==================================================
==================================================
News and Misc. Info
Chrono Phantasma trailer
BBCP confirmed to have a PS3 port
Translated Famitsu Article on Tsubaki
BBCP Opening Movie
General game system changes:
Bursts now regenerate instead of preset number of bursts per match like in Continuum Shift. Using Break Burst completely depletes the OD gauge. Startup is faster. Gold Burst replaced with Overdrive. Overdrive can be used with A+B+C+D when not blocking or taking damage. Temporarily powers up certain abilities. While activated, the timer countdown is stopped, and DDs have altered animations and properties. OD duration is inversely proportional to health, and canceling into OD activation reduces the active duration.
After use, 3/4 of the OD gauge is depeleted and the OD icon becomes unusable. The OD gauge recovers with time, and OD can again be used once it has fully recovered. The OD icon starts as usable in Round 1, and carries over to successive rounds without recovering. Both players can go into OD at the same time if it is available to them. Combos done while in Overdrive are un-burstable. Guard Primers removed, replaced with Crush Trigger. Press 5A+B to perform an attack that can break your opponent's guard unless they're using Barrier. On Barrier Block, a large portion of the Barrier Gauge is drained, and the attacker can charge the Crush Trigger to drain more of the Barrier Gauge. Amount of barrier gauge depeleted varies between characters. Crush Triggers costs 25% Heat. Air/Ground teching is now done by holding A/B/C input (like P4U) instead of mashing it. Astral Heat (AH) conditions changed. You only need to have your opponent at low health and have 100 heat now. You do not need a burst or OD to use it. Hitstop has been lessened and combos are intended to be shorter/faster. Repeat proration is more severe, and "same attack combo" appears on the screen when repeat proration is applied. Starter affects the amount of time you have to combo with. When you enter Negative Penalty your barrier gauge will automatically be reduced to zero. It will automatically begin to regenerate like normal when you exit out of negative penalty.
Tsubaki BBCP changes
Collapsed: Damage and Move Proration:
combo rate 70
5A / 300/100/ 75
5B / 520/100/ 84
5BB/ 400/100/ 80
5C / 640/100/ 89
5CC/ 620/100/ 87
2A / 300/100/ 75
2B / 400/ 90/ 80
2BB/ 480/ 90/ 80
2C / 660/ 90/ 87
2CC/ 680/100/ 87
6A / 620/ 80/ 89
6B / 480/ 90/ 92
6BB/ 560/ 90/ 92
6C /250*6/100/94
6CC/300*3/100/84
3C / 720/ 95/ 94
3CC/ 980/ 95/ 84
JA / 300/ 90/ 77
JB / 420/ 90/ 80
JBB/ 570/ 90/ 84
JC / 530/ 90/ 84
JCC/ 680/ 90/ 87
6 Throw /0,1400/100/60
4 Throw /0,1400/100/60
Air Throw/0,1400/100/60
CT /1000/ 80/100 ※Ignores character combo rate
236A/ 600/ 80/ 67
236B/ 700/ 80/ 72
236C/ 800/ 80/ 82
236D/1100/ 80/ 89
Tackle aura/280*7/ 80/ 99*7
214B/ 750/ 75/ 75
214D/1100/ 75/ 87
22B/ 600/100/ 84
22D/ 900/100/ 87
22B(Charged)/ 900/100/ 87
22D(Charged)/1200/100/ 94
623C/ 800/ 60/ 84
623D/550*3/ 70/ 82
J236A/ 800/100/ 89
A Proj/ 300/ 75/ 90
J236D/ 950/100/ 92
D Proj/ 450/ 75/100
J214A/ 500/ 90/ 67
J214B/ 650/ 90/ 72
J214C/ 800/ 90/ 82
J214D/1000/ 90/ 92
Followup ABC Dive/1000/xxx/ 82
Dive aura /240*9/ 90/ 99*9
46C/ 300/ 75/ 90
46D/ 450/ 75/100
Command throw / 0,0,80*12/ 90/100,80,64,80*11 ※960 guaranteed damage
632146B (Blade super)/8 X 450/60/96 (per hit)
236236C/300,700*3/100/ 92*4 ※Guaranteed 60,140*3
D0-236236D/300,2000/100/ 92*2 ※Guaranteed 60,600
D1-236236D/300,2250/100/ 92*2 ※Guaranteed 60,675
D2-236236D/300,2630/100/ 92*2 ※Guaranteed 60,789
D3-236236D/300,3150/100/ 92*2 ※Guaranteed 60,945
D4-236236D/300,900*5/100/ 92*6 ※Guaranteed 60,270*5
D5-236236D/300,690*9/100/ 92*10 ※Guaranteed 60,207*9
D0-236236D(OD)/300,620*4/100/ 92*5 ※Guaranteed 60,155*4
D1-236236D(OD)/300,750*4/100/ 92*5 ※Guaranteed 60,187*4
D2-236236D(OD)/300,590*7/100/ 92*8 ※Guaranteed 60,147*7
D3-236236D(OD)/300,720*7/100/ 92*8 ※Guaranteed 60,180*7
D4-236236D(OD)/300,680*10/100/ 92*11 ※Guaranteed 60,170*10
D5-236236D(OD)/300,810*10/100/ 92*11 ※Guaranteed 60,202*10
Also - Mugen provides a 110% proration bonus the first time any D special hits.
