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[Pertaining To Itsuu]

・Kinda like BBCS's Unlimited Litchi

・Midscreen hit followup not possible, and at the time of the hit, you will continue holding the staff

・Ittsuu A has wall bound properties

・Can cancel from general attacks, 2C > Ittsuu A confirmed

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

・(midscreen)2A>5B>2C>214B (new move)>Hatsu>63214A> Reach D (D while standing on staff), confirmed up to this point

・IttsuuA wall bounds at edge of screen / corner

・Renchan (214B) : the staff is vertical (aka 5D set) after being set by this attack

・Ittsuu: cant Kote cancel. At the end of the attack animation, you can cast away the staff (5D recall, return, etc) or use Four Winds as you would up to now (aka you are able press D or 412361D after hit or block... except in ittsuu A's case, you keep the staff on hit)

・HakuHatsuChun> 5B = Because Chun has added recovery, you probably can't do this

・Counter Assault : blowback from normal hit Counter Assault is greater (hits the opponent farther back)

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Tsubaki changes evernote that is not translated yet if anyone is willing to help. Thank you in advance.

 

[collapse]

システム関連:
コンボ時間が減少された。5BB>5CC>槍光スカ>5C>2C>B剣がつながらない。(5CCからなら可能?)
同技補正が削除、必殺技の同技補正はダメージにのみあるらしい
アクティブフロウ追加、攻撃を当て続けると発動し、ダメージ上昇やODのたまる時間が短縮される。
エクシードアクセル追加、OD中に全ボタンを同時押しすることで発動、アクティブフロウ時だとダメージが二倍になり生当てで4000近く減る
ODをすると時間が表示され、ODが終了するとODアイコンにカウントが表示されたまるまでの時間がわかりやすくなる。
rcODをしてもcODの時間になるらしい
 
通常技関連
3CCが通常ヒット時でも5Cで拾える
JCC>JD>JBはできる
6CCからの低ダコンはできる、ただしコンボを少し刻むだけでできなくなる
チャージキャンセル(何か>5Dによるすき消し)は存在する、通常技だと0.25回収、必殺技だと0.5回収
5Bと2Cはjcあり、6Cはなし
6A>5CC>6BからB剣がつながらない
6Bch>6BからはB剣で拾える、6BBの進む距離が短くなったかも?
6B微不利?
5D2Dは変更なし、JDのみ変更ありで高空だと高速で0.5たまり、低空でもう一度高速でたまるらしい
投げはほとんど変わらず、いつものコンボで大丈夫
 
必殺技関係
槍光スカコンも槍翼スカコンも存在、5Cで拾える
各種D必殺技はスカしてもガードされてても派生可能
C槍はたぶん無敵がある
特殊翼から6Cで拾えない、
D翼は硬直増加、2Bも難しいとの報告あり
必殺技は今回も生出しと派生で性能が違う模様
生D剣はjcが可能、jccCTも可能
A閃はたぶん変わりなし、C閃は裏回る、D閃5分
特殊閃は変化なし、普通に6Cで拾える
鎖はIG2回収
C焔のダメ上昇?
バナナはたぶん据え置き
新必殺技、鎚
B版D版両方中段
ガード時B版5分、D版有利
B鎚はダウンがとれる、チャーキャン可能
D鎚はバウンドし、5C等で拾うことが可能
閃ガード派生D鎚をするとスカる、すかし派生で距離を開けるとあたる
エクシードアクセルはかっこいい
[/collapse]

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[ittsuu]

・Like CS Unlimited Litchi's

・A midscreen hit knocks them away, doesn't seem comboable

・You keep possession of staff on hit

・Ittsuu A has wallbounce properties

・Can be canceled from normals, 2C>Ittsuu A confirmed

 

[Combos]

(midscreen) confirmed up to 2A>5B>2C>Renchan B (new move)>Hatsu>Riichi A>Chankan

----

・Ittsuu A wall bounces in the corner.

 

And over!

----

・Exceed animation didn't change much in Active Flow.

・Renchan: After setting it, staff is vertical

・Ittsuu: Can't Kote cancel. After the stance finishes, you can still launch the staff or go into Four Winds etc. like before.

・Haku Hatsu Chun>microdash 5B, probably doesn't work due to increased recovery on Chun.

・Counter Assault: normal hit knockback increased?

 

----

Woops, too slow. Going to bed, I'll get whatever's not done in the morning~

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Seems like Tao stuff. Can someone please help with translation?

