[BBCF] Changelog

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Fate
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[BBCF] Changelog

#1

Сообщение Fate » 03 ноя 2015, 15:37

В этой теме будут собираться изменения, найденные на последнем локтесте и в окончательной версии игры (когда она выйдет). Пока что здесь царит некоторый хаос, но в перспективе всё это будет переведено на русский и организовано чуть приличнее. Скорее всего, когда Арки поделятся ченджлогами официально.

( Ragna )
- 2d > 236d cancel is strong; it even connects on hit for a better combo in the corner
- 5C might have less untech time

( Jin )
Новые комбы:

Шпаргалка:
屈 crouch
空 air
地 ground
投げ throw
飛翔 236A
D飛翔 236D
霧槍 214B
D霧槍 214D
追加 Followup
雪華 22C
吹雪 623B
裂氷 623C
氷斬 j.214C

( Noel )
- 236A has more untech time
- 5C has less active frames
- j.C might be slower?
- d.214D combo starter value changed from N to F
- Fenrir deals 2800 dmg
- 5A startup slower (5F > 6F)
- 2D has foot invul from 5f; 4D has body invul from 5f; 6D has body/projectile invul from 4f
- Корнер-керри комба: JC>5B>6A>hjc>JC>JD>6C(6B)>5B>236А>dc>66>2B>6C>5D>5C>6A>5C>5B>236А
- Оки-комба: JC>J2C>IAD>J2C>JD>5C>6A>5C>22B
- Ещё корнер-керри: 5Bch>5D>6A>5A>5B>AOP>dc>66>2B>6C>5D>5C>6A>5C>5B>236A

( Taokaka )
- j.B is awful; hitbox is placed way too high
- j.4D sucks; flies upwards and total frame duration is LONG
- 2B sucks; total frame duration looks as long as 3C's
- Комбо-эндер в углу (неизвестно, получится ли нокдаун дальше угла): ~JC>J2D>2B>6A>6C>Cat Spirit 3>Cat Spirit 2>6C>5D>3C>Cat Spirit 1>5D>ender.

( Rachel )
- N-O said that 22A is super strong right now. Like, incredibly strong. Don't think he specified why.
- 214B (new move) still sucks.

( Arakune )
- 3D added; hits opponents far away?
- You can use cloud on the ground as well
- j.214214D gets you more curse gauge than before
- Souji thinks CF Arakune will be interesting; lots will change because of how new cloud works and also new super
- Each cloud has its own curse gauge increase speed
- Now has a hitbox during 214X's startup; enemy flies towards the spider
- New moth super won't disappear even if you hit the moth; as soon as superflash starts, it's guaranteed that it'll come out

( Carl )
- Nirana comsumption seems equal to all of her moves (around zato's nobiru's amount)
- 5C > 6B gatling added
- 623C is SUPER fast

( Hakumen )
- 2C' head invul at 5F
- Yanagi counter starts at 4F
- 5A has more untech time; 5A > Hotaru is back
- 6D counter starts at 1F
- No counters other than Yanagi are activated by projectiles
- Tsubaki, Zantetsu and Shippuu no longer ignore combo rate; they aren't dealing significant damage in combos at all
- You're pushed very far away when 6A is blocked now
- Guren has less untech time
- Kishuu either has longer invul or low profiles again
- Agito deals more damage
- Renka's 2nd hit is whiffing a LOT. If you're a bit far away and the opponent is crouching it'll whiff already
- Hotaru no longer avoids bursts; needs to jump cancel on hit if you want to bait a burst with it
- Shippuu is slower, doesn't deal as much damage and you can't spam Shippuu in Mugen anymore
- j.D can't be followed up with anything
- Yanagi has no recovery after you stop moving forward

( Tsubaki )
- The new overhead move leads to around 3k damage as a starter
- Her new overhead move has around 28f startup; +2 on block; install ver. has longer reach/useful for combos

( Hazama )
- No major changes from last loketest, apparently?

( Valkenhayn )
- Souji said that he doesn't think Valk is weak as people have been saying
- [Hima thinks] BBCF's Valk has a big potential. Indeed, wolf form is weaker than BBCP (for example,changing wolf gauge system), but human gets new overhead(6B),6C(old 6B)>3C combination(also 6C>6B combination),and above all, increase combo damage.He is still alive.

