Nini Heart Report post Posted October 5, 2011 (edited) Okay, here we go. I'll update this post as new information pops up. This is for actual changes, so please don't post unconfirmed loketest changes. Let's try keeping this thread only for changes. Arakune Bang + Ground throw is not special cancellable but is airdash cancellable, so throw airdash J.4C is possible + 5D gives float on normal hit + jD has better proration (no idea p1 or p2 though, I can't tell from the term) + All nails give knockdown on hit on the way down, but D nails will cause opponent to rise up if they are also rising up. - C nails have weakened proration + C nail hitsun improved + Ground grab gives 1000 damage, has wallbound. * I'm not so sure here, but it seems like it's saying you need to jump cancel to hit some characters with 6C j.D. My guess is they put in a 6C j.D gatling maybe?? 6C seems to have higher vertical knockback. - Command grab prorates a lot worse + Gatlike 5B is back Current combos ・2A>5B>6C>JD>2B>6C>J4C>JC ・2A>2A>5B>2B>6C>JD>2B>6C>J4C>JC ・JD>2A>5B>JA>JB>J4C>J4C>JC 1800 ・Command grab rc>5C>6D> firepunch >5B>6C>J4C> air firepunch >5A>5B>JA>JB>J4C>J4C>JC bluebeats at some point in the combo apparently. 【4000] ・2D>JD>C nail>JD>C nail>5D ・5A>5B>2B>6C>JD>C nail>JD>C nail>5D ・Throw> airdash >J4C>C nail>JD>5C>6D ・5A>5B>2B>6C>JD>2B>6C>J4C>JC【around 2340】 ・Midscreen throw> airdash> J4C>C nail>5C>6D>Daifunka【around 2940】 ・5B>2B>6C>JD>2B>6C>J4C>JC【around 2700】 ・Midscreen throw>J4C>C nail>JD>C nail>JD>C nail>5D (Personal note: wtf is this combo) ・2D(ch)>5C>6D>Daifunka【3972】previously 4632 Carl Hakumen Courtesy of the haku forums + Kishuu head(?) attribute invul from frame 5 onwards + shippu minimal damage 800→1000 + 4C can be charged, charged 4C is plus on block + Midscreen renka can be followed by dash 2C or iad j.a j.b + JD has better damage - Charged 4C can't be canceled + 6A CH can be followed up with 5C + Throw seems to be special cancellable + J.b>j.2a gatling/link seems to work. Hazama - Chain levels decrease + 214D-B wall bounces in corner - 6C repeat proration Iron Tager Translated by hakimiru + B sledge chargeable, charging increases travel distance and maybe hitstun. + Charge speed of voltiac increased, can counter with hammer if it guardpoints. + 5B leads to combo off both air and ground hits + 3C special cancelable, can be teched + Change in character trajectory off spark bolt hit. Untechable time increased + Increase in collider untechable time + Can combo after forward throw(meaning it's probably special cancelable) + Magnetic pull of D moves improved - 2C, 3C no longer remove primer - 5A doesn't cancel into 5A anymore + 5B jump cancelable - Harsher repeat proration on collider (immediately techable after 2) + Forward throw damage increased to 1900 + 6B forces crouching + 4D hitbox improved - Spark bolt can only be followed up with normals in the corner. Collider follow up available anywhere. CH spark bolt has same properties as CS2 spark bolt Jin + 2D breaks a primer - 2D is slower - J.2C and J.C level decreased + New gatling, 2C>6B - Increased recovery on Ice Arrow - Double Ice Arrow still works but damage decrease + Yukikaze proration improved + Forward and Back throw special cancellable + 6A proration improved + 623B is a lot faster + Throw {, 214A whiff, 5C, Sekkajin, 6C, 214C} - 2523 Damage" + Throw, 623B, 6C, 623C, 5B, 5C, 2C, 623C} – ~3.100 Damage” + Throw> Astral seems to work + 2C seems to have head invincibility, was able to hit arakune J.B with it + 6A on airborne opponent can be OTG'd - 623 loop seems harder + 623D lifts opponents less + 214A properties from loctest seem to have stayed. 3C>214A corner combo deals 4K, and apparently 214A>623B works - 6C>2D doesn't work on everyone - 6C hitbox worsened - 6C push back increased a lot + 6D longer freeze time - IceArrow damage guarantee 500~600, so much longer recovery time, almost useless as a combo finish move + Wave super has nearly 1000damage guarantee + Sekkajin has less proration, 2B>B>C>Sekka>6C~ works - 2C P1(70%), 2C>5C deleted, - 2B not jump cancel + 2A>throw chain added (like hakumen) Litchi * Her forward throw launches them up and slightly forward, same as her back throw. + All Green launches the opponent straight up and causes an aerial spinning state. * Haku > Chun makes the opponent fly backwards in a arial spinning state. (Think Hazama's 214D~C) + 4D wallbounds in the corner. - 4D cannot be followed up mid-screen. + Shinshin in 5D set travels further. * j.B > j.C > Hatsu > Haku > Chun works in the corner. + The final hit of Kokushi causes a spin state. (Like a Gold Burst) * (Corner) 5B[m] > 2C > 6D > Hatsu > Haku > Chun > 5B > 6C(1) > 4Kote > j.B > dj.C > j.D > j.C > Staff 2 > 6C(2) works. - Sending the staff out has more recovery(D moves) * New J.D + Forward throw combos with [m]6D - Daisharin is the same as in loctests(last hit knockdowns and has terrible proration values), - 6C no longer removes a primer * Four winds is apparently