HiagoX Posted November 21, 2010 Posted November 21, 2010 Tao: - 挑発の補正40くらいまで減少。ネタ技化 - Her taunt proration decreased to 40%. (my translation may be wrong) Tsubaki: +☆CAのモーションが風になり、すごい吹っ飛ばすように (CA Motion changed) + Her CA motion was changed to "Wind" (Wasn't that 22A/B/C/D?)
Itzwiitard Posted November 21, 2010 Posted November 21, 2010 Im rather dissappointed how much tao is getting nerfed to the rest without a good buff, im not complainin but its highly fair, more information on tao would be grateful, or even an idea on her damage output / combo ways
SolheartStud Posted November 21, 2010 Posted November 21, 2010 Weren't there interviews with Mori telling on what direction they wanted to go with each character? Anybody have the links to them? At the very least I would like to know what they wanna do with Ragna.
J-KT21 Posted November 21, 2010 Posted November 21, 2010 (edited) They better get rid of Litchi's loop. Oh so much, I hate fucking loops and even more when it comes to Litchi. And I'd rather have Noel not being top tier because she's already easy to play as she is. Scrubs will get even more drive-happy, this is making me sick. 4.2k for a low hit is too fucking much considering the toned down damage in general for everybody (which I am against, they should've buffed the low tiers and go on from there, game's rounds can take an eternity). I want a balanced game and it seems that gaps between characters have gotten even wider. Bet they just changed the whole position of the characters in the tier list. I'm not one that should complain since Jin is looking great. But I don't like the fact that everything is pointing me toward something that isn't balanced. I was expecting something better. And to top it off, they're freaking adding last-minute changes to the game's mechanics. Then again, I'm definitely gonna play it, hoping I'll be completely wrong. I love BlazBlue, hope they ain't going to wreck it. Edited November 21, 2010 by J-KT21
Alzarath Posted November 21, 2010 Posted November 21, 2010 PEOPLE ARE GOING TO FIND LOOPS / RIDICULOUS COMBOS / ETC NO MATTER WHAT HAPPENS TO A GAME. GET. OVER. IT.
Skye Posted November 21, 2010 Posted November 21, 2010 Weren't there interviews with Mori telling on what direction they wanted to go with each character? Anybody have the links to them? At the very least I would like to know what they wanna do with Ragna. v Translation from previous Arcadia saying about CS2 character concept: Ragna: Tuning proration of 2D and 22C so it does bigger damage when used in combos, DS will be buffed as well Jin: D moves changed and requires even more neat offense to play, this character will be focused on mid-range fight Noel: She had poor normal moves back in CS1 so this will be changed. Chain Revolvers are changed to be more useful for dodging moves Tager: "Pulling" factor when magnetized will become even more important, timings of pulling are changed so he should have more options now Taokaka: She had a very good running-away game in CS1, so rather than that, she will focus more on offensive play in CS2. Also, her moves will be easier to use this time. Rachel: Tempest Dalia is a better move now. She has more combo options and will do more damage Arakune: f.g is a much better move now especially useful for far-range zoning Bang: He will do more stuff in the corner this time, 6A is faster so there will be more combination around here Litchi: She is tuned to be more balanced about switching between 2 modes. No-stuff mode will be more important this time Carl: 3D will pull up (reset) opponent from down status so his offense will be buffed, Anima will become better as well in someway Hakumen: 623A is faster and easier to use in the offense, D moves do less damage but it gain additional meter for him Lambda: Still tuning, but she will be even more specialized in the spacing and zoning Tsubaki: She will be significantly better than CS1. She now has a sharp offense due to changes in charge and D moves Hazama: He can still move around freely and do whatever he wants, 214DA gives him advantage frames on block so it makes him easier to keep pressuring Mu: She will be focused on guard primer breaking, it will be easier for her to go Oki and set-play this time Makoto: Her moves' hitstops are changed, so her combo should feel more speedy now, go practice in the console training mode Valkenhyne: Will nerf some of his broken moves, he will have more options to play with in the corner ^
LunaKage Posted November 21, 2010 Posted November 21, 2010 They better get rid of Litchi's loop. Oh so much, I hate fucking loops and even more when it comes to Litchi. And I'd rather have Noel not being top tier because she's already easy to play as she is. Scrubs will get even more drive-happy, this is making me sick. 4.2k for a low hit is too fucking much considering the toned down damage in general for everybody (which I am against, they should've buffed the low tiers and go on from there, game's rounds can take an eternity). I want a balanced game and it seems that gaps between characters have gotten even wider. Bet they just changed the whole position of the characters in the tier list. I'm not one that should complain since Jin is looking great. But I don't like the fact that everything is pointing me toward something that isn't balanced. I was expecting something better. And to top it off, they're freaking adding last-minute changes to the game's mechanics. Then again, I'm definitely gonna play it, hoping I'll be completely wrong. I love BlazBlue, hope they ain't going to wreck it. >Noel Easy to play >Buff the low tiers >Plays Jin Noel is low tier, she is getting buffed, she is not easy to play, get over yourself. The only thing I am worried about is being thrown in guard crush state. Though I guess the only character that is benefiting from that is Tager, since every other character is now getting crappy options off of throws.
