Zinac Posted December 10, 2010 Posted December 10, 2010 Hazama. Too lazy to translate. 基本性能 ウロボロスはガードさせて1回復。ヒット時は2回復。 ウロボロスゲージの時間経過回復が遅くなった。 CSではゲージ回復まで2カウントだったが、CSIIではゲージ回復に4カウント掛かるように。 通常技 5B ガードさせた時の有利F減少。 空中ガード不可に。 5C 空中ガード不可に。 2B 攻撃レベル増加。立ち食らいでも3Cが繋がる。 5Bへのルート追加。2B5B2Bという繋ぎは出来ない。 2C 2C>5Cのルート追加。2C5C2Cという繋ぎは出来ない。 3C ヒット時に浮き、空中受け身可能に。烈閃牙と蛇刃牙が安定ルート。 CHだと残影牙(青なし)が繋がる。(4DA>4DDまで確認) 6A 空中ヒット時ダウン属性追加。 6C 空中ヒット時にダウン属性付加(地上ヒット時はこれまで同様) 空中ヒットさせると、相手をナイフで地面に縛り付ける。超スタイリッシュ。 ヒット時にゲージ9%回復。 JA 特になし。(ロケテではjc不可だったが、本稼働ではjc可能に修正された。つまり、元通り) JC 3~5段目がjc不可に。 JC5段目を当てると、横に少し吹き飛ばすように。 6投げ キャンセル不可、空中受け身不可。 ダメージが1400に増加。 4投げ ダメージが1400に増加。 キャンセル不可、空中受け身不可。 空中投げ 叩きつけたあとにバウンドする(投げたときと同じ高度まで跳ねる)ように。 J2Dで戻らなくてもコンボ可能。 カウンターアサルト モーション変更。5Cから5Bに変更。 ドライブ 全体 ダメージ減少。 受け身不能時間減少。 伸びる速度が早くなった。 同方向への同技補正追加。(4DA>4DDと繋ぐとダメージはかなり落ちる) A派生 硬直減少。 必殺技 蛇刃牙 通常ヒット時に吹っ飛びダウンするように。 画面端では壁バウンドして5B・5Cなどで追撃可能。今作の要。 蛇刹 変更なし。 残影牙 ヒット時にキリモミ回転で引き寄せるように。追撃猶予Fが増えた。 烈閃牙 強化版じゃないと追撃出来なくなった。(通常版しゃがみ食らいでは連続ヒットしない) 空中ヒット時にダウンさせるように。3Cから繋ぐと密着気味+有利Fで択が迫れる。 強化版の移動距離が伸びた? 飛鎌突 変更なし。 蛇咬 有利F減少? 牙砕衝 ヒット時にゲージが5%増加するように。 DD 蛇翼崩天刃 同技補正追加 蛟竜烈華斬 変更なし。 AH 千魂冥烙 変更なし。
ryokoalways Posted December 10, 2010 Posted December 10, 2010 (edited) Drive on guard recovers one, on hit recovers 2. Over time recovery slower (CS is every 2 count, CS2 is every 4 count. 5B Less + frames Air Unblockable 5C Air Unblockable 2B level increased, standing hit 2B>3C works 2B>5B gatling added (may be the other way around), cannot 2B>5B>2B 2C 2C>5C gatling added, cannot 2C<5C<2C 3C hit cause float, can tech in the air. can still ressenga and 蛇刃牙 (I'm guessing that's the low) combo Counter hit can link into 残影牙 (up to 4DA>4DD confirmed) 6A Air hit cause knockdown 6C Air hit cause knockdown/bind (Not sure if there is a difference) Hit gains 9% meter JC cannot jump cancel from hit 3-5 hit 5 has slight horizontal blow back throw cannot cancel, cannot air tech damage increased to 1400 back throw cannot cancel, cannot air tech damage increased to 1400 air throw ground bounce to height where throw occured. can combo without j2D movement. CA 5B instead of 5C Drive Overall damage decreased untech time decreased extends faster same direction has same move proration a cancel has less recovery special 236D regular hit cause sliding (I think) Near corner will wall bounce and can follow with 5B/5C 214D-C Hit cause draw in (I think), more follow-up frames. Ressenga Cannot follow-up unless power-up version Air hit cause down, from 3C is tight gatling+ advantage frame. Power-up version has extended distance (character movement I believe) Jakou Less additional frames? 236C hit adds 5 meter jayoku same move proration Edited December 10, 2010 by ryokoalways
wuku Posted December 10, 2010 Posted December 10, 2010 Hakumen 214214B 1. If you don’t do anything, the super mode lasts about 18 secs. If you use the special moves, it does not instantly consume the meter gauge but it drastically increases the meter consumption speed. 2. Same move proration applies to all special moves so tsubaki loop, hotaru loop, and zantetsu loop all do about 3000 ~ 5000 damage. 3. Shippu always does 4000 damage no matter when you’re using this. Maybe minimum damage is 4000 during the super mode. 4. But once you use Shippu, the gauge consumption speed is extremely fast so you may not be able to use this multiple times.
