HiagoX Report post Posted December 9, 2010 (edited) Jin + j.B is looking as dangerous as it was in CT. + You can do "5B > 2B" and 5B > 6A", it looks like 6A is a really fun move to use now. + Neutral throw's freeze time is longer now. o "Throw > 6C > j.C > j.2C > dj.2C > 214C (214D > 6C > 214C also works)" deals about 2100 damage. o "Backthrow > 6C > j.C > j.2C > 214C" deals about 2000 damage. More translations regarding Jin soon. Edited December 9, 2010 by HiagoX Share this post Link to post Share on other sites
Rhannmah Report post Posted December 9, 2010 Rachel +++++ everything on a slightly more detailed note, - 5CC slides now instead of making the opponent twirl, so midscreen combos are much harder + overall damage increased + j.A is an overhead again + 6B can be gatling'd into 5C or 3C + 6B is jump-cancellable on block and hit (needs definitive confirmation on block though, but looks legit) o j.2C lvl 3 still forces fatal counter Share this post Link to post Share on other sites
DaiAndOh Report post Posted December 9, 2010 http://www.dustloop.com/forums/showthread.php?10687-BlazBlue-Continuum-Shift-II-Changes-NON-HELPFUL-POST-TEMPBAN&p=869878&viewfull=1#post869878 Edited for Henaki. Share this post Link to post Share on other sites
kotokot Report post Posted December 9, 2010 rachel body lily - 1950 dmg bigger george hitbox 5b and 2b diffirent range(3:2?) 5b lower hitbox(not confirmed) Share this post Link to post Share on other sites
HiagoX Report post Posted December 9, 2010 (edited) Little correction: o 2B can't be used for relaunch, but Furu no Tsurugi is fast so it can be used as follow-up. o 2B can't be used for relaunch after 3C, but Furu no Tsurugi is fast so it can be used as follow-up for 3C. Edited December 9, 2010 by HiagoX Share this post Link to post Share on other sites
wuku Report post Posted December 9, 2010 Hakumen 5A, 5B, 4C, 5C, 6C, Enma: Air unblockable 5A: 5A>5B gatling works. 2A: 2A>5A works 5B: Can connect to Enma 2C: has wider hitbox. Startup is pretty similar to CS1, just slightly faster. 3C: wider reach. Can combo into 2B only if counter hit 4C: special cancellable. Stun impact of the counter hit is removed. Hit recovery once normal hit is quite short so you need good hit confirm to do followup combo. 5D: can connect to 2B and 5C. Damage decreased. Proration increased 2D: can connect to 5C 6D: can connect to 214A and 6C JD: can’t connect to anything.. 214A: hit stun increased. 214A > 5B or 3C works smoothly. 623A: moving slightly shorter, you can’t even notice if that’s really shorter. 236B: has slower startup (unconfirmed). Does Less damage but not sure if negative proration is completely gone or just increased. 236B > 214A > 6C works. Enma combo beginning with this does about 3200 dmg. 2nd hit does wall bounce on special circumstance but not sure when it happens. It rarely happens. (corner) 236B > 6C >blah blah combo does 4000+ dmg (maybe max damage?) 41236C: you can see 5000+ dmg with zantetsu > enma combo even if at the field. Techable on hit even if you’re mugen mode. Air 214B: nearly impossible to combo on normal hit. Maybe you can do hjc. Once fatal counter, you can do air dash J2C> 2C> blah blah combo. Air 214C: (Corner) tsubaki > 2C > blah blah combo does about 4500 dmg. Counter Super: super flash appears only if you successfully counter. If you use this against Lambda’s D moves, Hakumen already cuts Lambda during the recovery of Lambda’s D moves.. Mugen: consumes meter faster than CS1. you can’t do tsubaki instant kill combo. Meter Gain: little bit slower but not that much. Guard Primer: reduced to 5 Counter Assault: it uses 6A motion now. . Share this post Link to post Share on other sites
