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[CF] Loketest News (NEWS ONLY OR INFRACTION)

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Post any new loketest news and translations here. NEWS ONLY. Discuss them in the News and Gameplay thread.

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TagerTime, on 18 Jul 2015 - 12:32 AM, said:snapback.png

BBCF iron tager loketest 1 changes! Please Translate Thank you

 

体験会行ってきました。
ワンプレイだけなのであまり調べられませんでしたが…

・5A>5B>5Cが繋がる。(6Aは繋がらなかった)
・5Cの発生が遅くなってる?
・5Dの壁バン削除?(中央先端当てでスライドした)
・Aコマ投げが今までのBドラ?(Aドラより発生だいぶ早い)、GF可能
・Bコマ投げが今までのAドラ?(発生遅めで吸い込みが強かった、無敵は不明)、初段止めで5C追撃可能、追加入力で今までのBドラのように飛び上がってドライバーする(GF可能)
・GF後の距離が離れるように(5Aが届かない)
・ジェネのダメ上昇5522に
・エクシードは単発2kほど、磁力付加なし。

自分で気づいたのはこんぐらいです。

 

 

ボムしきは引が弱くなって無理
4D壁ビタで2D画面端ズコー
2D>6Aができる
JA>JA>JCができるぞ!またエリアルに突入
コレダーはしんだ

 

 

ハンマーはどちらもgp残ったままでした

 

5 A>5B>5C connects (6A doesn’t connect with 5C)

5C startup slower?

5D’s wall splat eliminated? (when hit in center, opponent slide)

A Command Grab is the old B Driver? (Faster than A Driver) Able to GF connect.

B Command Grab is the old A Driver? (Slower Startup and greater magnetic pull. Unknown if there’s invincibility frames) Able to pursue with 5C if you don’t use the followup command. The followup command is the usual B Driver (GF Connects)

After GF, the space between the opponent is greater, can’t 5A pursuit

GETB damage = 5522 (yes)

Exceed = Raw exceed = around 2k, no magnetism

 

Don’t know what they’re talking about with the Bomb thing?

4D’s wall splat follow up with the 2 D doesn’t connect? (From the reaction of the original article)

2D>6A Connects

JA>JA>JC connects.

Collider is useless? (poppycock)

 

Both Hammers still have the guard points.

 

Hope this helps, sorry I couldn’t’ translate the thing about the ボムしき

I don’t understand what that is, but whatever it is it seems weaker.

 

Edited: The Bomb Thing as WhiteWolf pointed out, is where GF rapid Cancels into a collider causing mixup, due to the collider being weakened, this seems to be no longer able.

Thank you White Wolf for the Bomb briefing and 2D>6A note. And thank you Tager Time for the original information

 

Regards

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http://jbbs.shitaraba.net/bbs/read.cgi/game/45148/1415025277/

 

Arakune updates (Notes from post 390 and onwards, this post will reflect mostly post 404's information)

 

Guard Crush Bug still there.

 

Arakune's cloud doesn't go away, will cling on to opponent till Arakune's hit or curse gauge is mazed out, all three clouds still available (can spit out clouds from the ground now)

 

JA>JB no longer connects

 

2D now spits towards opponent (homes in on them?)

 

Bugs do not use curse gauge meters, its back to time (about 9 secs?)

 

B Bug hit doesn't make opponent float?

 

Permutation (spiders) hit differently, falls down slower? When hit, opponent floats.

 

New move, P Reject, is blockable

 

JD untechable time reduced, after JD Arakune can move (jump cancelable)

 

Dive nerfed, slower?

 

Warp Changes (BPQ, CPQ, and aerial CPQ)

BPQ = after taking 4, 6 steps forward, then warps back.

CPQ = warps after doing 6D motion

Aerial CPQ = warps after doing B Dive motion

 

New Move = P Reject

Will hit in air as well, around 900. Think of it as like Platinum's counter (the one where she shakes her butt)

After hit, spider will bring opponent up and toss them down.

Able to pursue with JA, 6JA. Dive pursue seems impossible?

 

New DD, summons new bug (looks like a anomalocaris).

As long as curse is active, will scurry pretty fast around from left to right (3, 4 times?)

If Arakune follows the bug, he has the potential to carry the opponent to the corner real easy like.