( Platinum )
- Low/overhead Mami are annoying to fight against lmao
- Boomerang strong etc

( Relius )
- Doll recovery is slower
- 214A slides on hit now

( Amane )
- Jirou said that Ginga (new move) is SUPER good. Works super well to pressure and as a combo part too
- Jirou also said that Amane's damage output is good this time: in the corner you can get over 2,5k off a 2A AND lvl up drill after
- Drill damage is overall lower but it's easier to lead the match to a situation where you can force opponent to block/get hit by it
- 2D doesn't wallbound in the corner anymore
- j.6D has more untech time
- j.D staggers less than before on hit
- You can follow up j.236C with something else if you land first
- You can follow up a 3C > 236C in the corner with 2B now
- 6C might have less untech time
- 2B either has a faster startup or better attack level

( Bullet )
- 6B has a better horizontal hitbox
- 623C CH can be followed up
- 5C and 3C both FC
- 3C has less recovery
- 2C (1) pulls opponent
- 623B might have a little bit more of untech time on knockdown
- D move stance lasts for a shorter time
- No invul on red lock
- 2C pushes opponent away a lot on the second hit; doing 2C > 236A makes you pretty much safe
- j.C's hitbox is worse
- CT connects off many normals, such as 2C (1), 5C, 3C , 6A, etc
- EA has invul; switches screen position at the end of it
- Throw's midscreen bounce is stronger than before, can 236[A] afterwards (char specific); if corner then it wallsplats
- Комба в углу: 6BC > 236[A] > 6C > (side switch) j.D > ** > 623C > 6C > j.[D] > 623B
- Мидскрин-комба: 6BC/4BC/j.BC > 236[A] > 6B > j.C > j.C > j.D > 623B
- H2>H2 комба в углу: ~ 41236С > 236D > 6C > (side switch) (j.C >) j.D > ** > 623C > 6C > j.[D] > 623B

( Azrael )
- apparently had had a lot of good changes
- Gustaf is faster
- 5D MIGHT be a fast starter now?
- 3C nets 4k midscreen
- 6A still the god
- Leopard wall sticks longer
- Tochigin said that 5A > 5B and 5B > 2C still work as usual, except after Azrael's 3-hit rekka.
- New DP might lose to low profile moves lol
- air hit 5A > 5B/5B > 2C won't connect
- air hit 6C FC doesn't bounce much; can't pick it up with anything other than 5B
- New DP's invul seems short

( Izayoi )
- people have said Izayoi's new 236D is the same as last loke so pretty strong
- 6B is special cancelable in the air (6B > 236D, for example)
- Can't emergency tech 6B on air hit
- Trans-am doesn't spend gain art stacks anymore (has invul; bits last for as long as it was with 4 stacks before)
- 6A only gatlings from 5A/2A; can gatling into 5B/5C now; jump cancelable on both hit and block
- 236236C has slower startup; doesn't knockback opponent on block anymore (azrael punished it with 5A)
- Normal 3C and GA 2C might have FC
- midscreen: 〜Astraea>6C>Aegis>α>Strike Fall
- corner: 〜Astraea>delay 2C(1)>6B>delay air γ>5C>hjc>JB>jc>JB>JC>air α>Strike Fall (worked from j.B and j.C starters)

( Kagura )
- 2DA fatals now?
- From what [Hiago remembers] reading 2DB gives a hard knockdown in OD too, so it can be used in combos
- 6DA's body invul might be shorter now?
- Здесь и далее комбы в углу: 5BB>3C>6DC>BF>6B>5C>2DA>delay [8]2C>3C>6DC>2DC>[2]8C[8]2C (3523)
- 2A>5BB>3C>6DC>BF>6B>5C>2DA>delay [8]2C>3C>6DC>2DC>5DA>[2]8C[8]2C (3238)
- 5BB>3C>6DC>BF>6B>5C>2DA>delay [8]2C>3C>6DC>2DC>[2]8C[8]2C (3523)
- 5DB>6DC>BF>6B>5C>2DA>delay [8]2C>3C>6DC>2DC>5DA>[2]8C[8]2C (3646)
- 6C>2DA>5DA>6DC>BF>6B>5C>2DA>delay [8]2C>3C>6DC>2DC>5DA>[2]8C[8]2C (4695)
- 5BB>3C>6DC>BF>6B>5C>[4]6A>5C>2DA>delay [8]2C>3C>6DC>2DC>5DA>[2]8C[8]2C (3755)
- Мидскрин: 5BB>2C>2DA>[4]6A>66>6B>[8]2C>3C>6DC>2DB (2759) (можно закончить [2]8B в зависимости от чара)
- Угол: 5C>6DC>2DC>delay [2]8B>6B>5C>[4]6A>5C>2DA>delay [8]2C>3C>6DC>2DC>5DA>[2]8C[8]2C (5151)

