devastatorprime
Member
Quick question and sorry if its been asked/answered already but are you able to change which version your playing so you can go back to try the old missions?
That Tsubaki glitch is hilarious. Gonna try some missions before the update, so at least it's still doable.SephirothRK said:lol
http://www.youtube.com/watch?v=Mc-0mFGq5gc
http://www.youtube.com/watch?v=hvLVbtnqf9A
edit: hope they fix it soon
luka said:Especially after ogling KOFXIII videos for the past year.
SephirothRK said:lol
http://www.youtube.com/watch?v=Mc-0mFGq5gc
http://www.youtube.com/watch?v=hvLVbtnqf9A
edit: hope they fix it soon
smhSephirothRK said:lol
http://www.youtube.com/watch?v=Mc-0mFGq5gc
http://www.youtube.com/watch?v=hvLVbtnqf9A
edit: hope they fix it soon
GuardianE said:Ugh, what have they done to Litchi? Nothing works anymore.
I can understand increasing the pro-ration and changing some of her moveset. Hell, I can even understand not being able to combo into Itsuu. But having opponents be able to emergency roll out of sweeps? Opponent's immediately recovery after Tsubame?
Her basic CT combos don't even work anymore.
Prototype-03 said:EVERYTHING has changed
Prototype-03 said:EVERYTHING has changed
GuardianE said:I know. It scares me.
I guess that's fair considering the damage nerfPrototype-03 said:Most of the changes for the combos are for the better (except Valkenhayn -- his combos got easier?)
_dementia said:I guess that's fair considering the damage nerf
El Sloth said:How has Arakune changed from from CS to CS2?
Sorry if this has been answered already. I don't really keep up with this game all that much.
Buffs
* f.g (homes in, comboable, 100% curse)
* *You could be able to backdash it, but it's strict
* Forward dash is faster
* 6c, derivative 5c, derivative 2c, grab and air grab all do more damage
* j.b has less knockback (easier to combo with I assume)
* 2a > 5a, 5a > 2a gatlings
* 5a's increased attack level
* 5a's hitbox can hit crouching opponents
* j.a's increased attack level
* 5b > 6b gatling
* D bug hits Mu on the way up
* 6a is air unblockable
* 6b is air unblockable
Nerfs
* Dive, j.236c, 6c rekka, 5c and 2c all have repeat move penalty.
* 5f jump
* 2c and 5c Fatal counter combos. (what is nerfed about this?)
* Slower back dash (you can see and 5a it)
* Corner Teleport (j.44 in corner) is much slower (like 3 times slower)
* Command Teleports are slower
* 2f landing recovery after air grab (Thanks Hiago)
* Curse time seems to drain faster than CS1 when Arakune is taking damage (Daifunka drains a lot of Curse meter, Makoto corner combo drains 90% curse meter)
* 6a is slower
* 5a, 5c, and dive all do 1 point less damage(confirm?)
* Cloud only lasts 6 seconds, more start up (Hiago: he can use cloud right after his beam super)
* j.c's *startup (thanks hiago) is slower
* j.b is weaker.
* f.g hits low.
* All bugs seem slower (except D bug)
Indifferent changes
* D bug descends faster (but it gets less hits in, less hitstop)
* C bug > D bug is harder (nothing specific is stated, probably related to D bug's speed)
* Old 6b is 4b
* Party bug is summoned further away (falls faster)
* (5a >) 6b is now standalone 6b (start up is fast)
* Combo rate is now 80%
GuardianE said:Opponent's immediately recovery after Tsubame?
El Sloth said:Thanks! The troll meter going down faster is unfortunate. Corner teleport being slower really sucks. Slower bugs makes me sad. Is Aksys trying to force me to learn how to play this game properly? D:
F of g being homing in and being instant curse sounds pretty cool though.
I'll more than likely rarely get a chance to land it though. I really should learn how to play this game properly and stop relying on Kune's gimmicks. I've got no one to play with locally though so it doesn't seem worth it.Prototype-03 said:Still looks like the best character in the game. f(g) being instant curse is stupid D:
El Sloth said:I'll more than likely rarely get a chance to land it though. I really should learn how to play this game properly and stop relying on Kune's gimmicks. I've got no one to play with locally though so it doesn't seem worth it.