better + 6A is untechable down on air hit + 2B[m] > 3C[m] and 6C[m] gatlings added + JD recovery is less + Air staff launch recovery is less (likely) + Changes to hitstop on staffless normals make them appear faster + 2C[m] > 4D gatling returned + Four Winds prorate buffed + 5D set Four Winds has a more favourable trajectory - Rising Tsubame hit proration increased - JBCB staffless gatling removed. - Ippatsu Bonus prorate removed (not completely confirmed, but mostly agreed on) - Follow up Chun now wallbounds - Hatsu has same move prorate (likely) - 6C[m] p1 down - Ground staff launch recovery slightly increased (6C(1) > 4kote > [D] > 5B doesn't work anymore) + Ryuuisou trajectory changed, to fly above, comboable on CH Makoto Rough translation from the Makoto boards: * Corner combo starting from 2A and into DD gives 40% back and does about 4400. - Midscreen 2D only able to follow up with air combo. - 6B doesn't force crouch anymore - 5CC>6B doesn't work on standing - You can't Comet oki anymore.(probably because of increased recovery on comet) - "Particle Flare's minimal damage decreased to 200/200/840 from 200/200/1.120." - Her hitbox got bigger, forcing some universal combos that didn't work on her to now work - "Particle Flare's invicibility vanished, it seems"(i find it hard to believe) * Trajectory on 214B and C changed - A series can only gatling up to 3 times - 5B: ch>short dash to combo doesn't work - 6B 2 frames slower, doesn't force crouch, combos from 5CC on crouch - j.B - counter hit less untechable time? - 2C - 70% repeat prorate - All Drives have repeat prorate regardless of levels - 5D - untechable time decrease, can link 5B, 6A, 2B, immediate 2D, 214A~C, and fastest possible 2C - 2D - untechable time decrease, can link j.D and barely link 2C + j.D - untechable time increase, can link dash 2366A/2C + 6B+C - special cancel. A astroid etc. + j.B+C - can't follow up - CA - can't follow up on counter hit? - 236A recovery increased - 236A~D - wallbounds only counter hit, can follow up with 5B if close - 623C - counter hit can't be followed up with 5A? Follow up delay window decrease - Parry - Counterhit hitbox during recovery, can't be used repeatedly, can only cancel with dash - Space Counter - weaker proration + Shooting Star - Distance increase + 214A~C - Untechable time increase - 214A~C~A - Can't cancel to drive, need to RC to follow up + 214A~C~B - Floats more, can follow up with 2A (I also think the move is slower though) - 214A~Cmash - More recovery, can't follow up in corner - Big Bang Smash - More recovery, stronger proration - Partical Flare - No invincibility, weaker proration {5CC, 5D, 5B, 6A, 2D, j.D, 214A~A, 5CC, 236236D~D~D} - 4.526 Damage" "{5B, 5CC, 5D, 5B, 6A, 2D, j.D, 236A~D, 5B, aerial}" "{5B, 5CC, 5D, Lunatic Upper, Stargazer, 5B, 6A, 2D, j.D, 2C, 236A~D, aerial/Particle} ~4k (aerial) ~5k (Particle Flare) Noel Vermillion +D.214D Wall bounces in corner +Still does retarded damage in corner Corner 3C>22B(xN)C>666C>4D>D.6C>214D>6C>5D>236D>6C(2)>6C>J.D>D.6D>D.5D>D.5C>D.6B>Fenrir - 6.2k damage Platinum Changes courtesy of the plat boards + Jump cat hammer's hitbox reaches to Platinum's foot area + JC hitbox might be wider (reaches behind her?) + 6A feels like it has less recovery - 2C has repeat proration + 6C repeat proration removed - Swallow Moon has more recovery + batCH>mami works, confirmed with Jin and Litchi -(?) Missile special has lower proration -(?) frying pan damage now 500 * bomb special still equips 6 + CDT won't drop even after two mamis - CDT minimum damage nerfed to about 950 + TK cat hammer (special?) CH>5C>mami works + With regular missile, 5C> 5D> JC> JD> DJ JC> something + 5A can only be chained 3 times , of course, and they say it has "compensation"? + Cat hammer is stronger and has more minimum range + Also launches on CH now. . + She can combo off the Super Bat in the corner. At least one person didn't seem to find this worth the meter still iirc. + More importantly, her regular bat launches on CH, just like in the loketest (or something. Correct me if I read that wrong) + Sounds like she can do a Hammer Loop with the Super Hammer at any height (as opposed to only after a Lvl 3 superjump). So no more bootleg delays in the air. + With Special Hammer Mami> 5C> J.C> J.D> 5C> J.C> J.D" + At least two people said that they felt 5B was a superior poke to 5A now, seems like 5B got buffed + Missile and bomb CH have more untechable time + Powered up Cat and Bat have better proration * 2B>5C>Mami>5C>5D (bat)>2C>22C>6A>22C>5C(6A Mami)>j.D (bat)>2C>Mami for 3700 * Bat or Cat Hammer CH>Mami>6C>(Swallow Moon) j.C>22C>5C>6A>Mami dmg. ? * j.D (pan)>Airdash j.C>22C>5C>Mami>6C>22C>5D (pan)>2C>22C>5C>6A>Mami for 3700. the guy who wrote it thinks that the Fan might put the dmg to 5000 * 5C>Mami>5C>2C>214C>6C>22C>6A>6C>22C>5C>Air Combo for 4700 * 6C FC>j.C>5C>Mami>6C>Swallow Moon j.C>22C>(6A>6C>22C)×2>5C>Air Combo for around 5600 Ragna From the ragna boards + Seems mostly unchanged from CS2 + New distortion drive for unlimited Ragna + Carnage Scissors now has projectile invincibility + Forward Throw and back(?) is now special cancellable - 22C frame advantage decreased. Dash 5a follow up only possible on FC + Back throw wallbounds - Back throw pushes them further away and can only be followed up with a special cancel midscreen + 6B airborne hit can be picked up and can now be used in combos + J.C has a better hitbox below it + 6D floats on hit now - The amount of frames you can delay the Hades followup is decreased + Deadspike might have had a horizontal range increase + Hell's fang proration improved. 