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#1 (permalink) |
![]() Join Date: May 2010
Posts: 340
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well here it is they say it could change even more till release the thing that im piss is what they did to bang pretty lame hope they change that
"Ragna: 5D on grounded opponents no longer floats 3C is techable 5B>6A gattling is gone Inferno Divider no longer has wall bounce Belial edge doesn't bounce as high any more (can still follow up with a quick 5D) Jin: 2C>5C gattling added (cannot re-input 2C) B musou knocks down again [click read more for the rest]" "Noel: 2C>5C gattling added (cannot re-input 2C) j4D is damn fast. As if you can't see her falling from the air. 5D reduced invincibility frames Rachel: Overall damage increased 5B>2B gattling added 6A activation speed increased 6B on counter slides 6B jump cancel possible on block 2C hit stop increased 5C>C now slides. Mid screen C lobelia>3D> Sword iris/BBL combos. In corner 5C>C>3C can be done for 2 loops. j2C can be canceled into attacks on landing Lobeilas come out even when hit George has been changed (there's a frog gauge now) Tempest dahlia? what the heck is that? [i think he means it's been removed] Tager: Nothing known. something about his collider mechanics being revised Taokaka: new jB, cat motion 2's animation for 2 hits old jB is now j2B taunt loop's been nerfed bad. it's now a joke. drives are more stiff(?), increased hit stop. health increase [i think.] Arakune: overall damage decreased guarded drive moves give less curse meter Litchi: more gattlings without staff 6A with staff must be RC otherwise no followups available 4D slides. follow up possible in corner 6D's level(?) decreased. [maybe priority?] jC without staff is now techable Bang: 5B slower start up 2B slower start up 2B>5B gattling added. (cannot reinput 2B) heavenly phoenix thrust no longer wall bounces for both air and ground 3C is techable ashura slower start up, no more invincibility frames, has become a joke DD Carl: 2B>5B gattling added cannot re-input 2B) ada's gauge recovers slower hakumen: jD cannot be followed up 5D increased damage [something about his yukikaze.] other than that don't know much Lambda: 5DD activation slowed blade summonings are slower Tsubaki: 5D instantly gives 1 stock, but holding down D gives a slightly slower charge speed 2D starts out slow but the charge speed rapidly increases. Also more stiff now. jD charge speed increased 5B more strong 2BB>5BB gattlings added (Cannot re-input 2BB) 236A start up time increased, if comboed into cannot be follow up [i think.] 214A, B doesn't float opponent even when done by itself 623A on counter hit, untechable time decreased so cannot follow up cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner can follow up with normal combos. after air throw timing for follow up attacks more strict Hazama: Ouroboros start up and move speed slowed (although it really feel like there's no difference) Ouroboros gauge takes longer to recover 5B level reduced. If 5B>3C is not inputted with the fastest timing it won't combo. Makoto: parry cancel gone 5B faster start-up, can jump cancel even on block. Valkenhayn: cannot block or crouch in wolf form. cannot switch directions. "Step Character" - has reasonable range. Good at follow-ups while doing damage. cannot crouch/block in beast mode/ [something odd about walking left and right based on attack/throw? direction] 5A, 2A - small punches 5B - kick 2B - low kick 6A - some kind of knee kick 6B - some kind of mid attack 5C - ridiculously long kick; reaches far 6C - flying kick; hits mid ; feet invincible; no disadvantages even on guard; crushing attack 2C - anti-air kick; fast startup; crushing attack 3C - knockdown kick j.A, j.B - par for the course j.C - downward kick; even Slayer would be surprised how good this is. 236A - like "Hell's Fang" - slight advantage on hit 236B - has B-follow-up; low rush 236C - "Upper"-type rush; hits mid Beast A - low clawing motion Beast B - stabs upward; head invincible Beast j.A - clawing motion Beast j.B - rages about in mid-air Beast C - goes airborne quickly Beast 236A, 236B - wolf charge; A moves horizontally, B moves diagonally upward Beast 236D - command throw, 2300 damage 632146D - like Chipp's FujiyamaGeisha super; left defenseless if all hits are guarded j.236236C - Chokkagata Dandy 214214214D - Astral Heat ; launches opponent, transforms, [something happens involving moon] Impressions: Valkenhayn is too strong as he is now. Runners up are Rachel, Arakune; goodbye to Ragna, Bang, and Litchi! Valkenhayn has lots of options; I'll confirm tomorrow some things I may have forgotten. The other characters felt a little strange/suspicious, so I'll test more tomorrow. Is this not enough notes? People are saying that more and more! Individual accounts of Lambda have suspicious information. Will test tomorrow." |
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#2 (permalink) |
![]() Join Date: Jul 2010
Location: Bahstun
Posts: 662
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You should credit your sources, aka Dustloop:
BBCS News only. Anything else = TEMPBAN. Valkenhayn DLC! BBCS 2 for arcades! The changes are kind of expected.... Ragna/Bang/Litchi nerfed, Tsubaki/Rachel boosted. Can't wait to see Ragna users dropping like flies after the update. ![]() These changes probably mean that some of the challenges have to be changed as well, right? Like Litchi's jC can now be teched out of.... Oh and you should note these are just from loketests and all the changes haven't been discovered... right? Last edited by Buster-K; 09-10-2010 at 08:06 PM. |
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#3 (permalink) | |
![]() Join Date: Oct 2009
Location: Florida
Posts: 2,847
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Quote:
__________________
Last edited by Setsuna; 09-11-2010 at 03:56 AM. |
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