BBCPE/Patch Notes/Ver.2.0

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This is not a list of all changes, only a list of changes officially stated by Arc System Works and mentions only the buffs each character received. Players are welcomed to add known changes that are unlisted to each character's section.

Source

System Changes

  • Guard Cancel Overdrive Added: Press A+B+C+D while blocking to activate
    • Cancels blocking into Overdrive Activation, Overdrive duration is half the duration of a normal Overdrive Activation
    • Bursting while blocking removed
  • Combo Timer changed to decay hitstun faster. Exact values unknown.
  • Distortion Drives: All Distortions have a powered up version during Overdrive.

Ragna

  • 6A: can now cancel into D normals
  • Ground Gauntlet Hades: staggers opponent on ground hit
  • Spin Kick: flots opponent lower
  • Belial Edge: final hit floats opponent lower, no longer blows back towards the corner, now combos from j.B
  • 5B: launches lower on air hit
  • j.A no longer combos into j.D

Jin

  • 5D and 2D: are special cancelable
  • 2D: is jump cancelable on hit
  • 2C: not Fatal Counter
  • Ground Hishouken: projectile moves fater, knocks down opponent on ground Counter Hit
  • Sekkajin: Hitting a frozen opponet with Sekkajin will refreeze the opponent. Fatal Counter. No longer wall bounces opponent.
  • Musou Senshouzan: 1st hit no longer wall bounces opponent, floats opponent on ground hit. 2nd hit causes hard knockdown, gains 3 meter on hit.
  • Hizanzen: Soft knockdown on air hit. Landing recovery reduced.
  • Ground Hishougeki: Uncharged version is 1 hit.
  • Hizangeki: 2nd hit causes hard knockdown
  • Hirensou: 1st hit blow opponent forward when hitting behind Jin. 2nd hit wall bounces midscreen
  • Musou Tosshugeki: 2nd hit causes hard knockdown, no longer wall sticks. Overdrive version wall sticks.
  • Touga Hyoujin: Ground slides opponent on air hit

Noel

  • 5D: Fatal Counter
  • Optic Barrel: dash cancelable on hit/block/whiff
  • Chamber Shot: Moves Noel slightly forward before shooting, ground slides opponent on hit

Rachel

  • Silpheed Gauge: Regenerates quicker the less stocks you have. Conversely, regenerates slower the more stocks you have
  • 6A: Recovery increased
  • 5B: Attack level lowered to Level 2
  • 4B: Floats lower
  • 5C: Faster Startup
  • 3C: Vacuum effect added. SMP removed.
  • j.C: Launches grounded opponents when under the effects of 5D wind, similar to 6A
  • Tiny Lobelia: Regains hitbox after bouncing off a wall. C version goes farther and now lands at a fullscreen distance away
  • Barrel Lotus/Beelze Lotus: Can call Sword Iris on bats, even before they touch the opponent. Stay attached to opponents for less time
  • Overdrive: More normals are jump cancelable

Taokaka

  • 6D: New move
  • Drive Normals: Can now be canceled into Sticky Kitty (wall stick)
  • Cat Spirit Two!: Wallbounces midscreen, wall sticks at the corner

Tager

  • 6B: Changed to Low attack, much faster
  • B Gigantic Tager Driver: Blows opponent away on hit
  • Overdrive: All D normals gain Guard Point

Litchi

  • 2D: Only does one hit
  • Launched Staff: No longer returns to Litchi after she blocks/gets hit
  • 6A[m]: Cancelable to 4B[m]

Arakune

  • C Bug: Guard Crushes
  • F of G: Bug swarm comes out on block
  • Overdrive: Activating Overdrive immediately starts Curse Mode with timer equal to how much the opponent was cursed

Bang

  • Nail Set: Positions have changed. Ground nail dash added
  • Overdrive: Can block during Overdrive

Carl

  • 6[C]: Press A to feint the attack
  • 4D: Changed to 3 hits, first 2 hits are low
  • Con Fuoco: Deals more damage, moves forward faster
  • Con Anima: Super Armor while moving, Fatal Counter

