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Henaki

BlazBlue: Continuum Shift II Changes NON-HELPFUL POST = TEMPBAN

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2C major buff: Larger hitbox, hakumen hitbox much better, and benefits a lot from new kishuu

Renka(1)>kishuu>6C works

Therefore,

Corner (3 magatamas)

5C>renka(1)>kishuu>6C>2C>j2A>j2C>2C>j2A>j2A>jC>5C>3C

for ~5500

2B starter results in over 4000

If distance to corner is farther, add gurren to close distance for same combo

Furthermore, adding tsubaki between kishuu and 6C will put dmg output at ~6500.

5C>renka>kishuu>tsubaki>6C>dash>2C>etc

Middle of screen

hotaru(fatal, 5 magatamas)

hotaru>land>air dash j2C>5C>above combo for ~5500

Timing of landing j2C is same as CS 6D>air dash j2C in terms of height.

If wall bounce,

hotaru>6C(full charge)>5C>renka(1)>kishuu>tsubaki>2C>etc for around 6000

Normal hit and non-fatal both works

Forgot exact combo, but there was one for 6.8k

Adding a 6C(full charge) to the first combo (with tsubaki) can go over 7k

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Arakune's combo rate is now 80.

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Tager's attack damage for CS2:

A:210

2A:280

6A:700

B:480

2B:600

6B:960

C:910

2C:1020

6C:1100

3C:760

D:1040

2D:1200

4D:800

JA:250

JB:700

JC:1050

JD:1080

J2C:1100

Back throw:1900

Neutral/Forward throw:1200

Air throw:1900

A sledge:980

B sledge:1100

Hammer (Sledge follow up):1200

360A:2700

360B:3700

Spark Bolt:1100

Atomic Collider:1600

Gadget Finger:100

Magna-Tech Wheel:2579

Terra Break:4303

GETB:5620

^Translated.

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Thank you bigode.

More tager stuff.

触ってきて判った変更点

受身補正の増加:CSコンボの最後あたりがつながらなくなった

スレッジ追加:全体F減少,直ガでも確定反撃なし?

コレダー:威力1800→1600

ガジェット:若干の範囲増加?

3C:全体F減少,威力増加,直ガでも確定反撃なし?

6A:溜めてから足元に煙エフェクトで上段アーマー成立,溜め中も吸う

  アーマー成立後,攻撃判定が出た時点でアーマー切れる

  飛び道具判定はアーマーで防げないくさい

GETB:磁力時の暗転F前の吸い込み強化,2キャラ分の距離は吸える

今回3Cは積極的に狙うべきだね。

3C>2B>2C>コレダー>空コレダー>6B>2C>コレダー>JCガジェで2800

3C>2B>2C>コレダー>(スパーク)>ホイールで3800

3C>ホイール>テラブレイクで4200まで出る。

6Aの後の6Bとの二択はガンガン迫るべき。

後テラブレイクの保証ダメージが1100位ありそう、補正効いてても最後相当伸びる。

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Some Rachel damage stuffs:

5A: 200 (1HIT) / 364 (2HIT)

3C: 616 (3HIT) / 1012 (5HIT)

カエル:695(8HIT)

Frog: 695 (8HIT)

リリー(本体):1680(6HIT) Lily (body): 1680 (6HIT)

リリー(避雷):1988(4HIT) Lily (rods): 1988 (4HIT)

ダリア(4風):2938 Dahlia (lvl 4): 2938

ダリア(3風):2230 Dahlia (lvl 3): 2230

ダリア(2風):1907 Dahlia (lvl 2): 1907

ダリア(1風):1802 Dahlia (lvl 1): 1802

Bonus ▼ (coming out in the Dahlia)

蛙:1320 Frogs: 1320

南瓜:836 Squash: 836

牛:506 Cows: 506

蝙蝠:308 Bat: 308

Minimum damage

BBL (body): 64 × 6 = 384

BBL (rods): 128 × 4 = 512

TD (lvl 4): 734

TD (lvl 3): 575

TD (lvl 2): unknown

TD (lvl 1): Unknown

Edited by Bohemian Polka

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Here's hoping for another year of Litchi

!!!!!

