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BBCS2 Loketest 1 Change List


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Thanks to the people who have compiled info from various sources, we now have a somewhat comprehensive list of changes from the first loketest (out of many) at AOU. While the majority changes may possibly not be in the final build, we can at least see what direction ArcSys is taking with those characters after considering their issues in the latest arcade and console patch.

[PRBREAK][/PRBREAK]

List taken from this thread: http://www.dustloop.com/forums/showthread.php?9993-BBCS-II-Loctest-Discussion-not-quot-Complaining-quot

:RG:

  • 5D no longer floats on ground hit
  • 3C is techable
  • 5B>6A gattling is gone
  • Inferno Divider no longer has wall bounce
  • Berial Edge bounds higher, difficult to pick up a combo after. In the corner, 5D will combo, but it's strict, does less damage
  • Fall after Gauntlet Hades is faster, cannot follow up
  • 2D>2B does not connect
  • Dead Spike makes makes the opponent fly straight up on air hit
  • 6B+C wallbounds
  • Carnage Scissors sends your opponent spinning away. Proration got worse, techable

    :JI:
    • 2C>5C possible (can't input 2C twice)
    • B musou knocks down again
    • 2C>5C>6C>5C>6C>j.C>j.2C>j.2C>JD>j214D>6C>214C = 4000

      :NO:
      • 2C>5C gattling added (can't input 2C twice)
      • j4D is damn fast. Crosses up on low height, it's low.
      • 5D reduced invincibility frames
      • 22B has reduced range
      • 22C has more recovery

        :RA:
        • Overall damage increased
        • jA is an overhead again
        • 5B>2B possible
        • 6A is CT status
        • 6B on counter slides, untech time decreased, jump cancellable on block
        • 2C hit stop increased
        • 5C>C now slides. Mid screen C lobelia>3D> Sword iris/BBL combos. In corner 5C>C>3C can be done for 2 loops.
        • j.A > j.2C won't connect, but j.B > j.2C does.
        • j2C can be canceled into attacks on landing, jump cancellable, both on hit and block
        • Lobeilas come out even when hit, slower recovery.
        • George has been changed (there's a frog gauge now)
        • Wind has longer recovery.
        • Wind increases the speed of her air dashes
        • Tempest dahlia? what the heck is that? [i think he means it's been removed]

          :TG:
          • Possible hitbox adjustment (Litchi's jB, immediately done from a straight jump up, won't hit)
          • 6A faster start up, super armor, chargeable(won't pull in mid-charge), no longer jump cancellable (needs more insight)
          • 5D has a stronger pull

            :TA:
            • New jB, cat motion 2's animation for 2 hits
            • Old jB is now j2B
            • Taunt loop's been nerfed bad. it's now a joke.
            • Drives are more stiff(?), increased hit stop, more recovery.
            • Health increase [i think.]

              :AR:
              • Overall damage decreased
              • Guarded drive moves give less curse meter

                :LI:
                • Overall damage decreased
                • Can't cancel into 41236D
                • More gattlings without staff
                • 2B>5B possible (can't input 2B twice)
                • 4D slides. follow up possible in corner, cannot cancel
                • 6D's level decreased, cannot cancel
                • jC is now techable
                • jcc combos seem to be gone. It may be that jcc's are just gone
                • 6A[m] must be RC otherwise no followups available
                • 3C[m] is now techable
                • 6B[m] and j.C[m] doesn't wall bounce even on counter-hit
                • All-Green is techable on air hit
                • 4D>2D possible. If she's near the wall, she can pick them up with 6C, and 6C[m]'s spin can just barely follow it up if you're in a corner
                • 4D>2D>66C possible, but strict
                • 2C>4D possible. If she's somewhat close to the wall, 2D will follow-up, and if she's at the corner, Haku (3-Dragons: white) will connect
                • 2C > Haku > Chuu > Hatsu, A-Reach > Ippatsu > on-staff B, 6B > D > j.C > D-returns > land > 6C > Itsuu-C > aerial finisher (3700 dmg)
                • 6C[m]'s spin staggers, can just barely combo afterwards in the corner.
                • Pulling the Mantenbou back during a dash is faster
                • Tsubame Gaishi's falling staff is faster, cannot link into 6C if it connects

                  :BANG:

                  • 5B slower start up
                  • 2C slower start up, reduced a level, techable on ground hit
                  • FRKZ 2C knocks down
                  • 2B>5B gattling added. (cannot reinput 2B)
                  • Heavenly phoenix thrust no longer wall bounces for both air and ground, slight wall bounce in/near corner
                  • 3C is techable
                  • 6B is techable on ground hit
                  • Ashura slower start up, invincibility lasts until just before startup, has become a joke DD

                  :CA:

                  [*]2B>5B gattling added cannot re-input 2B)

                  [*]Ada's gauge recovers slower

                  [*]Untechable time on moves have changed, combos that work in v1.x does not work anymore

                  [*]j.B has less untechable time (will confirm later)

                  :HA:

                  [*]jD special cancellable

                  [*]5D increased damage

                  [*]Added Snowflake/dim light animation added to Yukikaze

                  :LA:

                  [*]5DD activation slowed

                  [*]No changes to 5D

                  [*]Gravity combos are easier, slightly longer charge (15 seconds)

                  [*]236B has slower start up

                  :TS:

                  [*]5D instantly gives 1 stock, but holding down D gives a slightly slower charge speed

                  [*]2D starts out slow but the charge speed rapidly increases. More recovery

                  [*]jD charge speed increased

                  [*]5B more strong

                  [*]6BB has more range

                  [*]2BB>5BB possible (can't input 2BB twice)

                  [*]2C is jump cancellable on guard

                  [*]2CC doesn't float much

                  [*]3C is ground techable

                  [*]22D wallbounces on only on CH, on normal hit you must follow up with 236D midscreen, in the corner, you can use normals.

