someonewhodied Posted February 18, 2014 Posted February 18, 2014 you kidding? the buff to spikes is amazing. Now you can get OTG oki off of a spike chaser dia starter. OTG oki is the best. 236D(1-4)>214D+]236D(5)[ They are literally stuck leaving you free to do an oki of your choice.
Ryuujinx Posted February 18, 2014 Posted February 18, 2014 People are saying the opposite, jump attacks seem nerfed damage wise Oh. That's unfortunate. I assumed increased P1 meant they were having P1 start higher, instead of making the damage reduction higher. Oh well.
bakahyl Posted February 18, 2014 Posted February 18, 2014 Oh. That's unfortunate. I assumed increased P1 meant they were having P1 start higher, instead of making the damage reduction higher. Oh well. People in the tsubaki forum compared the damage from last week's stream and they noticed a loss of damage from combo's with jumping attacks edit P1 from air moves is effectively reduced In this video, j.B > j.CC > j.214D > 3CC does 1734 damage, VS 1895 in the current version j.CC > j.236A > j.214X : 1612 vs 1666 P2 was unchanged (236D > 6C > j.D > j.C > 5C > 2CC > IAD JCC > 5C > 2C > rekka deals the same damage)
someonewhodied Posted February 19, 2014 Posted February 19, 2014 Man that means im losing damage off an air mixup
AchedSphinx Posted February 19, 2014 Posted February 19, 2014 Man that means im losing damage off an air mixup It's possible that it's Tsubaki only. From what the notes said, it could vary between characters, or vary between jump starters.
toanenadiz Posted February 27, 2014 Posted February 27, 2014 Our benevolent leader has passed down the duty of combo thread maker to me. Just like with Extend, I will need you guys to post whatever combos you guys want in the thread. I would prefer we start with easy or optimal stuff before any swag combos and such get posted in the thread. The combos have to follow this format: [starting Form] Combo (Damage, Heat gain/Heat used) If you don't like the combo format, I am free to suggestions on how to improve it.
BloodWolF Posted February 28, 2014 Posted February 28, 2014 (edited) [Dia] 5DD > 4DD > 236D (1333,9) [Dia] 5DD > 4DD > 4B > 2DD > air ender (2320, 23) [Dia] throw > 6DD > 2DD > air ender (2644,23) [Dia] air throw > 6DD > 2DD > air ender (2644,18) [Dia] 2B > 6B > 3C > 22A > 6A > 4B > 2DD > 214D > 5C > 2C > 623C (2561,18) [Dia] 6B > 5C > 3C > 22A > 6A > 4B > 2DD > 214D > 5C > 2C > 623C (3429,24) [Dia] 3C > 22A > 3C > 214B > 6B > 2C > 2147D > 6A > 6C > 236C (3239,23) [Dia] 4B > 2DD > 22A > 6A > j.C > j.2C > 2DD > 214D > 5C > 2C > 623C (2844,20) [Luna] throw > 6DD > 2DD > air ender (2895,20) [Luna] throw > 2DD > 214D > 5C > 2C > 623C (2832,20) Corner [Luna] 3C > 236B > 22A > 6A > 5C > 236D > 22A > 6A > 5C > 6C > 236D > 236C > 5C > 2C > 623C > 3C (4451,31) [Luna] 4B > 2DD > CT > 236C > 6A > 2147D > 6A > 6C > 236D > 5C > 2C > 623C > 3C (4752,25) Here are some basic ones with different variations. I'll add more later when I get back from doing the things. Edited February 28, 2014 by BloodWolF
someonewhodied Posted February 28, 2014 Posted February 28, 2014 You should post combos in the combo thread again. It will actually be updated this time around But would anyone be interested in me making a tutorial video on groundstick oki and the options off of it?
Dazardz Posted February 28, 2014 Posted February 28, 2014 But would anyone be interested in me making a tutorial video on groundstick oki and the options off of it? .... Is groundstick the same as knockdown, or is it like wallstick? I'm so sorry I really don't know all the terms yet
BloodWolF Posted February 28, 2014 Posted February 28, 2014 You know. I should have known to do that, SWD. I'll copy it over when I get home from work.
someonewhodied Posted February 28, 2014 Posted February 28, 2014 (edited) .... Is groundstick the same as knockdown, or is it like wallstick? I'm so sorry I really don't know all the terms yet Its an oki that is set up by hitting with the last hit of Luna sickle at max height. Basically it sticks the opponent on the ground and you have time to do whatever you want. Its set up most easily by doing luna spike chaser immediately after sickle as a timing and height mechanic. Edited February 28, 2014 by someonewhodied
Adsfzxczxc Posted March 12, 2014 Posted March 12, 2014 Nu Changes (translated by SoWL): Negative Penalty Resistance - lowered from 8 to 4. Counter-Assault - hitbox is improved (now hits targets like crouching Taokaka). Spike Chaser, Crescent Saber - Dia and Luna versions are now considered to be separate moves. OD Calamity Sword - the last hit is now untechable. Sword of Destruction - is now a regular hit.
