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Posted

lol Tager.

I like the defensive changes here, they make the game smarter. On the other hand... I liked the fast paced aerial game of BlazBlue too. With this change it seems like it'll be more like "jumping = suicide" like in SF4.

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Posted

well one of the most important reasons this chang eis important is now you cant just up back without barrier, and if you do, theres an amount of human error involved (similar to 1f jumping out of a string in gg just much more lenient).

tager really needs better lows more than anything though. seriously.

Posted

guard crush is really dangerous now, I can litterally hold a spark, break a few primers wait for you to screw up and catch you not blocking...easy 4k.

Posted
Did you just argue that nerfing a braindead, powerful defensive option...caters to scrubs who can't block?

I...

That's not...

what :psyduck:

No, jumping out is pretty much Arakune's only defensive option because his normals suck ass.

Posted

Ya, guard crushes/primer hunting will be a bigger part of the game(hello guard break 720!) and I really like the change to the aerial combat really, I was tired of people constantly jumping around as an anti-everything now holding back up won't be a pro strat against block strings with small stops in gatling for overheads and etc.

Still not a single info about Tsubaki... I'm guessing she hasn't changed since loktest 3. I'm not sure how to feel about that really since she lost her instant charge but we'll see how she works sooner or later.

Posted

this are all the current changes at 2am japan time:

Jin:

-2D is even slower than it was in shinjuku

Taokaka:

+6C CH wall bounces (in shinjuku it only sent them flying)

-6A start up increased, 2B>6A won't combo

-5D's hit stun has decreased or DA recovery has increased? on crouchers 5DA>5B won't combo

-[2]8D has weirdly slowed (thanks ronove for the correction)

-Only DD can cancel from 3C (in corner can combo with 5B though)

-After 6B normal hits won't combo (up till shinjuku 5B could)

-CA motion changed to 6C, sends opponent flying, slides

Arakune:

+new move 4B added (old 6B)

+new move 6B added (old A>6B)

+5B>4B gattling added

-6A start up increased

-6D bug placement is quite far now

Litchi:

6B, JC on CH wallbounces

Carl:

+Folka guaranteed to come out

+8D breaks 2 primers

-Anima lost it's super armour

-J2C bounce height has increased

Hakumen:

+Enma floats opponents like it used to, enma combos are possible again

Lambda:

-Increased recovery from crescent cancel

-Crescent saber's recovery increased. Cannot pick up combos from TK crescent

-6C sends opponent flying (in corner wallbounces)

-cannot combo 6C from 2DD

Hazama:

+Jabaki slides, in corner will wallbounce, 5B>3C>Jabaki>5C>... works in corner

Mu-12:

+recovery of stein placement decreased. 6C>5D>Habakiri combos

+3C downs both air and ground opponents and can't be teched. untech time increased

+Ame no Habaya hits 5 times, untech time increased

+2B reach incresed

-6B moves her less forward

-J2C can be teched

Makoto:

-B, C arrow now have same move proration

-comet arrow same move proration increased

of course, take all these with a grain of salt because as someone has already said, there are fake changes going around the japanese websites and bbs.

Posted

Physical ground normals now require barrier block when aerial. BEST. CHANGE. EVER.

YES.

Looks like people's 3cs are coming back to usefulness.

Notably Tager, Noel, Bang, Hakumen and Makoto.

Bang's Asura command changed to 236236a.

YES!

hmm, instead of making Noel's 2D like Gauntlet Hades, they made Gauntlet Hades like Noel's 2D. Anybody find anything about Noel? or am I the only one who cares?

I haven't heard anything really except for what we already knew from previous lokes. No more Haidas, but more damage output. We STILL have a lovely 3C, so I think she's essentially the same still. How bad could any nerfs she got in this loketest be that we haven't gotten any Noel info yet? BRING THE NERFS ON, I'M BUCKLED DOWN AND READY FOR EM! :v:

Posted
No, jumping out is pretty much Arakune's only defensive option because his normals suck ass.

wow so it takes skill to avoid mixups now holy shit you are a child.