I thought Litchi was considered the character in the game(In CS I mean)?
ApolloJoh said:I'm pretty sure you can still combo off of it as a starter in but the timing's strict as it was in CS1 but you can actually get good damage from it.
I'd find a video but I'm on the iPhone right now, haha.
They've improved Litchi, that's what they've done to her. She's a more interesting character now that you're not always hitconfirming into the same combo and she's still potent at what she does (I would argue that while her damage has gone down, her pressure has gotten much better).GuardianE said:Ugh, what have they done to Litchi? Nothing works anymore.
I can understand increasing the pro-ration and changing some of her moveset. Hell, I can even understand not being able to combo into Itsuu. But having opponents be able to emergency roll out of sweeps? Opponent's immediately recovery after Tsubame?
Her basic CT combos don't even work anymore.
The latest tier list has Litchi in the upper half of B tier. I think she may be poised to go up after SBO though, considering her current representation in the SBO qualified players. Having said that, the first SBO with CT had 3(?) of the top 8 playing Litchi and then subsequently saw all of them lose.Prototype-03 said:In CS, she was definitely top 3, but looks like she's mid-upper in CS2. I believe in CS2, it's Arakune and Mak who are top tier. Valkenhayn/Noel/Tsubaki are upper tier.
Not sure if current.The BBS said:Read ApolloJoh's post
TITANIUM BEAST!!! from Dustloop said:Latest CS2 ranking list from June issue of Arcadia:
S: Makoto, Jin, Noel, Hazama
A: Valkenhayn, Taokaka, Rachel, Arakune, Carl, Tsubaki
B: Mu, Platinum, Ragna, Bang, Litchi, Hakumen, Lambda
C: Tager
Fugu said:They've improved Litchi, that's what they've done to her. She's a more interesting character now that you're not always hitconfirming into the same combo and she's still potent at what she does (I would argue that while her damage has gone down, her pressure has gotten much better).
EDIT: Tsubame is also now useful as an ender on her midscreen combos when going for damage instead of mixup (the mixup is still pretty decent but not as strong); 5B[m] 5C[m](2) 3C[m] Tsubame yeilds like 2.4k but doesn't leave you with too many options unless your opponent neutral techs or roll techs backwards; compare to 5B[m] 5C[m](2) 3C[m] [D] (IAD j.C ]D[ blah blah blah)
It's interesting that you bring up Tsubame Gaeshi, because in terms of its potency as a combo move it is vastly improved from CS. Here's two things to try to see what I mean.
3C[m] (Very close) Tsubame 6C(1) 6kote Hatsu Riichi A Ippatsu A etc. (distance from the corner determines rest of the combo, at least 3.5k midscreen)
Tsubame* 6C(1) 6Kote Hatsu Riichi A Ippatsu A etc. (same as above, 4k midscreen is typical).
*This opener only works when the first part of Tsubame Gaeshi hits but the second doesn't, which confines it to when your opponent is somewhat in the air, some plain hits (rare), and most counter hits. However, as you can see, a close hit with 3C[m] will always produce this situation and subsequently allow you to use the opener; it's situational though (as a far hit with 3C[m] will either not connect with the DP at all or will connect both hits and not allow you to combo any further).
I'm not sure what moves you're referring to as sweeps; 3C[m] and 2B maybe? Because 3C[m] has combo potential similar to what it did in CS1 (see above) and 2B was always a bad move that is now actually a little bit better than it was in CS1 due to the increased viability and necessity of her staffless pressure (2D crossup 2B).
It's also worth noting that if you land a plain hit Itsuu it's godlike damage; I haven't seen much with Itsuu B but I can pick up more damage midscreen on Itsuu A than I can on anything else, which is good because that's arguably the most useful one anyway. They're also better to use neutral than they were in CS1 because you get both hits on block, meaning that a successful hit will leave you more or less neutral even if it's blocked (again, Itsuu B is sort of the exception to this simply due to how slow it is).