J-KT21 Posted November 21, 2010 Posted November 21, 2010 (edited) PEOPLE ARE GOING TO FIND LOOPS NO MATTER WHAT HAPPENS TO A GAME. GET. OVER. IT. The question is: How long are they? Are they Tao's taunt loop-long or are they Noel's loop-long? I personally thought that Noel's was fine, it couldn't lead to 0-death combo (except the pretty-hard-to-setup-in-the-corner loops) and wasn't game-breaking enough to warrant her top tier. Litchi seems still super solid and now has a devastating loop. Of course I'll want them to remove it, for christ's sake. >Noel Easy to play >Buff the low tiers >Plays Jin Noel is low tier, she is getting buffed, she is not easy to play, get over yourself. Okay, I'll reword it. Noel is an easy character at scrub-level because they love drive-spamming with her. I thought that her normals needed a buff, not her drive, with that, she could get an actual solid pressure game and not rely on drive gimmicks to hit the opponent off-guard (and not get outpoked by DPs half the time). And a 4.2k combo off of a low poke midscreen is hell of a lot if you ask me, considering the fact that combo damage drastically went down. And so what if I'm playing Jin? He wasn't changed nearly as much and I believe that they should've taken that direction with the whole cast while trying to actually get a tighter gap between all characters. Not to mention that I don't like the fact that he's a possible top tier. Edited November 21, 2010 by J-KT21
Henaki Posted November 21, 2010 Posted November 21, 2010 (edited) litchi is fundamentally a good character design. if she is ever bottom tier i will be surprised. she will just be varying levels of good. for the same reason tager will be varying levels of bad.PEOPLE ARE GOING TO FIND LOOPS / RIDICULOUS COMBOS / ETC NO MATTER WHAT HAPPENS TO A GAME. GET. OVER. IT.yeah this. every subtle change you make in a game has vastly more impact than the developers will ever comprehend. fighting games are delicate little houses of cards, if you nerf something or change something your mind will be blown how that can change an entire character. things like changing the frame advantage on a single move can make it totally safe vs a character on IB or make a new combo possible due to that move hitting 2 frames later in a certain setup which causes a loop that does 60% damage because if you always hit on that 3rd active frame it gives you enough wiggle room to repeat 2 moves. for that matter changing the range on a move can mean your effective "shutdown" range vs a certain character can change adn this might be a change for the better but it might totally screw iwth another. shit just happens. deal with it. Edited November 21, 2010 by Henaki
SkyKing Posted November 21, 2010 Posted November 21, 2010 As much as try to take out loops, the changes they are making are sure going to be explored, and may eventually come with new loops or devastating new tactics and combos. If your getting stuffed by scrub Noel's, then play a more basic style. It's lame, but if it works then stick with it. Noel's a hard enough character to win with now, so much so that players have dropped her to stay competitive. On topic, really liking Tsubaki right now so much that I may pick her up along with Makoto. Really wanting to be efficient with the NOL girls. Question, how is the knockback on Tsubaki's new CA? Is it a standard CA, or does it give a special state like Bang's does?
J-KT21 Posted November 21, 2010 Posted November 21, 2010 1.As much as try to take out loops, the changes they are making are sure going to be explored, and may eventually come with new loops or devastating new tactics and combos. 2.If your getting stuffed by scrub Noel's, then play a more basic style. It's lame, but if it works then stick with it. Noel's a hard enough character to win with now, so much so that players have dropped her to stay competitive. 1. Yes, of course that is bound to happen. But removing loops should still be the goal in the long-run. Or something simpler is to add loops for everyone . 2. I actually don't get stuffed by scrub Noels. But they're already annoying as they are now. And as I've stated, I'd rather have one more solid character with an actual solid pressuring game than a character with almost solely based on gimmicks.
