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BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
Anyone else feel like trolling? Do it and get banned. If I missed seomthing that needs to be corrected, let me know. Believe it or not, I can't babysit DL all the time and actually do other things outside of that. -
BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
Skye stop posting stupid shit. This is your only warning. -
BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
Thanks for typing out exactly what I was thinking but was too lazy to type out myself. I actually kind of like this change, since it feels like that's the way Hakumen's play style was leaning toward anyways. Right now, Lambda is the only true zoning character in the game. I suppose Hakumen will join her in CS2. -
Drom's October 16th Blazblue: CS Singles - Stream by Thxyoutoo/Iplaywinner
Spirit Juice replied to Coopa's topic in Archive
Orion: *arrives to give Dacidbro a ride to Davis* Dacidbro: "Nice pick up!" -
BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
I'm starting to get concerned by the lack of Litchi info. It seems like no Litchi players showed up for loke tests during CS's loke tests and look what happened there. -
BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
Guess I'm thinking of early CS loke tests when, if I recall correctly, he gained Magatama faster. -
BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
IIRC his Magatama gaining rate was increased from CT to CS. -
It's because the GG community isn't filled with angry black people.
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BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
With Hakumen having the best pokes in the game and a high HP, it kind of makes sense why they lowered his primer count. -
BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
This isn't a "post your changes wishlist" thread, which is what you were doing. This thread is for discussing the changes in the most recent loke test. -
BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
It's pretty silly that running 2A is better than running 5B with Ragna in Ragna vs Tager once Ragna is magnetized. -
BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
This is not a "changes" wishlist thread, so stop talking about that kind of stuff. FU, stop talking. -
BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
Sorry to burst your bubble, but the GG team are the people who make BB. Also, AC's balance just happened by accident. If anything, #R to Slash made the most sense in terms of balancing the game out sans Robo-Ky, and all the stuff they did with Accent Core was pretty much "hey let's add a bunch of stuff we think will be cool". -
BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
Except Daisuke didn't even have a hand in balancing GG after #R anyways. I'm not even sure if he had a hand in balance from XX to #R. -
BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
Updated first post. If Mori wants characters to only do big damage in the corner, then he better nerf the shit out of Valk. lol~ -
BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
Just used your post instead for the first post, removed most of the bolds, and changed some stuff around (AM show = 1st loke test?). -
BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)
Spirit Juice replied to Spirit Juice's topic in Archive
Helps if you tell me what was missing rather than just copy/paste 95% of what he posted. -
[CS2] Rachel Loketest Discussion (Keep shit in this thread)
Spirit Juice replied to GenoWhirl's topic in Archive
Rachel is sounding pretty good so far. I hope 6A isn't useless like it is in CS though. :/ -
All changes may not be 100% accurate (be it misinformation from blogs, observations through videos, or translation errors); changes from the 1st loke test remain unless otherwise stated (e.g. Ragna's 5B 6A gatling was not present in the 1st loke test, in the 2nd loke test, it is back in the game) System Changes: When guard broken, throws are now green instead of purple Green bursting now removes half your primers rounded up, meaning a character with five primers would be reduced to two primers (old system: five reduced to three) Ragna: + 5B > 6A gattling added back + C, 2C > 6A gattling added + ground gauntlet hades can be followed up + during blood kain 6D > 6D combos + 2B 5B now possible(?) - 6A range reduced - 2C slower(?) - 2D doesn't remove primer - 5C hits later (slower start up or less active frames?) - GH (follow up spin kick) bounces much higher, making a combo after harder to land - BE wall bounds, making mid screen follow ups difficult (impossible, maybe?) - Forward throw wall bounds Jin: No other obvious changes + 5D start up faster but shorter freeze time, can combo from 5C + Sekkajin (5C mash) has very little/no pushback Noel: + C haida bounces higher, can perform combos from further away + optic barrel start up faster + 6A hits crouched opponent + 5C can jc even on block + chain revolver moves have increased speed + bloom trigger slides opponents hit on ground + j.B hits below her - C haida bounces higher so higher dmg combos require more skill - 5D slower than first loke test. Pauses a moment before coming out. Distance is longer - Spring raid launches more horizontally. If not in corner cannot follow up - no more long haida loops - overall dmg decreased - CR 5D not jump cancelable Rachel: + pumpkin speed increased. can cross the screen in an instant. not sure on this. + tempest dahlia start up faster?, needs confirmation + 5C>C slide untechable time increased + Lobelia attacks guarenteed to land and create a pole if she gets hit, but they lose their hit box/active frames if she is hit - Initial wind recovery slow, but after a while it speeds up - 6A weaker than it was in 1st loketest. back to CS standard? Taokaka: + 6B combos to 5B on crouching opponents (applies to all characters) + cat spirit 2 slides + j.2D~B combos into 2C - jB now hits mid instead of high like in 1st loketest. j2B no change. - jD cannot cancel into cat spirit 2 - 6C slides, cannot pick up unless in corner. (but it seems 2C FC > 6C still wallbounces) - if different jD aren't inputted Tao drops to the ground straight away - jDs slightly changed, j2D now better against ground opponents but hard to combo with - 6C slides, so almost becoming 2 combos are gone Tager: voltic charge command now 214D + magnetism pull now stronger + 6A can now be held to pull in opponent + can gadget after 360A + sledge hammer much faster + 4D pulls more + Sledge follow up as anti-projectile armor - 5D only pulls opponent during active frames - 5C cannot combo into 6A Arakune: + D bug now hits Mu while rising - D bug falls faster, less hit stun (wiki says less damage, blog says less hit stun, who knows) - Pinwheel/spin and dive have spam move proration - Landing recovery after air throw - Bird slower? Can't bird > bird > pinwheel/spin anymore? - Teleports much slower; can hit him on reaction on start up Litchi: + 2D, 5D less recovery. + j2D second hit pulls in a small amount. - jC has less hitstun. - ItsuuA loses staff on block. Bang: forward throw slides, more damage, follow up in corner + 2D JCable on block - Less untech time on 6A - FRKZ backward dash is shorter Carl: + anima has super armor. when hit will flash red + 3D stands opponent up, i.e. 8D 3C 3D -> 3D will hit as though opponent was standing on the ground + 8D breaks 1 guard primer - 8D can be blocked in air Hakumen: renka is now 236B 5 primers (down from 6) + All C moves come out faster + Back throw recovery reduced, can follow up in corner + 6B damage increased. + 623A cancelable during movement. + Yukikaze: will only show superflash after a successful counter. Gauge depletes on use either way. AH still has superflash. (Was this in the first loketest? Not sure.) - 3C > 3C doesn't combo anymore - renka wall bounces. can follow up with 6C - hotaru wall bounces. can follow up with 6C - enma floats higher, harder to follow up - tsubaki slides, can only follow up in the corner - Slower magatama recovery. - MUGEN: after gauge depletes, will not increase for at least 6 seconds. Lambda: + 4B faster start up, shorter recovery + Sickle might have faster start up, quicker recovery, hits 6 times - gravity seed now stuns instead of floats. on CH seems to stun longer - 4D moves her backwards, harder to combo. - Throw can't combo into 6A, can followup with 2D. - Calamity damage decreased. - gravity seed no longer has invulnerability frames on start up Tsubaki: + j236A faster start up, can be used in combos now + 5D charges half a gauge in an instant, has fastest recovery of all Ds. + 236 -> 214 doesn't combo, but 236 -> 22 does. - untechable slide time from her throw reduced, even in corner 6C and 214D cannot combo - charging puts her in CH state - 2D recovery back to CS Hazama: 6A->Jayoku works (I don't even know why this is listed, maybe didn't work in loketest 1?) Air throw can be followed up by Zaneiga (214D~C). 214D~C now makes the opponent spin in the air(?) - 5B 3C 214D~C doesn't connect anymore - 3C knocks opponent upwards - cannot cancel throws into chain - jC: no longer jump cancelable? (might be first hit only) Makoto: Valkenhayn: both characters exactly like the way they were in the 1st loketest. Discuss.