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BlazBlue: Chrono Phantasma |OT| Simultaneous worldwide release? What's that?

Skittles

Member
Played my first couple of games with bang yesterday in arcade. Was mostly playing by reaction, since most combos from CT are broke(unsurprisingly). Some weird input changes to his distortions are gonna make things more difficult until I hit the training room and dustloops again. Besides that, doesn't seem all that different from CT on the surface(that 5c though)
 
Wish I understood the game more because I'm looking at the patch notes and I can't really tell who is getting buffed and nerfed. The only person I assume is getting hit hard with the nerf bat is Kokonoe. But as far as the characters I'm interested in, I can't really tell.
 

OceanBlue

Member
Wish I understood the game more because I'm looking at the patch notes and I can't really tell who is getting buffed and nerfed. The only person I assume is getting hit hard with the nerf bat is Kokonoe. But as far as the characters I'm interested in, I can't really tell.

I'm not the best either because I'm pretty bad at fighting games, so I just wait for the new versions to come out :V. For example, I see that Kokonoe is being played by everyone and she still looks really strong in Japan, so I have to assume that she wasn't hit with the nerf bat that hard lol.
 

QisTopTier

XisBannedTier
Wish I understood the game more because I'm looking at the patch notes and I can't really tell who is getting buffed and nerfed. The only person I assume is getting hit hard with the nerf bat is Kokonoe. But as far as the characters I'm interested in, I can't really tell.
Azrael
Backdash: Duration increased 26F -> 28F. Neutral change, more invince but longer recovery
Negative Penalty Resistance: Decreased 6 -> 5. Nerf, he can't run away as much anymore.... who gives a fuck lol
3C: Can cancel into Sentinel Dump (22C) after the 26th frame instead of 30th frame
Overdrive D Attacks: Can now be special canceled. Buff makes combos easier
Hornet Bunker (214D): Decreased recovery. Decreased hitstun 30F -> 24F. Increased frame advantage -19 -> -13. Knockback is smaller when hitting opponent without weak point. Nerf
Hornet Chaser (8 after Hornet Bunker on weakpoint hit): Trajectory changes based on how high you hit them out of the air with Hornet Bunker w/ weak point. Not sure exactly sounds like a minor buff to make combos smoother
Cobra Strike (46C after 236C): Adjusted the knockback to make it easier to combo into Leopard Launcher (6C after 46C). Buff
Sentinel Dump (623C version): Input is now 214C. Neutral
Growler Field (214B): Increased untechable time 17F -> 27F. Now blows the opponent away in an arc before hitting the ground. Major buff for his DP


I could be wrong on some of those but that's what it looks like at a glance to me. I don't play him myself so if anyone with more knowledge can correct me that would be good :p

I'm not the best either because I'm pretty bad at fighting games, so I just wait for the new versions to come out :V. For example, I see that Kokonoe is being played by everyone and she still looks really strong in Japan, so I have to assume that she wasn't hit with the nerf bat that hard lol.
She was hit with the nerf bat SUPER SUPER HARD she was just that much of a broken piece of shit in 1.0. I never understood why everyone was so against banning her 1.0 self.
 

QisTopTier

XisBannedTier
Will this hit before Evo, though? God I hope so.
Yeah 1.1 is due to hit consoles by the end of May. haha too bad I'm not going to Evo though. I've been spending all my time on Mu lately and she has pretty much nothing changed in 1.1 so Mu players have an advantage out the gate xD
 

OceanBlue

Member
Yeah 1.1 is due to hit consoles by the end of May. haha too bad I'm not going to Evo though. I've been spending all my time on Mu lately and she has pretty much nothing changed in 1.1 so Mu players have an advantage out the gate xD

I won't know until I play the game, but I feel the same way about Jin lol. I'll finally be able to safe-jump Mu in the new version though!
 

QisTopTier

XisBannedTier
I won't know until I play the game, but I feel the same way about Jin lol. I'll finally be able to safe-jump Mu in the new version though!

Mu's don't generally DP unless they have meter to make it safe or combo after though. You are better off just baiting it out and punishing it :p
Oh there are quite a few characters that have advantages out the gate but most of them have to learn some new stuff or whatever with minor tweaks Mu is literally nothing new.


