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[CF] Loketest News (NEWS ONLY OR INFRACTION)

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Requesting translations!

Tons of Lambda / Nu informations here :

Lambda

Yoshiki tweets : http://imgur.com/HMaznB0

Pino tweets : http://imgur.com/zayMIc1

Zukki tweets : http://imgur.com/JANqo5g

Chrono tweets : http://imgur.com/yz5JXms

Nu

Hiro tweets : http://imgur.com/IQR4H89

Koyatsu tweets : http://imgur.com/Hmyox6l

Kiyoshi tweets : http://imgur.com/QJboX2h

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in your previous notes you said Wedge Catapult only has 3-5 frames of invuln (unless that is considered long?). Did you mean its invuln starts at frame 3-5? Also In case anyone is confused BDriver is Wedge Catapult now, but they are still using both names interchangeably.

 

Sorry after reviewing the source, I mistranslated notes regarding Wedge Catapult. The correct translation is indeed: Invincibility frame starts around 3-5 frames.

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Ok i think this is the last of the new and relevant information left to be translated for Tager From going through all of the Tager players twitters

Overall stuff

  • OD中のD系統アーマー有ります
  • そうだ 超重要な事忘れてた 5D空中ヒット時はスライドダウンなんだけど、ジンとヴァルケンにスパーク当たる
  • 5Cが近めで空中ヒット>Aスレ>5B〜の拾いは残ってるけど3C>空コレダー〜の受け身不能時間が減ってるから3Cが先端気味にヒットした時の空コレダーからじゃないと狙えないかも #BBCFテイガー
  • チャーキャンジェネはちゃんと残ってました  #BBCFテイガー
  • ウェッジカタパルトの無敵時間でカグラのA、B縛を空かすことに成功 #BBCFテイガー
  • そうそうそうそうそう、テイガーさんの小パン始動な、 5A>5B>5C>3C>空コレ>5C>6A>2C>コレダー>ガジェで約2800?くらいだった。 割と小パン始動はコンボ伸びそうや。
  • Aドラの磁力無しの間合いはあーくなまの時よりかなり狭くなってる気がします。 今までのAドラと変わらないくらい
  • jcに追加無しです...従来通り5A2A5Bのみ
  • 大切なこと忘れてた Bドラ初段では倒し切れません。ガジェと一緒ですね

 

i think he confirms it works with hazama and in the link there saying in this conversation that collider>5a>spark probably works on everyone except Kokonoe and Hibiki?

https://twitter.com/Akaoni_TELLY66/status/637556241754001408

ハザマ相手に中央で2B>2C>コレダー>5Aが繋がりました!(その後は未確認)キャラ限っぽいけどコンボ時間をあまり消費してなかったらコレダー後に追撃ができるかも…? #BBCFテイガー

 

More Gurren Punish stuff

  • グレンパニッシュを空中ガードさせてからの相手の空投げ暴れができるかどうかは調べ忘れたけどテイガー側もすぐガードできるのでもしかしたらグレンパニッシュ空中ガードは確反がないのかも
  • グレンパニッシュを空中ガードされてもそのままJBを出してガードさせることができた。テイガーが相手より上の位置でガードさせてれば空中で無敵技を出せないキャラ相手には図々しく引きずり下ろすことができると思われる
  • JBからグレンが繋がるように。(JBの受け身不能かグレンの発生が変わっていると思われる)
  • グレンは最低保証無し
  • テイガーのハイジャンプに2C対空しようとしたハザマにグレンを振る(前なら当たる高さで)→お互いの技が空振る→テイガーの下りJBがハザマの硬直に刺さるって流れがあってびっくりしました #BBCFテイガー

 

2C Gadget whiff combos return?

空ガジェコンな、

~3C>空コレ>5B>2C>空ガジェ>5B~

ってルートもあったが安定考えると

~3C>空コレ>2C>空ガジェ>5A>5B~か。

  • 空ガジェループ 5B>3C>空コレダー>5A>5B>2C>空ガジェ>5A>5B>2C>空ガジェ>5A>5B>2C>コレダー>GF 2800dmくらいかな
  • 5C>6A>6B>Aスレ>5A>5B>3C>空コレダー>2C>空ガジェ>5A>5B>2C>コレダー>GF

 

New emphasis for Crush Trigger combos?

  • 3CCT 6ACT CT3C確認
  • 今日のロケテ成果はテイガーさんの地上6B> CTくらいです。 どのようなルートでもいいので磁力更新狙いつつ4D〆ルートにしたいがあたんねぇよこれ
  • だからネタコンで5C>6A>6B>CT>5B>5C>CT>5B>5C>6A>2C>コレダー>ガジェという誰得コンボおいときますね

 

Akaoni_TELLY66 summary of CF loke test#2 Tager

CFロケテイガー雑感
・コンボ面は非磁力コンに関しては色々痒いところに手が届くようになった。コンボ中に磁力を更新するのが難しくなっておりガジェ後の距離が離れることもあって起き攻めで有利を取るか磁力を更新するかの判断を迫られるようになった気がする(続く)

CFロケテイガー雑感続き
・コレダーや5Dの変化によってCP2で強力だった「とりあえず磁力を付けて5D牽制や飛び読みコレダーから大きなリターンを取りに行く」立ち回りは難しくなったので立ち回りの根本を変える必要があるように感じたけどJDや2Dがそんなに変わってない点が不思議(続く)