wuku Report post Posted December 9, 2010 Hazama - 5B: Air unblockable - 5C: Air unblockable. 5C (1st hit) > 6C works - 6C: once air hit, the knife binds you to the ground for long a while - 3C: can’t combo into anything on normal hit. Can combo into 214DC and 5C once counter hit. (near corner) 3C > jabaki > 5DD > JC > 5C > 2C> 4D > aerial combo works. - JC: only first 2 hits are jump cancellable. - All D moves: have same move proration. Ouroboros moves a way faster than CS1. DA cancel is a way faster too. 5A>5C>4DA combo works smoothly. 1 stock recovers once guard, 2 stocks recover once hit.. - Throw: can’t do any follow up combo unless at the corner. At the corner, you can combo with 5C, jabaki, and houtenjin. - Air Throw: has wider throw range in accordance with system change. Does ground bounce on hit. You can do follow up combo even if you don’t do J2D - 236C: you get 5% meter once hit. - Misc Stuffs: 1. (you’re cornered) jabaki > 5C (1st hit)> 6C > 5C > 2C > blah blah combo works. 2. 3C counter hit, 214DC, 214DB counter, 6C can lead to the aerial combo at the field. 3. But 3C counter hit happens quite a lot.. if you begin the combo with 3C counter or jabaki, you can expect 3500 damage with no gauge 4. 6DA > 6DA > 6DD still works but trash due to the same move proration. 5. Houtenjin is still very strong move 6. Majority of people claims Hazama will be at the high tier with strengthened zoning. Share this post Link to post Share on other sites
Andarel Report post Posted December 10, 2010 Picked out JP summary of Lambda changes, untranslated since I don't speak jp unfortunately. Gonna try and transcribe/googletrans the combos they posted. http://www.dustloop.com/forums/showthread.php?7404-CS-Lambda-General-Discussion.&p=870495&viewfull=1#post870495 Share this post Link to post Share on other sites
kenja0 Report post Posted December 10, 2010 (edited) Some of the easier to detect translations for Lambda: Better Proration: 2B 2C 5C 3C 6A Worse Proration: 5B 6B 6C 4B Cavalier does 1500 damage (1250 in CS1) Sickle hits 6 times and can hit aerial opponents 236A puts Lambda in counter state Possibly new link: 2C>5C (According to some of the combos) OR 2C>delay>5C. j.DD forces knock down. However, because of this change, j.2DD can hit every time now. All aerial combos will successfully end with this: j.DD> j.2DD> dj.DD> dj.2DD> Crescent. Throw combos into 6DD>2DD>Erial (above combo). Hearing a lot about combos dealing 3k to 5k. "Well, what time maintaining strong character. Stronger than the CS." Apparently, she's stronger than she was in CS1. Edited December 10, 2010 by kenja0 Share this post Link to post Share on other sites