Tsubaki Overdrive info Called Second Install and does automatic charge recovery while it is active. you can jump cancel cancel with OD. i.e. 5bb>5cc>OD>5bb>5cc works. 6A,6B,6BB,6C,6CC,2C,JCC Can be OD canceled. If you activate Mugen then OD, Mugen will take priority over OD but OD will make Mugen drain slower. Activating OD in the beginning of the round gives her about 2 charges. Charge cancels during OD have faster recovery.
From movelist
BBCP Tsubaki Movelist
Thanks to kidviper for what the highlights mean: Moves in pink are new, moves in blue are revised.
[*]236236D only takes one charge.
[*]The 214x, 22x, 623x, and j.236x series do not have four versions anymore.
[*]214x is now 214B/D
[*]22x is now 22B/D
[*]623x is now 623C/D
[*]j.236x is now j.236A/D (A version also shoots out orb)
[*]236x and j.214x still have four versions.
[*]New Move: [4]6C/D - Shingi: Yami wo Ugatsu Agari (projectile; uses orb that travels straight)
[*]New Move: 63214C - Shinsa: Mu he Izanau Kusari (command throw)
[*]New Distortion: 632146B - Shinpatsu: Chi wo Hofuru Yaiba (calls 8 blades; in the trailer)
[*]New move: 5A+B - Crush Trigger (uses 25 heat;swings her book over her head)
New moves
Normals
Drive moves
Specials
Supers
Combos
Other
Tsubaki Damage Calculator
This is a damage calculator for Tsubaki from the jbbs forums (Use at your own risk). You can use it to find out Tsubaki's cokmbo damage potential in CP, however, use it at your own risk. Here is the link.
Loketest Changes
Collapsed: ]
[8/5-12/12:
- BBCP Tsubaki 1st Loketest changes
[8/24-8/26] - BBCP Tsubaki 2nd Loketest changes
[11/7-11/13] - BBCP Tsubaki 3rd Loketest changes
Loketest footage
Thanks to Isuna and KyushuFGC for the recordings.
Collapsed: ]
[Loketest 3: Day 6:
- Tsubaki vs Bullet
[Loketest 2: Day 1] - Tsubaki vs Platinum
[Loketest 1: Day 1] - Taokaka vs Tsubaki
[*]Type 'koromo' into the first box
[*]Click the link below.
[*]Click the download.
Translations:
閃 - 236x
剣 - 214x
槍 - 623x
翼 - j.214x
風 - 22x
光 - j236x
灯 - [4]6x
鎖 - 63214c
球 - Projectile from j.236X
溜 - Charged (e.g. 22x)
特殊翼 - j.236D > j.214D
特殊閃 - [4]6D > 236D
刃 - 632146B
焔 - 236236x
投げ - Throw
衣 - 214214D (koromo)
リセット - Reset
[*]Colors: Here!
[*]Charge recovery seems hard to do during combos now. Feels like, you get charges back in neutral, while the new projectile is occupying space, by landing a command throw, or using OD, and then you use them during combos. You get charges during OD or from landing the throw, but outside of that, it definitely does feel hard to acquire charges.
[*]Ground Projectile and Air projectile are together limited to 1. If you do an air projectile, you can't do a ground one until it is gone, etc. D versions not checked.
[*]You can use air normal charge cancel for pressure, i.e. JCC > JD > JC, but you retain the landing recovery, so it would be difficult to combo similar to short hops in P4A (but of course possible, using rapid cancels, or j.214D, etc, otherwise, on a counter, 5a should connect)
[*]Relius AH on Tsubaki: http://livedoor.blogimg.jp/b6bo-blazblue/imgs/d/0/d0fed601.jpg
[*]Combos in general are still pretty free form.
[*]6CC > Jump > JC>JCC>5C works. No charge punish combo - around 3.6-3.7k!
[*]5bb5cc623c>whiffj214d>5c>2c(c?)>aerial (midscreen 2.5k)
[*]5BB>5CC>623C>whiff>5Bhjc>JBJCC>JD>JBjc>JBJCC>J236A >J214В > 2430
[*]BBCC>BBD (max charge 22D)>dash>6C>JD>JC>5C2CC>aerial
[*]5CC > 22D > 236D still works, but doesn't seem to pick up into anything. 236D bounces too low.