超スレに放り込むけど下書きぐらいの気持ちでこっちにメモ

mixi日記から貼りつけ

・棒6C、燕、棒3C、棒J2Dあたりが素敵、でも棒状態の攻めはワンパになるからガークラ狙い

・だけど素手状態じゃないと崩しに行くの厳しかったり流れが遅い、もともと機動力がないのを展開の速さでごまかしたいのに

・対空がマジカスwほんとwすごいwめちゃカスwむずいし安い、相手がてきとーにぴょんぴょんしてるだけでマジ萎えるwwwwwwwww対空燕返ししてるけど自分が何のゲームやってるか勘違いしてる感がすごい、しっかり空投げしないといけないなー

・棒状態の暴れ潰しはちょー痛いっぽい

・棒状態は投げと暴れ潰しと設置がメイン、素手状態はコンボ難易度高いけど投げと暴れ潰し、クソ安いけど中下択って感じでメリハリはっきり

・展開重視で燕全然使ってなかったけどもっと入れた方がいいかも、ゲージすごい溜まる

・棒が戻ってくるときの後ろ投げコンと素手と棒状態での前投げコンが全然わかんね

前作の貯金でメシ喰ってるけど、普通に考えて貯金無い人がやったら全然勝てるキャラじゃないと思うw

っつかもう自虐だけど全然勝てる気がしないキャラとか割といるし理不尽な技が足りなすぎると思っちゃうw

闘劇とか考えるのは気が早すぎるけど3onならワンチャンある、2onだと自分から組んでくれとは誘えないなw

まぁでもこんな考えまだ稼働して3日だし250戦ぐらいしかやってないしでやりきってないからいくらでも変わると思うけど

CS2はCSとは全く別のゲームって思ってやり出したら楽しくなってきた

一戦一戦の苦労がはんぱないw雪風グルグルしてるだけのハクメンに1回負けたときはちょっと辞めようかなと思ったけど、雪風の反撃が安すぎる僕が悪かったんだなと反省したらハクメン戦やりたくなったわ

コンボパーツ

・確定CH反撃or置き牽制棒5B>棒6C>低ダ

・確定反撃棒5Bノーマルヒット>5C2>6D2rc>生一通B>6C1前小手発一発

・棒3CCH>設置>拾い

・近め棒3C>燕カス>素手5B>6C1前小手発一発

・アドリブ6C1や対空から高め棒2C>燕>白発中(白発生遅くなってね?)

・素手5A対空から5A5A確認>HJA>JBJCJB>JBJCJB発中

・素手5A単発CH確認>ダッシュJBJCJBループ

・棒5A対空CH>6D1rc>一通C前小手発一発

・空投げダッシュ燕カス>5B6C1前小手発一発

燕カスとか相当補正いい感じだから新しいコンボパーツとして割と狙って行きたいね

ダッシュ慣性付けてめり込むようにすれば十分狙える

もういっこの方の試験がもうすぐなので触る頻度激減させてNSBに行って、NSBから先は2月まではやらないぞ!っと

Combo Parts (since I already translated these):

5B[m](CH) > 6C[m] > iad (LOL) > ...

5B[m](normal hit) > 5C(2) > 6D(2) > RC > ItsuuB > 6kote > Hatsu > riichiA > IppatsuA > ...

Close 3C[m] > Tsubame > 5B > 6C(1) > 6Kote > Hatsu > riichiA > ....

Staffless 5A AA hitconfirm: 5A(CH) > dash > j.BCB loop

Staffless 5A AA hitconfirm: 5A(CH) > 5A > hjc > j.BCB > dj > jBCB > hatsu > chun

Staff 5A AA: 5A(CH) > 6D(1) > RC > ItsuuC > 6kote > hatsu > ippatsu. . . .

