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Nokita

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  1. Repost: Valkenhayn: *Rasenwolf command changed to direction + D With this,the wolf break system has been eliminated apparently. *2C>6B does not connect on a grounded opponent. *Nacht rosen>[JB>JA]>2C does not work or its really tight. Seems like they end up being too low for the 2C to hit. *JC>air DD is difficult to connect. Hima isn't sure why. (Is JC not special cancelable anymore?Is the air DD slower?) *w.5B does not launch. w.5B does not cause float on air hit. *w.5C is a sweep. *w.JC is a diagonal kick. Source:jbbs,twitter,hima
  2. Valkenhayn: *Rasenwolf command changed to direction + D With this,the wolf break system has been eliminated apparently. *2C>6B does not connect on a grounded opponent. *Nacht rosen>[JB>JA]>2C does not work or its really tight. Seems like they end up being too low for the 2C to hit. *JC>air DD is difficult to connect. Hima isn't sure why. (Is JC not special cancelable anymore?Is the air DD slower?) *w.5B does not launch. *w.5C is a sweep. *w.JC is a diagonal kick. Source:jbbs,twitter,hima
  3. http://blazblue.jp/images/lt/bbcp_pdf.zip Movesets and a system explanations.
  4. It's a variation of his safe jump setup. Basically, its a safe jump that catches rolls(JB) or leads to a human high/low mixup.(JB/2B) The drawback is it's big cost and it requires a good amount of conditioning for best results. (You want them to emergency tech.Or roll/DP.) Here is what I remember: *The most important part is doing w[JB>1/2/3c~c>JB] for maximum stability. W[5c~c>JB] can work,but its unreliable. *I recall that the timing to transform back is also somewhat important. Do it too early and you won't have enough momentum to catch them with JB in time. Do it too late and and your JB won't hit them. *As I mentioned above,you can skip the JB and go for a 2B low mixup instead. This does not punish rolls,though. You can adjust the setup and make it work,but I don't remember the details. *If the JB actually catches a roll,you'll switch sides. Something like JB>2C>jc~D[JAA>236A>1C/3C~D]>2C>6C should be optimal. *Similiar to his first safe jump setup,you can use JC instead of JB. The JC version does not catch rolls in this one,but its usually the prefered choice on block or ground hit. *You can choose to do wolf stuff instead of transforming back to human if you have enough bar. I think you can actually do 7C>(land)w5A to catch rolls or possibly reset the combo counter if they don't tech. Not sure. This stuff costs a lot of bar and is probably not worth it. *As long as you actually cancel the wJB with w7C (instead of jump canceling the JB first) you will have one air movement option left to play around with. I can only think of 3 scenarios off the top of my head where this could be useful. Both safe jump setups lose against Tager's GETB. You could use your remaining air movement option to bait it via airdash/double jump after the 7C~D. Other then that,you could backdash to prevent rc's via spacing,if a reversal is coming. Or you could do JB>[jc~D>j3C>JA/5A/command grab],if you have enough bar. I'm probably missing more stuff,but this is all I can remember.
  5. Translation: The calculator isn't 100% accurate,but it should be close enough. A couple of notes: *The proration value that is shown for your starter is p1*p2. *For the second hit and onwards,the p2 value is shown. *Sekkajin (8hits): click on "sekkajin" 7 times and then click on "sekkajin 8" once. *Ice wave DD:1 click=1 hit You have to hit that button multiple times. *D Icecar 1 and Ice arrow aren't working. *Repeat proration on A/B Dp isn't working.
  6. I think it'll be updated accordingly in the near future. Bang's one has it with heat gain already. The supposed W JB change is most likely false. Its not listed as a confirmed change on the wiki and no one is talking about it, like literally no one.