CFロケテイガー雑感続き2
・OD中のアーマーが健在なことやCTがコンボに使いやすい、ガークラの時間が短くてもとりあえず投げればいい点など共通システムには割と恵まれてるような気がする。(EAはコンボには使いにくいけど序盤のGCODから暴れの選択肢として見せるのもいいのかも?)続く

CFロケテイガー雑感続き3
・ウェッジカタパルトやグレンパニッシュなど胡散臭い性能を秘めた技もあるので本稼動でどう変わるのがが非常に気になっているところ。全体的に見て弱くなった部分もあるけどまた新しいキャラとして1からスタートできると思うと本

 

Also some Updated System mechanic information for CF location test 2 that may have been changed from location test#1 from https://twitter.com/hima696

Guard Crush
システム面の変更 ガークラは削りダメージあり。 タメ無しCTはコンボ出来ないレベルの短さのガークラが発生するがその際に削りダメージが多分単発の半分ぐらい?入る。 ナオトタメD系統も一緒なので共通システムっぽい?

Same move proration

同技について 現時点判明分 ・通常技には無く、必殺技には全て存在 ・同技が適用された場合、該当技のダメージが著しく低下(10%ぐらい) ・同技補正が適用されるのは該当技のみ。(AケニAケニBケニCケニとした場合、2回目のAケニのみ補正がかかる。Bケニ以降にはかからない。)

 

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Ok i think this is the last of the new and relevant information left to be translated for Tager From going through all of the Tager players twitters

Overall stuff

  • OD中のD系統アーマー有ります
  • そうだ 超重要な事忘れてた 5D空中ヒット時はスライドダウンなんだけど、ジンとヴァルケンにスパーク当たる
  • 5Cが近めで空中ヒット>Aスレ>5B〜の拾いは残ってるけど3C>空コレダー〜の受け身不能時間が減ってるから3Cが先端気味にヒットした時の空コレダーからじゃないと狙えないかも #BBCFテイガー
  • チャーキャンジェネはちゃんと残ってました  #BBCFテイガー
  • ウェッジカタパルトの無敵時間でカグラのA、B縛を空かすことに成功 #BBCFテイガー
  • そうそうそうそうそう、テイガーさんの小パン始動な、 5A>5B>5C>3C>空コレ>5C>6A>2C>コレダー>ガジェで約2800?くらいだった。 割と小パン始動はコンボ伸びそうや。
  • Aドラの磁力無しの間合いはあーくなまの時よりかなり狭くなってる気がします。 今までのAドラと変わらないくらい
  • jcに追加無しです...従来通り5A2A5Bのみ
  • 大切なこと忘れてた Bドラ初段では倒し切れません。ガジェと一緒ですね

 

i think he confirms it works with hazama and in the link there saying in this conversation that collider>5a>spark probably works on everyone except Kokonoe and Hibiki?

https://twitter.com/Akaoni_TELLY66/status/637556241754001408

ハザマ相手に中央で2B>2C>コレダー>5Aが繋がりました!(その後は未確認)キャラ限っぽいけどコンボ時間をあまり消費してなかったらコレダー後に追撃ができるかも…? #BBCFテイガー

 

More Gurren Punish stuff

  • グレンパニッシュを空中ガードさせてからの相手の空投げ暴れができるかどうかは調べ忘れたけどテイガー側もすぐガードできるのでもしかしたらグレンパニッシュ空中ガードは確反がないのかも
  • グレンパニッシュを空中ガードされてもそのままJBを出してガードさせることができた。テイガーが相手より上の位置でガードさせてれば空中で無敵技を出せないキャラ相手には図々しく引きずり下ろすことができると思われる
  • JBからグレンが繋がるように。(JBの受け身不能かグレンの発生が変わっていると思われる)
  • グレンは最低保証無し
  • テイガーのハイジャンプに2C対空しようとしたハザマにグレンを振る(前なら当たる高さで)→お互いの技が空振る→テイガーの下りJBがハザマの硬直に刺さるって流れがあってびっくりしました #BBCFテイガー

 

2C Gadget whiff combos return?

空ガジェコンな、

~3C>空コレ>5B>2C>空ガジェ>5B~

ってルートもあったが安定考えると

~3C>空コレ>2C>空ガジェ>5A>5B~か。

  • 空ガジェループ 5B>3C>空コレダー>5A>5B>2C>空ガジェ>5A>5B>2C>空ガジェ>5A>5B>2C>コレダー>GF 2800dmくらいかな
  • 5C>6A>6B>Aスレ>5A>5B>3C>空コレダー>2C>空ガジェ>5A>5B>2C>コレダー>GF

 

New emphasis for Crush Trigger combos?

