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Psykotik

[CF] Loketest Information

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Judging from this poster http://www.blazblue.jp/cf/images/playguide.pdfthat new attack carl used is not a special attack? If it is, its not on the command list. Maybe a new normal? or possibly the new 25heat attack that replaced CT? If anyone can translate the three boxes on the left of the portrait that would be epic.

Carl is on page 7 with Haku-men 

http://www.blazblue.jp/cf/images/playguide.pdf

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Carl seems to have lost Con Tenerezza without getting a new special move.

Carl already suck on CPEXT, so i hope this time they manage to return his magic.... 

Also, we need Tenerezza back!!!

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Judging from this poster http://www.blazblue.jp/cf/images/playguide.pdfthat new attack carl used is not a special attack? If it is, its not on the command list. Maybe a new normal? or possibly the new 25heat attack that replaced CT? If anyone can translate the three boxes on the left of the portrait that would be epic.

Carl is on page 7 with Haku-men 

http://www.blazblue.jp/cf/images/playguide.pdf

 

First box is talking about Carl's Drive. Nothing new.

 

Second box is his Overdrive. It's still Synchronize Speed. Nothing new here either.

 

Last box is the Exceed Excel attack, which is called (direct translation) "Lamentation of Symphonia". It is activated while in OD mode and pressing all 4 buttons.

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https://twitter.com/daisukemoto0629/status/622260946828857344

https://twitter.com/daisukemoto0629/status/622263549721624576

https://twitter.com/daisukemoto0629/status/622266130317479936

https://twitter.com/daisukemoto0629/status/622269464466186240

https://twitter.com/daisukemoto0629/status/622275609331236865

https://twitter.com/daisukemoto0629/status/622590594850775040

https://twitter.com/daisukemoto0629/status/622594077234630656

https://twitter.com/daisukemoto0629/status/622649374821081089

https://twitter.com/daisukemoto0629/status/622655196410175488

 

 

 

5B>6B gatling removed
2D animation changed
4D animation changed
6C animation changed
2B mash doesn't give 6B
 
6D not floating is nice, but 5B6B not working means we'll need to rethink our combo parts.
Also, the gauge recovery speed has gotten better.
 
No increase in moves can be jc on block?
Tried with the help of the guy next to me, so probably no change.
6B has slower startup. Carl floats for a split second before the flag comes out.
No new moves like 4B, etc.
 
The strange floating after Allegreto finishes is gone. Works like before.
Although I'm too used to CP, and this version seems unnatural now.
 
BBCF Carl Changes:
2D->the claw in the PV: blockstun is on the long side, might have launched.
4D->Tenerezza: gauge cost decreased?
6C->the overhead in the PV: 5B followup doesn't come out in time. Goes forward about the same distance as one of Platinum's hops.
Exceed Accel->a pawn bounces off the opponent, and then a giant object falls.
 
2D->2 hit on ground, about 1100 damage
4D->1 hit. Launches while pulling opponent in. Move for going into aerial. 
Cantabile->rather fast. slides in a flash.
6C->If it's just Carl, nothing connects? 2A didn't come out either
Sis->pretty beefy. Recovery speed decreases when taking damage.
 
3D->last hit forces crouch
A Vivace->has projectile invuln?
OD6D->Does't power up much despite being OD. Either stronger in CP, or still unimplemented?
Air throw->bounces higher
J2C->slower startup? Comboing from jB causes a short delay before the hit connects. Same aerials still work.
 
J2C->launches on ground hit (<-!!)
Cantabile->projectile is fast. Connects midscreen from a 5C tip hit.
Allegreto->Attack density increased. If the old one was something like shushushushu, the new one feels like pewpewpewpew. You have no idea what that means? The SE changed.
 
OD might just be unimplemented, maybe.
OD4D instantly went blue, after all.
J2C feels uncharacteristically sluggish. Sort of like seeing 2D in CPEX for the first time.
----
Sorry if it's a little hard to read, each paragraph is pretty much a different tweet.

 

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Not really loketest information, but they are having a vote to allow the top 3 fav colors from ppl to be cut into CF on release. Feel free to vote.
If you guys dont have 3 colors you like I would seriously beg that you choose CS-15 as one of them... Then only Carl color I ever liked T_T PLEASE!!!!!!!! If you have free space open. 
http://www.famitsu.com/matome/bbcp/color010.html
Carl vote page, fill out the info and vote at the bottom of the page. GOOD LUCK!!!!!!!

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more Carl changes:

+ 5A jump cancellable on block

+ 5B attack level up

+ 5B > 5C is airtight on IB

~ 2B pressed twice doesn't autochain into 2B > 6B

+ j.B attack level up

+ 2C is jump cancellable on hit and block, doesn't wallbounce any more, has a lot of untech time

~ 3C is back to CS ver, 3C into super ender doesn't work (this probably means 3C is jump cancellable on hit again)

- 6B slower startup: 5B > 6B doesn't connect (I guess this means they bought the 5B > 6B gatling back)

+ 5B > 3C is tight on normal block only (is this a new gatling?)

