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KM Riku

[CP1.1] Taokaka Patch Changes

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http://blazblue.jp/cp/update110.html

Buffs:

+ 2nd hit of 3C is now OD-cancelable

Nerfs:

- Hexa-edge has OD version (No more double hexa edge OD combos, might also be a buff in some cases?)

- Backdash: Nerfed from 18 to 22 frames.

- 6C: Recovery nerfed from 18 to 29 frames. Don't whiff~! Active nerfed from 6 to 3. You will now be required to cancel 6C on block/hit at all times, you don't have a choice. Uncharged is now level 3 instead of level 4.

- 5D: Knockback increased. Probably won't affect anything near-corner or corner.

- j.D: 92 P2 nerfed to 82 P2. For the corner carry you can get from this, it makes sense to nerf this damage. Since the combo system isn't based on proration in BBCP, routes will not change, but damage will. j.236B -> .. -> j.D -> j.4D~A -> 66 -> 6C will probably be optimal, and the - corner routes won't take much of a hit either.

- j.236Bx5: 60% minimum damage nerfed 40% minimum damage (aka 400 minimum now instead of 600, not a huge change). I believe OD j.236Bx5 stays the same, since it's listed separately in the frame data.

- 214D: Nerfed startup by 3 frames. This includes when you can attack from it.

- Unison Drive: Normal version now wall bounces instead of giving a hard knockdown. Nerfed from 2113 to 1960 damage. Minimum damage nerfed from 1050 to 820. Buffed in OD from 2307 to 2497 damage. Minimum OD damage nerfed from 1640 to 1225. (Needs confirmation: At mid screen, you can tech after the wall bounce)

- Dancing edge: Doesn't deal chip damage. Attack boxes don't come into existance unless the opponent is relatively close (ie long ranged normals will lose more easily)

5D knockback increased. Another nerf to her drive like her CS2 one. It's basically telling you to use mobility more than just the drive itself to hit people. Be creative and cautious when doing drives (we already have to do this in some matchups), and you will be able to adapt

General:

- All charged C attacks partially charged will just be the normal version, no more accidental fully charged C's.

??? - If you drive close to the ground, you will still attack before landing.

Thank Hiago for the translation <3

(Edited your post for the thread starter) - XDest

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Once again Tao defies the odds only to get stronger.

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>nothing but buffs to tao

wat?

Time to continue learning tao.

Those are all nerfs except for the 3C OD cancel. 3C was almost never used as it is, and will probably continue to see limited use.

- 6C has smaller hitbox and more recovery; (Self explanatory, nerf to some corner combos possibly and poking at midscreen with 6C)

- Hexa-edge has OD version; (No more double hexa edge OD combos)

- normal Unison does a ground bounce in the last hit. OD version is still the same. (Still has the pose at the end. Prevents hard knockdown on unison.)

To be honest, the character will probably be almost exactly the same.

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6C nerf wasn't necessary, I guess we'll wait to see just how much worse it is now. As long as they didn't destroy it's vertical hitbox I'll be meh, but if 5[C] 6C no longer works on an elevated opponent I'll be kinda peeved. It just seems really nitpicky by the team imo.

The system change 'Jump attacks have generally increased P1' bugs me too. Tao gets a lot of mileage off of j.B and j.C confirms, I really hope its not increased enough to ruin any of her routes.

Generally not happy with how this update looks. All they needed to fix was Kokonoe, and maybe Valkenhayn "it's always my turn" Hellsing. Some of the buffs to already solid characters is annoying. Fuck you Mu.

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SRK Translation

6C – Decreased active frames of the attack portion, increased the recovery.

Hiago's Translation

-6C has smaller hitbox and more recovery.

Kinda a big difference, guys. Which is the one I can safely look at and hope Combo X works or should I go into Combo Y?

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The system change 'Jump attacks have generally increased P1' bugs me too. Tao gets a lot of mileage off of j.B and j.C confirms, I really hope its not increased enough to ruin any of her routes.

You do know that BBCP combos are based 100% on a set timer based on the starter type (and hitstun decay over time), not by proration right? Combo time based on proration is a BBCS thing. A's are generally short starters, everything else (except for 2B and 5B) is a normal starter. This information is located in the BBCP frame data.

Increased P1 means a more damaging combo by the way. 100 P1 does way more damage than 80 P1.

6C was way too good in BBCSEX and BBCP after the startup buff it received in BBCSEX. The startup is staying the same, but you have to commit more to it now. The nerf is justified.

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Yea I'm completely fine with 6C being nerfed(more like adjusted), but the translation difference was giving me a slight spook so thanks for the confirmation.

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For the unison change:

壁バウンド = wall bounce, not ground bounce.

Probably works like the BBCS j.236B fifth hit did. Definitely a nerf in that case, that won't be a knockdown.

The 6C nerf definitely seems to be the SRK translation. Less active, more recovery.