  • 3CCT 6ACT CT3C確認
  • 今日のロケテ成果はテイガーさんの地上6B> CTくらいです。 どのようなルートでもいいので磁力更新狙いつつ4D〆ルートにしたいがあたんねぇよこれ
  • だからネタコンで5C>6A>6B>CT>5B>5C>CT>5B>5C>6A>2C>コレダー>ガジェという誰得コンボおいときますね

 

Akaoni_TELLY66 summary of CF loke test#2 Tager

CFロケテイガー雑感
・コンボ面は非磁力コンに関しては色々痒いところに手が届くようになった。コンボ中に磁力を更新するのが難しくなっておりガジェ後の距離が離れることもあって起き攻めで有利を取るか磁力を更新するかの判断を迫られるようになった気がする(続く)

CFロケテイガー雑感続き
・コレダーや5Dの変化によってCP2で強力だった「とりあえず磁力を付けて5D牽制や飛び読みコレダーから大きなリターンを取りに行く」立ち回りは難しくなったので立ち回りの根本を変える必要があるように感じたけどJDや2Dがそんなに変わってない点が不思議(続く)

CFロケテイガー雑感続き2
・OD中のアーマーが健在なことやCTがコンボに使いやすい、ガークラの時間が短くてもとりあえず投げればいい点など共通システムには割と恵まれてるような気がする。(EAはコンボには使いにくいけど序盤のGCODから暴れの選択肢として見せるのもいいのかも?)続く

CFロケテイガー雑感続き3
・ウェッジカタパルトやグレンパニッシュなど胡散臭い性能を秘めた技もあるので本稼動でどう変わるのがが非常に気になっているところ。全体的に見て弱くなった部分もあるけどまた新しいキャラとして1からスタートできると思うと本

 

Also some Updated System mechanic information for CF location test 2 that may have been changed from location test#1 from https://twitter.com/hima696

Guard Crush
システム面の変更 ガークラは削りダメージあり。 タメ無しCTはコンボ出来ないレベルの短さのガークラが発生するがその際に削りダメージが多分単発の半分ぐらい?入る。 ナオトタメD系統も一緒なので共通システムっぽい?

Same move proration

同技について 現時点判明分 ・通常技には無く、必殺技には全て存在 ・同技が適用された場合、該当技のダメージが著しく低下(10%ぐらい) ・同技補正が適用されるのは該当技のみ。(AケニAケニBケニCケニとした場合、2回目のAケニのみ補正がかかる。Bケニ以降にはかからない。)

 

 

Overall Stuff

During OD, D attacks still have armor

5D aerial hit causes slide down, but can be followed with a Spark Bolt against Jin and Valk

If 5C hits an opponent in air and relatively close > A Sledge > 5B ~ still remains. But, 3C > Collider (wiff)~, because of the decreased untechable time, you have to hit 3C at the very tip for it to work?

Voltec Charge cancel into 720 still remains.

Wedge Catapult’s invincibility frame is long enough to make Kagura’s 46A and B miss.

5A>5B>5C>3C>AC>5C>6A>2C>AC>GF combo does around 2800 damage. Pretty good for a A starter.

A Driver seems to have a decreased range without magnetism.

No new jump cancel moves. Only 5A, 2A, 5B are jc’able

As mentioned before, Wedge Catapult’s initial hit has the same properties as GF in regards to killing an opponent, it can’t.

 

VS Hazama: Mid-screen, 2B>2C>AC>5A connects against him. The combo didn’t seem to use up too much time so there might be possibility in follow up after the AC…?

 

Guren Punish (Crimson Punisher):

When an opponent air guarded GP, Tager was able to guard immediately. GP may no longer be punishable when guarded in the air.

Even after GP was guarded in the air, Tager can follow up with a JB. May be strong against opponents that try to use invincible attacks in the air.

GP > JB

GP has no damage proration.

Tager does a high jump > Hazama aims for an anti-air 2C > Tager swings a GP > both attack wiffs > Tager does a JB upon landing > Hazama gets punished.

 

2C Gadget wiff combo returns?

~3C>AC Wiff>5B>2C>GF Wiff >5B~

But if we’re talking about stability

~3C>AC Wiff>2C>GF Wiff>5A>5B~ is more reliable.

GF Wiff loop combos: 5B>3C>AC Wiff>5A>5B>GF Wiff>4A>5B>2C>GF Wiff>5A>5B>2C>AC>GF does around 2800 damage.

5C>6A>6B>A Sledge>5A>5B>3C>AC Wiff>2C>GF wiff>5A>5B>2C>AC>GF

3C>CT, 6A>CT, CT>3C combo route confirmed.

6B>CT was able to connect, I’d like to finish off with a 4D but this isn’t going to work.

So as a joke combo: 5C>6A>6B>CT>5B>5C>CT5B>5C>6A>2C>AC>GF

 

Summary of Tager Test:

Tager’s non-magnetized combos have been improved. However, it’s harder to re-magnetize an opponent during a combo and because of GF changes, you’re going to have to decide whether to pursue a wake up or re-magnetize the opponent.

Changes to the AC and 5D are also something to keep in mind, since AC n longer grants you the reward seen in BBCP2. However, no changed to JD or 2D seem interesting.

With the OD D Armor and CT being able to connect so easily, even if the Guard Crush time is shorter, the shared system mechanic benefits Tager greatly. EA is a little hard to use but start-of-the-match GCOD into a mash attack may be an option for the EA?

Wedge Catapult and GP seems a little fishy in regards to specs, it would be interesting to see if they do keep the properties or change them. Though he did get some nerfs, Tager is still a viable character to use.

 

System Mechanics

Guard Crush: now has piercing damage. A no-charge CT won’t be really useful for starting a combo because of the short guard crush time, the damage of the piercing effect is half of a raw CT. Naoto’s D based attacks are the same so this can be seen as a system mechanic?

Same Move Proration

Only effects special moves (10% decrease). However, if a special move has multiple variants (example, Valk’s A Koenig, B Koenig, C Koenig) the SMP will only affect the same kind (A>A, B>B. Not A>B)

 

Edited by Argent Zero

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Sumamrizing/consolidating Arakune Changes seen in the 2nd Test (starting to lose myself with these damn notes)

Arakune can no longer "re-curse" at the end of a Curse Combo (an X appears that indicates that you can't recurse for a set amount of time). This goes away immediately when the opponent techs.

