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BBCS2 FINAL SHOWDOWN: Loketest 5, Nov. 15th Discussion


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Posted
out of curiosity, did ASW only bring up like, their intended vision with only jin? or did they do it for other characters as well? i would actually like to read about that a lot.

They slightly mentioned about the tuning policy for all characters.

I might translate it later since I don't have it with me now.

>>AXIS

I played couple Tager and I felt like Jin vs. Tager didn't really change anything.

Tager might end up somewhere, or maybe a little higher position than he was in CS1 due to nerf of others, but I doubt he can be a "strong" character.

My opinion is that as long as this game is 16:9 wide-screen (wider horizontal spacing) and there are characters like Lambda and Hazama which are decently good, Tager will not get to the top-tier.

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Posted
They slightly mentioned about the tuning policy for all characters.

I might translate it later since I don't have it with me now.

that'd be really neat if you did that, and i'd hella appreciate it if you did man, no rush or anything tho.

Posted
They slightly mentioned about the tuning policy for all characters.

I might translate it later since I don't have it with me now.

I gotta be there for that. I really want to know what they want to do with Arakune. They've seemed a bit lost with his direction for a while.

Posted
Has anyone gotten solid combos for Plat yet to see what her potential damage output looks like?

I don't really know anything, but I saw some combos being posted in the Plat thread recently. Nothing too fancy, but what do you expect at this point.

Posted
Can someone confirm that if Rachel's j.A is an overhead and j.2c isn't an overhead anymore, but safe on block. It's being questioned in the Rachel forums.

It's been confirmed that j2C isn't an overhead and it can no longer jump cancel, but it can still normal cancel on block. jA is an overhead though.

Posted
I saw some combos being posted in the Plat thread recently.

Bnb is roughly 2750~ 5B > 5C> 236B > 5C > jc > j.5B > j.5C > jc > j.5B > j.5C > j.236XXX

About the highest one we can notate at the moment, due to the video availableness, apparently there's a Dot Typhoon combo that nets 5k off a corner throw but it's not taped so I can't notate it.

Posted
Can someone confirm that if Rachel's j.A is an overhead and j.2c isn't an overhead anymore, but safe on block. It's being questioned in the Rachel forums.
eirei came to the thread and clarified that for us, and he has been translating since the first location test. I personally want to see what's going to happen with the new 5CC and if any good combos are going to come out of it.
Posted
Has anyone gotten solid combos for Plat yet to see what her potential damage output looks like?

There's a few combos here, but not much yet. Like Cor said, there's evidently a 5k 50% heat combo we don't have a source for yet.

Posted

>>AXIS

I played couple Tager and I felt like Jin vs. Tager didn't really change anything.

Tager might end up somewhere, or maybe a little higher position than he was in CS1 due to nerf of others, but I doubt he can be a "strong" character.

My opinion is that as long as this game is 16:9 wide-screen (wider horizontal spacing) and there are characters like Lambda and Hazama which are decently good, Tager will not get to the top-tier.

Thank you for the reply stunedge.

Posted (edited)
here let me clear up some misconceptions about how i feel about blazblue:

blazblue probably has some of the coolest character diversity and character specific gimmicks in any fighting game. imo, the character gameplay designs, in a vacuum, are awesome. (and i feel tager with a few specific improvements would be the best designed grappler in fighting game history, for example).

however my major gripe with blazblue is how much slower the game is and how much space there is in the game, along with the tech roll system (which i admit would be much less bad in a game with tighter playable field). basically the pace of the game is too slow and deliberately just tones down the speed of the game with no added benefit. the overall screen size is far too large to make position based sacrifices (tech rolling backward, straight up turtling) actually mean a lot in the long run. generally in older games (that arent sf4 generally), doing something like backdashing to regain room, "up backing", tech rolling away etc provide long term ramifications despite the fact that they essentially reset momentum in your favor. why? because in those games, you hit the corner if you do that 2 or 3 times. meaning despite this, superior decision making and gaining advantage in a match are rewarded much more heavily.

