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[CF] Loketest News (NEWS ONLY OR INFRACTION)

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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。

Tager’s B Driver dishes out 2700dmg and pulls real strong

 

Impact Driver’s invincibility frame is long, without the followup command, possibility for combos

5C>6A>3C, C becomes 2C no matter what

5D blows the opponent back so follow up is near impossible (what happens when it counter hit?)

 

B Driver, at first is seems to only pull a little, but after a while it pulls a lot.

Overall magnetic pull seems stronger.

B Driver damage output = 2500 with followup imput. Without followup imput, can pursue with 5C>6A>2C>CT>5B>5C>AC>GF damage output = 4500.

5A>5B>5C connects.

 

3C>A Sledge>5A>jA>jB>jC>Crimson Punisher connects

 

A Driver damage output is 2600

3C>2C won’t connect

If opponent backsteps after GF, it’s pretty hard to pursue (change to where GF places opponent may hurt Tager’s game in finishing the opponent off quickly)

5D no bound (counter hit or normal hit?)

J2Cfc is still available (fc = fatal counter)

5A>5B>3C>AC wiff> 6A>2C>AC>GF is real easy to pull off, dishes out 2450.

Throw frame data the same as 2.0

 

Exceed Accel is not a projectile and does 2200 raw

Can use most of the current combos, but can’t use 3C so easily (because it becomes a 2C I’m gonna assume)

6Cfc will still make the opponent fly (fatal counter)

New B Driver’s invincibility frame still a mystery, will go 2500 after the followup command and will connect to GF.

 

Really sucks the opponent in.

New B Driver seems to pull the opponent in real good too, can follow up with a 5C but can definitely follow up better With use of CT will go up to 4500.

5A>5B>Grab wiff>GETB seems impossible to do

GETB causes Active Flow

 

Gadget Finger = better frame start up

 

Magnetic Gauge seems longer but it’s the same as CP

6A>3C is no longer available, but can instead followup with 2C unless the opponent is really far away

A Driver is the old B Driver

A Slegde bounds the opponent high enough so 3C connects

5A, 2A still F Startup

Aerial 2A>jA>jB>jC>Crimson Punisher = 1830

 

This will be all of the translation for the new information collected (thanks again btw).

The comments in () are all my opinions, thoughts, and questions for reference sakes, please ignore or enlighten.

 

Tager still seems promising with the new installment, we'll see how everyone else fares. Hopefully for the better.

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Please translate. Much appreciated

Noel

2C> 6Cのガトあるか調べてほちい

i want to find out if 2c > 6c gatling exists or not

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Relius:

- Cannot charge Lugia. It's not even a low now. 6C > Lugia does not connect.

- The doll gauge depletes completely after 6 2Ds. 8 6Ds leave a miniscule amount of it. Hitting the enemy 9 times is possible if you decide to cross the line between leaving or breaking the doll.

- After mom recovers normally, the regeneration resumes after about 4 seconds.

- OD Cars is not any different from the normal one? In OD, 5B 5C Lauger Haas 5B 5C 4D 6A Tedo deals about 3400.

- Exceed doesn't seem to be punishable.

- 6C into Leis connects on the ground.

- 2C 6C Nose connects on airborne opponents.

- 10 4Ds and/or j.2Ds leave very little of the gauge.

- Though the Lauger ender in the recovery combo went blue because I wasn't used to the new recovery frames, it seems that ending it with the aerial Naiads may recover the gauge completely.

- CT > Cars connects! Though it seems impossible to incorporate in a combo.

- Because you have to hit the floating opponent with both hits while adjusting the height, it's very difficult to chain 5B in a combo. I couldn't do it no matter how long I tried. Like this, for example: 5B 3C 6D 2C 6C Leis 5B 5C Air combo.

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Reposting the changes to system mechanics here (w\ SMP info added).

 

 

 

No one posted a summary of the New System explanation from the stream? They talked about all kinds of cool info.
 
Exceed Accel:
All have a start-up hit. If it connects, an animation will play and damage is dealt.
All Exceed Accels have invincibility from the start and are very safe on block.
Holding ABCD for long activates Overdrive, goes straight into Exceed Accel and shortens their start-up
Overdrive also ends when Exceed Accel gets blocked.
 