5B > 2C > 6D > haku > hatsu > (riichiA > ippatsuA > ippatsuB > land > hatsu) x2 > 6c(1) > 4kote > jBCB > jBCD > jC > 6C > (daisharin?) = 4.1k near corner

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1)Hazama only gains 1 chain meter on block if he's at 0; Hazama only gains 1 chain meter on hit as well.

2)Listed for Tager: J.C>j.b works on hazama, litchi, valk, and hazama.

Edited by Zidane

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http://www.nicovideo.jp/search/%E3%83%96%E3%83%AC%E3%82%A4%E3%83%96%E3%83%AB%E3%83%BC%EF%BC%A3%EF%BC%B3%EF%BC%92?track=videotop_search_keyword search link for bbcs2 on nikoniko. For newest videos select 9th option(blahblah日時が新しいblah)

http://www.nicovideo.jp/watch/sm13006649 platina, 2 tagers, lambda, 2 arakunes, 2 noels, bang, makoto, hazama

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Im not sure if anyone has put this up here but...... >.> here goes

Haku-Men

+4C combos into specials moves

+2D knocks opponent close enought for 5C..... combo potential is low, any combo will do around 2k-2.5K

*JD has new falling animation, ?.? possible combo if fast enought

-Overall dmg nerf 5C>uppercut> J.2C>2C> J.2A>JC does 2K

-6C causes slide effect on air opponents ( Wall bounce maybe, if close to the wall )

-Cannot combo from throws, unless in corner.

-J.214B knocks opponent high & to far to combo, if they are close to the wall it causes bounce. Enough time to land with 5c.

-J.214C sends opponent away, similar to Tsubaki's air dive attack

+C attacks are faster

+623a is faster, they seemed to attack faster after the dash. Less recovery ?.? maybe

Edited by Akira-Shiro

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-J.214C sends opponent away, similar to Tsubaki's air dive attack

love this explanation

jin(lazy for translation now)

5B始動

5B(2)>5C>セッカ>6C>2D>6C>C無双 2780

5B(2)>5C>セッカ>5C>6C>dc>JC>J2C>JD>6C>C無双 3054

画面端

5B(2)>5C>B吹雪>6C>6D>6C>dc>5C>hjc>J2C>C無双 3224

5B(2)>5C>B吹雪>6C>6D>6C>dc>5C>hjc>JC>jc>J2C>C無双 3333

5B(2)>5C>B吹雪>6C>6D>6C>dc>5C>hjc>J2C>D無双>6C>C無双 3584

テイガー限定

5B(2)>5C>jc>JB>J2C>JC>5C>jc>JB>J2C>JD>5B(1)>3C>C無双 2887

しゃがみ限定

5B(2)>5C>6C>dc>5C>hjc>J2C>JD>空ダ>J2C>JC>5B(2)>2B>5C>3C 3009

D昇竜

D昇竜>凍牙 3082(ヴァルケンに対して)

