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[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

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The bbs predicted that or somebody reported the smp on bugs? Because even if I'm right for cp and before they might've changed the properties for cf, hopefully they realize that arakune needs the big damage this time around.

 

 i hope for one he does get smp on his bugs, or at least stays as bad as he is now in CPEX. Nerfed kune is best kune :toot:

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https://twitter.com/giketomato/media

 

Translating a more detailed notes for Arakune @ BBCF loketest (unfortunately, the fear I've posted earlier about Bugs now getting SMP might be true)

This is probably the most up-to-date changes so far, some information may be repeated here

 

Major Change:

SMP now effects damage and have no effect on combo duration. Normals do not have SMP, however specials do. Bugs have been modified as "Special" thus are now affected by SMP (Damn it)

 

New Moves:

 P Reject

A move that will auto-activate depending on the opponents location, all PQs will activate this.

Once hit, the opponent will be hoisted up and drops down, Arakune will be able to move afterwards so great possibilities in ending curse with this or combos in general.

However, startup is relatively slow + you'd have to be sticking right next to the opponent for it to activate, so adding this into a combo may be a challenge.

For now, 5C>APQ>P Reject and 3C>BPQ>P Reject has been confirmed.

JB>5A>5B>5D>3C>BPQ>P Reject does not work, may be M Startup

 

 F=

A new DD that can be only activated during Curse. Once active, a bug that looks like it came from Nausica: The Hidden Valley of the Wind will run around across the stage. It'll start from where the OD Icon is and will go down forward from there.

A multi-hit move, will cause opponent to spiral and then fall, knockback upon block is huge and will push the opponent right into the corner.

Once the curse gauge is gone, the bug will disappear.

When active, the curse gauge will go from red to purple, indicating that the curse will last longer than usual.

No other plus effects are known, best be used as a curse time extender.

 

Old moves

 Curse System

Like in CS, the curse system is time based lasting around 9-10 seconds. D based curse gain is still 25% like in BBCPEX.

A, D bug remain the same.

B Bug: will now appear from the ground, startup is slower. Once it leaves the ground, it will gain its usual speed.

5B Bug will appear in front of Arakune  (Around where jD appears) going towards the enemy at a 45 degree angle.

Upon hit on ground, the opponent will be knocked back strongly, no down, same when guarded. Aerial hit remains the same.

On the ground, B Bug>D Bug will not connect if mashed out together, so you'll have to imput D Bug beforehand.

C Bug: Faster startup (?) same guard crush properties. Upon confirm, 5A or 5B will connect (be fast about it though). Even if you Guard crush, however, the combo damage is quite small. Guard crush>D bug Full combo = little under 5000.

 

 F Inverse

Damage increased from 2000 to 2500. SMP rate unconfirmed

 

 Zero Vector

Now able to execute on ground. Motion wise, same as spewing a slow cloud. Once the cloud makes contact, it will begin charging the curse gauge (for reference, if the opponent is at 0 curse, it will take 3-4 secs for the cloud to fully charge the gauge). The duration of the cloud staying on the field is long. Unconfirmed, but once a curse combo is complete and you do Zero Vector, it may not count in curse gauge retrieval.

 

 a±b

Command is now 236D

 

 PQ

BPQ = walks forward then warps back

CPQ = Does a 6D Motion, warps where the party bug appears, can immediately move afterwards.

Aerial CPQ = Does a B Dive motion, warps forward, a little further forward from where the party bug appears.

All PQ will activate P Reject if they are getting close during the warp.

CPQ has a very early invincibility frame, so this may be your best counter (activate P Reject as a pseudo DP or just run away)

 

 Dive

Now has overhead properties.

 

 2D

Can now do 1D, 2D, 3D to adjust distance. 2D= same, 1D=real close, 3D=around where party bug lands. 1 hit

 

 JD

Upon hit, can now cancel into specials. Decreased frame advantage upon hit, opponent will go up upon hit, decreased untechable time.

Unconfimed if cancelable upon guard.