Active Flow:
Happens once per round and lasts 10 seconds
Increases damage and Burst recovery rate
Nearly doubles Exceed Accel damage
 
You also get "Active Points" by doing "skillful actions" and "good reads". In addition to hitting, forward dashing and pressuring, you'll gain "Active Points" by blocking highs and lows correctly, countering aerial hit with head-invincibility move, doing Perfect Block and teching Throws.
Negative Penalty takes away your Barrier, causes Danger state and gives the opponent Active Flow.
 
Counter Hit:
+10% damage
It's not by per Hits but per Attack. 
Standard A attack is around 300 damage, so on Counter it makes 330. Carnage Scissors is around 2500 damage, so on Counter it makes 2750.
So aiming for Counter Hits with strong attacks can give you a lot more damage.
Fatal Counter also gives the same +10%
 
 
Also,
Same Attack Proration has been removed from nearly all normals - instead, now all Specials have it. SMP is now damage only, it no longer affects the amount of hitstun.

 

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And even more Haku-men stuff, it's mainly about OD this time. Again, a translation would be appreciated:

 

[collapse]ハクメンロケテ

・OD→5C→残鉄→CT→5C→EA ダメ約6600
・顎刀ch→JB→5C入らない
・3Cch→2B→紅蓮 アズラエル繋がる
・OD→5C→残鉄→CT→残鉄→CT で同技かからず

・ODアイコンの回復が早い 体力赤なら目に見えるほど回復する

 

続き
・ODコン疾風〆から連続的にEAの発生確認 すいませんコンボ決められませんでした
・柳は珠1つ消費で当身前進 左壁端からリバサ柳で右壁端までとはいかないが大分進んだ
・蓮華2段目モーション変更され蹴り上げに

 

続き
・椿上段確定 ガークラ確認
・椿→火蛍のガト確認
・6A発生早い 

・現バージョンのエリアルは入らないぽいかな?

 

既出が多くてすいません
ただ今ロケテで確認できたのは、ハクメンはラウンド頭からODぶっかけてジリジリ立ち回ってラウンド最後にもっかいパナせるって感じすかね
体力赤で生OD10秒、cODで5秒なんで今回はOD依存かもです

理由は次に

 

体力赤珠8で
・6Bch→5C→cOD→5C→残鉄→CT→5C→残鉄→5Cから疾風入らなくなりました

珠が3つ7分くらいでした

 

なんで、ODコンを過信しない方がいいと感じました
ただの俺のネガかもしれませんが笑

今までみたいなお願いODも悪くないと思いますが、立ち回りキャラになったんで火力ゴリ押しでは無くなった感じがしました

From https://twitter.com/because778[/collapse]

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Since it was requested, I'm posting this info in this thread as well.. Basically the same info from the discussion thread that I posted earlier.

 

----------------------------

 

Lambda

the first hit of 236B is a high (jp refers to mids as highs.... in other words, it can be blocked high or low)

2B, 6A, 2B = gatlings

2D, 6C = no gatling

2D, 6B = no gatling

Elevated by Gravity, 6A, 5C, 6C, Sickle = works/connects

low altitude 6C, 236C =  doesn't work

5D Pocket (gap / dead area / etc) = probably hasn't changed

4D, 6B =  no gatling

6B, 2D(6D), CT = probably won't connect

6B, 6A pickup = doesn't work / impossible

3CcOD, Exceed Accel = connects

Grab, 236D, 6C, 236C did not connect. Because of that, as expected, it seems hopeless to use 236C

Feels like Summoner (D attacks, swords) got faster?

J5D / J6D = both do not launch on ground hit

Lambda (new) 236B = Overhead option (6A) or Low option (6B)...if the initial move hits (aka 236B), you can continue into one of these moves.

Your aerials that you usually would use after a grab, input them as you normally would

If you input 6A / 6B before 236B comes out, you will cancel out of 236B early and only use the continuation attack

midscreen 236C, 5C pickup = easily works

5C cancel is unchanged.... you can't cancel into anything until the 8 hits are done

Exceed Accel looks like Terumi's Roaring Fang

5DD>236B> any 236B continuation = connects

5DD> (cancel 236B) 6A continuation = Blue Beat

5DD>(cancel 236B) 6B continuation = connects

236C, 5C, 6C knocks your opponent far back... even so, 6C doesn't have SMP

SMP is only related to special moves

From 6C... 6D is unconfirmed

5D>4D> 236B doesn't connect? (depends on distance? not confirmed yet)

236B >6A continuation = even though it's not fatal, it connects

236B in corner >6B continuation = doesn't connect

speaking of in the corner, 236B>236C = stable combo part

6A continuation > RC = leaves you in the air.

