08-07-2012, 10:50 AM
(Este mensaje fue modificado por última vez en: 08-08-2012, 12:51 PM por X51.)
Más del BBCP:
Hazama es muy divertido de ver pero me saca de quicio jugarlo.
Ahora mismo estoy que solamente juego con µ-12 ya que ni ella () ni /\-11 () estarán. También estoy pasando de Tsubaki muy mucho por los cambios que va a tener y prefiero "olvidar" lo poco que sé.
Spoiler: mostrar
Cita:Parece que el rebote en pared se parecerá mas al Accent Core. A ver si sacan algún video como lo fué en el GGXXAC+R.
MAS INFO
System
- Overdrive: Lasts about 5 seconds on full health, last about 15 seconds with almost no health.
- Corner bounce: Instead of bouncing off the wall, they instead seem to be stuck to the wall for a little while and then fall straight to the ground. Seemed like it was harder to combo because of this.
- Menu: Menu is completely redesigned. Characters are positioned like asfaik they are in GG. When you select colour, you get to see in-game sprite instead of just rough colour selection.
- Design: Heat Guage is light blue 1~24, green 25~49, red 50~99 and yellow at 100. Rapid cancel looks like a red Faultless Defence.
Overdrives
- Ragna: Blood Kain with no health loss. I think Devour by Darkness does double damage.
- Hakumen: Unbelievably fast magatama gain. I think it would neutralize Mugen drain.
- Tsubaki: Some Install gain, but compared to Hakumen very slow.
Characters
- Ragna: You don't need Blood Kain for Devour by Darkness, but it does "only" 2200 damage (but double damage in Blood Kain). He has a new overhead-like attack when he transforms his hand like Devour, and hits opponent from above. Maybe this is Blood Schythe on ground. Dead Spike was changed to 236D.
- Jin: The ice on frozen opponents is MUCH smaller. New Sekkajin hits four times very quickly, but only for 664 by itself. Follow-ups for 25% with yukikaze animation. Musou Senshouzan fly much lower. New J214C is basically a air version of Fubuki, slashing downward. C version cannot be followed up, but D version can be. Air Hiyoku Getsumei shoots more diagonally downwards than you might think, probably only usable in combos.
- Noel: New sexy look. Can transform her pistols into a shotgun that causes corner bounce. Did not see any A Optic Barrels. Flash Hider seems uncomboable. New air attack, she fires diagonally downward with her pistols, with so much hitstop it looks weird. Revolver Blasts chains to this. 2D is completely changed: It has much slower start-up but flies much longer. In fact, it will cross-over close opponents completely. Sometimes 6C>2D works.
- Rachel: Can transform rods into homing cat bats with a propeller in their belly. Seems like they work like the pumpkin in that way that they only have hitboxes while affected by Silpheed.
- Taokaka: Looked like she could do Hexa-Edge mid-air (or something alike, the attacked missed and didn't continue).
- Litchi: Has a special move that moves her across more-than-half-screen and through opponent, which is also an attack at the end.
- Arakune: Can call down a big spider, that hangs on a string and then goes back up. Can be done in front of him, on him or behind him. Also, it seems like he can spit some other type of cloud both on ground and in air.
- Hakumen: Agito quickly kicks downwards. Can be used in the end of his new air combo, as the his old is dead. J2A no longer resets gravity meaning that Hakumen falls very quickly after it. Opponent floats higher when hit by it. JB > J2A > jc JB > J2A is possible, but whether JC hits after that seems unstable. J2A doesn't chain to itself even in corner. Tsubaki doesn't cause slide. Forward throw causes stagger. Shield animation for 6D is much later, makes it look weird. Seems like there is greater hitstop on zanshin guard.
- Tsubaki: Dark Tsubaki is standard colour. Forward throw screen bounces. Seems to have a command throw that does about 960 damage and you can combo of. New super calls upon 8 blades to home in on opponent, but is not guaranteed to come out. If all 8 blades hit it is slightly less than 1600 damage. If all blades are blocked it gives long hitstun as they hit one after one other.
- Hazama: Did not see any Hirentotsu-loops. Possibly 2C floats higher. Chains have new metallic sound effect.
- Makoto: New move seems to bring her forward, like Hell's Fang.
- Relius: Pulls a lever and projectile appears from the floor, at different places. Kinda like a Optic Barrel with less height.
- Amane: Seems to be the most popular of the new charater. Has many attacks with minimum range, so (s)he probably replaces Lambda as the spacer character. Drill gauge seem to increase every time a drill attack is used, even if it misses. On level 3, the special that causes a drill to come out of the ground hits about 30 times and deals over 2000 damage. One super moves her forward and through opponent while attacking. The other is like Spike Chaser but with drills. Seems to be able to charge her drill as well, similar to Tsubaki charging Install.
- Bullet: I could not stop thinking of Bang and Makoto when watching this character, at least if you think of the design. She can charge up to three levels of Heat Up. Her Heat Up dissappears when she presumably uses a drive attack/special. Has an super that brings opponent to corner, the follow-up then returns the middle of the level.
- Azrael: Charges a red arua. Charging it seems to be an attack as well. Gets markers on opponent, either on the upper body or lower body or both. The marker is either white or gold. Not sure how this system works, but I think it changes the look of his super.
Hazama es muy divertido de ver pero me saca de quicio jugarlo.
Ahora mismo estoy que solamente juego con µ-12 ya que ni ella () ni /\-11 () estarán. También estoy pasando de Tsubaki muy mucho por los cambios que va a tener y prefiero "olvidar" lo poco que sé.