The Noble Clap Posted October 23, 2010 Posted October 23, 2010 I don't jump 7+a+b. I just IAD j.C or Vivace. Does feel like its gonna be a whole new system of thought regarding pressure now though. Lambda being dead is an over-reaction, but Makoto is so damn nerfed. They took away the bad things but didn't stop there.
huey253 Posted October 23, 2010 Posted October 23, 2010 lol final product=gdlike bang. ahahahaaha. (all the characters in CT/CS that gave bang trouble have been nerfed pretty hard) i'm sure stuff will change though.. and i imagine american tourney matches will end with people dying in danger mode lol.
mAc Chaos Posted October 23, 2010 Posted October 23, 2010 lol final product=gdlike bang. That would be hilarious.
soujiro seta Posted October 23, 2010 Posted October 23, 2010 Yeah, what stickbug said. Carl has something similar to this change in CS1. It's called 8D air unblockable. You don't see people jumping out with barrier when he has them sandwiched/cornered do you? Lol this is why jumpy players hate fighting carl. 8D destroys Jump back barrier. Although it's not the same, it has the same effect. it forces you to have to jump at the right time, IB punish him, look for holes in his pressure to poke him out, etc. You can't barrier on jump start up so jump barriering during mixup is practically a free combo. Now characters don't have to use AAs when they predict you'll jump. They'll just continue their mixup. This also makes tick command grabs a bit stronger cause you have to jump when you think it's coming, and not just hold up. Guess wrong though and you eat a combo, so there's a risk is jumping now.
soujiro seta Posted October 23, 2010 Posted October 23, 2010 Just got done with a bad week. Good to see things are shaping up for the better in CS2. I personally like the currently changes. When I used tsubaki jump barrier was annoying. Lol, but carl doesn't have that problem. Seems arc doesn't know what to do with Tsu huh? Oh well I thought things would shape up for her. It doesn't matter now. Once plat comes out, buh-bye tsu.
a Lisianthus Posted October 23, 2010 Posted October 23, 2010 are you fucking stupid? carl 8d is a true unblockable, thats why people might be scared of jumping out. these changes wont make b c and d moves true unblockables.
farranpoison Posted October 23, 2010 Posted October 23, 2010 So now characters with a command throw will be even stronger? Sure seems like it, at least. Except for poor Tager.
SolheartStud Posted October 23, 2010 Posted October 23, 2010 Liking the system changes a lot....but in all seriousness guys, has anyone found out any other changes with the characters?
Skye Posted October 23, 2010 Posted October 23, 2010 For Carl to be a good middle finger to chicken blockers, most Carls do nothing but jump around. Nigga's in the air more than Arakune.
huey253 Posted October 23, 2010 Posted October 23, 2010 oh yeah, shoutouts to all the lambda players complaining about 2k midscreen dmg. thats like above average right now..
soujiro seta Posted October 23, 2010 Posted October 23, 2010 are you fucking stupid? carl 8d is a true unblockable, thats why people might be scared of jumping out. these changes wont make b c and d moves true unblockables. facepalm.jpg Read carefully first before you post. It gets rid of any misunderstanding. Yeah, what stickbug said. Carl has something similar to this change in CS1. It's called 8D air unblockable. You don't see people jumping out with barrier when he has them sandwiched/cornered do you? Lol this is why jumpy players hate fighting carl. 8D destroys Jump back barrier. Although it's not the same, it has the same effect. it forces you to have to jump at the right time, IB punish him, look for holes in his pressure to poke him out, etc. You can't barrier on jump start up so jump barriering during mixup is practically a free combo. Now characters don't have to use AAs when they predict you'll jump. They'll just continue their mixup. This also makes tick command grabs a bit stronger cause you have to jump when you think it's coming, and not just hold up. Guess wrong though and you eat a combo, so there's a risk is jumping now. For Carl to be a good middle finger to chicken blockers, most Carls do nothing but jump around. Nigga's in the air more than Arakune. ROTFLMAO. Nah carl's main way of approaching is through the air, you can't blame them. Don't worry 8D hasn't been air unblockable since loctest 2 iirc. I'm assuming this will stay in the final product. You can jump now, but with primers rounding down to 2 (except tager), 8D taking 2 primers now (assuming it stays), and with there being no proration after guard break, lol, jumping during sandwich could still be dangerous. Don't worry ara will be fine
WintySoSolo Posted October 23, 2010 Posted October 23, 2010 2K damage midscreen now average? I guess with the changes to what can be normal guarded in the air we might be getting a few more combo opportunities, and just building damage in little chunks. It sounds like soku, as far as damage goes. Not cool.
George Costanza Posted October 23, 2010 Posted October 23, 2010 So all of Nirvana's attacks apply to the new change as well right? Eh, I can deal.
Skye Posted October 23, 2010 Posted October 23, 2010 Don't worry ara will be fine I'm not worried about Arakune. Never even commented on him yet.
soujiro seta Posted October 23, 2010 Posted October 23, 2010 So all of Nirvana's attacks apply to the new change as well right? Eh, I can deal. uhhh, I don't know. No change of that sort has been reported, so I'm assuming all her moves, except 8D, don't have to be barrier blocked in the air.
