toanenadiz Posted August 25, 2011 Posted August 25, 2011 I guess everyone forgot, but there was another loketest just recently: http://generalnantoka.blog35.fc2.com/blog-entry-542.html System: Burst -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) Lambda +2C has head attribute inv +3C can be followed up on counterhit -Now only has 4 Guard Primers Discuss
Fireryda Posted August 25, 2011 Posted August 25, 2011 2C buff amazing 3C CH follow up needs more elaboration on what is possible. maybe 3c > 2b otg ? also good. Not too worried about having 4 primers but having the CA change is a bit iffy. 1 CA then burst = 1 primer left = free guard crush. Not going to be fun.
toanenadiz Posted August 25, 2011 Posted August 25, 2011 2C buff amazing 3C CH follow up needs more elaboration on what is possible. maybe 3c > 2b otg ? also good. Not too worried about having 4 primers but having the CA change is a bit iffy. 1 CA then burst = 1 primer left = free guard crush. Not going to be fun. But at least now we can combo after our CA so our CA doesn't suck anymore.
lilseph Posted August 25, 2011 Posted August 25, 2011 HOLY SHIT THESE CHANGES ARE AWESOME! <333333333333333333333333
hakimiru Posted August 25, 2011 Posted August 25, 2011 Some of this might overlap with what we already have, but here's some stuff from the official change list~ System changes: Burst - 25% heat gauge bonus on hit and guard from previous test removed. - Compared to current versiion, both green and gold bursts have slightly reduced active and invincibility frames, and are now completely invulnerable to all non-burst attacks. Startup for green bursts have been slightly sped up. - Overall utility hasn't changed much, but green bursting is now easier to use than in the current version. Barrier guard - has been changed the most (knockback, gauge recovery speed, etc) - Now an even better defensive option, but the gauge depletion rate has been increased, so you'll run out if you depend on it too much. - Barriering used to add a fixed amount of knockback in CS2; that has been changed to now be affected by attack level and guard type. - In a nutshell, knockback goes up in increasing order like [iB<Barrier<IB Barrier], and is even larger when used in the air compared to on the ground. - Additionally, barrier guarding an opponent's attack consumes more gauge than before, and it takes longer for the barrier guage to start recovering after use. - However, barrier guarding a primer-breaking move while at 1 primer consumes less gauge than in our current version. Counter assault - Most characters can no longer follow up on a successful CA. Some characters like Arakune are an exception to this. Using a CA reduces your max primer count by 1 (for only that round). It's a useful tool for turning the flow of the match, but using it too much increases the danger of being guard crushed. Throw - Throws have been altered so that the whole cast can follow up after them even from midscreen. Depending on the character, following up after with a dash or special cancel may be possible. Compared to the current version, it's usefulness as a midscreen damage source has been improved. 6A, 2A - Characters that could chain this now have a max limit of 3 chained hits. - Compared to the current version, this makes it easier for the person on defense to predict the attack timing. Characters that currently have a chain limit of under 3 are unchanged (ex. Bang's 2A, etc) Ground, Air A attacks - Damage changed to 300. - This change raises overall air to air and close range damage. Lambda - Guard Primer Count - Changed to 4 2C - Added head invincibility 3C - Can no longer emergency tech on counter hit 2nd hit of 2D, 4D - Added revolver actions to 4B, 6C(only for 2D)
Hellknight10 Posted August 25, 2011 Author Posted August 25, 2011 hmm so can we follow up from Counter Assault or not? lol also about the 6A, 2A thing, does this mean that 5A doesn't apply? there is a lot of contradictions between these two translations
toanenadiz Posted August 25, 2011 Posted August 25, 2011 Xie revised his post. He meant no characters can follow-up after a CA, which sucks And it seems like 6A, 2A if referring to any characters that has grounded A moves which gatling to itself. So it is mostly for 5A and 2As.
hakimiru Posted August 25, 2011 Posted August 25, 2011 Would you mind telling me which ones contradict? I'll look over those in Xie's source and see if there are any translation errors.
Hellknight10 Posted August 25, 2011 Author Posted August 25, 2011 (edited) well after looking over and seeing corrections from Xie the only one I'm still confused about is the 6A, 2A gatling limitations also the burst thing says that gold and green bursting has slightly lost active and invincibility frames but are fully invulnerable to everything? Edited August 25, 2011 by Hellknight10
hakimiru Posted August 25, 2011 Posted August 25, 2011 It doesn't really apply much to us, but for characters like Tager where you used to be able to do 5Ax7 or something like that and have it combo, you're now limited to x3. This applies even on block.
Hellknight10 Posted August 25, 2011 Author Posted August 25, 2011 what about the burst thing? I edited my post with the question just in case you didn't see it
C0R Posted August 25, 2011 Posted August 25, 2011 what about the burst thing? I edited my post with the question just in case you didn't see it Bursts would clash with projectiles in odd instances, it may also be uncuttable by Hakumen, but we can't know that yet.
Hellknight10 Posted August 25, 2011 Author Posted August 25, 2011 (edited) ok thanks for the confirmations and overall help understanding this I updated the first post to the best of my ability, if anyone sees anything that doesn't belong please let me know so that I may correct it edit: also would this be considered a new loketest or are all these just things that we missed from the first? if it's the former anyone mind giving me the date of when it ocurred? Edited August 25, 2011 by Hellknight10
hakimiru Posted August 25, 2011 Posted August 25, 2011 The list I translated was an official changelist release for the upcoming 8/26-8/28 loctest (so it hasn't happened yet). The pictures themselves are also labeled as not covering everything, so we'll probably get some new info here and there that they missed once it starts.
Hellknight10 Posted August 25, 2011 Author Posted August 25, 2011 The list I translated was an official changelist release for the upcoming 8/26-8/28 loctest (so it hasn't happened yet). The pictures themselves are also labeled as not covering everything, so we'll probably get some new info here and there that they missed once it starts. alrighty then thanks a lot c:
M19Kamikaze Posted August 27, 2011 Posted August 27, 2011 This doesn't look too ba- *sees Lambda with 4 primers, rereads burst info* ... I think I'm going to cry now
cookiehours Posted August 27, 2011 Posted August 27, 2011 This doesn't look too ba- *sees Lambda with 4 primers, rereads burst info* ... I think I'm going to cry now I had a WTF moment too my friend. :<
No Limitz Posted August 29, 2011 Posted August 29, 2011 (edited) 2C got some sort of nerf. Didn't really look at it. 3C counter hit makes it a really sweet poke now. You can combo things like Spike chasers and sickle storms off of it leading to midscreen 3800 combos without meter and gravity. Edited August 29, 2011 by No Limitz
someonewhodied Posted August 29, 2011 Posted August 29, 2011 Does a crescent ender to an aerial combo still place the opponent (after forward Air tech) in perfect position for a 6D?
Fireryda Posted August 29, 2011 Posted August 29, 2011 most of the time yes depending on your positioning when doing the ender. if you're high up and you hit them with the edge of the crescent, not really.
Recommended Posts