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Posted

CP2.0 Bang article!

http://www.famitsu.com/cominy/?%20m=pc&a=page_fh_diary&target_c_diary_id=84867

FRKZ Dashes with Rin seal now become like guard point teleports.

OD ASHURA IS A THING!

My sig, all these years, it finally was enough training....such a wonderful day. *single tear*

They have gotten my fullest attention.  BRING BACK CS1 5A AND 5B, THIS IS ALL I WANT ON TOP OF BEING ABLE TO COMBO OFF OF 5D REGULARLY!!!

Posted

Hehe, that he is, I just expected Seth, you know. I myself am split between him Linne and Nanase. My copy should be here tonight finally so I'll reach a conclusion lol.

Posted

CP2.0 Bang article!

http://www.famitsu.com/cominy/?%20m=pc&a=page_fh_diary&target_c_diary_id=84867

FRKZ Dashes with Rin seal now become like guard point teleports.

OD ASHURA IS A THING!

My sig, all these years, it finally was enough training....such a wonderful day. *single tear*

 

http://shoryuken.com/2014/07/30/early-details-emerge-for-updates-to-bang-shishigami-overdrive-in-blazblue-chronophantasma-ver-2-0/

It looks like FRKZ Dashes are invisible at start up which is nice cause it can be hard to approach opponents.

Also, it might means that distortion during overdrive may retain its buff like previous version I hope...

Posted

They're basically drive teleports. Drive teleports have you vanish and reappear so this is how the dashes work too.

Posted

They're basically drive teleports. Drive teleports have you vanish and reappear so this is how the dashes work too.

 

I don't agree that they are basically drive teleports in terms of effects. I think you quickly lose your invinsibility during the dash.

 

Image link: http://www.famitsu.com/image/33319/BFbB13457W5A2FMNkAk7b6g7Ud44vk3W.html

 

You can see that he is somewhat invisible during the dash but I may be wrong.

Posted

The article listed them as retaining the properties of the drive followup teleports by name. It could just last less while having the same properties for however long it is that it lasts. FRKZ dashes are fast. Then on the other hand teleport invuln isn't particularly lengthy during drives either so it might be identical as well. You can picture them as Azrael backdashes with less recovery basically.

I think what causes confusion is that the drive teleports are named something which translates into "invisible movement technique ". Bang doesn't become invisible during his dashes, his teleports are simply called "invisible movememt". It's just the title of the attack. Not a literal mechanic description.

Posted

So I have a question for Bang players, so his drive normals have guards points right? So if I know Bang was gonna wakeup with a drive, would doing a crush trigger break the guard point like it would for blocking normally?

Posted

So I have a question for Bang players, so his drive normals have guards points right? So if I know Bang was gonna wakeup with a drive, would doing a crush trigger break the guard point like it would for blocking normally?

No, you can grab them though. Meaty ct is a bad option generally. CTs are only good for combos or to crush people in danger state.

Posted

Ah ok, I was just wondering if it was something I could do against Bang I normally wouldn't use crush trigger in Oki anyway, just one of those "I wonder if this would work" sort of things. 

Posted

So, cp2.0 news are here.

Minor frkz buffs, we can now normally block with zan. There's a short activation with less recovery when we have high life. Rin gives full projectile invuln to frkz dashes while fuu gives you more of em and makes them cross up. Ka gives you the old style flat 20% damage buff.

Posted

 There's a short activation with less recovery when we have high life

Short activation.....  I don't even care if we get less recovery, I AM UPSET THAT THEY SHORTENED THE STARTUP OF THIS!!

Posted

You know what, I don't mind if they shortened animation at higher health, it mean training with it will be less tedious and it'll be even cooler when we do full combod

Posted

If they make the animation more amazing in low health and make the high health version just as amazing, I would not mind... It needs to be completely showy as fuck, and thats all that matters in the end.

Posted

http://shoryuken.com/2014/08/06/blazblue-chronophantasma-developers-share-changes-in-upcoming-patch-for-kokonoe-valkenhayn-and-more/

 

 

  • Fuu gives an additional dash and allows you to pass through the opponent.
  • Rin makes you disappear during the dash and has complete projectile-invincibility.
  • Ka gives you 20% damage boost. Combo rate boost has been removed.
  • Zan improves the guard points in his D moves. It also allows you to block normally during Fu-Rin-Ka-Zan.
  • His Overdrive start-up has been shortened. The classic activation only appears when he’s low on health.
  • Volcanic Fury’s OD version no longer does lower damage than normal version if you’re missing Ka mark. Still does more damage with Ka mark.
  • Iron Storm’s command remains the same from 1.1, but the command priority system has been returned to 1.0 so you don’t accidentally use it.

 

 

So do we still do crap damage without Ka...?

Also, curious to know how do we block? We just use barrier block and let go of the barrier?

The overdrive start-up is a nerf and I assume low health means 35% right?

 

I love the projectile invincibility on dash with Rin Seal =D, this made my day.

Posted

Can somebody tell me if the 20% damage change is actually a buff or a nerf in relation to the combo rate buff we have now? I'm gonna be loving to only be needing FU and KA for full FRKZ combos by 2.0

 

OD startup change is definately a nerf tho D:

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