Spark Posted December 16, 2010 Posted December 16, 2010 (edited) Here are the proration values from the Japanese Hakumen boards. http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1289451583/980 I'll check the combos from videos and see if they match up. 5A 350 85 84 5B 590 90 89 5C 1110 100 92 2A 300 85 84 2B 450 80 86 2C 950 90 92 6A 620 85 89 6B 590x2 50 90 6C(Lv1) 1300 100 92 6C(Lv2) 1600 100 92 6C(Lv3) 2000 100 92 4C 700 80 89 3C 1200 90 88 j.A 320 90 84 j.B 590 90 89 j.C 900 90 89 j.2A 980 80 75 j.2C 1000 90 92 5BC: 1600 90*100 100*55 4BC: 1500 90*100x2 100*110*50 5D: 1400 100 45 2D: 1100 100 45 6D: 1400 100 45 j.D: 1600 100 45 Gurren 560 100 89 Enma 860 90 75 Renka(1st hit) 830 90 120 Renka(2nd hit) 860 65 Zantetsu(1st hit) 2430 90 80 Zantetsu(2nd hit) 550 94 Hotaru 1500 90 92 Tsubaki 2200 70? 90? (120% Bonus prorate?) Shippu 4000 100 60 Yukikaze 3800 33以下 Assuming the data is accurate. Buffs: Old > New (DMG = Damage, 1P = Initial Prorate, 2P = General/Combo Prorate) 5A DMG: 180 > 350 5A 1P: 80 > 85 5C 1P: 85 > 100 2A DMG: 160 > 300 2A 1P: 80 > 85 2C 1P: 80 > 90 2C 2P: 88 > 92 6A 2P: 85 > 89 (Maybe?) 6B DMG: 290x2 > ?x2 4C DMG: 600 > 700 4C P1: 60 > 80 (Wow) j.A DMG: 220 > 320 j.A P1: 80 > 90 j.C P1: 80 > 90 j.C P2: 70 > 89 (Maybe?) j.2C P1: 85 > 90 j.2C P2: 87 > 92 2D DMG: 1020 > 1100 6D DMG: 0 > 1600 Hotaru DMG: 1250 > 1500 Renka(1st hit) 2P: 100 > 120 (No longer bonus prorate?) Tsubaki: Now has 120% bonus prorate (Maybe?) Nerfs: 5A 2P: 95 > 84 5B DMG: 620 > 590 5B 1P: 90 > 80 5B 2P: 92 > 89 2A 2P: 90 > 84 2B DMG: 600 > 450 2B 2P: 88 > 86 2C DMG: 1030 > 950 6C(Lv1) DMG: 1440 > 1300 6C(Lv2) DMG: 1740 > 1600 6C(Lv3) DMG: 2140 > 2000 j.A P2: 85 > 84 (Rounding issue?) j.C DMG: 980 > 900 j.2C DMG: 1070 > 1000 5D DMG: 1700 > 1400 j.D DMG: 1610 > All Counters: Down to 45 total prorate(?) Enma 2P: 85 > 75 Renka(2nd hit) 2P: 75 > 65 Tsubaki 1P: 85 > 70 (Maybe?) Update 1: This information looks correct assuming Hakumen's character combo rate is 60%. Edited March 17, 2011 by Spark
ryokoalways Posted December 16, 2010 Posted December 16, 2010 Those changes are actually pretty smart. Thanks for posting.
mAc Chaos Posted December 17, 2010 Posted December 17, 2010 What do you guys think of these changes? Any conclusions we can draw from them?
Spark Posted December 17, 2010 Author Posted December 17, 2010 (edited) The P2s for 5A and 2A will make using them multiple times for hit confirming worse, but this won't effect starting a combo with 2A or 5A because of the better P1 you'll still get about the same damage as before. So punishing things with 5A and 2A will still be fine, but they don't want you or at least they're trying to discourage you from using 2A or 5A after stuff like 2B, j.2C, j.B etc. to hit confirm into 214B or whatever. I'm also wondering if they made 5B better in anyway, because stat wise they've only been nerfing it. Maybe it will hit everyone crouching at max distance? Oh Hakumen's character combo rate is 60% going by the damage from combos using the provided proration data. Edited December 17, 2010 by Spark
ryokoalways Posted December 17, 2010 Posted December 17, 2010 I think they nerfed 5B mainly to make 5C a more desirable move. You can say 5B got buffed in the sense that you can link into it from 5A now (maybe 2A?). Relative to general changes in cs2, meterless damage is better, poke meter combos are worse, and corner damage is about the same.
Spark Posted December 17, 2010 Author Posted December 17, 2010 I need to check if tech time takes character combo rate into account, because if it doesn't Hakumen could have some really long combos.
ryokoalways Posted December 17, 2010 Posted December 17, 2010 (edited) It doesn't. And yes, there are really long combos. Corner combos should return at least 2 magatamas this time around. Edited December 17, 2010 by ryokoalways
mAc Chaos Posted December 17, 2010 Posted December 17, 2010 Long combos, as in longer than the ones in CS1?
Spark Posted December 17, 2010 Author Posted December 17, 2010 That's good to know, also you wouldn't happen to know if the 6C levels are considered different attacks? Hakumen might be able to avoid the repeat prorate of 6C by using different levels in a combo like how Makoto can use 2D level 3 and then later in the combo use 2D level 2 and not run into the 10% repeat prorate.
ryokoalways Posted December 17, 2010 Posted December 17, 2010 I don't know. If I had to guess I would say no. Pretty interesting idea though. I will ask.
WolfCrimson Posted December 17, 2010 Posted December 17, 2010 That frame data looks really good. I wanna play CS2 really badly now.
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