6A continuation > RC >land > 6D = doesn't connect

CH Calamity = can float and follow up with combo

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Combo stuff for Noel. translation is much appreciated.

 

CFロケテノエルコンボまとめ(暫定) 〜中央〜 ・2B>6A>dlhjC(2HIT)>jD>5C>6A>5C>22BC>dc>6C>5D>6A>5C>22B連射 ・2B>6A>6C>6D>4D>Aオプ>dc>スライド6C>5D>5C>6B>5C>6B>BT 1つ目はキャラ限かも

 

CFロケテノエルコンボまとめその2 〜端〜 ・2B>6A>hjC>jD>6B>5D>22BC(Bスカ)>dc>6C>4D>AT>22B連射 ・2B>6A>jC>j2C>空ダj2C>jD>6D>5C>6A>5C>22B連射 ・5B>5C>前hj2C>jD>6A>6B>4D>AT〜

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Valkenhayn stuff by Nao

 

・2C>6C不可

・6C高さ低く

・N始動ならAケニ>2C>6B>5D>C>AかBケニ

・5D無敵変わらず

・JC>シュッルム可

・クールダウン変わってなくて狼ゲージが単純に長い(全回復までに5C空振りが8>13回に)

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Reposting from the discussion thread:

---------

 

Nu (Yoshiki, Koyatsu and Kiyoshi tweets)

 

1)

Can now Crescent cancel->Act Parser normally

Gravity required to combo/get a knockdown after Supra. Can't do either without it.

Air summoner recovery is atrocious

N-version Luminous has about same startup as Spike Chaser, C-version is fast, H-version is the one in the PV.

Homing performance is the same as Mu's bits

 

In general, most of the existing combos which don't use Spike Chaser still work.

 

2)

Completely forgot: ν's Exceed Accel

Shoots a super high speed sword that flies from point-blank to Lambda 5D distance (invuln until active frames). On hit, goes into super flash and does Gil's Gate of Babylon from behind the opponent

 

3)

Played with Nu at the BBCF loctest

・Air Summoner recovery more or less doubled. You can act again after the recovery though (including air dash)

・Luminous in all form is sort of slow. At the present, it doesn't go in any combos or provide any pressure.

・N Sickle floats a little more, making it much less likely to miss your pickups. In OD, even forward Act Parser>5B works

 

4)

BBCF Nu continued

・At the moment, Exceed Accel is just for combos. Would have been better if they made the trajectory like 4D

・Making them block Summoners gets you into Active Flow. It gets activated surprisingly easily

 

That's about it

Not much change in how you'd use the normals. The worst part is probably the air Summoner recovery increase.

 

5)

Spike is gone, you can only combo off Supra with cancel Gravity, and Gravity gauge got longer. Not sure about the rest. Forgot to check Crescent stuff. Charged Luminous comes out when you press D even while barrier guarding.

 

 

Relius

 

Relius Impressions Day 2 Part 1
・Lugia can't be charged, has no low property. 6C>Lugia doesn't connect either.
・Doll gauge breaks after 6 repetitions of 2D. 8 x 6D brings it to close to breaking, 9th use makes it straddle the breaking/just barely staying line.
・Sending doll away in normal mode starts gauge recovery after about 4 seconds.
 
Relius Impressions Day 2 Part 2
・OD and normal Caas seem the same?
From that, >5B>5C>Lauger>Haas>5B>5C>4D>6A>normal Tedo does about 3400
・エクシードに確反はなさそう (I think this means his Exceed Accel can't be punished, but I'm a bit lacking in context...)
 