攻撃判定の持続時間を短くし、= Less active

硬直時間を長くしました。 = More recovery

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Is there something explicitly stating that the move properties of OD hexaedge are going to be changed, or are we just assuming? Because, keep in mind that OD hexaedge animation is just the normal version doubled, wheras the OD unison drive animation adds Torakaka. I'm wondering if it might just be a new animation featuring Torakaka.

The wallbounce change is certainly a nerf to corner oki with unison drive. I don't get the C charge change, but I hold C until after the move comes out anyway so hopefully it won't affect my combo timing. 6C nerf is justified and honestly kind of a non-factor. It already loses to active moves with extended or disjointed hitboxes (*cough*kokonoe6a*cough*), and the fact that it currently has less recovery frames than 5C/2C is kind of silly. 6C with 3 active frames and 24-26f of recovery would be pretty reasonable and wouldn't change my usage of it too much, if at all. If it's worse than that then I'll just have just to be a little more judicious with max range 6C's.

The 3C OD change seems to be a nonfactor, albeit a buff of a nonfactor. Maybe someone will come up with something cool with it. I somehow doubt any of Tao's aerial moves will be receiving an increased P1, but that'd be a pretty decent buff it turned out to be the case.

All in all it's looking like we might escape this patch with basically no changes and our combo routes and playstyle in tact.

Edit: Just noticed that the non OD version of Unison Drive also features Torakaka. So disregard my earlier comments :v

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We have no clue right now about OD hexa-edge, we're just going off the translation. It's just that removing OD double hexa-edge seems like the most logical change, I don't think it was actually intended to work that way.

Maybe it'll be like the unlimited one? http://www.youtube.com/watch?v=CHrXPzqs_po#t=3m27s

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Backdash: Nerfed from 18 to 22 frames.

6C: Recovery nerfed from 18 to 29 frames. Don't whiff~! Active nerfed from 6 to 3. You will now be required to cancel 6C on block/hit at all times, you don't have a choice.

5D: Knockback increased. Probably won't affect anything near-corner or corner.

j.D: 92 P2 nerfed to 82 P2. For the corner carry you can get from this, it makes sense to nerf this damage. Since the combo system isn't based on proration in BBCP, routes will not change, but damage will. j.236B -> .. -> j.D -> j.4D~A -> 66 -> 6C will probably be optimal, and the corner routes won't take much of a hit either.

j.236Bx5: 60% minimum damage nerfed 40% minimum damage (aka 400 minimum now instead of 600, not a huge change). I believe OD j.236Bx5 stays the same, since it's listed separately in the frame data.

214D: Nerfed by 3 frames.

Unison Drive: Nerfed from 2113 to 1960 damage. Minimum damage nerfed from 1050 to 820. Buffed in OD from 2307 to 2497 damage. Minimum OD damage nerfed from 1640 to 1225. (Needs confirmation: At mid screen, you can tech after the wall bounce)

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pastebin.com/3t02Gqgg

- All charged C attacks have to be fully held to come out (no more partial charges, gotta commit!) Will a partial charge cancel, give the uncharged animation, or charge it all the way regardless?

- 6C uncharge version is now a level 3 attack instance of level 4

- Dancing edge: Doesn't deal chip damage. Attack boxes don't come into existence unless the opponent is relatively close (ie long ranged normals will lose more easily)

5D knockback increased. Another nerf to her drive like her CS2 one. It's basically telling you to use mobility more than just the drive itself to hit people. Be creative and cautious when doing drives (we already have to do this in some matchups), and you will be able to adapt. If you drive close to the ground, you will still attack before landing.

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specifically the tao note about charged C attacks is that if you stop holding at all, a charged version won't come out. The change was because of mashing C with the old way having the charged one come out unintentionally

low altitude dancing edge landing before a hitbox comes out was changed.

dancing edge hitboxes don't come out until you are close to the opponent, making them more likely to lose to long range attacks.

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low altitude dancing edge landing before a hitbox comes out was changed.

Wait, I thought this was talking about attacks after drive low to the ground? I don't really understand this landing change then.

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it's specifically talking about using dancing edge just before you land, with a hitbox never coming out. I think that means using it just before you land will let it go far enough to at least have an attack come out. not familiar with this part of tao.

空中版を着地直前で出しても攻撃前に着地しないように。

100% literal,

Even if you use the air version just before landing, you will not land before the attack.

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Changed thread title since it was misleading when reading from the new posts column.

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So I'll be in Japan from the 24th - 7th of April just in time for this patch. Can't promise much but if you guys have anything you want me to try while I"m over there in specific I'll see if I can. Otherwise I'm sure we'll see a lot of the videos from the Japanese players over there too.

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Well, I guess the main things to test would be to see how the 6C and drive changes really affect her.

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So anyone noticed that 5C j.236B j.D j.4D whiffs a lot midscreen now? :/

 

It's like j.D's hit properties got changed or something, since 5C j.D also doesn't loop anymore? :/

 

Also the change to Unison Drive is funny since, while the wall bounce does happen, the opponent techs in front of you anyway XD

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