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BBCS2+ is now called BBCS Extend! New location test this weekend. Coming to consoles and Vita, but unknown if it will be DLC or a new disc


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The new version of the game is called BBCS Extend

bbcses.jpg

There's also another location test this weekend and I believe it runs for 3 days.

changes will be posted here

In the meantime, here's a list of changes we know so far:

[PRBREAK][/PRBREAK]

There are additional balance changes and system mechanics changes since the first location test.

Those new changes are noted in This color.

CHANGES/NEW STUFF:

System Mechanics:

  • Gold burst - Duration decreased, less invincibility. Easier to bait and punish
  • Break burst - 25% Heat mechanic from the last test no longer exists. Now invulnerable to all attacks (will no longer clash with projectiles?). Faster startup
  • Knockback - When air guarding a ground attack, knockback is increased to make it easier to gain some distance
  • All glide throws have been removed
  • Counter assault - Aside from characters that can normally combo from a counter assault (Carl, Arakune), characters can no longer combo from it (such as a counterhit in the corner)
  • Throw (midscreen) - All characters(?) can now follow up midscreen throws
  • 2A, 5A - All characters with self-gatling A's can only do them up to 3 times now. If there were limits before, they are still in place (like Taokaka A, which was 2)
  • Wall bound glitch - Fixed

    Barrier changes
    • Barrier gauge - Depletes faster when used to guard moves. Guarding moves with 1 primer depletes less gauge now
    • Barrier guard - Larger knockback on moves with a higher attack level.
    • Instant barrier guard - Knockback is even larger, making it easier to get away


      Relius Clover:
      • Drive name: Detonator
      • His Astral Heat is not usable in the loketest build
      • SEE POST #2


        Tager:
        • Voltic charge - Gauge gain increased, can chain into sledge hammer if used to guardpoint an attack
        • New charged sledge hammer combos, involving 5d->5c and j.c->sledge
        • 5B - Attack level increased. 5B > 5C and 5B > 2C now both combo vs ground and air. Is now approx. neutral on block. Now jump cancelable
        • 5A - Attack level increased (?). 5A > 3C combos. No longer cancels into itself (maybe it links instead now, like Hakumen?)
        • B sledge hammer - Can now be held. The charged version does more damage and drags farther. But, now roughly neutral on block
        • 3C - Now emergency techable, but can now be special canceled. Air untechable time has also been greatly increased
        • 6A - Pull from magnetism slightly weakened, guardpoint ability strengthened
        • Spark bolt - Amount of wallbounce on normal hit slightly decreased. P1 proration slightly weakened. Air untechable time greatly increased
        • Volt charge - Day 1 combo from sledge counter if an opponent hits the guard point yields 4000 damage
        • Atomic Collider -Repeat proration now more severe. Untechable time has been increased


          Litchi:
          • j.c (staffless) - Is now faster
          • Ryuuisou - Reaches higher
          • 2B (staff) - Added revolver action to 6C, 3C
          • j.d (staff) - Landing recovery time shortened, making it easier to attack/oki after
          • 6A (staffless) - Can't emergency tech on air hit
          • Staffless Attacks - Hitstun reduced, attack chain sped up
          • Mantenbou hassha - Hitstun slightly increased
          • jB, jC with no staff - Can now only be used once each in the air.
          • Ikki tsuukan - Now + on guard
          • San gen kyaku・chun (ground)(followup version) - Changed to be a spinning blowback hit, added corner blowback properties
          • 4d - Now wallbounds near corner
          • Daisharin - Last hit knocks down instead of launching. Can still follow up, but P2 proration is quite harsh, causing followups to only do up to about 10 damage
          • Ground Sangenkyaku-Chun(followup vers.) (Three Dragons: Red) - Blowback changed to throw the opponent a large distance sideways
          • Kokushi - Last hit launches really high, can't follow up
          • Can no longer do glide throw
          • Can't follow up normal throw midscreen