D昇竜>6C>6D>5C>hjc>JC>J2C>jc>J2C>D無双>6C>C無双 3753

D昇竜>6C>B吹雪>6C>dc>JC>jc>J2C>D無双>6C>C無双 4227

D昇竜>6C>B吹雪>6C>dc>D昇竜>6C>6D>5C>hjc>J2C>C無双 4529

2D始動

2D>6B>セッカ>6C>C無双 2388 28%回収

2D>6C>5C>6C>dc>JC>jc>J2C>C無双 2690 25%回収

2D>6B>セッカ>6C>dc>5C>hjc>J2C>D無双>6C>C無双 3021

2D>6C>5C>6C>dc>JC>jc>J2C>D無双>6C>C無双 3094

地上投げ

4or6投げ>(4投げは微ダッシュ)>6C>dc>5C>6C>dc>JC>jc>J2C>C無双 2229

空中投げ

投げ>6C>dc>5C>6C>dc>JCjc>J2C>D無双>6C>C無双 3449

6C

6C(ch)>dc>6C>2D>6B>セッカ>6C>C無双 3738

6C(ch)>dc>6C>2D>6B>セッカ>6C>dc>5C>hjc>J2C>D無双>6C>C無双 4378

6C(ch)>dc>6C>2D>6C>dc>6C>dc>JC>jc>J2C>C無双 4046

6C(ch)>dc>6C>2D>6C>dc>6C>dc>JC>jc>J2C>D無双>6C>C無双 4457

6D

6D>6B>セッカ>6C>dc>5C>6C>dc>JC>jc>J2C>C無双 3517

6D>B吹雪>6C>6D>D昇竜>6C>6D>5C>hjc>J2C>C無双 3964

屈D 初段/乗算 70/92⇒ 80/80

J2C 初段/乗算 100/85⇒ 90/85

JD  初段/乗算 80/80⇒100/80

6A  初段/乗算 80/89⇒ 70/92

6D  初段/乗算 100/92⇒100/80

投げ ダメージ 1680⇒700 初段/乗算 100/35⇒ 90/55

※4投げも同様の補正

裂氷 ダメージ 1000⇒1300

空中氷翔撃 初段/乗算 85/90⇒ 90/90

氷連双   初段/乗算 100/92⇒ 90/92

虚空刃雪風 初段/乗算 100/90、40⇒100/100、60

氷翼月鳴  ダメージ 800+150*22+1000(保障1020)⇒800+150*22+780(保障976)

      初段/乗算 100/97⇒ 88/97

6BC>5C>B無双

6BC>2D>5A>5C>B無双

6BC>2D>5A>5C>5D>D無双>6C>C無双

雪華コンボ(中央から画面端運べた時)

5B>5C>雪華>6C>dc>微ダッシュ>5C>6C>6D〜

2C(FC)→C→6C→2D→6B→C→2C→6C(dc)→C(jc)→JC(jc)→J2C→B霧槍

最後をD霧槍→6C→C霧槍でもいけます。

確かノーゲージで3800ぐらい、25%で4000ちょいぐらいだったと思います。

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GETB has changed magnetism properties (unsure).

I don't know if this has been posted, but GETB pulls much faster and it looks like the magnetism kicks in earlier. Looks as fast as U. Tager from CT (jokes).

http://www.youtube.com/watch?v=Y1c4rj1RnTI

Around 13:30.

Also at 15:00, more evidence of the magnetism being stronger.

Edited by Konner

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-Lambda's 236D & 236D~C (close & far buzz saw) no longer removes a guard primer on block, video confirmed.

Unconfirmed but it does appear to me that the 236D saw does more chip damage than in CS1.

Edited by D-ploy

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so much work.....

Jin stuff

5B starter

5B(2)>5C>sekkajin>6C>2D>6C>214C 2780

5B(2)>5C>sekkajin>5C>6C>dc>JC>J2C>JD>6C>214C 3054

Corner

5B(2)>5C>623B>6C>6D>6C>dc>5C>hjc>J2C>214C 3224

5B(2)>5C>623B>6C>6D>6C>dc>5C>hjc>JC>jc>J2C>214C 3333

5B(2)>5C>623B>6C>6D>6C>dc>5C>hjc>J2C>J214D>6C>214C 3584

Tager only

5B(2)>5C>jc>JB>J2C>JC>5C>jc>JB>J2C>JD>5B(1)>3C>214C  2887

Crouching only

5B(2)>5C>6C>dc>5C>hjc>J2C>JD>Air Dash>J2C>JC>5B(2)>2B>5C>3C 3009

623D

623D>632146C 3082(On Valkenhayn)