5A>6B Arakune now moves forward like Platinum's 6B, Arakune now has an easier time hitting opponents with this from anywhere.

JD is now both jump cancelable even on wiff and cancelable with a special.

2A>2C now connects if opponent is standing (won't work if they're crouched?) But since 5A>6B moves you forward, it might be irrelevant?

5D>J3D connects (yes)

JD>B Permutaion connects at the corner

6D Party bug no longer overhead.

When the new DD activates, the curse gauge turns blue. A Coralian from Eureka Seven appears from the side of the stage and rams into the opponent. During this, the curse gauge time is extended. The new DD can be used to A) push an opponent into a corner and B) Increase curse time (So, 5C>JA>JD>fOg>New DD to curse the opponent and push them into a corner)

6B moves you forward but lost it's armor.

New Gatling Route 5B > 6A

From testing, JB Combo route can charge max of 80% curse, 6A still has one hit curse combo potential.

Only the first hit of JB is considered an Overhead (like how only the first hit of 2C is considered a low)

5A knockback increased, but because of 6B's property changes, 5A>6B connects easier.

5B knockback reduced and with the addition of the 5B>6A Gatling route, a new curse route may be possible.

fOg will 100% curse an opponent better (instead of 90% on some).

 

Translator's note: Curse seems easier to achieve when compared to BBCP2 (though the clouds look useless against dashing characters, unless of course it really clings onto an opponent like the slow cloud). However, the overall fire power of Arakune has decreased with the bugs being subjected to SMP. Also, Guard Crush doesn't give you an explosive damage output (as of now, Arakune can at most dish out 5,000 with full curse). I understand that they are trying to make the game more fast paced with combos ending faster and that can be seen by almost everyone, but with a character like Arakune, these changes are hurting him more than helping him. But of course, as everyone knows, there's going to be that one trick or two that turns things around. With C bugs coming out faster, JD being cancellable, we might see Arakune pull through and show that he's better when compared to the current installment. 

Source: http://jbbs.shitaraba.net/bbs/read.cgi/game/45148/1415025277/ https://twitter.com/hashtag/BBCFクローズドロケテ?src=hash&ref_src=twsrc^tfw https://twitter.com/giketomato/status/637208390641389568 https://twitter.com/soujif91/status/637307900273164288 https://twitter.com/EkiAbcde/status/637832072841695232 

 

I do hope someone posts a full summary of changes like last time, easier than looking all over twitter for snippets of information.

Edited by Argent Zero
Sources

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Oh Argent Zero thank you soo much for your work on this forum.... Really!

 

i have a little question: any news about arakune's exceed accel?

have they shown it in the loketest videos? I can't find....

Edited by antonymichiru

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i have a little question: any news about arakune's exceed accel?

have they shown it in the loketest videos? I can't find....

I don't think so. Then again, there's little footage of minor characters like Arakune and such.

If anyone's not already doing it, I'd like to take a whack at Himao's request regarding Lambda and Nu. I'm going to assume the reports will contain most changes, if not all reported changes.

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Lambda Evernote can be found here : https://twitter.com/Zukki_Ka/status/638201844930494464

 

Lambda 11’s Second Test Changes

 

Normals

5C damage increased to 800 while 6C increased to 841.

2B>5C now connects when opponent is on the ground or in the air.

6B now blows the opponent upwards toward you, 6B low air dash combo is still present.

6C’s untechable time increased so you don’t have to worry about height adjustment when connecting with the Sickle. It won’t cause a slide down when you hit it at low altitude so you can’t connect with a 236A. Also, 6C>6D won’t connect.

6A>5B Gatling route erased. You can’t also do the 6A5B loop.

2B has increased cool down.

 

Drive Attacks

Single hit damage increased to 732

Increased speed

The summoner will accept command inputs after the second one.

5D no longer causes stagger upon hit.

5D can rapid cancel out of the first hit.

Summoner’s on the ground have increased untechable time.

Summoner’s on the air do not cause the opponent to bound on hit, only on CH.

The cool down on wiffs decreased.

The pull of the attacks changed? J6D no longer pulls the enemy in so much, so trying to finish off with an aerial 214ABC is harder to do.

 

Specials

Act Parser Drei

High hit, causes slide down, and the travel distance is half of the screen.

Low Frame advantage upon guard

Can perform after an Act Parser Zwei.

Can activate Sparda Blade before Act parser Drei comes out.

Can activate Sparda Blade even after wiffs.

Can cancel into Exiga Nail.

 

Act Parser Drei Sparda

Overhead

Can connect with 5B if you hit it from mid-screen if you hit it pretty fast.

Can follow up after throws and other attacks that displaces enemy high up (example: Throw>Sparda>5B>6A~)

 

Act Parsa Drei Blade

Low

The blast vector has changed, so can pursue with 5B at the corner (example: Corner 3C>Tri>Blade>5B~)

 

Gravity Seed’s gauge recovery is 1 to 2 seconds slower.

Act Parsa Tri Cavalier’s travel distance increased.

Sickle Storm’s time homing in on the enemy’s location is faster.

Spike Chaser’s startup time is faster.

Exiga Nail blasts the opponent less. However upon CH, the follow up time has been decreased, can’t connect with a slightly delayed Cavalier. But can connect with a dash Gravity Seed.

