LunaKage Posted November 17, 2010 Posted November 17, 2010 Translation from previous Arcadia saying about CS2 character concept: Noel: She had poor normal moves back in CS1 so this will be changed. Chain Revolver are changed to be more useful for dodging moves Stunedge, I think I love you. No homo.
Skye Posted November 17, 2010 Posted November 17, 2010 Very interesting. So they aren't trying to balance by accident. I can see the reasoning behind some designs, if they excel here; make this other trait less rewarding. Unorthodox, but interesting. Thanks. Also, nice tweaks to Arakune's gatlings, and 5d air unblockable is kinda meh. Sweet Tager changes, make sledge useful.
stunedge Posted November 17, 2010 Posted November 17, 2010 Ragna - ☆ 6A from no Gatling (google translation)... no gatlings after 6A?...no 5C or 5D after 6A? is this right? or i'm wrong? this need be wrong! nothing after 6A is a huge Nerf! please, someone explain that nerf. to me You can still hit confirm 6A(counter) and land 5B>5D~~ for anti-air, 6A>JC should be enough
Shinkada Posted November 17, 2010 Posted November 17, 2010 Some of those change goals seem... Um... Either questionable or unmet. Is this their goals for the characters since CS1 or sincs Loketest 4? I hope they meet Noel's goal though. I love pistols characters but Noel has always just been so insufferably boring because she doesn't really have anything special about her. Her Drive specializing more in dodging moves could finally add some much-needed flavour.
evilben Posted November 17, 2010 Posted November 17, 2010 - 2C > 4D gatling removed /wrists well no more safe 2Cs unless 3C's recovery got made super small....
LunaKage Posted November 17, 2010 Posted November 17, 2010 Some of those change goals seem... Um... Either questionable or unmet. Is this their goals for the characters since CS1 or sincs Loketest 4? I hope they meet Noel's goal though. I love pistols characters but Noel has always just been so insufferably boring because she doesn't really have anything special about her. Her Drive specializing more in dodging moves could finally add some much-needed flavour. Where have you been? Her drives already dodge moves, and her normals are so bad it's to the point of not using them if you want to do any kind of damage. I could go into detail, but in CT: Normals > Drive, in CS: Drive > Normals. Hopefully in CS2 they finally make them equal.
Skye Posted November 17, 2010 Posted November 17, 2010 - 2C > 4D gatling removed /wrists well no more safe 2Cs unless 3C's recovery got made super small.... Look on the bright side, Sledge is useful.
Shinkada Posted November 17, 2010 Posted November 17, 2010 Where have you been? Her drives already dodge moves. Yeah, but never very well. They were sort of that 'threat of them being used more than them actually being used' level. If they actually become useful to the point of, say, Bang's guard points, then she'll at least be fun to watch. Maybe even fun to play. ;D
Nobus3r1 Posted November 17, 2010 Posted November 17, 2010 Look on the bright side, Sledge is useful. Which one?
felipebwk Posted November 17, 2010 Posted November 17, 2010 (edited) No, that's right. Considering the buffs done to 6a sounds pretty fair. It's a fast, practically free anti air, plus he has 5b for anti jump outs now. Fair!!! No 5D or 5C after 6A is a fair thing!!! ok, let's see this... now that 5D have no bounce in grounded opponents i need put the enemy in the air, let's see the opitions... 3C>5D Fail 5B>5D Fail anything>6A>(things like 5D or 5C) Fail Ragna will need a counter hit to conect a simple combo! WTF! that was a huge nerf. man! Now let's see the "great 6A anti-air!"... 6A (anti-air, that need a folow up for reaward...)> (folow up for combo, like 5d>j.b>jc...) Fail note: 6A>6B(for overhead mix-up is gone...) WTF! Fair thing! no in this world! Edited November 17, 2010 by felipebwk
Augxst Posted November 17, 2010 Posted November 17, 2010 I just noticed, but what happened to makoto. I don't care or anything but still
rei-Scarred Posted November 17, 2010 Posted November 17, 2010 Oh boy if Noel's normals really do get better, I might just main her. Bang 6A being faster sounds neat though it's slowness was what made it hit sometimes lol.
LunaKage Posted November 17, 2010 Posted November 17, 2010 Yeah, but never very well. They were sort of that 'threat of them being used more than them actually being used' level. If they actually become useful to the point of, say, Bang's guard points, then she'll at least be fun to watch. Maybe even fun to play. ;D Honestly I think her drives are better off the way they are, they have massive invuln, but not instant enough to make them as bad as real DPs. Her drives actually give her a solid way to escape pressure without being broken, the only reason she isn't fun to play right now is because her drives are the ONLY thing good about her. If you try to approach a roosting opponent with a normal, its all good, unless they decide that they don't want to block, you will get hit out of all of her normals 90% of the time, so literally you have to go through the danger of approaching with drive, escaping pressure with drive, comboing with drive, etc. Approaching with drive is a terrible idea, no matter how much you have to do it. I wouldn't mind if her drives were nerfed honestly, that's why 5D losing invuln doesn't bother me much, I would much rather be able to IB > 5A/5B to escape pressure.
