Skye Posted September 9, 2010 Posted September 9, 2010 With the balance patch announce, loctest have started. Note: If a change is not list in a recent loctest, but was in previous ones, assume the change was removed. Look for Nesica BBCS2 cabinets in December 5D no longer floats on ground hit3C is techable5B>6A gattling is goneInferno Divider no longer has wall bounceBerial Edge bounds higher, difficult to pick up a combo after. In the corner, 5D will combo, but it's strict, does less damageFall after Gauntlet Hades is faster, cannot follow up2D>2B does not connectDead Spike makes makes the opponent fly straight up on air hit6B+C wallboundsCarnage Scissors sends your opponent spinning away. Proration got worse, techable2C>5C possible (can't input 2C twice)B musou knocks down again2C>5C>6C>5C>6C>j.C>j.2C>j.2C>JD>j214D>6C>214C = 40002C>5C gattling added (can't input 2C twice)j4D is damn fast. Crosses up on low height, it's low.5D reduced invincibility frames22B has reduced range22C has more recoveryOverall damage increasedjA is an overhead again5B>2B possible6A is CT status6B on counter slides, untech time decreased, jump cancellable on block2C hit stop increased5C>C now slides. Mid screen C lobelia>3D> Sword iris/BBL combos. In corner 5C>C>3C can be done for 2 loops.j.A > j.2C won't connect, but j.B > j.2C does.j2C can be canceled into attacks on landing, jump cancellable, both on hit and blockLobeilas come out even when hit, slower recovery.George has been changed (there's a frog gauge now)Wind has longer recovery.Wind increases the speed of her air dashesTempest dahlia? what the heck is that? [i think he means it's been removed]Possible hitbox adjustment (Litchi's jB, immediately done from a straight jump up, won't hit)6A faster start up, super armor, chargeable(won't pull in mid-charge), no longer jump cancellable (needs more insight)5D has a stronger pullNew jB, cat motion 2's animation for 2 hitsOld jB is now j2BTaunt loop's been nerfed bad. it's now a joke.Drives are more stiff(?), increased hit stop, more recovery.Health increase [i think.]Overall damage decreasedGuarded drive moves give less curse meterOverall damage decreasedCan't cancel into 41236DMore gattlings without staff2B>5B possible (can't input 2B twice)4D slides. follow up possible in corner, cannot cancel6D's level decreased, cannot canceljC is now techablejcc combos seem to be gone. It may be that jcc's are just gone6A[m] must be RC otherwise no followups available3C[m] is now techable6B[m] and j.C[m] doesn't wall bounce even on counter-hitAll-Green is techable on air hit4D>2D possible. If she's near the wall, she can pick them up with 6C, and 6C[m]'s spin can just barely follow it up if you're in a corner4D>2D>66C possible, but strict2C>4D possible. If she's somewhat close to the wall, 2D will follow-up, and if she's at the corner, Haku (3-Dragons: white) will connect2C > Haku > Chuu > Hatsu, A-Reach > Ippatsu > on-staff B, 6B > D > j.C > D-returns > land > 6C > Itsuu-C > aerial finisher (3700 dmg)6C[m]'s spin staggers, can just barely combo afterwards in the corner.Pulling the Mantenbou back during a dash is fasterTsubame Gaishi's falling staff is faster, cannot link into 6C if it connects5B slower start up2C slower start up, reduced a level, techable on ground hitFRKZ 2C knocks down2B>5B gattling added. (cannot reinput 2B)Heavenly phoenix thrust no longer wall bounces for both air and ground, slight wall bounce in/near corner3C is techable6B is techable on ground hitAshura slower start up, invincibility lasts until just before startup, has become a joke DD [*]2B>5B gattling added cannot re-input 2B) [*]Ada's gauge recovers slower [*]Untechable time on moves have changed, combos that work in v1.x does not work anymore [*]j.B has less untechable time (will confirm later) [*]jD special cancellable [*]5D increased damage [*]Added Snowflake/dim light animation added to Yukikaze [*]5DD activation slowed [*]No changes to 5D [*]Gravity combos are easier, slightly longer charge (15 seconds) [*]236B has slower start up [*]5D instantly gives 1 stock, but holding down D gives a slightly slower charge speed [*]2D starts out slow but the charge speed rapidly increases. More recovery [*]jD charge speed increased [*]5B more strong [*]6BB has more range [*]2BB>5BB possible (can't input 2BB twice) [*]2C is jump cancellable on guard [*]2CC doesn't float much [*]3C is ground techable [*]22D wallbounces on only on CH, on normal hit you must follow up with 236D midscreen, in the corner, you can use normals. [*]236A start up time