shtkn Posted August 11, 2011 Posted August 11, 2011 BBCS Extend Location Test changes Keep the discussion sane please 8/11 - 8/18 Location Test From Printed List at Location Test System Mechanics: Break burst - Hitting the opponent with burst or making the opponent block it gives 25% meter to the player Knockback - When air guarding a ground attack, knockback is increased to make it easier to gain some distance Barrier guard - Larger knockback on moves with a higher attack level Instant barrier guard - Knockback is even larger, making it easier to get away Jin Changes: - 6A relaunchable when hit in air - 214A corner bounds when hit in the corner Player Noted Changes - 2C>5C deleted, 2B is not JCable on hit/block - 6C> dash cancel >blahblah does not work in mid-screen - 6C cause opponent flies away much farther - 6C has longer untechable time, 6C>dc>2C or Bdp works when near corenr - 6A hit in air > 2B or 3C relaunch works - mid screen chain>sekka>dash6C>2D works, 6C>dc>5C doesnt - 6C>dc>JC>JD doesnt work, 6C>dc>JC>icecar works, 6C>dc>JC>214A>5C>Bdp>6C>6D~ - not sure what works in 6C(ch), maybe 6C(ch)>dashdashdash>2D works, really hard to catch opponent - Ice arrow has much longer recovery time, opponent flies up much higher, longer untechable time, can combo into 6C still, much less damage-guarantee (around 500) - Corner DP loop stuff works as same, slightly different timing due to change of 6C - corner combo: B>C>Bdp>6A>3C>214A>5C>6C>6D>IADJ2C>JC>B>3C>214C - (unconfirmed) Adp might has invincible frame now, beat Ragna's 5B easily after 5B came out - 214C's techable timing is little bit changed, opponent bounces in a slightly different angle - Yukikaze, Touga, same thing - j.2C's hitbox got worse 8/26 Location Test From Printed List at Location Test System -No longer has the 25% heat mechanic -While bursting, the burst is invincible to all other attacks (I assume this means projectiles, as projectiles used to clash with bursts) -Green bursts has faster startup Barrier Guard -(in a nutshell) Using Barrier to block stuff costs more meter -Barrier gauge usage when only 1 primer left has been lowered -Other Mechanics are the same Counter Assault -Aside from characters who already could, now all characters can follow up from a Counter Assault -Using a counter assault permanently reduces your Guard Primers by 1 Throws -All characters(?) can follow up a throw midscreen now A attacks -All characters with self-gatling A attacks can only do it up to 3 times now. If there were limits before, they are still in place (like Taokaka A, which was 2) Grounded, Jump As -All characters(?) are evenly 300 (I assume this means damage, but it could be something else) Jin +2C now gatlings into 6B +2C has head attribute inv during the attack +2D hits higher, it's now easy to follow up from 6C +Sekkajin now holdable (hold C instead of mash for more hits), the 8th hit of Sekkajin has more untechable time +632146C now has 25% minimum damage From Player Impressions: ・6A's proration got less strict ・6A frame advantage reduced ・Untechable time and hit stun from jump attacks reduced Changes from older location tests carry over unless otherwise stated. None of these changes are guaranteed to be in the final release of CS Extend
Solex Posted August 11, 2011 Posted August 11, 2011 - 6A relaunchable when hit in air - 214A corner bounds when hit in the corner lol jins combo's are gonna be so stylish if these changes stick 6A relaunch...overheads for combos all day lol gotta say 214a corner bound is a little strange i figured they would do that with 214D if any...i guess they wanted to make that 214a useful lol 6c dash cancel not combo...howd they do this. wonder if they just decreased untech time.
koun Posted August 11, 2011 Posted August 11, 2011 6C dash work in the corner? 214A corner may add dmg to combo end in corner like 5B,2B,5C,3C,214A,..??
Solex Posted August 11, 2011 Posted August 11, 2011 6C dash work in the corner? ya it does...one possibility of why its not able combo midscreen is they couldve increased knockback of the 6c to where they are to far for anything to connect i dont get the 214a buff youd have to be pretty close to the corner to have to corner bound connect but you can already just 623b for crazy dmg and meter so wtf?? so strange but what really confuses me is how 214a is even gonna corner bound all it is right now is just the ice with no knock back at all...i bet it looks silly when it happens
Fogelstorm Posted August 11, 2011 Posted August 11, 2011 lol jins combo's are gonna be so stylish if these changes stick 6A relaunch...overheads for combos all day lol It's 6A relaunch on hit in air. Dunno about you but I don't usally use 6A as anti-air With the game mechanics/system changes it feels like Jin will have a hard time with all the new knockback, imagine the knockback on j.B, j.C with instant barrier guard.
prokiller88 Posted August 11, 2011 Posted August 11, 2011 NOOOO Why did they nerf 6c >.> 214A corner bound is odd, I mean you can do 5b,5c,3c 214A in the corner and extend your combo but... whats the point >.> You can just do 3c 623b
MashThat5A Posted August 11, 2011 Posted August 11, 2011 NOOOO Why did they nerf 6c >.> 214A corner bound is odd, I mean you can do 5b,5c,3c 214A in the corner and extend your combo but... whats the point >.> You can just do 3c 623b 623A means no dealing with 623B repeat proration. You can likely end with 623A, 214C more consistantly. Also, 6C, D super, 6A, relaunch all day!