ryokoalways Posted December 10, 2010 Posted December 10, 2010 Ragna 2A- attack level increased 5A- attack level increased 6A- Reduced reach, reduced recovery (but feels strange), reduced same move proration, start-up much faster? 6B- Knock back increased? 5C- attack level increase (easier hit confirms) 3C- no changes basically 5D- More knock back, so second hit not guaranteed? 6D- start-up slower, descend is slower, good proration. 2D- Better proration? JA- attack level increased? jA>jC/jD works JD- start-up slower? Terrible proration HF- follow-up's meter gain is great ID- air counter doesn't cause much float, 5B link is harder. May have to resort to 5A link air ID- better proration is seems, cross-up hitbox still there GH- worse proration BE- less recovery? advantage frames unless IB? DS- hitbox increased? 22C- not sure what they are talking about BK- HF follow-up recovery reduced, can follow-up combo
wuku Posted December 10, 2010 Posted December 10, 2010 Hazama Extra things in addition to Zinac’s post: - Throw: Still unable to cancel to anything but after Throw > 632146C works after you recover. - 3C > Ressenga > Astral Finish works - D moves: same move proration only applies to same direction. 6D > 6D > 623 D has same move proration but 4D > 6D > 623 D does not. - 5A (air hit ) > 5C > 4DD > JB > JCC > jc > JCCCCC > J214B damage is about 1500. If you use 4DA > 4DD instead of 4DD, damage is about 1200. - 5B > 5C > Jayoku > (back-step) > 6D > Jakou > Dash 3C > Jabaki works. For some circumstance, you may be able to connect 5DD after Jabaki and do additional combo.
ryokoalways Posted December 10, 2010 Posted December 10, 2010 5A>renka>gurren>6C>shippu does 1.9k People are saying that this is due to proration from renka. Will need to further check 5A frame data.
itsme Posted December 10, 2010 Posted December 10, 2010 (edited) 空投げが結構吸うようになったよ! やったね! 今回の空中投げかなりヤバイよね 範囲普通になっただけかもだけど 感覚的にはラムダに近いものを感じた It seems Hakumen's air grab has gotten a range buff, comparable to Lambda's. edit : Probably is range buff, I misinterpreted the first part. Sorry . Edited December 10, 2010 by itsme
ryokoalways Posted December 10, 2010 Posted December 10, 2010 Huh? I don't see damage mentioned anywhere. What I read is that the air throw range is similar to nu (wider than before). Someone else want to give this a shot?