Hakumen

  • D normals: Special Cancelable on successful catch. Can cancel in Yukikaze, goes immediately into attack
  • 4C: Startup faster, charged version removed
  • Enma: Animation changed, jump cancel removed, recovery shortened

Tsubaki

  • Sanctus Aequum: C version crosses through opponent on hit/block, D version is plus on block
  • D Sanctus Veritas: Jump Cancelable. Not available on followup versions
  • Specials and Follow Versions: Are considered different attacks for SMP

Hazama

  • Ouroboros Gauge: Changed from a number to a meter. All Chain Followups costs 1 stock, stay on ground to refill.
  • 6C: Cancelable to D normals on hit (not on block)
  • Venom Sword: Cancelable into Serpent's Benediction

Makoto

  • D attacks: Special Cancelable at Level 2 and Level G
  • j.2C: Bounces Makoto upwards on hit or block. Very short recovery afterwards
  • Space Counter (Parry): Now a strike with auto guard. Command changed to 214D

Valkenhayn

  • König Wolf and Eisen Wolf: C versions added to both. Valkenhayn moves straight up and down
  • Himmel Wolf: Is now a normal throw, command changed to B+C. Can be throw escaped. Special cancelable.
  • König Wolf: Usable in wolf form

Platinum

  • Magical Cat and Magical Frying Pan: Special Cancelable
  • 3C: Cancelable to D normals
  • Overdrive: Miracle Jeanne powers up the next two items instead of one

Relius

  • Id Sign: New attack. Ignis hits opponent upwards, wall bounces in the corner.
  • Ignis Attacks: Ignis now stays behind opponent for a while longer, allowing for more pincer attacks
  • Overdrive: Ignis attacks are powered up

Amane

  • Spiral Gauge: Level 1 and 2 decrease slower. Level 3 decreases faster
  • D normals: Special cancelable on block
  • Hariken: Amane's stomp has a hitbox when placing drill. Drill is now only one hit

Bullet

  • 2B: 2B > 6B Gatling added
  • 2C: 2C > 5D gatling removed, 2nd hit of 2C is now special cancelable
  • 3C: 3C > 5D gatling added
  • j.C CH j.C no longer ground bounces but has enough untech time to get a combo from it still
  • D normals: special cancelable. A blocked 5D/j.D causes Bullet to bounce back away from the opponent. Red lock still behaves the way the old 5D and j.D did in 1.1
  • H2 Wadcut Engage (D Normal Drive Follow Up): Wall bounces, even midscreen
  • Piercing Engage (Miquelet Capture Drive Follow up): Wall sticks in the corner
  • Explode Engage (Cutting Shear Drive Follow up): Wall bounces
  • Miquelet Capture: Can now brake by pressing B. Launches the opponent lower and not as far. Opponents now have to be juggled with 5A instead of 5B in corner combos
  • Cutting Shear: On CH, it causes a juggle state, allowing combos without RCing or using the Drive Follow Up
  • Ground Snaphance Fist: Can be comboed from without spending heat on CH.
  • Charged Flint Shooter: Increases in power with Heat Up Levels.

Azrael

  • 6B: Later half is jump and special cancelable
  • Growler Field: Cancelable into Phalanx cannon upon absorbing a projectile. Invincibility removed.
  • Valiant Charge: can be used with more normals (including air normals)
  • Leopard Launcher: Ground slides midscreen, wall sticks in corner

Nu

  • D normals: Durability level 2 immediately after summon, then drops to level 1
  • D normals: Can freely cancel between any of them up to 4 times on the ground, 3 times in the air
  • Projectile Specials: Hold D for different attack effects
  • Gravity Seed: cancelable into normal attacks and special moves; certain special attacks can be cancelled with Gravity Seed on hit.