EGO ‏@egokaka  Jul 18View translation

タオカカ 6A、5Cガード時jc可 2B硬直増 6B猫22Aカルルに確認 3C(3)の浮き高く、必キャン可に。3C猫1繋がる 立ちくらい5C6C、2C6C繋がらず 立ちくらい5CJAJC確認 ねこっとびJCがねこっとびJBの下位互換として使われそう 猫3溜めで中段 #BBCF
 

EGO ‏@egokaka  Jul 18View translation

 

タオカカその2 5Cのヒット硬直減少。補正次第で屈5C6Cや空中5CJC等が繋がりづらく 6C空chで中央壁バン ゆにぞん壁バンせず。CP1の性能? J攻撃すべてjc可 J攻撃ガトリングの変更。JCからは猫2しか出せず。J2BからJBJCが出た…はず。再確認求む #BBCF
 

EGO ‏@egokaka  Jul 19View translation

 

タオカカその3(コンボ関連) ヘキサ、メタギタdm2400くらい J2Dが強制ダウン 中央密着3C猫3繋がる。3C猫3hjJCJ2DA2B5ChjJBJCJCJ2DA2B~とかできた 空くらい猫3が少しバウンド。3C猫3アンコ繋がらず 3CねこっとびJC繋がらず #BBCF
 

 

タオカカBBCFロケテ ヒット時J2B>JBとJ2B>JCは確認。ガード時でも出るよね多分 3C>猫1>4Dと3C>猫1>ねこっとびJAは多分無理かな……4D早くなってるけど 中央3C>猫1>5Dから拾おうとしてみたけど5DBからも5D6~も厳しそうだった。端専用のパーツ?
 

EGO ‏@egokaka  Jul 19View translation

タオカカ追記 DE同技は無い(表示されてないだけか?)体感でも同技ついてない気が 3C猫15DBですごい運ぶ。拾えるか? #BBCF

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Tsubaki changes evernote that is not translated yet if anyone is willing to help. Thank you in advance.

 

[collapse]

システム関連:
コンボ時間が減少された。5BB>5CC>槍光スカ>5C>2C>B剣がつながらない。(5CCからなら可能?)
同技補正が削除、必殺技の同技補正はダメージにのみあるらしい
アクティブフロウ追加、攻撃を当て続けると発動し、ダメージ上昇やODのたまる時間が短縮される。
エクシードアクセル追加、OD中に全ボタンを同時押しすることで発動、アクティブフロウ時だとダメージが二倍になり生当てで4000近く減る
ODをすると時間が表示され、ODが終了するとODアイコンにカウントが表示されたまるまでの時間がわかりやすくなる。
rcODをしてもcODの時間になるらしい
 
通常技関連
3CCが通常ヒット時でも5Cで拾える
JCC>JD>JBはできる
6CCからの低ダコンはできる、ただしコンボを少し刻むだけでできなくなる
チャージキャンセル(何か>5Dによるすき消し)は存在する、通常技だと0.25回収、必殺技だと0.5回収
5Bと2Cはjcあり、6Cはなし
6A>5CC>6BからB剣がつながらない
6Bch>6BからはB剣で拾える、6BBの進む距離が短くなったかも?
6B微不利?
5D2Dは変更なし、JDのみ変更ありで高空だと高速で0.5たまり、低空でもう一度高速でたまるらしい
投げはほとんど変わらず、いつものコンボで大丈夫
 
必殺技関係
槍光スカコンも槍翼スカコンも存在、5Cで拾える
各種D必殺技はスカしてもガードされてても派生可能
C槍はたぶん無敵がある
特殊翼から6Cで拾えない、
D翼は硬直増加、2Bも難しいとの報告あり
必殺技は今回も生出しと派生で性能が違う模様
生D剣はjcが可能、jccCTも可能
A閃はたぶん変わりなし、C閃は裏回る、D閃5分
特殊閃は変化なし、普通に6Cで拾える
鎖はIG2回収
C焔のダメ上昇?
バナナはたぶん据え置き
新必殺技、鎚
B版D版両方中段
ガード時B版5分、D版有利
B鎚はダウンがとれる、チャーキャン可能
D鎚はバウンドし、5C等で拾うことが可能
閃ガード派生D鎚をするとスカる、すかし派生で距離を開けるとあたる
エクシードアクセルはかっこいい
[/collapse]
System:
- Combo time got reduced. 5BB>5CC>623C>j.236A(w)>5C>2C>214B doesn't connect (might work from 5CC?)
- SMP scaling got removed, looks like SMP on specials only affects damage.
- Active Flow added, triggered by continuously attacking. Increases damage and speeds up OD charge time.
- Exceed Accel added, activated by simultaneously pressing all buttons during OD. Damage is doubled during Active Flow, doing close to 4000 on raw hit.
- A timer is displayed during OD, and there's a counter over the OD icon when it ends, making it easier to tell how long it will take to charge up.
- rcOD seems to just give the same duration as cOD.
 