shtkn Posted December 10, 2010 Posted December 10, 2010 ok i've been pretty lenient on this so far, but IF YOUR POST ISN'T RELATED TO POSTING/ORGANIZING CS2 CHANGES, YOU ARE GETTING TEMP BANNED. Take all discussion to your character's respective subforums! also i think i've banned 5 ppl so far
HiagoX Posted December 10, 2010 Posted December 10, 2010 (edited) Platinum o 6B can gatling from 5A, 2A , 5B , 2B , 5C. 5B > 6A > 6C > Falling j.C > 5C > j.B > j.C > dj.B > dj.C > 236AAB (Around 1900 damage) 6A > j.B > j.C > dj.B > dj.C > 236AAB (1633 damage, 15 meter) Frying Pan combo: 5B > 5C > 236236D > 5D > Dash > 5C > 6A > j.B > j.D > 5C > 236B > (Corner) 3C > 22C (3807 damage, 34 meter) Hammer combo: 5B > 5C > 236B > 5C > 2C > 214C > j.C > dj.C > dj.D > 5C > Cure Dot Typhoon (Around 5000 damage) Corner: Throw > 5C > 2C > 214A > 236B > Cure Dot Typhoon (4053 damage) Edited December 10, 2010 by HiagoX
wuku Posted December 10, 2010 Posted December 10, 2010 Rachel - 6A: it’s now really good anti-air. If you have 50% meter, you can expect 3000 ~ 4000 dmg combo ends up with 3C > pumpkin oki setup. - 5B: damage increased. 5B > 6B already does more than 1000 dmg. - 6B: 6B (counter hit) > 9jB connects. 6B > 6C connects. - 2B: has shorter reach now. - 3C: has wider vertical hitbox - 2C: has shorter guard point frame. Has more higstop now. You can connect to JC even if you don’t use the wind. - 6C: Forces standing once hit. Has more proration now. 5B > 6CD > jB > 5B > 6CD > jC > 5B > 3C does about 2000 damage. 5B > 6CD > JC > 5B > jc > J3BD > J2C > 5C > 3C does about 2700 damage. - 5CC: slides you down once ground hit instead of the stun impact. Can connect other moves (frog, 2b, 5b) only at the corner. People don’t want to use this at the field. They rather just use 5C > 3C> frog setup. - JA: overhead now. JA > J2C doesn’t work. - JB: JB > J2C works - JC : has more untechable time. - J2C: No longer overhead - All Lobelias: The hitbox disappears once Rachel gets hit, but the seed itself still remains and sets up the pole. So only pole setup is guaranteed. - A Lobelia: now has more recovery than CS1. You can’t throw 2 cannons while BBL hits. - Frog: now you can setup frog again even if there is already frog out. Has wider attack range and hit box. Has less life now. - BBL: body lily has more damage. Pole lily has less damage. - Air Throw: When you do air throw at the low enough air, you can do follow up combo without 2D. - Wind’s effect is now stronger than CS1 - Wind recovery speed is slower than CS1. But wind recovery ‘acceleration’ speed way faster than CS1. Even if you have no wind, you can get full wind back while Body Lily hits. Overall, most people on thread were happy with wind regeneration.. - Throw > Lily > Lily > 6C 8D > JC > jc > JC does about 5000 damage. - 5B > 2B > 5B chain is possible. but due to the knockback impact and 2B’s short reach, 5B > 2B > 5B > 2B doesn’t work. Maybe you can do 5B > 2B > 5BD > 2B (x N) - Tempest Dahlia: does not spend a wind gauge anymore. Lvl 3 and 4 startup is faster now. Has less recovery now. When you’re using lvl 4 version, you can move even before the King George comes out. - JC (ch) > (land) 5B > jc > JC > jc > 2D > J2C (lvl 2) > B Lobelia > JC > Air iris > HJC > JC does about 3100 damage. - (corner) 5B > 5CD > C > B Lobelia > 6A > Double Lily does about 4500 damage.
Spirit Juice Posted December 11, 2010 Posted December 11, 2010 - 5CC: slides you down once ground hit instead of the stun impact. Can connect other moves (frog, 2b, 5b) only at the corner. People don’t want to use this at the field. They rather just use 5C > 3C> frog setup. Need clarification on the last part. Is that a typo? Is it supposed to be 5B 3C > Frog, or can you actually combo after 5C with 3C?
Varamathras Posted December 11, 2010 Posted December 11, 2010 Need clarification on the last part. Is that a typo? Is it supposed to be 5B 3C > Frog, or can you actually combo after 5C with 3C? You could go into 3C from 5C even in CS1, so it's probably right.
wuku Posted December 11, 2010 Posted December 11, 2010 Need clarification on the last part. Is that a typo? Is it supposed to be 5B 3C > Frog, or can you actually combo after 5C with 3C? it's not a typo. 5C > 3C > Frog instead of 5CC > blah blah. Or 5A > 5B > 5CD > 3C > Frog. this looks pretty lame but it's what they prefer to do rather than 5CC. Like the other chars, Rachel's ground field combo is pretty weak unless you have frog or pole.
HiagoX Posted December 11, 2010 Posted December 11, 2010 Valkenhayn ° Mondlicht makes the opponent float higher now (?) ° In corner, you can do Mondlicht > Land > 5D > 236A. Midscreen, you can do Mondlicht > j.236A etc (Nothing's changed? + The time for his wolf cancel did not change (it was slower in 5th loke) +CH 6A > Dash > 5B seems to be possible, but strict. Easier to just do 5C (Still un-airtechable?) - His Wolf C Dash is slower. - His transformation (Wolf C > 5D) is slower.
