Myoro Posted August 7, 2014 Posted August 7, 2014 Beats taking an OD>GETB to the face. That remains to be seen with Teru buffs/nerfs =/ Getting hit by OD terumi is pretty bad, and OD Messenga is a pretty great starter.
uraizen Posted August 7, 2014 Posted August 7, 2014 The Izayoi changes I mentioned earlier are from Neogaf. I stole those from tweets I found last night. For all I know everything I found is bunk.
Dreize Posted August 7, 2014 Posted August 7, 2014 Sounds like we're getting x-factor esque guard cancels with OD? https://www.youtube.com/watch?v=6sLaUXl4pv0 Makes sense in all honesty. I was initially surprised that it wasn't in vanilla CP anyways.
o Nereus o Posted August 7, 2014 Posted August 7, 2014 I wonder what other changes will be made to Terumi besides the 6D nerf. Im still scratching my head on that one
Master Of Chaos Posted August 7, 2014 Posted August 7, 2014 If we can't stomp anymore I will cry tears of blood while punching the nearest Ragna player in the face. It's really weird how we're getting almost no info on him though.
ZoneroftheEnd Posted August 7, 2014 Posted August 7, 2014 Personally think zoners are gonna dread OverDrive Guard Cancel as much as anybody else, especially Lambda. Her D-swords follow-ups are automatic, meaning if she's trying to keep someone in "lockdown" with swords, the opponent can just G.OD after the first hit. Depending on the timing and the character hit box, the second sword would whiff entirely, giving most opponents a good punish opportunity (or at least time to get in). I'm all for more system mechanics that help non-DP characters, but G.OD worries me.
Myoro Posted August 7, 2014 Posted August 7, 2014 Is there someone at the loketests covering Relius right now? If so it'd sure be dandy to know what Id Zein does or what pressure options he has as of now. I'm curious where Zein might fall into place in the grand scheme of things, and I'm hard pressed to imagine what we're gonna do pressure and mix-up wise without a normal that's jump cancelable on block and isn't 5A. Eternal gratitude to the bloke who can enlighten us.
A.X.I.S. Posted August 7, 2014 Posted August 7, 2014 So I looked at the loketest Tager video. I don't know if anyone discussed it but 6A on airhit ground slides your opponent towards you, 6C launches you straight in the air, and old j.D is back. loketest one stuff blah blah.
TagerTime Posted August 7, 2014 Posted August 7, 2014 more tager info posted from this twitter https://twitter.com/schna5 wow huge list of tager changes on post 888 and 889 http://jbbs.shitaraba.net/bbs/read.cgi/game/45148/1400050058/l50 someone please translate thank you
Number 13 Posted August 7, 2014 Posted August 7, 2014 But then why wouldn't I just play UNiB? If they're tryin to change the direction of the game, they better stop, otherwise there is literally no reason for anyone to play this game because its BB. Um...no offense but even if these changes stick BB will still be a pretty fucking different style game compared to UNiB.
StylisH Posted August 7, 2014 Posted August 7, 2014 I don't care if they nerf Valk. He's the reason I got into the series. I say to hell with nerfs. Man up and find a way to win.
the kusanagi slayer Posted August 7, 2014 Posted August 7, 2014 I don't care if they nerf Valk. He's the reason I got into the series. I say to hell with nerfs. Man up and find a way to win. This! All you have to do is replace Valk with Hazama, and that's exactly how i feel as well ^^
Myoro Posted August 7, 2014 Posted August 7, 2014 I'mma do all I can for Relish in terms of making tech for him, no matter what may or may not happen to him, however if I'm having more fun playing another character, I don't see why I should limit myself to just Relius.
StylisH Posted August 7, 2014 Posted August 7, 2014 Be funny if the stronger characters all get toned down and the community starts whoring the low tiers.
Soviet Bear Posted August 8, 2014 Posted August 8, 2014 I don't really mind the Hakumen changes, since I didn't do his BnB anyway. They can do whatever they want to him as far as I'm concerned, I doubt I'll switch mains at this point. Glad Arakune got buffs. I've only played... exactly one Arakune since BBCP released.
