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Fame96

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Everything posted by Fame96

  1. Has there been any good match footage?
  2. Please don't be negitive A burensen. I want my scrubby , semi safe super flash mixup.
  3. Now that stuff about 6A and 5C look really interesting. Derp 5D ftw!
  4. No more 3C into 6D is really depressing. And the lvl 1 and lvl 2 gangreki is even more depressing.
  5. I'm pretty sure he was joking.
  6. Terumi: Backdash - duration decreased to 22 frames (rather than 25). Invul frames go from 1 to 5 frame (rather than from 1 to 6). Negative Penalty Resistance - increased from 2 to 4. 5C - attack level decreased from 4 to 3. First hit's knockback is decreased. Second hit's hitstun increased to 20 frames (rather than 19), guard recovery increased to 19 frames (rather than 18), now -2 on block (rather than -3). 5D - now active for 4 frames (rather than 3). Recovery decreased to 18 frames (rather than 23). The closer edge of the hitbox is now taller. Attack level increased from 3 to 4. Now -3 on block (rather than -9). Hit stop decreased to 9 frames (rather than 11). P2 increased to 80% (rather than 74%). Other level-related changes apply. 2D - P1 decreased to 90% (rather than 100%). P2 increased to 92% (rather than 82%). Untech time increased to 36 frames (rather than 30). Aerial hit now has higher blowback, but weaker pull. 6B - start-up decreased to 24 frames (rather than 26). Now active for 3 frames (rather than 2). Now +3 on block (rather than +4). 6C - can now be counter-hit up until the move's last frames. Recovery increased to 31 frame (rather than 29). Now -14 on block (rather than -12). Knockback decreased. Time to follow up on ground counter-hit decreased to 10 frames (rather than 24). 3C - Follow-up time on hit decreased by 1 frame. 6D - the first hit's bottom hitbox is decreased. Jagaku - damage changed from 300x2, 900 to 360x2, 800. P2 changed from 100, 79x2 to 89x3. If the move hits in the corner, is knocked back. Can be DD-canceled on first hit, third hit and block. OD version's second and third hit each drain 2.5% of opponent's heat gauge. Gasenshou - can be DD-canceled at any time after the last hit. OD version drains 10% of opponent's heat gauge. Garengeki - lv.1 version can be DD-canceled at any time from the first hit to the final frames. Last hit can be emergency teched. Lv.1 and lv.2 versions now cause slide down on midscreen and wall-bounce in the corner. The mash hits' damage is now 100 and doesn't prorate. Lv.3's last hit wall-bounces everywhere, the mash hits' damage is 100 (proration applies). Ground Jakyou Messenga - now active for 2 more frames. P2 decreased to 70% (rather than 80%). Now blows back diagonally upwards, making it easier to follow up. Time to follow up decreased by 4 frames. Midair Jakyou Messenga - P2 decreased to 70% (rather than 80%). The blowback is adjusted, making it easier to follow up. OD Gouga Soutenjin - on counter-hit, the last hit ground-bounces slightly higher. Time to follow up increased by 4 frames. Midair Gouga Soutenjin - can no longer be blocked in midair. A Orochi Burensen - new move added. The input is 63214A. Can only be blocked low. B Orochi Burensen - invincibility adjusted from 9 ~ super-flash 3 to super-flash ~ super-flash 3. The last hit causes slide down in midscreen and wall-bounce in the corner. OD Ouja Zanrouga - now deals multiple hits on successful catch. Jarin Renshouga (air) - new move added. The input is 214214D. Can't be blocked in midair (other than with barrier). OD version is unblockable. Jarin Renshouga (ground) - the start-up is increased to 9 frames + superflash 22 (rather than 9 + superflash 13).
  7. Orochi can be RC'ed
  8. Overhead orochi does 2418 raw. The new low version needs to at least do this much.
  9. Does anyone have a link to the video where some of the terumi changes were showed off.
  10. Hopefully the invincibility added to orochi will actually make the superflash mixups legit.
  11. They mean there is less damage potental off of raw super snake kick.
  12. Complete patch notes. http://shoryuken.com/2014/02/13/arc-system-works-releases-changelist-for-upcoming-blazblue-chronophantasma-balance-patch/
  13. Complete patch notes http://shoryuken.com/2014/02/13/arc-system-works-releases-changelist-for-upcoming-blazblue-chronophantasma-balance-patch/
  14. Does anyone know if the us version of blazblue is getting a digital realease?
  15. I found the translations for the terumi changes. - Garengeki made long combos too easy. - Has "few" new moves added - Orochi now has a low variant. But its start up is slow enough for it to be reacted and blocked. - So, and since the B Orochi is an overhead, you can now do 50/50 mix-up with B Orochi and the new version. - Anti-aerial version of Jarin Renshouga added. OD version is unblockable - Time when you can cancel his specials with distortions has increased - Jagaku can now be DD cancelled even when first hit is blocked. - So you can now close with Jagaku and throw 50/50 of two Lacerations
  16. Burensen is -2 on block so it will just end your pressure if they block it. I'm worried that they are going to make it unsafe though. I hope that they buff his command grab through the roof. At least decrease the startup to 11 frames and i can put up with it being a very short starter.
  17. Does anyone know a good combo to use after the cmd grab? I'm not having any luck with one.
  18. Terumi secert tech #1 http://m.youtube.com/watch?v=lWFL2DPhK4c Terumi secert tech #2 http://m.youtube.com/watch?v=dA65-JnC4a0
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