Normals:
- 3CC>5C works even on normal hit
- JCC>JD>JB works
- You can go from 6CC into low dash combos, but they drop pretty early
- Charge cancel (something>5D to get rid of recovery) is a thing, normals give 0.25 stock, specials give 0.5.
- 5B and 2C can be jump canceled, 6C can not
- 6A>5CC>6B doesn't go into 214B
- 6Bch>6B into 214B pickup works, the distance 6BB moves forward might have been reduced?
- 6B slightly minus?
- No changes to 5D 2D, only JD is different. Done high up, it looks like it quickly charges 0.5 stock, and then does another quick charge at low height.
- Throw is pretty much unchanged, regular combo still works
 
Specials:
- 623C>j.236A(w) and 623C>j.214A(w) combos are both in, can pick up with 5C
- The various D specials can go into their followups even on whiff or block
- 623C probably has invincibility
- j.236D>j.214D can't be followed up with 6C. Due to j.214D recovery increase there are reports that 2B is hard as well
- Specials seem to have different properties when done raw or as followups this time around as well
- Raw 214D is jump cancelable, jccCT works too
- 236A is probably unchanged, 236C passes through, 236D is even
- No change to [4]6D>236D, can pick up with 6C as usual
- 63214C gives 2 stock
- Damage on 236236C increased?
- Banana(632146B) is probably something that you set out and leave unchanged (correction courtesy of Errol)
- New special, Tsuchi (22B/D)
--- B, D versions are both overheads
--- On block B version is even, D version is plus
--- 22B gives knockdown, can be charge canceled
--- 22D bounces, can be followed up with 5C etc.
--- 236x>blocked>followup 22D whiffs but puts up some distance  if you use the pass-through followup to open up some distance it will connect. (sorry, misread 2nd half).
- Exceed Accel looks cool

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[collapse]

Seems like Tao stuff. Can someone please help with translation?

EGO ‏@egokaka  Jul 18View translation

タオカカ 6A、5Cガード時jc可 2B硬直増 6B猫22Aカルルに確認 3C(3)の浮き高く、必キャン可に。3C猫1繋がる 立ちくらい5C6C、2C6C繋がらず 立ちくらい5CJAJC確認 ねこっとびJCがねこっとびJBの下位互換として使われそう 猫3溜めで中段 #BBCF

 

EGO ‏@egokaka  Jul 18View translation

 

タオカカその2 5Cのヒット硬直減少。補正次第で屈5C6Cや空中5CJC等が繋がりづらく 6C空chで中央壁バン ゆにぞん壁バンせず。CP1の性能? J攻撃すべてjc可 J攻撃ガトリングの変更。JCからは猫2しか出せず。J2BからJBJCが出た…はず。再確認求む #BBCF

 

EGO ‏@egokaka  Jul 19View translation

 

タオカカその3(コンボ関連) ヘキサ、メタギタdm2400くらい J2Dが強制ダウン 中央密着3C猫3繋がる。3C猫3hjJCJ2DA2B5ChjJBJCJCJ2DA2B~とかできた 空くらい猫3が少しバウンド。3C猫3アンコ繋がらず 3CねこっとびJC繋がらず #BBCF

 

 

タオカカBBCFロケテ ヒット時J2B>JBとJ2B>JCは確認。ガード時でも出るよね多分 3C>猫1>4Dと3C>猫1>ねこっとびJAは多分無理かな……4D早くなってるけど 中央3C>猫1>5Dから拾おうとしてみたけど5DBからも5D6~も厳しそうだった。端専用のパーツ?

