SoWL Posted March 5, 2014 Posted March 5, 2014 Re: Haku - "Magatama gauge: now builds up slower in mid-air (ticks every 2 frames normally, ticks every 14 frames in Overdrive)." Perhaps the phrasing is odd, but wouldn't this make OD gain worse than normal magatama gain? I read it more as gaining 2 units of heat per frame normally and 14 units per frame in OD, but that could be wrong, too. I think the change doesn't include OD's effect into the picture, but it might be a mistranslation on my part depending on how Hakumen's gauge works (didn't do my research on that).
Airk Posted March 5, 2014 Posted March 5, 2014 Carl: Tsubaki: Backdash - duration increased to 22 frames (rather than 20). Negative penalty resistance: increased from 2 to 4. 6A - can no longer be emergency-teched, knocks down on aerial hit. 6C - can be canceled on block. If canceled on block, no hit stop occurs for the opponent. Now -18 on block (rather than -12). 3CC - pulls in the enemy a little closer on counter-hit. D Sanctus Aequum - now always blows the enemy away forward on aerial hit. Lux Macto - now performed with 421A/D. A version now shoots after 25 frames (rather than 27), overall duration reduced to 54 frames (rather than 56), the projectile accelerates faster. D attacks during Macto Maledictis - attack level increased from 1 to 2. D Sanctum Decus during Macto Maledictis - if Macto Maledictis ends while Sanctum Decus is being charged, the D version still comes out. OD D Confutatis Maledictis - start-up slightly modified. The last hit now blows the enemy away forward. Pretty sure the bolded part is wrong - I think that's SMP 'level' increased from 1 to 2, not attack level. Also, did they seriously increase Hazama's negative penalty resistance? x.x
SoWL Posted March 5, 2014 Posted March 5, 2014 Pretty sure the bolded part is wrong - I think that's SMP 'level' increased from 1 to 2, not attack level. True, didn't pay enough attention to that part. Fixed! don't forget the notes above each character~ - Carl's CH Cantabile gives you about 11 frames for a follow-up. - Hakumen's j.D into Agito performs the same way as in Mugen. - Hazama's Gasaishou now gives you about 7 frames to follow it up.
Errol Posted March 5, 2014 Posted March 5, 2014 gasaishou will be a short starter at best huh? They're fucking him up pretty good, I like this.
Luminos564 Posted March 5, 2014 Posted March 5, 2014 gasaishou will be a short starter at best huh? They're fucking him up pretty good, I like this. Seconded. It's been long overdue as far a I'm concerned. Also, Haku-men's magatama loss while in the air is pretty damn substantial. On average, he'll easily lose out on 2~4 magatama, depending on how long he plans to stay airborne. Even further downside? People juggling him will produce the same effect so keeping him in the air is now very detrimental to him. By the way, Negative Penalty resistances: am I correct in assuming that the larger the number is, the less of a chance there is for you to be hit by it?
Errol Posted March 5, 2014 Posted March 5, 2014 honestly people are probably going to stop combo'ing off gasaishou the way it is. go for another mixup via overhead or normal throw or low.
Errol Posted March 5, 2014 Posted March 5, 2014 hazama's command grab takes starter from the following attack (same as tsubaki's command grab), and 5a/2a/jayoku are all short starters.
Justice7541 Posted March 5, 2014 Posted March 5, 2014 Hopefully "about" 7 frames actually means 8 frames. I guess 236C 2A 5B 2C 214~66B 5A 5C j.Cx5 will still work for okay meter gain though.
TD Posted March 5, 2014 Posted March 5, 2014 my bets are on haz being top again, or very near it. these nerfs seem more to soften his hits along with fixing some stuff so that he isn't rewarded as much - rather than change his most threatening features.
bakahyl Posted March 6, 2014 Posted March 6, 2014 (edited) The rewards on Hazama's mixups are getting much worse, so at close he is going to feel less threatening. Edited March 6, 2014 by bakahyl
Skye Posted March 6, 2014 Posted March 6, 2014 Only on paper, really. Don't forget about his gdlk normals, safe pressure and infuriating keep away game.
Myoro Posted March 6, 2014 Posted March 6, 2014 Only on paper, really. Don't forget about his gdlk normals, safe pressure and infuriating keep away game. Really just means he'll be relying on these more With Hazama, even if you win you lose. Very true to the story mode.
TekkamanArk Posted March 6, 2014 Posted March 6, 2014 I don't think Hazama will be bad. I do think he'll have to rely on keep away though.
Airk Posted March 6, 2014 Posted March 6, 2014 Only on paper, really. Don't forget about his gdlk normals, safe pressure and infuriating keep away game. Yeah, but less damage means that he has to beat you with this stuff more times - let's face it. His rewards on stuff in CP, especially meterless, were completely out of line with his design.
shtkn Posted March 6, 2014 Posted March 6, 2014 more 1.10 notes! this time Makoto, Valk, Plat, and Relius http://www.famitsu.com/matome/bbcp/tyousei4.html
ElegantShadow Posted March 6, 2014 Posted March 6, 2014 In regards to Hakumen, I'm happy that they're cracking down on some of his more... asinine aspects, so to speak. That said, just because I love fighting Hakumens, I hope that these changes don't make him too underwhelming. more 1.10 notes! this time Makoto, Valk, Plat, and Relius http://www.famitsu.com/matome/bbcp/tyousei4.html Oh, joy! ASW, why do you insist on making me wait to see what you did to my lovely Nu-13?
