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Nini Heart

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Everything posted by Nini Heart

  1. There is an actual day 1 impressions tier list in that thread by a legit player and he has Haku and Ragna on top
  2. You'll have to get past my S tier ragna first and kaeru's top tier bangu
  3. So psr is gonna be about more games plaayed now?
  4. A direct link isn't enough crediit apparently, so there, updated first post with credits so people are willing to help the community...
  5. It doesn't really contradict anything. I think it means you can't combo after the 2nd collider. I mean even in the portuguese link it says collider same move proration change
  6. Huge portuguese( i think) changelist http://www.hitconfirm.com.br/2011/10/05/primeiras-informacoes-sobre-blazblue-continuum-shift-extend/ translators are greatly appreciated
  7. thank hakimiru -B sledge chargeable, charging increases travel distance and maybe hitstun. --Charge speed of voltiac increased, can counter with hammer if it guardpoints. --5B leads to combo off both air and ground hits --3C special cancelable, can be teched --Change in character trajectory off spark bolt hit. Untechable time increased --Increase in collider untechable time --Can combo after forward throw --Magnetic pull of D moves improved --2C, 3C no longer remove primer --5A doesn't cancel into 5A anymore --5B jump cancelable --Harsher repeat proration on collider (immediately techable after 2)
  8. Okay, here we go. I'll update this post as new information pops up. This is for actual changes, so please don't post unconfirmed loketest changes. Let's try keeping this thread only for changes. Arakune Bang + Ground throw is not special cancellable but is airdash cancellable, so throw airdash J.4C is possible + 5D gives float on normal hit + jD has better proration (no idea p1 or p2 though, I can't tell from the term) + All nails give knockdown on hit on the way down, but D nails will cause opponent to rise up if they are also rising up. - C nails have weakened proration + C nail hitsun improved + Ground grab gives 1000 damage, has wallbound. * I'm not so sure here, but it seems like it's saying you need to jump cancel to hit some characters with 6C j.D. My guess is they put in a 6C j.D gatling maybe?? 6C seems to have higher vertical knockback. - Command grab prorates a lot worse + Gatlike 5B is back Current combos ・2A>5B>6C>JD>2B>6C>J4C>JC ・2A>2A>5B>2B>6C>JD>2B>6C>J4C>JC ・JD>2A>5B>JA>JB>J4C>J4C>JC 1800 ・Command grab rc>5C>6D> firepunch >5B>6C>J4C> air firepunch >5A>5B>JA>JB>J4C>J4C>JC bluebeats at some point in the combo apparently. 【4000] ・2D>JD>C nail>JD>C nail>5D ・5A>5B>2B>6C>JD>C nail>JD>C nail>5D ・Throw> airdash >J4C>C nail>JD>5C>6D ・5A>5B>2B>6C>JD>2B>6C>J4C>JC【around 2340】 ・Midscreen throw> airdash> J4C>C nail>5C>6D>Daifunka【around 2940】 ・5B>2B>6C>JD>2B>6C>J4C>JC【around 2700】 ・Midscreen throw>J4C>C nail>JD>C nail>JD>C nail>5D (Personal note: wtf is this combo) ・2D(ch)>5C>6D>Daifunka【3972】previously 4632 Carl Hakumen Courtesy of the haku forums + Kishuu head(?) attribute invul from frame 5 onwards + shippu minimal damage 800→1000 + 4C can be charged, charged 4C is plus on block + Midscreen renka can be followed by dash 2C or iad j.a j.b + JD has better damage - Charged 4C can't be canceled + 6A CH can be followed up with 5C + Throw seems to be special cancellable + J.b>j.2a gatling/link seems to work. Hazama - Chain levels decrease + 214D-B wall bounces in corner - 6C repeat proration Iron Tager Translated by hakimiru + B sledge chargeable, charging increases travel distance and maybe hitstun. + Charge speed of voltiac increased, can counter with hammer if it guardpoints. + 5B leads to combo off both air and ground hits + 3C special cancelable, can be teched + Change in character trajectory off spark bolt hit. Untechable time increased + Increase in collider untechable time + Can combo after forward throw(meaning it's probably special cancelable) + Magnetic pull of D moves improved - 2C, 3C no longer remove primer - 5A doesn't cancel into 5A anymore + 5B jump cancelable - Harsher repeat proration on collider (immediately techable after 2) + Forward throw damage increased to 1900 + 6B forces crouching + 4D hitbox improved - Spark bolt can only be followed up with normals in the corner. Collider follow up available anywhere. CH spark bolt has