Backdash: duration decreased 25F -> 22F. Distance moved decreased.
Negative Penalty resistance: lowered 8 -> 4
'Counter Assault: has a better hitbox
Max charged Sword of Decimation (63214C): Recovery decreased 26F -> 22F, frame advantage increased -12F -> -8F. Has the same recovery and frame advantage as the non charged versions.
Sword of Infinity (63214B): speed decreased when crossing over, making it easier to hit the opponent
Origins (623C): First 8 frames are fully invincible instead of full armour (first 7 frames on the arial version). Less knock back on block, lowered untechable time 28F -> 19F.
Sword of the Godslayer (222D): Better hitbox
j.2C: Larger hurtbox

Oh I guess she can uh start using Counter Assaults and I guess she lost her Orgins in the air ender into tech trap sorta which was just a gimick to begin with.

Forgive me if I'm not too upset. :p I'll have it rough enough. With my luck I'll be in a bracket with DC or LordKnight.
I'm not that good though :p
 
Azrael
Backdash: Duration increased 26F -> 28F. Neutral change, more invince but longer recovery
Negative Penalty Resistance: Decreased 6 -> 5. Nerf, he can't run away as much anymore.... who gives a fuck lol
3C: Can cancel into Sentinel Dump (22C) after the 26th frame instead of 30th frame
Overdrive D Attacks: Can now be special canceled. Buff makes combos easier
Hornet Bunker (214D): Decreased recovery. Decreased hitstun 30F -> 24F. Increased frame advantage -19 -> -13. Knockback is smaller when hitting opponent without weak point. Nerf
Hornet Chaser (8 after Hornet Bunker on weakpoint hit): Trajectory changes based on how high you hit them out of the air with Hornet Bunker w/ weak point. Not sure exactly sounds like a minor buff to make combos smoother
Cobra Strike (46C after 236C): Adjusted the knockback to make it easier to combo into Leopard Launcher (6C after 46C). Buff
Sentinel Dump (623C version): Input is now 214C. Neutral
Growler Field (214B): Increased untechable time 17F -> 27F. Now blows the opponent away in an arc before hitting the ground. Major buff for his DP


I could be wrong on some of those but that's what it looks like at a glance to me. I don't play him myself so if anyone with more knowledge can correct me that would be good :p
Thanks. That's pretty much what I got out of it, especially the Growler Field buff. I was already getting frustrated that when I would use it, the opponent would already be back on top of me right when I finished recovering. Really happy about the Sentinel Dump input change.

As for Bullet I can't figure out if they nerfed her 5C or buffed it since I don't know what the frame data is on it as of now. I hope they didn't fuck with it too much. That button is godly.

I was looking at Terumi's changes and I don't know what the hell an "Attack Level" is, so I couldn't really determine what exactly has changed. P1 Worsened? What is P1 and P2?

Kagura I just started playing so I have no idea about him

Sorry for all the questions, but I don't wanna get slapped in the face once this patch drops.
 

QisTopTier

XisBannedTier

vocab

Member
Well the execution technique required to do his combos might be worth learning now (the button holding) but all his combos may change so any thing learned in that regard may be wasted.
 
http://www.dustloop.com/wiki/index.php?title=Attack_Attributes_(BBCP)#Attack_Level
:D



He will be but I think spending a little time to get used to charge inputs in the game and the way his drive works is a good idea.

Ahhh. Forgot about dustloop. Hopefully it helps.

And I play Guile, Vega, and Bison. And I played a little Venom in GG, so I have no problem keeping a charge, haha. In fact I really like charge characters.


EDIT: I was on dustloop when I was looking at the patch notes and didn't even realize it, hahaha. Now I feel foolish.
 

PK Gaming

Member
What combos will Kokonoe lose due to her nerfs? I know she has a limit to how many times she can cancel 6A, but that's as far I know.
 

Rhapsody

Banned
What combos will Kokonoe lose due to her nerfs? I know she has a limit to how many times she can cancel 6A, but that's as far I know.