Another EDIT: Litchi's CT combos, for the most part, didn't work in CS1 either (5B[m] 5C[m](2) 3C[m] [D] IAD ]D[ didn't connect due to 3C[m] not releasing the staff, for example, and basically every combo involving TG stopped working).
Tager can't catch a break.ApolloJoh said:I think this is the most current:
ApolloJoh said:I think this is the most current:
Latest CS2 ranking list from June issue of Arcadia:
S: Makoto, Jin, Noel, Hazama
A: Valkenhayn, Taokaka, Rachel, Arakune, Carl, Tsubaki
B: Mu, Platinum, Ragna, Bang, Litchi, Hakumen, Lambda
C: Tager
main random select and call it a dayShaneB said:Hmmmm... maybe I will have to learn Jin than, he was the first one I checked out when I first played the game, before moving around to seeing what else I liked.
Maybe I'm too indecisive.
ShaneB said:Hmmmm... maybe I will have to learn Jin than, he was the first one I checked out when I first played the game, before moving around to seeing what else I liked.
Maybe I'm too indecisive.
_dementia said:Tager can't catch a break.
6C[m] is great for controlling the space and because it gatlings from 6B[m] you can use it to score CHs pretty easily, such as by not following up every time. It is infinitely more useful than CS1 6C[m], which was infinitely more useful than CT's 6C[m].GuardianE said:Thanks for the info. I didn't have a chance to spend a whole lot of time with her last night, and I simply didn't have a good grasp of how to approach things with her... and her challenges were largely unhelpful in that respect.
I checked Dustloop this morning for some basic bnbs... most of them seem to be off of throws and crossup 2Ds. Her new 6C[m] is interesting, but I'm just not sure how good it is, even with the iad after. It just seems so limited. I'm more of a visual learner in fighting games, so maybe if I look for some Litchi combo videos it'll help me understand what options she now has.
By sweeps, I did mean 3C or 3C[m]. I know you can cancel into Tsubame, but I'm used to being able to OTG from 3C which is no longer possible.
GuardianE said:Maybe it's just me, but not many characters in BlazBlue will instantly click or feel natural. You have to commit yourself to learning one. None of them control like the others, so moving around won't give you a good idea of the ultimate playstyle that suits that character. Looking up videos, impressions, or evaluating the character type helps me decide.
Ok, who should I use next? Anyone want a character to be S tier just ask me to use them in this current version they will be S rank in the next game!ApolloJoh said:I think this is the most current:
QisTopTier said:Ok, who should I use next? Anyone want a character to be S tier just ask me to use them in this current version they will be S rank in the next game!
I refuse to ever use TagerPrototype-03 said:Tager. thnx
Taokaka, if you don't mind.QisTopTier said:Ok, who should I use next? Anyone want a character to be S tier just ask me to use them in this current version they will be S rank in the next game!
Does not compute. Hidden S tiers can not become S tierMaster Milk said:Taokaka, if you don't mind.
Hidden? I thought she was firmly A tier.QisTopTier said:Does not compute. Hidden S tiers can not become S tier
QisTopTier said:Does not compute. Hidden S tiers can not become S tier
Master Milk said:Hidden? I thought she was firmly A tier.
Then, what about Lambda?
Psh she was cake compared to arakune and rachel, jumping and blocking shut most of her shit downFugu said:I don't want Lambda to be S again. I felt that they struck a nice balance with her in CS and she was a very unpleasant foe in CT.
I found Rachel to be more manageable than Nu despite Rachel having a statistically more significant advantage. It's actually kind of disheartening to hear that Lambda isn't great in CS2, though.QisTopTier said:Psh she was cake compared to arakune and rachel, jumping and blocking shut most of her shit down
Haha, yeah. Apparently magnetism is borked there.Papercuts said:Wow, tager's normal throw has CRAZY bounce on it now, that really threw me off. I tried going through his challenges to see if it showed me anything new and I see that his challenge 9 is apparently broken? It's actually hilarious, the demonstration you watch shows the combo get dropped.