same properties as CS2 spark bolt Jin + 2D breaks a primer - 2D is slower - J.2C and J.C level decreased + New gatling, 2C>6B - Increased recovery on Ice Arrow - Double Ice Arrow still works but damage decrease + Yukikaze proration improved + Forward and Back throw special cancellable + 6A proration improved + 623B is a lot faster + Throw {, 214A whiff, 5C, Sekkajin, 6C, 214C} - 2523 Damage" + Throw, 623B, 6C, 623C, 5B, 5C, 2C, 623C} – ~3.100 Damage” + Throw> Astral seems to work + 2C seems to have head invincibility, was able to hit arakune J.B with it + 6A on airborne opponent can be OTG'd - 623 loop seems harder + 623D lifts opponents less + 214A properties from loctest seem to have stayed. 3C>214A corner combo deals 4K, and apparently 214A>623B works - 6C>2D doesn't work on everyone - 6C hitbox worsened - 6C push back increased a lot + 6D longer freeze time - IceArrow damage guarantee 500~600, so much longer recovery time, almost useless as a combo finish move + Wave super has nearly 1000damage guarantee + Sekkajin has less proration, 2B>B>C>Sekka>6C~ works - 2C P1(70%), 2C>5C deleted, - 2B not jump cancel + 2A>throw chain added (like hakumen) Litchi * Her forward throw launches them up and slightly forward, same as her back throw. + All Green launches the opponent straight up and causes an aerial spinning state. * Haku > Chun makes the opponent fly backwards in a arial spinning state. (Think Hazama's 214D~C) + 4D wallbounds in the corner. - 4D cannot be followed up mid-screen. + Shinshin in 5D set travels further. * j.B > j.C > Hatsu > Haku > Chun works in the corner. + The final hit of Kokushi causes a spin state. (Like a Gold Burst) * (Corner) 5B[m] > 2C > 6D > Hatsu > Haku > Chun > 5B > 6C(1) > 4Kote > j.B > dj.C > j.D > j.C > Staff 2 > 6C(2) works. - Sending the staff out has more recovery(D moves) * New J.D + Forward throw combos with [m]6D - Daisharin is the same as in loctests(last hit knockdowns and has terrible proration values), - 6C no longer removes a primer * Four winds is apparently better + 6A is untechable down on air hit + 2B[m] > 3C[m] and 6C[m] gatlings added + JD recovery is less + Air staff launch recovery is less (likely) + Changes to hitstop on staffless normals make them appear faster + 2C[m] > 4D gatling returned + Four Winds prorate buffed + 5D set Four Winds has a more favourable trajectory - Rising Tsubame hit proration increased - JBCB staffless gatling removed. - Ippatsu Bonus prorate removed (not completely confirmed, but mostly agreed on) - Follow up Chun now wallbounds - Hatsu has same move prorate (likely) - 6C[m] p1 down - Ground staff launch recovery slightly increased (6C(1) > 4kote > [D] > 5B doesn't work anymore) + Ryuuisou trajectory changed, to fly above, comboable on CH Makoto Rough translation from the Makoto boards: * Corner combo starting from 2A and into DD gives 40% back and does about 4400. - Midscreen 2D only able to follow up with air combo. - 6B doesn't force crouch anymore - 5CC>6B doesn't work on standing - You can't Comet oki anymore.(probably because of increased recovery on comet) - "Particle Flare's minimal damage decreased to 200/200/840 from 200/200/1.120." - Her hitbox got bigger, forcing some universal combos that didn't work on her to now work - "Particle Flare's invicibility vanished, it seems"(i find it hard to believe) * Trajectory on 214B and C changed - A series can only gatling up to 3 times - 5B: ch>short dash to combo doesn't work - 6B 2 frames slower, doesn't force crouch, combos from 5CC on crouch - j.B - counter hit less untechable time? - 2C - 70% repeat prorate - All Drives have repeat prorate regardless of levels - 5D - untechable time decrease, can link 5B, 6A, 2B, immediate 2D, 214A~C, and fastest possible 2C - 2D - untechable time decrease, can link j.D and barely link 2C + j.D - untechable time increase, can link dash 2366A/2C + 6B+C - special cancel. A astroid etc. + j.B+C - can't follow up - CA - can't follow up on counter hit? - 236A recovery increased - 236A~D - wallbounds only counter hit, can follow up with 5B if close - 623C - counter hit can't be followed up with 5A? Follow up delay window decrease - Parry - Counterhit hitbox during recovery, can't be used repeatedly, can only cancel with dash - Space Counter - weaker proration + Shooting Star - Distance increase + 214A~C - Untechable time increase - 214A~C~A - Can't cancel to drive, need to RC