            Platinum:
            • 5b - Speed increased, forward movement distance increased. Gap after it increased
            • Magical bomb - can now shoot in 3 directions depending on lever movement
            • Magical nyanko (cat hammer) - minimum range of hitbox has been improved. Ground bounces fairly high on CH
            • Magical picohammer - Can now follow up after a hit
            • Magical bat - Launches opponent on CH.
            • Excaliborg (powered bat) - Launches opponent on regular hit
            • Cure Dot Typhoon - Better proration. Harder to tech out of even if used late in a combo
            • j.c - Landing recovery removed
            • Throw - Decrease in Platinum's recovery time after a ground throw
            • Magical bat - Causes blowback to corner on ground hit
            • Air Persia - Causes fatal counter, ends facing opponent on a rapid cancel. Now projectile invulnerable during the hop
            • 5C - P1 nerfed
            • Mami Circular - Damage nerf and P1 nerf (5c > mami circular does 1770)
            • 6c - No longer floats otg opponents



              Noel:
              • 5D - Invincibility increased, can be used like in CS1
              • Revolver Blast - Damage increased. Jump action resets when rapid canceled (if you've already jumped, you get another jump)
                B, C Flash Haida("Silencer?") - Repeat proration added to starting hit. Can now holding the button for following hits.
              • Assault through - Causes slide towards corner on normal hit, wall bounce on counter hit allowing follow up midscreen. Untechable time increased
              • Spring raid - Can now combo after it even from midscreen with j.b. Untechable time decreased.
              • 6C - Second hit cancel window reduced. 6C > (throw whiff cancel) > 6C doesn't work anymore
              • Chain Revolver - Slower overall, more like CS1
              • CR5C>214D combos in the corner
              • Various D moves - Only the starting move can be canceled into specials - 5D>optic works but not 5D>6D>optic (drive specials, distortion drives, and astrals can still be canceled into)
              • CR 6D - No longer moves her forward
              • 6A > 2B chain removed
              • Optic Barrel - Startup time increased
              • 5C - Startup time increased
              • j.d - Untechable time decreased
              • j.4d - Untechable time decreased
              • Fenrir (gun super) - Minimum damage down to ~700. Opponent falls faster after, making Double Fenrir no longer possible. No oki after it midscreen


                Rachel:
                • j.2c - Now also air cancelable on hit
                • 6C - Damage increased on multiple hits
                • Can no longer do the j.236a whiff lvl3 trick
                • 6B - Wallbounds near corner on counterhit. No longer jump-cancelable
                • 2C - Increased P1 proration. 2C 1D 6A BBL does 2100



                  Carl:
                  • j.2c - Can no cross up even for opponents in the corner
                  • Forward Dash - Improved utility, moves farther during the jump. Can now also cancel into normal attacks in the first 6 frames
                  • Nirvana - Overall gauge costs reduced. Gauge depeletion from repeated uses increased, and the amount of time before recovery starts slightly increased. To sum it up, it's now easier to use in combos but with a longer wait for gauge recovery
                  • 3D - Now ground bounces instead of forcing standing
                  • Con Fuoco - Float on air hit adjusted, making it easier to followup with a combo
                  • 6C - Added floor bounce property.
                  • 6D - Causes corner blowback on air normal hit, wallbound on air counter hit
                  • j.2C - Can now only be used once per jump (no more unblockable)
                  • Cantabile - Now hits even at point-blank range
                  • 6A - Head invulnerability frames reduced, can wait and beat out its recovery with air attack
                  • Can no longer do glide throw


                    Hakumen:
                    • Heat Cooldown after Specials changed from 180 frames to 90 frames
                    • 6A - Now head attribute invulnerable
                    • j.b - Air untechable time increased, can now j.2a during the 2nd half(?) of the move
                    • Yukikaze - Faster startup, easier to follow up on hit
                    • 4C - Can now be charged. On full charge, does large damage and chains to Renka
                    • Kishuu - Travel distance slightly increased, now projectile and body invulnerable after a certain number of frames
                    • Shippu - Comes out faster, but follow-ups deal less damage
                    • Guren (214A) - Now has repeat proration
                    • 6A - Now wall bounds. Can no longer do 5A>6A>5A


