Varamathras Posted October 10, 2010 Posted October 10, 2010 Wonder when loketest 3 will be... next week
killionaire Posted October 10, 2010 Posted October 10, 2010 I'm starting to get concerned by the lack of Litchi info. It seems like no Litchi players showed up for loke tests during CS's loke tests and look what happened there. I'm gonna go ahead and pull a crazy conspiracy theory out of my ass now. Those sneaky Litchi players.
Devdan Posted October 10, 2010 Posted October 10, 2010 Mu - 2B 2C connects now - j3D removed. What the hell is j3D? Ahaha, I was skimming and at first thought this said 2B 3C removed. I was going to flip. She doesn't actually have a j3D does she. Have I been maining her since july, thinking I was decent, and all along she had a normal I didn't even know about.
Stomoman Posted October 10, 2010 Posted October 10, 2010 I'm gonna go ahead and pull a crazy conspiracy theory out of my ass now. Those sneaky Litchi players. I wouldn't put it past them. They play Litchi.
Tofma Posted October 10, 2010 Posted October 10, 2010 - D nail bounces on hit, hard to combo from. what does this mean? d nails bounce off the opponent?
Shockna Posted October 10, 2010 Posted October 10, 2010 Ahaha, I was skimming and at first thought this said 2B 3C removed. I was going to flip. She doesn't actually have a j3D does she. Have I been maining her since july, thinking I was decent, and all along she had a normal I didn't even know about. I'm thinking they mean j.4D. And I'm not sure that stein placement even has usefulness in Oki/combos, as I've never seen it listed in such.
eirei Posted October 10, 2010 Posted October 10, 2010 what does this mean? d nails bounce off the opponent? They bounce the opponent on hit.
Varamathras Posted October 10, 2010 Posted October 10, 2010 Is there a source? Source: http://blazblue.jp/topics.html#topics153 The info was in the platinum thread.
Toasty Posted October 10, 2010 Posted October 10, 2010 Source: http://blazblue.jp/topics.html#topics153 The info was in the platinum thread. Thanks.
Justice7541 Posted October 10, 2010 Posted October 10, 2010 You forgot 6A and 2C. And 6B is an overhead cause we have 6B>2A>5B...wait... I guess we have to do 6B RC combos again, maybe 6B>RC>2B>etc. And you can always do other combos off 5C, not just Daifunka, so I'm not sure what you meant there. EDIT: So just to summarize, slightly adjusting 5B, has now made 2A useless and in the process of that made 6B practically useless due to more than likely needing to RC to combo off of it which at the same time will do damage nowhere near the amount worth the heat cost. That one adjustment changed a lot more than it would seem if you really start to think about it. Gotta love location tests. 6B and 2C are both techable now, which means you can't combo anything off them, so 6B is automatically worthless again and 5C is also worthless by extension because it only gatlings into one of those two normals. I guess you could do 5C 623B 5A 5B > air combo for overhead in the corner, but otherwise I think 5C Daifunka is his only overhead combo now. So no real overhead and no combos on crouching means you'll just be able to sit in crouch block and mash 2A if he tries to come in for command throw, and be completely safe. Alternately, you can just pick Taokaka and spam 2A nonstop because he won't even be able to hit you now that 2A doesn't combo into anything and 5A doesn't hit low profile. Also Hazama's 3C floats now so I'm sure we'll be able to find a new BnB for him. I'm guessing something like 5B 3C d.5B/5C might work. I have no idea how much untech time the 3C has now but if its the same as before, d.5B should link since d.2B did.
dragontamer Posted October 10, 2010 Posted October 10, 2010 + bloom trigger slides opponents hit on ground When I read this the first time (without the +/- signs on...) I thought it was a nurf. I guess it must be an untechable slide with a nice combo after it or something. 236D RC is a decent Rapid Cancel combo if you can get to the corner... although, if its a long slide, 236D -> slide would still probably combo into 6C -> relaunch -> something... Meh, I instinctively thought it to be a nurf (thinking like wtf 214D Totally useless slide). Maybe its more like Jin's 214D: with an actual combo off of it in the corner without a rapid. Currently, ground launches don't combo even in the corner so... maybe it is a buff. Well, air hits should still corner-bounce into combo right? So 236D -> 632146D should still work right? Bah, damn this translated nonsense, I want my hands on the damn game...