 

EGO ‏@egokaka  Jul 19View translation

タオカカ追記 DE同技は無い(表示されてないだけか?)体感でも同技ついてない気が 3C猫15DBですごい運ぶ。拾えるか? #BBCF

[/collapse]

- 6A/5C are jc-able on block
- 2B recovery increased
- 6B>j.236B>2A confirmed on Carl
- 3C(3) launches higher, now special cancelable
- 3C>236A connects
- On standing opponent, 5C>6C and 2C>6C don't work
- 5C>jA>jC confirmed on standing opponent
- 214D>jC seems usable as a downgraded replacement for 214D>jB
- 236C is an overhead when charged
 
- 5C hitstop reduced. Depending on the proration, stuff like Butt>5C>6C or air 5C>jC will get harder to land
- 6C air counterhit causes wallbounce from midscreen, j236236D does not. CP1 properties?
- j.Attacks can all be jump canceled.
- j.Attack gatlings changed. jC only goes into j236B, j2B went into jBjC...I think. Someone please confirm.
 
(Combo stuff)
- 236236D and 214214C both do about 2400
- j2D causes hard knockdown
- Midscreen, point-blank 3C>236C connects
- Was able to do 3C>236C>hjJC>J2DA>2B>5C>hjJB>JC>JC>J2DA>2B~ etc.
- Air hit 236C bounced a little
- 3C>236C->B dropped
- 3C>214D>jC dropped
 
- j2B>jB and j2B>jC confirmed on hit. Probably works on block too.
- 3C>236A>4D and and 3C>236A>214D>JA probably don't work...even though 4D is faster now
- Tried to follow up 3C>236A>5D midscreen, but seemed tough from both 5DB and 5D6~. Corner-only route?
 
- DE(Dancing Edge) has no SMP (just no display indicator, maybe?). Although feel-wise it seemed like no SMP either.
- 3C>236A>5DB has amazing carry. Not sure if it can be followed up.
 
 

据え置き means unchanged 

 

Ah, I see. Thanks!

Wasn't sure if they were talking about the move (set and forget) or the treatment of the move from Arcsys (left alone).

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These are the only Taokaka changes I could not for the life of me understand.
 
JBがヴァルケンのリヒトの様なモーションに…ねことびJBさよなら。
J2B発生高速化。jc復活ただし上段
J4D、降りた後に斜め上に跳ねる。これが1番笑った。B派生するとV字の様な軌道に
JBモーション変更にJ2Bが上段か…このままだと崩しきつくなりそうだなー
5B5Aや6A>C系統はある。

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These are the only Taokaka changes I could not for the life of me understand.
 
JBがヴァルケンのリヒトの様なモーションに…ねことびJBさよなら。
J2B発生高速化。jc復活ただし上段
J4D、降りた後に斜め上に跳ねる。これが1番笑った。B派生するとV字の様な軌道に
JBモーション変更にJ2Bが上段か…このままだと崩しきつくなりそうだなー

 

jB's motion now that akin to Valken's j214B

j2B startup is very fast and jump cancel available. However, no longer overhead

j4D will bounce diagonally upwards after falling down, B variant causes a V-like movement

(last sentence a repeat of first 2 sentence)

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ZELs CF Tager location test summary.

https://twitter.com/ZEL_firia/status/623162777943674880

 

雑感1 カタパルト

・無敵ついていて相手がODなければ期待通りの良いダメージが出せる

・ただし流石に慣れられるとモーションも大きくて見てから飛べる可能性あり

・発生は20F半ばから後半 ・無敵自体はしっかり発生まであると思う

 

雑感2 6B

・ヒット時強制しゃがませ

・A>B>6Bが立ちで繋がらず、しゃがみで繋がる

・B>6Bは立ちで繋がる

・A>Cがしゃがみで繋がるが、A>6Bは繋がらないため発生1F鈍化の16F説

 

雑感3 グレンパニッシュ

・ダメージ増加 ・ヒット後の不利フレームやや減少?

・注目は空振り時の硬直が20F前後に減少しているため色々出来そう

そう・・・CPロケテのエアドラのように・・・ 無くなりそうだなー

 
雑感4 Aドラ
・発生は旧Bドラの様な早い崩し用
・無敵は体感できない
・ダメージは据え置きなので完全に崩し用
・吸引力は上がっている感じで溜めれば結構な距離を吸う
 
雑感5 ガジェ
色々言われているけどコレはコレで面白い調整、脳筋プレイじゃ沢掛けられません
・開幕程度に距離が離れる
・イメージとしては5Bすら届かない距離
・有利Fが大幅に増加しているためお互いの選択肢が大幅に変わる
個人的には相手の取れそうな沢に正解は見つけてあるので良し
 