                      Makoto:
                      • Stargazer - Can be followed up on hit (2A/5A > 6A > 2D)
                      • Shooting star - Decreased startup time, increased range (think pilebunker)
                      • Lunatic Upper - Air untechable time slightly increased
                      • Big Bang Smash - Has more hitstun
                      • Air Grab - Has more hitstun
                      • B, C astroid vision - Paths adjusted
                      • Comet Cannon - Slower startup, hitstun increased. lvl3 version does not wallbounce
                      • Infinite Rush - Has more hitstun, cannot followup even in corner
                      • 5D - Faster startup. Untechable time partially un-nerfed from last loketest
                      • j.B - CH launches the opponent higher, opponent will tech before they land on the ground
                      • Mars chopper - Removed all D followups. Cannot combo into DD. Proration improved
                      • 6B - Slower startup, removed force crouch on hit, decreased hitstun
                      • 5cc - No longer combos into 6b against standing opponents
                      • Various D moves - Untechable time decreased
                      • Lightning Arrows - Bound properties removed
                      • Corona Upper (DP) - Can no longer be looped
                      • Parry - Now has a cooldown where you can't parry again.

                      Valkenhayn:

                      [*]Nacht Jager - Increased horizontal knockback on air hit. Hitstun on ground hit slightly increased

                      [*]3c - Is now special cancelable. Can be emergency teched

                      [*]Mondlicht (j.236b) - Now air blockable without barrier

                      [*]Wolf form B - Brief head invulnerability before active frames

                      [*]Rasen wolf - Costs slightly more wolf gauge

                      [*]2C - Untechable time decreased

                      Hazama:

                      [*]B drive movement followup - Can attack sooner after use

                      [*]Drive movements - Time until you can attack has been reduced

                      [*]6B - Knocks down on air hit. Can follow up

                      [*]Gasshoukyaku (214D~B) - Added corner blowback. Horizontal range shortened. Can follow up in corner

                      [*]Gasaishou (command grab) - Invincibility halfway through the move changed to throw invulnerable from startup

                      [*]6C - Now either has same move proration or really big proration

                      [*]Jakou - Hitstun increased (vs first loke test?)

                      [*]Jayoku Houtenjin - Heat cooldown time on hit increased

                      [*]Various D moves - Attack level decreased, hitstop seems to be lower

                      Taokaka:

                      [*]Combo proration vs CS1 improved. The same combo from 2b yields that did 2900 in CS1 does 3200 here

                      [*]2B - Now gatlings to 5B

                      [*]C Neko Makyuu (ball) - Startup slightly sped up, now removes 1 guard primer

                      [*]Tao Pitan - Leap distance decreased, now only covers roughly half-screen

                      [*]6B - Now fatal counters

                      [*]6C - Faster startup. Now combos from a 5C/2C hit on a crounching opponent

                      [*]j.d - Ground untechable time decreased (TL may actually be faster recovery for Tao?), now wall bounces on counter hit.

                      [*]6C - Now has at under 19 frames of startup

                      [*]5C/2C > 6C works on crouchers

                      [*]5B -> 6A no longer combos. ~5d RC 6a(1?) air combo does ~3200

                      [*]3C - Knocks back on hit, severe enough that 236a won't reach

                      [*]j.8d - Untechable time reduced, can only combo 2 loops before they tech now

                      [*]Hexa Edge - Wall bounce removed

                      Mu:

                      [*]Tsunugui - Now also usable in air. Now wall bounds. Usable in corner combos. Hitstun increased

                      [*]j.2c - Is now a fatal counter

                      [*]j.b - Active longer

                      [*]Ame no habakiri - Can be charged. Proration increased

                      [*]Yata no kagami - Now also usable in air

                      [*]Furu no Tsurugi (63214C) - Removes guard primers only at level 3+

                      [*]Guard primers reduced to 4 (from 5)

                      [*]Habakiri - Damage nerfed

                      [*]2C - No longer jump-cancelable on block

                      Jin:

                      [*]6A - Can relaunch if you hit an air opponent, use 2b/3c

                      [*]2D - Now hits higher. Easier to combo after 6C

                      [*]Sekkajin - Now holdable (no need to mash). Untechable time on last hit increased