increased, higher proration [*]214A, B doesn't float opponent even when done by itself [*]214x has increased untechable time? (2A>5BB>2BB>5CC>214A>22C>3C possible) [*]623A on counter hit, untechable time decreased so cannot follow up [*]j236A has more startup, and can't be used in combos. [*]j236C has some lag when you land. [*]j214x all are overheads [*]Cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner can follow up with normal combos or 6C [*]Air throw bounds the opponent, you can follow up pretty easily [*]j.CC>j236D>j214D: The light orb from j236D will hit [*]236236C has more invincibility [*]Ouroboros start up and move speed slowed (although it really feel like there's no difference) [*]Ouroboros gauge takes longer to recover [*]5B level reduced. If 5B>3C is not inputted with the fastest timing it won't combo [*]3C floats None listed [*]Parry cancel gone [*]5B faster start-up, can jump cancel even on block. [*]jcc combos seem to be gone. It may be that jcc's are just gone :Valkenhayn: [*]Health - 10k [*]Guard Primers - 4 [*]Moves that take Guard Primer - 6C, 236C, j.214B [*]Fatal Counter - 6B, 6C [*]Drive: Wehrwolf. Switches between human and wolf form. The Wolf Gauge drains while in wolf form and refills while in human form. Wolf form cannot be used if the Wolf Gauge is empty. [*]doesn't dash, hops forward like Hakumen. [*]good at Wolf mode follow-up combos [*]cannot crouch or block in Wolf mode [*]does not automatically turn around in Wolf mode - must hit left or right to change direction. Since he can't block, hitting back just keeps him moving while away from the opponent [*]cannot throw, so he relies on command throw. May be unable to throw-reject as well. [note: video suggests otherwise] [*]Moves done during wolf mode are marked with a [w] [*]5A, 2A - small punches [*]5B - kick [*]2B - low kick [*]6A - does a knee kick while posing his arm. Startup is considerably fast, but there's a pretty big gap. Feels like it should be used for anti-air. [*]6B - not a mid. has vaccuum effect, hits twice. Forces opponent to crouch on FC. [*]5C - ridiculously long kick; reaches far [*]6C - flying kick; hits mid ; feet invincible; takes a guard primer; no disadvantages even on guard; Fatal Counter; on FC, he can transform to cancel it and go into a wolf-mode combo. Strong fundamental element of Valkenhayn's game. This move beats characters who don't have reversals all by itself. [*]2C - anti-air kick; fast startup; this is a bullshit good move. [*]3C - knockdown kick [*]j.A, j.B - par for the course, fairly ordinary. [*]j.C - foot/leg transforms into its wolf form and kicks directly downward; range is ridiculous; even Slayer would be surprised how good this is. [*]A[w] - low hit, claw swipe [*]B[w] - stabs upward; head invincible [*]j.A[w] - claw swipe [*]j.B[w] - tail attack; knocks opponent toward ground on air hit [*]backstep (backdash) - long distance; excellent [*]counter assault - reach is quite long; excellent [*]Nacht Jäger - Night Hunter (236A) - Tackle. Long duration on hit [author remarks that it feels like 5 minutes] [*]Nacht Rosen - Night Roses (236C) - Upper[cut]. Hits mid. Can combo after 5C on crouching opponents. [*]Schwarz Jagd - Black Hunt (236B) - Low kick. Hits low. [*]Weiß Jagd - White Hunt (236B) - follow-up to Black Hunt. Strong kick that knocks opponent away. Can follow up with a combo. [*]Mondlicht - Moonlight (j.214B) - High kick. Kicks opponent straight up. Untechable time is considerably long. Can do Aerial > moonlight > 5C > aerial, etc. This move is bullshit strong. [*]Rasen Wolf - Rushing Wolf (C[w]) - Wolf rush. Can choose direction using joystick. Wolf gauge decreases quickly while using. Can cancel during charge with other moves, hitting C returns Valk to neutral, hitting D transforms him back to human form. Run away, run away! lololol [*]Geschwind Wolf - Quick Wolf - (D during a human form attack) - cancels into transformation. Uses a considerable amount of gauge. [*]König Wolf - King Wolf (236/A/B[w]) - Wolf assault charge. A attacks horizontally, B charges diagonally upward. Cancels into itself - can do three in a row. [*]Eisen Wolf - Iron Wolf (j.214A/B[w]) - Wolf raid. Rushes diagonally down-forward and lands. Angle differs slightly between A and B versions. [*]Himmel Wolf - Sky Wolf (236D[w]) - Wolf bite. Scary 1-hit command throw, 2300 damage. Can be followed up. [*]Sturm Wolf - Storm Wolf (632146D) - Like Chipp's Zanseirouga. Does all hits even on guard. Every hit is an overhead. [*]König Flug - King Flight (j.236236C) - Slayer's Chokkagata Dandy. Transforms at the end. For combos that work even on downed opponents. [*]Astral Heat [no name] (214214214D) - launches opponent, transforms, and slashes repeatedly with the moon in the background. All info on Valkenhayn is subject to change before release. Sources http://www.dustloop.com/forums/showthread.php?9792-BBCS-News-only.