  7. H.H has put together a combo damage/hitstun decay/proration calculator for Relius (and others) on his blog. I haven't messed around with this one,but Valk's calculator is usually just a couple of points off. It doesn't tell you if the combo is legit or not,so you'll have to figure that part out on your own somehow. You basically piece your combo together via the buttons,hit start and then check out the results below. Notes: *The proration value that is shown for your starter is p1*p2. *For the second hit and onwards,the p2 value is shown. *Click on 5C twice,if its supposed to hit twice. Calculator: http://ogarabu.blog.fc2.com/blog-entry-24.html Translation: Other characters: Litchi: http://ogarabu.blog.fc2.com/blog-entry-26.html Jin: http://ogarabu.blog.fc2.com/blog-entry-22.html Bang: http://ogarabu.blog.fc2.com/blog-entry-20.html Carl: http://ogarabu.blog.fc2.com/blog-entry-19.html Mu 12: http://ogarabu.blog.fc2.com/blog-entry-17.html Valk: http://www.dustloop.com/forums/showthread.php?10681-CS2-Valkenhayn-Technical-Discussion&p=1185160&viewfull=1#post1185160
  8. H.H has put together a combo damage/hitstun decay/proration calculator for Valk(and others) on his blog. Its not completely accurate,but its quite close overall.(the calculator tends to be a couple of points off) Might help for those that want to find out optimal stuff. You basically piece your combo together via the buttons,hit start and then check out the results below. *Note: The proration value that is shown for your starter is p1*p2. For the 2nd hit and onwards,the p2 value is shown. Based on this,the full list of proration changes: 3C: p1 90->75 nachtjager: p2 89->80 weisse jagd: p2 50->60 eisen: p2 92->89 That's it for now. Calculator: http://ogarabu.blog.fc2.com/blog-entry-27.html Translation: Other characters: Litchi: http://ogarabu.blog.fc2.com/blog-entry-26.html Relius: http://ogarabu.blog.fc2.com/blog-entry-24.html Jin: http://ogarabu.blog.fc2.com/blog-entry-22.html Bang: http://ogarabu.blog.fc2.com/blog-entry-20.html Carl: http://ogarabu.blog.fc2.com/blog-entry-19.html Mu 12: http://ogarabu.blog.fc2.com/blog-entry-17.html
  9. More 7CD>JC stuff. [5A>5B>BB cannon>7CD]>JC>5B>2C>JB>mondlicht>9DD>JB>JB>JC dmg: 2575 2c can be replaced with 5c [5A>5B>BAB cannon>7CD]>JC>5B>2C>JB>mondlicht>9DD>JB>JB>JC dmg:2785 [JA>5B>BAB cannon>7CD]>JC>5B>2C>6C>2C>6B>5B>2C>JB>mondlicht>9DD>JB>JB>JC dmg:3972 (almost 4k of W.JA? lol) 6C>2C>6B>2C>mondlicht>[AABB cannon>7CD]>JC>5B>2C>[JB>3C>JA]>5B>2C>JB>JB>JC dmg:5309 3C>Jaeger>2C>6C>2C>6B>2C>mondlicht>[bAB cannon>7CD]>JC>5B>2C>JB>JB>JC dmg:4179 Throw>2C>6C>2C>6B>2C>mondlicht>[bAB cannon>7CD]>JC>5B>2C>JB>JB>JC dmg:3907 A cannon starter: [ABAB cannon>7CD]>JC>5B>2C>6C>2C>6B>5B>2C>JB>mondlicht>9DD>JB>JB>JC dmg:4651 2C>6B>nachtrosen>2D>[bAB cannon>7CD]>JC>2A>2C>6C>5B>2C>[JB>3C>JA]>5B>sturmwolf dmg: 6945 Adding a schwarz>rc for the bonus proration and replacing the 2A with 5B gets you close to 8K. That 7CD>JC>5B part is going to take some practice. The 7CD>JC>2A works in cs2. To those that want to mash this shit out in cs2,this is how it worked for me (in the corner): [w5B>BB cannon>7CD]>JC>2A>2C>bla bla 1) BB cannon has to be done fast(not sure,if this is really important.) 2) 7C has to be done fast. 3) JC needs to be delayed. This is harder to do in cs2 due to the landing recovery of JC. But its easier then I initially thought.