GenoWhirl Posted December 11, 2010 Posted December 11, 2010 it's not a typo. 5C > 3C > Frog instead of 5CC > blah blah. Or 5A > 5B > 5CD > 3C > Frog. this looks pretty lame but it's what they prefer to do rather than 5CC. Like the other chars, Rachel's ground field combo is pretty weak unless you have frog or pole. I recall reading someone did something like 5B > 5CDC > 236C > Delay 3D > j.214C > follow up combo? Maybe it doesn't work or people haven't caught on?
HiagoX Posted December 11, 2010 Posted December 11, 2010 Update on what I've translated for Platinum so far: o 6B can gatling from 5A, 2A , 5B , 2B , 5C. o After 6B, you can't do anything else (I don't know if that includes special cancels as well). You can rapid it, though. o CH 6B > 5B works, but you barely have any chance to hit a CH 6B. 5B > 6A > 6C > Falling j.C > 5C > j.B > j.C > dj.B > dj.C > 236AAB (Around 1900 damage) 6A > j.B > j.C > dj.B > dj.C > 236AAB (1633 damage, 15 meter) 5A > 5B > 6A > 6C > Swallow > j.C > Dash > (6A > Mami) or (5C > sj.C > dj.B > dj.C > Hopping) Frying Pan combo: 5B > 5C > 236236D > 5D > Dash > 5C > 6A > j.B > j.D > 5C > 236B > (Corner) 3C > 22C (3807 damage, 34 meter) Hammer combo: 5B > 5C > 236B > 5C > 2C > 214C > j.C > dj.C > dj.D > 5C > Cure Dot Typhoon (Around 5000 damage) Corner: Throw > 5C > 2C > 214A > 236B > Cure Dot Typhoon (4053 damage) Blockstring you can use on tall characters: 2B > 5C > j.C > Swallow > j.C...
HiagoX Posted December 11, 2010 Posted December 11, 2010 Platinum stuff: Midscreen : 5A > 5B > 5C > 236B > 5D 5D gives you an item. 5A > 2A > 5B > 2B > 5C > 236B (1621 damage) This combo forces crouch 2A > 2B > 5B > 5C > 236B 2A > (2A) > 2B > 5B > 5C > 3C > 22C 6A > 6C > j.C > dj.C > 236A 5B > 5C > 236B (1899 damage) 3C > 22C > RC 2C > 214A > Air Combo Corner: 5A > 5B > 5C > 236B > 5C > 6A > Air Combo 2A > 2B > 5B > 5C > 236B > 5C > 2C > 214C > sj.C > dj.B > dj.C > j.236AAA 5B > 5C > 236B > 2B > 5C > j.B > j.C > dj.B > dj.C > j.236AAC 5B > 5C > 236B > 5C > 2C > 5C > sj.C > dj.C > j.236A (Around 3600 damage) 5B > 5C > 236B > 5C > 2C > 214A > Air Combo (or 236B for Okizeme) Counter Hit: CH 6B > 5B > 5C > 236B (> Air Combo) If you are in the corner, you can do air combo. CH 2C > Dash > 5C > 236B > Air Combo Corner Only CH 2C > Dash > 5C > j.B > j.C > dj.B > dj.C > j.236A (Above 2500 damage) Throw: Throw > 5C > 236B > 6C > Delayed j.C > 6A > sj.C > dj.B > dj.C > j.236AAA Airthrow > 5C > j.B > j.C > dj.B > dj.C > j.236A Frying Pan: 5B > 5C > 236B > 5C > 2C > 5C > sj.C > dj.C > dj.D > dj.C > j.236A (Around 4000 damage) Corner Only 5B > 5C > 5D > 5B > 5C > 236B > 5C > 6A > sj.B > sj.C > dj.B > dj.C > j.236AAC (Around 3800 damage) Corner Only Throw > 5C > 5D > 5B > 5C > 236B > 5C > 2C > 214A > j.B > j.C > dj.B > dj.C > j.236A (Around 4300 damage) Corner Only 5B > 5C > 236236D > 5D > Dash > 5B > 