to follow up + 214A~C~B - Floats more, can follow up with 2A (I also think the move is slower though) - 214A~Cmash - More recovery, can't follow up in corner - Big Bang Smash - More recovery, stronger proration - Partical Flare - No invincibility, weaker proration {5CC, 5D, 5B, 6A, 2D, j.D, 214A~A, 5CC, 236236D~D~D} - 4.526 Damage" "{5B, 5CC, 5D, 5B, 6A, 2D, j.D, 236A~D, 5B, aerial}" "{5B, 5CC, 5D, Lunatic Upper, Stargazer, 5B, 6A, 2D, j.D, 2C, 236A~D, aerial/Particle} ~4k (aerial) ~5k (Particle Flare) Noel Vermillion +D.214D Wall bounces in corner +Still does retarded damage in corner Corner 3C>22B(xN)C>666C>4D>D.6C>214D>6C>5D>236D>6C(2)>6C>J.D>D.6D>D.5D>D.5C>D.6B>Fenrir - 6.2k damage Platinum Changes courtesy of the plat boards + Jump cat hammer's hitbox reaches to Platinum's foot area + JC hitbox might be wider (reaches behind her?) + 6A feels like it has less recovery - 2C has repeat proration + 6C repeat proration removed - Swallow Moon has more recovery + batCH>mami works, confirmed with Jin and Litchi -(?) Missile special has lower proration -(?) frying pan damage now 500 * bomb special still equips 6 + CDT won't drop even after two mamis - CDT minimum damage nerfed to about 950 + TK cat hammer (special?) CH>5C>mami works + With regular missile, 5C> 5D> JC> JD> DJ JC> something + 5A can only be chained 3 times , of course, and they say it has "compensation"? + Cat hammer is stronger and has more minimum range + Also launches on CH now. . + She can combo off the Super Bat in the corner. At least one person didn't seem to find this worth the meter still iirc. + More importantly, her regular bat launches on CH, just like in the loketest (or something. Correct me if I read that wrong) + Sounds like she can do a Hammer Loop with the Super Hammer at any height (as opposed to only after a Lvl 3 superjump). So no more bootleg delays in the air. + With Special Hammer Mami> 5C> J.C> J.D> 5C> J.C> J.D" + At least two people said that they felt 5B was a superior poke to 5A now, seems like 5B got buffed + Missile and bomb CH have more untechable time + Powered up Cat and Bat have better proration * 2B>5C>Mami>5C>5D (bat)>2C>22C>6A>22C>5C(6A Mami)>j.D (bat)>2C>Mami for 3700 * Bat or Cat Hammer CH>Mami>6C>(Swallow Moon) j.C>22C>5C>6A>Mami dmg. ? * j.D (pan)>Airdash j.C>22C>5C>Mami>6C>22C>5D (pan)>2C>22C>5C>6A>Mami for 3700. the guy who wrote it thinks that the Fan might put the dmg to 5000 * 5C>Mami>5C>2C>214C>6C>22C>6A>6C>22C>5C>Air Combo for 4700 * 6C FC>j.C>5C>Mami>6C>Swallow Moon j.C>22C>(6A>6C>22C)×2>5C>Air Combo for around 5600 Ragna From the ragna boards + Seems mostly unchanged from CS2 + New distortion drive for unlimited Ragna + Carnage Scissors now has projectile invincibility + Forward Throw and back(?) is now special cancellable - 22C frame advantage decreased. Dash 5a follow up only possible on FC + Back throw wallbounds - Back throw pushes them further away and can only be followed up with a special cancel midscreen + 6B airborne hit can be picked up and can now be used in combos + J.C has a better hitbox below it + 6D floats on hit now - The amount of frames you can delay the Hades followup is decreased + Deadspike might have had a horizontal range increase + Hell's fang proration improved. 5B>5C>HF> RC> follow up is like 4k+ Rachel From the rachel boards + 6C damage increased + j.2C is special cancellable on air hit - 6B jump cancel is gone -2C guard point comes out later - Level 2 j.2C no longer breaks a primer - 4B can only be used once in a gatling - BBL and TD damage decreased * Hitboxes of normal attacks changed - Harder to combo off of Tiny Lobelia counterhits - Character Combo Rate decreased - 6B is now quite negative on block * No change in A lobelia blockstun * No change in 2A startup + (A lobelia loop confirmed) - Damage from corner throw to full combo decreased (about 700 decrease, might be because of Lily's changes) - 2C proration is worse - BBL seems to have gotten a damage nerf - Frog seems to have worse proration or less damage - Pumpkin appears to have a level decrease(not confirmed) - Pumpkin has worse proration * Wind regeneration is unchanged - 6B has worse proration Taokaka - 5B/2B>6A only combos on crouch + 6B fatal counters allowing legit combos on CH - Counter assault nerfed, was whiffing against Hazama's 5A Tsubaki Yayoi +Charges may be canceled" (UFA) - "Charge 5D is slower, as expected" - "After the 