Solex Posted August 11, 2011 Posted August 11, 2011 (edited) http://www.youtube.com/watch?v=tLOMAE22xmc about four minutes of haz and jin then some relius lol 214a corner bound looks very silly but still a buff that probably prove very useful if it sticks @Fogelstorm i was talking about using the move on a already launched opponent maybe something like 2d dash 6a then 2b or 2c to relaunch @mash i assume you mean 214a lol. 623a corner bound would be to gdlk your point is still probably valid though itl probably be used just before an ender like 214c, 5d, 623c EDIT: jin: 6C launches further, cannot combo midscreen, 6C-> 2D won't catch opponent airborne opponent hit with 6A can be picked up with 2B 214A wallbounds opponent (judging from the vids, it seems to wallbound only if opponent is airborne though) no more corner 623C combos Edited August 11, 2011 by Solex new news...kinda
shtkn Posted August 11, 2011 Author Posted August 11, 2011 wow so 6C > 214C is hte only thing you can do mid screen then... fair enough. i wonder... is there a way to use the new 6A after a j.D for a relaunch midscreen? that'd be pretty funny. also 214A corner bounce is... i dunno seems like you'll trade sides with the opponent if you do it off a sweep or 6C.
Solex Posted August 11, 2011 Posted August 11, 2011 speculation bnb lol 5b>5c>sekkajin>dash>5c>JC>j.c>j.d>land dash>6a>2b>either 5c>6c>214c or 5c>j.c>j.2c>214c really i think 214a cornerbound is the weirdest buff they couldve given us, i cant even think of what to do with it @shtkn in the video they do swap sides a couple of times after 214a
MashThat5A Posted August 11, 2011 Posted August 11, 2011 Lol I derped pretty hard there. XD The change is A Ice car wall bounds? Yea, that's really weird. I'm not surprised DP loops are out, but what are you supposed to do off of throws now?
Haven Posted August 11, 2011 Posted August 11, 2011 (edited) So you can't do 6C -> Dash -> Stuff anymore. Does that mean that 6C -> 2D doesn't work anymore either? It's fair I guess since Jin does have a pretty darn good midscreen game for a game that really focuses on the corner being the primary form of damage. The 214A stuff will be interesting and stylish. Edited August 12, 2011 by Haven
Solex Posted August 11, 2011 Posted August 11, 2011 (edited) from stunedge [Jin] - 214A/J214A cause wallbounce when hit in air - 6A hit in air > 2B or 3C relaunch works - 2C>5C deleted, 2B is not JCable on hit/block - 6C cause opponent flies away much farther - 6C has longer untechable time, 6C>dc>2C or Bdp works when near corenr - mid screen chain>sekka>dash6C>2D works, 6C>dc>5C doesnt - 6C>dc>JC>JD doesnt work, 6C>dc>JC>icecar works, 6C>dc>JC>214A>5C>Bdp>6C>6D~ - not sure what works in 6C(ch), maybe 6C(ch)>dashdashdash>2D works, really hard to catch opponent - Ice arrow has much longer recovery time, opponent flies up much higher, longer untechable time, can combo into 6C still, much less damage-guarantee (around 500) - Corner DP loop stuff works as same, slightly different timing due to change of 6C - corner combo: B>C>Bdp>6A>3C>214A>5C>6C>6D>IADJ2C>JC>B>3C>214C - (unconfirmed) Adp might has invincible frame now, beat Ragna's 5B easily after 5B came out - 214C's techable timing is little bit changed, opponent bounces in a slightly different angle - Yukikaze, Touga, same thing my goodness jin is a new man but i really like the direction this is going i doubt 623a has invln frame its just really fast so it can stuff alot of things also at ice arrow nerf but it is pretty fair i guess its fair cause it can be put in just about anywhere in a combo no 2c>5c and 2b not JC make me very sad, i really hope these arnt true or come back Edited August 11, 2011 by Solex
Solex Posted August 11, 2011 Posted August 11, 2011 ^why, didnt you already not like cs2 jin hes getting alot of changes to make him more interesting
xlolxlolx Posted August 11, 2011 Posted August 11, 2011 how is it more interesting? all theyre doing is taking away your old option and give you a new one to use instead, A ice car wall bounce just extends your combo a bit more which isnt really a good thing since combos already take forever in this game......