5C > 236B (> if you are in the corner, Air Combo) Little explanation about Frying Pan (I may be translating this wrong, so don't get at me): When you get Frying Pan, if you hit a j.D, the enemy will bounce on the ground. Summing it up, when you are doing your aerial combo, you can go for j.B > j.C > dj.B > dj.C > dj.D > Falling j.C > j.236A. Bomb: 5B > 5C > 236B > 5C > 2C > 214A > 214D (3561 damage) 5B > 5C > 236B > 5C > 2C > 214A > 214D > sj.C > dj.C > j.236A (Around 4036)
itsme Posted December 11, 2010 Posted December 11, 2010 (edited) Hakumen 蓮華(一段目)→鬼蹴→5Cor2Cが繋がるのを確認。 蓮華(一段目)→鬼蹴→5Cor2Cが繋がるのを確認。 8玉消費、画面中央 5C→蓮華(一段目)→鬼蹴→5C→残鉄→5C→閻魔→J2C→2C→J2A→J2A→JC ダメ6102を確認しました。 5C→蓮華(一段目)→鬼蹴→5C→閻魔→J2C→2C→J2A→J2A→JC ダメ4000以上 5C→蓮華(一段目)→鬼蹴→2C→JA→JB→J2A→JC ダメ3000以上 プラチナの泡は通常攻撃で潰せる…が、陣は出ないぞ さっき試したけど泡が出た瞬間なら陣が出た。 一回しかできてないから詳しい検証もとむ 朝一番で見知らぬプラチナ使いの人と話ながら長いこと対戦してたけど、J2Aで泡を切って陣が出る時と出ない時があったよ。 仕組みはよくわかんないけど、出る時は確かに出たから修正は無いんじゃないかと Renka (1) > Kishuu (623A) > 5C or 2C connection confirmed. 8 Star combo, midscreen 5C > 236B (1) > 623A > 5C > 41236C > 5C > 623AA > falling j2C > 2C >j2A > air dash > j2A > jC 6102 damage - (not sure if for Zantetsu (41236C) it is for first hit or with second hit. It is mentioned as if it will work with the second hit but I'm not sure if that really will connect.) 5C > 236B (1) > 623A > 5C > 623AA > falling j2C > 2C >j2A > air dash > j2A > jC 4000~ damage 5C > 236B (1) > 623A > 2C > jA > jB > jc > j2A > jC 3000~ damage Translated into combo format. Pretty sure it will come out into something like this. Also according to the BBS, Platinum's bubble special is cut-able with Hakumen's sword, but according to the posters : - bubble special is break-able by normal moves - one poster seems to point out it does create a void during the time when Platinum summons the bubble. - there are times when it will make a void, and times when it may not. Another poster within said it may just be an issue with people not hitting the bubbles with the specific projectile guard point from Hakumen's sword. edit : Oh okay, never knew that Platinum's bubble popped from normals. Edited December 11, 2010 by itsme
HiagoX Posted December 11, 2010 Posted December 11, 2010 Also according to the BBS, Platinum's bubble special is cut-able with Hakumen's sword, but according to the posters : - bubble special is break-able by normal moves (not sure if this post was pointing out his normal sword moves, or just his normals.) - one poster seems to point out it does create a void during the time when Platinum summons the bubble. - there are times when it will make a void, and times when it may not. Another poster within said it may just be an issue with people not hitting the bubbles with the specific projectile guard point from Hakumen's sword. I'm pretty sure he referred to any normal. It was like that during all the loketests.