 

 Gataling Routes and other changes

jC>jD new gataling route.

jC>Dive is pretty hard to pull off (it will connect though, but not always, see my previous Arakune notes on hit connect)

2C startup is cheap, with the curse bug now affected by SMPs, 2C startup full combo with F Inverse = 5100

Personal thoughts, combo time seems shorter. Even with 2C Startup, Wheel > CD bug> 6C3 hit, the opponent is able to tech out of it. 

jB>5A>6B>j6D>bird>jA>jB>jC>Dive>6D>party bug + Permutaion, the moment the party bug hit, it was a blue beat combo.

Other than jD, jC, Dive, the combo parts remain unchanged thus combos that don't involve the edge have not really changed.

 

Some combos:

6A>2B>5B>2C>6D>Party bug hit

Ground Throw>B Permutation>5A>5B>jA>jC>Dive>6D>Party bug+Permutaion

At the edge, jB>5A.6B>2D>5D>j6D>jC>jD>Bird>Wheel

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It's 2015 and people still hate Arakune.

In a game with Nu, Litchi, Azrael, Kokonoe, Mu, Tao, Valk.

All I hope for is to return rising j.c, but it sounds like it either went untested, or it's still in, still like his other changes though.

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In a game with Nu, Litchi, Azrael, Kokonoe, Mu, Tao, Valk.

 

Well to be fair, the matchup vs Arakune as Mu has become quite harder since she can't outzone him anymore since cpe's nerf on the laser's reach and activation time on the steins

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Even so though, the concept of Arakune has drastically been nerfed since CS (once curse activates, it's Arakune time). I wouldn't mind if they kept the current curse gain/usage and add the CS explosive damage output.

 

Don't really know why so many people complain about him in every installment. Ah well, can't please the mass. We Arakune users just got to deal with it and beat everything in our path.

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Argent, if you could, could you please repost your translations in the Arakune loketest thread? I'd really appreciate it.

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Even so though, the concept of Arakune has drastically been nerfed since CS (once curse activates, it's Arakune time). I wouldn't mind if they kept the current curse gain/usage and add the CS explosive damage output.

Don't really know why so many people complain about him in every installment. Ah well, can't please the mass. We Arakune users just got to deal with it and beat everything in our path.

Try playing characters with limited movement and range :V

Sent from my iPhone using Tapatalk

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Try playing characters with limited movement and range :V

Sent from my iPhone using Tapatalk

I do sub Tager you know? Since CT.

 

The character that doesn't have a second jump, air dash, or dash for that matter? Ring any bells?

 

Jeez, don't think I'm blinded by my own characters nerfs and not be able to see the changes implemented on the whole roster.

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I'm not saying Kune is this amazing character or anything, I've been through four iterations now and fighting him with Hakumen gives me a migraine.

Sent from my iPhone using Tapatalk

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Ah, that's where you were getting at. Sorry for snapping at you.

It's fine, matchups vary from person to person after all.

And go back to Xrd Fenrir, you don't even play this game kappa.

Sent from my iPhone using Tapatalk

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7thFonon and hakimiru : Thank you for your translation !

 

Kiyoshi has made a complete summary of all known Nu changes (+ his impressions) : https://www.evernote.com/shard/s440/sh/3d0246a4-e48d-4c21-88ff-94c8f4850459/2ae203a4ec783c1bc2596fce35894f4d

 

Three more tweets about Lambda (continuation of the 4th, 5th and 6th Zukki tweet of my previous post) :

 

ラムダロケテ7

2C浮き 変わらず

中央

6B2Ddlトライ 繋がる

3CB重力6Cキャバシックル ここまではいけた、スパイク繋がるか未確認

 

ラムダロケテ8

重力ゲージの回復速度

相手に当てない時、当てた時、どっちも1秒くらい遅くなってる

 

ラムダロケテ9

中央 3CB重力その場6Cキャバスライドシックル微ダスパイク 繋がる

端 キャバエクシーガ 繋がらない

重力 上にキャラが居ないとすぐ消える、居るとニューと同じ

 

And also :

 

CKXp5yVUAAEflhv.jpg

 


CKXp6h1UkAAWOOp.jpg

 

Source :

 

https://twitter.com/mamamannnnnnnnn/status/623177665491529728

https://twitter.com/Zukki_Ka/status/622946040337993728- https://twitter.com/Zukki_Ka/status/622971439864352768 - https://twitter.com/Zukki_Ka/status/623033438036045824

https://twitter.com/PuchiWing/status/623161322281136129

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7thFonon and hakimiru : Thank you for your translation !