Tokkan Posted March 6, 2014 Posted March 6, 2014 Oh, joy! ASW, why do you insist on making me wait to see what you did to my lovely Nu-13? Next one up is Amane, Bullet and Azrael (yes, just those 3) so you're going to have to wait a little while longer.
NecroTheReaper Posted March 6, 2014 Posted March 6, 2014 Can someone tell me what the hell a bamboo basket is suppose to be? I keep tryin to trabslate this, but the words "bamboo basket" keep impeding my progress. I know its obviously not bamboo basket, but what is this suppose to translate too? xD;
SoWL Posted March 6, 2014 Posted March 6, 2014 Can someone tell me what the hell a bamboo basket is suppose to be? I keep tryin to trabslate this, but the words "bamboo basket" keep impeding my progress. I know its obviously not bamboo basket, but what is this suppose to translate too? xD; It's "degozaru", an archaic sentence ending that Bang is fond of (and yes, these patch notes are told from his POV). Gonna translate this new stuff now.
Tokkan Posted March 6, 2014 Posted March 6, 2014 (and yes, these patch notes are told from his POV). Wrong. As noted on the top of these patch note blogs, they're being told from the POV of a Famitsu staffer named "Toyoizumi Brothers Three (Second Son)" whom is also a Bang player and is imitating Bang's way of speech.
SoWL Posted March 6, 2014 Posted March 6, 2014 Wrong. As noted on the top of these patch note blogs, they're being told from the POV of a Famitsu staffer named "Toyoizumi Brothers Three (Second Son)" whom is also a Bang player and is imitating Bang's way of speech. Eh, close enough to being Bang himself (I mean, imaginary characters can't write articles, after all). Makoto: Backdash - duration increased from 20 to 22 frames. Negative Penalty Resistance - increased from 2 to 4. 6B - ground-bounces on aerial hit. Untech time increased to 24 frames (rather than 17). j.B > j.B now connects. Crush Trigger - the spinning hit stun is reduced. j.B - untech time reduced to 26 frames (rather than 30). The blowback distance is reduced. Now has revolver action into j.D. Taunt - now has the 10% chance of throwing an acorn. Valkenhayn: Backdash (human) - duration increased from 13 to 22 frames. Invul frames last from 1 to 7 (rather than from 1 to 5). Now considered airborne from 1 to 15 frames (rather than from 1 to 13). Traveling distance is increased. Backdash (wolf) - duration increased from 13 to 25 frames. Invul frames last from 1 to 5 (rather than from 1 to 10). Now considered airborne from 1 to 21 frames (rather than from 1 to 13). Traveling distance is significantly increased. Negative Penalty Resistance - increased from 2 to 5. Wulf Gauge - after changing from wolf form to human form manually, the gauge recovery is slowed down for a while (the recovery rate equals 1 for 90 frames after switching back to human form, and equals 3 afterwards). Forward throw, backward throw, aerial throw - the damage is now 1400, like with other characters. Wolf j.A - combo rate time is now Moment. Wolf j.B - combo rate time is now Fast. Ground Konig Wulf - start-up is reduced to 20 frames (rather than 22). Can now combo from [w]5C. B Konig Wulf - now floats lower. Eisern Wulf - on hit, the hit stop is increased for the opponent (from 0 to 3 frames). Sturm Wulf - the auto-combo now comes out only if the first hit lands. The auto-combo is now faster. Now -22 on block (rather than -32). Stagger - now falls on his back if staggered. Platinum: Negative Penalty Resistance - decreased from 6 to 4. 6A - now floats on counter-hit. j.C - hit stun is increased to 19 frames (rather than 17). Magical Bat, Magical Frying Pan (Special versions included) - SMP removed. Mystic Momo (Magical Music Box - Special version included) - now places the boxes at middle and long distance (rather than short and middle distance). OD Cure Dot Typhoon - Untech time is increased by 20 frames. The recovery is decreased by 8 frames. Relius: Backdash - duration increased from 13 to 22 frames. Traveling distance is decreased. Negative Penalty Resistance - reduced from 6 to 4. j.D, j.2D, j.8D - P1 reduced to 90% (rather than 100%). Gad Leis - now pulls the enemy and ground-bounces with no float. Bel Lafino - now untechable on counter-hit. Duo Bios - hit stop is reduced (8 frames for all hits other than the last one. In OD, 2 frames for the first half, 1 frame for the second half). OD Vol Tedo - only kills with the last hit.
Arc Raizen Posted March 6, 2014 Posted March 6, 2014 Are these backdashes with duration increases considered nerfs or buffs? I don't quite understand of implications of what the changes are. If, like for Makoto's, it went from 20 to 22 frames, it sounds like it's now 2 frames longer without any extra invulnerability, making it just slower and now worse. Again, it could be misinterpreting it.
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