5B>5C>HF> RC> follow up is like 4k+ Rachel From the rachel boards + 6C damage increased + j.2C is special cancellable on air hit - 6B jump cancel is gone -2C guard point comes out later - Level 2 j.2C no longer breaks a primer - 4B can only be used once in a gatling - BBL and TD damage decreased * Hitboxes of normal attacks changed - Harder to combo off of Tiny Lobelia counterhits - Character Combo Rate decreased - 6B is now quite negative on block * No change in A lobelia blockstun * No change in 2A startup + (A lobelia loop confirmed) - Damage from corner throw to full combo decreased (about 700 decrease, might be because of Lily's changes) - 2C proration is worse - BBL seems to have gotten a damage nerf - Frog seems to have worse proration or less damage - Pumpkin appears to have a level decrease(not confirmed) - Pumpkin has worse proration * Wind regeneration is unchanged - 6B has worse proration Taokaka - 5B/2B>6A only combos on crouch + 6B fatal counters allowing legit combos on CH - Counter assault nerfed, was whiffing against Hazama's 5A Taskmaster Tsubaki Yayoi +Charges may be canceled" (UFA) - "Charge 5D is slower, as expected" - "After the 623C {,} j.214A whiff, you can not hit a 2C. You can only follow with aerial, but the timing is restricted " + "CH 22D causes wall bounce" + "3C {CH} 5CC works, goes to IAD combos" * "{22D, 6C} still combo" * "{22D, 236D} still works midscreen" - "Dash feels slower - "5B is clearly slower + "5C is faster" + "Cancel Charge has been improved" (huh?) - "236236C had minimal damage reduced to 650" (was 840) - "6C FC lost" - "The 22X has more recovery and worse proration as a starter -/+? "All the blows with D gained greater prorate(not sure if this means proration is better or worse)" - "5B hitbox seems better + "J.D seems to charge more. 2.8 bars filled from a double jump " * "Spamming 5D/2D, you need to fill 10 charges for 1 bar" * "2D charges very slowly until complete 1 bar. From this it is quicker to fill the remaning bars " + "{Double jump, j.236D, airdash} seems to work" + "5C hitbox is a lot better. You can hit it after a 22C in the corner with no dash " * "5C seems to put the opponent higher" - 2C has worse repeat proration ValkenHayn * [Wolf A>B> air dash JB>J3C>JA>5D] >2C>6C works.Apparently no change in damage. * 3C>Jaeger>2C>6C>2C>6B>2C>mondlicht>1D>2 beast cannons does 3,7k + 6C starter can go into 4 beast cannon stuff for about 4,8k + mid screen 3C>jaeger>Sturm wolf connects. * No change to wolf break stuff. - 3C> schwarz doesn't work on a grounded hit. + 3C on air hit might give you enough time to cancel into rosen or schwarz. (3C>jaeger>3C works so far) * Schwarze jagd>Weiss jagd>5D<2C>......<4 beast cannons<Sturmwolf does 5.3 k + JC: less landing recovery. + 2B: less recovery. - Wolf B:less head attribute invincibility.works well enough as an AA.(day 1 impression) - Wolf JB: less untech time.[JB>JB>5B] is difficult to pick up,if done high in the air. + Jaeger: Untech time is "scary" and long.Also has worse proration. * 6B>2A (opponent barriers this)> 2C (is out of range) - mid screen throw>nachtrosen doesn't work anymore? character specific it seems You can do throw>jaeger(miss)>5C if you are close enough to the corner. + 6A: A buff?faster guard point? - Eisen wolf: bad on block.You are at a disadvantage,even if you force them to block it in the air. (around jump height) can only be followed up with 5A, even on CH.(maybe 3C>C~A. see below) the landing recovery can be canceled with rasen? (needs more testing) - Cmd grab (ground): 1K. - Cmd grab (air): 1,5k. * Sturm wolf>koenig works like cs2 * 3C>jaeger can be looped up to 3 times in the corner.Insignificant due to repeat move proration. - Rasen:increased gauge drain on 7C/4C. Its nothing serious once you get used to it.(cs2: 7C/4C x 5---->cse: 7C/4C x 4) + W 5B: on a trade you can follow up with nachtrosen.It seems possible to squeeze in a 2C/6C depending on the circumstances. Damage changes: 5A: 200->300 2A: 150->300 jA: 180->300 throw 1500->1000 Proration changes: 3C: P1 90%->75% Weiss jagd: P2 50%->60%? (maybe more) Eisen: P2 92%->89% Nacht jaeger: P2 89%->80% Nacht jaeger repeat proration: 30% V-13/A-11 +2DD>4B combos -3C proration worsened -overall damage decreased Mu-12 credits to various character boards, hitconfirm.COM.BR, nikki and hakimiru and fluck Edited October 8, 2011 by Nini Heart Share this post Link to post Share on other sites
