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Posted (edited)

Amane:

Backdash - duration increased from 20 to 25 frames. Invul frames go from 1 to 7 (rather than 1 to 5). Airborne on frames 1 to 19 (rather than 1 to 16). Traveling distance increased.

Negative Penalty Resistance - increased from 2 to 4.

Knockdown - now more likely to fall on his back after being knocked down.

2A - now deals one hit. New frame data is start-up 7, active 3, recovery 9, frame advantage +0 (rather than 7/2(6)1/11/+0).

5C - recovery decreased to 12 frames (rather than 18).

6D - now only increases the Spiral gauge by 60 per frame on whiff (rather than 200, with 6000 being one level of the gauge).

Aerial throw - the bounce of the first hit is decreased to make it easier to follow up.

Ninpu Sengeki "Hariken" (Stance) - now has projectile invulnerability starting from the fifth frame. The amount of Spiral gauge gained now gradually increases from 60 to 100 by 10 (with 6000 being one level of the gauge).

Jyuuken Dageki: "Gekiren" - the hitbox now disappears when Amane is dealt damage.

Kyouryuu Tokkou: "Seijyuu Rensoukyaku" - the damage is increased, Amane stays closer to the enemy after hitting them.

Jyatoku Meika: "Gouha Houyou" - the vertical hitbox is increased.

Bullet:

Backdash - duration reduced from 26 to 22 frames. Invul frames now go from 1 to 7 (rather than from 1 to 9). Airborne on frames 1 to 12 (rather than 1 to 16). Traveling distance decreased.

Negative Penalty Resistance - increased from 3 to 5.

Heat-Up Lv.2 - the color of the blinking red aura is now a bit darker.

Blowback - Bullet's hitbox is slightly adjusted.

5A - the vertical hitbox is increased.

5B - damage is reduced to 550 (rather than 700).

5C - can now be charged. Regular version: start-up 13, level 3, 750 damage, frame advantage -1, no fatal counter. Charged version: start-up 19, level 4, 800 damage, frame advantage +1, fatal counter.

2A - the vertical hitbox is increased downwards.

2C - damage is increased to 400+700 (rather than 400x2).

3C - damage is increased to 850 (rather than 700). The vertical hitbox is increased. Now only has the body invulnerability that lasts up until the move's active frames.

6B - damage is reduced to 650 (rather than 700).

j.B - now has a Revolver Action into j.A.

Crush Trigger - now staggers on ground hit and wall-bounces on aerial hit.

Miquelet Capture - damage is increased to 1500 (rather than 1000). Now projectile-invulnerable up to the end of the move.

Flechette Engage (Lv.2) - the blowback is adjusted, making it easier to follow up.

Rage Aggressor - now doesn't kill the opponent until the last hit.

Blackout - the requirements are changed to "Heat-Up Lv.2".

Azrael:

Backdash - duration increased from 26 to 28 frames.

Negative Penalty Resistance - reduced from 6 to 5.

OD D normals - now special-cancelable.

3C - can now be canceled into Sentinel Dump from frame 26 (rather than 30).

Hornet Bunker - recovery decreased to 24 frames (rather than 30). Now -13 on block (rather than -19). The float is decreased on hit with no weak point.

Hornet Chaser - now goes higher if Hornet Bunker hits the opponent higher.

Cobra Spike - the blowback is adjusted (easier to land Leopard Launcher).

Sentinel Dump - now performed with the 214C command.

Growler Field - untech time increased to 27 frames (rather than 17). Now blows the enemy away diagonally upwards.

Edited by SoWL
Posted

Most of the Azrael stuff were fixes which indirectly makes them (rather minor) buffs. The backdash nerf is sad(honestly it makes no sense they're nerfing so many backdashes but BB has been suffering from 'everyone gets nerfed with every patch' syndrome ever since CS2 anyway) but the negative penalty one is insignificant. Here hoping we still have double weakpoint combos off hornet, otherwise we're gonna be stuck with no weakpoint valiant combos mid-screen...which are admittedly very swaggy, but still.

Growler's buff is definitely the best one out of the bunh, though I also appreciate Cobra's and OD's buffs as well. CP2 Azrael is looking just as strong as he is now.

Posted
The backdash nerf is sad

The nerf is so insignificant it might as well not matter, I fully expected his frame 1 invul to go or have it have at least 15+ frames of vulnerable time, but I'm disappointed yet again.

Posted

What's with the universal backdash nerfs anyway. Was backdashing a huge problem in CP or something.

Posted
What's with the universal backdash nerfs anyway. Was backdashing a huge problem in CP or something.

The official comments say that for such a small tool with lots of invulnerability and little risk, backdashes are a bit too difficult to counterplay, especially since they're so different over the whole cast. So I suppose it's more of a principal change rather than a reactive one.

Posted (edited)

I guess Izayoi, Nu, and Mu are next? Then Terumi, Kagura, and Kokonoe?

EDIT: isn't the Growler change a nerf? More untech isn't, but now they tech in the air.

Edited by TekkamanArk
Posted

Growler's a buff. They could always tech in the air on normal hit, and characters like Taokaka were able to land a CH on him before he could recover. That's (hopefully) gone now.