ElegantShadow Posted March 12, 2014 Posted March 12, 2014 (edited) Nu Changes (translated by SoWL): Negative Penalty Resistance - lowered from 8 to 4. Counter-Assault - hitbox is improved (now hits targets like crouching Taokaka). Spike Chaser, Crescent Saber - Dia and Luna versions are now considered to be separate moves. OD Calamity Sword - the last hit is now untechable. Sword of Destruction - is now a regular hit. That Negative Penalty Resistance Nerf has me a bit worried. I think that they might have lowered that due to how Luna Form is used, but I think that's going to hurt Nu overall, since that makes our keep-away game less... lasting without repercussions. The Counter Assault buff is nice. I've heard that it wasn't too good before, so at least Nu has a more viable means of getting out of pressure, albeit, still restricted to Meter. That... I don't know, it might make combos a bit more free/customizable, or it could just make certain combos work better. It wasn't already? *Claps slowly* Congratulations, ASW, you finally listened to your fans... after some few years. This is perhaps the biggest Buff we've gotten since Sickle Storm Okizeme! Jesting aside, I like that they finally did this. I wish that they would have just completely revamped it like they did Mu's, but this is nice as well. I was hoping for more changes, but at least we got something. Edit: Given all the changes to most everyone's Back Dash, and the changes to Negative Penalty, it seems that they're trying to make Blazblue play overall more offensively. Edited March 12, 2014 by ElegantShadow
No Limitz Posted March 12, 2014 Posted March 12, 2014 I think the negative penalty nerf is also an indirect nerf to our amazing backstep since they essentially left that alone. Ugh I was hoping for some hidden/more changes from the initial change list but it looks like Nu is mostly the same in neutral(slightly nerfed due to Negative penalty change)
Errol Posted March 12, 2014 Posted March 12, 2014 Won't matter...4 is plenty for any character. As Nu, if you get neg penalty after this, you're most likely playing wrong anyway.... I don't think people realize how hard it is to get negative penalty in this game.
No Limitz Posted March 12, 2014 Posted March 12, 2014 Nah I'm not complaining about any of the changes. Rather just disappointed in the lack of anything really meaningful, which I get since Nu's a hard character to balance due to her archetype.
someonewhodied Posted March 12, 2014 Posted March 12, 2014 Meh with the damage/smp buffs, i have a cool new gravity combo ready.
someonewhodied Posted March 14, 2014 Posted March 14, 2014 updated combo thread with a new midscreen combo route. I'm gonna lose so many games trying to get a simple 2B dia confirm.
ElegantShadow Posted March 14, 2014 Posted March 14, 2014 Nah I'm not complaining about any of the changes. Rather just disappointed in the lack of anything really meaningful, which I get since Nu's a hard character to balance due to her archetype. Let's be real here, as you've said, she's hard to balance, but the thing is that, they would only need to buff/change a few things to make her Kokonoe levels of broken (or close to). Actually, I think that they played around with this a bit with her Unlimited Mode. Note that she can use Act Parser off of all of her Specials (and Normals?), and has a delayable Legacy Edge, those changes alone might not seem that big, but taking into account just what Nu is capable of already... yeah. What I'm saying is that they would have to be VERY careful with how Buff her. For instance, a DP would be nice, but even I know, despite wanting it so badly, that if she had one that was even close to Ragna, Kagura, or even Tsubaki's level, she'd be sent over the edge. :I Won't matter...4 is plenty for any character. As Nu, if you get neg penalty after this, you're most likely playing wrong anyway.... I don't think people realize how hard it is to get negative penalty in this game. What I find strange is that Kagura has a Negative Penalty Resistance of 5... The Rush-down character has a higher resistance to being punished for playing too passively... and the zoning/keep-away character just barely has any more than the rest of the cast. How exactly does that work? @_@
Errol Posted March 14, 2014 Posted March 14, 2014 fast characters get 4, slower/step characters get more. I wouldn't call Kagura a rush down character, and all the chars with 4s aren't zoners. Faster chars, especially Nu, can play a much better keep away game with their negative resistance because they can so easily side swap.