                      [*]632146C (ice wave super) - Now has 25% minimum damage (up from 20%)

                      [*]214A, j.214a - Wall bounces in the corner vs air opponent

                      [*]2C - No longer gatlings into 6C. Now gatlings into 6B instead

                      [*]214C - Tech timing is changed a bit, opponent bounces in a slightly different angle

                      [*]Ice Arrow (super) - Much longer recovery time, opponent flies up much higher, longer untechable time, can combo into 6C still, much less damage after (around 500)

                      [*]6C - Untechable time increased, near corner you can DC and 2c or 623b

                      [*]j.2c - Hitbox nerfed

                      [*]6C - Can no longer follow up midscreen w/ DC 5C. ~>sekkajin > 6C > 2D works

                      Ragna:

                      [*]Carnage Scissors - Now projectile invincible

                      [*]j.C - Bigger vertical hitbox (better as a jump-in)

                      [*]6B - Causes knockdown vs air opponent. Can relaunch with 5C

                      [*]6C - Untechable time increased

                      [*]6D - Floats on hit

                      [*]Hell's Fang>Followup - Heat gain reduced. Less recovery (or it is hitstun?). Easier to oki after hit

                      [*]Blood Kain - Heat cooldown increased

                      Tsubaki:

                      [*]2D - Charge speed increased

                      [*]214214D (tsubaki mugen) - Repeat proration for D moves is reduced while this is active. Now also usable in air. Damage increased

                      [*]j.236d - Faster recovery, can easily follow up with j.214x

                      [*]236C - Starts up faster, but prorates more (conclusion from JBBS user, not 100% on this)

                      [*]6A - Now fatal counters

                      [*]3C - Now fatal counters

                      [*]6CC - Floats less

                      [*]5D - Charge speed sped up. 5D charge is now set, it cannot charge more than 3 bars (you charge to 3, then it'll go no further). Charge speed is constant

                      [*]5A - Increased proration

                      [*]623C - launches higher, cannot follow up with 2C or 214D anymore. Less untechable time

                      [*]2C - Less untechable time

                      [*]22D - Techable after landing on the ground

                      [*]214D - less priority ?

                      Bang:

                      [*]j.b - Better proration

                      [*]C kunai - Worse P2 proration, hold time on hit increased

                      [*]Nails - Knocks opponent towards the ground on hit. However, the opponent gets knocked upwards if hit by rising D nails

                      [*]5D - Causes float on normal hit. No longer causes wallbound on counter-hit

                      [*]j.d - Better proration, more useful in combos. Slower startup

                      [*]j.4c - Causes opponent to fly higher on hit, making followups after difficult

                      [*]6D - Has less untechable time on CH now

                      [*]Command Grab - Increased proration

                      Lambda:

                      [*]Gravity Seed - Faster startup

                      [*]2C - Now has head attribute invincibility

                      [*]3C - Can no longer be emergency teched on counter hit

                      [*]5C - Holding the button causes all hits to come out

                      [*]2DD - Gatlings into 4B and 6C after the 2nd D

                      [*]4DD - Gatlings into 4B after the 2nd D

                      [*]Guard primers reduced to 4 (from 5)

                      [*]Act Parser: Cavalier (236C) - Untechable time decreased

                      [*]6C - Untechable time after wallbound decreased (whether this still applies is in question)

                      Arakune:

                      [*]6B - Revolver action to 6D added for both normal and followup versions

                      [*]Zero Vector - Hit zone expanded. Overwriting an old one with a new one will always generate a trajectory different from the old one

                      [*]j.c - Arakune jumps in the direction of the stick after it hits

                      [*]6D - Arakune's head now has a hitbox as well, it can launch the opponent into bell bug

                      [*]5C - Pulls the opponent in. May have lost some head invulnerability(?)

                      [*]6A > 6D now works

                      [*]6D > j.c now works in the corner

                      [*]Bell bug - Now causes ground bounce

                      [*]6D bug - Falling speed reduced

                      [*]Air throw - Untechable time reduced

                      [*]Overall damage decrease


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