TagerTime Posted August 8, 2014 Posted August 8, 2014 many tager changes please translate Twitterだと文字制限ありすぎてどうしようもないからこっちに書くな。 携帯からだで変な改行は気にすんなよ ロケテ 雑なまとめ 大きな変更点 通常技 6A……地上喰らい変わらず。空中喰らいはこちらへ引き寄せる形でスライドダウン。Aスレ、6B、2C、ガジェが繋がる 5B……受け身不能時間減少?空中喰らい5B>6A、5B>JC繋がらず 6B……上段に。3Cより発生少し遅い?強制屈喰らい削除。空中喰らい時強制ダウン。空中喰らい時はそこからAスレ、ガジェ、ホイール(テイガー姫限定?2C)が繋がる 2C……吹き飛ばし大きく。Aスレ繋がらない。6A>2C>空ガジェで裏回るのでテイガー側へ飛ばしてる?繋がるのがコレダー、ホイール、斜めスパークくらい。 6C……斜めにおおきく吹き飛ばす。どこからも繋がらない?産廃候補 5D……ガード時相手がノックバック。カウンター時どの位置でも5C拾い安定。OD時ガードポイント追加ただしヒット時の軌道が通常版と変わらず 4D……引き寄せ強化?空中喰らい時跳ね返ってもとの位置へ戻る。壁バン削除。現状端〆候補 JB……カウンター時J2Cfcと同じ軌道。受け身不能時間減少?JB>JD繋がらず JC……受け身不能時間減少。エリアルループ繋がらず。JC>JD繋がらず JD……硬直増加(JDスカJ2C出来ない)壁バン削除。現状繋がる技がないので立ち回り専用 投げ……硬直増加。投げスカGETB産廃化決定 Aスレ……空中喰らい時横に吹っ飛び大きく?3C>Aスレ>5A繋がらず。壁バン追加。端3C>Aスレ>5Cの新ルート Bスレ……空中喰らい時高く浮くように。つまり端5D>Bスレ〆の削除。変わりに安定してBスレ>5C>6Aが安定ルートに スレ追加……強制ダウン。カウンターしても追撃難しい(無理?)ガードポイント追加。主にチャーハン用? Bドラ……投げっぱなし筋肉バスター。画面端なら追撃容易。現状端最大火力。磁力あれば中央5D追撃可。スパークあれば楽に拾える コレダー……糞技筆頭。中央ガジェのみ繋がる。画面端微歩き6Bor3Cで追撃可 チャージ……チャーキャンジェネやり易くなった?(体感) ホイール……最終段叩きつけ後相手が一瞬で起き上がる。ガジェ不可 テラブレイク……壁バン追加。意味あんの? ガーキャンOD……テイガー一族最強の盾であり矛。相手の2B系統にODしてジェネ確?変わりにこちらの3CにODされると泣きたくなる http://jbbs.shitaraba.net/bbs/read.cgi/game/45148/1400050058/l50 post 888 and 889
Blackwing55 Posted August 8, 2014 Posted August 8, 2014 Does anyone know if the air throw hitbox's going to still be stupid after the patch? I mean if they're making quality of life changes they may have hopefully done so with this as well.
DragonLordZ Posted August 8, 2014 Posted August 8, 2014 https://twitter.com/gekiwa/status/497356719387729920 I asked before and I'll ask again, I apologise if its been translated anywhere else but does anyone have a translation of these Bang changes?
just some guy Posted August 8, 2014 Posted August 8, 2014 Does anyone know if the air throw hitbox's going to still be stupid after the patch? I mean if they're making quality of life changes they may have hopefully done so with this as well. What's that? Getting thrown when you're a full character's height above and away from someone in the air is stupid? Nah, air-throw hitboxes are perfectly fine.
Dawn of Musou Posted August 8, 2014 Posted August 8, 2014 That remains to be seen with Teru buffs/nerfs =/ Getting hit by OD terumi is pretty bad, and OD Messenga is a pretty great starter. Messenga isn't that great a starter tbh. But yeah I'm still wondering about Terumi info cause we need more info than huge 6D nerf.
