DragonLordZ Posted January 30, 2014 Posted January 30, 2014 I just want Bang to be re-added to the game, give me back jump cancellable 2B/6A, remove pushback on 623B, make FRKZ non-OD again. I just want mah ninjja back Arcsys
SoWL Posted January 30, 2014 Posted January 30, 2014 Another point about the Bullet changes: タメ版の立ちCは従来の立ちCが出るので、暴れ潰しに使えます。 It doesn't say anything about 5[C] knocking down, it just says that you can use it to prevent people from mashing (using it in combination with 5C for frame traps, basically).
Sourenga Posted January 30, 2014 Posted January 30, 2014 (edited) Can you clarify this? Does this mean you have to input 623 perfectly on every character to get the 623 move, and doing anything else gives you 236 or nothing? If so, that's so dumb; I never get 623 by accident when walking/running when I wanted 236, but right now I get 236 when I wanted 623 a whole lot on some characters. Oh, now that I read this again I noticed a mistake. My bad... So, the guy from Famitsu first says that: "There are character where you can walk forward (hold 6) and when input the command 236 you get the 623 move" And Arc responds: "It has been distingushed so that when you input 236 while walking, you get 236 move out." "When you're walking (holding 6) and input 236, you now get 623 move. When you input 41236 while walking, you get 236." They don't say it directly but it sounds like by inputting 236 after holding 6 will always get you 623 move... And my bad for that Bullet one too... Geez, I hope there aren't too many mistakes anymore... Edited January 30, 2014 by Sourenga
Stellarcircle5 Posted January 30, 2014 Posted January 30, 2014 So they answered my prayers and made Izayoi not ass. Tank you based Arcsys. Nerf Litchi now please :3
XXXDC Posted January 30, 2014 Posted January 30, 2014 - No cross play with PS3 and Vita versions Online Lobbies ...But Ranked/Player Matches do work Wait, does that mean crossplay will work on ranked/player Matches?? if so, then i'm happy. There will be no loke tests
LiveWireX Posted January 30, 2014 Posted January 30, 2014 I'm digging the Izayoi changes (and obviously Kokonoe nerfs), but the Kagura and Bullet ones kinda make me go "uh...I don't know..." since even though they're not high tier characters, they still give me a bunch of trouble as is. As for Litchi? I don't expect nerfs to her much if at all, really. They'll probably just keep her high tier because "why not?".
hakimiru Posted January 30, 2014 Posted January 30, 2014 (edited) Some slight corrections and clarifications... Summary of Famitsu's article... - Playstation 3 patch planned for around May - There will be no loke tests - No cross play with PS3 and Vita versions Online Lobbies ...But Ranked/Player Matches do work - DLC characters available on Vita version from the start All chars will be available in arcade, but Terumi and Kokonoe will still be DLC for Vita (and for PS3 after patch). DLC is shared between Vita and PS3 versions. - Command problems fixed - If you walk forward and input 236, you now get 236 move out. This should be 623. walk>623 = 623, walk>41236 = 236 - If you walf forward and input 41236 you get 236 move. - Basicly, the characters who posses reversals got nerfed, and the ones without reversals have been buffed. This is more of a "general idea" kind of thing, and shouldn't be taken at face value. - Recoveries and invincibilities of character's backsteps have been tuned do decrease the amount of "negative movement" you're able to do. This is wrong. Basically they thought the backstep abilities and negative resist differed too much between chars, so they decreased the "variance" in properties by a bit. - Bang's Iron Storm's command changed from the new one (41236A) back to the previous command from BBEX (632146B) - Tsubaki's charge command move (Yami wo Ugatsu Agari) changed to a normal command. They don't say what the new command is... Kokonoe: - Damage nerfed They don't explicitly mention damage nerfs for moves, just combo rate and reduced revolver action. - Restrictions added to Kokonoe's combo rate and revolver action - Guard now reacts to Activate so now cross-ups with it anymore. What they meant is that the pushing activation for Graviton only has a hitbox during combos now, not during blockstrings or otherwise. - "Equipment No08 Flying Greed Climb Ver. 1.00" added To clarify, they added a new DD - Overdrive versions added for other distortions Kagura: - It becomes a bit more difficult to punish Kagura on block. - Mid screen damage nerfed. Now needs a bit better situations for good damage. The above two bullet points are refering explicitly to his "Black Gale" move. They made it slightly harder to punish, and in exchange made the conditions for getting good damage off of it slightly more restrictive. - It's more easier to swing his C moves (both start up and recovery are now faster?) Basically, what this means is that his motions for C moves aren't quite as large anymore. They're still large compared to other cast members, but it's been toned down a bit. (a little ambiguous if this refers to startup/recovery, or hitboxes) Terumi: - Garengeki made long combos too easy. To clarify, they've made adjustments to it. I'm guessing shorter or more situation-dependant combos. - Has "few" new moves added - Orochi now has a low variant. But its start up is slow enough for it to be reacted and blocked. - So, and since the B Orochi is an overhead, you can now do 50/50 mix-up with B Orochi and the new version. - Anti-aerial version of Jarin Renshouga added. OD version is unblockable - Time when you can cancel his specials with distortions has increased - Jagaku can now be DD cancelled even when first hit is blocked. To clarify, they've added more DD cancel points in his specials (not "time" per se). The Jagaku thing above is an example. - So you can now close with Jagaku and throw 50/50 of two Orochis Izayoi and Bullet has a lot of changes Izayoi: - Izayoi's combos are now bit more difficult, but cancelable moves has increased and revolver action is now easier to connect. This is incorrect. They were thinking that even her BnBs were sort of hard, so they've added more cancels and made the revolver actions connect easier. - More differences between her modes. - Gain Art mode's "Hover Dash" can now be used in air. Movement is reverse from the ground version (from high to the ground) and stick can be used to control its movement. - Aerial backstep also changed to the same as her ground backstep, where she floats diagonally backwards - Sonic Saber now costs 2 blocks (previously 1) - Mirage Thruster now costs 1 block (previously 2) - Combining new hover dash and Mirage Thruster creates interesting movement. Bullet: - Miquilette Capture and 3C changed so you can get close to zoners. - the amount of pressure she can do has increased - 5C chargeable. Normal version is more compact than the currect one so really safe on block. Charged one is the old one. Knockdown on hit. They don't mention anything about "knockdown on hit" unless I missed it. - 5B can be used to pile up block stun. What they meant with this and the stuff above is that 5B>5C (uncharged) is a legit blockstring. - You can now use Blackout is now useable with no meter, if you have 2 heat levels Edit: Thanks for the correction about Bang's move, seth07 Random stuff not mentioned: The game will be available for play at the Japan Amusement Expo (2/15/2014). All DLC colors are also being added to arcade with the patch. They're adding a feature for the console version to disable either the joystick/dpad, so that people playing on pad don't have to worry about accidentally hitting one or the other. Edited January 30, 2014 by hakimiru
Dazardz Posted January 30, 2014 Posted January 30, 2014 Kagura: - It becomes a bit more difficult to punish Kagura on block. - Mid screen damage nerfed. Now needs a bit better situations for good damage. - It's more easier to swing his C moves (both start up and recovery are now faster?) Well this makes me very excited. Very. - It becomes a bit more difficult to punish Kagura on block. Am I correct when this means that Kagura's blockstrings aren't incredibly bad anymore? By this I mean that I don't have to rely on oki to get a decent mixup. That would be very good. - Mid screen damage nerfed. Now needs a bit better situations for good damage. Awwww. Well, as long as I can still deal high damage in certain situations. - It's more easier to swing his C moves (both start up and recovery are now faster?) Best. Thing. Ever. I hope I don't have to play patiently against Ragna anymore. Sad to hear that this patch is probably gonna take some time to reach Europe, but it'll be worth the wait. Edit: The post of translation corrections make me sad.
Mumm-Ra Posted January 30, 2014 Posted January 30, 2014 The game will be available for play at the Japan Amusement Expo (2/15/2014). Awesome, that's my birthday Hope we get tons of info.
Surf Posted January 30, 2014 Posted January 30, 2014 I like it, the old Izayoi playstyle was basically get stocks > throw D saber on block > yolo mixups > repeat until out of stocks. It was dumb and brainless and not even that good. The new teleport and air movement options coupled with better combos should make her a considerably more interesting character. Still no AA though, please at least buff 623B Arcsys. What are you even talking about. If there was anything "yolo" about the average Izayoi it was their constant brainless use and following mash of 214D in almost any situation. Manly because they didnt want to learn gain art neutral. And now that it will cost 1 star they'll be using it even more. 236D is a legit oki option in a lot of matchups. "Brainless" use of it will just have you wasting stars. And the projectile lv was low and it would always disappear when it hit any other projectile which sucked. Even if you got them blocking it full screen certain characters can A or anti air you if you just derp and hover aaallll the way in from full screen. Other changes are cool but these two just annoy me. Costs shouldve stayed the same. Her new movement sounds like Aigis's Orgia mode. But not like it's going to matter since these fools didnt even take the time out to learn her movement even now because of 214D. Why make her gain art movement more difficult but at the same time lower the cost of an option that allows you to bypass said movement. #Arcsyslogic If anything, the 2 stars for 236D may be justified because her movement is better. Maybe she can do it fullscreen and actually hover in in time to start pressure now.