May interfere with combos.

 

Exceed Accel = turns into a rafflesia and hurls the opponent up. Can't seem to pursue.

 

Dive Nerf a mystery

5C>JA>JC>Dive doesn't connect

5C>JA>JA>JC>Dive connects

Probably won't be able to connect at a very high altitude, but for the dive to connect, you might need to be a little above the opponent.

 

JD Follow Ups in depth

Another JD, jump cancel (j.c), bird, Dive all are confirmed options to pursuit.

J6D>j.c>J3D seems possible. JD>Bird>j.c>JA>JA>JC seems plausible (hopeful?)

J6D>6D no longer connects due to J6D reduced untechable time.

Edited by Argent Zero

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TagerTime, on 18 Jul 2015 - 12:32 AM, said: BBCF iron tager loketest 1 changes! Please Translate Thank you

 

By the way here is the source for where i found the Tager changes starting at post #406 http://jbbs.shitaraba.net/bbs/read.cgi/game/45148/1433260149/l50

Hopefully all of the rest of the his changes will be posted there soon.

 

Japanese Tager players are also starting to post new info here on the BBCF Tager location test twitter feed https://twitter.com/hashtag/BBCF%E3%83%86%E3%82%A4%E3%82%AC%E3%83%BC?src=hash

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Kagura stuff gathered from twitter

 

  • 3C floats lower, can only be followed up by 2DB
  • 6DC hit effect changed, now works like OD version (causes slide)
  • j.C is VERY slow, doesn't cause stagger on ground hit
  • 5C/2C/6C are MUCH faster
  • 2C causes slide effect on ground hit
  • Knockdown on [8]2C is short, similar to hizansen
  • A ryuubakusen is faster, might go further
  • A ryuubakusen hit effect changed, 5DA>[4]6A>5B doesn't work
  • 5DA wallstick reduced
  • C fafnir no longer causes wallstick
  • B fafnir is slower, more recovery
  • 6B>2C>2DC works
  • No 6A gatlings

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Good morning, angels. I'll take a jab at the Hazama changes for now. Will edit this post with the Terumi changes in a few minutes.

Hazama:

- Ouroboros now only has 1 stock.

- Gasaishou deals 2 hits and 600 damage, launches the opponent upwards.

- Orochi's last hit wall-bounces.

- Green Ressenga doesn't bounce on air hit.

- After using an Ouroboros follow-up, it's impossible to follow it up with other attacks for a while.

- New Jagai special staggers at least on ground normal hit and automatically goes into Jasetsu. You can mix up with Jagai > Zaneiga/Ressenga: though there is a jab-wide gap, Ressenga beats 2A and Zaneiga beats 5A. A combo goes something like 2A 5B 5C Jagai Ressenga/Zaneiga 2A 5B 5C Jagai into ender.

- Since the throw after 5C 5DD j.2DD is purple now, it's possible that the guard stun on close-range Ouroboros is longer now.

- You go into Active Flow by landing 6A three times.

- Green Ressenga now forces crouching, connects into 5C.

- No changes to OD Mizuchi.

- You can score about 3400 damage from a green Zaneiga, might get better with research.

- You can follow up Gasaishou with both B and C moves.

- Almost all normal cancels into Jasetsu are gone now. Instead of that, most normals can cancel into Jagai.

- If Ressenga hits, it makes the opponent stick to the ground, so you can follow it up with C moves.

- CH 3C still connects into Zaneiga, so feel free to practice CH 3C 66 Zaneiga in CP.

- It's just a hunch, but it feels that Jameijin's untech time is shorter than Hirentotsu's.

- If you land j.C too high, it might not be possible to follow up with Jameijin.

- Ouroboros's length is now infinite, so it can go outside of the screen.

Terumi:

- 5D's tip is back? Though hitting them at the tip doesn't lead to Jagaku.

- Jagaku's slam does not occur if you hit them while they're crouching?

- 6C is less negative on block.

- B Burensen is changed; cannot be followed up? More info needed.

- The new special is the overhead from the trailer; can probably be only canceled with RC or into DDs.

- B Burensen's wall-bounce seems to have been given to Hazama.

- Garengeki is impossible to follow up in the corner?

