Alpha152 Posted May 14, 2014 Posted May 14, 2014 Not sure if this warrants a new topic (if not mods feel free to delete) but I'd like to have a list compiled that's easy to access so once it's complete it can be moved onto the wiki. So if you have noticed any changes not mentioned in the official patch notes, please post up for what character and what has changed. This could also be used for people to cross verify changes other people mention to confirm or deny validity.
Alpha152 Posted May 14, 2014 Author Posted May 14, 2014 Nu: - 5D(1) jump cancellable on hit/block - j.D/j.2D dash cancellable on hit/bock, uses air option (can't dash cancel after airdash > j.D) - 2DD/6DD dash cancellable on hit/block (not sure if this was already possible in 1.0)
skd Posted May 14, 2014 Posted May 14, 2014 (edited) Izayoi: -Dash acceleration added to forward dash, allows dash momentum to be buffered into normals -Strike Fall change, seems like less recovery. Pretty much means min height for pickups is lower. -Ground Sonic Sabre (A version) cancels into air teleport rather than ground teleport. Universally, i think astral damage was "buffed' lmao Edited May 14, 2014 by not_lunaris
SoWL Posted May 14, 2014 Posted May 14, 2014 Bullet: - 5D/j.D P1 proration decreased. - 5C proration decreased (5[C] has the old proration). - 5[C] moves Bullet farther forward (or 5C doesn't move her as far as it used to, can't really check it now).
toanenadiz Posted May 14, 2014 Posted May 14, 2014 Nu: - 5D(1) jump cancellable on hit/block - j.D/j.2D dash cancellable on hit/bock, uses air option (can't dash cancel after airdash > j.D) - 2DD/6DD dash cancellable on hit/block (not sure if this was already possible in 1.0) Those all existed in 1.0
Hughalicous Posted May 14, 2014 Posted May 14, 2014 Does this count as a stealth change? If not please delete this post. A japanese friend of mine told me that the numbers are now representative of canon power levels. Transcribed from his researchNu 40,000Hakumen 38,000Kokonoe 37,100Mu 37,000Relius 36,000Terumi 34,500Rachel 34,200Azrael 32,000Litchi 32,000Kagura 31,000Ragna 30,000Hazama 30,000 Jin 27,315Izayoi 27,000Valkenhayn 25,700Carl 21,850Taokaka 21,570Amane 21,000Bang 19,800Noel 18,800Tager 16,000Makoto 15,200Arakune 14,000Bullet 11,000Platinum 9,999Tsubaki 9,000 Poor Tsubaki is secretary tier. Edit for his source interview (moonrunes) http://dengekionline.com/elem/000/000/837/837284/ I can't read them myself so I'm trusting him to not make a fool of me on the internet
Airk Posted May 14, 2014 Posted May 14, 2014 That's kinda weird considering how everyone is always talking up Izayoi (the weapon, not the character), but random bozo-off-the-streets Bullet has a higher "power level"? Dunno, that's pretty lame.
SoWL Posted May 14, 2014 Posted May 14, 2014 That's a load of bull and an attempt to bring DBZ-tier discussions into BB. The link doesn't even mention anything like that. I can't read them myself so I'm trusting him to not make a fool of me on the internet I'm sorry.
Eshi Posted May 14, 2014 Posted May 14, 2014 Amane - 6D on hit can be followed up with rapid cancel > jC > air combo to add a bunch of damage (Fat characters only: Tager, Rachel, Valkenhyn, Arakune, Bang)
mAceOfHearts Posted May 14, 2014 Posted May 14, 2014 That list is pretty laughable. Litchi being 3 times as powerful as Tsubaki, more powerful than Valkenhayn and just as powerful as Azrael? Come on.
