk of damage while gaining charge before ending the combo.
chzchan Posted July 15, 2015 Author Posted July 15, 2015 Yeah, I would like changes to the blade super as well. I would like it if the regular version didn't knock back so you could use it to close distance and then the OD version vacuumed or did a ton of chip damage or something. The only time I can really combo into into it is off of a max height 214D>jcc22[D] and I may as well have gone into mugen with those two charges and 50 meter instead of using them like that. I do have some gimmicks I can use thanks to the pushback which vacuums them towards me if they somehow find themselves behind me while the bananas are appearing. Also, after reading what people have been saying about all that new OD stuff, her new super will be OD only and I don't think it will be anything more than a damage super which is kind of disappointing. I wonder what Tsubaki's Active Flow will be like or like how exactly Active Flow will work. If it benefits her meter in some way then things could be neat. I'd be REALLY happy to get a super that deals 1k damage without any condition.... like the rest of the cast Because in CP, you need 3 charges to deal the same amount of damage as anyone else, which is WAY too much. Also, a super that can be RC'ed would be nice too. And possibly usable airborne. She has wings ffs! Just be glad she can actually end air combos in a super by only spending 1 charge anywhere on the screen now. You had to do air aura in order to end in a super in CP outside of the corner before which was ass.
Zouf Posted July 16, 2015 Posted July 16, 2015 It doesn't matter, since she didn't need to go for an air ender at all in CP1. A DD to get some charges during a combo would be a nice addition, so would be a DD that deals some good damages without using our precious drive.
Velvien Posted July 17, 2015 Posted July 17, 2015 http://www.blazblue.jp/cf/images/playguide.pdf Movesets here. And unless I'm reading this wrong, the new attack has completely replaced 22B/D. I'm not seeing any new inputs for her.
BatousaiJ Posted July 17, 2015 Posted July 17, 2015 http://www.blazblue.jp/cf/images/playguide.pdf Movesets here. And unless I'm reading this wrong, the new attack has completely replaced 22B/D. I'm not seeing any new inputs for her. I'm confused. What the green section next to the move inputs?
BatousaiJ Posted July 17, 2015 Posted July 17, 2015 Oh that's irrelevant then. Hum, maybe does it means 22B/D in gatlings have been replaced by the new move or has 22B/22D that we have now been replaced entirely. If it's gone for good, that's pretty significant since it's been one of her staple moves from the very beginning. I suppose we'll see.
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