雑感6 コンボ面1
・A、2A共に俗にいうF始動に戻った
・Aスレの空中ヒット挙動がCS2仕様のため多少浮く、代わりに端バウンド削除
・DのHIT挙動もCS2のスライドのため中央、端共にコンボしづらく、カウンターでもCS2スパーク並の画面1/3位までしか跳ね返らず
 
雑感7 コンボ面2
・6Aから3Cが出なくなったため取り敢えずのガジェが難しく
代わりに6Aの引き寄せが被磁力でも磁力時かそれ以上に引っ張るため、牽制を刈り取った時のような先端以外では2Cに繋げられる 個人的には6A>4Dで近距離有利フレを活かすのが投げキャラらしい沢で面白そう
 
雑感8 怪しそうなアレコレ
・立ち回りでのグレン
・Bスレ溜め
・ODテラからのエクシードの逆転力
・Attentionかかった時のGCODジェネでの逆転力
・カタパルトの補正のゆるさ
立ち回り我慢してのワンチャンっていうある意味投げキャラの醍醐味
パワーキャラから投げキャラへ
 
コンボはもうちょっとどうにかなんなかったのかなー
基本6A2Cコレダーするしか無いのがな~
6Aに繋いだ時点でCTかコレダーしかないし、かと言って3C繋いでもDガジェキャンとかないし、コンボ面だけは簡単なコンボ【しか】ないのは流石にツマラナイぞ?
 
折角6Bがしゃがませに変更されたから活かそうと思っても、
5B>6B>6B>AS>A>Cが既に繋がらないとか、
JB>JA>A>B>6B>AS>Aが繋がらないとかテクる要素も無いのはまだなにか見つけてないからか?
ロケテでコンボの方向性が見えなかったのは初めてだわ
 
磁力が有ろうがなかろうが空中引っ掛けC>6A2Cコレダーしか無いのはスパーク使えってことか?

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Ah okay, my guessitmation from Google Translate was right then. What about this line? 5B5Aや6A>C系統はある。

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Ah okay, my guessitmation from Google Translate was right then. What about this line? 5B5Aや6A>C系統はある。

5B, 5A, 6A>C based attack route still available in BBCF

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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

 

 

[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.]

わんちゃん = One Chance, refers to that single moment where you can turn the tide of the battle (example: CSII, when Arakune curses the opponent and proceed on to winning the match even though he was about to die)

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わんちゃん = One Chance, refers to that single moment where you can turn the tide of the battle (example: CSII, when Arakune curses the opponent and proceed on to winning the match even though he was about to die)

That's the usual meaning, but it didn't make sense to me in this context: 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

What does that have to do with Rehhyou's faster startup? 関係ないじゃん *flips table*

I'm guessing there's a big chunk of implied context somewhere that I'm missing...

 

What do you think they mean?

 

---

 

Working on the Tager stuff it no one else has already started. Can't see twitter here so the Jin stuff will have to wait =/

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Rehhyou -> 5C -> Aerial combo

 

Since rehhyou is faster/safer now so its easier to turn the tables when in a pinch? (I'm also assuming Jin's aerial combo got a major buff)

 

That's what I'm getting with this Jin Post. I do wish though the sources would be more detailed. Minor stuff can be really mind bending.

 

BTW thanks for the Tager stuff, I'll give the Jin tiwtter stuff posted by Dawn in an hour or so (unless you want to take it)

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Rehhyou -> 5C -> Aerial combo

 

Since rehhyou is faster/safer now so its easier to turn the tables when in a pinch? (I'm also assuming Jin's aerial combo got a major buff)

 

That's what I'm getting with this Jin Post. I do wish though the sources would be more detailed. Minor stuff can be really mind bending.

 

BTW thanks for the Tager stuff, I'll give the Jin tiwtter stuff posted by Dawn in an hour or so (unless you want to take it)

Oh, is that it? I thought it was related to the previous line and they were trying to say something about using Rehhyou's faster startup as a pickup after...

Wasn't even close :v

 

Please go ahead and do the Jin stuff, I won't be able to read tweets for another 5 hours or so.

And thanks for letting me know the Tager stuff is fine to work on.

If it's not too much trouble, could you please also include the two Jin lines I skipped with your translations of the new tweets?

Having it all together will make things easier to copy/link, I think.

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no.