HiagoX Report post Posted December 10, 2010 (edited) Jin - 214D's startup looks slower. Combos Starter 5B: 5B (2) > 5C > Sekkajin > 6C > 2D > 6C > 214C (2780 damage) 5B (2) > 5C > Sekkajin > 5C > 6C > Dash > j.C > j.2C > j.D > 6C > 214C (3054 damage) Corner: 5B (2) > 5C > 623B > 6C > 6D > 6C > Dash > 5C > sj.2C > 214C (3224 damage) 5B (2) > 5C > 623B > 6C > 6D > 6C > Dash > 5C > sj.C > dj.2C > 214C (3333 damage) 5B (2) > 5C > 623B > 6C > 6D > 6C > Dash > 5C > sj.2C > 214D > 6C > 214C (3584 damage) Tager specific: 5B (2) > 5C > j.B > j.2C > j.C > 5C > j.B > j.2C > j.D > 5B > 3C > 214C (2887 damage) Crouchers only: 5B (2) > 5C > 6C > Dash > 5C > j.2C > j.D > Airdash > j.2C > j.C > 5B (2) > 2B > 5C > 3C (3009 damage) Starter 623D: 623D > 632146C (3082 damage, tested against Valkenhayn) 623D > 6C > 6D > 5C > sj.C > sj.2C > dj.2C > 214D > 6C > 214C (3753 damage) 623D > 6C > 623B > 6C > Dash > j.C > dj.2C > 214D > 6C > 214C (4227 damage) 623D > 6C > 623B > 6C > Dash > 623D > 6D > 5C > sj.2C > 214C (4529 damage) Starter 2D: 2D > 6B > Sekkajin > 6C > 214C (2388 damage, 28 meter) 2D > 6C > 5C > 6C > Dash > j.C > dj.2C > 214C (2690 damage, 25 meter) 2D > 6B > Sekkajin > 6C > Dash > 5C > sj.2C > 214D > 6C > 214C (3021 damage) 2D > 6C > 5C > 6C > Dash > j.C > dj.2C > 214D > 6C > 214C (3094 damage) Ground Throw: 6/4 Throw > (Backthrow needs a slight Dash) > 6C > Dash > 5C > 6C > Dash > j.C > dj.2C > 214C (2229 damage) Airthrow: Airthrow > 6C > Dash > 5C > 6C > Dash > j.C >dj.2C > 214D > 6C > 214C (3449 damage) Starter 6C: 6C CH > Dash > 6C > 2D > 6B > Sekkajin > 6C > 214C (3738 damage) 6C CH > Dash > 6C > 2D > 6B > Sekkajin > 6C > Dash > 5C > sj.2C > 214D > 6C > 214C (4378 damage) 6C CH > Dash > 6C > 2D > 6C > Dash > 6C > Dash > j.C > dj.2C > 214C (4046 damage) 6C CH > Dash > 6C > 2D > 6C > Dash > 6C > Dash > j.C > dj.2C > 214D > 6C > 214C (4457 damage) Starter 6D 6D > 6B > Sekkajin > 6C > Dash > 5C > 6C > Dash >j.C > dj.2C > 214C (3517 damage) 6D > 623B > 6C > 6D > 623D > 6C > 6D > 5C > sj.2C > 214C (3964 damage) Edited December 10, 2010 by HiagoX Share this post Link to post Share on other sites
stunedge Report post Posted December 10, 2010 the game itself looks the same to the final loketest version so really nothing new to add for change lists and time to discover new combos and tricks Share this post Link to post Share on other sites
HiagoX Report post Posted December 10, 2010 Just posting to say I'm finished listing those Jin combos: Jin - 214D's startup looks slower. Combos Starter 5B: 5B (2) > 5C > Sekkajin > 6C > 2D > 6C > 214C (2780 damage) 5B (2) > 5C > Sekkajin > 5C > 6C > Dash > j.C > j.2C > j.D > 6C > 214C (3054 damage) Corner: 5B (2) > 5C > 623B > 6C > 6D > 6C > Dash > 5C > sj.2C > 214C (3224 damage) 5B (2) > 5C > 623B > 6C > 6D > 6C > Dash > 5C > sj.C > dj.2C > 214C (3333 damage) 5B (2) > 5C > 623B > 6C > 6D > 6C > Dash > 5C > sj.2C > 214D > 6C > 214C (3584 damage) Tager specific: 5B (2) > 5C > j.B > j.2C > j.C > 5C > j.B > j.2C > j.D > 5B > 3C > 214C (2887 damage) Crouchers only: 5B (2) > 5C > 6C > Dash > 5C > j.2C > j.D > Airdash > j.2C > j.C > 5B (2) > 2B > 5C > 3C (3009 damage) Starter 623D: 623D > 632146C (3082 damage, tested against Valkenhayn) 623D > 6C > 6D > 5C > sj.C > sj.2C > dj.2C > 214D > 6C > 214C (3753 damage) 