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[BBCF] Changelog

Добавлено: 03 ноя 2015, 15:37
Fate
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

[BBCF] Changelog

Добавлено: 03 ноя 2015, 16:27
coldnegative
за что они убили Ноэль...(

[BBCF] Changelog

Добавлено: 03 ноя 2015, 21:26
eNj0i
coldnegative За меш 4д и 6д, очевидно. Зато ей подняли нейтрал вроде. 214д вроде стало комбится без рц, например.

[BBCF] Changelog

Добавлено: 03 ноя 2015, 21:37
degQ
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.

[BBCF] Changelog

Добавлено: 03 ноя 2015, 22:09
Kler
Кокочка ? :read:

[BBCF] Changelog

Добавлено: 03 ноя 2015, 22:42
coldnegative
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.

[BBCF] Changelog

Добавлено: 03 ноя 2015, 23:55
eNj0i
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

[BBCF] Changelog

Добавлено: 04 ноя 2015, 04:04
coldnegative
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

[BBCF] Changelog

Добавлено: 05 ноя 2015, 14:02
A.T
- 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.

[BBCF] Changelog

Добавлено: 24 авг 2016, 21:54
Darius
Так, а где Макото?

[BBCF] Changelog

Добавлено: 24 авг 2016, 22:34
Just D
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? ((

[BBCF] Changelog

Добавлено: 25 авг 2016, 19:04
Fate
Не забывайте, что изменения собирали с разных локтестов, поэтому они могут противоречить друг другу (и финальной версии в том числе).