Rhannmah Report post Posted October 5, 2011 * Relius's hitbox is rather on the large side * Makoto's bottom hitbox is larger ^^^^ remove these from Rachel changes Share this post Link to post Share on other sites
Nini Heart Report post Posted October 5, 2011 Huge portuguese( i think) changelist http://www.hitconfirm.com.br/2011/10/05/primeiras-informacoes-sobre-blazblue-continuum-shift-extend/ translators are greatly appreciated Share this post Link to post Share on other sites
Vulcan422 Report post Posted October 5, 2011 http://translate.google.com/translate?sl=pt&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&layout=2&eotf=1&u=http%3A%2F%2Fwww.hitconfirm.com.br%2F2011%2F10%2F05%2Fprimeiras-informacoes-sobre-blazblue-continuum-shift-extend%2F Translation is pretty good. Share this post Link to post Share on other sites
shtkn Report post Posted October 5, 2011 jin translations http://www.dustloop.com/forums/showthread.php?12561-BBCS-Extend-change-list&p=1156647#post1156647 Share this post Link to post Share on other sites
Djudjo Report post Posted October 5, 2011 Shouldn't you be crediting Nikki, or Hitconfirm for the informations? Anyway, after you credit him, i'll think about translating those informations correctly Share this post Link to post Share on other sites
shtkn Report post Posted October 5, 2011 i stated the source at hte bottom of my post... also waht do you mean by "correctly"? i asked a friend of mine who lives in brazil to translate the jin section Share this post Link to post Share on other sites
Djudjo Report post Posted October 5, 2011 (edited) Ermm, I mean THIS topic, that's why I posted HERE, not at yours. And just for the record, there's a lot of wrong information here =x Edited October 5, 2011 by Djudjo Share this post Link to post Share on other sites
Nini Heart Report post Posted October 5, 2011 A direct link isn't enough crediit apparently, so there, updated first post with credits so people are willing to help the community... Share this post Link to post Share on other sites
Rhannmah Report post Posted October 5, 2011 well, for the "record", you're not being very useful by just stating things like that. It would actually help if you helped us compile a more accurate list of changes instead of pointing fingers and saying we got it wrong Share this post Link to post Share on other sites
Djudjo Report post Posted October 5, 2011 (edited) Thanks, really. =) Now, i'll start the corrections and translations. First: It's Hitconfirm.com.br, not .net [Litchi] "5C cancel ainda é útil, ainda bem" (não sei qual cancel ele se refere) "5C Cancel is still useful, good" (not sure what cancel he is refering to) "Lançar o bastão parece mais 'pesado'" (no sentido de possuir maior recovery depois de apertar D) "Launching the staff feels heavier" (he means that it has more recovery after pressing D) "Sobre o novo j.D, é possível fazer coisas como {2C/6C, HJC j.B, j.D, airdash} agora" (com Mantenbo?) "About the new j.D, it's possivel to do things like {2C/6C, HJC j.B, j.D, airdash} now" (With Mantebo?) "O 6BC comba com [m]6D" "6BC combos with [m]6D" "No corner, {5B, 2C, 4D} troca de lado com o oponente (provavelmente em combo), não sei direito como continuar... talvez Haku trocando de lado?" "In the corner {5B, 2C, 4D} changes sides with the opponent (probably during a combo), not sure how to continue it... maybe a cross down haku?" "Até agora não consegui fazer {j.C, j.D, 6C} em combo" "Until now, I couldn't make {j.C, j.D, 6C} combo" "Daisharin está igual nos loketests" "Daisharin is still the same as the Loketests" "6C não remove GP, mas 6D sim" "6C does not remove GP, but 6D does" "Four Winds está forte! Ainda há esperança?" "Shishin is strong! Is there still hope?" "Concordo que o Four Winds ficou forte, mas será que dá para colocar em combos?" "I agree Shishin is now strong, but... will it be able to combo to?" -Taken from BBS- [Lambda-11] "vs. Relius, {3C, 236B} seguiu combo com 5A/5B/6B, deu ~3.7k dmg com o aerial. Próximo ao corner, deu para fazer {2DD, 6C, 236C, 236D, 214D, 5C, 4B, aerial}" "VS. Relius, {3C, 236B} could be followed by 5A/5B/6B, ~3.7k with aerial ender Near the corner, {2DD, 6C, 236C, 236D, 214D, 5C, 4B, aerial} was possible. "{2DD, 4B} comba" "{2DD, 4B} combos" "O combo part {5DD, 236C, 5DD, 236C} (com o oponente no ar) ainda funciona, mas o dano é menor" "The combo part {5DD, 236C, 5DD, 236C} (with an airbone opponent) still works, but does less damage" "O combo de 7k a partir de um 3C parece não funcionar mais. O oponente pode recuperar depois do 4B (ou pelo menos, o cara afirma que com ele sempre deu blue beat ali)" "The 7k combo starting with a 3C seems not to work anymore. The opponent can recover after 4B (the guy who posted it, afirms that it'd always become a blue beat combo)" "{214D, 2DD, 4B, 2DD, 214A, j.214D, 6A, 6C, 236C} funciona" (provavelmente midscreen) "{214D, 2DD, 