- 6C is the new overhead: roughly 26f, unsafe on block, can only be followed up with doll, forces crouch on crouch hit

+ Cantabile is way faster now

- Cantata down to 400 min damage

+ proration is reported to be better all around

- doll has less HP: dies after using 6D 6-7 times in a row

+ Doll recovers 1 round counter (second?) after she's turned off

- If doll dies, takes 10 round counters to heal

+ 6D doesn't knockdown on normal hit, slides on CH

~ 4D: new motion; works the same as old one; 1 hit only; slides on normal hit and staggers on CH; has head-body super armor

+ 3D: low; attack level up

~ 2D: new motion (appears in the PV); all hits are tight on block; hits mid; startup is around the same as 4D, can do 5B, jump, 2D for a low risk high-low mixup

+ Fuoco: blows opponent away upwards on air hit and corner wallsticks; can follow it up with stuff like 6A

- Volante: added sound effect for when it's shot

 

Source: https://twitter.com/HiagoXYZ

 

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I don't get why you put 6C as a buff, it seem to me that is worse thant the previous one.

True, is more faster... but we cant combo after it without nirvana and we also lose our charged option. Even  SKD think that was a nerf.

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Not sure, they didn't mention anything about 6C CH properties. Public loketest is soon so hopefully we'll find out more.

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ok, thanks for the quick reply. i hope there's a good amount of carl footage, from what i saw before I don't think there was any :(

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I believe the new 6C is a buff. It allows us to jump over low attacks. Which is much better than charging a NON-Unblockable attack. If the old 6C was still UB I would have agreed. But because of the distance that it travels combined with the fact that it can 'presumably' go over low attack. Which is something Carl has never been able to explore. Not only that but because of how far it travels we will be able to cover large distances with an overhead that can RC into a fuzzy setup. IMO i believe this overhead in comparison to the one in CP2 is more versatile since our CP overhead quit literally sucks. Charge canceling into a low 2B is garbage. Netplay tool, that wont work in tournament level play..... IMO of course. But for sake of argument, you could simply list it as a neutral change.

Edit- I also do not believe it is unsafe on block. It is still 'presumably' a level 3 attack. Which means Carl stuns the opponent for 16frames on block. He recovers very fast from what iv seen from the video. The move, at worst is possibly 0 on block. But this is simply speculation. Either way, dont count the move out just yet. 

I don't get why you put 6C as a buff, it seem to me that is worse thant the previous one.

True, is more faster... but we cant combo after it without nirvana and we also lose our charged option. Even  SKD think that was a nerf.

 

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that's an optimistic way of looking at it, raiza! i tend not to judge until the game is out for everyone to try, so who knows, maybe the new 6C will be great! as it stands, since CPEX 6C couldnt go unblockable, I'm only concerned with losing damage from charge 6C stuff, but I'm sure there will be new damaging routes, so i will wait and see.

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Carl already has a much higher DMG output reportedly. 



higher than right now?! holy cow

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Ada seems to take a lot of damage. A Hazama j.B(1) did about a 10th of her gauge, but yeah she recovers in a blink of an eye.

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Some things that were brought up to me in the loketest footage:

- 5B > 6B does connect, even on standing confirms that started with 2A. 6B is visibly slower however.

- j.2C doesn't launch anymore. Speed-wise, it looks the same/similar to older games

- Damage potential looks good? There weren't too many combos in the vid but 6C lead to around 3.4k meterless in the corner.

- As pointed out above, Carl has way less doll meter now as Ada takes more damage now and uses more life to do moves.

- To balance the above, doll regen is super fast now: regen started a second after doll is turned off.

- Wakeup doll moves are still a thing

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5BB still works :D
when you say j.2C doesn't launch are you referring to the enemy in the air? or when they are on the floor? i'm sorry, i'm still relatively new to carl

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http://youtu.be/ASCxc0ety9A
in this video at 27:30 onward there is a carl player playing in the loketest!
it looks like you can combo 5BB > 2C midscreen and continue like in the corner! that looks really cool for solo combos to waste time and recover Ada, especially since she recovers faster now?

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in the last match i saw 5B > 2B > 6B still works, and i saw 6C into CT, but I think it was a counter hit. That 2D? slashing moves looks crazy good for setting up unblockable. I'm excited, Carl looks pretty solid in this footage!

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Other things I've noticed:

- Carl can still do j.B + 3D UB. Gets at least 3.3k meterless, potential is probably even higher.

- 5B > 3C is confirmed

- non CH 3C > CT connects (this could be very good for combos)

- 2C is good for relaunch routes it seems: 5BB 2C delay j.B j.C 5A etc

- I think 6C > CT was on regular hit. I didn't see a counter hit message and it's unlikely the Relius would randomly push a button when he was letting the Carl try things out (standard loketest etiquette)

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Other things I've noticed:

- Carl can still do j.B + 3D UB. Gets at least 3.3k meterless, potential is probably even higher.

- 5B > 3C is confirmed

- non CH 3C > CT connects (this could be very good for combos)

- 2C is good for relaunch routes it seems: 5BB 2C delay j.B j.C 5A etc

- I think 6C > CT was on regular hit. I didn't see a counter hit message and it's unlikely the Relius would randomly push a button when he was letting the Carl try things out (standard loketest etiquette)



Sweet. I thought I heard the announcer say something, that's why I figured it was a counter. That's really cool then, I was noticing CTs seem crazy fast now, or at least are able to connect to way more moves now universally for every character.

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