- It's impossible to escape from Terumi's pressure. If the opponent Barriers, you can reset the pressure with 6B or a jump, and it might be possible to mash jabs to discourage them from jumping away.

- Jagaku can no longer connect into DDs.

- Third level of Garengeki blows the opponent really far away, so it's going to take a while to figure out what to do with it.

- Seems like you can cancel into Exceed Accel from anything.

- It seems like you can cancel B Burensen during the stomp.

- Jagaku's recovery has been increased.

- 2D is faster now.

- New move, 4D; he kicks up some sand, hits low. Since 2D is faster now, you can keep the pressure going by using it after a blocked 4D.

- 6C's last hit wall-bounces and can be followed up easily.

- 6D now deals about 4 hits?

EDIT: Fixed a typo in the Jagai section, those Jasetsus were supposed to be Zaneigas.

Some changes from this post:

http://www.dustloop.com/forums/index.php/topic/10979-cf-blazblue-central-fiction-news-and-gameplay-discussion/page-23#entry925783

Platinum:

- B Mami is a low. If blocked, you are left in mid-air and can be punished with a jab. In the corner, you can connect 3C 236B 5C. If used as an ender, you can't use bubble oki.

- C Mami is an overhead. If blocked, you are left in mid-air and can probably be punished with something like Makoto's 5B. The start-up is about 25 frames long? The animation looks similar to May's vertical dolphin. No invincibility. Doesn't seem like it can connect from anything other than 6A landing on an airborne opponent. Cannot be followed up (if it can be followed with something like 2C, it's difficult).

Hazama:

- Ouroboros only has 1 stock, which is consumed by using any follow-ups.

- If you have no stock, you can still use follow-ups on hit or block, though you do not recover it in that case.

- The stock recovers after about 3 seconds, even if you are in the air.

- In OD, the stock recovers automatically, and you can use as many follow-ups as you want.

And some Bullet changes from her character subforum:

More changes taken from the twitter-sphere so they may end up being wrong -

 

6B now launches on ground hit

5D reported as feeling slower, but size of the circle has been increased

6A>5C>3C did not connect (?)

6A>2C Gatling added

Flint shooter travels further in H0

New command grab does approximately 2815 damage, no other information about its properties

No heat loss when drive was blocked

Relius:

- Command throw added.

- Zein does not wall-bounce, but brings the opponent back in front of you.

- Lugia's start-up is longer?

- Exceed is lame.

- Active Flow is not activated with pressure.

- Mom gauge is bigger now.

Kagura:

- 3C does not connect into 2DC or 6DC.

- Jump Cancels are the same.

- No new gatlings after 6A.

- j.C's start-up is much slower, though it hits Relius as you're jumping up.

- 5C, 2C and 6C have faster start-up. Like, really fast.

Lambda:

- Act Parser Tri kicks right in front of you, then follow up with either the Sparda overhead or Blade.

- You can connect A Act into Tri.

- You cannot connect A Act into A Act.

- 5D 4D connects.

- Cavalier can be followed up in mid-screen with 6A.

- Drive is faster, the angles probably haven't changed.

- Calamity Sword can hit right in front of you.

- OD Calamity Sword does not track vertically.

- Can probably connect Act into Cavalier.

- Gravity Seed floats.

- j.2D does not float on normal hit, but floats on counter-hit.

- The taunt is still long.

- Spike Chaser gets shot down with Nu's 5D from any distance?

- Blade slides down (what's Blade?)

Edited by SoWL

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Found some litchi stuff on twitter. translations would be appreciated

 

 

モニター見てたら流れてきたので… ・エクシードアクセル:肘打ち>縦国士くんが回転しながら相手に突っ込む>ライチと2体で飛び蹴り ・一通全て1ヒットに

・連荘:PVに出てた棒を投げる技。C版はB版より発生が遅く、棒を遠くに飛ばす ・一通:コマンド入力後即発射。ボタンを押しっぱにするとホールド可。Dで解除。ヒット時は今までの1ヒット時と同じような挙動。RC可能

・他は特に変わった印象受けず。棒飛ばし中攻撃喰らえば相変わらず落ちる。横棒も現行verと変わらず1ヒット。浮く ・ガードさせ時jc出来る技も棒、素手ともに変わらず