( Terumi )
- CA blows opponent away the same way as 6A does now
- 41236C now FCs
- 623B deals less damage (2315)
- j.D gives -1 meter
- Meter gain for D moves: 5D = 16; 4D = 13 on hit/8 on block; 6D = 30; j.D = 18; 2D, j.2D and 214D remain unchanged from CP2
- 4D: around 8~9f startup; flies upwards like 6A on hit; special/jump cancelable on hit and block; connects from 5/2ABC
- 214C (Tsuishouga): overhead; super cancelable; N combo starter value; if the opponent is high enough in the air you can 2B/3C after
- 214C: around -4 on block; knockbacks far away on block
- 6C has less total duration (2nd/3rd hits are faster); harder to punish on block; bounces on both ground and air hit; deals 1013 dmg
- 6D floats less on hit; 6D > 5A possible; if high enough in the air you can even 5B/4D follow-up; deals 946 dmg
- j.2D is a mid; around +3 on block; 5C (1) > j.2D > 5B loop works even on standing hurtbox
- j.D CH bounces less; untechable until landing
- 236D deals 1091 dmg; opponent flies away on air hit instead of being pulled back
- If hit high enough in the air while in the corner, you can follow up with 5B and other moves
- 22C can't be followed up with normals even in the corner; is special/super/CT/OD cancelable
- 623B damage decreased to 2315
- 41236C has a Moment combo starter value; now FCs; both versions only have projectile invul now
- 41236C can easily be followed up with 5B; air ver. can't be followed up; when blocked you're glued to the enemy (easily punishable)
- 41236C air ver. damage increased to around 2,4k
- 63214A: 2nd hit doesn't have super long untech time; dmg increased to 2253
- 63214B: only hits 4 times now; can be followed up with 5C, 5D, etc
- 236236A damage decreased to 2800
- CT is around -4 on block

( Lambda )
- Consensus is that she looks pretty strong.
- Ds are faster; more blockstun on air hit (cavalier hits afterwards)
- Gravity stays there even if you don't hit the opponent
- 6B makes the opponent fly diagonally so 6B > dash 2D > Gravity is a thing
- 5B/6A's air untech time has decreased so following them up with 5C is hard
- 2D/6D angles have changed
- Cavalier goes farther
- Legacy Edge doesn't spend meter if you get hit before superflash
- You can follow up OD Calamity ground hit with a combo
- Spada is - on block but hard to punish
- air D moves won't float opponent on hit

( Celica )
- Seems like she might have way more variety in combo parts with her changes.
- GPs (from last loketest): 236C: GP All + Throw invul; 214C: projectile invul; 214B: Head/Body GP

( Hibiki )
- Minami said Hibiki is simple but people won't find much about him until actual release
- General consensus regarding Hibiki is that he's an EXTREMELY simple character with good tools to open up people.
- Both supers probably have invul still
- 214D is like 214C except you teleport behind the opponent for a crossup
- DP: Lots of untech time; most of the time you get a knockdown off it no matter where it hits
- 214C is definitely punishable on block
- Mix-up right now consists of: throw; 2BB (2 hit low); 4B (overhead); 236A~B (crossup overhead); 214D (crossup ground move)
- 236A~B floats less on hit, making it easier to use as a starter or a combo part.
- projectile super travels almost fullscreen
- DP deals around 1,3k dmg and a knockdown; multi-hit; clashed with Azrael's 6A

( Naoto )
- [Minami] said Naoto's combos right now don't deal much damage and his normals are awkward/difficult to use well.
- eesuke thinks that as long as Naoto's damage output is alright he'll probably be good
- 2A is a low
- Rekka seems good for pressure
- Sway (dodge move thing that crosses up) is quite fast
- DP seems strong
- Jump-in j,C is strong
- The BHS-like super has short recovery
- 632146D has quite a bit of invul; upper half hitbox is huge
- j.623D has invul
- Dodge might be just head/body/projectile invul
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild,
Sollst sanft in meinen Armen schlafen!