Relius Impressions Day 2 Part 3
・Ground 6C>Leis works
・Air 2C>6C>Nose works
・Mashing 4D/J2D 10 times just about straddles the line between breaking the doll or leaving a sliver.
・Corner Lauger gauge recovery combos went blue (couldn't get used to the recovery), but seems like it should still work all the way to air Naiads ender.
・CT>Caas brought up a purple !, so seems impossible to work into combos (don't know what the proper spelling for this is, since I don't know the language :v)
 
The recovery on CF Relius's Leis makes it really hard or impossible to combo with 5B after if you adjust height to hit twice on an air opponent. I tried many times and couldn't get it to work.
Example) 5B>3C>6D>2C>6C>レイス>5B>5C>aerial~

 

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Sorry for the multipost, just figured this would be easier to handle.

 

Combo stuff for Noel. translation is much appreciated.

 

CFロケテノエルコンボまとめ(暫定) 〜中央〜 ・2B>6A>dlhjC(2HIT)>jD>5C>6A>5C>22BC>dc>6C>5D>6A>5C>22B連射 ・2B>6A>6C>6D>4D>Aオプ>dc>スライド6C>5D>5C>6B>5C>6B>BT 1つ目はキャラ限かも

 

CFロケテノエルコンボまとめその2 〜端〜 ・2B>6A>hjC>jD>6B>5D>22BC(Bスカ)>dc>6C>4D>AT>22B連射 ・2B>6A>jC>j2C>空ダj2C>jD>6D>5C>6A>5C>22B連射 ・5B>5C>前hj2C>jD>6A>6B>4D>AT〜

Tentative Noel combos from the CF loctest

- Midscreen -

・2B>6A>dlhjC(2HIT)>jD>5C>6A>5C>22BC>dc>6C>5D>6A>5C>22B(multi)

・2B>6A>6C>6D>4D>A Optic>dc>sliding 6C>5D>5C>6B>5C>6B>BT

First one might be character specific

 

Part 2

- Corner -

・2B>6A>hjC>jD>6B>5D>22BC(B whiff)>dc>6C>4D>AT>22B(multi)

・2B>6A>jC>j2C>air dash j2C>jD>6D>5C>6A>5C>22B(multi)

・5B>5C>forward hj2C>jD>6A>6B>4D>AT〜

 

Valkenhayn stuff by Nao

 

・2C>6C不可

・6C高さ低く

・N始動ならAケニ>2C>6B>5D>C>AかBケニ

・5D無敵変わらず

・JC>シュッルム可

・クールダウン変わってなくて狼ゲージが単純に長い(全回復までに5C空振りが8>13回に)

・2C>6C doesn't work

6C height is lower

・From an N starter, A Konig Wolf>2C>6B>5D>C>A or B Konig Wolf

・5D invuln unchanged

・JC>Sturm Wolf works

・CD didn't change, wolf gauge simply got longer (full recovery went from 8 5C whiffs to 13)

 

----

 

And even more Haku-men stuff, it's mainly about OD this time. Again, a translation would be appreciated:

 

[collapse]ハクメンロケテ

・OD→5C→残鉄→CT→5C→EA ダメ約6600
・顎刀ch→JB→5C入らない
・3Cch→2B→紅蓮 アズラエル繋がる
・OD→5C→残鉄→CT→残鉄→CT で同技かからず

・ODアイコンの回復が早い 体力赤なら目に見えるほど回復する

 

続き
・ODコン疾風〆から連続的にEAの発生確認 すいませんコンボ決められませんでした
・柳は珠1つ消費で当身前進 左壁端からリバサ柳で右壁端までとはいかないが大分進んだ
・蓮華2段目モーション変更され蹴り上げに

 

続き
・椿上段確定 ガークラ確認
・椿→火蛍のガト確認
・6A発生早い 

・現バージョンのエリアルは入らないぽいかな?

 

既出が多くてすいません
ただ今ロケテで確認できたのは、ハクメンはラウンド頭からODぶっかけてジリジリ立ち回ってラウンド最後にもっかいパナせるって感じすかね
体力赤で生OD10秒、cODで5秒なんで今回はOD依存かもです

理由は次に

 

体力赤珠8で
・6Bch→5C→cOD→5C→残鉄→CT→5C→残鉄→5Cから疾風入らなくなりました

珠が3つ7分くらいでした

 

なんで、ODコンを過信しない方がいいと感じました
ただの俺のネガかもしれませんが笑

今までみたいなお願いODも悪くないと思いますが、立ち回りキャラになったんで火力ゴリ押しでは無くなった感じがしました

From https://twitter.com/because778[/collapse]

 

Hakumen Loctest

・OD→5C→Zantetsu→CT→5C→EA ~6600 damage
・Agito ch→JB→5C doesn't work
・3Cch→2B→Guren works on Azrael
・OD→5C→Zantetsu→CT→Zantetsu→CT doesn't trigger SMP

・OD icon recovers quickly. With your HP in the red, you can visibly see it recovering.