4B, 2DD, 214A, j.214D, 6A, 6C, 236C} works" (probably midscreen) "Dano geral dela foi diminuído" "Overall damage reduced" [Makoto] "Não comba depois do Mars Chopper" "Can't combo from Mars Chopper" "2A só pode ser feito até 3x" "2A can only be done up to three times" "{5CC, 5D, 5B, 6A, 2D, j.D, 214A~A, 5CC, 236236D~D~D} deu 4.526 Damage" "{5CC, 5D, 5B, 6A, 2D, j.D, 214A~A, 5CC, 236236D~D~D} 4.526 Damage" "Stargazer não segue combo? Em FC deu para continuar em combo" "Stargazer doesn't follow combos? In FC it was possible though." "A invencibilidade do Particle Flare sumiu, parece" "Particle Flare's invicibility vanished, it seems" "Lunatic Upper seguiu combo com 5D no Haku-Men" "5D was combo'ed from a Lunatic upper against Haku-Men" "{5B, 5CC, 5D, 5B, 6A, 2D, j.D, 236A~D, 5B, aerial} comba" "{5B, 5CC, 5D, 5B, 6A, 2D, j.D, 236A~D, 5B, aerial} comboes" "Acertei um {Lunatic Upper -> Stargazer} no meio do backdash do Jin, talvez o hitbox em cima do Stargazer aumentou?" "Landed a {Lunatic Upper -> Stargazer} during Jin's backdash, maybe stargazer's hitbox got bigger?" "Dano mínimo do Particle Flare é 200/200/840" (era 200/200/1.120) "Particle Flare's minimum damage is now 200/200/840" (used to be 200/200/1.120) "Com a Barrier empurrando mais, é difícil se manter na pressão. Provavelmente vai ser preciso usar o Asteroid Vision para reaproximar" "With the Barrier Block pushing back harder, it's difficult to keep pressuring. Probably Asteroid Vision will be required to get near again" "Não consegui seguir combo após o Air Throw. 6BC possui Special Cancel" "Couldn't combo from Air Throw. 6BC has Special Cancel" "2D foi recuperável no ar mesmo em FC" "2D is air techable, even in FC" "Levar Throw durante o Parrying é considerado Throw Counter" (não era antes? O_o) "Being grabbed during the Parry is considered Throw Counter" (wasn't it like this before? O_o)" "{5B, 5CC, 5D, Lunatic Upper, Stargazer, 5B, 6A, 2D, j.D, 2C, 236A~D, aerial/Particle} deu ~4k (aerial) a ~5k (Particle Flare)" "{5B, 5CC, 5D, Lunatic Upper, Stargazer, 5B, 6A, 2D, j.D, 2C, 236A~D, aerial/Particle} from ~4k (aerial ender) to ~5k (Particle Flare)" [Taokaka] "Confirmado, {5B/2B, 6A} não pega mesmo, só agachado" "Confirmed, {5B/2B, 6A} does not combo normally, only against crouched opponent" "A partir de um 6B FC deu para fazer o loop antigo 3x" (loop = j.8D~A) "From a FC 6B the j.8D~A loop was doable 3x" "Acertando um j.C no oponente em pé, é possível seguir para o aerial! Mas não é possível usar o 214D ou um dash como antes. O 6C comba a partir de um j.2D~B, 6A (1) ou j.C. A partir de um j.D CH é possível combar como no CS2, mas por causa do wall bounce, a altura parece mudar Combo de AB2, 4.500dmg a partir de um 2A: {2A, 5B, 5C, 2C, AB2, 5B, 6C, Cat2...}" "Landing a j.C on a standing opponent, its possible to follow to aerials! But it's not possible to use the 214D or a dash like before. 6C combos from a j.2D~B, 6A(1) or j.C. From a j.D CH it's possible to combo like in CS2, but because of the wall bounce, the height seems to have changed Combo using Almost Becoming 2, 4.500dmg from a 2A: {2A, 5B, 5C, 2C, AB2, 5B, 6C, Cat2...}" "O CA está whiffando contra o 5A do Hazama... o CA foi nerfado?" "CA is whiffing against Hazama's 5A, was her CA nerfed?" "{3C, 22C} funciona, será que dá para fazer 214C depois?" "{3C, 22C} works, I wonder if 214C is possible afterwards" Edited October 5, 2011 by Djudjo Share this post Link to post Share on other sites
Djudjo Report post Posted October 5, 2011 (edited) [Tager] "No corner, {2B, 5B, 5C, 6A, 3C, 236A~236B, 5C, 2D} causa ~2.2k dmg" "Near corner {2B, 5B, 5C, 6A, 3C, 236A~236B, 5C, 2D} does ~2.2k dmg" "{3C, 236236B} funciona mesmo sem magnetismo" "{3C, 236236B} works without magnetism" "A primeira impressão é que o magnetismo puxa mais...? Parece mais fácil pegar o Valk fugindo durante a Wolf-form" (não especifica se é o Wolf no ar ou no chão) "The first impression one has is that the magnetism is pulling harder (?) It feels easy to pull a Wolf-form Valkenhayn that is trying to escape" (does not specify if its on ground or in the air) "{6BC, 236B, 5C, 6A, 623C, j.2C, 22D} - 3.271 Damage, 40 Heat" "{2B, 2C, 623C, 623C whiff, 6C, j.2C, 22D} - 2.772 Damage, 34~35 Heat" "{360B, 3C, 22D} - 3.849 Damage, 24 Heat" "Dano do 6BC é 1.900" "6BC's Damage is 1.900" "{360B, 3C, 236236B} - 4.400 Damage" "{360B, 3C, 623C} é possível se o oponente estiver magnetizado" "{360B, 3C, 623C} possible against magnetized opponent" "5A não cancela nele mesmo" "5A is not self cancelable" "{5A, 5B, 5C} comba" "{5A, 5B, 5C} combos" "5B não possui JC" "5B does not have JC" "6B força o oponente agachado" "6B forces crouching" "5D puxa mais o oponente magnetizado" "5D pulls the opponent harder when magnetized" "4D aumentou hitbox?" "4D has a larger hitbox?" "2D puxa o oponente meio diferente agora" (whatever isso signifique - uns posts a frente diz que puxa mais forte, causando efeitos diferentes) "2D pulls the opponent differently" (whatever