I have to agree with this a bit when it comes to Hazama/Valk/Tao. Even though I only play a little Tao in Extend (which is mostly due to finding her entertaining as a character), those 3 matches seem kind of unfair for Tager.
Speaking of Valky, I really don’t mind most of his changes.
Making w.5A not hit low was actually not bad since we now have the w.5C sweep and the new overhead kick. Also, taking away the wolf break system was kinda necessary; no more 5CC fuzzy guard set-ups and broken mix-up capabilities.
Happy that they made Schwarz Jagd start-up quicker, now it actually has a semi-decent place in neutral. Not happy about the slower wolf gauge re-fill, but apparently his specials/command dashes use up less meter? Not sure.
2C not linking into 6B anymore is somewhat annoying, since it really limits his human combo pathways. I will admit that raw 2C into 6B for like 5k meterless was pretty damn ridiculous. They should’ve just nerfed 2C’s proration IMO.
There were a lot of other changes as well, but yeah. From the looks of it (and after watching Hima play CP Valky) it seems as though Valky is going to rely on wolf mode even more in CP, yet they reduced how fast the gauge re-fills? Seems like managing wolf meter will be even harder and he’ll rely on resetting the opponent more then he used to.
Valky’s herp derp damage and meter gain seems to be toned down quite a bit as well, which I think he needed.
As for that Hakumen fellow, I really don’t like that he gains magatama faster now (and yes, I realize that he now needs more to do Extend damage) however it also means that he will have more magatama for neutral, which is a pain. And why on earth did they have to increase the P1 of Hotaru? Ahh. The Tsubaki, j.C, and j.2C damage buffs are also pretty damn annoying, pretty sure that the Shippu wave also received a damage buff. Oh well, at least he did get some nerfs as well, the j.D minimum height requirement will probably mean that Hakumen’s wont be able to TK that shit anymore; plus 6D now takes longer to start-up.
Lastly, Azrael looks really damn cool. I know everyone keeps saying this, but damn. Possible sub for me in the future after I get done with perfecting my Valky and Litchi.
I finally get to see Izayoi as playable. Chrono Phantasma for the win!
Izayoi looking super awesome. Coolest new character ever.
I am only sad that she’s probably going to be mad popular. /hipster
So you think the Bullet bandwagoners will jump ship to her?
Well, okay, maybe not, but I think that most of the Bullet bandwagon has already gotten bored and gone back to whoever they played before. I really haven’t seen that much of her lately, and I am glad, glad, glad. Worst new character to come to BB ever.
Some basic Noel combos. This pleases me immensely. She’s still got it.
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Is it weird that I said hype for every single attack used because of how hyped I was?
Also, I know I’m super late but what does Noel’s overdrive do?
Pretty sure Noel’s overdrive makes her Drives move/hit faster and possibly a couple get more hits.
Aw SHIT! I missed the BBCP tournament.
Did anyone uploaded any Ragna combos on Chrono Phantasma? I wanna see!
Apparently you can’t burst when you’re being combo’d by someone in overdrive mode.
That seems to have a few people that I know a tad worked up.
Still, it seems like a fun little game mechanic.
Meh. So what? It means THEY can’t burst when they’re done with their combo, so it damn well better kill you, or they’re not going to be in their happy place (Since activating overdrive mid combo reduces the amount of overdrive time you get.).
You’re already getting way more bursts per match than you were in earlier versions (Which, truthfully, I don’t like.) so suck it up.
Honestly, I’m just happy that you can’t use OD for guard breaks. Everything else seems pretty fine to me.
The new sounds are relatively interesting as well. I really hope that Ragna received some significant nerfs as well, forgot to mention that. At the very least make him more executionally demanding (kinda like what they did with Noel)
Hrm? What do you mean “can’t use OD for guard breaks”? You can use it if you sucessfully land a guard break, as far as I know?
I kinda disagree with this - while I like the specificity of the new sounds, like how Relius has mechanic “clanking” on his mechanical attacks, and how hits with swords sound different from hits with fists, the overall sound design seems really cartoony to me. Bam, biff, pow.
I think they just nerfed him. I haven’t really seen any Ragna players doing even what I’d consider “good” damage in this game yet. While things will probably improve for him as new combo paths are discovered, they seem to have fixed the main issue I had with the character, which was the “LOL, I get 4k off like 80% of my hits” factor. His midscreen meterless damage off an overhead should never have been 4k.
I probably didn’t word it well enough. In Marvel for example, there is a thing called x-factor as you probably already know (OD keeps being compared to it due to obvious similarities). Now say Vergil uses helm breaker on you, normally it is 0 frames on block. However, you can use x-factor to essentially break/cancel out the blockstun/guardstun to immediately retaliate; thus making a once safe move unsafe.
That type of concept doesn’t work in CP with overdrive, which I am quite pleased with; that shit is pretty obnoxious at times.
Well, with anything that is extremely subjective like this; opinions are most likely going to vary. I personally think that it adds more emphasis to the game and just how much I am actually hurting my opponent. I do, however, see where you’re coming from when you call it “cartoony”.
It honestly seems like everyone got a bit of a damage nerf from first impression, but who knows what tech will be discovered. I was just tired of seeing Noel, Jin, and Ragna everywhere I go. Not to mention the fact that stylish Noel+lag=obnoxious.
But yeah, I finally see where you’re coming from. Everyone bandwagon’s Ragna for his easymode yet extremely effective playstyle.
OHHHHHH. Okay. I see what you’re saying. I’m totally ignorant of the X-factor mechanics, so I wouldn’t have gotten it without a full explanation.
Yeah. It seems like Overdrive is a fairly well thought out mechanic, but it seems much more valuable to some characters than others right now. It’ll be interesting to see how it evolves.
Not Tsubaki! Everything she does does more damage now! She gets 3k off an overhead with no charges! That’s like a 50% increase in damage! And yet people are still ranking her lowish in the tier list. Speaks volumes about her status in Extend.
Yes. x.x
I’m already scared of OD Hakumen. I’m really interested in the new combo pathways that it will bring to the table though.
Tsu…baki? Who the hell is that. I’ve never looken that far down the tier lists yet, hah.
My biggest problem with Tsubaki is that I never see her and when I do I disrespect the crap out of her and get repeatedly hit with that annoying fullscreenish charge move. Though, knowing Tsubaki, it’s probably like -93123 on block. Never bothered to check though.
I once heard that her worst match-up is against Ragna, which must be extremely annoying for you since everyone uses him.
Yeah, pretty much! The C version (The only one that goes across the screen for no charge) is -13 at worst and -4 at best. And all she can get off it is like 1500 damage. The D version, which also goes full screen and eats up one of those precious charges locks things in at -4 on block and she can actually do a real combo if it lands.
It’s pretty close, because they’re similar sorts of characters, but Ragna really dominates in the footsies zone that Tsubaki has to play in.
Wow uh…I’m totally confused on how I missed all of this discussion today.