 

I don't have the original, full context (I could probably find it), but it is going to be more like - 

since I was able to go into an aerial combo from 5C, there's a chance that the (now fast) C DP could be used to pick them up. 

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no.

 

I don't have the original, full context (I could probably find it), but it is going to be more like - 

since I was able to go into an aerial combo from 5C, there's a chance that the (now fast) C DP could be used to pick them up. 

AH so that's what they were impling. But wait, then why would they use わんちゃん? Were they just comparing it to as such? If so, then it makes sense (the author used excess text and made things confusing)

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that's a regular word with the meaning basically that there is a chance. I think you're overassociating it with announcers yelling it in hype moments. 

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that's a regular word with the meaning basically that there is a chance. I think you're overassociating it with announcers yelling it in hype moments. 

Thanks Errol, that makes a whole lot of sense now

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[collapse]

ZELs CF Tager location test summary.

https://twitter.com/ZEL_firia/status/623162777943674880

 

雑感1 カタパルト

・無敵ついていて相手がODなければ期待通りの良いダメージが出せる

・ただし流石に慣れられるとモーションも大きくて見てから飛べる可能性あり

・発生は20F半ばから後半 ・無敵自体はしっかり発生まであると思う

 

雑感2 6B

・ヒット時強制しゃがませ

・A>B>6Bが立ちで繋がらず、しゃがみで繋がる

・B>6Bは立ちで繋がる

・A>Cがしゃがみで繋がるが、A>6Bは繋がらないため発生1F鈍化の16F説

 

雑感3 グレンパニッシュ

・ダメージ増加 ・ヒット後の不利フレームやや減少?

・注目は空振り時の硬直が20F前後に減少しているため色々出来そう

そう・・・CPロケテのエアドラのように・・・ 無くなりそうだなー

 
雑感4 Aドラ
・発生は旧Bドラの様な早い崩し用
・無敵は体感できない
・ダメージは据え置きなので完全に崩し用
・吸引力は上がっている感じで溜めれば結構な距離を吸う
 
雑感5 ガジェ
色々言われているけどコレはコレで面白い調整、脳筋プレイじゃ沢掛けられません
・開幕程度に距離が離れる
・イメージとしては5Bすら届かない距離
・有利Fが大幅に増加しているためお互いの選択肢が大幅に変わる
個人的には相手の取れそうな沢に正解は見つけてあるので良し
 
雑感6 コンボ面1
・A、2A共に俗にいうF始動に戻った
・Aスレの空中ヒット挙動がCS2仕様のため多少浮く、代わりに端バウンド削除
・DのHIT挙動もCS2のスライドのため中央、端共にコンボしづらく、カウンターでもCS2スパーク並の画面1/3位までしか跳ね返らず
 
雑感7 コンボ面2
・6Aから3Cが出なくなったため取り敢えずのガジェが難しく
代わりに6Aの引き寄せが被磁力でも磁力時かそれ以上に引っ張るため、牽制を刈り取った時のような先端以外では2Cに繋げられる 個人的には6A>4Dで近距離有利フレを活かすのが投げキャラらしい沢で面白そう
 
雑感8 怪しそうなアレコレ
・立ち回りでのグレン
・Bスレ溜め
・ODテラからのエクシードの逆転力
・Attentionかかった時のGCODジェネでの逆転力
・カタパルトの補正のゆるさ
立ち回り我慢してのワンチャンっていうある意味投げキャラの醍醐味
パワーキャラから投げキャラへ
 
コンボはもうちょっとどうにかなんなかったのかなー
基本6A2Cコレダーするしか無いのがな~
6Aに繋いだ時点でCTかコレダーしかないし、かと言って3C繋いでもDガジェキャンとかないし、コンボ面だけは簡単なコンボ【しか】ないのは流石にツマラナイぞ?
 
折角6Bがしゃがませに変更されたから活かそうと思っても、
5B>6B>6B>AS>A>Cが既に繋がらないとか、
JB>JA>A>B>6B>AS>Aが繋がらないとかテクる要素も無いのはまだなにか見つけてないからか?
ロケテでコンボの方向性が見えなかったのは初めてだわ
 
磁力が有ろうがなかろうが空中引っ掛けC>6A2Cコレダーしか無いのはスパーク使えってことか?

[/collapse]

Catapult (360B)
・Has invincibility, leads to the good damage we were hoping for if opponent doesn't OD.
・It has a large windup animation though, and can be jumped out of on reaction if they're used to seeing it.
・Startup is somewhere between mid to late 20F, invincibility lasts the entire startup, I think.
 