it means... - some posts tell that it pulls harder, making some strange effects" "Mudaram o SMP do Atomic Collider?" "Atomic Collider's SMP changed?" "{5A, 5B, 3C, 623C, 623C whiff, 6C, j.2C, 22D} - ~2.000dmg" "Esse mesmo combo acima começado com 5C causou 4.000dmg" "The same combo from above when started with a 5C did 4k" "{236B, 5C} comba com o oponente no ar. O 236B parece estar com prorate melhor?" "{236B, 5C} combos againts an airbone opponent. It seems 236B has a better prorate (?)" "Um 236B carregado dá F.Adv. pro Tager" (já não dava? ou seria mais F.Adv. que antes?)" "A charged 236B puts Tager in F.Adv." (wasnt it like this before?) "O wall bounce do Spark Bold diminuiu bastante. O 2C/5C só comba perto do corner, mas o Collider sempre comba. Em CH parece normal." "Spark Bolt's wall bounce got significantly nerfed. 2C/5C only combos near the corner, but Collider will always combo. In CH, it looks normal." "{4BC, 5C, 6A, 623C, j.2C, 22D} - 2.846 Damage, 34 Heat" "{4BC, 5C, 6A, 623C, 623C whiff, 6C, j.2C, 22D} - 3.009 Damage, ~40 Heat" "Talvez seja possível fazer {623C whiff, j.2C, 3C, 22D} no combo acima, mas esse combo depende do prorate" "Maybe its possible to do {623C whiff, j.2C, 3C, 22D} in the combo above, but this combo depends on the prorate" "Usar 2 Colliders no mesmo combo é praticamente garantia do oponente não levar knockdown..." "Using 2 Colliders during the same combos, guarantees that you won't score a knockdown" "Voltic Charge -> GETB funciona normalmente" "Voltic Charge -> GETB works normally" "{5A, 5B, 5C, 6A, 3C, 623C, 623C whiff, 6C, j.2C, 3C, 22D} - ~2.3k damage" "Untechable time do Atomic Collider aumentou" "Untechable time from a Atomic Collider increased" "{5A, 5B, 5C, 6A, 3C, 623C whiff, j.2C, 2B, 2C, 623C, j.C whiff, j.2C, 22D} - 2.425 Damage. A parte {3C, 623C whiff, j.2C} funciona depois de um 360B também" "{5A, 5B, 5C, 6A, 3C, 623C whiff, j.2C, 2B, 2C, 623C, j.C whiff, j.2C, 22D} - 2.425 Damage. The combo part {3C, 623C whiff, j.2C} also works after a 360B." [bang] "Ground Throw não possui Special Cancel, mas pode ser cancelado em air dash" "Ground Throw is not Special Cancellable, but can be cancelled into air dash" "{2D, j.D} combou na Litchi" "{2D, j.D} worked against Litchi" "{6C, JC j.D} works" "{623C RC, 6D, j.236C} não combou o Nail" "{623C RC, 6D, j.236C} the Nail's didnt combo" "{5A, 5B, 6C, j.D, 2B, 5D, 6C, j.4C, j.C} works" "{2A, 2A, 5B, 2B, 6C, j.D, 2B, 6C, j.4C, j.C} works too" "{j.D, 2A, 5B, j.A, j.B, j.4C, JC j.4C, j.C} - ~1.800 damage" "{623C RC, 5C, 6D, 623B, 5B, 6C, j.4C, j.623B, 5A, 5B, JC j.A, j.B, j.4C, JC j.4C, j.C} - ~4.000 damage" "{2D, JC j.D, j.236C, j.D, j.236C, 5D} - 4 seals combo" "{5A, 5B, 2B, 6C, j.D, j.236C, j.D, j.236C, 5D} - 3 seals" "{Throw, airdash j.4C, j.236C, j.D, 5C, 6D} - 2 seals" "Esses combos de selos foram testados vs. Litchi, não tenho certeza se {2D, j.D} e {6C, j.D} funciona em outros" "These seals combos were tested vs. Litchi, not sure if {2D, j.D} and {6C, j.D} will work vs. everybody" Edited October 5, 2011 by Djudjo Share this post Link to post Share on other sites
Djudjo Report post Posted October 6, 2011 [Tsubaki] "Charges podem ser cancelados" (UFA) "Charges can be cancelled" (phew...) "5D Charge está mais lento, como esperado" "5D Charge is slower, as expected" "Depois do {623C, j.214A whiff}, não dá para acertar um 2C. Só é possível seguir pro aerial, mas o timing é restrito" "Afters {623C, j.214A whiff}, 2C wont connect, its only follow-able to an aerial, but the timing is restrict" "{214D, 2CC, IAD j.CC, 5B, 2CC, 3 hits}" ficou mais difícil de fazer" "{214D, 2CC, IAD j.CC, 5B, 2CC, 3 hits} harder to do" "O combo de 214D acima deu 2.852 Damage" "The 214D combo above did 2.852dmg" "Não vi diferença nenhuma no j.236D, alguém notou?" "Didnt notice any difference in j.236D, anyone noticed?" "{5BB, 5CC, 3 hits (B)} works" "{Throw, 236C, 214D, 2CC} - beat azul no segundo C" "{Throw, 236C, 214D, 2CC} - blue beat in the second C" "{5BB, 5CC, 623C, j.236D, j.214C whiff, 2B, 2CC, 3 hits (B)} - 2.686 Damage" "22D CH causa wall bounce" "22D CH wall bounces" "{3C CH, 5CC} funciona, segue para IAD combos" "{3C CH, 5CC} works, follow-able to IAD combos" "Untechable time do j.C parece maior, mas o 2C parece ter SMP maior" "j.C's untechable time lasts longer, but 2C has worse SMP" "Com um 22D Starter no canto, seguindo para o IAD combo, não deu para chegar em 4k dmg" (dependendo do Install era possível chegar a 5k no CS2) "With a 22D starter near the corner, following to and IAD combo, she couldn't even reach 4k" (depending on how much install it was able to reach 5k in CS2) "{22D, 6C} still works" "{22D, 236D} still works midscreen" "Dash ficou mais lento?" "Dash become slower?" "{2A, 2A, 5BB, 2BB, 5CC, 22C, 6C} works" "{5BB, 5CC, 22C, 6CC} works" "{5BB, 2C, 214D, 2CC, IAD j.CC, 5B, 2CC} works" "{5BB, 5CC, 623C, j.236D, j.214C whiff, 6C} works" "{5BB, 5CC, 236D, 5BB, 2BB, 5CC, 22C} works" "5BB está claramente mais lento" "5BB