 

Cont.
・OD combo->Shippuu finisher chains into EA activation, sorry wasn't able to get it to combo.
・Yanagi takes 1 orb, is a forward moving counter. From the left wall->reversal Yanagi doesn't reach the right wall, but you cover a lot of distance.
・Guren's 2nd hit animation changed to a kick upwards

 

Cont.
・Tsubaki confirmed to hit mid on Kagura
・Tsubaki→Hotaru gatling confirmed
・6A startup is fast

・Current version's aerial combos don't seem to work?

 

Sorry for all the repeated info
However, I was able to confirm this loctest that if you activate OD at round start w/ Hakumen and play a patient, steady neutral, you sort of get another chance to go all out with it at the end of the match.
With red life, raw OD is 10 seconds, cOD 5 seconds, so we might be dependent on that this time around.
The reason being:

 

At red health 8 orbs

・6Bch→5C→cOD→5C→Zantetsu→CT→5C→Zantetsu→5C into Shippuu doesn't work anymore

You end up at about 3.7 orbs.

 

And so, it seems best not to be too reliant on OD combos.
Although this might just be me being negative about it lol.

I don't think his current "Come on, OD!" playstyle is bad either, but it feels like he's now a neutral/spacing character instead of one that just bulls through with firepower.

From https://twitter.com/because778

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Not sure if this is new info or not on the new system mechanics

 

https://twitter.com/rasuk_grandia_

 

AFには現状任意で発動できないため、AF中の攻撃力アップやバースト回復速度増加、EAの強化を活かすタイミングが難しい 仮に序盤でAF突入した場合早々にcODに回してEAするか、そのままODゲージを保持して状況に応ずるかは個性が出そう

 

取り敢えずロケテでわかったシステム面

・AFはラウンド中1回 ・AF中はダメージが1.1倍

・カウンターはダメージ1.1倍

・AF中カウンターは加算されて1.2倍

・相手がネガペナになるとAFになるが、既に一回AFになっているとAFにはならない

・EAは発生20か21F

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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

I found a bunch of other Jin things using this tag: https://twitter.com/search?q=%23BBCF%E3%82%B8%E3%83%B3&src=typd

 

・jcはヒット時のみ。(つまり変わっていない)

・硬直差、おそらく±0。

 

≪氷斬閃≫

・ジンの浮きが少しふわっとしている気がする。

・地上の相手に当てるとよろけてダウン。2Bで拾える。(空中ヒットになる)

・低く当てれば、中央でも微ダ2Bで拾える。これまでのD氷斬のような感覚。

 

⑧OD>6D>氷翼(RC)>6A>裂氷>6B>氷斬>6C>雪華>6C>月下 始動がほぼあり得ないが、これで9012ダメージだった気がする。アクティブフロウだったとは思うが、ジンで9000出たのは驚いた。これも6Aを遅らせると伸びる可能性あり。

 

ジンスレに書いていないけどオマケ

 

⑨色々>3C>cOD>5C(凍結)>月下 ヒートゲージがなくても倒しきれる可能性が高まった。

 

⑩画面端色々>6C>cOD>月下 これも倒し切りに。ヒートゲージがいらないのは大きい。

 

Translations would be very appreciated~

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Not sure if this is new info or not on the new system mechanics

 

https://twitter.com/rasuk_grandia_

 

AFには現状任意で発動できないため、AF中の攻撃力アップやバースト回復速度増加、EAの強化を活かすタイミングが難しい 仮に序盤でAF突入した場合早々にcODに回してEAするか、そのままODゲージを保持して状況に応ずるかは個性が出そう

 

取り敢えずロケテでわかったシステム面

・AFはラウンド中1回 ・AF中はダメージが1.1倍

・カウンターはダメージ1.1倍

・AF中カウンターは加算されて1.2倍

・相手がネガペナになるとAFになるが、既に一回AFになっているとAFにはならない

・EAは発生20か21F

AF currently can't be activated as desired, so it's hard to capitalize on the AF attack up/burst recovery/EA buff bonuses. On the other hand, if you get AF early it leads to options like cOD into EA or saving the OD for whatever situations may occur, which seems like it would lead to a variety of play styles.