ElegantShadow Posted March 14, 2014 Posted March 14, 2014 fast characters get 4, slower/step characters get more. I wouldn't call Kagura a rush down character, and all the chars with 4s aren't zoners. Faster chars, especially Nu, can play a much better keep away game with their negative resistance because they can so easily side swap. So, Carl, Tager, and Kagura would have more than four because they lack basic mobility like a quick run, while Nu, Mu, and Ragna would have/less than four, because they have access to moderate/fast runs? Alright, that actually does make sense. Thank you for clearing that up. I use Rush-Down character as a catch all for anything that isn't throwing projectiles left and right, doesn't has some outrageous means of controlling the pace of the match, or generally prefers to be close to the opponent. So, yeah, I'm actually not sure of what to call Kagura.
minlexx Posted March 20, 2014 Posted March 20, 2014 (edited) Some additional info on Nu's 1.10 changes by Maman (ままん) (1st day impressions): AH vertical hitbox height is approximately the same as Cavalier (236C) AH horizontal range is like 6B (whiffs at 3C's range?) he wonders if AH can probably be comboed directly after 4B (lol) he says that Dia Crescent now reaches farther, and something is wrong with Luna crescent hitbox (?) but he is not sure and may be mistaken OD Calamity has recovery increased (?) but can be comboed twice(?) staying away from the opponent and hitting him with sword summoner probably does not cause negative penalty If you are better in Japanese than SoWL, try yourself: @mamamannnnnnnnnhttps://twitter.com/mamamannnnnnnnn/status/446272046805176320, https://twitter.com/mamamannnnnnnnn/status/446280470708248576, https://twitter.com/mamamannnnnnnnn/status/446284969912979456, https://twitter.com/mamamannnnnnnnn/status/446279406399401984, https://twitter.com/mamamannnnnnnnn/status/446278370943188992, https://twitter.com/mamamannnnnnnnn/status/446282752539635713 I wonder how soon this guy will create a new combo video :D P.S. Up, OD Calamity surely can be comboed twice: http://www.nicovideo.jp/watch/sm23132345 cannot clearly see the damage, seems nearly ~7300 Edited March 20, 2014 by minlexx
ElegantShadow Posted March 20, 2014 Posted March 20, 2014 Some additional info on Nu's 1.10 changes by Maman (ままん) (1st day impressions): AH vertical hitbox height is approximately the same as Cavalier (236C) AH horizontal range is like 6B (whiffs at 3C's range?) he wonders if AH can probably be comboed directly after 4B (lol) he says that Dia Crescent now reaches farther, and something is wrong with Luna crescent hitbox (?) but he is not sure and may be mistaken OD Calamity has recovery increased (?) but can be comboed twice(?) staying away from the opponent and hitting him with sword summoner probably does not cause negative penalty If you are better in Japanese than SoWL, try yourself: @mamamannnnnnnnnhttps://twitter.com/mamamannnnnnnnn/status/446272046805176320, https://twitter.com/mamamannnnnnnnn/status/446280470708248576, https://twitter.com/mamamannnnnnnnn/status/446284969912979456, https://twitter.com/mamamannnnnnnnn/status/446279406399401984, https://twitter.com/mamamannnnnnnnn/status/446278370943188992, https://twitter.com/mamamannnnnnnnn/status/446282752539635713 I wonder how soon this guy will create a new combo video :D P.S. Up, OD Calamity surely can be comboed twice: http://www.nicovideo.jp/watch/sm23132345 cannot clearly see the damage, seems nearly ~7300 Damn, our Astral Heat got buffed big time! I mean, that range, without visual aid sounds... ridiculous compared to what we once had. :O I'm not sure how I feel about a farther reaching Crescent Saber, that could very well end up being a double edged sword. Do-Dou-Double Calamity Sword?! Eat your heart out, Noel. Well, I'm not so worried about Negative Penalty anymore, thanks to that bit of info. :3 The damage in that video looks roughly like 8270K.
someonewhodied Posted March 20, 2014 Posted March 20, 2014 Yeah our peak damage is over 10K now it looks like, with that buff. In that video: 8751 Damage so that 2B gives more damage than our current 5CFC .....(ノಠ益ಠ)ノ 彡┻━┻ im done.... edit: I took a closer look, its 6751, never mind guys, its all good. Should be our real max damage for 100 heat: [Luna]6CCH(airhit)>236D~22A>OD>214D~22A>236C>214A~22A>236D~22A>6A>9214D>6A>4B>632146D>3C>632146D
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