Mumm-Ra Posted August 8, 2014 Posted August 8, 2014 I don't really mind the Hakumen changes, since I didn't do his BnB anyway. They can do whatever they want to him as far as I'm concerned, I doubt I'll switch mains at this point. Glad Arakune got buffs. I've only played... exactly one Arakune since BBCP released. Arakune got a wall of nerfs like always, lost his main combo path (6b>jd), JC doesn't hit crouching opponent it seems (lol), and pit super doesn't track anymore either, the OD "buff" is more like a nerf to me too. It's not instant full curse meter, the curse meter you had before od is the aumont of curse you're getting, alas any d move in od meant full curse before. I'm ok with the od change, and even the 6b>jd change, but the j.C change and the pit super change suck, hopefully they don't stick. Then again this is loketest so let's see.
Argent Zero Posted August 8, 2014 Posted August 8, 2014 many tager changes please translate Twitterだと文字制限ありすぎてどうしようもないからこっちに書くな。 携帯からだで変な改行は気にすんなよ ロケテ 雑なまとめ 大きな変更点 通常技 6A……地上喰らい変わらず。空中喰らいはこちらへ引き寄せる形でスライドダウン。Aスレ、6B、2C、ガジェが繋がる 5B……受け身不能時間減少?空中喰らい5B>6A、5B>JC繋がらず 6B……上段に。3Cより発生少し遅い?強制屈喰らい削除。空中喰らい時強制ダウン。空中喰らい時はそこからAスレ、ガジェ、ホイール(テイガー姫限定?2C)が繋がる 2C……吹き飛ばし大きく。Aスレ繋がらない。6A>2C>空ガジェで裏回るのでテイガー側へ飛ばしてる?繋がるのがコレダー、ホイール、斜めスパークくらい。 6C……斜めにおおきく吹き飛ばす。どこからも繋がらない?産廃候補 5D……ガード時相手がノックバック。カウンター時どの位置でも5C拾い安定。OD時ガードポイント追加ただしヒット時の軌道が通常版と変わらず 4D……引き寄せ強化?空中喰らい時跳ね返ってもとの位置へ戻る。壁バン削除。現状端〆候補 JB……カウンター時J2Cfcと同じ軌道。受け身不能時間減少?JB>JD繋がらず JC……受け身不能時間減少。エリアルループ繋がらず。JC>JD繋がらず JD……硬直増加(JDスカJ2C出来ない)壁バン削除。現状繋がる技がないので立ち回り専用 投げ……硬直増加。投げスカGETB産廃化決定 Aスレ……空中喰らい時横に吹っ飛び大きく?3C>Aスレ>5A繋がらず。壁バン追加。端3C>Aスレ>5Cの新ルート Bスレ……空中喰らい時高く浮くように。つまり端5D>Bスレ〆の削除。変わりに安定してBスレ>5C>6Aが安定ルートに スレ追加……強制ダウン。カウンターしても追撃難しい(無理?)ガードポイント追加。主にチャーハン用? Bドラ……投げっぱなし筋肉バスター。画面端なら追撃容易。現状端最大火力。磁力あれば中央5D追撃可。スパークあれば楽に拾える コレダー……糞技筆頭。中央ガジェのみ繋がる。画面端微歩き6Bor3Cで追撃可 チャージ……チャーキャンジェネやり易くなった?(体感) ホイール……最終段叩きつけ後相手が一瞬で起き上がる。ガジェ不可 テラブレイク……壁バン追加。意味あんの? ガーキャンOD……テイガー一族最強の盾であり矛。相手の2B系統にODしてジェネ確?変わりにこちらの3CにODされると泣きたくなる http://jbbs.shitaraba.net/bbs/read.cgi/game/45148/1400050058/l50 post 888 and 889 6A = when opponent is hit in air, drags opponent to feet. Connect with A Sledge, 6B, 2C, gadget. Ground hit remains the same 5B = Untechable time decreased? Aerial hit 5B>6A, 5B>JC doesn’t connect 6B = No longer overhead. Slower than 3C? Hit stun removed? Aerial hit forces down, will connect with A Sledge, Gadget, Wheel, 2C (Only Tager and Rachel?). 2C = launches opponent bigger, won’t connect with A Sledge. 6A>2C>Gadget will cause enemy to be behind Tager so 2C is launching opponent towards you? Will connect with Collider, Wheel, and upward Spark 6C = launches opponent upward diagonally away from you. Nothing connects? Garbage 5D = Causes knock back to guarding enemies. Counter hit 5D connects safely with 5C. OD 5D gives move guard point, but doesn’t change launching route. 4D = Magnetic pull increase? Air hit causes enemy to bounce back, Wall Slam eliminated, best finisher to wall combos. JB = Counter Hit equal to J2C launching route. Untechable time decreased? JB>JD won’t connect. JC = Untechable time decreased. Aerial loop won’t connect, JC>JD won’t connect JD = Increase in hit confirm (Wiff JD>J2C now impossible). Eliminated Wall Splat. No moves seem to connect at this moment, so mainly for neutral game? Throw = Inrease in hit confirm, cannot wiff grab then GETB. A Sledge = Aerial hit causes enemy to launch sideways? 