is -> CLEARLY <- slower" "5C está mais rápido" "5C is faster" "Charge Cancel foi melhorado" (hein?) "Charge Cancel was buffed" (huh?) "236236C teve dano mínimo reduzido para 650" (era 840) "236236C had its minimun damage decreased to 650" (used to be 840) "6C perdeu FC" "6C lost its FC properties" "Os 22X tem mais recovery e maior prorate inicial" "Her 22X have more recovery and higher initial prorate" "Todos os golpes com D ganharam maior prorate" "All her D moves got bigger prorate" note: by bigger, i think he means worse "3C FC comba sem barra" "3C FC combos meterlessly" "{623C, j.214A whiff, dash 623C, j.236A whiff, j.214D} works" "{623B, j.214A whiff, 5C} works" "hitbox do 5B parece melhor" "5B's hitbox seems bigger/better" "j.D enche mais Install? Encheu 2.8 a partir de um double jump" "j.D filling more gauge? Filled 2.8 from a double jump" "Spamando 5D/2D, é preciso 10 charges para encher 1.0 Install" "Spamming 5D/2D, it's necessary 10 charges to fill 1.0 Install" "2D enche bem devagar até completar 1.1 Install. A partir daí fica mais rápido até encher 3 Install" "2D fills very slowly until it reaches 1.1 Install. Then, if gets faster until reaching 3" "Corner, {623C, j.214A whiff, 623C, j.236A whiff, j.214D} didn't work" "{double jump, j.236D, airdash} looks like it works" "Como o 5C ficou mais rápido, vale até mais a pena usar ele ao invés do 5B depois de um IAD j.CC" "As 5C got faster, it's more worthy using it than 5B after IAD j.C~C" "5C está com maior hitbox. Dá para acertar ele depois de um 22C no corner sem dash" "5C hitbox got bigger. One can land it after a 22C in the corner, without dashing" "{22C, 6C} does not work anymore" "O 6C em si parece ativar mais lento" "6C, feels like it has slower start-up" "{Throw, 236D} é necessário um dash 236D para seguir combo mais fácil" "{Throw, 236D} a dash is necessary, so 236D connects better" "5C parece levantar mais o oponente" "Raises more the opponent" "236D parece ter hitbox menor embaixo" "236D feels like it has a smaller hitbox in the lower part" "{236D, 214D, 2CC, IAD j.CC, 5C, 2CC, 3 hits} - 2.885 damage" "{5BB, 5CC, 623C, j.214A whiff, hj.C, j.214D, 236D, 5C, 2CC, 3 hits" 3.103 Damage" "{22D, 5D, 6CC, 623C, j.236A whiff, j.214D, 5C, 2C, 214D, 5C, 2CC, 3 hits ©} 4k damage" "6CC levanta menos o oponente agora" "6CC raises less the opponent" "{22D, 5D, 6CC, 214D, 5C~whiff~C, 623C, j.236A whiff, j.214D, 5C, 2CC, 3 hits ©} works" Share this post Link to post Share on other sites
Djudjo Report post Posted October 6, 2011 [Platinum] "{6A, Foreign Melody} still works" "Dano mínimo do Cure Dot Typhoon alterado para 950" "Minimun damage of Cure Dot Typhoon got nerfed to 950" "2C tem SMP" "2C has SMP" "Dano reduzido no geral" "Overall damage reduced" "Double Fallen Melody combos ficaram difíceis/impraticáveis porque o 6A aumentou o prorate, e talvez o untechable time foi diminuído?" "Double Fallen Melody combos, got harder/impossible because 6A's prorate got worse, and maybe has less untechable time" "{631246C RC, Dream Sally, 22C, 22C} still works" "3C CH parece ser untechable, se for é possível seguir com 5C" "3C CH looks like it's untechable, if it is, its possible to follow with 5C" "Air Persia ganhou FC, mas é difícil seguir combo com ele" "Air Persia is now FC-able, but it's hard to follow combos with it" "vs. Tsubaki, consegui acertar {Cat CH, dash 5C} em combo" "vs. Tsubaki, someone comboed {Cat CH, dash 5C}" "Deu para fazer um 632146C após um combo com 2 Mami Circular" "632146C was able after a combo using 2 Mami Circular" "5A mais lento" "5A is slower" "{5B CH (oponente no ar), 5B} comba" "{5B aerial CH, 5B} works" "Hitbox do 2C parece maior, mas como ganhou SMP..." "2C hitbox got bigger, but as it now has SMP..." "{Cat CH, 5C, 236B, 5C, 214D, 6C, 22C, 5C, 6A, 236B} - 2.996 Damage" "{Air Frying Pan, airdash j.C, 22C, 5C, 236B, 6C, j.236C, j.C, 22C, 5C, 6A, 236B} worked vs. Carl" "Deu para fazer o Hammer loop com o Hammer power-up" "Hammer loop worked with the Hammer power-up" "Dá para jogar as Bombs com 4D, 5D e 6D" "One can toss bombs using 4D, 5D and 6D" "Missile e Bomb CH tem mais untechable time" "Missile and Bomb CH have more untechable time" "Power-up Cat e Bat tem prorate melhor agora" "Power up Cat and Bat have better prorate now" "6C não possui mais SMP" (looks nice) "6C lost SMP" "j.C parece ter hitbox maior" "j.C has a bigger hitbox" "{Bat CH, Mami Circular} worked vs. Jin Share this post Link to post Share on other sites
Djudjo Report post Posted October 6, 2011 I still have to translate Jin's and Noel's changes but they're pretty big so i'll just rest a bit x_x Share this post Link to post Share on other sites
Mightfo Report post Posted October 6, 2011 Thanks to everyone who translates/compiles/whatever this stuff~ Share this post Link to post Share on other sites
mjting Report post Posted October 6, 2011 Thank you very much to the translators! Keep up the good work! Share this post Link to post Share on other sites