・ダメージ関連メモ ・エクシードアクセル:単発2040。アクティブフロウ時4059? 恐らく全キャラこのぐらいのダメージ ・投げ>OD>エクシード:2480 ・6D単発:938。アクティブフロウ時:998 ・投げ>CT:2200 ※アクティブフロウ時

・ダメージ関連つづき ・2A>5B>5C1>6D>燕:1775 自分はここまでかなー。個人的にはあまり変わった印象受けなかったけど、一通だけマジで違和感があった。

 

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Found some litchi stuff on twitter. translations would be appreciated

 

Ittsuu is one hit

 

About the new attack / move that was seen in the Trailer that casts away Litchi's staff.... C version is slower than B version, and throws the staff far away

 

Immediately after Ittsuu's command is input, the attack releases (can hold it). D button cancels Ittsuu. Can RC. The hit properties of the single hit from Ittsuu behave the same.

 

If you get hit while the staff has been launched... the stick drops, as you would expect. Horizontal Staff set and the current version of horizontal staff set are the same (one hit, and it launches). Jump cancels on guard for staff and without staff are unchanged.

 

Also mentioned Exceed Accel comboing into Kokushi Musou, and some other damage stuff at the bottom.

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Could someone please translate this. Id appreciate it.

 

Noel Loketest stuff

 

紅也 ‏@kouya_sg2d 13h13 hours ago

ノエル、J4D削除。2DがPVの少し跳ねるやつ。6DがJ4Dの後半のモーションみたいのに変更

 

#BBCFノエルロケテ
2B>6A>6C>6D>c4D>Aオプがいけた

 

 めぐみーくん ‏@ricojiharu 10h10 hours ago

5C5D繋がらなかったな。鈍化かな?
もしかしたら5Dと見た目同じモーションで発生鈍化した6Dが追加されてただけかもしれませんね。
あとPV通りJ2Dはどんな高さからでも下に吹き飛ばしてダウン取れる。
3Cから即受身可能、もしかしたらDへのガトが追加されていたのかも?

 

強くして欲しいところ
・5B下判定
・リボブラ追加後の状況
・オプの攻撃範囲
弱くしてもいいところ
・2Dの足無敵1Fから削除(足無敵なしでもいい)
・各種CRのリターン

 

 麻婆豆腐より濃く熱いどろどろなR-2 ‏@R_2_DIVA 9h9 hours ago

・J4D削除
・JDはCPのまま?

導き出される答えは…中央JD入りにくいキャラに対空したらリボブラしか出来なさそう、、なのか?

 

6DはCR6Bモーション経由の下段じゃなくなったと考えればいいですかね?

 

 

CKKryJgUkAELAEZ.jpg

 

CKKryJpUMAAi61m.jpg

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More Bullet changes -

 

Bullet's drive will always "bounce" off the opponent, even in red-lock, red lock does not leave her in a +frames state

Distance to which Bullet bounces off is increased from CPE (2B does not reach after landing)

Miquelet Capture -> 6B works in the corner (Reverted to CP 1.0 status?)

Afterburner (No charge) seems faster

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Could someone please translate this. Id appreciate it.

 

Noel Loketest stuff

 

紅也 ‏@kouya_sg2d 13h13 hours ago

ノエル、J4D削除。2DがPVの少し跳ねるやつ。6DがJ4Dの後半のモーションみたいのに変更

 

#BBCFノエルロケテ

2B>6A>6C>6D>c4D>Aオプがいけた

 

 めぐみーくん ‏@ricojiharu 10h10 hours ago

5C5D繋がらなかったな。鈍化かな?

もしかしたら5Dと見た目同じモーションで発生鈍化した6Dが追加されてただけかもしれませんね。

あとPV通りJ2Dはどんな高さからでも下に吹き飛ばしてダウン取れる。

3Cから即受身可能、もしかしたらDへのガトが追加されていたのかも?

 

強くして欲しいところ

・5B下判定

・リボブラ追加後の状況

・オプの攻撃範囲

弱くしてもいいところ

・2Dの足無敵1Fから削除(足無敵なしでもいい)

・各種CRのリターン

 

 麻婆豆腐より濃く熱いどろどろなR-2 ‏@R_2_DIVA 9h9 hours ago

・J4D削除

・JDはCPのまま?

導き出される答えは…中央JD入りにくいキャラに対空したらリボブラしか出来なさそう、、なのか?