C0R Posted November 21, 2010 Posted November 21, 2010 The game isn't balanced for scrubs, and I assure you that good Noel players don't depend on gimmicks.
LunaKage Posted November 21, 2010 Posted November 21, 2010 The game isn't balanced for scrubs, and I assure you that good Noel players don't depend on gimmicks. Depend on: No Use sometimes to keep opponents honest: Yes
FormerlyUnknown Posted November 21, 2010 Posted November 21, 2010 1. Yes, of course that is bound to happen. But removing loops should still be the goal in the long-run. Or something simpler is to add loops for everyone . everyone in bb already has a loop aside from maybe rachel and tsubaki *don't feel like going through all the loops AGAIN in my head* i too beleive that games designers should work harder to make sure loops aren't a possibility.
RadRed Posted November 21, 2010 Posted November 21, 2010 (edited) I'd rather have Noel not being top tier because she's already easy to play as she is. Scrubs will get even more drive-happy, this is making me sick. I reckon someone hasn't noticed the incredibly distinct lack of Noel players (both good and bad) in the current version of Continuum Shift, huh? She was really bad. She deserved to be better. I'm not really asking for my character to be the best in the game either, but it's always nice to have your favorite character be viable in high level play, yeah? Edited November 21, 2010 by RadRed
zreb Posted November 21, 2010 Posted November 21, 2010 if you think noel is easy, then you simply haven't played her and should stop posting about it.
Chiizu Posted November 21, 2010 Posted November 21, 2010 And I'd rather have Noel not being top tier because she's already easy to play as she is. Scrubs will get even more drive-happy, this is making me sick. 4.2k for a low hit is too fucking much Obviously coming from someone who doesn't play Noel. Crappy ass normals, bottom tier, good damage but unsafe as hell and easy to react to starters. It takes far more skill to play a good Noel than it does to play a good Bang, Ragna, Litchi or whatever.
Skye Posted November 21, 2010 Posted November 21, 2010 No one wants a top tier "any character" (Except Lambda mains), they just sorta align that way, the whore will always hop to the best character(s) anyway. So .
LunaKage Posted November 21, 2010 Posted November 21, 2010 No one wants a top tier "any character" (Except Lambda mains), they just sorta align that way, the whore will always hop to the best character(s) anyway. So . This is true. I still can't wait to see what happens in the final build of this game. You can't avoid top tier characters, but at the very least, maybe the gap between top tier/low tier will be smaller.
kairless Posted November 21, 2010 Posted November 21, 2010 I didn't see any other characters getting serious play, although there was this one guy on a corner machine practicing Taokaka combos by himself (in the corner, cancel 3C into Almost Becoming 2, 6C, jump back Cat Spirit 2, jump forward Cat Spirit 2, jump up Cat Spirit 2, <some kind of drive follow-up that he kept dropping>). That's the AB2 ender. This combo shouldn't be possible unless Cat Spirit 2 still has wall bounce. Do you know which part he kept dropping?
SolheartStud Posted November 21, 2010 Posted November 21, 2010 (edited) Thank you Skye for replying to me! Very interesting to know that information.... Edited November 21, 2010 by SolheartStud
mAc Chaos Posted November 21, 2010 Posted November 21, 2010 (edited) lol "except the Lambda mains". The changes seem fine so far. I don't see what's wrong with corner bound. Just another way to play the game and we'll see how it is when it's all said and done. 4k off a low is too much though when everyone else's 3C's are supposed to be like, non comboable or do like 1k damage outside the corner. People are going to find all sorts of new stuff when the game comes out though, so what looks strong now isn't necessarily what's going to be strong when people play it. Look at how Hazama and Arakune developed. Edited November 21, 2010 by mAc Chaos
currentlemon Posted November 21, 2010 Posted November 21, 2010 I'm still a little concerned about Rachel, but we'll see what happens. Anything better that her CS version is fine by me.
Rhiya Posted November 21, 2010 Posted November 21, 2010 I hate all the people whining about loops, Christ. Loops, like everything else, can be balanced. Take MB, for example, where loops essentially only happen in the corner because they normally rely on wallbounce -- and MB just stops moves from wallbouncing after you hit a certain number of wallbounces in a combo.
Kuuhaku Posted November 21, 2010 Posted November 21, 2010 I'm still a little concerned about Rachel, but we'll see what happens. Anything better that her CS version is fine by me. I'm hoping the final release shows good changes for her. If ASW wants to make her a zoning character, then she should have projectiles that are good, and pumpkin shouldn't be a huge risk to summon.
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