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Kurushii

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Everything posted by Kurushii

  1. Backdash: total duration changed from 24 to 22f. invincibility duration changed from 1-12f to 1-7. aerial duration changed from 1-16 to 1-14f. distance travelled decreased. Negative Resistance: changed from level 2 to level 4 Character Combo Rate: changed from 80% to 70% Hitbox while taking damage: overall made larger 5C: cannot be cancelled on block. cannot be cancelled into 6a or 6b. 2C: cannot be cancelled into 6a or 6b. 5B, 2B: can chain into the same normal up to two times. cannot cancel into 6b. 2B: hittable box made larger. the wrench can be hit. 3C: special cancellable. second hit changed to a level 2 attack. j.B: smaller attack box. larger hittable box. 6B: 2nd hit can be cancelled into 5c or 3c. uncharged version: second hit changed from level 5 to level 3 attack. forces a crouching position on hit. j.C: can be blocked crouching. changed from level 4 to level 3 attack. j.2C: damage changed from 1000 to 900. p1 proration changed from 90 to 70%. hit effect on ground hit changed from knockdown to normal hitstun. Graviton Gauge: consumption changed from 1 every frame to 2 every frame. recovery changed from 3 every frame to 6 every frame. (the whole gauge is 1500 points) Graviton Activation (236D): only hits if the opponent is in hitstun A Broken Bunker (236A): recovery on hit increased. time to followup on corner hit reduced from 8 to 5f. Broken Bunker (Explosion): p1 proration changed from 100% to 75%. p2 proration changed from 70 to 92% Liar Haze (22C): if there's a graviton nearby, she moves directly over it. if it's far away, she warps to the side of it. will not crossup in the corner. Flame Cage (214A/B/C): number of hits changed from 6 to 4. B Banishing Ray (22B): time before it's available for use again increased by 30f (A version is the same) Absolute Zero (236C): ice chip damage reduced from 100 to 50. gatling gun damage reduced from 70 to 60 (total from 2500 to 1671). maximum number of hits changed from 48 to 40. Flame Belborg (214214A/B/C): minimum damage changed from 20 to 10% OD Flame Belborg (214214A/B/C): deals 210 x 18 damage (normal version is 270 x 12). p2 proration is 97% (normal version is 95%). hitstop is 2f (normal is 3f). minimum damage is 15%. Jamming Dark (632146D): any gravitons on the stage disappear when this super is used. graviton gauge recovery is halted. in the corner, black hole attack box will go offscreen. on hit, heat gauge recovery increased by 240f. OD Jamming Dark (632146D): 1800 damage. in the corner, attack box will stay onscreen. 8th armament, heavenly greed crime ver 1.00: new super, if you have at least 50% meter when you use absolute zero, will automatically active. OD version does more damage. Source: http://www.famitsu.com/matome/bbcp/tyousei7.html Thanks to Omex
  2. BBCP Vita Preorder bonuses have been updated http://blazblue.jp/cp/special_vita.html
  3. To explain Ram-chan from what i've learned from watching the boss videos.... -- She starts each round with two bats flying above her holding the swords by the hilt. The black bat carries her left sword, while the white one carries her right sword. All sword attacks, including what look to be her S normals, require the bats as they are the ones performing them. After an attack that requires a bat is finished, the bat will go idle at the final location the attack ended. If Ram-chan is hit during an attack that requires a bat, then the bat teleports to the location she was hit and stays there in place. When the bats are with her she gains access to, what i'm assuming is, her S normals which might out class Justice H normals in range. If a bat is idle remotely then the sword swipes are at the bat's position. I'm still trying to figure out how the remote bat normals work but it appears that the black bat aerial normal is a upward swing, while the white bat aerial normal is a downward swing. Somehow it is possible to activate both what looks to be at the same time. It appears she can recall the bats or resummon them to a new position in front of her. -- Her walk is similar to the murakumos. Her dash is a teleport dash but I haven't seen it crossup. Her air dash looks pretty normal and isn't a teleport like the ground version. All normals look to be dash cancelable. -- Her 5D and 2D do not require bats. 5D is a upwards vertical slash with her hand. 2D she does a short hop into a slide with both feet forward. Most notable non-bat normals are her 5K/j.K which looks like Valkenhayn 5B/j.B, and the 5K hits crouching. Her, what i'm