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Случайностей нет. Есть только Судьба.

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coldnegative
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[BBCF] Changelog

#2

Сообщение coldnegative » 03 ноя 2015, 16:27

за что они убили Ноэль...(

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[BBCF] Changelog

#3

Сообщение eNj0i » 03 ноя 2015, 21:26

coldnegative За меш 4д и 6д, очевидно. Зато ей подняли нейтрал вроде. 214д вроде стало комбится без рц, например.

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#4

Сообщение degQ » 03 ноя 2015, 21:37

Fate писал(а):- General consensus regarding Hibiki is that he's an EXTREMELY simple character with good tools to open up people.
Ладно арки, убедили, с этой части ещё раз попробую влиться в ББ. Main confirmed. Не зря он мне сразу понравился.
Но я и моё лобби краборуких тюленей всё ещё наблюдает за вами.

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#5

Сообщение Kler » 03 ноя 2015, 22:09

Кокочка ? :read:

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#6

Сообщение coldnegative » 03 ноя 2015, 22:42

eNj0i писал(а):За меш 4д и 6д
бред.
eNj0i писал(а):ей подняли нейтрал вроде
Fate писал(а):- 236A has more untech time
- 5C has less active frames
- j.C might be slower?
- d.214D combo starter value changed from N to F
- 5A startup slower (5F > 6F)
да, "подняли".
eNj0i писал(а):214д вроде стало комбится без рц
итак комбилось в мид-ту-корнер. добежать с 5C и сделать нормальную комбу с 2-мя D-секциями можно было. и оки в углу получить.

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#7

Сообщение eNj0i » 03 ноя 2015, 23:55

coldnegative писал(а):Fate писал(а):
- 236A has more untech time
- 5C has less active frames
- j.C might be slower?
- d.214D combo starter value changed from N to F
- 5A startup slower (5F > 6F)

да, "подняли".
Что из перечисленного считать нерфом? 5ц прямо дико нужно много активов? жС медленнее, да, но чара не убъет, 5а в нейтрале юзать, учитывая ренж, сомнительное развлечение, как по мне. Зато теперь можно кататься 6д
и прыгать 2д
Последний раз редактировалось eNj0i 04 ноя 2015, 00:08, всего редактировалось 1 раз.

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#8

Сообщение coldnegative » 04 ноя 2015, 04:04

eNj0i писал(а):За меш 4д и 6д, очевидно
eNj0i писал(а):Зато теперь можно кататься 6д и прыгать 2д
eNj0i писал(а):Что из перечисленного считать нерфом?
все

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#9

Сообщение A.T » 05 ноя 2015, 14:02

- 236A has more untech time
Супер нерф Ноэли, да. Негатив, ты хоть баффы убирай из списка.
Да и всего списка пока нет, к сожалению. Возможно её просто не щупали, но ускоренный КТ должен дать доступ к крутым комбам откуда угодно.
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#10

Сообщение Darius » 24 авг 2016, 21:54

Так, а где Макото?
DOA5LR: Mila
GGXrd: May
BBCPEX: Makoto
Offtop
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#11

Сообщение Just D » 24 авг 2016, 22:34

Чет какая-то хрень с изменениями Bullet. В другом ченджлоге, что удавалось нагуглить все совсем по-другому. Странно :psyduck:
- No invul on red lock
Арки, что я вам плохого сделал? ((
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[BBCF] Changelog

#12

Сообщение Fate » 25 авг 2016, 19:04

Не забывайте, что изменения собирали с разных локтестов, поэтому они могут противоречить друг другу (и финальной версии в том числе).
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild,
Sollst sanft in meinen Armen schlafen!


Изображение

Случайностей нет. Есть только Судьба.

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