Spirit Juice Posted October 9, 2010 Author Posted October 9, 2010 srsly...wow never knew that. Well who made ^ core + balanced then needs to balance cs. Sorry to burst your bubble, but the GG team are the people who make BB. Also, AC's balance just happened by accident. If anything, #R to Slash made the most sense in terms of balancing the game out sans Robo-Ky, and all the stuff they did with Accent Core was pretty much "hey let's add a bunch of stuff we think will be cool".
SH-Junkie Posted October 9, 2010 Posted October 9, 2010 Sorry to burst your bubble, but the GG team are the people who make BB. Also, AC's balance just happened by accident. If anything, #R to Slash made the most sense in terms of balancing the game out sans Robo-Ky, and all the stuff they did with Accent Core was pretty much "hey let's add a bunch of stuff we think will be cool". Well tbh I never really "played" #r just x,x2 and x2ac+. So out of those ac+ felt the most balanced.
iamkitkatbar Posted October 9, 2010 Posted October 9, 2010 why are you guys crying about a loketest no one on dustloop will have a chance to experience? all that matters is the finished result,y o With the way they are going on Tsubaki It does not look good They need more months to loketest
Tofma Posted October 9, 2010 Posted October 9, 2010 tsubakis charge CH state isnt that much of a problem really. its not like youre gonna be chargin in their face and since it instantly gives 0.5 charge youre not gonna be charging as long anyway the throw nerf sux though
Devdan Posted October 9, 2010 Posted October 9, 2010 A bit of a damage buff and maybe increase 6B's hitbox size so 6A/6B combos hit the whole cast would be nice. Great idea, but judging by these other changes it probably won't happen. Man, I was super apprehensive about CS and that turned out alright enough, but I can't help but also worry about this. It's my nature. And why'd they speed Jin's 5D back up. Maybe I just sucked a lot (and played Carl to boot) in CT, but Jin's instant 5D made me have to start every match (I only got to play ranked, so yes, literally every match) defensively. They should return ice car to its old version too; because it wasn't actually that good, and beating ice car Jin's was fun! (except for it when it lagged a lot, and I got hit instead of IB'ing)
Kyosuke Kagami Posted October 9, 2010 Posted October 9, 2010 I DON'T BELIEVE THIS AT ALL!!!! GGXXAC+ was an actual good game....bbcs...wtf! I need proof. Pls provide Finish AC and watch the credits.
smooshman Posted October 9, 2010 Posted October 9, 2010 And why'd they speed Jin's 5D back up. Maybe I just sucked a lot (and played Carl to boot) in CT, but Jin's instant 5D made me have to start every match (I only got to play ranked, so yes, literally every match) defensively. .........because Jin's 5D sucks..... there is literally no real reason to use 5D anymore. and besides it's still only cancellable with heat and dash, the former is never going to happen at the beggining of the match and the latter being very unsafe, and it's a -9.... I'm excited about the prospect of easy hit-confirm>freeze on the ground. Oh and poke that doesn't have jin's cape as in his hittable box.
Klaige Posted October 9, 2010 Posted October 9, 2010 Guess that's what i get for playing a good character for once. Nerf city. Give me a fucking break, why would you completely remove someone's base BnB launcher? There's no fucking mindset behind this, it's just balance team playing like an online scrub. MASH HORDER!!!!!!!!
Kyosuke Kagami Posted October 9, 2010 Posted October 9, 2010 Hey, see the good side: All of us who get the console version will be able to switch back to old Hazama / HAKUMANZ / Arakune lulz. It's not like we're forced to get stuck with CSII changes. At least not for competitive shit.
FormerlyUnknown Posted October 9, 2010 Posted October 9, 2010 i'm dissapointed in what i've seen for the locktests, but that's just me. I have my own ideas on what should happen, but then again so does everyone so i'm not going to expect anything i want to happen. (and my changes are too much for just a patch, perhaps bb3 but again they're never going to happen) in terms of nerf/buff all i have to say is: ragna- more 5b start-up/recovery (just a few frames work wonders) only 1 hit on divider (no more clash shenanigans) fix "Uppercut" hitbox (check out the hitbox viewer and tell me i'm wrong...) less damage bang- remove FRKZ steal rain impossible without nails daifunka no longer hits knocked down less daifunka invincibility triple-nails don't bounce no pheonix wall-bounce (they did this =D) kune- 3-hit curse (all curse hits do 1/3 bar) blocked hits do (1/6 bar) curse only lasts short time (enough for 2 loops with current bugs) curse goes down at constant speed (no more 1/2 speed when getting hit) 6a comes out faster (5a>6a actually connects) normals actually able to cross-up (ex:5a>2a/2a>5a. what a concept) these are the only characters i've spent time thinking about =p if we're not doing the whole "wishlist" thing i'll delete it but i just felt like giveing my two cents o3o
Kristoph Posted October 9, 2010 Posted October 9, 2010 Hey, see the good side: All of us who get the console version will be able to switch back to old Hazama / HAKUMANZ / Arakune lulz. It's not like we're forced to get stuck with CSII changes. At least not for competitive shit. you are fucking joking, correct?