Felicia Posted October 10, 2010 Posted October 10, 2010 Hakumen: renka is now 236B *this is actually really helpful. 5 primers (down from 6) *why??? + All C moves come out faster *this will be good for ppl who know how to use him, and influence C spamming scrubs to spam C more. + Back throw recovery reduced, can follow up in corner *Thats nice to here ^^ + 6B damage increased. *its welcomed, i use it. not too often. + 623A cancelable during movement. *seems useful - 3C > 3C doesn't combo anymore *welp thats gay. but im good off that. - renka wall bounces. can follow up with 6C *if this can do what i think it can do then im kinda happy. not the 6C garbage. - hotaru wall bounces. can follow up with 6C ...im not sure how i should take this 1, hotaru already could be followed up with 6C. - enma floats higher, harder to follow up they take one of his few legit BnBs and makes it HARDER to do. i can deal with that. - tsubaki slides, can only follow up in the corner *i really am not liking this. - Slower magatama recovery. *so they slowed it even MORE from ct? i can live with that. i hope. - MUGEN: after gauge depletes, will not increase for at least 6 seconds. *higher risk/less reward what ever. - Yukikaze: will only show superflash after a successful counter. Gauge depletes on use either way. AH still has superflash. (Was this in the first loketest? Not sure.) *...what...? Almost sounds like that they want to improve Hakumen's ground game and midfield combos - something he tends to lack anyway. Magatama was pretty easy to amass if you and your opponent just stalemated and couldn't find an opening to really punish. It basically ends up rewarding Haku-men by playing a waiting/turtling game without really turtling, especially since Hakumen's sword is really difficult for some characters to break through and get in (Makoto, is one example).
psycofang2 Posted October 10, 2010 Posted October 10, 2010 Almost sounds like that they want to improve Hakumen's ground game and midfield combos - something he tends to lack anyway. Magatama was pretty easy to amass if you and your opponent just stalemated and couldn't find an opening to really punish. It basically ends up rewarding Haku-men by playing a waiting/turtling game without really turtling, especially since Hakumen's sword is really difficult for some characters to break through and get in (Makoto, is one example). yeah problem is...vs good ppl they dont stalemate that long. like 3 to 4 seconds. everyone i fight never gives me a second to breathe let alone amass mags. hakus sword really isnt that difficult to get around unless you are A: running straight at him or B: being predictable. ive used multiple characters vs good hakus, and the only thing that even barely gives me trouble is his D counters. but thats my fault for being predictable.
AdamNW Posted October 10, 2010 Posted October 10, 2010 Arakune - D bug faster, less hitstun. (The wiki says less damage, the blog says less hitstun. Could be either, could be both. Dunnolol.) - Spin and dive now have same move proration added. - Landing recovery after airthrow. - Jump cancel from bird (j6B?) slowed, can't bird -> bird -> spin anymore. - Warps are a lot slower, you can hit him out of them on reaction. Okay I'm going to wake up tomorrow and this won't be here.
Xtra_Zero Posted October 10, 2010 Posted October 10, 2010 Any vids yet? I wanna see how much faster Haku's C moves are.
Sunnyday Posted October 10, 2010 Posted October 10, 2010 Tager seem to be alright... Apart form the little nerf on 5C ---> 6A Looks like allot of characters have certain things nerfed pretty badly. I'm curious what the final changes are after the loketest, let's hope it isn't as bad as everybody fear it is.
RaveDX Posted October 10, 2010 Posted October 10, 2010 Just hoping arcs gonna be merciful n give back Bangs 623B-wall bounce :\...
rei-Scarred Posted October 10, 2010 Posted October 10, 2010 ahahaha I almost wanna just assume 2A 5B not comboing for Bang was an accident. Whenever they catch that it'll be like "oh oops we made it a bit too slow lol sorry guys". Loketest 2 Bang for worse than CT Tager tier. Get hype. Get fucking hype for 2A RC 5B combos.
Achtzehn Posted October 10, 2010 Posted October 10, 2010 Platinum footage. Not much and too many people walk in front so you can't see alot but hey its better than nothing right? http://www.youtube.com/watch?v=K3whHo26uu0&feature=player_embedded I have a new main
GenoWhirl Posted October 10, 2010 Posted October 10, 2010 Blazblue Continuous Shit Mori better pull the stick off his ass and fix this shit
firesoul1 Posted October 10, 2010 Posted October 10, 2010 Arakune - D bug faster, less hitstun. (The wiki says less damage, the blog says less hitstun. Could be either, could be both. Dunnolol.) - Spin and dive now have same move proration added. - Landing recovery after airthrow. - Jump cancel from bird (j6B?) slowed, can't bird -> bird -> spin anymore. - Warps are a lot slower, you can hit him out of them on reaction. If this is true then Arakune is as interesting as watching paint dry....
Halcyone3 Posted October 10, 2010 Posted October 10, 2010 - Spin and dive now have same move proration added. That change alone makes me a happy camper, giving him all the other nerfs seems a tad excessive. Were the warp and j.6B nerfs rly that necessary? Also, any news if noel's j.4D is still has loktest 1's gdlk speed? hoping some1 catches that shit on video this time =x
LordSpectreX Posted October 10, 2010 Posted October 10, 2010 Edit: Well, since all the first locktest changes apply; Arakune has; •overall damage decreased •guarded drive moves give less curse meter •D bug faster, less hitstun. (The wiki says less damage, the blog says less hitstun. Could be either, could be both. Dunnolol.) •Spin and dive now have same move proration added. •Landing recovery after airthrow. •Jump cancel from bird (j6B?) slowed, can't bird -> bird -> spin anymore. •Warps (If P then Q, not dash/backdash) are a lot slower, you can hit him out of them on reaction. For god's sake, Arakune's only mid tier. Arakune for worst character in the game if these changes apply. Oh well, if these happen I could just make Hazama my main... Oh, right. Well I could make Tsuba... Umm....
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