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XDest

[CP] Overall Changes

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I'm making this since the game has been out for a while, and we can compile a more full changelist.

- New Distortion Drive: Unison Nyaibu!! j.236236D. Good damage, knocks down.

- Almost Becoming Two changed to Overdrive. Can gain meter during it.

- Cat Spirit One and Cat Spirit Three have a new followup: Cat Spirit Encore (Ex: 236C~B)

- Cat Spirit Encore can finish combos and leave them in good place for resets. Forces crouch. Pulls opponents towards you.

- 6A no longer floats regardless. Pretty much just for anti-airing now.

- 236C changed to mid, 21 frames. New crouch/CH confirm. So in places you used to use 6A, use 6A -> 236CC. Charging 236C max, or using 236CC,236C is still an overhead.

- Cat Spirit Encore -> RC -> 236CC works. Encore -> RC -> 2[C] -> 6[C] also works.

- 236CC now jump cancelable (on hit only).

- 5D on hit has a "blowback" animation. 5D~A has good oki potential in the corner and near corner combos.

- j.4D now has two possible hits, making certain combos possible.

- j.D no longer has SMP. (5C -> JC -> j.D~B)xN loop now possible.

- j.B on hit properties buffed. Acts slightly more like CT j.236BB. (j.B(2) -> j.2B -> JC)xN and (j.B(2) -> j.D~A -> 5C -> JC7)xN loop now possible.

- C charging time is much shorter now. Charging fully during combos is a lot more possible. 5[C] -> 6C on regular hit confirms works.

- Fully charged C's are possible from gatlings in OD.

- 2C -> 5C gatling now possible.

- Bowling ball now two hits

- Counter assault buffed to 2C animation, no longer randomly whiffs on opponents right next to you

- 5C jump cancel not possible on block

- 3D~3 -> j.236Bx5 no longer possible for some reason up drive and forward drive into is still fine.

- 6C now has a wallstick instead of a wallbounce. 6C -> 4D~B now works on more characters.

- j.B has a better hitbox in general

- If you use up all your jumps/dashes, then you can no longer use the D button.

- Items input changed to half circle back A/B/C

- 63214C charged fully causes a third potential bowling ball hit

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Fully charged 5C forces standing.

3C 22C mid-screen works on more characters (have to be really close). Honestly I saw it work on Hazama so it is safe to assume that you can do this combo on everyone.

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j.b does indeed seem to have an improved hitbox and makes opponents lower in juggle instead of higher. Good if you want your opponent closer to the ground in combo.

j.2b seems slower, does not combo after j.b (1)

3c has much less delay between every hit and third hit (sweep) makes her slide further, thus enabling combo on opponents further away.

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http://www.dustloop.com/wiki/index.php?title=Taokaka_Frame_Data_%28BBCP%29

Taking back what I said before.

- j.2B was changed to 19 frames startup, so now that makes a lot more sense. Active/Recovery is the same.

- 214D had its recovery halved, changed to 15 frames and 2 landing (wait why did she need that?)

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I find it crazy how max charge 6C isn't even plus on block. You have to be really free to let a Tao do max charge 6C in your face, but its okay lets just not even make it fucking plus. Thanks Blazblue!

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http://www.dustloop.com/wiki/index.php?title=Taokaka_Frame_Data_%28BBCP%29

Taking back what I said before.

- j.2B was changed to 19 frames startup, so now that makes a lot more sense. Active/Recovery is the same.

- 214D had its recovery halved, changed to 15 frames and 2 landing (wait why did she need that?)

wiki says 17 frames?

are you sure there isn't landing recovery in EX? that's the kind of thing they miss. Tsubaki's j.BB has 3f of landing recovery in EX that is not in the mook.

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wiki says 17 frames?

are you sure there isn't landing recovery in EX? that's the kind of thing they miss. Tsubaki's j.BB has 3f of landing recovery in EX that is not in the mook.

Right now for Tao's 214D it says:

- 38 frames recovery in CSEX. Can cancel into an attack at frame 16.

- 15 frames recovery, 2 frames landing recovery in CP.

This seems like a drastic change, I wonder if the CSEX one is wrong.

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makoto for example.

CP asteroid vision B and C

45+6L

43+6L

In ex mook asteroid vision B and C

total 51F

total 46F

Of course asteroid vision you can cancel into air attacks. Landing recovery is there in EX too. They're probably just giving you more accurate information. Outside of the just plain omissions there are in the mook sometimes. The real nerfs will probably be in CP2.

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An important fact not listed yet - using up your jumps/dashes locks your D button. This does matter since some combinations of movement options don't work anymore. You can't use up your jumps then use j.4D`C to reset it, you need to commit at that point.

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Forgot to put this here.

- Items input changed to half circle back A/B/C

- 63214C charged fully causes a third potential bowling ball hit

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