smooshman Posted October 9, 2010 Posted October 9, 2010 ragna- more 5b start-up/recovery (just a few frames work wonders) only 1 hit on divider (no more clash shenanigans) fix "Uppercut" hitbox (check out the hitbox viewer and tell me i'm wrong...) less damage you're wrong I see nothing wrong with a slight hitbox extension for an AA. 5B is his poke... at 8f slowing it would be kinda stupid, at 10f it's now slow for a B attack 1 hit divider is kinda.... wierd, no real reason to remove it "hey guys, the let's nerf the glass cannon's damage" seriously, lowering Ragna's damage would be ridiculous, maybe nerf his abare. the reason Ragna was so strong in the beggining was because he was actually done (mostly) right.
FormerlyUnknown Posted October 9, 2010 Posted October 9, 2010 you're wrong I see nothing wrong with a slight hitbox extension for an AA. 1 hit divider is kinda.... wierd, no real reason to remove it. i'm talking about the uppercut of inverno divider =p again check hitbox viewer and i don't see why inferno gets two hits makeing it impossible to clash with effectively =p
killionaire Posted October 9, 2010 Posted October 9, 2010 Sorry to burst your bubble, but the GG team are the people who make BB. Also, AC's balance just happened by accident. If anything, #R to Slash made the most sense in terms of balancing the game out sans Robo-Ky, and all the stuff they did with Accent Core was pretty much "hey let's add a bunch of stuff we think will be cool". wwww--- wait? The balance for that game happened to be good because they were... lucky? This is something new to me.
Kyosuke Kagami Posted October 9, 2010 Posted October 9, 2010 you are fucking joking, correct? Well, they included the possiblity to use old versions of the game for a reason
smooshman Posted October 9, 2010 Posted October 9, 2010 i'm talking about the uppercut of inverno divider =p again check hitbox viewer and i don't see why inferno gets two hits makeing it impossible to clash with effectively =p oh that one, well... it's part of a multi hit, so I guess it's there to make sure it hits as for the mulitihit, again I don't really know what the point of it, maybe for some kind of extra damage, either way it doesn't really change many things except that it will continue even after clashing, and it will be invincible after the clash too. Besides Ragna's supposed to have the best DP, it's just obvious it was designed that way.
Varamathras Posted October 9, 2010 Posted October 9, 2010 On Ragna's Inferno Divider: First hit he's grounded, second is he's in the air.
Kristoph Posted October 9, 2010 Posted October 9, 2010 Well, they included the possiblity to use old versions of the game for a reason Yeah, because maybe some people will want to play with the old versions for whatever reason. That doesn't mean they'll be used for competitive stuff on any level. Unless you're Wingspade.
Kyosuke Kagami Posted October 9, 2010 Posted October 9, 2010 Yeah, because maybe some people will want to play with the old versions for whatever reason. That doesn't mean they'll be used for competitive stuff on any level. Unless you're Wingspade. That's why I included that last line
FormerlyUnknown Posted October 9, 2010 Posted October 9, 2010 oh that one, well... it's part of a multi hit, so I guess it's there to make sure it hits as for the mulitihit, again I don't really know what the point of it, maybe for some kind of extra damage, either way it doesn't really change many things except that it will continue even after clashing, and it will be invincible after the clash too. Besides Ragna's supposed to have the best DP, it's just obvious it was designed that way. nobody is "supposed" to have the best anything, and that's just stupid reasoning but it does seem to be how this game is being run nowadays. ragna had the best dp in ct, he has the best dp in cs, people have just come to expect that from him, and I think it's wrong. if his dp only has the one hit (air), it means it won't magically restart from a clash leading to an easy dp, and he'll be left vulerable for counter-hit, i know it's a small change that seems insignificant, but it will fix "chance-hits" that seem to happen. the uppercut thing just seems wrong to me =p i mean he already has the best dp, and now he has easy combos off of it which take absolutly no effort. if they fix the uppercut hitbox then at least it will take SOME timeing to land the second and third hit for combos. and for 5b i just want them to slow the start-up because suprisingly the hitbox is perfect but it comes out super fact and has long recovery, if it has long(er) start-up, then it will cause ragna to think twice about relying on his jesus-powers
zreb Posted October 9, 2010 Posted October 9, 2010 There are plenty of other character who have really great opening moves and plenty more whose options all kind of blow. Jin's 5D isn't the only one that would force you to play defensive that if they sped it up again.
smooshman Posted October 9, 2010 Posted October 9, 2010 On Ragna's Inferno Divider: First hit he's grounded, second is he's in the air. oh yeah, so the active frames don't just take up time they can tech, so the second hit keeps them in the air.
Achtzehn Posted October 9, 2010 Posted October 9, 2010 Okay, 5c not comboing into 6a is the only thing I want some clarity on. I'm assuming that it just plain doesn't combo, but it still gatlings right? Just want to be absolutely sure (I know this can change at anytime but at the moment I would like to know this).
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