Skye Posted December 11, 2010 Posted December 11, 2010 Some more Arakune stuff, *excuse my bad translating skills. 5A ダメージ159(笑) 初段80乗算85 -5A does 159, 80 p1, 85 p2 (1 less damage point from CS1) 5C補正かわらず、同技補正60 -I think it says 5C had a repeat move proration of 60% 2C補正かわらず、同技補正60 -Same for 2C, but who uses that more than once in a combo. 6C一段目ダメージ1000補正かわらず同技わかんない *6C (first hit) does 1000, has same repeat move proration, not really sure. 5C>JA>JC>Aダイブ>ダイキャン6B>f。Gで一発烙印、知ってたらごめん 5C > j.a > j.c > j.2a > dive cancel 6bxxj.214214d JCからでよくね? コンボに組み込むべき技 <※必須> 車輪 200*8 乗算90 実質的ダメ1460 同技あり 6C1 1000 乗算89同技ありなのか? 6C2 1000 乗算92同技ありなのか? 6C3 1000 乗算?同技ありなのか? <できればいれたい> 2C 800 乗算92同技60 5C 799 乗算90同技60 6D 880 乗算89 <多分いらない> 鳥とかダイブ、JCはいれない方が伸びる気がするよ y-two-dash (wheel j.236c) does 200 * 8, same "wazaari"? (No clue how this is used in this context, maybe "it's the same"). +6C does 1000, 89 p1 (more damage, scales more) +>> 5C does 1000, 92 p1 (more damage, scales more) +>> 2C does 1000, p1 unknown for now. (more damage) -2C does 800 92 p1, 60 p1 (scales more as a starter, much more in mid-combo) -5C does 799, 90 p1, 60 p1 (scales much more mid-combo) <下段候補>初段×乗算 2A 150 初段×乗算68 2B 400 72 2C 800 92 4B 600 72 従来通り4Bですかね <中段候補>初段×乗算 6A 600 71.2 6C 1000 81.6 JC 700 80 6Cが一番伸びそうだけどまあJCがいい。 <めくり虫候補>初段×乗算A虫 220 66.6? B虫 実質440くらい? 55.5? C虫 650 65.7? D虫 ? ? うーん -2A does 150, 68 p1 (scales much more) -2B does 400, 72 p1 (scales more) -4B (CS1 6b) does 600, 72 p1 (scales more) -6A does 600, 71 p1 (scales more) ???Here it says 6C has 81 p1, maybe I'm reading something wrong? -j.c does 700, 80 p1 (scales more) It's late, gonna stop embarrassing myself with my terrible translations, but the other stuff looks like some interesting mumbo jumbo, so I'll leave this here to the pros. 空中ヒットで2A>5B赤確認 ダッシュにfgしたらヒットした。相手のミスだと思うけど 烙印ゲージ切れ際にD虫召喚して崩しからfgか、無難に50回収するかどっちが良いんだろうか 今日も対戦してきた~ 軽く各キャラ対戦感想。かなり主観的なものだから突っ込み、修正大歓迎。 みんなで対策しましょう。 今プリン食いながら思い出したんだけど6Bって確か前ステップキャンセルできたよな? そんで前ダッシュが速くなってるってのを考慮してみたんだけど、 画面端近くの距離限で2Cfc>5A>6B>前ステ>5D>JA>JC>Aダイブ>ダイキャン5D>JA>JC>JDってのはできないだろうか? 5Cからもヒット確信なら5Cfc>J4A>5A>6B~ってできそうな気がしないでもない あとコンボに困ってる人多いみたいだけどあんなもんパーツさえ把握しとけば色々できるぜ ・車輪(6CD押し離し)>6CD蟲 ・6C三段(三段目当たった瞬間5ABD押し離し)>5ABD蟲 ・3Aダイブ(めくって当てない)>2Cダイブ(5Dずらし押し離し)>A蟲>CD蟲 ・6A>A蟲>5C(5Dずらし押し離し)>C蟲>D蟲 ・鳥>鳥>車輪>6Dずらし押し離し>D蟲 ・(画面端)2C>3CD押し離し>C蟲>D蟲 上でも書かれてるけど補正の関係上、順番は車輪→ダイブ→6C三段が一番減る CTとかのパーツも使ってみると案外通るもんだし、色々やってみるといいよ 俺、火竜の逆鱗が2枚出たら、ゲーセン行って色々検証するんだ・・・
A.X.I.S. Posted December 11, 2010 Posted December 11, 2010 Tager's attack damage for CS2: A:210 2A:280 6A:700 B:480 2B:600 6B:960 C:910 2C:1020 6C:1100 3C:760 D:1040 2D:1200 4D:800 JA:250 JB:700 JC:1050 JD:1080 J2C:1100 前投げ:1900 後投げ:1200 空投げ:1900 Aスレ:980 Bスレ:1100 ハンマ:1200 Aドラ:2700 Bドラ:3700 スパーク:1100 コレダー:1600 ガジェ:固定100 ホイール:2579 ->ブレイク:4303 ジェネ:5620
soujiro seta Posted December 11, 2010 Posted December 11, 2010 (edited) After watching the videos, its seems that the barrier guage takes longer to regenerate. I'm not 100% sure on this, but the regeneration rates seems a lot slower than CS1. Can someone who has played CS2 plz confirm. EDIT It also looks like it drains a bit faster. Confirmation is needed. Edited December 11, 2010 by soujiro seta
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