623D > 6C > 623B > 6C > Dash > j.C > dj.2C > 214D > 6C > 214C (4227 damage) 623D > 6C > 623B > 6C > Dash > 623D > 6D > 5C > sj.2C > 214C (4529 damage) Starter 2D: 2D > 6B > Sekkajin > 6C > 214C (2388 damage, 28 meter) 2D > 6C > 5C > 6C > Dash > j.C > dj.2C > 214C (2690 damage, 25 meter) 2D > 6B > Sekkajin > 6C > Dash > 5C > sj.2C > 214D > 6C > 214C (3021 damage) 2D > 6C > 5C > 6C > Dash > j.C > dj.2C > 214D > 6C > 214C (3094 damage) Ground Throw: 6/4 Throw > (Backthrow needs a slight Dash) > 6C > Dash > 5C > 6C > Dash > j.C > dj.2C > 214C (2229 damage) Airthrow: Airthrow > 6C > Dash > 5C > 6C > Dash > j.C >dj.2C > 214D > 6C > 214C (3449 damage) Starter 6C: 6C CH > Dash > 6C > 2D > 6B > Sekkajin > 6C > 214C (3738 damage) 6C CH > Dash > 6C > 2D > 6B > Sekkajin > 6C > Dash > 5C > sj.2C > 214D > 6C > 214C (4378 damage) 6C CH > Dash > 6C > 2D > 6C > Dash > 6C > Dash > j.C > dj.2C > 214C (4046 damage) 6C CH > Dash > 6C > 2D > 6C > Dash > 6C > Dash > j.C > dj.2C > 214D > 6C > 214C (4457 damage) Starter 6D 6D > 6B > Sekkajin > 6C > Dash > 5C > 6C > Dash >j.C > dj.2C > 214C (3517 damage) 6D > 623B > 6C > 6D > 623D > 6C > 6D > 5C > sj.2C > 214C (3964 damage) Share this post Link to post Share on other sites
Justice7541 Report post Posted December 10, 2010 Since this thread is purely for news, can someone open up a separate thread for scrub whining/theoryfighting? Share this post Link to post Share on other sites
pktazn Report post Posted December 10, 2010 (edited) Thanks a bunch for your translations Hiago! I was wondering if it's okay for anyone to translate some more of stuff for Tsubaki? When you have time of course. I have a feeling it's mostly just impressions of her though. D風が中央で6C入らなくなったのが痛い 中央でダメージ出そうとすると、しゃがみには安定しない2C>D剣になりそう 端もD翼の後の拾いが難しくなったから弱体化かな 中央は微妙、端だと爆発みたいなコンセプトっぽいけど CG溜めようとすると端に追いやるの難しいし、溜めないと火力低いという CSの頃からのCGの溜めづらさとCGありの爆発力のバランスが 改善されてないように感じたから今作も厳しそう D光の軌道がかなり使いにくくなったんだが…… 3CCもjc無くなったし これじゃD技擦りまくるキャラになってしまった気が するのだが…… CSっぽい性能でチャージの改善と火力の調整をすればよかったものを… ツバキはチャージ技ぶっぱキャラになったな。 剣は結構無敵長いよ。 あと初心者に嬉しいことだが閃ぶっぱなしてガードされても反撃されなかったw D版じゃなくても大丈夫。 すごい強キャラだと思うけど今回の強キャラマコトといいツバキといいみんなお手軽になった。 最悪な調整。初心者ゲットのためなのか 2c>2cc>5c(空振り)>5cc>エリアル が安定しない… エリアルの236Aも従来のやり方だとすかったり、翼すかったり… 知らないキャラな気分…orz 6A>5CC>D風>6CC>JC>JCC>A光>C翼のダメージが CSより上がったと思うんだけど、誰か確認してくれると助かる 5D:最短でも1/4〜1/3溜まる、最短だと2Dと全体モーション同じ 剣:対頭体無敵、ABCはカウンターで浮く ありがとう、CSのダメージが分かんないけど似たようなので 6A>5C>D風>6C>JB>JC>JCC>A光>C翼 [2371]だったと思うから 6Aの初段補正が変わったのかな 今日CPU相手に衣コンやってみたけど…オレのスキルが低すぎて全然繋がらなかった 5BB>5CC>D風>衣>D槍>D翼〜 以降のうまい拾い方がわからなかった。 Edited December 11, 2010 by pktazn Share this post Link to post Share on other sites
No Limitz Report post Posted December 10, 2010 Lambda 5DD/4DD > 236236D easier to do 236A cross up range needs testing (2B > 236A seems to be optimal range for cross up, 3C > 236A seems to stop at the opponent so whiff 4B might still be viable) Max range 3C > 236D makes a good...meaty? 214D recovery slightly longer? Whiffed gravity doesn't use up whole gauge (2/3?) j.DD > j.2DD works on every character Minimum TK Crescent Height is higher Faster air backdash 236B > RC > 5DD>236C's float is alot lower now, investigating potential combos 5C[1](CH) > 236C alot easier to do now 6B faster RC Airgrab on Arakune no longer puts you on opposite side(same is assumed for Bang) Since this thread is purely for news, can someone open up a separate thread for scrub whining/theoryfighting? Here you go: http://shoryuken.com/content/complete-list-blazblue-continuum-shift-ii-changes-dustloop-com-2720/#comments Share this post Link to post Share on other sites