6B
・Forces crouch on hit
・A>B>6B works on crouching, but not standing
・B>6B works on standing
・A>C works on crouching, while A>6B does not. Current theory is 1F slower startup, making it 16F. [not entirely sure what they mean, since 6B has 24F startup according to wiki]
 
Grand Punish
・Damage increased, frame disadvantage post-hit slightly decreased?
・Of note is the whiff recovery being reduced to about 20F, might be able to do stuff with this
Yes, just like air driver during the CP loctest... probably going to get removed
 
A Driver
・Startup is like the old B Driver, use for fast mixup
・Doesn't seem like there's much invincibility
・Damage is unchanged, so it's completely just for mixup
・Pull-in seems stronger, pulls pretty far when charged
 
Gadget
There's been a lot of opinions on this, but it's an interesting change in its own right and won't shine if you play brainlessly
・Puts up a distance about equal to what you start a round at
・To help the imagery, it's a range at which even 5B won't reach
・Huge increase in frame advantage, greatly changing the options available to both players.
Personally, I'm good at correctly anticipating their next move, so I think it's good.
 
Combos
・A, 2A back to being F starters
・A Sledge airhit properties are like CS2 and cause a slight float. Wallbounce removed in exchange.
・D hit causes sliding like in CS2, making it hard to combo both midscreen and in the corner. Even counterhit only bounces them back about 1/3 of the screen, like CS2 Spark Bolt
・3C no longer gatlings from 6A, making it harder to randomly go into Gadget. On the other hand, even unmagnatized 6A's pull-in is just as strong or stronger than magnatized, allowing you to go into 2C unless you hit with the very tip of it. Personally, I think the idea of using 6A>4D to gain close range frame advantage is befitting of a grappler character and seems interesting.
 
Various Iffy Stuff
・Using Grand in neutral
・Charged B Sledge
・Comeback ability from OD Terra into Exceed
・Comeback ability from GCOD Genesic when "Attention" shows up (Active Flow)
・How good Catapult's proration is
Sticking it out in neutral for that one comeback chance is in a way, the draw of a grappler character
Going from a power character to a grappler character
 
Wish they could do a little more about the combos.
Seems like there's not much besides 6A>2C>Collider
Once you go into 6A all that's left is CT or Collider, and even if you go into 3C there's nothing like D>Gadget cancel. Sort of boring how there's nothing but simple combos on the combo front.
 
Since they went to the trouble of making 6B force crouch I tried to make use of it, but stuff like 5B>6B>6B>AS>A>C and JB>JA>A>B>6B>AS>A already don't work. There's like no tech to work with, maybe there's still something we haven't found yet?
This is the first time I haven't been able to see a direction for combos at a loctest.
 
Does airhits only going into C>6A>2C>Collider regardless of magnetism mean they want us to use Spark?

 

that's a regular word with the meaning basically that there is a chance. I think you're overassociating it with announcers yelling it in hype moments. 

Wait, really!? I had no idea...I don't think I've ever heard anyone use it outside the FGC.

Thanks for clearing things up!

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http://www.dustloop.com/forums/index.php/topic/11030-cf-loketest-news-news-only-or-infraction/?p=926935

 

OK gonna do them from top to bottom (the least these guys can do is write up a report instead of posting multiple info in twitter)

 

5B>5C>3C>214D>C Followup>2B>5C>6C, 6C did not connect. 5C's untechable time reduced? 5D>2C will connect.

Throw (dc)>OD>5B connect? 5C seems not.

Yukikaze damage reduced?

 

5B's advantage frame(?) reduced? Clashed with Noel's 5A.

Corner combo = 6C>6D>OD>632456D>RC>6A>6D>6C>623C>6B>j214C>6C>Gekka (exceed accel) almost 6900 near 6C execution. (will connect without 6C)

 

Corner 5C>3C>214D>Followup>2C>6B>Hizangeki/Hizanshou>2B, Hizan will not connect.

OD>236D... don't know what changed

6B>236D connects.

 

Aerial Hisshou has a taunt motion

Yukikaze damage 3120

 

Jin's 5A has +1 Frame advantage

 

Even with cOD, it only lasts 5 counts, doesn't change even after 6D or throw(dc). So the biggest point around this time is to do OD on OKI, opponent wiffs an attack, and start the combo with 6C or 6D (maximum damage)

 

3C>214D>followup>2C>6B>dl Hizzan>2B, 2B doesn't make it in time. It might work if you try real hard.