Justice7541 Posted January 30, 2014 Posted January 30, 2014 What are you even talking about. If there was anything "yolo" about the average Izayoi it was their constant brainless use and following mash of 214D in almost any situation. Manly because they didnt want to learn gain art neutral. And now that it will cost 1 star they'll be using it even more. 236D is a legit oki option in a lot of matchups. "Brainless" use of it will just have you wasting stars. And the projectile lv was low and it would always disappear when it hit any other projectile which sucked. Even if you got them blocking it full screen certain characters can A or anti air you if you just derp and hover aaallll the way in from full screen. Other changes are cool but these two just annoy me. Costs shouldve stayed the same. Her new movement sounds like Aigis's Orgia mode. But not like it's going to matter since these fools didnt even take the time out to learn her movement even now because of 214D. Why make her gain art movement more difficult but at the same time lower the cost of an option that allows you to bypass said movement. #Arcsyslogic If anything, the 2 stars for 236D may be justified because her movement is better. Maybe she can do it fullscreen and actually hover in in time to start pressure now. Um. I think you totally misinterpreted what I was trying to say. People using D teleport randomly at neutral are going to get blown up no matter how many stocks it costs. What I'm referring to is the fact that after she gets in, her gameplan is pretty much just GA dash j.C 236D > dash/low mixup > repeat. There are so many holes in her pressure otherwise that most of her other options are super risky and/or gimmicky. It made her pressure super stale because it basically boiled down to reacting to canned strings. I like the stock cost change coupled with the new movement options because it makes her pressure more diverse, both because the j.C > D Saber route is not as good and because her other options are now better. I'm looking forward to trying out some shenanigans with IAD-on-block mixups and teleport baits, though of course it's all theoretical until we get a chance to see exactly how her air movement works. Sent from my SAMSUNG-SGH-I747 using Tapatalk
Dark Ranger88 Posted January 30, 2014 Posted January 30, 2014 Wait does this mean that if you forward ground dash with Izayoi (while in gain art) then attempt to IAD backwards you will get the hover backdash instead?
Surf Posted January 30, 2014 Posted January 30, 2014 Um. I think you totally misinterpreted what I was trying to say. People using D teleport randomly at neutral are going to get blown up no matter how many stocks it costs. What I'm referring to is the fact that after she gets in, her gameplan is pretty much just GA dash j.C 236D > dash/low mixup > repeat. There are so many holes in her pressure otherwise that most of her other options are super risky and/or gimmicky. It made her pressure super stale because it basically boiled down to reacting to canned strings. I like the stock cost change coupled with the new movement options because it makes her pressure more diverse, both because the j.C > D Saber route is not as good and because her other options are now better. I'm looking forward to trying out some shenanigans with IAD-on-block mixups and teleport baits, though of course it's all theoretical until we get a chance to see exactly how her air movement works. I didn't misinterpret anything. I'm saying that using 236D during blockstrings isn't "yolo" like you stated. It's the 214D use that is. How is something risky when the opposing character is stuck in blockstun once they block 236D and usually their only option is to block right or counter assault. And if spaced right certain dps will whiff since Izayoi pulls herself back a bit during 236D's animation. The only risky parts of gain art pressure after 236D is going low or attempting throw. Or Hover j.C into another hover j.C. But only DPs and specific moves will stop that since the gap is so minuscule. Since thats when the gaps appear. In the corner she has a gapless high/low setup with 236D that also baits dps. She has a lot of options during her pressure. Maybe not as safe as other characters but it's still good. Her combos are a bit stale though. I'm hoping these new cancels their talking about means now combo routes.
Myoro Posted January 30, 2014 Posted January 30, 2014 I can see it now. [j.236C->j.214D]X7->j.236C->strikefall->anything really. Take this fight to the skies.
Airk Posted January 30, 2014 Posted January 30, 2014 This is more of a "general idea" kind of thing, and shouldn't be taken at face value. Good, because the idea of Valk/Tao/Hazama getting buffs while Bullet/Makoto/Tsubaki got nerfs would just be super stupid. I mean hell, Hakumen doesn't even really have a meterless "reversal" either, so hopefully this is just them BSing.
crimsonstardust Posted January 30, 2014 Posted January 30, 2014 What I'm referring to is the fact that after she gets in, her gameplan is pretty much just GA dash j.C 236D > dash/low mixup > repeat. There are so many holes in her pressure otherwise that most of her other options are super risky and/or gimmicky. It made her pressure super stale because it basically boiled down to reacting to canned strings. Well based on that, that would means people would still do 236D(D Sonic Sabre) on block and just waste even more stocks, if an Izayoi player is doing that then their opponent isn't doing a good job of swatting her out of the air cause she is so vulnerable when she does GA dash jC, you practically can tap almost any normal and its a free combo during a neutral situation. The only use I see 236D even having is really for oki or more technical mode change combos in the corner, though my opinion on this may change once I see how her movement is changed in this new version, I'd imagine if its going to cost 2 GA meters to use that might mean her mix up options are going to be just that much better.