in a sense, because of this, blazblue doesn't turn into "minor snowballing in winners favor", it turns into "who can make 5 correct decisions" which imo is bad game design within the established confines of a single round. rounds should be decided by momentum. mind you, the person making good decisions does get momentum, its just absolutely minuscule.

like, if they just made the screen size and hitstop a lot smaller, imo it would actually be a good game, but that really holds it back...

anyway im getting off topic here... so please don't respond to this post and start an argument over something, feel free to pm me if you have to contend with something i say.

as for tager and jin being good, i will bet money they will fall, as they have about the same level of discovery as ragna (if not less), which hurts them in the long run. they may start off very strong however. bang despite looking very powerful, had more to his game than "lol 5a herp", he had bang install crap and strong drive combos to keep him leveled off with litchi.

Almost every point of contention this post has with blazblue has to do with the games goal of catering and or courting new players to the genre imo. For example, the game doesn't punish a player as harshly as many other established "good fighters" for mistakes in overall spacing or "screen position awareness." Which I HATE that it doesn't. with that being said I agree with the post 120%. I just believe blaz was meant to give the new person more freedom to make bad decisions (I know thats probably been said 1 million times, 1 million other ways in 1 million other threads). We'll just have to see whether or not that hurts the game in these next few installments. Such a good post had to be responded too.

On topic though.

It seems like Hazama close range effectiveness in terms of damage has been toned down I agree with that. As a trade off ASW decided to make zoning with chains a little less predictable and safer (A cancel on chains recovers faster). This is a reasonable change imho. Hazama cannot get ouroboros back on block. I'd have to agree again with this change. Using an ouroboros stock should be a reward for effective zoning and being able to hold a position on the screen for 180 frames or however long it takes to get them back imo. At the same time i think this might force random-hazama-player-#57 to stay still once and a while and actually contend with the other characters attacks with intelligent blocking and positioning. I feel weird that i like these changes seeing as I only play Hazama, and these changes could easily turn people away from CS2 Hazama. Wait.....everything just as planned.

tl:dr i like long posts and hazama's changes

Edited by SolidPlay
Posted

本稼働 = change in this version ( i am guessing)

判定 = priority

Posted

I'd say 判定 is more like judging or determining than priority.

Someone who's pro at Japanese, clarification please?

Posted

Kind of off-topic, but I've wondered at this: why don't FG companies release all the frame data, changes, properties, etc.? Wouldn't it make testing stuff go much faster and reduce the spread of misinformation?

Posted
本稼働 = change in this version ( i am guessing)

判定 = priority

I'd say 判定 is more like judging or determining than priority.

Someone who's pro at Japanese, clarification please?

I would want to say that "hantei" (判定) is what Roldy says, since that's the dictation of the word, but if that were the case, none of the comments would make sense. If it were priority, I guess some of the comments would start making sense, but then again I wouldn't be sure if it's accurate.

Same with "honkadou" (本稼働). The "hon" on the front signifies that it's current/this in context, so K2's guess seems pretty educated.

Posted
Because that would take time to do and the developers don't care?

Would it? They're developers; they have to have their own frame tables just to stay organized.

A valid reason, but I doubt it's all there is to it.

Posted
Rachel is looking mighty R-tier...poor rabbit.

Not really. There's been plenty of buffs for her to push her out of her own tier, and higher. Being able to cancel j.2C into normals, damage buff, and the Pumpkin speed buff are enough on their own, so don't count Rachel out just yet.

Posted
Kind of off-topic, but I've wondered at this: why don't FG companies release all the frame data, changes, properties, etc.? Wouldn't it make testing stuff go much faster and reduce the spread of misinformation?

A lot of fun of fighting games is discovery...

Posted

Is it possible that the frame data got changed on some of the characters, but it was just too slight for people to notice? Like Ragna's 5A has +1 more frame advantage on block or something?

/edited for grammar

Posted
Is it possible that the frame data got changed on some of the characters, but it was just too slight for people to notice? Like Ragna's 5A has +1 more frame advantage on block or something?

/edited for grammar

Maybe, but I don't think they will have enough time to notice all of these changes. Then again, they did notice some stuff regarding frame data.

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