  10. You mean this one? http://www.youtube.com/watch?feature=player_detailpage&v=USIvG0OmMew#t=7m Also,good work on that combo guide.It helps a lot.
  11. Finally some extend info. * [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? EDIT: *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% *6C>2C>6B>2C>mond licht>[4 beast cannons>7C]>D>JC>5B>2C>JB>JB>JC dmg: about 5.1k The human JC after the 7C is a replacement for JB>JB>5B. You can replace the human 5B with 2A for less damage and easier execution.
  12. So,joker has been posting a couple of alternatives to the double j.C ender in the corner. Its nothing new and some of you may already be aware of them,but I think its good info regardless of that. These combo enders can be looped back into themselves and have been dubbed "patterns"/"stacks". Overall, they seem like a good alternative to the standard stuff. (I only played around with the second one,but he uses all of them in the vid below) This has already been posted in the video thread,but Joker is the red Valk in here: http://www.ustream.tv/recorded/17348963 (19:50) Lord knight is also there for those who are interested. (16:55) On to the wall of text. Advantages of using them: *Forces neutral tech.Trying to roll out of the corner can be punished with ease. *Easier to read you opponent by limiting their options.And thus,forcing them to submit to your offense. *Its easy to squeeze in tons of other options/choices depending on your preferences. *Can limit the amount of wake up reversals you have to deal with. The patterns: 1) the himmel wolf pattern 2) the 6B pattern 3) the jB pattern 1)The himmel wolf pattern ...[wolf B> jAAA> jB>, 3C>, jB>B Eisen>Himmel] ...5B->2C>[jD>jAAA>jB>3C>jB>jc>B Eisen>Himmel] *Himmel wolf should only come out if they tech,so buffer it accordingly.(like an OS) *If they decide to take a nap on the floor,a W 5A can sometimes reset the combo counter. If it doesnt reset them,prepare for an air tech.Or gatling into W 5B and go from there. *Mix up the cmd grab with W 5A to catch their jump attempt. Should be used on: characters without a legit reversal.Use 2) or 3) instead if they have access to one. The command grab can be avoided by chicken blocking or with a back step. If they jump,they might try to get out of the corner(due to W 5B),so plan ahead. If they back step,you can evade their punish by buffering a 4c/7C during the command grab.(match up specific) 2)the 6B pattern ...[W jAx3>jB>2C>jB]>5D>6B This works because of the well spaced 6B and its rather amazing recovery. *6B1 is supposed to whiff.Its all about 6B2. An extremely meaty 6B2 can link into 2C on hit,without a fatal. (So you should have an even bigger frame advantage then usual on block) *Watch out for delayed techs. works on: Ragna: ID and Carnage scissors. Jin: All of his dp's Litchi: dp Bang: Daifunka and Ashura Makoto: Dp,Parry and her DD's. Might work for more. Does not work on: Hakumen Arakune _____________________ Parry specific: These are things I noticed while playing around with it. *Do NOT immediately press a button if she parries.Its active for 17 frames. She can parry the 6B2,but it not going to hit you unless you press a button and extend your hurtbox towards her. *If she decides to do the follow up though,in reaction to the catch (I assume this is how its normally done),you can punish it during the start up. If she does nothing,she's stuck in her parry animation for ~48f. She's invincible during the first 39f. She can't rc out of it. *There seems to be a sweet spot where you can safely press buttons without the parry catching it.