Setsuna Posted October 23, 2010 Posted October 23, 2010 I'm not sure if I should be happy or worried about the lack of Noel information. I reckon it could go either way. I myself would like a surprise buff for Noel ... anything at all >.>
a Lisianthus Posted October 23, 2010 Posted October 23, 2010 I believe there already a few frames during the start of a jump where you can't barrier(confirm, someone?), it's just that currently only certain moves need to be air barriered, forcing some characters to use a move that's sub optimal in a pressure string to catch a jump. Whereas if the change is true, then any jump out attempt that's not during a large gap in a string will result in you getting blown up. Also take into effect that having to air FD everything will mean your meter will drain hella fast if you're constantly chicken blocking. minimum frame before you can barrier after a jump is 1 frame only, apparently. you can go test for yourself if you wish. litchi 2a->623d is 6 frames on regular instant block into 11 frame start up air unblockable, that is a 5 frame gap. ragna jump start up is 4 frames, and he can barrier guard the tsubame gaeshi. on instant barrier, 2a is 7 frames, so there is a 4 frame gap. ragna cannot block tsubame gaeshi if he tries to jump out in that situation. @seta, b c and d attacks being air unblockable without barrier does NOT compare to a true unblockable like carl 8d at all. all you need, is a 5 frame gap, and 5 frame gaps, especially on instant block, are fucking common as hell in blazblue. carl 8d effectively FORCES you to stay down as long as it is active
soujiro seta Posted October 23, 2010 Posted October 23, 2010 @seta, b c and d attacks being air unblockable without barrier does NOT compare to a true unblockable like carl 8d at all. all you need, is a 5 frame gap, and 5 frame gaps, especially on instant block, are fucking common as hell in blazblue. carl 8d effectively FORCES you to stay down as long as it is active, however. I know. Since the b c d attacks being air unblockable change was implemented in this loctest, we don't know if there's now a minimum height for barriering. We'll have to wait and see.
eirei Posted October 23, 2010 Posted October 23, 2010 Okay, wait, where did we get the info that all 5B and 5C are airunblockable? They're not. Each character has either a 5B or a 5C with airunblockable properties, like what they've done on the last loketest, but they've expanded on it. There has been no mention of unblockable 5Ds or any other ground normals. Guard crushes have 80% proration from the 2nd hit onward. You break them, the first hit is unprorated, then you get 0.8 on all the following hits. Gold bursts' proration was listed incorrectly in the last loketest notes. It's 0.7 and 1.0 in combos. Tao 3C downs if it didn't before. Sledge Hammer isn't FC.
Skye Posted October 23, 2010 Posted October 23, 2010 It's worth noting that d attacks being air unblockable is speculation. Only 5b and 5c are confirmed.
Tofu Warrior Posted October 23, 2010 Posted October 23, 2010 minimum frame before you can barrier after a jump is 1 frame only, apparently. Ha, I knew it, thanks for clarifying this. Barrier jumping is still nerfed in CS1 though; you can't immediately go from a grounded barrier guard to an aerial barrier guard without release A+B first. It's still possible to punish people for holding 7+A+B in CS1, but now in CS2 you can punish them even harder.
mAc Chaos Posted October 23, 2010 Posted October 23, 2010 Okay, wait, where did we get the info that all 5B and 5C are airunblockable? They're not. Each character has either a 5B or a 5C with airunblockable properties, like what they've done on the last loketest, but they've expanded on it. There has been no mention of unblockable 5Ds or any other ground normals. Guard crushes have 80% proration from the 2nd hit onward. You break them, the first hit is unprorated, then you get 0.8 on all the following hits. Gold bursts' proration was listed incorrectly in the last loketest notes. It's 0.7 and 1.0 in combos. Tao 3C downs if it didn't before. Sledge Hammer isn't FC. Wait what So you're saying the others translated it wrong? Here's SJ's post: http://www.dustloop.com/forums/showthread.php?10350-BBCS2-Loketest-4-Oct.-23-Discussion-(NO-COMPLAINING)&p=807129&viewfull=1#post807129
soujiro seta Posted October 23, 2010 Posted October 23, 2010 Okay, wait, where did we get the info that all 5B and 5C are airunblockable? They're not. Each character has either a 5B or a 5C with airunblockable properties, like what they've done on the last loketest, but they've expanded on it. There has been no mention of unblockable 5Ds or any other ground normals. Guard crushes have 80% proration from the 2nd hit onward. You break them, the first hit is unprorated, then you get 0.8 on all the following hits. Thanks for clearing things up.
eirei Posted October 23, 2010 Posted October 23, 2010 It's worth noting that d attacks being air unblockable is speculation. Only 5b and 5c are confirmed. Either way, it's not both 5b and 5c. Each character gets one of those as airunblockable.
RadRed Posted October 23, 2010 Posted October 23, 2010 I myself would like a surprise buff for Noel ... anything at all >.> So would I, but whether we'll get one remains to be seen. She's got some nice stuff already with new gatlings and such to make her pressure game better. I think I remember hearing something about 5C being jump cancelable on block as well? Not sure.
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