 

 

Crush Trigger

Difference in no-charge and charge version

No charge version: 3C>CT, Gravity Seed>5C>CT, 26B>2D>CT will connect, but pursuing from mid-screen is not only difficult, but also damage wise not good.

 

 

DD

Calamity Sword’s raw damage and damage proration increased.

Did not check the stats of a ground Calamity Sword, but the damage proration is low compared to the aerial version

Raw CS = 2400, aerial CS with proration = 1200

OD CS = 2800, aerial OD CS with proration = 1400

 

 

EA

Duo Caltus

Triple summersault, during AF it’s a quadruple summersault.

OD>EA fast start up.

3C>cOD>EA or Gravity Seed>OD>EA will connect.

 

Combo Parts

~6C>Sickle>Side Dash Cavalier: Able

B Gravity Seed>6C on the spot>Cavalier>Slide Sickle>Spike: Able

Mid-Screen Gravity Seed>5C>6C>Spike Chaser~: character specific?

~6C>236A>Cavalier>: Unable

When opponent is in air, 5C>Exiga Nail: unable

4D>Sparda: unable

4D Aerial hit>Cavalier: Able

5C Fatal Counter>5D>Cavalier: Unable

Fatal Counter>Gravity Seed (A)>5C>Spike Chaser: Unable

Corner Cavalier>Exiga Nail: Able only if opponent is hit high above with cavalier.

Corner Cavalier>Spike Chaser: Unable

 

Example Combos

Mid-Screen

6B>Dash 2D>Gravity Seed (B)>6C>Cavalier>Side Dash Sickle>Spike Chaser>Side Dash 2D>5D>J256D: 3700 damage

3C>Gravity Seed (B)>5C>6C>Cavalier>Sparda>6A.5C>2D>J2D>J26D>Crescent Saber: 4008

Throw>Sparda>5B>6A>5C>2D>J256D>Crescent Saber

Corner

3C>Act Parsa Drei>Blade>5B>6A>6C>Cavalier>6C>Exiga Nail>Side Dash 5D>2D

 

 

Others

Taunt motion shorter

 

Other Already Confirmed

6B: Ragna’s 5B still punishes (at least -8 Frames)

5D Pocket, unchanged

5D’s first hit OD Cancel: unable

Gravity Seed’s hitbox: unchanged

Sickle Storm: 4 Hit

Spike Chaser: Will be stopped if hit before execution

Crescent Saber: Unchanged

OD Crescent Saber: can follow up with a 6A.

OD4D: cannot hit opponents that are near you.

OD5D Cavalier: able

OD Spike Chaser: unchanged

OD Sickle Storm: Unchanged

OD Exiga Nail: Unchanged

 

Notes:

Definitely a good start in changes.

However, there are some questionable nerfs (JD’s based attacks bound removal for example). Overall, normal attack damage output increased and damage from 6B and Throws have increased as well. However, due to the combo time system change, combos involving the Gravity Seed have decreased in damage. Drei and Sparda are fun to use. These and how same move proration has been removed from all normal make new possibilities for combos. 

Edited by Argent Zero

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Nu 13 2nd Test Changes

 

 

New Move

Luminous Slave (Luminous)

Like all others, there’s the N Version, C Version, and H Version.

Searches opponent and shoots out a sword, a little slower than the usual Sword Summoners.

Can be stopped if Nu is hit.

Can be canceled from a Sickle Storm

All F Starter

Cannot cancel into a Gravity Seed upon hit.

 

N Luminous: A cloud appears above Nu’s head and shoots a sword.

Startup is slower than CP2’s N Spike Chaser

Advantage when guarded, if you can.

Upon hit, opponent floats then downs. The opponent is able to tech in air upon hit, but can easily be followed up by a Sword.

*no changes seen from the 1st test.

 

C Luminous: Shoots a sword

Same command as CP2C Sparda, can cancel from the motion startup of H Luminous any time.

*the cool down frame has decreased. At the corner, Nu can combo Sickle>C Luminous>Dash 6A~ or Corner Grab>C Luminous>6A~. A very important combo tool in the corner because it can combo without the use of the Gravity Seed, startup and damage is good. Nu has an advantage if guarded at point blank and some if guarded halfway away.

 

H Luminous: After setting up a cloud, the cloud will stay put until you imput D or leave it alone for a couple of second.

Can shoot a sword when Nu’s doing anything (can shoot while Barrier Blocking or using another move)

However, if Nu has blocks or gets hit, H Luminous will disappear.

 

Combo ex:

 

DD>Act Parsa (H Luminous)>3C>Sickle Storm>Gravity Seed>Aerial N Crescent Saber>(H Luminous)>Dash 6B~

Can follow up with Act Parsa and close in on the enemy.

*if you don’t do anything, H Luminous will activate after 5 secs.

The startup is faster after you press D. Will cause the same hit properties as the other Luminous.

 

 

EA

Nu will shoot a sword that can reach from point blank to the end of the screen. If hit, the opponent will be showered with swords. Raw = 1800 and AF = 3800.

The speed of the sword is pretty slow.

*Startup = 21 Frames (can input after a 3C), upon OD activation buffer input, has an 11 Frame Startup. No Damage Proration so using it raw or immediately after OD activation is the best?

 

Damage Related

Normals and Sword Summoners’ damage has been aligned with Lambda’s.

Also, raw hits deal greater damage, but the Combo Proration is greater as well.