 

Kiyoshi has made a complete summary of all known Nu changes (+ his impressions) : https://www.evernote.com/shard/s440/sh/3d0246a4-e48d-4c21-88ff-94c8f4850459/2ae203a4ec783c1bc2596fce35894f4d

 

Three more tweets about Lambda (continuation of the 4th, 5th and 6th Zukki tweet of my previous post) :

 

ラムダロケテ7

2C浮き 変わらず

中央

6B2Ddlトライ 繋がる

3CB重力6Cキャバシックル ここまではいけた、スパイク繋がるか未確認

 

ラムダロケテ8

重力ゲージの回復速度

相手に当てない時、当てた時、どっちも1秒くらい遅くなってる

 

ラムダロケテ9

中央 3CB重力その場6Cキャバスライドシックル微ダスパイク 繋がる

端 キャバエクシーガ 繋がらない

重力 上にキャラが居ないとすぐ消える、居るとニューと同じ

 

And also :

 

CKXp5yVUAAEflhv.jpg

 

CKXp6h1UkAAWOOp.jpg

 

Source :

 

https://twitter.com/mamamannnnnnnnn/status/623177665491529728

https://twitter.com/Zukki_Ka/status/622946040337993728- https://twitter.com/Zukki_Ka/status/622971439864352768 - https://twitter.com/Zukki_Ka/status/623033438036045824

https://twitter.com/PuchiWing/status/623161322281136129

 

Glad to help out my fellow Lambda people! Here is the translation for Lambda

 

Lambda

2C float unchanged

center stage..... 6B, 2Ddl, Tri = works

3C, B gravity, 6C, 236C, Sickle = works from this point (of the combo), Spike Chaser connecting (afterward) is unconfirmed

Gravity gauge's regen speed....Whether you hit your opponent or not (with gravity), the recovery is higher for about 1 second more

Center Stage 3C, B Gravity, 6C from that position, 236C, slide Sickle, Spike Chaser =  works

in corner 236C, 22D = doesn't work

If opponent is not in gravity spot / area, the gravity will soon disappear. If they are there, it works the same as Nu's gravity

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Hope you don't mind a few minor corrections:

Glad to help out my fellow Lambda people! Here is the translation for Lambda

 

Lambda

2C float unchanged

center stage..... 6B, 2Ddl, Tri = works

3C, B gravity, 6C, 236C, Sickle = works from this point (of the combo), Spike Chaser connecting (afterward) is unconfirmed

Gravity gauge's regen speed....Whether you hit your opponent or not (with gravity), the recovery is higher for about 1 second more
Gravity gauge recovery is about 1 second slower, regardless of whether or not you land a hit with it.

 

Center Stage 3C, B Gravity, 6C from that position, 236C, slide Sickle, microdash Spike Chaser =  works

in corner 236C, 22D = doesn't work

If opponent is not in gravity spot / area, the gravity will soon disappear. If they are there, it works the same as Nu's gravity

To clarify, it disappears instantly if the opponent isn't in it.

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No problem, if it conveys the message better. Sorry if some parts are unclear , I'll try to be more specific from now on. :x

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I really don't like the CS art style, the characters look weird. The artwork from CT and CP is perfect. Mori should have done the art again for CF.

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in corner 236C, 22D = doesn't work

God is dead they killed him.

 

I dont understand why they nerfed Lambda's gravity regen rate, it was already pretty bad and a lot of our best combo routes require hitting with gravity and putting it on a nine year long cooldown anyways so using it for zoning purposes was only in certain situations to give you a little bit of breathing room. It just feels kinda pointless to me. Then again, maybe they wanted to tone down her her zone a bit since her drive got a lil faster.

 

Has it been confirmed that her drive no longer automatically confirms the second hit?

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