Solex Posted August 12, 2011 Posted August 12, 2011 well i think with the nerfs and combo changes they are trying to make it so jin dosnt get paid a retarded amount for anything he does ice arrow less damage and more recovery so probably no corner swap i.e much less appealing as a reversal with 6c change they are just making sure we don't get crazy corner carry and making 2c fatal more appealing since ch 6c gets possibly nothing with no 2c>5c and no 2b Jump cancel they are trying to limit us and be more cautious with pressure, so no more autopilot pressure and with the changes to the system it seems like you can get some1 in the corner but they can push you away and punish a whiffed move so you have to really think when it comes to pressure however this is just the first loketest and we will probably be seeing more changes in the later ones
prokiller88 Posted August 12, 2011 Posted August 12, 2011 The 6c nerf is odd, I mean it was obvious that they would nerf dp loop. Are you sure that 6c bounds farther and not high? 2D's hitbox got nerfed to crap tier. Stunedege, does 6c,2d work in the corner still?
T.Kang Posted August 12, 2011 Posted August 12, 2011 I just don't like the direction that this is going. The way Blazblue is turning is too corner-centered IMO and Jin's changes bother me even more. I don't want new options, just nerf a few of his stuff at most. I'll wait until the final changes but I sure as hell hope that it's how ASW worked when they 'rebalanced' the many iterations of Guilty Gear. Because I have my doubts on their working methods at the moment.
Chris Chaos Posted August 12, 2011 Posted August 12, 2011 (edited) It's 6A relaunch on hit in air. Dunno about you but I don't usally use 6A as anti-air With the game mechanics/system changes it feels like Jin will have a hard time with all the new knockback, imagine the knockback on j.B, j.C with instant barrier guard. 6A is going to be weird. I can see it's possible uses but not as an anti-air. There are probably going to be combos that allow you to use it with all the changes made, maybe 6C -> B ice car -> dash -> 6A -> whateverthefuck comes after that (maybe, just speculating here). And with the new knock-back buff, it's going to make it pretty hard for Jin to play his game mid-screen. So you can't do 6C -> Dash -> Stuff anymore. Does that mean that 6C -> 2D doesn't work anymore either? - 6C> dash cancel >blahblah does not work in mid-screen From what was posted earlier SCAM, no you can't 6C-dash-2D anymore but... - 6C cause opponent flies away much farther - 6C has longer untechable time, 6C>dc>2C or Bdp works when near corner If the bold is clearly what I think it is, I believe it might be possible to 6C -> DC -> 2D since 6C makes the opponent fly further and it has longer untechable time (similar to how a counter hit 6C would work). Also, I know this is irrelevant but you can do 6C -> DC -> 2D off counter hit in CS2, maybe this will apply in CS2+ off of normal hit. If this is the case, we might still have a few mid-screen combos if that's the case but I'm not at the Loc-test so I hope somebody tries it to see if my theory is correct or incorrect (More speculating, don't bash me for it). Also, with the buff to 6A, can it be canceled by a super move or is the answer still no? Edited August 12, 2011 by Shinsyn
Seiki Posted August 13, 2011 Posted August 13, 2011 I have a feeling that his new staple corner combos might be blah blah blah>ice car A>6A>blah blah blah
Chris Chaos Posted August 14, 2011 Posted August 14, 2011 I have a feeling that his new staple corner combos might be blah blah blah>ice car A>6A>blah blah blah Very possible. You'll have to get the opponent airborne before you use Musou A, so you're probably running into your options being -3C (as a set up for 6a) -6C (starter) -623B -(CH) 623A These are a few options I can see being viable in the corner to get off the combos using Musou A. I'm sure there are more but those are 4 ways I can see you getting this to work. I can't wait for more Loc-Text vids to come out so we can see what else Jin can do, though I am not happy with these changes, I will adapt to them.
Moy_X7 Posted August 15, 2011 Posted August 15, 2011 - 6A combo options: People do try to jump out a lot even now, hitting someone with an AUB 6A actually has some reward now. It's a rare to hit someone with the 6A AUB but it happens. - 2C > 5C gatling removed: Meh, I very rarely used this gatling, I won't miss it that much. - 2B can no longer be JC'd: There are bunch of times when I auto-pilot a block string and jump after 2B even when 2B lands. I see it happen quite a bit even in Japanese match videos. I guess this will force me out of that habit lol. - 6C changes: If it means that you can carry someone to the corner faster for those DP loops, then I'll take the inability to combo with 5C after a DC. It means that people will be forced to use those 5C > sJC > j.D > AD > stuff combos after j.B/j.C CHs on airborne opponents and after Sekkajin. His mid-screen damage output will suffer a bit but I'm okay with this. - The rest: I-frames on DP A will be lulz, just as long as THEY DO NOT FUCK with its 6 frames of startup and they don't make the frame disadvantage any worse than it already is. 214A for combos is meh, at least that shit is good for something now other than questionable resets.
Chris Chaos Posted August 15, 2011 Posted August 15, 2011 Don't bash me on this but I just done with a conversation with another (unnamed) Jin player and he told me 6C was not DC able... I look here and I see nothing about that, is this some late news I missed out on or just some old BS?
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