623D>6C>6D>5C>hjc>JC>J2C>jc>J2C>J214D>6C>214C 3753

623D>6C>623B>6C>dc>JC>jc>J2C>J214D>6C>214C 4227

623D>6C>623B>6C>dc>623D>6C>6D>5C>hjc>J2C>214C 4529

2D starter

2D>6B>sekkajin>6C>214C 2388 28% meter gain

2D>6C>5C>6C>dc>JC>jc>J2C>214C 2690 25% meter gain

2D>6B>sekkajin>6C>dc>5C>hjc>J2C>J214D>6C>214C 3021

2D>6C>5C>6C>dc>JC>jc>J2C>J214D>6C>214C 3094

Ground throw

4or6BC>(4BC needs a small dash)>6C>dc>5C>6C>dc>JC>jc>J2C>214C 2229

Air throw

BC>6C>dc>5C>6C>dc>JCjc>J2C>J214D>6C>214C 3449

6C

6C(ch)>dc>6C>2D>6B>sekkajin>6C>214C 3738

6C(ch)>dc>6C>2D>6B>sekkajin>6C>dc>5C>hjc>J2C>J214D>6C>214C  4378

6C(ch)>dc>6C>2D>6C>dc>6C>dc>JC>jc>J2C>214C 4046

6C(ch)>dc>6C>2D>6C>dc>6C>dc>JC>jc>J2C>J214D>6C>214C 4457

6D starter

6D>6B>sekkajin>6C>dc>5C>6C>dc>JC>jc>J2C>214C 3517

6D>623B>6C>6D>623D>6C>6D>5C>hjc>J2C>214C 3964

2D p1/p2 70/92⇒ 80/80

J2C p1/p2 100/85⇒ 90/85

JD  p1/p2 80/80⇒100/80

6A  p1/p2 80/89⇒ 70/92

6D  p1/p2 100/92⇒100/80

throw damage 1680⇒700 p1/p2 100/35⇒ 90/55

※back throw has the same proration

623C damage 1000⇒1300

J236D p1/p2 85/90⇒ 90/90

623D   p1/p2 100/92⇒ 90/92

236236D p1/p2 100/90、40⇒100/100、60

632146D damage 800+150*22+1000(guaranteed 1020)⇒800+150*22+780(guaranteed 976)

      p1/p2 100/97⇒ 88/97

6BC>5C>214B

6BC>2D>5A>5C>214B

6BC>2D>5A>5C>5D>D無双>6C>214C

Sekkajin combo(when going from midscreen to corner)

5B>5C>sekkajin>6C>dc>small dash>5C>6C>6D〜

2C(FC)→C→6C→2D→6B→C→2C→6C(dc)→C(jc)→JC(jc)→J2C→214B

You can do J214D→6C→214C at the end instead.

Meterless should be approximately 3800, 25% meter is about 4000 I think.

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+ Ashura(236236A) : Oki available after its hit. In other word, you are not in frame disadvantage on its hit anymore.

Damage increased(about 2500. 3000 in Furikajan)

Someone reported that it is more easier to interrupt during opponent's block string by using ashura.

- Ashura(236236A) : Frame disadvantage on block. Startup frame a bit gets slower.

+ 6D : Now it has much faster startup frame. More damage available following after its hit. Also you can cancel 6D into his other moves on block.

Confirmed combos

(Field) 3C(Fatal Counter)>2B>5D>jB>j4C>(jump cancel)>j4C>jC 2700

Furikajan

(Field) (JC)>B>2C>6D>2D>J4C>2land>J4C>J4C>JD>236C>Daifunka 5600+

(Field) (JC)>B>2C>6D>2D>J4C>2land>J4C>J4C>JD>2land>5C>6dc 236236A 5600+

(Corner) (JC)>5B>2B>2C>6D>6C>6dc J4C>7dc J4C>JD>2B>236B>Daifunka 5600+

Good shit Crystalwind for translation.

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5Aの攻撃レベルが上がったか、のけぞりが延びたか、もしくはJAの出が早くなったのかは分かりませんが、

(ここまでの皆様の書きこみを見る限り、5Aの攻撃レベルが上がったのが正解っぽいかな?)

6C(CH)>5A>jc>JA>B鳥>jc>JA>JC>JD

Arakune's 5a has an increased attack level (fuck yeah).