Even a N Starter, the combo time is decreased.

 

Normals

No changes to Gatling.

5C: Change in Hit Stop? Harder to hit with a 6C. 800

6C: Untechable time increased? 841

6B: Untechable time decreased, harder to follow up with a 5C. Able to follow up with a 6A.

 

Sword Summoner

Basics akin to CP2.

No changes in Jump Cancels and Gatling.

No changes in startups.

 

Nerfs:

Aerial Summoners’ cool down frame increased, think of it as double the current cool down.

D>hit confirm>D is no longer possible. The untechable time for the D’s have decreased.

4D is slower.

*The amount you can use at once decreased.
Example: 5DD>4DD>5DD, can’t do any more than that.

No more piercing damage.

 

Buffs:

SE change for the summoners.

 

Changes in General

Overall the pull-in on all attacks decreased and the opponent float more upon hit.

J6DD cannot be followed up by an aerial Act Parsa JC because of the change in properties. The aerials also have les pull and causes the opponent to float more so finishing off a Crescent Saber is difficult to do.

 

Specials

Sickle Storm: Damage Proration from 89% to 92 %

Upon hit, makes the opponent float so can pursue with a Gravity Seed or 5D easily.

Can connect also connect with 3C> Gravity Seed (A)>4C mid screen.

Can cancel into a Luminous.

 

C Sickle Storm

Pulls the opponent in a little before the crumble and collapse on spot, aerial hit no change.

Can follow up with a Gravity Seed>4D, Gravity Seed>Act Parsa>5B or 2B, C Luminous.

Damage decreased but can troll with the new properties upon hit.

Can cancel into a H Luminous set up.

 

H Sickle Storm: No changes, Fatal Counter still there, Luminous Cancel OK.

 

Crescent Saber: No changes, can pursue without heat gauge thanks to the Luminous.

 

Crescent Saber Cancel: Can now aerial Act Parsa, but cannot do a low altitude Act Parsa.

 

H Crescent Saber: No changes, Fatal Counter still there.

 

Gravity Seed: recovery speed slower, plus two more secs. Difficult to do a two Gravity Seeds in one combo because of the nerf and mechanic change (shorter combo time)

 

Supla Rage: Cannot pursue without Gravity Seed (Gravity Seed>aerial Summoner only)

Compared to CP2, the opponent float less but cannot down the opponent.

Upon Counter Hit, will cause the opponent to float equivalent to the current Supla Rage and can follow up without a Gravity Seed.

*Changes in 2nd Test

Head Invincibility no longer from 1F

Startup is now M, cannot complete an aerial summoner.

Unable to confirm of throw invincibility.

Even as a combo part, the combo proration is bad.

 

Air Supla Rage: No changes.

 

Forward Act Parsa: No changes.

With the H Luminous, can possibly turn into a useful tool in mixups and guard strings. 

Back Act Parsa: No changes

Air Forward Parsa: No changes

Air Back Parsa: The forgotten

 

Legacy Edge: No changes, still has the projectile invincibility and general invincibility properties.

 

Calamity Sword: No changes

Combo Proration 960 damage.

 

OD Calamity Sword: All hits are no longer overheads.

Combo Proration 1400 damage.

 

OD in general: IDK

Sword Summoner has piercing damage, 4D activates point blank.

Like OD Luminous, two swords come out, and can’t Act Parsa.

Can follow up easy.

Gravity Seed recovery takes only 3 secs.

 

Throw: No changes

Corner throw>C Luminous>6A

 

Crush Trigger

Fastest CT can be followed up with a 3C or 2C, an aerial hit blows the opponent away but the opponent can air tech.

Corner hit causes wall splat.

Mid-screen, can only be followed up with a 5D, but the combo proration is horrible and you can’t rely on it for damage.

Because it can connect with a 3C, can be a filler for cases when you don’t have a Gravity Seed. However, even in these cases, damage is horrible.

A charged CT is the same as the current one, but the combo proration is also horrible apparently.

 

SMP

Due to the system change, only Specials get affected by SMP. Possibility for being able to do multiple 6Cs without damage penalty?

 

Personal Thoughts:

 

From the 1st Test, the aerial summoner’s cool down is unbelievably bad, the Luminous’ search capability’s a joke, and the Gravity Seed recovery is horrific.

This time around, you can’t just snipe the opponent from far away akin to CT Nu, but rather space the opponent, and be able to set up H Luminous and mixup the opponent from any range. However, N or C Luminous are worthless combo parts as of now and only being able to do neutral game is out of the question. Thankfully, the combos with Sickle Storm is still present. Sickle Storm Combos ending off with a H Luminous is your basic pattern.

 

2nd Test thoughts:

The parts left unchecked in the 1st test got punished. If anything, only C Luminous got buffed.

The nerf, especially the Supla Rage. Becoming a Moment starter and unable to pursue without Gravity Seed is one thing, but the loss of the head invincibility is huge.

Luminous Slave: H Luminous for wake up pursuit and mixups, C Lumnous for combos. N Luminous for… what? As of now, N Luminous is more rather for neutral game. However, the pressure it places on the opponent is rather small so buffing this might be nice. In general, buffing the search capabilities for all the Luminous and hit properties might be the next topic.

For points to be praised, the buffs to Normals and Luminous’ current properties, mid-range seems to be Nu’s prime.

Corner Crescent Saber, C Luminous once there in 4D’s range for combo tools, Gravity Seed for neutral game, Luminous Slave’s search capability buff, H Luminous’ wake up pursuit buff are all good points.