Posted

Couldn't you still jump out of overheads and throws? I mean, they'd probably be slow enough to give you time.

Posted

Makoto:

-B, C arrow now have same move proration

-comet arrow same move proration increased

of course, take all these with a grain of salt because as someone has already said, there are fake changes going around the japanese websites and bbs.

I believe B and C arrow already had 10% same move proration when used into itself, unless they mean using one then the other.

Cosmic cannon makes since, looping into itself for tons of heat was dumb, hopefully they rethink the slowing down of her drives and 2C.

:psyduck:

Posted
No, jumping out is pretty much Arakune's only defensive option because his normals suck ass.

your a disgrace to the hive.

that is something every decent arakune player wants me to say.

Posted
Couldn't you still jump out of overheads and throws? I mean, they'd probably be slow enough to give you time.

yes you can.

but now it is harder to jump out of things that aren't mixups. meaning you have to actually, you know, use your brain to figure out which defensive option is best.

i edited out a typo because i lovingly care about spelling but not proper capitalization.

Posted
No, jumping out is pretty much Arakune's only defensive option because his normals suck ass.

Jumping out with barrier is already an overwhelmingly strong defensive option, even more so for Arakune because of his 3F jump. It doesn't require any thought or strategy and only serves to make the game worse. I've got a defensive option for you, it's called blocking and waiting for an opening, like in every other fighting game ever. No block string or rush down sequence is completely air-tight, so if you're smart, you can find plenty of ways to escape. You can jab people out of overhead attempts, you can IB > back dash predictable strings, you can anti-air people when they try to jump cancel to continue pressure. You can tech a throw which puts you far away enough to jump away or back dash. Yes, it's harder for Arakune to escape pressure, but that's the fucking point.

You've already been put on blast, you're just digging yourself a deeper grave. Just stop.

Posted
yes you can.

but now it is harder to jump out of things that aren't mixups. meaning you have to actually, you know, use your brain to figure out which defensive option is best.

i edited out a typo because i lovingly care about spelling but not proper capitalization.

That's what I thought. So really, unless all you do is just OH GOD HE'S NEAR ME JUMP JUMP JUMP it won't really change how you play...

Posted
That's what I thought. So really, unless all you do is just OH GOD HE'S NEAR ME JUMP JUMP JUMP it won't really change how you play...

yeah except... that was the best thing to do 90% of the time.

Posted
What world do you live in? I'd love to know. Every one of her decent combos uses a crescent saber and TK fakes are a huge part of her close range mixup.

In a world where people block overheads offline. And TK combos aren't a essential part of lambda's gameplay, as proven by goro play. Now, if they took out 6C midscreen wall bounce, that would be game changing and a major nerf to lambda's general damage output.

Posted

Lambda's looking Rachel tier to me, we can't do TK combo's now? Fucking retarted.

Can we do TK loops? Lambda's damage was already shitty, now we're averaging 2000 damage on everything. This is so fucking stupid

I wonder how they added recovery to a TK feint though

Those other nerfs stayed the same right?

Her damage wasn't even that great outside of situational and shitty stuff. Great

Posted
In a world where people block overheads offline. And TK combos aren't a essential part of lambda's gameplay, as proven by goro play. Now, if they took out 6C midscreen wall bounce, that would be game changing and a major nerf to lambda's general damage output.

http://www.youtube.com/watch?v=H1EYfinN_DU

Just an example video...he does it all the time.

Posted
I believe B and C arrow already had 10% same move proration when used into itself, unless they mean using one then the other.

I'm pretty sure they are talking about using one and the other one after it.

Posted
-6C sends opponent flying (in corner wallbounces)

I think I was most depressed about this. Well, maybe 6D or 5D pick up is possible. But what's the point? It'll do all of like 2k xD

EDIT: Oh wait, D swords became slower before, didn't they?

... >_>

Posted

Not too sure how I feel about the Air Blocking change, but I guess I'll get used to it.

I would like to see any changes for Noel. I really want 2D to be a overhead again or just something to give Noel some love.

Probably not going to happen, but a man can dream

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