6c CH > 5a > jc > j.a > j.6b > j.a > j.c > j.d possible.

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●弱体点

・ダイブ、車輪、6C3段、同技補正

・ジャンプ移行鈍化5F

・2C5Cフェイタルコンボ

・バクステ硬直増(見てからダッシュ5A等に刺さる)

・端ワープ鈍化(約3倍)

・PQ鈍化硬直増

・空投げスカ着地硬直2F

・烙印タイム、アラクネ、ガード時、くらい時、通常減少(コンボ時間、大噴火などでかなり減少、マコト画面端フルコンで90%減少)

・6A鈍化

・ベクトル持続6秒・ビームカス当てやりずらく

・JC発生鈍化

・JB弱体化

●強化点

・f〇(ガー不から下段コンボ用に)

※暗転見てからバーストで拒否確定?

・JBノックバック減少

・2A>5A、5A>2Aルート追加

・5A攻撃レベルUP・前ステ性能がバクステとほぼ同じ

・5A攻撃判定下に拡大

●変更点

・D虫落下速度増(ヒット数減少?)

・6Bモーションが、4B入力

・6D出現位置変更(遠距離出現、落下速度増)

・5A→6Bの6Bが直接出せる(発生自体は遅く

General look at nerfs, buffs and indifferent changes

Buffs

+f.g (homes in, comboable, 100% curse)

+*You could be able to backdash it, but it's strict

+Forward dash is faster

+6c, derivative 5c, derivative 2c, grab and air grab all do more damage

+j.b has less knockback (easier to combo with I assume)

+2a > 5a, 5a > 2a gatlings

+5a's increased attack level

+5a's hitbox can hit crouching opponents

+j.a's increased attack level

+5b > 6b gatling

+D bug hits Mu on the way up

Nerfs

-Dive, j.236c, 6c rekka, 5c and 2c all have repeat move penalty.

-5f jump

-2c and 5c Fatal counter combos. (what is nerfed about this?)

-Slower back dash (you can see and 5a it)

-Corner Teleport (j.44 in corner) is much slower (like 3 times slower)

-Command Teleports are slower

-2f landing recovery after air grab (Thanks Hiago)

-Curse time seems to drain faster than CS1 when Arakune is taking damage (Daifunka drains a lot of Curse meter, Makoto corner combo drains 90% curse meter)

-6a is slower

-5a, 5c, and dive all do 1 point less damage(confirm?)

-Cloud only lasts 6 seconds, more start up (Hiago: he can use cloud right after his beam super)

-j.c's *startup (thanks hiago) is slower

-j.b is weaker.

-f.g hits low.

-All bugs seem slower (except D bug)

Indifferent changes

oD bug descends faster (but it gets less hits in, less hitstop)

oC bug > D bug is harder (nothing specific is stated, probably related to D bug's speed)

oOld 6b is 4b

oParty bug is summoned further away (falls faster)

o(5a >) 6b is now standalone 6b (start up is fast)

oCombo rate is now 80%

Edited to include jp wiki changes and optimized for Henaki.

http://www14.atwiki.jp/arakune/pages/74.html

Edited by Skye

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Can someone translate this, its suppose to be some combo stuff but I can't understand it.