(Not sure how to reliably get that one) She won't get hit,if she decides to wait it out,though. *You can jump towards her on reaction to the catch without fear. *The safest thing to do is to jump>D on reaction to the catch and see what she does. If she waits it out,stall for time before going down on her. If she does the follow up you can probably punish it with 1C/2C/3C>W jA. *this needs more testing overall _____________________ 3)the (human) jB pattern. ...[W jAAA>jB>3C>jB>jC]>jD>falling jB A safe jump.It also catches rolls as mentioned above. Can't be used on: Makoto Doesn't work on: Jin: Yukikaze Tager: GETB Hakumen: counters μ: Dp Post-pattern stuff one could use: After 1) and 3): Dash jC>rc>jC or 3C>schwarz rc *The idea behind the dash jC>rc>jC is simple. Its another point where people can reversal. And this is another way to bait some of them and/or force your mixup upon them. works on: litchi:Dp Lambda:Calamity sword Tsubaki:Dp Hazama: Houtenjin Mu: Her reversal super Valk: Sturm wolf After 2): jC>rc>jC or 3C>schwarz rc *Using dash jC>rc>jC in this case will most likely result in Valk being in the corner. You could probably replace it with jB for the cross up if you want to. Post-pattern combos: After jC>rc>jC: jC>rc>jC>3C>2C>6C>2C>6B>2C>mond licht>2D>[b cannon>B cannon>7C>jB>jB]>5D>5B>2C>jD>[jB>3C>jA>5B>jAAA>jB>3C>jB] Meter gain:48% after rc DMG:4641 *After 3C 3C>Schwarz>rc>5C>mondlicht>6C>2C>6B1>nachtrosen>2D>[b,A,B beast cannons>7C>,jB>jB]>5D>5B>2C>jD>[jAA>jB>jA>B>jAAA>jB>3C>jB] Meter gain:46 % after rc DMG: 5680 -------------------------------------------------------------------------------------------------------- Small update for extend(tgs build),albeit completely useless,what's with it being around the corner. *Wolf 5B Head attribute invincibility has been further increased. (compared to last time) Invincibility stops before it goes active.(like hazama's 2C,for instance) *nachtjäger less recovery *J.C less landing recovery (cs2 = 4 frames of landing recovery) *2B less recovery Rough estimate: -7f at worst
  13. Its unclear whether 6C really has been slowed down or if its a proration related issue. Or both. (Valk's character combo rate might have gone down,too) For instance, [Eisen>5A>bla bla]>2C>6C doesn't work. However,[JB>3C>JA]>2C>6C seems to work just fine. (I'm not sure if this is missing a wolf 5B at the beginning or if he deliberately left it out.) *5B>3C>rc>2C>6B>2C>6C>mond licht>3 beast cannons>C~D>JB>JB>JC does 3907. (CS2 = 4397.) *Wolf JA>[5B>JA x3] does more then 1,1K (cs2 = 770) *3C>schwarz was character specific in the last loketest. This time, it appears to not work on anyone.(unconfirmed) 3C>rosen doesn't connect on anyone so far. *The increased hitstun of nachtjäger on a grounded opponent isn't a big deal. (6B FC>jäger>2A doesn't work,so its not back to cs1 status.) It should be about +2 on hit. *Midscreen throws can be followed up with nachtrosen or sturmwolf. throw>rosen>9D>[JA>2 beast cannons>C>JB>JB>5B]>JB>JB does 2.5k Unconfirmed:Back throw might be character specific. (Ragna,Tager,Lambda,hakumen) *[Wolf JA/JB]>2A has become slightly more important due to the increased gauge drain. [JA/JB]>2A>3C>jäger>2C>6C apparently connects. It remains to be seen if that combo route is superior then the standard rosen launcher,though. *2B's recovery is faster.(Unconfirmed.) *Eisen wolf On CH it can't be followed up with wolf 5B or 2C. More recovery,worse proration. source:bbs