Mu

  • 5a More untechable on air hit (combos into 5c)
  • 5c Less untechable on air hit (19f, no longer combos into 6c)
  • 2c More untechable on air hit (stein cancel j.b combos), no longer jump cancelable on hit.
  • 6B: New gatlings into and out of 6b (both hits). 6b(1) startup is 16f, 6b(2) is 22f, same speed hitting overhead. 6b(2) grounds on hit and is not emergency techable, allowing for new otg routes.
  • j.2c 21f-14f startup, no longer stops momentum, emergency techable. Can no longer be used as a rising overhead due to upward momentum. Landing recovery 10f-5f.
  • D normals: Lasers shoot slower. Uncharged lasers do not go full screen. Air steins are no longer jump/airdash cancelable.
  • D normals: Can cancel earlier, can cancel into C attacks and 6b.
  • Overdrive: Bits no longer continuously fire. Bits remain after Overdrive ends.
  • Furu no Tsurugi (63214c): Now capped at 2 levels, level two has the effects of MAX charge in previous versions, but is significantly faster.
  • Totsuka 236d Laser has stall time between stein bounces, increasing overall active window for more total + frames.

Izayoi

  • Combo Rate: Reduced 10% in each mode (Normal mode 90% to 80%, Gain art 80% to 70%)
  • 6A: No longer has guard point. Forces crouch. Special cancelable, 110% bonus proration on hit.
  • j.A: Hitstun increased
  • 5B: 5B > 2B and 5B > 6A Gatling Added
  • 5C: 5C > 6A Gatling Added. Moves forward, makes a lot of confirms/blockstrings a lot easier.
  • 3C: no longer jump cancelable on block
  • Air Throw: bounce on hit reduced. Combos into 3C/Astral without delay.
  • Crusade Seraphim α: Knocks back extremely far. Still possible to convert on CH.
  • Crusade Seraphim γ: emergency techable on air hit. Combos from 5b.
  • Noir Edge: No longer an overhead. Lessened/removed landing recovery, backwards momentum added. Can combo on midscreen CH.
  • Aegis Blade: Fully invincible on startup. Lots of untech time, lower launch, comboable off high hits. Uncancelable into A/B/C teleports. Cancelable into D Teleport on hit.
  • Strike Fall: Cancelable into Mirage Thruster and Valkyrie Astraea. Ground bounces, then soft knockdown. Comboable into Justice Phorizer at all heights.
  • (OD)Strike Fall: Hits 3 times.
  • (OD)Valkyrie Astraea: Changed, hits 4 times, covers a lot of space quickly.
  • Slaver Trans-AM: Usable with 1 stock of Zero-Weave. The more stocks, the longer Trans-AM lasts.

Kagura

  • B Dragon Spirit: The further it travels, the more hits it deals
  • Dragon's Ascent: Has 2 versions - B and C. B is head invul and travels shorter, C is full invul and travels higher.
  • Stance Specials: Cancelable into Crush Trigger, Overdrive, and Supreme Dragon's Inferno

Terumi

  • 2B: Has reduced recovery, now -8 on block.
  • 5C: First hit doesn't float Terumi as high
  • 5D: Foward hitbox is slightly reduced.
  • 6D: More recovery on hit, now gatlings into 6C, the hitbox's lower part is reduced, doesn't float the opponent as high or far.
  • j.D: Gatlings into j.2D, normal air hit doesn't knock down, opponent can now recover after air CH bounce, can now be super-canceled on landing, now has landing recovery, the greatest frame advantage is -2, can no longer be OD-canceled, no longer keeps the momentum after a dash, OD version falls down faster, P1 increased from 70 to 80.
  • Garengeki (Cleaving Fang/22C): no longer has level 2, only 1 and 3, level 3 comes out more easily and it's animation doesn't last as long as it used to
  • Air Messenga(Gleaming Fang/41236C): Now launches opponent more upwards allowing for follow-ups
  • Snakebite(Jagaku/236D): Faster recovery on whiff, has longer forward hitbox, doesn't move Terumi as far forward
  • A Orochi Burensen(Serpent's Laceration/63214A): Has more invul, can end the round on the 2nd hit and activate a special victory animation when it does
  • Crush Trigger: Less recovery on block (now only -4)

Kokonoe

  • Graviton Gauge: Changed from meter to number. Setting and activating each take up one stock.
  • Broken Bunker: Rapid Cancelable on first hit
  • Golden Tager: Chargable for longer for more damage



BlazBlue: Chrono Phantasma Extende
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