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BBCS2+ Location Test Reports! Relius Playable, Character Changes, System Changes!


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There's a location test for the next 7 days in Japan and reports have been trickling in!

The thread for reporting changes is constantly being updated so keep your eyes on it for details as we get them.

DON'T POST IN HERE UNLESS YOU HAVE NEW INFO

You can DISCUSS THE CHANGES HERE or in your character's suforums.

I'll provide a list of changes that we know of so far, but it will most likely become outdated very quickly.

In the meantime here's 3 shakeycam videos we've been able to get:

[PRBREAK][/PRBREAK]

This game is set to be released in Aracades this fall. No word on when/if this will reach consoles.

http://www.youtube.com/watch?v=s0KsQc-Tt0s

http://www.youtube.com/watch?v=tLOMAE22xmc

http://www.youtube.com/watch?v=8PqMQqsyIEE

There is also no word if there will be any more location tests.

System Mechanics:

Gold burst - Duration decreased, less invincibility. Easier to bait and punish

Break burst - Hitting the opponent with burst or making the opponent block it gives 25% meter to you

Knockback - When air guarding a ground attack, knockback is increased to make it easier to gain some distance

Barrier guard - Larger knockback on moves with a higher attack level

Instant barrier guard - Knockback is even larger, making it easier to get away

Tager:

Voltic charge - Gauge gain increased, can chain into sledge hammer if used to guardpoint an attack

B sledge hammer - Can now be held

5B -> 5C now combos against an airborne opponent

6A - Pull from magnetism slightly weakened, guardpoint ability strengthened

Spark bolt - Amount of wallbounce on normal hit slightly decreased

Volt charge - Day 1 combo from sledge counter if an opponent hits the guard point yields 4000 damage

Litchi:

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

j.c (staffless) - May be faster(?)

4d - Now wallbounds near corner

Can no longer do glide throw

Can't follow up normal throw midscreen

Platinum:

5b - Speed 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 - Causes blowback to corner on ground hit

Air Persia - Causes fatal counter, ends facing opponent on a rapid cancel

Back Throw - Now properly wallbounds everyone (bug fix yay!)

Mami Circular - Damage nerf (5c > mami circular does 1770)

6c - No longer floats otg opponents

Noel:

Assault through - Causes corner blowback on normal hit, wallbound on counter hit

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 - Can no longer be canceled into specials (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 (reversal super) - Minimum damage down to ~700

Rachel:

6B - Wallbounds on counterhit

j.2c - Now also air cancelable on hit! NOT cancelable at all on block

Can no longer do the j.236a whiff lvl3 trick

2C - Increased proration(?), slightly weakened

Carl:

6C - Added floor bounce property.

6D - Causes corner blowback on air normal hit, wallbound on air counter hit

j2C - Can now only be used once per jump (no more unblockable)

Cantabile - Now hits even at point-blank range

Can no longer do glide throw

Hakumen:

6A - Now head attribute invulnerable

4C - Can now be charged. On full charge, does large damage and chains to Renka

Kishuu - Travel distance slightly increased, now projectile invulnerable

6A - Now wall bounds. Can no longer do 5A>6A>5A

Makoto:

Stargazer - Can be followed up on hit (2A/5A > 6A > 2D)

B, C astroid vision - Paths adjusted

Shooting star - Decreased startup time

Mars chopper - removed some D followups

5D - Untechable time decreased such that 5D(3) -> 2D(3) doesn't work in the corner. Can combo 2A/2B

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 knockback on air hit

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

Wolf form B - Removed head attribute invincibility

Rasen wolf - Wolf gauge depletion increased

2C - Untechable time decreased

Hazama:

B drive movement followup - Can attack sooner after use

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

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

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

Taokaka:

6B - Now fatal counters

6C - Slightly increased startup speed

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

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

j.2c - Is now a fatal counter

Ame no habakiri - Can be charged

Yata no kagami - Now also usable in air

Habakiri - Damage nerfed

Jin:

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

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

Can no longer do 2C > 5C

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

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)

6D - Floats on hit

Tsubaki:

2D - Charge speed increased

6A - Now fatal counters

214214D (tsubaki mugen) - Now also usable in air

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

2C - Less untechable time

5D - Charge speed decreased. 5D charge is now set, it cannot charge more than 1.5 bars (you charge to 1.5, then it'll go no further)

22D - Techable after landing on the ground

214D - less priority ?

Bang:

5D - Causes float on normal hit

j.d - Increased proration (TL in question. maybe "better in combos?)

C kunai - Increased proration, hold time on hit increased

Lambda:

Gravity seed can be used twice with 1 gauge

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

5D, 2D - Added revolver action into 4B, 6C

Act Parser: Cavalier - Untechable time decreased

6C - Untechable time after wallbound decreased

Arakune:

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 hit the opponent?)

Overall damage decrease

Relius:

relius_05.jpg

General info:

5 Guard Primers

Has a dash like that of Eddie (GG)

Relius' theme is an opera. Described as "boss-like"

Drive name: Detonator

His Astral Heat is not usable in the loketest build

His Drive, Detonator:

Use it to invoke Ignis, who follows Relius. If Relius jumps, Ignis floats

Can perform blows with Ignis with direction+D. You may then press D again to call her back

Relius can attack while Ignis attacks

Ignis disappears when Relius is attacked

j.2D, j.6D, j.8D cause Ignis to appear and rush in the direction that D is inputted.

Drawings of his moves (Japanese): http://generalnantoka.blog35.fc2.com/blog-entry-534.html

Normals:

5B: blow with the mantle that appeared in Famitsu

6A: overhead

5C: two arms out of his mantle; cause 2 hits

2C: leaves a gear (?), Anti-air

Command Moves:

214B: Ignis spins around

236C: The punch that appeared in Famitsu

Follow-ups of the 236C (or 214A j.214B), they call Ignis to attack

J.214B: Ignis makes a coup similar to the Carl j.2C

236D: Ignis appears above Relius and attacks the opponent at a 45 degree angle

Distortion Drives:

632146C: a gear appears holding the opponent. Invincible on startup. Relius can move during this. Minimum dmg: 1000(?)

632146D: Ignis attacks with an aura similar to "Volante" (Carl). Raw hit dmg: 2600

236236D: The same super as "Rhapsody of Memories" (Carl)

Location Test Combos:

Midscreen: 6A> 2D> 5B> 5C> 236C > 214A > 5C> JB> JB> JC> 236C > 214A. 3300 damage

Corner: 5B > 5C > 236C > 214A > 5C> 2C> 4D > 5Cjc > JBjc > JB> JC> 236C> 214B. 4400 damage

Corner, Ignis already summoned: 6A > 2D > 5B > 5C > 236C > 214A > 5C > 2C > 4D > JB> JC > 236C > 214B. 3400 damage


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