Posted
The official comments say that for such a small tool with lots of invulnerability and little risk, backdashes are a bit too difficult to counterplay, especially since they're so different over the whole cast. So I suppose it's more of a principal change rather than a reactive one.

Little risk my ass, they're just coming up with excuses to generalize and nerf the cast again.

Posted

What are you talking about. Backdashing in this game is way too strong. Don't know why their just deciding to do something about it but I'm glad it's being done

Posted

Some characters rely heavily on their backdash for defense though. When they kinda just decide "meh, lets make em all crap" a lot of characters get screwed hard. I'm not sayin everyone should have a good defense, but sayin "learn to IB" isn't a great alternative.

Posted

I'm confused on the Azrael backdash line, when it says it's adding 2 frames of duration does it mean 2 more recovery frames? It's absurd as it is now, they can backdash in the corner with pretty much total impunity and I have to commit to pretty unsafe stuff if I want to call it out.

Posted
Some characters rely heavily on their backdash for defense though. When they kinda just decide "meh, lets make em all crap" a lot of characters get screwed hard. I'm not sayin everyone should have a good defense, but sayin "learn to IB" isn't a great alternative.

Back to fraudtwirl, I guess

I'm confused on the Azrael backdash line, when it says it's adding 2 frames of duration does it mean 2 more recovery frames? It's absurd as it is now, they can backdash in the corner with pretty much total impunity and I have to commit to pretty unsafe stuff if I want to call it out.

one and the same

Posted
I'm confused on the Azrael backdash line, when it says it's adding 2 frames of duration does it mean 2 more recovery frames? It's absurd as it is now, they can backdash in the corner with pretty much total impunity and I have to commit to pretty unsafe stuff if I want to call it out.

Backdashes don't have "recovery" in the sense that most moves do, because they don't have any such thing as "active" frames.

All backdashes have is:

A total duration - How long the animation lasts when you do a backdash

An invulnerability duration (unless you're Hakumen :P ) - How long you are invulnerable at the start of the backdash.

Some backdashes also have an 'aerial time' - i.e. for what parts of the backdash does a hit count as an air hit vs a ground hit.

So adding two frames to the total duration of Azrael's backdash means that when he backdashes, it takes two more frames to travel the distance, and he's not invulnerable for any more time.

I don't think backdashing as a whole was too strong in BB - I have no idea why they're puttering around adding additional frames to Makoto's backdash, but some characters definitely had backdashes that were too good. Actually, the only character who deserves a GOOD backdash is Tager. Azrael has NO BUSINESS having all that invulnerability. Neither do Valk or Relius.

Posted

Azrael's backdash works well with his character archtype (like slayer), granted I agree it shouldn't be THAT good, but i am okay overall with his bd being better than normal.

Sent from my SAMSUNG-SGH-I747 using Tapatalk

Posted
Actually, the only character who deserves a GOOD backdash is Tager. Azrael has NO BUSINESS having all that invulnerability. Neither do Valk or Relius.

I'm legitimately curious: why do you disagree with Relius having a good backdash?

Posted

Azrael backdash nerf is so insignificant when compared to the other characters with good backdashes that also received nerfs.

Was honestly expecting more. 2 frames of increased duration, aha.

Posted
I'm legitimately curious: why do you disagree with Relius having a good backdash?

Its just that he kinda doesn't need it he has so many other ways to get out (spin command move, reversal super, ignis pressure super) he doesn't really need it. Also it can be argued that they aren't the most reliable but they do their job well enough

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Posted (edited)
I'm legitimately curious: why do you disagree with Relius having a good backdash?

He will have a good backdash in CP1.1.

He just won't have a super braindead tool.

Let me just check here. Is there anyone actually willing to defend characters having backdashes that can punish whiffing a 5a in the corner. I hope not. I really hope not.

Edited by Errol
Posted

Was there any point of changing some DD's killing the opponent on the last part of their move (like OD versions of Hakumen's and Relius' DD) ?

Except for taunting the opponent when you RC the DD, i can't see why something as trivial as that needed a "fix"

Posted

I've never been able to backdash punish someone's 5A as Relius, but I feel that was more or less an exaggeration. Also, Relius doesn't have good normals for poking out of pressure with their short range and slower startup. Not sayin 7 frames is typically slow, but still.

And idk baka, Relius' Tedo isnt RCable until after the last hit anyway.

Posted
Was there any point of changing some DD's killing the opponent on the last part of their move (like OD versions of Hakumen's and Relius' DD) ?

Except for taunting the opponent when you RC the DD, i can't see why something as trivial as that needed a "fix"

It seems like they're adjusting multi-hit DDs to bee consistent with other DDs. It's a small change, but letting people see the full attack without Distortion Drive Finish! covering the screen looks flashier and a little more thought-out on the presentation side.

Posted
Was there any point of changing some DD's killing the opponent on the last part of their move (like OD versions of Hakumen's and Relius' DD) ?

Except for taunting the opponent when you RC the DD, i can't see why something as trivial as that needed a "fix"

Burst gauge replenishes based on damage sustained, but only during non-KO time, so distortions that dealt all their damage in a single strike (Black Hawk Stinger) or only KO'd at the end (Particle Flare) potentially gave the opponent back far more Burst Gauge than, say, Rage Aggressor, which had a bunch of small hits and KO'd on the first hit that dealt enough damage.

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