-Anything-else-TEMPBAN.-Valkenhayn-DLC!-BBCS-2-for-arcades!&p=749028#post749028 http://www.dustloop.com/forums/showthread.php?9792-BBCS-News-only.-Anything-else-TEMPBAN.-Valkenhayn-DLC!-BBCS-2-for-arcades!&p=750254&viewfull=1#post750254 http://www.dustloop.com/forums/showthread.php?7404-CS-Lambda-General-Discussion.&p=749251#post749251 http://www.dustloop.com/forums/showthread.php?9792-BBCS-News-only.-Anything-else-TEMPBAN.-Valkenhayn-DLC!-BBCS-2-for-arcades!&p=750761&viewfull=1#post750761 http://www.dustloop.com/forums/showthread.php?9792-BBCS-News-only.-Anything-else-TEMPBAN.-Valkenhayn-DLC!-BBCS-2-for-arcades!&p=750882&viewfull=1#post750882 http://www.dustloop.com/forums/showthread.php?9792-BBCS-News-only.-Anything-else-TEMPBAN.-Valkenhayn-DLC!-BBCS-2-for-arcades!&p=751204&viewfull=1#post751204 http://generalnantoka.blog35.fc2.com/blog-entry-371.html
ZONG_one Posted September 9, 2010 Posted September 9, 2010 I suggest this thread be locked now and used only for informational purposes. please, please, please. Nothing against you, Skye. Just... you know. EDIT- Also for litchi 6D level increase. It's probably gone up a level. I'm not sure if it was a level 2 attack before, etc. But I'm guessing it went up one. Meaning more hitstop/blockstun.
Skye Posted September 9, 2010 Author Posted September 9, 2010 It all gotta go somewhere. Might as well compress it in one place.
Skye Posted September 9, 2010 Author Posted September 9, 2010 EDIT- Also for litchi 6D level increase. It's probably gone up a level. I'm not sure if it was a level 2 attack before, etc. But I'm guessing it went up one. Meaning more hitstop/blockstun. Read it again, bro. Decrease.
XDest Posted September 9, 2010 Posted September 9, 2010 - Taunt Loop gone = fuck yeah - j.B is CT's cat2x2, not CS'. This is important, cat spirit 2 in CT had knockdown and a vertical hitbox. - Drive stiffness+hitstop = Going to have to see what that actually changes. Might be really bad, might be nothing major. - The comment about health isn't about health at all I think. Pretty sure it's about her AB2 combo being fine. Searching "2匹 タオカカ" on nicovideo gives you the AB2 ender video.
whitevoid Posted September 9, 2010 Posted September 9, 2010 does anyone know how much time it was between the first loketest and the final release the first time around (i.e. when BBCS was released)?
Sophisticat Posted September 9, 2010 Posted September 9, 2010 Well, since this is just a loketest, there isn't much to discuss, just speculate, I guess? But I suppose Valk can finally be discussed, so let's get the ball rolling! Facts: 1) Has 4 primers. 2) Does indeed have a "wolf drive". 3) Wolf isn't just for combos, apparently. 4) Has good range on his kicks. 5) I see some Slayer 5k, 2k, BBU, and Dandy super in there~! Hype SlayerWolf is hype! We can infer he'll be a kind of RTSD character, probably with "low" health. Perhaps he'll play like Slayer in that he does massive damage, but sucks in mix-ups and getting in, but Wolf movement seems to refute these points. No idea what he'll play like beyond that. I say Welcome to my New Main regardless!
Skye Posted September 9, 2010 Author Posted September 9, 2010 I wonder how much Arakune's damage got nerfed. And the guage decrease in blocked Drive. Both are acceptable nerfs in any case, provided Mori doesn't go scrub again.
grimWTF Posted September 9, 2010 Posted September 9, 2010 Well, since this is just a loketest, there isn't much to discuss, just speculate, I guess? But I suppose Valk can finally be discussed, so let's get the ball rolling! Facts: 1) Has 4 primers. 2) Does indeed have a "wolf drive". 3) Wolf isn't just for combos, apparently. 4) Has good range on his kicks. 5) I see some Slayer 5k, 2k, BBU, and Dandy super in there~! Hype SlayerWolf is hype! We can infer he'll be a kind of RTSD character, probably with "low" health. Perhaps he'll play like Slayer in that he does massive damage, but sucks in mix-ups and getting in, but Wolf movement seems to refute these points. No idea what he'll play like beyond that. I say Welcome to my New Main regardless! I've been playing Ragna till Valk comes out, now I'm really excited. I heard that he uses his meter for his drive, wonder if that's true.
