Jourdal Posted November 13, 2012 Posted November 13, 2012 Yooo..... Yoyoyoyoyoyoyoyoyoyoyoyo. I think I just saw something really interesting. Negative penalty seems to deplete your barrier gauge completely. Watch this part:http://www.youtube.com/watch?v=wRkyTOWmN_U&feature=player_detailpage#t=77s And you'll see Valkenhayn, while constant;y walking backwards, suddenly goes into 'danger' and his Barrier gauge is completely gone. Crush Trigger~ Time for everyone to RTSD
Diveman Posted November 13, 2012 Posted November 13, 2012 I was reading stuff about Amane and I wonder, what's his playstyle as for now? if he a zoner? an aggresive zoner? a spacing char? who can I compare him with?
MashThat5A Posted November 13, 2012 Posted November 13, 2012 Based on the Ragna v Plat video, Dead Spike dash looks punishable I'm pretty sure he did the dash really late. He meant to link dash rather than dash cancel.
suna19 Posted November 13, 2012 Posted November 13, 2012 I'm pretty sure he did the dash really late. He meant to link dash rather than dash cancel. wouldn't that mean he did the dash early? either way, it just doesn't seem to cause that much blockstun
Narroo Posted November 13, 2012 Posted November 13, 2012 How the heck can you people hear the music above the crowd and sound effects?
SolxBaiken Posted November 13, 2012 Posted November 13, 2012 How the heck can you people hear the music above the crowd and sound effects? Years of training and finely tuned perception.
Koopa_Klawz Posted November 13, 2012 Posted November 13, 2012 Not only did Negative Penalty removed your barrier. It looks like it disabled your barrier burst as well.
MashThat5A Posted November 13, 2012 Posted November 13, 2012 Nah, looks like that's because Valk can't use Overdrive while in Wolf Form. If you watch closely he can still burst. I think the Dead Spike dash cancel window is very large, so he did a late dash cancel which is really minus.
Mightfo Posted November 13, 2012 Posted November 13, 2012 negative penalty better be fucking hard to get if they're going to make it so much more punishing
kirbster Posted November 13, 2012 Posted November 13, 2012 If sparkbolt still broke the guard this would be a really nice turnaround for Tager, especially with the new angled one that shoots upwards... no more running away for the whole round
Darlos9D Posted November 13, 2012 Posted November 13, 2012 If sparkbolt still broke the guard this would be a really nice turnaround for Tager, especially with the new angled one that shoots upwards... no more running away for the whole round ... but it don't.
Moy_X7 Posted November 13, 2012 Posted November 13, 2012 negative penalty better be fucking hard to get if they're going to make it so much more punishing Negative Penalty usually only happens during the X character vs Tager matches or when you're trying to time someone out. I rarely have it happen outside of that. I dunno, might be the characters that I play. Is Tager's anti-air Spark an AUB? That's about the only time I would see it truly shine in this situation.
Darlos9D Posted November 13, 2012 Posted November 13, 2012 Negative Penalty usually only happens during the X character vs Tager matches or when you're trying to time someone out. I rarely have it happen outside of that. I dunno, might be the characters that I play. Is Tager's anti-air Spark an AUB? That's about the only time I would see it truly shine in this situation. Now that is actually a fine question. Though somehow I doubt it. Are there any other AUB projectiles in the game? Of course, I suppose most projectiles aren't for anti-air purposes.
mAc Chaos Posted November 13, 2012 Posted November 13, 2012 negative penalty better be fucking hard to get if they're going to make it so much more punishing No, this is good. Negative Penalty is generally useless, so this might actually make it a real penalty. Usually if you got Negative Penalty, you're playing a character like Hazama and timing out Tager, and even if you have the penalty it means nothing because it doesn't stop the movement options which are letting you run away forever. At least now you might get hit easier.
sparkaura Posted November 13, 2012 Posted November 13, 2012 Azrael's dash looks freaking amazing, in some of those vids he outright dodged moves with little timing.
STenSatsu Posted November 13, 2012 Posted November 13, 2012 There were no Hakumens or Taokakas on my end either. I do have Hazama Updated my original post with todays (final day) footage http://kyushufgc.wordpress.com/2012/11/12/2nd-blazblue-chrono-phantasma-location-test-fukuoka-taito-station/ Damn, that Arakune seems to have a pretty damn good handle on his CP form already lol. Nice to see that he is scary in ways that aren't 100% curse combos.
Wild Candy Posted November 13, 2012 Posted November 13, 2012 Arakune looks pretty tough, he made mince meat of Bullet. He's probably not as strong as his CT self though.
Darlos9D Posted November 13, 2012 Posted November 13, 2012 Well, nobody's really a master of Bullet yet, either. I have high hopes for her since I'm hoping she'll be a good Tager alt. Doesn't she has a command throw? I feel like I haven't seen anybody use it yet. I'm hoping it's legit.
HumblePinecone Posted November 13, 2012 Posted November 13, 2012 She does, but it looks like you can combo into it, so it's a little different from other characters' command grabs.
Wild Candy Posted November 13, 2012 Posted November 13, 2012 A command Grab you can combo into, that sounds really useful. I'm so going to use Bullet, her gameplay looks fun and awesome. I'm also glad that Noel looks like she has potential for this game. (Noel!) Does anyone know if there's some decent footage for Makoto or Rachel?
Darlos9D Posted November 13, 2012 Posted November 13, 2012 She does, but it looks like you can combo into it, so it's a little different from other characters' command grabs. Well, the thing where the ring appears around her before she dives at the opponent is her drive, which is clearly blockable, even though it kinda looks like a throw if it connects. I thought she had something aside from that that's actually unblockable though. A ground command throw that isn't her drive.
SolxBaiken Posted November 13, 2012 Posted November 13, 2012 (edited) I don't think Bullet has a legit command grab (from what I can recall from my memory) outside of her butter churn Distortion Drive of course 623+B, but she does have multiple follow ups to her Drive (high, low, mid options) and she can chain several in one combo since they're all strike grabs. The dive itself might be rather high priority since she clashed with Jin's DP Edited November 13, 2012 by SolxBaiken
Surf Posted November 13, 2012 Posted November 13, 2012 She has a command grab outside of her super one, the input is 623B. A player uses it twice in a row here. Some bbs posts said it seems to have start up invul.
SolxBaiken Posted November 13, 2012 Posted November 13, 2012 oh ho, usually loose that move in the flurry of other attacks, but that's good to know. Startup invul would be nice and since it launches it leaves them perfectly open to Lock-On follow ups.
Errol Posted November 13, 2012 Posted November 13, 2012 She has a command grab outside of her super one, the input is 623B. A player uses it twice in a row here. Some bbs posts said it seems to have start up invul. but if it doesn't put out more damage than that it isn't really a legit command grab, so much as a legit reversal. But maybe it is if you can RC, or if you can followup and he just doesn't know how to.
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