Long range: the risk aerial Summoner brings, no advantage for having the opponent blocking Summoners, Luminous not being able to function properly are all points needed to be discussed. For the Luminous’ to work, we need CP2’s Gravity Seed and Spike, the irony.

Edited by Argent Zero

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Brand new Tager info from the Newest Location test has just started to come out.

just wondering what this says

テイガーのスレッジが珠GPなしと書きましたが訂正します。 スレッジの貯め、移動中、攻撃判定まじかでシックルにカウンターしなくなりました。

ハッシュタグがなかったので再投稿 テイガーのスレッジはニューのシックルに負けなくなりました。

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Brand new Tager info from the Newest Location test has just started to come out.

just wondering what this says

テイガーのスレッジが珠GPなしと書きましたが訂正します。 スレッジの貯め、移動中、攻撃判定まじかでシックルにカウンターしなくなりました。

ハッシュタグがなかったので再投稿 テイガーのスレッジはニューのシックルに負けなくなりました。

Tager's Sledge will not lose against Nu's Sickle (has guard point against projectiles)

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Zel just posted a lot of new tager stuff from todays newest location test https://twitter.com/hashtag/bbcfテイガー?f=tweets&vertical=default&src=hash

September 19th, 2015 ZEL tweet translation regarding Iron Tager (CF)

Wedge Catapult's invincibility starts at 6F, damage increased from 1200, but the Impact Driver or the follow up attack of Wedge Catapult is now 200. Overall damage of Wedge Catapult remains the same 2600.

The 5D Counter Hit has been buffed, now can connect with a fully charged B Sledge or a Bsledge wiff>6A. 

EA will blast opponent away.

The Atomic Collider's bound has been altered to bound closer to Tager. With this, A based attacks now hits against all characters. 1-2 frame advantage added to follow up (more time to follow up after AC). 2A will connect by 5B will not so the frame advantage is 8-9 frames.

B Sledge Hammer

Guard Point has been added to B Sledge charge motion. Guard Point against projectile has been added as well. However, the charged B Sledge Guard Point (non-projectile) for when moving has been removed. Same for A Sledge, however A Sledge couldn't beat Ignis's attacks. This may be because Ignis is no longer considered a projectile but rather a normal hit.

Spark Bolt

Like in CP, when Spark Bolt hits, the opponent will come back in front of you. Damage Proration has been buffed as well. Since Spark Bolt now is a great source for damage and a great follow up for Atomic Collider, using it just for the sole purpose of magnetizing an opponent looks like a waste of resource.

DD Terra Break

The Damage Proration seems to have been nerfed? 

DD Genesic Emerald Tager Buster

Raw damage has been lowered to 4620.

Combo Wise

3C>A Sledge>5A>Atomic Collider>5A>Spark Bolt>Wedge Catapult>6C

3C>Atomic Collider Wiff>2C>Gadget Finger Wiff>5A

Anti air: 5C>A Sledge>3C>Atomic Collider Wiff>6A>CT (charged)

6A>6B>A Sledge>5A.

Fatal Counter parts

B>JC, JC>JD, for aerial opponent 5A>5C.

Scrapped 

5C>6C, 5B>J2C

 

Twitter Notes:

A raw 5D now gives more return with Spark Bolt buff and the Counter Hit (ground) buff. The invincibility for Wedge Catapult starts from 6F to 1F after execution. 

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September 19th, 2015 ZEL tweet translation regarding Iron Tager (CF)

Wedge Catapult's invincibility starts at 6F, damage increased from 1200, but the Impact Driver or the follow up attack of Wedge Catapult is now 200. Overall damage of Wedge Catapult remains the same 2600.

 

Combo Wise

3C>A Sledge>5A>Atomic Collider>5A>Spark Bolt>Wedge Catapult>6C

3C>Atomic Collider Wiff>2C>Gadget Finger Wiff>5A

Anti air: 5C>A Sledge>3C>Atomic Collider Wiff>6A>CT (charged)

6A>6B>A Sledge>5A.


 

Thanks alot for the translations.

Are you sure hes not saying that wedge catapults wall bounce damage increased by 200 from 1000 to 1200, but if you do the follow up attack the total overall damage is still 2600. So the damage is higher than before if you choose to combo instead of using the buster follow up attack. But if you use the follow up attack the total damage is still the same as before.

 

Also in the combo part hes posting new combo route snippets and there not meant to be joined toghether.

3C>A Sledge>5A> Air combo followup

Atomic Collider>5A>Spark Bolt

Wedge Catapult>6C

Air hit 5C>A Sledge>3C>Atomic Collider Wiff

air hit 6A(ground slide)>CT (charged)

air hit 6A(ground slide)>6B>A Sledge>5A.

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Thanks alot for the translations.

Are you sure hes not saying that wedge catapults wall bounce damage increased by 200 from 1000 to 1200, but if you do the follow up attack the total overall damage is still 2600. So the damage is higher than before if you choose to combo instead of using the buster follow up attack. But if you use the follow up attack the total damage is still the same as before.

 

Also in the combo part hes posting new combo route snippets and there not meant to be joined toghether.

3C>A Sledge>5A> Air combo followup

Atomic Collider>5A>Spark Bolt

Wedge Catapult>6C

Air hit 5C>A Sledge>3C>Atomic Collider Wiff

air hit 6A(ground slide)>CT (charged)

air hit 6A(ground slide)>6B>A Sledge>5A.

