XDest Report post Posted January 20, 2013 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 Share this post Link to post Share on other sites
NeoGio0o Report post Posted January 20, 2013 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. Share this post Link to post Share on other sites
XDest Report post Posted April 26, 2013 - 6B is now -2 on block - 6A is now 12 frames startup. - Most standing normals are now 100 P1 and have higher base damage. - 2B is now -10 on block - 236C is now 21 frames startup. You can examine these changes yourself on the wiki: http://www.dustloop.com/wiki/index.php?title=Taokaka_%28BBCP%29 Share this post Link to post Share on other sites
DonkeyKnifer Report post Posted August 2, 2013 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. Share this post Link to post Share on other sites
MashThat5A Report post Posted August 3, 2013 You should add j.2B's frame data to the wiki since it's not on there Share this post Link to post Share on other sites
XDest Report post Posted August 22, 2013 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?) Share this post Link to post Share on other sites
NeoGio0o Report post Posted August 22, 2013 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! Share this post Link to post Share on other sites
Errol Report post Posted August 22, 2013 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. Share this post Link to post Share on other sites
XDest Report post Posted August 22, 2013 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. Share this post Link to post Share on other sites
Errol Report post Posted August 23, 2013 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. Share this post Link to post Share on other sites
XDest Report post Posted October 26, 2013 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. Share this post Link to post Share on other sites
XDest Report post Posted November 8, 2013 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 Share this post Link to post Share on other sites