Skye Posted September 9, 2010 Author Posted September 9, 2010 Judging by the pictures and video, it is true.
TheGreatReptar Posted September 9, 2010 Posted September 9, 2010 Tsubaki: 5D instantly gives 1 stock, but holding down D gives a slightly slower charge speed 2D starts out slow but the charge speed rapidly increases. Also more stiff now. jD charge speed increased 5B more strong 2BB>5BB gattlings added (Cannot re-input 2BB) (5BB>2BB>5BB>6A doable now?) 236A start up time increased, if comboed into cannot be follow up [i think.] 214A, B doesn't float opponent even when done by itself 623A on counter hit, untechable time decreased so cannot follow up cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner can follow up with normal combos. after air throw timing for follow up attacks more strict As if they weren't strict before.. My thoughts. I guess if 5D is an instant charge now though, losing some chargeless stuff won't be so bad.
Antihippy Posted September 9, 2010 Posted September 9, 2010 From the lambda thread. Ok so, I just talked with stunedge (an extremely reliable source) and here's what he told me... brace yourselves... and get an extra pair of pants ready... -First hit of 5D is JC'able, but 5DD is not. -6A has faster start-up (and keeps all frame data + invul). -4D/4DD is JC'able... even if you wiff it. -Gravity combos are easier. (But he didn't say why, but my guess is they don't float as high?). -6B CH > 236C works. (Damage much?) -Calamity Sword has more start-up... but that super sucked anyway so w/e. In addition he says that when anyone says that 'X' normal/special has more frames of start-up it's most likely due to the new I/O they're using, so the game seems to run slower. Thoughts? My thoughts: HELL TO THE FUCKING YES!!!!!!!!!!!!!!!!!!!!!!! If 4D/4DD stays JC'able she might become broken again...
farranpoison Posted September 9, 2010 Posted September 9, 2010 Makoto 5B is faster and can be jump cancelled?! GET HYPE
Blade Posted September 9, 2010 Posted September 9, 2010 I got a question for confirmation: This is the first Loke-test, and how many more will we have before we get an Online Patch? Have they openly said what System Version this is (I'm assuming v.1.02)? Lastly, assuming this is 1.02, will switching to earlier versions (1.01, 1.00 etc) negate the changes made? That is to say, if somebody doesn't like how they got nerfed, switch to 1.01 etc etc?
fohstick Posted September 9, 2010 Posted September 9, 2010 Hazama: 5B level reduced. If 5B>3C is not inputted with the fastest timing it won't combo. what does that mean?
zeth07 Posted September 9, 2010 Posted September 9, 2010 The Bang stuff is going to change his combos completely (again), if the 5B/2B being slower and the 623B/j.623B having no wall bounce work the way they sound. Especially the no wall bounce off the fire punch. If these changes somehow stay, which i doubt, I would almost go as far to say that Bang could be worst than he was in CT because it really messes up his combo potential / damage pretty severely. Guess we gotta wait and see how this turns out.
Skye Posted September 9, 2010 Author Posted September 9, 2010 It means it's guard and hit stun is lower.
Wirya Posted September 9, 2010 Posted September 9, 2010 @fohstick: Because the attack level is reduced, the hitstun of 5B is reduced too, so the timing for 5B>3C is more strict.
Dullyanna Posted September 9, 2010 Posted September 9, 2010 My thoughts. I guess if 5D is an instant charge now though, losing some chargeless stuff won't be so bad. If they buff the stuff she can do with charges, I'll take it (Especially if her 5B is better in general).
Aftermath1349 Posted September 9, 2010 Posted September 9, 2010 Hazama: 5B level reduced. If 5B>3C is not inputted with the fastest timing it won't combo. what does that mean? It means you can't delay the 3C anymore. Eh, not a big deal. @Blade, I'm fairly certain I read that if you switch system versions it does contain the older mechanics.
Antihippy Posted September 9, 2010 Posted September 9, 2010 I got a question for confirmation: This is the first Loke-test, and how many more will we have before we get an Online Patch? Have they openly said what System Version this is (I'm assuming v.1.02)? Lastly, assuming this is 1.02, will switching to earlier versions (1.01, 1.00 etc) negate the changes made? That is to say, if somebody doesn't like how they got nerfed, switch to 1.01 etc etc? This is loc test for the arcade version. The final balance changes of the arcade version will presumably be patched online later.
kataridragon Posted September 9, 2010 Posted September 9, 2010 EEEsh this is crazy. I wonder how the new tao is gonna work out. But now I can play as Rachel again soon and Valkenhein. Plus hazamas getting nerfed a bit. So yay!!! Edit: A better tsubaki is cool to now I might think about playing as her.
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