暇だし軽くコンボでもまとめるか 正確なダメージは忘れちゃったけどだいたいあってるはず

5A→5B→3C→2B→2C→コレダー→低空J2C→ガジェ ダメ約1900

前作からの基礎コン 3Cの補正が緩くなったため5Aを二回刻んでも最後まで入るのを確認

3C→2B→2C→コレダー→JBルート 約2800

3Cの補正緩和でコレダー二回からも締めれるように

6A→2C→コレダー→JBルート 約3000

始動、乗算ともにキツくなったパーツ とはいえコレダー二回締めできるので問題なし

上のルートで5C始動だと3800、6Aを省ければ4000は超える

Aドラ→ガジェ 2800

Aドラ→2B→コレダー 3400 キャラ限

Bドラ→2B→(2C)→コレダー→低空J2C→ガジェ 4800 キャラ限

上のJBルートのところは磁力時の空コレダー→6Bにできる 空コレダー→6C→J2CのルートはFC始動か2C始動じゃなきゃ無理みたい

6投げ始動

中央ならスパークからコレダー→ガジェ締め

端なら色々入りそうで補正が緩いからコレダー二回で締められる

4投げは5C→コレダー→締めが無難

ちなみにBドラ時の最高は

Bドラ→2B→コレダー→空コレダー→6B→2C→コレダー→スパーク→ホイール→テラブレイクで6500 恐らく最大

テイガーのコンボなんて猿でもわかるけど一応

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Can someone translate this, its suppose to be some combo stuff but I can't understand it.

暇だし軽くコンボでもまとめるか 正確なダメージは忘れちゃったけどだいたいあってるはず

5A→5B→3C→2B→2C→コレダー→低空J2C→ガジェ ダメ約1900

前作からの基礎コン 3Cの補正が緩くなったため5Aを二回刻んでも最後まで入るのを確認

3C→2B→2C→コレダー→JBルート 約2800

3Cの補正緩和でコレダー二回からも締めれるように

6A→2C→コレダー→JBルート 約3000

始動、乗算ともにキツくなったパーツ とはいえコレダー二回締めできるので問題なし

上のルートで5C始動だと3800、6Aを省ければ4000は超える

Aドラ→ガジェ 2800

Aドラ→2B→コレダー 3400 キャラ限

Bドラ→2B→(2C)→コレダー→低空J2C→ガジェ 4800 キャラ限

上のJBルートのところは磁力時の空コレダー→6Bにできる 空コレダー→6C→J2CのルートはFC始動か2C始動じゃなきゃ無理みたい

6投げ始動

中央ならスパークからコレダー→ガジェ締め

端なら色々入りそうで補正が緩いからコレダー二回で締められる

4投げは5C→コレダー→締めが無難

ちなみにBドラ時の最高は

Bドラ→2B→コレダー→空コレダー→6B→2C→コレダー→スパーク→ホイール→テラブレイク で6500 恐らく最大

テイガーのコンボなんて猿でもわかるけど一応

light combos, forgot accurate damage blah blah blah

5A→5B→3C→2B→2C→collider→low J2C→gadget 1900

something about timing correction

3C→2B→2C→collider→JB route 2800

6A→2C→collider→JB route 3000

can 2x collider, with 5C starter 3800, without 6A starter over 4000

A busta→gadget 2800

A busta→2B→collider 3400

B busta→2B→(2C)→collider→low J2C→gadget 4800

mentioned above JB route can lead to collider→6B if magnetized or to collider→6C→J2C route if starter 2C FC

throw starter

midscreen - spark→collier→gadget

corner - various options, can do 2x collider

4B+C→5C→collider→safe tighting

higher B busta damage

B buster→2B→collider→collider(tighting)→6B→2C→collider→spark→wheel→break 6500

much mash but easy to understand

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I'm at Japan right now with my friend and got to play like 3 rounds of CS2 Hakumen. Feels really slow compared to CS1 and I was pretty sad when I lost to a Platinum player who knew his shit because Mugen > Yukikaze kills too much bar at once, and I couldn't continue to deal the killing blow.

Anyways some stuff from the BBS.

名称・攻撃力・初段補正・乗算補正

5A   350  85  84

5B   590  80  89

5C  1110  100  92

2A   300  85  84

2B   450  80  86

2C   950  90  92

6A   620  85  89 ?

6B

6C  1300  100  92

溜め6C 1600

最大6C 2000

4C   700  80  89

3C  1200

JA   320  90  84

JB   590  90  89

JC   900  90  89 ?

J2A   980  80  75

J2C  1000  90  92

5D・2D・6D・JD 初段乗算45

紅蓮   560  100  89

閻魔   860  90  75

蓮華   830  90  120

二段目 860      65

残鉄 2430  90  80

二段目 550      94

火蛍 1500  90   92

椿祈 2200  70? 90? ボーナス120??