  14. More stuff. *Nachtjäger: increased untechable time on air hit in addition to increased knockback. same move proration added. nachtJäger>5D>wolf JA>micro walk 5B>JB>3C>JA>5D>2C>6C works mid screen. 2A>5B>3C>nachtjäger>2C>6C>2C>6B>2C works in the corner *2C untech time decreased. No idea what this is about. 2C>6B and 2C>6C work fine on air hit. It may refer to a standing hit,which would mean that 2C>6B probably doesn't work(on standing). Or 2C>schwarz.Or 2C>Rosen Dunno. *Increased recovery or reduced attack levels on most,if not all beast cannons. (Unconfirmed:This may effect some of the juicy combos with 4 beast cannons.The guy isn't sure if he screwed up or something.) *Increased wolf gauge drain effects valk's everything. Quote:"[5B> JB> 3C> JA] x 3 probably kills your full bar" *Current substitutes for wolf 5B AA: *4C/7C: situational *go air to air with wolf JA *Nachtjäger: can work. *Pray for a trade of some sort. *wolf 5B: Despite the nerf,it can be fast enough to counter hit most of the air to ground attacks during their start up from what people say.Or pray for a trade and go from there. *"wolf D still has a bit of head attribute invincibility" I suppose this means that a well timed transformation might save your ass.Who knows? *Counter assault is impossible to follow up As always take these things with a grain of salt. Source(s):various twitters,valk thread on the jbbs,blogs,wiki EDIT:Increased gauge drain explained cs2→cs2+ Ground rasen: 5C/6C [100→200] +100 1C/2C/03C [100→150] +50 4C [100→100] +0 7C [150→250] +100 8C/9C [150→250] +100 Air rasen: 5C/6C [200→200] +0 1C/2C/3C [100→150] +50 4C [150→250] +100 7C [150→250] +100 8C/9C [250→250] +0 Ground geschwind: 5D/6D [150→150] +0 1D/2D3/D [150→150] +0 4D [150→150] +0 7D [100→150] +50 8D/9D [150→150] +0 Air geschwind: 5D/6D [250→250] +0 1D/2D/3D [200→200] +0 4D [150→150] +0 7D [300→300] +0 8D/9D [250→250] +0 Source: http://www16.atwiki.jp/bbcs-varuken/pages/60.html
  15. Technopolis: http://www.nicovideo.jp/watch/sm13064829 http://www.nicovideo.jp/watch/sm13064970 http://www.nicovideo.jp/watch/sm13065038
  16. I posted that one in detail the changes discussion thread. Its corner only. You should still be able to get 30 meter midscreen.(Or at least come close to it) Assuming you get a good starter, of course.
  17. Regarding BK. Interesting update coming up on the BBS. Life gain:anything between 3K and 4.5K is possible (still some room left to grow thanks to yami) Metergain: 26 - 44 (!) Details were not given.The guy left for his local arcade to test more stuff. He said that he'll report back later tonight.
  18. Ragna is shaping up quiet nicely with each day.His stuff is evolving surprisingly fast. We already have 8K BK combos with a burst and 7.3k without a burst. According to the majority of the jbbs he's WAY more fun to play as (and to watch) in CS2. Ragna's are still succesful according to bbcs2.net ,for anyone who's interested. In any case,the arakune matchup is turning to shit for ragna. Arakune already has 10k - 12k corner combos starting off his...JC? Not sure if bursts were involved or not.