 

6DはCR6Bモーション経由の下段じゃなくなったと考えればいいですかね?

 

 

CKKryJgUkAELAEZ.jpg

 

CKKryJpUMAAi61m.jpg

 

 

 

Here's a translation from the image you provided....

I'll do the top part/text later if no one else does it.

 

 

 

Speaking of 2D, can I win/beat out low attacks even if my opponent cancels into one during a block string ---> Impossible... seems unlikely that foot invincibility is 1 frame.

 

Gatling Routes from 6B = nothing in particular

 

Double Fenrir = Haven't tested it out yet

 

Haida SMP =

22B no longer has SMP

22C no longer has SMP

 

does 2B > 2B > 6A > jJC(3) > jD > 2D work? = jD doesn't work (hasn't changed?)

 

does 6A > hJC(3) > j2C > j4D > 2D work? = no j4D

 

can you do 5C > 2D > Bullet Rain? You can.

 

Can you do... Grab > AH? From my experience, you can't.

 

Sureipunir's performance / ability = Bloom Trigger > Fenrir > Toor > something that looks like Canon , damage 2040

 

can you pick up from close range Chamber or Bloom Trigger? Haven't tested it out yet

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I'll do the top part/text later if no one else does it.

 

 

Noel translations continued....

 

Noel J4D is deleted / gone. 2D is  the trailer's small bounce-looking move. looks like 6D is now what was J4D's later half motion / animation, however, it has been altered.

was able to do 2B>6A>6C>6D>c4D>A optic barrel

5C5D did not connect. Might have gotten slower?

The trailer's J2D, from whatever height, it knocks down the opponent

From 3C, you can now instant ukemi / tech、perhaps D gatlings can be added

 

Wanted Strong-Points

・the lower portion of 5B's hitbox

・post-Revolver Blast followup situations

・Optic Barrel's attack range

Weak points

・2D's foot invuln from frame 1 is gone

・returns from CR(?)

 

・J4D is gone

・JD is the same as CP's JD?

and the answer is…against characters where midscreen JD is hard to input / connect, if you go from an anti-air, it looks like you can only use Revolver Blast.... seriously?

Speaking of 6D, it is now CR 6B... wasn't a low attack.

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keep all the posts news only people

 

put all other discussion here

 

any other non-news related posts will result in an infraction from now on

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New Haku-men's loketest change from Ciel and rurix36's Twitters, a translation would be appreciated:

 

[collapse]6D6C疾風 4k

4C疾風 3k
閻魔浮き低くすぎ
6Cfc6Cで同技つかなかった
柳残鉄エリアル出来なかったから補正キツそう
立ち食らいでも6A繋がった
蛍低めになったけどしゃがみには当たらなかった(相手バング)

 

2C地上ヒットで浮いたところでうーんって感じだ。B>2Cがガトで繋がるくらいじゃないと。あと蓮華のコンボ時間なんとかしてほしい。エリアル完走出来んとかほんまw

 

ロケテハクメンまとめ3
・残鉄のボーナス削除?紅蓮残鉄 2342
・紅蓮蓮華1752
・カウンターヒットでダメージ1.1倍になるため雪風強化
・JD 単発2000dmくらい 一回取るとアテンションになる?
・2D 2000dmくらい
・5Dは据え置き?

当身が強化された印象

 

さっきのOD中残鉄ガークラは無いらしい。したらばほんと信用出来んw

ごめーん!

 

ロケテハクメンまとめ2
・当身は相変わらず飛び道具取っても派生せず
・新技も飛び道具取っても何も起こらない
・6D>6C>疾風で4000
・3Cch>5Cは繋がらない
・火蛍の浮きが低くなり硬直が減った?

・6Aの発生が早くなり2A>6A>6Bが立ち喰らいでも繋がる

 

ロケテ行ってないけどね! 