623C {,} j.214A whiff, you can not hit a 2C. You can only follow with aerial, but the timing is restricted " + "CH 22D causes wall bounce" + "3C {CH} 5CC works, goes to IAD combos" * "{22D, 6C} still combo" * "{22D, 236D} still works midscreen" - "Dash feels slower - "5B is clearly slower + "5C is faster" + "Cancel Charge has been improved" (huh?) - "236236C had minimal damage reduced to 650" (was 840) - "6C FC lost" - "The 22X has more recovery and worse proration as a starter -/+? "All the blows with D gained greater prorate(not sure if this means proration is better or worse)" - "5B hitbox seems better + "J.D seems to charge more. 2.8 bars filled from a double jump " * "Spamming 5D/2D, you need to fill 10 charges for 1 bar" * "2D charges very slowly until complete 1 bar. From this it is quicker to fill the remaning bars " + "{Double jump, j.236D, airdash} seems to work" + "5C hitbox is a lot better. You can hit it after a 22C in the corner with no dash " * "5C seems to put the opponent higher" - 2C has worse repeat proration ValkenHayn * [Wolf A>B> air dash JB>J3C>JA>5D] >2C>6C works.Apparently no change in damage. * 3C>Jaeger>2C>6C>2C>6B>2C>mondlicht>1D>2 beast cannons does 3,7k + 6C starter can go into 4 beast cannon stuff for about 4,8k + mid screen 3C>jaeger>Sturm wolf connects. * No change to wolf break stuff. - 3C> schwarz doesn't work on a grounded hit. + 3C on air hit might give you enough time to cancel into rosen or schwarz. (3C>jaeger>3C works so far) * Schwarze jagd>Weiss jagd>5D<2C>......<4 beast cannons<Sturmwolf does 5.3 k + JC: less landing recovery. + 2B: less recovery. - Wolf B:less head attribute invincibility.works well enough as an AA.(day 1 impression) - Wolf JB: less untech time.[JB>JB>5B] is difficult to pick up,if done high in the air. + Jaeger: Untech time is "scary" and long.Also has worse proration. * 6B>2A (opponent barriers this)> 2C (is out of range) - mid screen throw>nachtrosen doesn't work anymore? character specific it seems You can do throw>jaeger(miss)>5C if you are close enough to the corner. + 6A: A buff?faster guard point? - Eisen wolf: bad on block.You are at a disadvantage,even if you force them to block it in the air. (around jump height) can only be followed up with 5A, even on CH.(maybe 3C>C~A. see below) the landing recovery can be canceled with rasen? (needs more testing) - Cmd grab (ground): 1K. - Cmd grab (air): 1,5k. * Sturm wolf>koenig works like cs2 * 3C>jaeger can be looped up to 3 times in the corner.Insignificant due to repeat move proration. - Rasen:increased gauge drain on 7C/4C. Its nothing serious once you get used to it.(cs2: 7C/4C x 5---->cse: 7C/4C x 4) + W 5B: on a trade you can follow up with nachtrosen.It seems possible to squeeze in a 2C/6C depending on the circumstances. Damage changes: 5A: 200->300 2A: 150->300 jA: 180->300 throw 1500->1000 Proration changes: 3C: P1 90%->75% Weiss jagd: P2 50%->60%? (maybe more) Eisen: P2 92%->89% Nacht jaeger: P2 89%->80% Nacht jaeger repeat proration: 30% V-13/A-11 +2DD>4B combos -3C proration worsened -overall damage decreased Mu-12 credits to various character boards, hitconfirm.COM.BR, nikki and hakimiru and fluck
  9. It's barely a nerf kiss, but rachel forums are bitching like pussies already
  10. http://www.dustloop.com/guides/bbcs2/frameData/rachel/6A.html http://www.dustloop.com/guides/bbcs2/frameData/rachel/2A.html and just to compare http://dustloop.com/guides/bbcs2/frameData/makoto/2A.html
  11. A mod should consider making a CSEX change list thread
  12. meh i think everyone's getting nerfed
  13. Well, she doesn't sound as bad as in the loketests but still looks like some heavy nerfs. No more orb oki No more midscreen pf>2D>lotsa damage 6B no longer forces crouch How slow is 6B now?
  14. I like how i take my precious time to get out of my room in order to go to a blazblue meet, only to end up ultimately not playing a single game of BB and playing a shit ton of divekick figher 4 AE as well as Herpvel vs Derpcom 3, fate of invisible mixups
  15. Hey, my heart is vulnerable and weak too, stfu.
  16. @Kirbster: Do the motion clip is sexyyyy
  17. Aight Jimmy, i'll head there after class
  18. Roldy lets do eet. Hotel room casuals for one night.
  19. Weekends are bad unless its sunday. Friday and saturday are drinking nights
  20. Not my fault if foonzo is xbox only ya
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