 

Anyways system stuff learned:

・AF is once per round

・Damage is 1.1x during AF

・Counter damage is 1.1x

・Counter during AF is additive, becomes 1.2x

・If the opponent gets negative penalty you're supposed to go into AF, but it won't trigger if you've already gotten AF once this round.

・EA startup is 20 or 21F

 

I found a bunch of other Jin things using this tag: https://twitter.com/search?q=%23BBCF%E3%82%B8%E3%83%B3&src=typd

 

・jcはヒット時のみ。(つまり変わっていない)

・硬直差、おそらく±0。

 

≪氷斬閃≫

・ジンの浮きが少しふわっとしている気がする。

・地上の相手に当てるとよろけてダウン。2Bで拾える。(空中ヒットになる)

・低く当てれば、中央でも微ダ2Bで拾える。これまでのD氷斬のような感覚。

 

⑧OD>6D>氷翼(RC)>6A>裂氷>6B>氷斬>6C>雪華>6C>月下 始動がほぼあり得ないが、これで9012ダメージだった気がする。アクティブフロウだったとは思うが、ジンで9000出たのは驚いた。これも6Aを遅らせると伸びる可能性あり。

 

ジンスレに書いていないけどオマケ

 

⑨色々>3C>cOD>5C(凍結)>月下 ヒートゲージがなくても倒しきれる可能性が高まった。

 

⑩画面端色々>6C>cOD>月下 これも倒し切りに。ヒートゲージがいらないのは大きい。

 

Translations would be very appreciated~

・jD is only on hit (in other words, unchanged)

・Frame advantage is probably ±0

 

≪Hizansen≫

・Jin seems a little more floaty

・Ground hit causes a stagger down. Can pick up with 2B (becomes an air hit).

・If you land the hit close to the ground, you can combo with 2B even in midscreen. Sort of like the feel of current D Hizan

 

⑧OD>6D>Hiyoku(RC)>6A>Rehhyou>6B>Hizan>6C>Sekka>6C>Gekka(EA)

Pretty impossible starter, but I think this did around 9012 damage. I think it was during AF too, but I was surprised to see 9000 from Jin. Might go further if 6A is moved to later in the combo.

 

Wasn't in the Jin thread, but a bonus:

 

⑨stuff>3C>cOD>5C(freeze)>Gekka    Improved chance of finishing someone off even without any heat

 

 

⑩corner stuff>6C>cOD>Gekka   Another way to finish someone off. Not needing heat is a great boon.

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haven't been following the loketest, just reading up the gamer's article while waiting for my flight out from EVO

summarized a few things, sorry if it's already been translated

Naoto: https://twitter.com/GREATFERNMAN/status/623300385956958208(and naoto can dash cancel the charging for [D])

Hibiki: https://twitter.com/GREATFERNMAN/status/623302816560320512

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Kagura

 

Normals:

 

5C: Startup is faster, range is shorter. Can't combo into 6DA on air CH

2C: Startup is faster, can combo into it from 6B. Causes slide effect on ground hit

6C: Startup is faster. Range feels shorter(?). Doesn't seem to have head invuln

3C: Floats lower on hit, so you can't combo into 5DC,2DC or 6DC

j.C: Startup is slower, landing lag has been reduced (Almost 0!)

 

No changes to jump cancels and no additional gatlings added.

 

Drive:

 

5DA: Midscreen air hit knocks them further away. Can't tech it until you hit the ground

5DB: Damage up to 2200dmg. Blows them further away on hit.

5DC: Invuln doesn't seem changed. Hitbox behind you might be a tiny bit extended. Although you still don't turn around if the opponent passes by overhead.

6DC: On air hit, floats them like 1.1 OD, but a little lower. Wall bounds on CH

 

Specials:

Ryuubakusen: A orb moves faster, goes full screen. Knocksdown on ground hit. Starts of as 1 hit, after travelling a bit becomes 2 hits.