assuming is, HS works very similar to Kokonoe C's. The ground one has a great hitbox that even looks like it can be used as an AA. The aerial ones look to have extra command normal directions hitting in 9, 6, and 3 angles. All of the HS's knock the opponent away like Kokonoe C's. She looks to either have two different rekkas, a claw slash and a kick one, or extra command normals. The command grab startup doesn't look much different than her walking animation but that may just be the bad fps on videos making it not visible. A green sphere forms around the opponent slashing them multiple times until it explodes, launching the opponent upwards. Looks to be easily followed up with HS into an aerial combo. She has a special that forms a portal on the ground allowing the white bat to pull the sword upwards. Looks very similar to Dizzy's ice spike. Black Bat Special 1 -Ram-chan summons the black bat and it's sword in front of her around knee height. The sword starts swinging forward horizontally while moving in the direction of the opponent, and will even travel into the air. After about 3-4 swings Ram-chan is free to start her own pressure. The sword continues to swing during Ram-chan's actions. White Bat Special 1 -Ram-chan summons the white bat and it's sword above her in the air. The sword does multiple vertical swings while teleporting toward the opponent after each spin. After about 3-4 swings Ram-chan is free to start her own pressure. The sword continues to swing during Ram-chan's actions. -- Overdrive 1 -Ram-chan crouches low to the ground, think X-23 lv3 from marvel, then dashes forward with the bats fused around her hitting multiple times very fast until eventually the bats swallow the opponent inside them and explode sending the opponent into the air for Ram-chan to follow up. Shown having some invul going through a gunflame. Overdrive 2 -Ram-chan summons the bats to fuse in front of her with their swords. Then they spin forward going to one side of the screen then the other. Overdrive 3 -Ram-chan summons the bats to fuse in front of her becoming a energy focal point with the swords at opposite sides to contain the energy. After a short duration of building energy a huge beam shoots forward. Fully invul. Tons of chip damage on block. Best to use when your back is against the wall so that the opponent can't jump over before the beam shoots. Copy of Justice's Gamma Ray.
  4. I hope Ram-chan keeps her movelist and mechanics from her boss form. Having a dual doll like system looks like a lot of fun.
  5. Your friend must follow me on twitter. :3
  6. When I release scans they are for the issues released the week of.
  7. Oh in the English sub version? I rather take what they are using in matches over a English subtitle in the opening.
  8. Where does it appear as Ramletherl? All the footage I have seen showed it as Ramlethal on the versus screen and during matches under the health bar.
  9. Looks like it might be releasing on 3/18 https://twitter.com/GC_Tecnopolis/status/442947609993310208
  10. This is what happens when SD chats with me on twitter before I release the entire scans.
  11. Just for combo video damage output. For matches you want to knockdown and go for oki instead unless the ice gun will kill.
  12. RH CH21 Raw https://mega.co.nz/#!xBRCWIAY!LwVIX0tvWbgSqNUspOWqLk5UPcstYCuJ8UWBD6BtoP8
  13. 【BBCP】ココノエコンボムービー 「NOW OR NEVER」 http://www.nicovideo.jp/watch/sm23045729
  14. 【BBCP】ハクメン、雪風&封魔陣コンボムービー (Hakumen Combos by @kaizou_001) http://nico.ms/sm23044630 【BBCP】ココノエコンボムービー 「NOW OR NEVER」 (Kokonoe CMV by Kurushii) http://www.nicovideo.jp/watch/sm23045729
  15. 【BBCP】BLAZBLUE相殺ムービー【Doubt the World】 (Clash Movie) http://www.nicovideo.jp/watch/sm23039579
  16. 【Xrd】初心者向けチップコンボムービー【チップ】 (Chipp Combos) http://www.nicovideo.jp/watch/sm23034420
  17. 【P4U2】ミナヅキ 2D始動omcコン (P-Sho Combos) http://www.nicovideo.jp/watch/sm23035818
  18. 巽完二個人的高火力コンボ詰め合わせ (Kanji Combos) http://www.nicovideo.jp/watch/sm23031455
  19. 【BBCP】 ハザマ 体力吸収なしで10000ダメージ超え (Hazama 10k OD Combo) http://www.nicovideo.jp/watch/sm23031291
  20. 【P4U2】トレモちょいまとめ - ③ (Naoto Combos) http://www.nicovideo.jp/watch/sm23022231
  21. 【P4U2】 シャドウラビリスコンボ集 (Shadow Labrys Combos) http://www.nicovideo.jp/watch/sm23017465 http://youtu.be/P7dkzpS6LxM
  22. And now it's on the official site http://blazblue.jp/special.html#topics622
  23. Yes, no ASW game has had region separation for online modes. Everyone is together on the same servers.
  24. 音符重ねの成功例と失敗例+ネタ (I-No Combos + IK) http://www.nicovideo.jp/watch/sm23009040 http://youtu.be/o7HM9dVoKMg
  25. Your notation is confusing.
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