                  [*]236A start up time increased, higher proration

                  [*]214A, B doesn't float opponent even when done by itself

                  [*]214x has increased untechable time? (2A>5BB>2BB>5CC>214A>22C>3C possible)

                  [*]623A on counter hit, untechable time decreased so cannot follow up

                  [*]j236A has more startup, and can't be used in combos.

                  [*]j236C has some lag when you land.

                  [*]j214x all are overheads

                  [*]Cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner can follow up with normal combos or 6C

                  [*]Air throw bounds the opponent, you can follow up pretty easily

                  [*]j.CC>j236D>j214D: The light orb from j236D will hit

                  [*]236236C has more invincibility

                  :HZ:

                  [*]Ouroboros start up and move speed slowed (although it really feel like there's no difference)

                  [*]Ouroboros gauge takes longer to recover

                  [*]5B level reduced. If 5B>3C is not inputted with the fastest timing it won't combo

                  [*]3C floats

                  :MU:

                  None listed

                  :MK:

                  [*]Parry cancel gone

                  [*]5B faster start-up, can jump cancel even on block.

                  [*]jcc combos seem to be gone. It may be that jcc's are just gone

                  :Valkenhayn:

                  [*]Health - 10k

                  [*]Guard Primers - 4

                  [*]Moves that take Guard Primer - 6C, 236C, j.214B

                  [*]Fatal Counter - 6B, 6C

                  [*]Drive: Wehrwolf. Switches between human and wolf form. The Wolf Gauge drains while in wolf form and refills while in human form. Wolf form cannot be used if the Wolf Gauge is empty.

                  [*]doesn't dash, hops forward like Hakumen.

                  [*]good at Wolf mode follow-up combos

                  [*]cannot crouch or block in Wolf mode

                  [*]does not automatically turn around in Wolf mode - must hit left or right to change direction. Since he can't block, hitting back just keeps him moving while away from the opponent

                  [*]cannot throw, so he relies on command throw. May be unable to throw-reject as well. [note: video suggests otherwise]

                  [*]Moves done during wolf mode are marked with a [w]

                  [*]5A, 2A - small punches

                  [*]5B - kick

                  [*]2B - low kick

                  [*]6A - does a knee kick while posing his arm. Startup is considerably fast, but there's a pretty big gap. Feels like it should be used for anti-air.

                  [*]6B - not a mid. has vaccuum effect, hits twice. Forces opponent to crouch on FC.

                  [*]5C - ridiculously long kick; reaches far

                  [*]6C - flying kick; hits mid ; feet invincible; takes a guard primer; no disadvantages even on guard; Fatal Counter; on FC, he can transform to cancel it and go into a wolf-mode combo. Strong fundamental element of Valkenhayn's game. This move beats characters who don't have reversals all by itself.

                  [*]2C - anti-air kick; fast startup; this is a bullshit good move.

                  [*]3C - knockdown kick

                  [*]j.A, j.B - par for the course, fairly ordinary.

                  [*]j.C - foot/leg transforms into its wolf form and kicks directly downward; range is ridiculous; even Slayer would be surprised how good this is.

                  [*]A[w] - low hit, claw swipe

                  [*]B[w] - stabs upward; head invincible

                  [*]j.A[w] - claw swipe

                  [*]j.B[w] - tail attack; knocks opponent toward ground on air hit

                  [*]backstep (backdash) - long distance; excellent

                  [*]counter assault - reach is quite long; excellent

                  [*]Nacht Jäger - Night Hunter (236A) - Tackle. Long duration on hit [author remarks that it feels like 5 minutes]

                  [*]Nacht Rosen - Night Roses (236C) - Upper[cut]. Hits mid. Can combo after 5C on crouching opponents.

                  [*]Schwarz Jagd - Black Hunt (236B) - Low kick. Hits low.

                  [*]Weiß Jagd - White Hunt (236B) - follow-up to Black Hunt. Strong kick that knocks opponent away. Can follow up with a combo.

                  [*]Mondlicht - Moonlight (j.214B) - High kick. Kicks opponent straight up. Untechable time is considerably long. Can do Aerial > moonlight > 5C > aerial, etc. This move is bullshit strong.

                  [*]Rasen Wolf - Rushing Wolf (C[w]) - Wolf rush. Can choose direction using joystick. Wolf gauge decreases quickly while using. Can cancel during charge with other moves, hitting C returns Valk to neutral, hitting D transforms him back to human form. Run away, run away! lololol

                  [*]Geschwind Wolf - Quick Wolf - (D during a human form attack) - cancels into transformation. Uses a considerable amount of gauge.

                  [*]König Wolf - King Wolf (236/A/B[w]) - Wolf assault charge. A attacks horizontally, B charges diagonally upward. Cancels into itself - can do three in a row.

                  [*]Eisen Wolf - Iron Wolf (j.214A/B[w]) - Wolf raid. Rushes diagonally down-forward and lands. Angle differs slightly between A and B versions.

                  [*]Himmel Wolf - Sky Wolf (236D[w]) - Wolf bite. Scary 1-hit command throw, 2300 damage. Can be followed up.

                  [*]Sturm Wolf - Storm Wolf (632146D) - Like Chipp's Zanseirouga. Does all hits even on guard. Every hit is an overhead.

                  [*]König Flug - King Flight (j.236236C) - Slayer's Chokkagata Dandy. Transforms at the end. For combos that work even on downed opponents.

                  [*]Astral Heat [no name] (214214214D) - launches opponent, transforms, and slashes repeatedly with the moon in the background.


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