本来ならロケテ行ってる人がまとめて書くものだと・・・

 

ロケテハクメンまとめ
・EAの始動モーションは蓮華1段目 
・6Dが1Fで2Cが届く
・2Cが地上ヒットで浮く
・椿祈が上段技でガークラ対応
・OD中残鉄がガークラ対応
・6A、6C同技削除
・新技が移動当身で中下取れる
・鬼蹴閻魔が1珠

・蓮華二段目が上に蹴り上げでjc可能

 

あと曖昧なのが3Cchから5C繋がるのか。 5Cch>3Cって書いてる人もいるし。 椿祈が上段なのは分かったけど残鉄も上段って書いてる人もいるし、もう分からんw

 

6Dから2Cが届くらしいしワンチャン当身からOD発動してEAでどれくらいでるのか。 6D>2C>火蛍>空ダOD>J2C>5C>残鉄CT>5C>EAまで行けたら最

[/collapse]

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from what i can tell these are the main twitter sources of newly updated Tager info from the location test. I pulled the tweets that look like new info

 

https://twitter.com/yamdere/with_replies

https://twitter.com/snaky__black/with_replies

https://twitter.com/0083_sm/with_replies

https://twitter.com/rasuk_grandia_

https://twitter.com/ZEL_firia/with_replies

 

 

テイガーのB投げ2700出たしめっちゃ吸うんだけど

 

インパクトドライバー 無敵時間がながく

派生しなければコンボもいける

5c6a3cを出そうとしたら2Cになる

5Dがふっとばしになって追撃が難しい

GETBが強制attention 5552

 

・ロケテテイガー、Bドラは体感的に最初は少ししか吸わないけどちょい経つと一気に吸う感じ。

・感覚的に全体的に吸引力上がってる。

・Bドラは追加入れて2500ぐらい。Bドラ追加入れずに5C>6A>2C>CT>5B>5C>AC>GFで4500出た

・5A5B5Cが繋がる。つながった

 

3cas5ajajbjcgp確認

 

ロケテテイガー

・Aドラ2600dmg

・3C2Cは出来ない

・GFからバクステされると辛いどころじゃない

・5Dバウンドなし

・J2Cfcは2.0のが使える

・5A5B3C空AC6A2CACGFは余裕でできる。確か2450ぐらいでてた気がする

・投げの硬直は2.0と同等

 

・ロケテテイガー、ODからの追加OD?みたいな奴は打撃判定で、生当てで2200ぐらい。

・既存コンが大体使える。気持ち3Cが出ずらくなった気がする。

・6Cfcすると跳ねるのは一緒

・新Bドラは無敵あるかは不明だが、追加一回転まで入れると2500dmgでGFまでいける。

 

テイガー使いへ

・すっごい吸う

・Bドラは吸ってんのか分かんないけど、気付いたら吸ってて投げてる。5Cで拾えるが、絶対他のもっといいコンボある。ゲージ25のCT挟んで4500。うまい

・5A>5B>スカ投げ>GETBは出来ない

・GETBで強制アテンションうますぎ

 

ガジェ

有 利 フ レ ー ム 増 加

 

磁力ゲージは見た目長いが内部は一緒

6Aから3Cでない代わりに非磁力でも吸引強いので余程じゃない限り2Cが入る

ADが旧BD

ASは浮きが高く3C-Aが可能

A2A共に多分F始動

対空2A-JABC-GPで1830程度

 

ブレイブルーロケテに行くみなさん 未来(持ちキャラ)を悲観しないように。 まだロケテなのでアンケートやら何やらでいくらでもアッパー入ります。だから楽しんでアンケートに書きなぐってね。 例えば、テイガーの2Cは2Fから無敵発生して欲しいとか、各種ドラの威力を増やして欲しいとかね。

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And another one, because apparently that's too many quotes for one post:

Amane info from the Famitsu list.

 

A new special "Gan Gan Senpu [Ginga]" (214C) is added. Fires a tornado-like projectile at mid-range. It blows the opponent back on counterhit for possible Gekiren (623C), etc. (and maybe C series) follow-ups.

 

Also, 4C and 1C normals have been added. Each are slightly-shorter / more-compact versions of 5C and 2C. Control of the mid-range has been improved with these attacks.

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I could ask for some help translate these changes on bang?

 

こんばんは。ファミ通の格闘ゲーム好き編集者の豊泉三兄弟(次男)です。
先日のぶるふぇすで最新作『ブレイブルー セントラルフィクション』が発表されたと思ったら、もう体験会・ロケテストが開催!

ファミ通.comでは、インタビューやプレイリポートを掲載しているのでぜひご覧ください!