Henaki Report post Posted December 10, 2010 Okay, will update in a few minutes, was out for a while. Share this post Link to post Share on other sites
ryokoalways Report post Posted December 10, 2010 From what I read (scanned), it appears Ragna has a plethora of new gatlings. Correct me if I'm wrong. 5C>6A 2B>5B 2C>6A dp sidewinder hit can no longer be delayed. jA>jC combos Additionally, things like 5D(1)>dead spike>5B, or 6A>dead spike>2C combo now. Share this post Link to post Share on other sites
Jewdo Report post Posted December 10, 2010 (edited) Taokaka: - Dancing Edge's hitstop feels terrible (longer than before). - 6A and 2D have both become terribly weak as anti-airs. - 2C fatal > 6C no longer wall bounces. Instead it does that new mini wall-bounce. - 4D's untechable timing has been reduced. - j.236B(6) doesn't connect on Arakune? Source is unsure. - j.C (CH)'s untechable time has been slightly reduced. - Rachel's 6A beats Dancing Edge pretty solidly now. + Air dash speed seems faster. + 6A seems to hit crouching opponents. + 236236D's proration seems more lenient. 236236D > 5C > j.A > j.C works. + j.D may be able to combo standing opponents. + 5B, 5C are air unblockable. 5C's reach makes it somewhat useful. + j.C (CH) > 6C DOES work. Does that mini wall-bounce in the corner. Follow-ups appear possible. * some jBBS anon has pledged to research knockdown combos. Hope he succeeds. * j.C > 2A > 2A > 5B > 3C > AB2 > combo works. * forward throw > 4D works in corner * One Tao player is relatively high on the Nessica PSR Rankings. His max damage field is listed as 5500. * The highest-ranked Tao on Nessica PSR is #137 at the time of this writing. * 4DB > j.A may work. Source was unsure. * 214D auto-corrects the way Tao faces. Sucks if she ends up facing the wrong way though. * 5B > 6A > 2DB > air dash > j.C > j.D6 > j.C > j.8D6 > j.236B(1) > j.2D6 > j.236B(5) ~= 2500 dmg. Feels like there's room for extension. * ... > 2D > j.D6 > j.C > j.8D6 > j.2DC > j.C > j.8D6 > j.2D > 236B(5) does about the same amount. * air to air seems about the same. * damage off 4BC is around 2500-2700 so far, 6BC and j.BC lead to around 3600. These numbers may increase. * 5DB has frame advantage on hit. Hoping it can combo into something. * AB2 combo has been discovered: 3C > AB2 > 6C > 6C > [8 > J236B] x3. Does not work against Tager. Some anon claims that Tao's taunt damage has been increased tenfold. I'm not sure whether to believe that it does 1000 dmg, so let's wait to confirm it. That's all the Tao news for the moment. [edit]: XDest has also translated some Tao JBBS info [here]. Anybody interested can compare the two lists for completion. Edited December 10, 2010 by Jewdo Share this post Link to post Share on other sites