3C>A Sledge>5A doesn’t’ connect. Wall Splat applied, new wall combo 3C>A Sledge>5C B Sledge = Aerial hit causes opponent to float high. Wall combo 5D>B Sledge finish eliminated. In exchange, B Sledge>5C>6A becomes new combo route. After Sledge >236A (the hammer part) = forces down, even when counter hit. Unable to pursuit with a combo? Guard Point applied. B Driver = Super fire power. If near wall, able to pursuit with attack. In middle of stage, able to connect with 5D and Spark Bolt. Collider = Only gadget will connect with it in the middle of stage. 214C = Charge cancel GETB easier to pull off? Magnetic Wheel = after final hit, opponent can tech real quick, unable to connect with Gadget. Terra Break = Wall Splat applied, does it need it? Guard Cancel OD = Tager’s ultimate dual-edged blade. Opponents 2B based attacks easy picking for Tager’s Guard Cancel OD, but when the opponent OD cancel from Tager’s 3C, it makes you want to cry. There may be some minor translation errors, but you get the main details. Should post it over on the Tager thread too https://twitter.com/gekiwa/status/497356719387729920 I asked before and I'll ask again, I apologise if its been translated anywhere else but does anyone have a translation of these Bang changes? 6C>JC Opening Sequences>Musasabi (Flying Squirrel) 6B + Bang Command Grab 3rd hit + Air Grab > During OD gets a plus attack? New Nail movement > OD Ashura. The source doesn't really go in depth about the changes. Plus, I don't know what Bang have to begin with so sorry about the vagueness of the translation. I hope this still helps though, but try checking the Bang Forums, maybe there's someone who translated it better than I did.
JyakotuKurayami Posted August 8, 2014 Posted August 8, 2014 CP 2.0 is looking to be the worst patch in a fighting game in a long time. With the way they're changing characters, they might as well take out Negative Warning at this point. It's clear, with this patch, that BB is no longer an offensive game.
heavymetalmixer Posted August 8, 2014 Posted August 8, 2014 CP 2.0 is looking to be the worst patch in a fighting game in a long time. With the way they're changing characters, they might as well take out Negative Warning at this point. It's clear, with this patch, that BB is no longer an offensive game. Remember: Loke tests.
Argent Zero Posted August 8, 2014 Posted August 8, 2014 Last night, I was overreacting. I'll wait until the final and official change list for CP 2.0 comes out. Some of the changes are ridiculous, yes, but who knows, maybe it's for the best. CP 2.0 is looking to be the worst patch in a fighting game in a long time. With the way they're changing characters, they might as well take out Negative Warning at this point. It's clear, with this patch, that BB is no longer an offensive game. Are you going to wait or gonna jump the gun and take the next bus out of here? They didn't release any official information, only location test Day 1 information so far so nothing's final yet. Be patient.
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