Yes, for Wedge Catapult, the initial attack has increased by 200, but if you still do the buster follow up (Impact Driver) the overall damage is 2600. Sorry for the confusion and thanks for checking my translation work. Always appreciated.

Also, my bad about the combo route. Tager Time's is the correct representation of CF Tager Combo routes. 

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I call upon the translator gods to help us decode these moon runes about Ragna.

 

ODHFにダッシュキャンセルついてた

ナイトメアエッジchで6Cまで繋がる

3C>2Dが繋がるしかもそのあとふつうにDSとかでコンボいける

ラグナは初心者のために技術介入が必要なコンボは全て削除しました!初心者様が出来そうなことしかさせません!って感じの調整でやり込める所が0に等しい。なんか面白い要素入れてくれ、まだ何かあれば楽しいと思う。
まだロケテだし慌てなくていいと思うけどこれがそのまま実装されたらやばいやつ

 ナイトメアエッジはfc中でも追撃不可

ラグナの6D浮かなくなってるって聞いてやってみたらほんと浮かなくてJDスカから5B5Cが精一杯で6A当たる距離まで微ダ出来ないんだけどボクが下手なのかどうなのか それとももう6A使わない??

中央でのまだおの吹っ飛びが小さくなっててまだおダッシュキャンセル微ダ5Cの猶予増えてる
CID結局F始動っぽいんやけど気のせい?
空中BS硬直増えた?

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I call upon the translator gods to help us decode these moon runes about Ragna.

 

OD Hell's Fang now is dash cancel-able

Counter Hit Nightmare Edge can now connect with 6C.

3C>2D connects, can even followup with a Dead Spike

Ragna seems more of a beginner class character, eliminating any complicated combo routes or sort. Good to start off with but ends up being plain and basic.

Even during a fatal counter, Nightmare Edge cannot pursue.

6D doesn't cause the opponent to float as much, after a JD wiff, 5B or 5C is the best it can do. A side-dash 6A won't reach.

Mid-Screen "Not over yet" (22C) will push the opponent less. 22C>Dash Cancel>5C is easier to pull off.

CID is an F Starter?

Aerial Blood Scythe has bigger cool down? 

 

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I call upon the translator gods once more to translate some more potential Ragna loketest changes, thanks in advance.
6DJDスカシビアすぎて一回しかできなかった スカさなくても普通にコンボできたしこれでいいかな.
5C低空GH消えたのかな
5B5C2DDSdcダッシュ5Cまでは出来たけど5D当たらないしエリアルしかないのかな.
6DJDダッシュ5B6A基礎コンいく感じ.
ああ、そうかJD当てても浮いてないんだしそりゃそうだ。なるほどー.
Sent from my SGH-T989 using Tapatalk 2

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I call upon the translator gods once more to translate some more potential Ragna loketest changes, thanks in advance.
6DJDスカシビアすぎて一回しかできなかった スカさなくても普通にコンボできたしこれでいいかな.
5C低空GH消えたのかな
5B5C2DDSdcダッシュ5Cまでは出来たけど5D当たらないしエリアルしかないのかな.
6DJDダッシュ5B6A基礎コンいく感じ.
ああ、そうかJD当てても浮いてないんだしそりゃそうだ。なるほどー.
Sent from my SGH-T989 using Tapatalk 2
 

6D>JD is too difficult to pull off, I was only able to do it once. But even if I miss, I still can combo into things so I guess it's OK.

5C>low air Gauntlet Hades is now gone.

5B>5C>2D>Dead Spike>Dash Cancel>Dash 5C, I was able to do up to 5C but couldn't connect it with a 5D afterwards. Only Aerials?

6D>JD>Dash 5B>6A seems like the basic combo.

JD doesn't make the opponent float too much any more.

 

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- 5A back to hitting crouching hurtboxes (it wasn't in the 2nd loke)
- 2B starter combo time reduced to Fast (same as 5A and 2A)
- 5B has a better lower hitbox
- 6B damage increased; starter combo time might be F?
- 5C recovery reduced back to CPEX's
- 6C (1) can't be jump canceled on hit; untech time reduced; 6C (1) > 3C gatling added
- 6C (2) floats less on hit; less untech time; can't be normal canceled
- 2D forces crouch on hit; foot invul is not 1f
- 6D crosses up if glued to opponent; has body invul at some point but not in the latter half of the move
- 4D doesn't float on hit anymore; has body invul but maybe less?
- j.2C wallbounds in corner
- j.D's inertia is back to CP1's. but it's slow like CPEX's
- j.4D removed
- cr.5B has a better upper hitbox
- cr.2D looks like 2D
- cr.6D looks like 6D; it dodged Kagura's flash kick so it might have invul too
- cr.4D looks like 4D
- 236C doesn't move forward anymore? but has longer reach; corner 5B > 5C > 236C > 5B pickup works
- 236A/B both make opponent float farther away on hit; stuff like 5D > cr.6A > cr.5B > 236A > dash cancel 5B works
- 623D blows opponent away horizontally now; can pick it up with 5A in the corner; OD ver works the same way so rip midscreen combos
- 214D floats less on hit
- j.214C~2C gives you a knockdown closer to you now
- 22C hitbox nerfed?
- Drive reload time reduced
- You can't do the "j.D landing cancel > cr.6B" thing anymore
 
Thanks Hiago for translate
 
 
 

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