Rhannmah 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 where did you see that? Share this post Link to post Share on other sites
kirbster Report post Posted October 6, 2011 It was on the live stream Omni posted in the video thread. Apparently it's Haz/Tao specific though. Share this post Link to post Share on other sites
huey253 Report post Posted October 6, 2011 Bang's 6B has better prorate. source Dora Share this post Link to post Share on other sites
zeth07 Report post Posted October 6, 2011 It was on the live stream Omni posted in the video thread. Apparently it's Haz/Tao specific though. That makes sense because in CS2 there was a 3 seal that only worked on Hazama and Taokaka off 5A/5B that didn't involve the corner or wall bounce. It is probably due to the change in C Nail allowing that to work now. Share this post Link to post Share on other sites
OrionXElite Report post Posted October 6, 2011 Here's Valk's current list of changes. Credits to Nokita for getting this for us. Finally some extend info. * [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? EDIT: *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% *6C>2C>6B>2C>mond licht>[4 beast cannons>7C]>D>JC>5B>2C>JB>JB>JC dmg: about 5.1k The human JC after the 7C is a replacement for JB>JB>5B. You can replace the human 5B with 2A for less damage and easier execution. Share this post Link to post Share on other sites
-Seo Report post Posted October 6, 2011 New damage and proration changes for Ragna: 5A:300 5B:660 5C:800 2A:300 2B:500 2C:720 JA:300 JB:500 2B乗算86 (2B P2 is now 86) 6B初段75乗算89 (6B P1 is 75, P2 89) 6D初段90 (6D P1 is now 90) Looks like the 5A/2A/j.A damage buff may be universal? Share this post Link to post Share on other sites
Urichinan Report post Posted October 6, 2011 (edited) Here's a bunch of Relius combos I got from the H.H stream: (Corner) Throw > ID > Haas > 5C > 2C > 4D > 5C > sj.B > dj.B > j.C > Id > Naiads= 3447 DMG Air Throw > j.C > 5C > j.B > jB > j.C > ID > Naiads= 2766 DMG 5B > 3C > 2D > IAD > j.B > ID > Haas j.B > j.C > 5B > ID > Haas > 5C > 2C > 4D > 5C > sj.B > dj.B > j.C > Id > Naiads= 3841 DMG 5B > Id > Rapid > Dash > 5B > 5C > sj.B > dj.B > j.C > Id > Naiads (Corner) 2D > IAD > j.B > 5B > Id > Haas > 2B > 5C > 4D > 5C > sj.B > dj.B > j.C > Id > Haas > j.C= 3775 DMG Val Lyra > IAD > j.B > 5B > Id > Haas > 5C > 2C > 4D > 5C > sj.B > dj.B > j.C > Id > Naiads > j.C= 3960 DMG (This combo might not work since he Blue Beats second hit, but it was only a jump in so I'm positive the rest works perfectly) 2D > IAD > j.B > j.C > Dash > 2A > 5B > Id > Haas And a small bit of Relius info: -Counter Hit j.B > Dash > 5B connects vs. an airborne opponent -Val Lyra leaves the opponent in a stagger, even on normal hit -Naiads is emergency techable EDIT: Possible new information: http://generalnantoka.blog35.fc2.com/blog-entry-561.html According to this Relius has a Faust palette as well as a Tiger & Bunny platte? Edited October 7, 2011 by Urichinan Share this post Link to post Share on other sites
Q-tamo Report post Posted October 8, 2011 Platinum changes from the jbbs - Combo rate nerfed from 80% -> 70% - 5C P1 nerfed from 100 -> 90 - 3C P1 nerfed from 90->70 - 2C repeat proration 30% - Mami P1 100 -> 80 + Momo gives 1050 damage with hammer special + Hammer P1 80 -> 90 - Jump hammer Lv1 P1 100 -> 80 + Hammer special P1 80 -> 100 - Cat hammer P1 100 -> 60 - Cat hammer special P1 100 -> 75 - Bat P1 100 -> 50 + Bat P2 89 -> 92 - Also has repeat proration - Bat special P1 100->75, repeat proration exists + Jump frying pan P1 86 -> 70 - Repeat prorartion exists - Bomb 1 P1 100 -> 80 - Bomb special 1&2 P1 100 -> 85 - Missile 1 P1 100 -> 80 + Missle 2 damage buffed to 600 + 3C untechable on counter hit Share this post Link to post Share on other sites
Lord Knight Report post Posted October 8, 2011 ok, some real litchi changes btw jBC > hatsu haku chun works in cs2 iirc +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 -Daisharin last hit knocks down and prorates heavily. -JBCB staffless gatling removed. -Ippatsu Bonus prorate removed (not completely confirmed, but mostly agreed on) -4D now wallbounds -Follow up Chun now wallbounds -Hatsu has same move prorate (likely) -6C[m] p1 down -6C[m] doesn't remove primer -Ground staff launch recovery slightly increased (6C(1) > 4kote > [D] > 5B doesn't work anymore) =Ryuuisou trajectory changed, to fly above, comboable on CH =Forward throw trajectory changed Share this post Link to post Share on other sites