※体験会&ロケテストがいよいよスタート! 森氏&石川氏のインタビューをお届け
※攻略ライターが新キャラクター&新システムを徹底レビュー 
※既存キャラクタープレイリポート!


僕もプレス向けの体験会でプレイさせてもらっていくつか書いておりますが、もちろん全国100万人のバング使いのために諜報活動してきましたよ! はい。BBCFバングを調べてきました。僕のようなへっぽこでは変更点を見逃しそうなので、

 

“あのバトルプランナーの加藤さん”に教えてもらいながら遊んできました!

今回いちばん大きな変更点は、新技の“秘術・バング粉砕爆破の術”ですよね。
PVが公開された際に“服がパージ”(脱げる)すると一部バング勢が騒然となっていたあの技です。

PVで観たままの技でした。
D攻撃でガードに成功したときにDを押すと、爆破してダメージを与える感じ。
このとき服がパージするようですw

最速で出せば発生は速そうな感じでした。
というのも相手の打撃をガードできている状態ですぐにDを押せば、
爆破をガードされることはなかったです。
(技よってはガードされるかもしれませんが、試したなかでは全部確定してました)
でも、Dを当てずに爆破だけ当てると風林火山マークを回収できないっぽい!?

これじゃあダメじゃん! て思っていたらその様子を見ていた加藤さんが教えてくれました。

 

加藤さん「“秘術・バング粉砕爆破の術”はガードに成功していれば、Dをヒット(ガード)させたあとも派生できますよ」

マジか!? て試してみたら本当にできました。

D攻撃ヒット→爆破が連続ヒットします。
D攻撃がガードされているときも爆破に派生できました。
爆破はガードされても反撃を受けないそうなので、
D攻撃がガードされた場合は必ず派生しておいたほうがよさそうです。

ちなみに、爆破後に服がパージするんですけど、服を着たタイミングでバングが動けるようになります。
このときまだ空中にいるので、空中ダッシュとかで行動できる感じでした。


あとわかりやすい変更といえば、エクシードアクセルですよね。

バングのエクシードアクセルは、掌底(?)みたいな攻撃がヒットすると、
釘を相手に投げまくります(笑)。
とにかく必見の価値ありなので、試してみてください。

 

ちなみにエクシードアクセルは、オーバードライブ発動直後に最速で出すと発生が早くなるそうです。

バングの場合は、2C→キャンセルオーバードライブ→(硬直途切れる少し前に4ボタン押しっぱなし)エクシードアクセル

がつながっちゃいます。

アクティブフロウ中にこのコンボを決めるとメッチャ減りました。

あと、みんなが想像しているとおり、

オーバードライブ大噴火→ラピッドキャンセル→エクシードアクセル

とかいうとんでもないコンボもできるそうです。
ヒートゲージ100%+エクシードアクセルなので威力は凄まじいんだろうな……。


そのあと少し動かしてみましたが、
2B→5Dがしゃがみ食らいの相手につながらなくなったとか、
B釘の投げるまでが気持ち早くなった?とか、
5A→2Aのリボルバーアクションがなくなった代わりに、
2A→2Aが復活してるとかしか僕にはわからず……。

5A→2Aはできず……。残念!


と思っていたら加藤さんがすげーこと教えてくれました。

加藤さん「裂空ムササビの術がおもしろくなっていますよ。」

!?

ということでいろいろ試してみると、
どうやら“裂空ムササビの術が空中ダッシュや2段ジャンプと同じ扱いになり、空中行動のストックが残っていれば2回出せるようになっていました。

例を挙げると

ジャンプ4B→ムササビ→ジャンプ4B

ここまでは『CP』でもできましたよね。
なんとこのあとさらに……

→ムササビ→ジャンプ4B

てできちゃうんです! ジャンプ4Bのめくりが3回連続!! 

ほかにも、

空中ダッシュジャンプ攻撃→ムササビ→ジャンプ攻撃

とか、

ジャンプ2C→ムササビ→ジャンプ2C→ムササビ→ジャンプ2C

なんてことができちゃいます。もちろんある程度高度が必要ですけど。
これはなかなかトリッキーな動きができそう。

このあともう一度ムササビが出せるんです! て、光が反射してしまってすみません。


まだほかに気づきにくい変更はありませんか? 
と加藤さんに聞いてみると……。

加藤さん「C釘をガードさせたときの有利時間が増えていますよ」

ほほう!