疾風 4000  100  60

雪風 3800  33以下

Name.Damage.P1.P2

5A   350  85  84

5B   590  80  89

5C  1110  100  92

2A   300  85  84

2B   450  80  86

2C   950  90  92

6A   620  85  89 ?

6B

6C  1300  100  92

charge 6C 1600

max 6C 2000

4C   700  80  89

3C  1200

JA   320  90  84

JB   590  90  89

JC   900  90  89 ?

J2A   980  80  75

J2C  1000  90  92

5D・2D・6D・JD  P1 P2 45

Guren   560  100  89

Enma   860  90  75

Renka(1)   830  90  120

Renka(2) 860      65

Zantetsu(1) 2430  90  80

Zantetsu(2) 550      94

Hotaru 1500  90   92

Tsubaki 2200  70? 90? Bonus 120??

Shippu 4000  100  60

Yukikaze 3800  Under 33

That's it for now, may edit and add more later.

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It seems that Tao has a new loop now...using j.8D~A :

corner

2C FC, 6C, 5C, j.8D~A (11x), 2D, j.D~6, j.C, j.8D~C, j.8D~6, j.2D~6, Cat 2

5.508 dmg

A list of how many j.8D~A you can do in a combo:

5B, 6A, j.2D~B, 5C, j.8D~A (3x)

5B, 3C, Cat 1, 5D~B, 5C, j.8D~A (3x)

5B, 2B, 6A, j.2D~B, 5C, j.8D~A (2x)

2B, 6A, j.2D~B, 5C, j.8D~A (2x)

2A, 5B, 6A, j.2D~B, 5C, j.8D~A (1x)

3C, Cat 1, 5D~B, 5C, j.8D~A (5x)

corner 6BC, j.D~A, 5C, j.8D~A (2x)

4BC, 5B, 5C, j.8D~A (2x)

Air Throw, 5B, 5C, j.8D~A (2x)

corner 6C, 5C, j.8D~A (6x)

midscreen, ~4.000 damage

5B, 3C, Cat 1, 5D~B, dash 5C, j.8D~A (3x), 2D~C, j.8D, j.D~6, j.C, j.8D~6, j.2D~6, Cat 2

corner, ~4.700 damage

5B, 3C, Cat 3 (2 hits), 5D~A, j.8D~A (6x), aerial

+It seems that j.8D doesn't have same move proration

+6B normal hit does combo now: 6B, Cat2 (2 hits), 5D~B, 5B, 3C, etc

-j.2D has same move proration

*2C will only FC if it's fully charged, forces FC in combo (like Rachel j.2C lv.3). It seems that 3C->RC->2[C] works, but they are stil testing combos using it.

Source: jBBS and translated by Nikki from HitConfirm

Edited by KM Riku

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Here's arakune (CSII) list of modification:

-Dive, 236C, 6C+follow ups are weaker.

-Jump, slower around 5F

-Slower backstep

-Edge Warp slower (2 seconds?)

-Curse time reduced to around 6 seconds.

-During curse, reduction time will not slow down even when Arakune is blocking.

-6A, JC slower

+ DD-FO is not unblockable, but hits low and tracks enemy (able to use in combo)

+ DD-FO will curse the opponent in one shot.

+ New combo route: 5B then 4B(Old 6B)

+ JB knockback reduced

+ increase in 5A attack power

+ 5D, 6B longer range

O D bug faster (less hits)

O 6B motion changed to 4B

O 6D= bug will appear a bit farther away from Arakune

O 5A to 6B followup = the 6B can be used by itself (a bit slower though)

Hope this will give an idea of how Arakune fights. Still will be able to dish out 6,000 to 8,000 damage with curse. We'll see how Arakune develops over the course of time

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The f.g combo was good, but I found the AIR UNBLOCKABLE 6A to be way better for interest.

+ Arakune's 6a is air unblockable.

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