floatwater Posted September 22, 2014 Posted September 22, 2014 - 5D[2] in OD has minimal ground bounce, like. . realllly small. still knockdown status (if this makes any sense) though. That's what I saw was overlooked.
Fistmaster049 Posted September 23, 2014 Posted September 23, 2014 So do we know yet if these are the finalised changes for the arcade release?
chzchan Posted September 24, 2014 Posted September 24, 2014 Still keeping my fingers crossed that they'd either remove the non-OD version altogether or buff it. It seems sort of strange that they would let Carl be the only character in the game with an OD only distortion outside of unlimited. I'm guessing they didn't do this with Ragna's 214214D because nobody is allowed to have less than 2 distortions and they ripped Blood Kain away from being a distortion to make it Ragna's shiny new OD.
KayEff Posted October 7, 2014 Posted October 7, 2014 in case anyone hasn't seen the video yet: http://www.famitsu.com/matome/bbcp/ver2_6.html - 6A now cancellable into D moves - GH causes stagger on ground hit - keri age launches much lower now, able to follow up with most grounded attacks - belial edge reverted to being usable midscreen - 5D(2) has much lower ground bounce, but still enough for HF to connect afterwards though to be quite honest, i'm a little disappointed in ragna's changes. they feel so lackluster compared to everyone else.
D.R.F. Posted October 7, 2014 Posted October 7, 2014 in case anyone hasn't seen the video yet: http://www.famitsu.com/matome/bbcp/ver2_6.html - 6A now cancellable into D moves - GH causes stagger on ground hit - keri age launches much lower now, able to follow up with most grounded attacks - belial edge reverted to being usable midscreen - 5D(2) has much lower ground bounce, but still enough for HF to connect afterwards though to be quite honest, i'm a little disappointed in ragna's changes. they feel so lackluster compared to everyone else. In all honesty they do a marginal job of changing the character. I am going to miss GH> 6A> TKBS stuff though
KayEff Posted October 7, 2014 Posted October 7, 2014 they only changed his combos, really he probably does more damage, but as far as i can see he still plays the exact same way
D.R.F. Posted October 8, 2014 Posted October 8, 2014 Drive gatlings make 6A so much better as an overhead
KayEff Posted October 8, 2014 Posted October 8, 2014 i assume you meant 6B and while you're right, that shit should have been there since day 1 of CP. even then, it still doesn't change much for his gameplay
D.R.F. Posted October 8, 2014 Posted October 8, 2014 No I meant 6A ahah, im sorry, I meant AA. Now we can 6A with a little more peace of mind. But 6B already had D gatlings as of CP
BlackYakuzu94 Posted October 8, 2014 Posted October 8, 2014 Well he's the protagonist for a reason, I guess his shtick is being as straightforward as possible.
TITANIUM BEAST!!! Posted October 8, 2014 Posted October 8, 2014 The 6A change affects 6B as well, since now you can do 6B-6A without feeling like you're going all-in on a gamble. The interesting thing about small changes like this is that while it doesn't really change his style, it can have a huge influence on the effectiveness in certain situations. 5B actually gets buffed bigtime by these changes because now Ragna doesn't have to take as much risk to call people out for moving around recklessly in his 5B and dash 5B range. I've been fiending for 6A gatlings to be returned because of this alone, looks like someone at Arc was listening.
BlackYakuzu94 Posted October 8, 2014 Posted October 8, 2014 Yea, that I agree with. Even if he still plays the same, he can actually get something off of 6A if it's blocked now.
TITANIUM BEAST!!! Posted October 8, 2014 Posted October 8, 2014 Yeah depending on options, he may actually get a big chunk of damage. The trailer shows we get at least 3k, betting you can get more.
Final Ultima Posted October 8, 2014 Author Posted October 8, 2014 Seeing as it's pretty much tradition at this point, I'm turning the location test thread into the new gameplay discussion thread. Feel free to discuss matters pertaining to Ver1.1 in the old thread, but now the new stuff can go here. The first post will be edited to include final changes as they become apparent. Of course, there'll be new video and combo threads as the need arises too.
TITANIUM BEAST!!! Posted October 9, 2014 Posted October 9, 2014 Does anyone remember what typical damage off of raw Gauntlet Hades was in CP 1.0 and 1.1? Because these recent vids in 2.0 are showing easy 3.5k plus off of GH for no meter, from pretty much anywhere.
WolfCrimson Posted October 9, 2014 Posted October 9, 2014 Raw GH midscreen you get 2.8K In the corner it's 3.1K
TITANIUM BEAST!!! Posted October 9, 2014 Posted October 9, 2014 I'm really feelin' like this is shades of CS1 now. I can only imagine what kind of optimized damage we'll be getting, given how much we're getting on day 1.
BlackYakuzu94 Posted October 9, 2014 Posted October 9, 2014 Does his air throw seem different to you guys? It looks like he falls faster, or the wallbounce is closer to him.
Dawn of Musou Posted October 9, 2014 Posted October 9, 2014 To me it looked like it moved him closer to the opponent after the kick but I'm not sure.
D.R.F. Posted October 9, 2014 Posted October 9, 2014 Oh boy so these confirms arent going to be as wierd
KayEff Posted October 10, 2014 Posted October 10, 2014 - DbD does 900 minimum damage now - 5B on aerial hit seems to launch the opponent much less than before, which makes 5B > 5C > 5D much easier to do - tsuika has much faster startup - 6B seems to have faster recovery? unsure
KayEff Posted October 10, 2014 Posted October 10, 2014 according to kogatan on twitter, ragna can do 5C > 6C on block, 6C got better P2, and CT can connect after 6C also, let's not forget what nerfs ragna got as well - OD time reduced (by kogatan) - ax kick is emergency techable - hell's fang midscreen is dead - j.A > j.D does not connect anymore - c.ID has less invul frames (by kogatan)
Jx31 Posted October 10, 2014 Posted October 10, 2014 Thanks for the translation KayEff. That 5C> 6C on block change sounds pretty interesting. The ax kick nerf has me worried though
WolfCrimson Posted October 10, 2014 Posted October 10, 2014 most aerial knockdown moves suffered the same nerf apparently, Jin's Hizansen and Hazama's j214D are also emergency techable now . Though watching some matches, it seems that you still recover before they do, meaning you can still apply pressure after they recover. And that cID "nerf" is meaningless, as long as the invuln lasts through the active frames (partially or fully) there's absolutely no need to worry. CID will still do its job as a spectacular reversal DP. BTW the min damage increase is for regular DbD, right? edit: I think we have a new gatling: 2B > 6Ahttp://www.youtube.com/watch?v=KOAf9VLLYrE&list=PLLNrKpk47-5OnmT8Dy9PJTGpu-WOIclDp#t=440
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