xlolxlolx Posted November 15, 2010 Posted November 15, 2010 lolz crossups aren't even real mixups and theyre punishable, people can block low all day vs jin and all we have are gimmicky frame traps
Jourdal Posted November 15, 2010 Posted November 15, 2010 It isn't that they're taking an easy way, it's that the direction they're taking to appease many people's complaints happens to be exactly opposite of the way you would prefer. Currently, people were upset that combos were sandwich break length and that people died in 2 combos was too erratic. Thus, less damage shorter combos. Easy fix. inb4fuckCS2letsgobacktoCS1 /unpleasable fanbase @xlolxlolx even the top Japanese jins rarely use 6A, we still know nothing about how all these changes stack up, theory fighting is never good.
Halcyone3 Posted November 15, 2010 Posted November 15, 2010 lol does no one play tager at loketests or something. no bang, litchi, or hazama either. I mean, noel i can understand, but it's sorta weird to not have some info on some of the more played characters yet :/ u'd think they would be the very first to come up
Beautiful Death Posted November 15, 2010 Posted November 15, 2010 I don't mind taking a lot of damage in one go. But getting hit by something then having to sit back and stare at the screen for 20-30 seconds with my own way out being the other player's incompetence? Not so cool.
CakeWasBannedd Posted November 15, 2010 Posted November 15, 2010 theory fighting is never good. words to live by indeed~
felipebwk Posted November 15, 2010 Posted November 15, 2010 Any change for Ragna? Buffs? Nerfs? Lambda 2147D (TK C.saber) is back to CSI version? tk C.saber combos are possible? or the tk c.saber loop is the only thing impossible in CSII... 6c wall bounces in mid screen? or only in corner?
farranpoison Posted November 15, 2010 Posted November 15, 2010 Oi, Hiago, where are them Makoto news? >_>
stunedge Posted November 15, 2010 Posted November 15, 2010 just came back from loketest http://bbcs2.net jin dominated the PSR ranking :p will write a short summary later
Michi Posted November 15, 2010 Posted November 15, 2010 (edited) The blog has updated. Tager +2Ajc可能 +2C>3C追加 +ガジェットにダメージが100(笑)ついた -前投げがキャンセル不可になり、相手がかっとぶように Tsubaki +5Bの判定が強化され、対空でも使えるように +C風からD剣が繋がり、節約コンができるように -JDのゲージ上昇がCSと同じに Hakumen +当身を取るとゲージ1本おまけでついてくる Edit: Took out my translations, just placed updates instead. Edited November 15, 2010 by Michi
kairless Posted November 15, 2010 Posted November 15, 2010 just came back from loketest http://bbcs2.net jin dominated the PSR ranking :p will write a short summary later as expected, not much has changed for jin :/
stunedge Posted November 15, 2010 Posted November 15, 2010 Summarize this loketest in short in general, the game balance itself didn't change much from previous loketests, so you can expect most characters didn't really get new stuff this time here, i just want go through couple newly added stuff since the final location test is meant to test NESiCA system, I think this version of game will be very close to the official release. 【NESiCA card system】 NESiCA works similar to SEGA and KONAMI card, unlike SF4 and TK6 card which you have to insert your card while you playing, for BBCS2, you just have to swipe your card once before you play and that's it, no card renewal as well. official card data website: http://bbcs2.net Card will save player's - Name - PSR and winning rate for each character - P(money) point - max winning record - title(caption) - Home arcade - Scores from Arcade and score attack mode PSR system is about the same stuff you see in console version. You receive specific points everytime you play, players can use these points to purchase new character colors and player titles. Each player's profile will pop up during the "VS" loading screen, during the game, player's name and PSR will be shown below the meter bar Also, by using the card, it will also remember you preferred key setting (A/B), and initial cursor position will be placed at the character you picked last time Unlike SF4, the card will not save the details regarding which player you actually played, so you can't track your battle history and see the names of players you played. Database update also seems to be a little late. There is still some little bugs around.