623D>5C>2C doesn't connect.

3C>214D>6A, 3C>214D combos! 3C>dl 214D>6A, Freeze doesn't make it in time. Depending on dl or oki timing, 6A>freeze possibility.

 

If both throw(dc)>OD and throw>cOD didn't change, corner throw>cOD>623C>6B>214C>6C>22C>5C>3C>623B>6C>Gekka may be a possiblity?

 

6B cool down frame increased, 6B>6A doesn't connect

6B>5B does connect only if the opponent is crouching. Probably +5F to 5B

 

 

Between 6C>6D an opponent clashed with 6D after trying to counter them. The startup really hasn't changed?

Opponent floats less after hit. 6C>6D>6C>6D>5B, 5B aerial hits faster. (May be caused by 6C)

 

Hishousetsu(I hope I got that right)

New move, comand 236D.

3 Hit thens freezes opponent, this doesn't change from the old Hishougeki

Fast startup, 6B>236D, 3C>236D, JD(freeze)>236D all connects. Won't connect from jC or j2C.

 

If 236D doesn't hit the opponent, will remain out for 3 secs.

Disappears if it clashes.

After pursuing an opponent's oki with 3C>dl 236D>6A, after 236D was guarded 6A connected. With the right timing, if the 3rd hit of 236D hits before 6A, there may be possibility for the opponent to freeze and followup with another combo.

 

623C (rehhyou)

Faster startup.

5B>5C>623C hit confirmed during nuetral position. Because of this, 623C may be around 17F startup.

Still usable as a combo part for corners and can be picked up with 5B

 

OD

OD count for the following are the same as doing a cOD: RC, throw(dc), 6D>OD

Because of this, throw>cOD is more useful in situations.

6D>6C>cOD has a better chance of racking up more damage than 6D>cOD

 

Jin's Exceed Accel is called Gekka Hyouran (I do hope I got it right). Starts by slicing upwards diagonally. It's like 623B but half the length and thicker in wideness. Once hit, it'll trap the opponent in an ice pillar, Jin will jump and begin slashing the opponent. Finally, Jin will smack the opponent down.

 

If executed as a combo finisher, it did around 1000 (AF may be effecting the damage)

Will connect to any OD version freeze. Will connect with 6C only at the corner.

OD 236D(rc)>Gekka will connect. Great move to use to boost damage no matter what positioning.

 

Little under OD 236D damage wise. As a combo finisher, use OD 236D if you can kill with around 1300 damage. If you don't have enough heat, just use Gekka.

 

 

Requested by Hakimiru and clarified by Errol (thanks)

 

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

 

feel like something should work after 5B>5C>3C>Hishousetsu. 5C goes into aerial, so there's a possibility Rehhyou might work as a pickup since it's gotten faster.

At the corner, 5B>5C>623D>2B>5C>6C, 6C didn't connect. 5C>6C may connect if the opponent is crouching hit.

 

There, I did it. Foo.... that was long.

TBH, when doing these translation, I have no idea what half of these attacks are (unless they're Arakune or Tager)

I guess I need to have a broader view on each character...

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Requested by Hakimiru and clarified by Errol (thanks)

 

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。

 

I feel like there's possibility after using 5B, 5C, and 236D. Since 5C can start an aerial combo, the faster 623C might be able to pick them up (someone please verify)

 

There, I did it. Foo.... that was long.

TBH, when doing these translation, I have no idea what half of these attacks are (unless they're Arakune or Tager)

I guess I need to have a broader view on each character...

お疲れ様ー

 

I only know one character, so I have these open when I work if that helps:

http://www.blazblue.jp/cf/images/playguide.pdf(official guide for move name pronunciations and motions)

http://www.dustloop.com/wiki/index.php?title=BlazBlue:_Chrono_Phantasma_Extend(our very own wiki for English names)

 

The jargon/abbreviations are pretty tough regardless though.

 

Slight clarification to the quoted bit above, they're saying that they feel like something should work after 5B>5C>3C>Hishousetsu. 5C goes into aerial, so there's a possibility Rehhyou might work as a pickup since it's gotten faster.

 

Not sure how much of a difference that makes, but I suppose it can't hurt to retain as much of the original nuance as possible.

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