Vulcan422 Report post Posted October 6, 2011 A change for Bang from stunedge in that other thread +5B has been returned to CS1 5B (acts as a godly poke, anti-air, you name it). Share this post Link to post Share on other sites
Rhannmah Report post Posted October 6, 2011 Litchi players, what can you make out of this video? http://www.nicovideo.jp/watch/sm15812358 Share this post Link to post Share on other sites
Urichinan Report post Posted October 6, 2011 Litchi players, what can you make out of this video? http://www.nicovideo.jp/watch/sm15812358 Her forward throw launches them up and slightly forward, same as her back throw. All Green launches the opponent straight up and causes an arial spinning state. Haku > Chun makes the opponent fly backwards in a arial spinning state. (Think Hazama's 214D~C) 4D wallbounds in the corner. 4D cannot be followed up mid-screen. Shinshin in 5D set travels further. j.B > j.C > Hatsu > Haku > Chun works in the corner. The final hit of Kokushi causes a spin state. (Like a Gold Burst) (Corner) 5B[m] > 2C > 6D > Hatsu > Haku > Chun > 5B > 6C(1) > 4Kote > j.B > dj.C > j.D > j.C > Staff 2 > 6C(2) works. He dropped this combo, but it looks like it might be possible: (Corner) 5B[m] > 2C > 6D > Hatsu > RiichiA > IppatsuA > Tanki Hatsu > j.B > j.C > Hatsu > Haku > Chun > 5B > 6C(1) > 4Kote > j.B > j.C Share this post Link to post Share on other sites
Rhannmah Report post Posted October 6, 2011 last hit of daisharin knocks down, too Share this post Link to post Share on other sites
vanfleihight Report post Posted October 6, 2011 Just watched Dora do a 4 seal off a bnb against Hazama. It went something like: 5B > 2B > 6C > jD > C nail > 6D > C nail > 6D > C nail > 5D Share this post Link to post Share on other sites
rinuskoe Report post Posted October 6, 2011 proration on last hit of daisharin is very bad. that haku follow-up did 20dmg >.> other than that, her staffless normal chains very fast i think? even the air staffless normals. Share this post Link to post Share on other sites
stunedge Report post Posted October 6, 2011 Jin impressions most changes are already mentioned in loketest so not going to go over them again just picking up important ones - 2D breaks guard primer, but they took away it from 6A and Cdp - JB JC have lower attack level, JA>JB>jc>J2C doesn't combo, JC(counter)>2D doesn't work - Sekkajin has less proration, 2B>B>C>Sekka>6C~ works - 2C P1(70%), 2C>5C deleted, 2C>6B added - 2B no jump cancel - 2A>throw chain added (like hakumen) - Bdp slightly faster - IceArrow damage guarantee 500~600, so much longer recovery time, almost useless as a combo finish move - Wave super has nearly 1000damage guarantee mid-screen combo seems to be the biggest problem 6C>5C is impossible 6C>2D works only with dash6C or very close range 6C, sth like (crouch)B>C>6C>2D just whiff 6C can combo into 214C, dash cancel JC, or dash cancel Bdp directly when close to corner some new combos 5B>5C>sekka>dash6C>dc>JC>214A>(wall bounce)>switch side>5C>HJ2C>JD>iad>J2C>JC>B>3C>214C 2B>B>C>sekka>6C>6D>iad>J2C>JC>B>3C>214A>Bdp>214C 2D>dash6C>dc>JC>21A>switchside>5C>Bdp>6C>Cdp Bang buff makes Jin vs Bang is so much harder(but still better than CS1) Ragna can be tough jumping without purpose just doesn't make sense for Jin now, so he needs to think more can't really tell which position Jin will settle eventually, but I think it will not be like CS2 position at least Share this post Link to post Share on other sites
huey253 Report post Posted October 6, 2011 Jin impressions most changes are already mentioned in loketest so not going to go over them again just picking up important ones - 2D breaks guard primer, but they took away it from 6A and Cdp - JB JC have lower attack level, JA>JB>jc>J2C doesn't combo, JC(counter)>2D doesn't work - Sekkajin has less proration, 2B>B>C>Sekka>6C~ works - 2C P1(70%), 2C>5C deleted, 2C>6B added - 2B no jump cancel - 2A>throw chain added (like hakumen) - Bdp slightly faster - IceArrow damage guarantee 500~600, so much longer recovery time, almost useless as a combo finish move - Wave super has nearly 1000damage guarantee mid-screen combo seems to be the biggest problem 6C>5C is impossible 6C>2D works only with dash6C or very close range 6C, sth like (crouch)B>C>6C>2D just whiff 6C can combo into 214C, dash cancel JC, or dash cancel Bdp directly when close to corner some new combos 5B>5C>sekka>dash6C>dc>JC>214A>(wall bounce)>switch side>5C>HJ2C>JD>iad>J2C>JC>B>3C>214C 2B>B>C>sekka>6C>6D>iad>J2C>JC>B>3C>214A>Bdp>214C 2D>dash6C>dc>JC>21A>switchside>5C>Bdp>6C>Cdp Bang buff makes Jin vs Bang is so much harder(but still better than CS1) Ragna can be tough jumping without purpose just doesn't make sense for Jin now, so he needs to think more can't really tell which position Jin will settle eventually, but I think it will not be like CS2 position at least this is what bothered me the most.... so jB is alot easier to deal with now? Share this post Link to post Share on other sites