Dream Maker Report post Posted December 10, 2010 (edited) Just got a try on the game today playing carl and a little of hakumen. So I'ill try to give some info that have not been mentioned about these characters. Carl Looks like quite a bunch of the good things he had received in the last loke test are actually gone. I couldn't confirm by myself for anima having super armor and 3D forcing standing but comments on the BBS strongly hints that they have been implemented. His damage is indeed sensibly weaker. For now I can't really think of any other way to get close to 4000 dmg except the old juggle combos ended by a super. And j2C doesn't bounces THAT much higher than before I think, although most ground strings involving j2C without allecan might not be possible anymore. All the stuff I translated before is I think valid, although 6A is really good but not almighty like one of my translations suggested. At least I got punished a few times for missing the timing. + 2B to 5B gatlings seems to be in from what I saw from another Carl player (forgot to try by myself) o jC : to clarify things a bit about this move, first it does only knockdown on air hit. Which means you can still use it as before for sandwich loops (well except it lost its gatlings to jB and j2C). Second, the opponent can emergency tech only, meaning that you can't combo the opponent when he is down. And third, the opponent doesn't falls really fast, in fact you can still use jC as before in 2D combos and when you land after finishing an air combo with it you are in the perfect timing for an okizeme if the opponent techs. o Fuoco : same as CS1 ie not guaranteed to come out if interrupted o Volante : same as CS1 ie no projectile armor + Brio : the move changed, blows the opponent far away and grants a small wallbounce if close enough to the wall. It's a pretty high wallbounce though, limiting the combo options to I believe something like high jump jB, jC - A vivace seems to have no invincibility at all Hakumen : -jC : it seems to have less untechable time than before. After a classic combo like enma, jump cancel, fall j2C, land 2C, high jump 2A, air dash 2A, jC close to corner I wasn't able to link neither another jC nor 5C after landing. Edited December 10, 2010 by Dream Maker Share this post Link to post Share on other sites
itsme Report post Posted December 10, 2010 (edited) From the bbs - http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1289451583/l50 Hakumen D>2B>Aまたは紅蓮>エリアル 2D>歩きC>閻魔コン JD無理 6Dがわからん ステC閻魔コンだと途中で受身取られるし 2B>AからのJA>JB>J2A>JCはできたような… 中央紅蓮のあとは6Cズザーしかやってなかったわ なんか低くて拾いづらいみたいだし 5D>2B>紅蓮→いつものはラグナやジンには普通に入ったよ、カルルとかには試してないから分からん 今衝撃の事実発見 画面端でツバコプターできるのかくにんがしかし ツハキにどうわざ補正があって4000もダメ取れなかった 5D>2C>紅蓮>微歩き5C>紅蓮~ なんて懐かしい事も出来たな キャラ限、位置限はあるけどその後ステ5Aで拾えたりもした 5C始動から5C二回コンで4200 画面端蛍椿からいつもので5300 6C挟めばもう少し伸びるはず 画面端椿6Cからいつもので5500 5D5Cからいつものを完走できたら3100 途中で青くなった 画面端付近6D始動J2C 2Cからいつもので2600 5C>鬼襲>閻魔(jc)>J2C>5C>5C>鬼襲>閻魔(jc)>J2C>2C(jc)>J2A>J2A>空ダJ2A>JC>5C>3C 火蛍>椿祈>2C(jc)>J2A>J2C>2C(jc)>J2A>J2A>空ダJ2A>JC>5C>3C 椿祈>6C>ステ2C(jc)>J2A>J2C>2C(jc)>J2A>J2A>空ダJ2A>JC>5C>3C 5D>5C>鬼襲>閻魔(jc)>J2C>2C(jc)>J2A>空ダJ2A>JC>5C>3C 6D>J2C>2C(jc)>J2A>空ダJ2A>JC>5C>3C 6Cはタメなし? 何回かプレイしたけど、ハクメンが重くなってる気がした ステップやらジャンプやらが微妙に遅く感じる J2Cも発生速くなってる?