St1ckBuG Posted November 17, 2010 Posted November 17, 2010 note: 6A>6B(for overhead mix-up is gone...) WTF! Fair thing! no in this world! I'm guessing you mean 5B > 6A > 3C/6B/IAD DP RC... yeah... you're right, taking this away isn't fair at all. It was his only good source of mix-up. Right Tsubaki players?
Shinkada Posted November 17, 2010 Posted November 17, 2010 Stuff that actually makes sense unlike me talking about Noel. Keep in mind if I suggest a change for Noel it's just because I want her to be more unique, not necessarily good. I'm bias because she'd need a complete overhaul for me to even think of subbing her so don't take anything I say about her too seriously, in her current state she's just about the last character I'd ever use seriously because I don't like characters who aren't ridiculously unique and gimmicky.
Spirit Juice Posted November 17, 2010 Posted November 17, 2010 tourneyfag I fucking hate this word, and I fucking hate the assholes that use it. This is a competitive gaming site, and if you don't like "tourneyfags", then get the fuck out. Or maybe I'll just banish you into the "no gameplay" user group so you can just talk about Mu's ass and Platinum's flat chest in BB General.
LunaKage Posted November 17, 2010 Posted November 17, 2010 gimmicky. CS1 Noel is right up your alley. I feel like I may have gotten off topic so I'm gonna try to rectify that. ON TOPIC: I'm liking that they have goals for the characters, instead of throwing out random changes for the sake of seeing what will happen.
kenja0 Posted November 17, 2010 Posted November 17, 2010 But when they do loketests, how do they keep track of character statistics? Do they record all the matches and watch all the feedback or do they have someone there monitoring the machines?
felipebwk Posted November 17, 2010 Posted November 17, 2010 I'm guessing you mean 5B > 6A > 3C/6B/IAD DP RC... yeah... you're right, taking this away isn't fair at all. It was his only good source of mix-up. Right Tsubaki players? You get my point man! his mix-up get a huge hit! and he's already nerfed damage get one more nerf.! this is sad! very SAD!! note: sorry, my english is poor, because of this i can't speak about deatils in this nerf.! this Nerf. sucks hard!
Shinkada Posted November 17, 2010 Posted November 17, 2010 I'mma ban you for using a word I don't like. Hit a button did I? Sorry, I'll use better wording; "the people who currently make up the majority of the BB and GG tournament scene, who believe that oki and positioning are by far the most important parts of a fighter, which is a concept I disagree with." Also note I was using the word for MYSELF in this case. Tourneyfag is much shorter though. :|
Tofu Warrior Posted November 17, 2010 Posted November 17, 2010 Those Tager buffs far outweigh the nerfs. Sledge with super armor = Hammerfall. I'm a little iffy on the details of that "charge cancel;" does that mean that Voltaic Charge has less recovery? Or that you can cancel the animation itself with specials/supers? Removing the 2C > 4D gatling is understandable. As of right now, it's a relatively low risk, high reward move. If your opponent barrier guards your AA 2C, you can just cancel into 4D for magnetism and neutral frame advantage. If they press a button between 2C and 4D, that's a free CH into 2500. Hell, you can even do wake up 2C, and if it's blocked, make it safe without meter. The new 2C > 3C gatling will still allow us to counter hit attempts to poke after 2C. Once you condition them to block low after 2C, just cancel into 5D for magnetism and +2 frame advantage. So that nerf only makes 2C marginally less safe. Against smart players, j. D is the suicide button. It has so much landing recovery, and normals that drop your hitbox like Ragna's sweep will hit you out of it clean. Holy shit though, Tager has Hammerfall.
eirei Posted November 17, 2010 Posted November 17, 2010 Tsubaki: + D-wings hit high Again, no. Mid. 䏿®µ = high 上段 = mid 下段 = low
Blade Posted November 17, 2010 Posted November 17, 2010 Would you care to explain why this would be a bad thing? There are quite a few things I hated about MK, MKII, and UMK3 particularly: --When a single jab or two helps extend a ridiculous corner combo WITHOUT prorating. --Most j.Ks caused knockdown on hit... --Universal Blocking --A useless Run Button that didn't even act like a proper Dash Cancel --Dial-A-Combos that only happened when you do jump-in Jab Punches or got lucky with rushdown aka being right next to them in order to do the combo properly. --Scrubby Uppercut/Roundhouse spam (1-hit wonders) aka anything that does knockdown in 1 hit and comes out fast (this goes double for later MKs). --Throw hitboxes that throw you when you're not even near the character or off the ground. --Projectiles being near useless on block. About the only thing I liked about MK was the rule that applied to Sub-Zero that SHOULD apply to Jin: Double-Freeze BACKFIRE.
Jourdal Posted November 17, 2010 Posted November 17, 2010 Its like Darkwall mixed with Blade........ Anyway, thanks for the write up stunedge, sort of puts it all into perspective. Bye bye 623D loops....
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