Justice7541 Posted January 30, 2014 Posted January 30, 2014 Good, because the idea of Valk/Tao/Hazama getting buffs while Bullet/Makoto/Tsubaki got nerfs would just be super stupid. I mean hell, Hakumen doesn't even really have a meterless "reversal" either, so hopefully this is just them BSing. I just want ID to get nerfed, it is literally the best DP in like any fighting game ever. Well, that I can think of off the top of my head anyway. Huge hitbox, absurd priority/invul, sets up oki/combos, can be RC'd into pressure/mixup, etc. Sent from my SAMSUNG-SGH-I747 using Tapatalk
Dances w Ninjas Posted January 30, 2014 Posted January 30, 2014 Can you clarify this? Does this mean you have to input 623 perfectly on every character to get the 623 move, and doing anything else gives you 236 or nothing? If so, that's so dumb; I never get 623 by accident when walking/running when I wanted 236, but right now I get 236 when I wanted 623 a whole lot on some characters. If the game had a more generous definition of where "3" is, I wouldn't mind. But right now it seems like I need to be absolutely spot on; going anywhere past it registers as six, anything a little short counts as 2. It makes DP motions take priority over QCF if they overlap, like every other fighter and previous versions of Blazblue. If you do 6236, the DP special will come out instead of the QCF special. For some reason, it varies from character to character in the current version.
Nakkiel Posted January 30, 2014 Posted January 30, 2014 I just want ID to get nerfed, it is literally the best DP in like any fighting game ever. Well, that I can think of off the top of my head anyway. Huge hitbox, absurd priority/invul, sets up oki/combos, can be RC'd into pressure/mixup, etc. Sent from my SAMSUNG-SGH-I747 using Tapatalk you have seen very few DPs in very few fighting games, I take it?
Justice7541 Posted January 30, 2014 Posted January 30, 2014 you have seen very few DPs in very few fighting games, I take it? What DPs can you name that are better than ID? I can't think of any. Sent from my SAMSUNG-SGH-I747 using Tapatalk
QisTopTier Posted January 30, 2014 Posted January 30, 2014 What DPs can you name that are better than ID? I can't think of any. Sent from my SAMSUNG-SGH-I747 using TapatalkKen's DP in 3rd Strike off the top of my head
Nakkiel Posted January 30, 2014 Posted January 30, 2014 Ken's DP in 3rd Strike off the top of my head Old Ken's DP, Ivan fucking Ooze, Slash Volcanic Viper (arguably any VV), F-Nanaya DP just a few
XXXDC Posted January 30, 2014 Posted January 30, 2014 What DPs can you name that are better than ID? I can't think of any. Sent from my SAMSUNG-SGH-I747 using Tapatalk Eyedol's DP in Killer Instinct Zappa - Raoh's DP Rugal's Genocide Cutter (and some other DPs in KOF)
RifleAvenger Posted January 30, 2014 Posted January 30, 2014 What DPs can you name that are better than ID? I can't think of any. "VOLCANIC VIPAH!" Comes close. Ken's DP in 3S is absurd. Pretty sure there's other games where Ken's SRK is nutty as well. DP's in shitty fighters that take off 1/4 + of the average character's health (Some of the stuff you see in mystery game tournies).
Justice7541 Posted January 30, 2014 Posted January 30, 2014 "VOLCANIC VIPAH!" Comes close. Ken's DP in 3S is absurd. Pretty sure there's other games where Ken's SRK is nutty as well. DP's in shitty fighters that take off 1/4 + of the average character's health (Some of the stuff you see in mystery game tournies). Okay yeah the "shitty game" DPs are a contender. I don't play 3s really so I dunno about that but I think I'd still take Ragna DP over any of the other ones mentioned in the games I have played. Either way my point still stands that Ragna DP is really fucking good, especially in a game where some characters barely even have reversals even with meter. When IAD crossup DP is a legit mixup option you know that move's hitbox is fucked. Sent from my SAMSUNG-SGH-I747 using Tapatalk
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