B Fafnir: Startup increased, recovery increased

C Fafnir: No longer wallsticks, Extend Cfafnir combos not possible.

 

New move:

Hits overhead! Knockdown is similar to Jin's Hazansen.

No height limit. Charge time is short 5B(8)B>j.2C will work for quick overhead.

Minus on block, but seems hard to be punished for because of the distance it opens up.

Can't be followed up on midscreen CH

In the corner, rc>5B will always hit, regardless of CH

 

Exceed Accel:

The deadly art, the Kagura-Copter!

 

Combos:

Midscreen: 5BB>2C>2DC>5DA. You can 6DA after the 5DA, but it seems character specific

Corner: 5BB>2C>5C>A orb>6B>5C>2DA>6DC>Cfaf(followup)

Midscreen: 2DA>5DA>6DA. Again, the 6DA feels character specific>

 

Misc:

Feels like a completely different character.

They got rid of his painful neutral + one-shot comeback damage playstyle, and he's become a character that sort of grinds you down in little increments by throwing out 5C willy-nilly and getting knockdowns from even anti-air Fafner/A mash ground hits.

The new overhead move especially... (if I say more Mori will notice, so rest is omitted).

It's like playing an entirely different character, and strong/weak talk aside, fun.

 

thanks to hakimiru for helping with translations!

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Woops, sorry. Missed this one.

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

6C<6B gatling removed

Hisshouken got slower?

New move feels like something that you set out.

On hit, the last hit launches high

Musou whiff>hit with followup has increased recovery, making 2B pickup after impossible

5C tip hit into 3C<Musou works

In the corner Hirensou wall-sticks, making not even 5A or 2A connect

Neither Musou nor Sekka cause wallbounce

 

 

From what I was able to determine during the BBCF loctest, it still doesn't connect from Jin's throw Musou. (sorry, this is just as confusing in the original JP) 5d2d are special cancelable, and probably due to worse proration somewhere, the 6A RC into high Musou followup hit 2b5c combo becomes techable on the 5c. 2c recovery is unchanged. 3 6a's triggered Active Flow.

 

[skipped the last two because I can't figure out what わんちゃん means in this context - doesn't seem like the normal usage, and I couldn't find a match for any Jin-specific jargon either.]

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New Moves:

1. Ginga

- Has a reach of a tiny bit past 5B to just before 5C, generates a tornado (projectile prop) on the ground that goes up to chest height, doesn't leave the screen when done in the corner.

- Combos from 3C

- Untechable from launch to the knockdown.

- Can't follow it up midscreen, but in the corner 5B pickup works near the apex.

- Damage seems unaffected by drill level

- Minus when blocked right after startup

- If you meaty it on a downed opponent some distance away, it catches both forward/back rolls while also staying out long enough to force a block on emergency tech, giving you frame advantage.

 

2. 4C, 1C

- Closer hitbox, 1-hit, and reduced recovery versions of 5C and 2C, respectively.

- The recovery reduction is pretty minor, however

- 5C>1C, 2C>4C gatlings, while 5C>4C, 2C>1C does not.

 

Other Changes:

5B - increased recovery? faster startup?

6B - reduced recovery?

j2B - startup sped up. j2B loop works 14 times

3C - faster startup?

j6C - pull in is pretty strong now

6D - increased beginning active frames? slightly tracks opponent after reaching the ground

2D, j6D - digs in even at Lv2, landing all hits

 

D-chip Related:

- No changes to guard/barrier guard behavior

- Chip amount when you have the upper hand is unchanged

 

Raibu:

- floats higher?

- Raibu>5B works in corner

 

Hariken:

- Ground drill counts as projectile, can be destroyed. Can't be destroyed by physical attacks.

 

Gosei:

- Hit density decreased, resulting in reduced damage.

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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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J2Cfc is still available (fc?)

My first thought was that fc was fatal counter, but that's just a guess.

6Cfc will still make the opponent fly (fc = rapid cancel, fast cancel?)
 

which would also make sense with this (I think).

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My first thought was that fc was fatal counter, but that's just a guess.

 

 

 

which would also make sense with this (I think).

Right, fatal counter, I forgot that existed. Thanks Deadman for the reminder.

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https://twitter.com/giketomato/status/623455860199550976

 

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

Edited by Argent Zero
Fixing links

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