  19. Some stuff from the BBS. Proration data: Character combo rate 80% 5A 200: 80/ 84 2A 150: 70/ 82 5B 640: 85/ 89 2B 620: 90/ 89 5C 860: 70/ 92 2C 650: 80/ 84 6A 380: 80/ 89 6B 580: 80/ 92 6C 920:100/ 94 3C 880: 80/ 94 5D 680: 80/ 80 (10% repeat proration) 2D 920: 80/ 94 (10% repeat proration) 6D 850: 80/ 94 (10% repeat proration) JD 750: 70?/ 50? JA 180: 90/ 84 JAA 180: 90/ 84 JB 560: 92/ 86 JC 650: 90/ 89 J4B 840: 90/ 89 J4C 600:100/ 89 (6) throw 0,0,1500: 90/100,???/???,---/ 55 probably 100/100.) (4) throw 0,0,1500:???/???,???/???,???/??? Empty throw 0,0,1500:100/100.???/???,---/ 55 ( probably 100/100.) fire punch 1300: 60/92 (10% repeat proration) air fire punch 1300: 100 (?) / 84 (?) ( 10% repeat proration) A nail 300:100/ 84 B nail 300,???:???/???.???/??? C nail 300:100/ 84 D nail 174 (?): 100/84 Cmd grab 0,0,600,653,842:100/100,---/100,---/89,---/92,---/??? air cmd grab 0,700,785,1000:100/100,---/92,---/92,-- Daifunka 0,910*4,0,3733 (?): probably same as CS Asura 0,3125:100/100,---/ 40 {minimum damage 30%:937} Steel rain ???????? FRKZ: 5D 720: 80/ 80 (10% repeat proration) 2D 1000: 80/ 94 ( 10% repeat proration) 6D 1000: 80/ 94 (10% repeat proration) JD 1000: 70/50 (10% repeat proration ?) Some combos: Corner: *B>2B>6C>fire punch>B>fire punch>C>6D> daifunka, 5077. *B>6C>firepunch >B>firepunch >C>6D> daifunka, 5204. *2B>6C>fire punch >B>firepunch >C>6D>daifunka, 5451. *6C>fire punch >B>fire punch >C>6D> daifunka 6221. *6C CH> (B nail whiff thing)> 6C >fire punch >5B>fire punch>C>6D> daifunka 6594 *2Dch>5C>6D>fire punch>5B>6C>J4C>fire punch >5B>6C>J4C>JC 4700. 3 seal combo: *2D>JD>2B>5D>JB>J4C>JC dmg: 2k FRKZ combo: *5B>2B>2C>5C>6D>2D>J4C>J4C>JD>2B>asura Dmg: 5500 metergain:30 *5A>5B>2B>6C (fastest, jc) >dlJA>JC>5A>5 B> JB > 空双 Misc Info: *5B>2B>6C>JD>2B>5D doesn't work *Generally, pushback is ass. 2B>5B isn't really useful.Pushback is too much. *5C>6A>Daifunka works and it should do more then 5C>5D>daifunka *6Cch>B nail whiff thing >6D>jc gold burst>6C>fire punch >5B>fire punch(>6C>JD>C, nail) >5C>6D (5D)> Daifunka
  20. Well then,the jbbs compiled a list regarding Valk's changes. As always take these things with a grain of salt. I translated a few things but I need to catch my flight now. ・5B Air unblockable, 空バリアは可先端の方の下への判定が薄くなった · 5C Air unblockable、空バリアは可ダウン状態の相手を拾えなくなった · 2C Head attribute invincibility gone, (still slow?) · 6A Increased untechable time on CH · 6B Reduced frame advantage · 6C 有利フレーム減少壁バウンド対応判定発生後のDキャンセル不可 Wall bound, can't wolf cancel anymore? · 3C 横方向へのふっとびベクトル追加で追撃が難しく密着状態なら追撃可能初段補正がきつくなって密着から直3C>拾い直しをやっても安い · JC can't jump cancel, 削除、着地硬直追加ヒット時にのけぞり時間追加で追撃はしやすく Wolf 5B 上への判定が早い段階からあるようになった ・JA Wolf increased proration? ・Wolf C 全体的に発生遅く特に5、9が顕著キャンセルできるタイミングが遅く slower,something about 5D/5C and 9D/9C ・Throw Damage - 1500, wall bound ・イェーガー有利フレーム減少おそらくヒットで微有利、ガードで微不利 D>狼JBで狼JBがヒット前に着地してしまう Something about Nachtjäger -ローゼン上段化、浮きが高く発生は変わらず - weisse jagd wallbounds t・リヒト受身不能時間減少 Mondlicht reduced untechable time ・ケーニッヒ移動距離増加 ・ヒンメルダメージ1500 ・シュトルムダメージ減少、生当てで2500程度 Sturmwolf raw damage : 2500 ・BS無敵時間減少 BS has reduced invincibility (What's BS? His Astral?) ・Reduced Combo rate
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