Akira-Shiro Report post Posted October 15, 2011 Here are some carl changed since the thing is empty for carl. *Ada takes less damage from enemy attacks & uses less meter for attacks,, but repetition cost of moves is increased -The cooldown on when ada beging regaining hp has be extended. -5C: Stagger on CH removed. -2D trajectory changed:Harder to a preform the 4D combo from a 2D starter. -3D: No longer forces standing, final hit cause a slight ground stun. -4D:No longer takes a primer -Fuaco: P1 worsened,, not good as a starter/ -623c: is no longer untechable till they tough the ground,,, instead it has a ridiculous amount of untech time (similar to 8D) +Forward dash can be canceled on first 6f looks very similar to hazama's dash attack cancel. +4D trajectory changed: Easyer to combo from after a crossup & mid combo,, enemy is almost always guaranteed not to fly into carl. +6C: Stagger is still possible. +6D: Causes blowback on air hit (similar to hazamas projectile) causes wallbounce near corner. +Fuaco: Easyer to combo after fuaco on air hit, forces the enemy to fly down instead of hit them higher.... might actually have a use mid combo. +22D: Instead of teleporting behind carl Ada teleports on top of carl, If she is active after teleport she ends up in front of carl Share this post Link to post Share on other sites
Lumination Report post Posted October 17, 2011 Haven't seen this system change yet: Seems like using counter assaults take away a primer for the round. http://www.youtube.com/watch?feature=player_detailpage&v=Ez65C-9hHgI#t=80s Relius has 2/5 primers left. After CA, he has 1/4. Share this post Link to post Share on other sites
lolokoa Report post Posted October 17, 2011 nobody seems to mention yet that all DD Stop time same vid above show Tager MTW>TB stop time at 30 Share this post Link to post Share on other sites
Akira-Shiro Report post Posted October 17, 2011 nobody seems to mention yet that all DD Stop time same vid above show Tager MTW>TB stop time at 30 Haven't seen this system change yet: Seems like using counter assaults take away a primer for the round. http://www.youtube.com/watch?feature=player_detailpage&v=Ez65C-9hHgI#t=80s Relius has 2/5 primers left. After CA, he has 1/4. are yall trolling or dead serious,,, O.o cause the freeze frame has been in BB since CT also it was said in the system changes that CA takes a primer Share this post Link to post Share on other sites
Runis Report post Posted October 18, 2011 are yall trolling or dead serious,,, O.o cause the freeze frame has been in BB since CT also it was said in the system changes that CA takes a primer He doesn't mean the freeze frame, he means that during animation frames of DD's. Many DD's like MTW the timer still counts down when its going off, which means that you can get time over before the DD finishes, this means that if you have one second remaining, tacking on a DD to a combo before it finishes is a good idea. Share this post Link to post Share on other sites
Lord Knight Report post Posted October 18, 2011 Litchi + 6D has 120% bonus prorate. Daisharin Minimum Damage now 700 Ryuuisou Minimum Damage is 400 Share this post Link to post Share on other sites
AlphaDoom Report post Posted October 18, 2011 no mu-12 changes out yet? Share this post Link to post Share on other sites
prokiller88 Report post Posted October 21, 2011 Haven't seen this system change yet: Seems like using counter assaults take away a primer for the round. http://www.youtube.com/watch?feature=player_detailpage&v=Ez65C-9hHgI#t=80s Relius has 2/5 primers left. After CA, he has 1/4. I saw that several times in the videos, it should be posted in the first post. Share this post Link to post Share on other sites
LeonHeart Report post Posted December 13, 2011 I like that this is mostly buffs. I really liked the CS2 balance, and I'm glad it's mostly doing it's best to bring Makoto back to A-tier reasonableness and pump Tager up to B or A-tier. But I still want Platinum to die for doing combos by trapping me in a fucking bubble oh my god I hate that bitch. Share this post Link to post Share on other sites
LeonHeart Report post Posted December 13, 2011 Woah, wait, Noel's 214D is gonna WALLBOUNCE NOW? HYPE. Share this post Link to post Share on other sites
x AJ x Report post Posted December 20, 2011 (edited) Quick question. Is the arcade release for BBCS:Extend running at 57 Frames per second? Edited December 20, 2011 by x AJ x Share this post Link to post Share on other sites
Fireriku546 Report post Posted January 24, 2012 + j.B+C - can't follow up wouldn't this be a bad thing? Share this post Link to post Share on other sites
Stone Drum Report post Posted March 1, 2012 (edited) perhaps for Hakumen you might want to add: magatama gain is increased (not sure about the math behind it yet though) 6a now gives head invul. from the 6th frame onward. j.b gives longer hitstun specify that ground throws are special cancellable again, along with air throws, which always were specify that jd now does 2000 damage, but is still uncomboable (unless you RC) shippu has faster startup corner carry improved (longer mid-screen combos such as starter-renka1-kishuu-66-2c-(s)jb-j2a-AD-jb-ja-2c-sj2a-AD-j2a-jc or starter-renka1-kishuu-66-2c-JC-(s)jb-j2a-AD-jb-ja-5c-2c-gurren-66-2c-(s)jb-j2a-AD-j2a-jc-5c-3c, which carries full screen Edited March 1, 2012 by Stone Drum Share this post Link to post Share on other sites