閻魔コンがやりやすい気がした 中央のダメージソース減ったけど当身でゲージとれるし追撃可能だから 紅蓮からエリアル、の代わりに閻魔コン使っていく感じだなぁ 端なら蓮華でいつもの出来るし タメなしだよー 今回も中堅以上のポテンシャルはありそうだよね 5AからJ2Aが繋がるようになった恩恵が大きい これのおかげでいろんなところから端に追い込めるようになった ゲージ効率悪くなってるけど個人的には椿とか残鉄とか使わないんで気にならなかったな ただ一応節約を心がけておかないといざという時に蛍ふれないから気をつけないとね 6Dからノーゲージで2600はゲージ回収も相まってすごくおいしいと思ったんだけど あと6Dの1400ダメージが固定ならカンタータとった時に面白いことになりそうだと思ったり 5A>J2Aのおかげで、いつか中央着地コン発見されそうで怖い。 5A>J2A>空ダ(JA>)JB>5A>J2A>空ダJ2A>JC みたいな。 端投げ>6C>2C>いつものってできたっけ 5D > 2B > 5A or Guren > air BnB 2D > 5C > Enma BnB jD won't connect anything 6D still unknown hop 5C (tsubaki?) > Enma BnB seems to be techable in between. 2B > 5A then jA jB dj j2A jC seems to work poster says have only tried mid screen guren into 6C so no actual input also adds that enemy seems to be at a lower point in midair so might be harder to connect. 5D > 2B > Guren = Works on Jin and Ragna etc., unconfirmed on Carl etc. Tsubakopter test in the corner. Seems Tsubaki won't connect into anything more than 4000+ combos. Mugen instant death combos most likely back to hard difficulty due to the loss of Tsubakopter. 5D > 2C > Guren > walking 5C > Guren etc. poster noted this just as a comment to weird combos coming out of 5D. Says usual step 5A BnB might connect. From 5C > 2 5C combo 4200 (I most likely think this is just to confirm the 2 5C combo still is intact) Corner Hotaru Tsubaki BnB 5300 (Again, just to confirm combos) Inserting 6C can lengthen combos a bit (? not sure if this goes with the previous note) Corner 6C > BnB 5500 5D > 5C > BnB 3100 Connects but blue beat during the combo. Close 6D at corner then j2C > 2C > BnB 2600 Some tested combos, pretty sure midscreen it ends at dash j2A, j2C probably falling j2C for inbetween. 5C > 623AA > jc > j2C > 5C > 5C > 623AA > jc > j2C > 2C > jc > j2Ax2 > air dash > j2A > jC > 5C > 3C Hotaru > Tsubaki > 2C > jc > j2A > j2C > 2C > jc > J2Ax2 > air dash > j2A > jC > 5C > 3C (Most likely corner since I think Tsubaki has that weird floor slide now) 5D > 5C > 623AA > jc > j2C > 2C > jc > j2A > air dash > j2A > jC > 5C > 3C 6D > j2C > 2C > jc > j2A > air dash > j2A > jC > 5C > 3C No charge for 6C?* This poster and a following poster says that after some play, Hakumen's movement feels noticeably slower. J2C activation slower, Enma BnB seems easier to pull off. Midscreen damage overall seems to be lowered but maybe compensated with drives new perks. Most likely will see more Enma BnB rather than Guren BnB because of more meter gain and to compensate the big damage midscreens. Renka combo will work in corners. Seems to be 6C has no charge on it.* 6C now may be useful outside of corner pressure. 5A j2A gatling helps a lot. Makes it easier to go in with this. (Most likely through air pokes.) Meter gain seems bad but poster says it didn't bother him because he hardly use Tsubaki Zantetsu. Can't rely on Hotaru. 6D can connect to a 2600 combo with 0 meter. Seems great for meter gain. Because of 6D giving base 1400, countering Cantata might be hilarious. 5A > j2A gatling may have potential for a bigger damage combo in midscreen. 5A > j2A > air dash > jA > jB > land 5A > jc > j2A > air dash > j2A > jC Something like that. Corner throw > 6C > 2C > BnB works (I forgot if this works for both forward and back throw, most likely forward due to the way poster mentions it.) Summarized posts, if anyone have any more insight on it or finds wrong info just fix it please. (sorry for the length, wanted to finish this in one view) Edited December 10, 2010 by itsme Share this post Link to post Share on other sites