Myoro Posted May 14, 2014 Posted May 14, 2014 Some change was made to Relius that made (CH3C->falling j.C->2C->236C->5B->stuff...) fifty billion times times easier Also 41236B gets both hits in places it didn't used to. It's way easier to confirm random hits into full combos now, also 5B->6B->j.B->j.C->2C->6C->41236B->5B->5C->sj.B->j.C->j.236C->j.214B now works on errybody.
bakahyl Posted May 14, 2014 Posted May 14, 2014 Mu and Nu seem to have the same backdash distance eventhough only Mu was listed to have her backdash changed
hakimiru Posted May 15, 2014 Posted May 15, 2014 Are those numbers astral damage? Yes That's a load of bull and an attempt to bring DBZ-tier discussions into BB. The link doesn't even mention anything like that. It does, actually. Quoting: 小澤:前作で強かったキャラクターも、弱くするだけではなく、何かしらの強化点は必ず持たせるようにしています。後は細かいところなんですが、実は今回アストラルヒートのダメージ表示がこっそり変わっています。前作までは相手の体力分のダメージを与えていたので、アズラエルが地球を割るパンチをしているのにダメージが1,000とか200くらいだったんですよね。 今回は、アズラエルやラグナなら3万くらいダメージを出すようになっています。この数値に関してもキャラクターの設定上の強さに準拠して、それぞれランク分けしてダメージを付けているんですよ。タオカカのアストラルの途中でチビカカが攻撃しているんですが、ここでは10しか減っていなかったりします(笑)。 To paraphrase, the damage is supposed to reflect their approximate strength in the story. As an example, they mentioned that Chibikaka does an attack during Tao's AH, which only does 10 damage. Not sure how these numbers are supposed to make sense (Litchi being as strong as Azrael?), but that's what they're saying *shrug*
-Seo Posted May 15, 2014 Posted May 15, 2014 I think the startup on Kaguras [4]1236C super got nerfed slightly. He can't do the stance super>charge super link anymore.
Raziul Posted May 15, 2014 Posted May 15, 2014 Just saw someone grab Plat immediately after blocking heart car. Is she no longer considered in the air until she lands?
mAc Chaos Posted May 15, 2014 Posted May 15, 2014 Yes It does, actually. Quoting: To paraphrase, the damage is supposed to reflect their approximate strength in the story. As an example, they mentioned that Chibikaka does an attack during Tao's AH, which only does 10 damage. Not sure how these numbers are supposed to make sense (Litchi being as strong as Azrael?), but that's what they're saying *shrug*It could just be the value of their astrals themselves in the story, not their overall power.
Arcus Diabolus Posted May 15, 2014 Posted May 15, 2014 Didn't Noel's astral do exactly 35% of your opponent's health in damage?
hakimiru Posted May 15, 2014 Posted May 15, 2014 It could just be the value of their astrals themselves in the story, not their overall power. The wording doesn't sound that way, but it would explain the strange values.
Ctrlaltwtf Posted May 15, 2014 Posted May 15, 2014 This could just be me being paranoid, but it feels like Hazama has a smaller window to use A-cancels on his snake chains when he's at 0 chain counter. They already nerfed this once so it's not unlikely that they nerfed it again. I feel like I have to immediately cancel a whiffed chain in order to be able to cancel it with 0 counters.
Kamuisito Posted May 15, 2014 Posted May 15, 2014 Noel: - Muzzle Filter base damage in middle of a combo increased to 2500. Out of combo damage was increased to 1600 as listed on the patch notes.
Vistaaa Posted May 15, 2014 Posted May 15, 2014 Hazama: I believe they changed the SMP value of his chains (At the very least for 2D, most likely to SMP level 2 but who knows) In 1.0 at 100% life corner Hazama could do 6A>Jayoku>OD>dash 2DA>2DA>2DD>j6DD>j2D>Hirentotsu but now it will drop before you're even halfway done with the combo. In addition, in 1.0 you could do raw 6DA>6DD>jC>djCCCCC>Hirentotsu which also doesn't even come close to working which is probably mostly due to the jC hitstun nerfs but the degree to which the combo dies makes me feel like the SMP might be harsher than the previous version. I want to test this more but without 1.0 it's a bit of a pain haha.
Kitten Burglar Posted May 15, 2014 Posted May 15, 2014 Terumi: It's no longer possible to combo a full 623B after 22C
Psykotik Posted May 15, 2014 Posted May 15, 2014 Carl: Doll moves will not consume the doll gauge during OD
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