んじゃ、加藤さんC釘ガードしてもらっていいですか?

 

……て、マジだ!

相手にガードさせてもヒット時に出る蜘蛛の糸みたいなのが絡みついてる!

これは固めのバリエーションに使えそう!!

と、なかなかおもしろい新要素がつまっていました。ぜひロケテストで試してみてください!!

あ、たぶん僕は、19日と20日の夕方くらいにHeyに行くと思うので、野試合で見かけたら対戦してあげください!

とよまん三兄弟というバングが僕ですー。

それではロケテスト会場で会いましょう!!

※豊泉三兄弟(次男)twitter

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Reposting more Bullet changes:

- 6A no longer chains into 5C.

- 5C can no longer be charged.

- All Drive normals launch you at the opponent as soon as you lock on them. To charge it, you have to hold one of the four directions in advance.

- That might mean that you can no longer cancel the Drive, or the cancel has been moved to some button (A?).

- Command grab deals about 1500 damage with no follow-up. No invincibility. H2 follow-up bounces them back to you right out of 6A's reach.

- H2 Flechette (623C 623D) sends the enemy flying really far away (cannot reach them with 3C on mid-screen).

- 6A can now chain into 6C and 3C.

- H2 Explode (623B 22D) bounces the enemy closer to you.

- Afterburner after 2C leaves you at about 2-frame advantage (5B won against Azrael's 5B).

- 623B RC 6A 236[A] works.

- 6B j.C j.D 41236C 5B 6B j.C j.D goes to blue between the last j.C j.D.

- j.D goes to red lock faster.

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I could ask for some help translate these changes on bang?

 

http://www.famitsu.c..._diary_id=95346

 

I might be missing somethings but the gist is this:

-5A>2A revolver action gone

-2A>2A revolver action returned

-B nail feels faster/nicer to use

-2B>5D doesn't combo on crouching

-Mussasabi no jutsu (scarf fly/hover) is doable twice in a row now, doable after airdash/itself/etc (my interpretation is that it does not consume air options now and rather just has a flat 2 usage rate), things like J2C>J22A>J2C>J22A>J2C  are possible

-C-nail webs you even if you block it (of course this means huge blockstun will ensure when that happens)

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Someone found some Jin stuff from multiple twitter sources. Any translations would be appreciated ;;

6C<6Bのガトルートも削除

氷翔剣は鈍化?

新技は設置技感覚

ヒットすると最終段が高く浮く

霧槍スカ追加当ては硬直増加で2B拾いは不可

5C先端当てから3C<霧槍は繋がる

画面端でヒレンソウが壁張り付けで5Aor2Aす

ら繋がらず

霧槍も雪華も壁バン無し

BBCFロケテ俺が確認できた範囲だと、ジン投げ霧槍からは変わらず繋がらない。5d2d必キャン可、何の補正がきつくなったかわからないけど6Aラピから高め霧槍追加あてコンボ2b5cの5cで受け身。2cの硬直変わらず。6a三回当ててアクティブに。

ジン触った感想 5B 5C 3C 氷翔刹から何か出来そうな気がした… 5Cからエリアル行けたから、わんちゃん発生が早くなった裂氷なら拾えるかもしれないから誰かに試してほしいです。

画面端、火力でるきせん今んとこ 5B5Cひれんそう2B5Cでその後6C繋がらんかったし、わんちゃんしゃがみくらいの5C6C繋がらんかも… 明日その辺しらべよー

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I might be missing somethings but the gist is this:

 

Yeah you missed the whole part in the top of the original post, here they are:

 

Pressing D after guard point (the explosion) is extremely fast and almost always hit . They mentioned not every case has been tested out though

If the D move hits, the followup is guaranteed to hit also

If the D move is blocked you can/and should still do it because its safe on block (in this case if just the explosion hits you dont get a seal)

 

You can move after the explosion when your clothes come back, if you're mid air you keep your air options too

 

2C > ABCD (hold) connects, so is OD Daifunka > RC > Exceed Accel and it does huge damage during Active Flow

 

They also mentioned you can cross up 3 times for doing J4B > 22A > J4B > 22A > J4B (but I dont see how that works in a real match)

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