She lost the ability to link 5A after A bunker in corner combos, so that mean we don't get easy oki off of S starters now or convert other N starters to easy damage. j2C properties have changed, so some of her combos involving those are gone. Other than that, pretty much all her combos stayed intact iirc. Neutral and mixup games were mostly what was affected.

Edit: Oh, 6B properties changed as well. So anything involving 6B as a starter on a grounded opponent will be different.
 

vvise

Member
Going through the story atm. Way more gag-reels than the other bb games, holy smokes. Every choice is either, progress the story or gag. I did get a good laugh out of Golden Tager though.
 

hao chi

Member
Going through the story atm. Way more gag-reels than the other bb games, holy smokes. Every choice is either, progress the story or gag. I did get a good laugh out of Golden Tager though.

I've been really disappointed with the gag reels in BBCP so far. They reused too many ideas from the CS gag reels, IMO. :(


Though so far I've only done Bang, Jin, Tager, and Ragna's gag reels. I'm hoping they'll get better, because the gag reels are what had me most excited about getting the US version.
 

Skittles

Member
Bang isn't too different in the patch it seems. I do like how they moved steel resin to half circle back. I'veI've thrown it out on accident due to it being forward
 

NEO0MJ

Member
Fuck, only one store brought the game and they sold out. I don't want to have to ship the game or buy it from the PSN store :(
 
Man I have been getting my ass kicked. I'm mostly playing ranked matches with the 3 characters I've been training with.

Kagura is a huge pain in the ass to fight against. I've been losing to him more than any other character besides kokonoe.

Oh and is it some unwritten agreement to not skip the match intro. It seems like 9/10 people don't skip it.
 

Nyoro SF

Member
Man I have been getting my ass kicked. I'm mostly playing ranked matches with the 3 characters I've been training with.

Kagura is a huge pain in the ass to fight against. I've been losing to him more than any other character besides kokonoe.

Oh and is it some unwritten agreement to not skip the match intro. It seems like 9/10 people don't skip it.

The right thing to do is to let the match intro run to the point where the game is done syncing you and your opponent's connections together.

However many people online are dicks and won't skip at all ever.

Also it's highly recommended to only train with one character. These kind of games are for character specialists.
 
Yeah, not skipping it allows the game to sync and not lag during the beginning of the round. Personally my rule is "is the stage's animation laggy or is it normal? If normal skip intro, if not wait until it is."
 
Supposedly it lets the game sync and gives you smoother matches.

The right thing to do is to let the match intro run to the point where the game is done syncing you and your opponent's connections together.

However many people online are dicks and won't skip at all ever.

Also it's highly recommended to only train with one character. These kind of games are for character specialists.
Ohh didn't know that about the syncing.

And yeah I probably should only play one character but I just can't. Not in my nature. 3 is actually a very low amount for me. But since I know the characters are complex, I knew I had to keep it to a minimum.
 

hao chi

Member
So how am I supposed to get out of Tager's pressure once he has me flying circles around him and he's doing an endless loop of command grabs? I've tried teching, delay teching, neutral teching, back teching, mashing A, mashing DP, and doing nothing, but everything seems to end with the same result unless I have my burst.

I use Litchi if it helps.
 

RoeBear

Member
So how am I supposed to get out of Tager's pressure once he has me flying circles around him and he's doing an endless loop of command grabs? I've tried teching, delay teching, neutral teching, back teching, mashing A, mashing DP, and doing nothing, but everything seems to end with the same result unless I have my burst.

I use Litchi if it helps.
If you get gadget fingered you have a one in three chance of getting hit with something on wake-up. They can 5a 360, 720C, or 423C/ air buster you. It's mainly a guessing game.

For the 5A you can block and jump it. I prefer to block and try back hopping. Usually if they hit you they will continue a ground combo and drop you cause you're technically air borne.

Second option is either delay tech or jump right when you can.

Again for the last option I prefer back hops.

Tager is all about guessing once you're in the bad situation. Bursting is almost never an option on gadget finger unless they try and hit you, same with a counter assault. Best thing is to get a few hits in him then play like a coward. You have to be patient. Also, never run up to him on his wake up because that's an easy spot for them to buffer a 360 or 720.
 
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