ryokoalways Report post Posted December 10, 2010 ^For the DS combos, has it been stated that the untechable time for the starter moves (5D(1) and 6A) increased, or that the startup of Dead spike decreased? IIRC, it wasn't specified. Share this post Link to post Share on other sites
jiyuna Report post Posted December 10, 2010 It's untechable time. Ragna can do non-CH 6a > 5a > 6a > aerial. He's a really bad character this time around. Fun corner combo: blahblah > 3c > 623d > wall bounce > dash under 2c > 5d(1) > DS > dash 5d(2) > 22c. blahblah > 6a > jcd > jd > berial > 5d(1) > DS > 5d(2) > 623d > wall bounce > 5d(1) > 623d > knock down blahblah > DS loop x2 > 5d(2) > Carnage Scissors did 4500~ damage. Share this post Link to post Share on other sites
ryokoalways Report post Posted December 10, 2010 Did they tweak his frame data, or is it certain hitbox changes? I would think having addtional gatlings would be extremely beneficial, especially for a character like Ragna. I don't believe the removal of belial combo in the middle of the screen would be that severe of an effect. Share this post Link to post Share on other sites
Jewdo Report post Posted December 10, 2010 (edited) Taokaka (continued): - 3C cannot be canceled into Dancing Edge at all. - 4BC cannot be canceled into 236CC. - 2C no longer a fatal counter. Must be max-charge version to FC. + 2C bends opponent backward, allowing it to combo into 6C. + 2C (max-charge) causes FC if used mid-combo. 3C > RC > 2C (max) might work in corner. + j.2D and j.8D are better, very easy to connect with. + somebody landed j.A after 4DB. + 3C(2) > 236CC works!? * one anon feels they turned Tao into a throw character. Damage off throws averages in the upper 3000's. Possible to extend to 4000 with j.B? * something about 22C's startup being interesting. Dunno what to make of this. * 4DB (whiff) > j.A > 5B > 6A > ... ~= 2200 dmg. Too far away for a 3C combo. * j.B also works. By that same route, damage is about the same, but dash-5B may allow a 3C combo (to be tested) * 2A>5B>3C>236CC>2D6>J2DC>J2DA>J8D>JD6>JC>J8D6>J2D6>j.236B(5) ~= 2800 dmg * 3C > 236A works on some characters. Another anon says you need to use a dashing 3C, and that 6A > 5DB will work if 3C > 236A doesn't. * mid-screen 2A > 5B > 3C > 236A won't work on Noel, Tsubaki, Makoto, or Carl. TBD on others. *Dash-5B > 3C is speculated to work on everyone but has yet to be tested. * Hazama, Tsubaki, Litchi, Carl, Noel, Rachel, and Jin can only be 6C'd once in AB2 enders. Everyone else can be 6C'd twice. * 5B>6A>5DB > ... leads to ~2900 damage * Corner combos off 3C > AB2 may be able to go over 5500dmg using hj.236B(5), and still leave enough AB2 meter for oki. * j.B useful for extending combos at times when j.C > 8D would be too difficult. Edited December 10, 2010 by Jewdo Share this post Link to post Share on other sites
jiyuna Report post Posted December 10, 2010 5c > 6a and 2c > 6a gatlings don't help when you can't do anything after 6a now! Share this post Link to post Share on other sites