stunedge Posted November 15, 2010 Posted November 15, 2010 (edited) 【System】 - system announcer changed again and it's getting even WORSE. very nice ENGRISH pronunciation - meter increase penalty time increased, in other words, you get back meter much slower after you cause meter actions - there is a single player mode called "Unlimited Wars", its pretty much the score attack mode but all your opponents are unlimited characters 【Characters】 Ragna - 623C>236C follow up 236C does not cause a big wall bounce which make you will be able to combo after you land - B>3C>623C>236C>236C>land 2C>5D~ works - BE's hitstop has changed - increase in 6C's attack level(?) Jin - throw is not cancellable anymore, but you can combo with dash 6C and does something around 2000 - 2D is slightly faster than previous loketests - JB seems to be bit faster than CS, but slower than CT - D dp seems to have the same move proration, combos with 2 Ddps involved pretty much don't work anymore - Yukikaze now does 3080 damage, OH YAYYYYYYYY Jin is pretty much the same as CS1, he has more poke options and better GC routes now, but no free combos after 6A normal hit (but 6A is still pretty cool move) but in other hand, nerf in Ddp and change in the meter increase penalty has made him hard to land those huge corner combos since lots combos involve recollecting meters will not work in my opinion he is still around mid tier Litchi - 4D slide down>release D>dash JB~ combos - 6D causes the wall bounce - you can combo ittsuu after throw, and you can follow up with CS combo afterward Bang - 5A is still a gdlk poke move Arakune - curse combo still does 8000+ damage - f.g can be used in combos to recurse opponent - mist is faster, but lasts shorter Tager - 22D does 100 damage - no follow up combo from regular throw - 2C>3C added Lambda - after 214D normal hit, you can't combo with 5D, u can do dash 5B~ so it requires more reaction skill - no invincibility for gravity move Carl - JC does knockdown - JC kd>3D relaunch >5B>5C~ works - combo damage nerf in general Hazama - jyabaki causes the wall bounce when hit on air - thus, 3C>jyabaki>5C works in corner - mid screen combos are pretty much 3C>214DA or Jyayoku>214DC>6C>dash2B~ - attack level of chain moves decreased - DOES NOT get back stocks when opponents blocked chain - chain faints have shorter stun time, faster Mu - J2C does not cause the knockdown, u need RC to do the follow up combo - seems like D moves got some guaranteed frames Valkenhyne - big nerf in combo damage, avg. 3k damage now Edited November 15, 2010 by stunedge
Diveman Posted November 15, 2010 Posted November 15, 2010 if this is the final loketest, will the changes that appear here be the final ones?
Urichinan Posted November 15, 2010 Posted November 15, 2010 Litchi's 6D wallbouncing sounds like it could lead to some good combos. (Maaaaaaaaybe...) 2C[m] > 6D(Second hit whiff) > 5D > 66 > Hatsu > Chun > Staff 2 would be good.
farranpoison Posted November 15, 2010 Posted November 15, 2010 I highly doubt that everything will stick from this loketest to the final version, but I'd agree that what's shown here will be very close to what we'll see in the patch. Also question, are the changes from the previous loketests still there or is this loketest basically a new loketest #1?
Diveman Posted November 15, 2010 Posted November 15, 2010 Litchi's 6D wallbouncing sounds like it could lead to some good combos. (Maaaaaaaaybe...) 2C[m] > 6D(Second hit whiff) > 5D > 66 > Hatsu > Chun > Staff 2 would be good. I like how you think sir Im glad we can still do the CS bulls*t combo after a throw.
stunedge Posted November 15, 2010 Posted November 15, 2010 changes from the last loketest are pretty much all still here you can assume anything i didn't mention specially above but was mentioned before are all there
Azzal Posted November 15, 2010 Posted November 15, 2010 (edited) Arakune - curse combo still does 8000+ damage Please tell me it's not gonna stay in the final version.... About the Tager changes, well... Nothing more to say... I'll hang myself up to a tree. About Valk, well he needed a damage nerf, but not that big... Nice nerf to Lambda'SRK, as if the character wasn't shitty enough, they gave her an invincible SRK. Hope this change will stay in the final version. Edited November 15, 2010 by Azzal
Manta Posted November 15, 2010 Posted November 15, 2010 (edited) 2C > 3C gatling? Why? We already had 2C > 4D blockstring which was all we needed. No followup from tager's normal throw? What is this nonsense!? (Time to limber up that butter churning hand) Edited November 15, 2010 by Manta
advancedNoob Posted November 15, 2010 Posted November 15, 2010 That troll who laughed when I suggested Jin's Yukikaze buffs can shoot himself in the face. Exactly what I thought was weak about it was changed for the better. About Jin's 2D and it's speed, please tell me 5C 2D doesn't combo on normal hit, 'cause that would be so stupid broken.
Nini Heart Posted November 15, 2010 Posted November 15, 2010 (edited) Tager - no follow up combo from regular throw Poor tager. Edited November 15, 2010 by Nini Heart Typo
farranpoison Posted November 15, 2010 Posted November 15, 2010 changes from the last loketest are pretty much all still here you can assume anything i didn't mention specially above but was mentioned before are all there Which means Makoto still sucks. Unless somehow they gave her new stuff. Great. :8/:
HiagoX Posted November 15, 2010 Posted November 15, 2010 Oi, Hiago, where are them Makoto news? >_> I dunno mang. Just woke up.
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