[*]5C CH>6CC>JCC>5C>2CC>JC>JCC>J214A
[*]5CC>623C>J236D>J214D>6C>JD>JC>5C2CC>JC>JCC>J214A > 4136
[*]5CC - 623C - j.236D - j.214D - 6C - jc - j.D - j.C - 5C - 2CC - Ender = 4.2K
[*]5CC>2.5 charge Mugen>623D>j.236D>j.214D>6C>46D>236D>214D>5C>2C>62 3C>j.236A>j.214C does 5900 damage.
[*]236C > 5a connects at point blank range
[*]vs Azrael. Did 623C>J236D>J214D. crossed up. 6CC unable to reach, this is quote troublesome.
[*]You can connect with 236D after 236236C. You can get about 3400 dmg. ex: 236236C>236D>5C>2CC>JC>JCC>J214A
[*]236236C>236D>5C>2CC>JC>JCC>J214A > About 3400 Damage
[*]Midscreen throw, 1 charge mugen, [4]6D>236D>max charge 22d> mini dash 6cc> BBB ender. 4300 damage.
[*]623C>J214A can be followed up with 5C or 5A. Pulls 5CC 1 charge 25% heat starter to 4.5k (corner)
[*]Lots of combos on this post from streams thanks to FatalCounter
[*]Her new super (632146B) appears to have invulnerable frames once she is out of her sword summoning pose but not before and is projectile invulnerable. It has full invulnerability during the little "backdash" part of her super.||Lows such as Hazama's 632146C will not catch her during this time.
[*]236236D does use your entire meter, damage was about 3300; It still doesn't have invulnerability.
[*]Lvl 5 236236D minimum damage is 1800.
[*]During mugen, max charge 22D guard crushes if normally guarded and charges stop dropping during hitstop.
[*]Mugen provides a 110% proration bonus the first time any D special hits.
[*]22B is definitely charge cancellable, and gives Tsubaki the charge fairly fast. Not sure for 22D.
[*]22B CH staggers now instead of causing wall-bounce.
[*]22D appears to be safer on block. Fully charged, it is + on block.
[*]Charged 22D FCs and it is no longer an unblockable. However, during Mugen if it hits an opponent while they are blocking normally (not barrier blocking) it will guard crush them.
[*]214B causes a switch side after 2C (except from the corner).
[*]214D is a combo extender and lost it's invincibility.
[*]236C CH cannot be followed up with jab.. for some reason, seems like you are too far away for it to connect. Startup seems slower.
[*]236D looks just as negative on block, but it really leaves you right on top of them.
[*]236D has invincibility? Went through Taokaka's bowling ball where in Extend, it would have hit her out immediately.
[*]236X > 214D moves further (practically full screen). Link
[*]People are having trouble figuring out how to followup an air hit of 236D. Old stuff like 5C doesn't work.
[*]623C isn't a projectile, and it seems to have a lot more active frames. Still possible to trade and still has a dead-zone though. May have some invul?
[*]j.214x can be charge cancelled, get about .5 charge and keep oki.
[*]j.214x ender has potential to cross-up. Not sure how it's done though.
[*]j.214D still slides.
[*]j.236A orb will disappear before it reaches the ground if Tsubaki is high enough.
[*]j.236D > j.214D hits several times and then launches now, rather than holding in place with the orb effect
[*][4]6C is a level 1 projectile.
[*]Charge is hard to get. Hard to start without landing a command throw.
[*]Sounds like 5D/2D are exactly the same charge rate? Two Tsubaki players hit 5d and 2d at the start of a round, and both hit 5 charges at the same time.
[*]jD charge rate seems like it is dependent on height? Barely get any charge from a high jump, but from a normal jump, you do.
[*]5B and 6A(!) appear to be faster(?)
[*]5B looks awesome again; seems to have much less recovery.
[*]5C appears to be just as fast as in Extend.
[*]6A can cancel into new projectile(?) and is good as a starter for combos now.
[*]6B CH trips now.
[*]6BB causes a slide on opponents in the air, that you can followup off of. But nothing amazing coming out of it yet.
[*]6C downs opponent. You can charge in the air while rising, and then connect with JC afterwards!
[*]2C still a good anti-air but if you hit with it, it doesn't float enough for you to followup UNLESS you input 2CC. With the decreased hitstop, this is hard. (even a slight delay will result in 2CC whiff as you can see in videos)
[*]3C is still FC.
[*]3CC bonus proration removed but it can come out almost immediately now.
[*]jCC recovery is pretty fast compared to EX and can be charge cancelled.
[*]
[*]Command grab gives 2 charges if not RC'd and causes 960 dmg.
[*]Crush Trigger (CT) > 6C connects
[*]CT is our new 3CC for more damage ( which is pretty good, only 25% heat gauge)
[*](4)6C/D are pretty good for spacing, getting in and charging install. It could be a good tool for resetting the pressure but not too close to your opponent because you can get DP since it pushes Tsubaki a bit back.
[*]You can go through her ground projectile (4)6C/D with 236D like it was j.236D > j.214D. It is projectile invulnerable in this state.