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  1. #261
    Resident Moogle
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    Quote Originally Posted by Correction View Post
    I already own four different copies of guilty gear for my ps2. I'm not going down this road again with you, AkSys. See you when you're finally done with BB: CS ## Isuka Core
    Uh, the announcement of CS2 is only for the arcade, and just looks to only add the DLC content that we get as a patch instead on our consoles.

  2. #262
    Bagel
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    Rui Seiken
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    Bahamut

    Valkenhayn's drive looks cool. He turns into a wolf or something. :D Do you guys still play this? I've been playing daily practicing with my Makoto. My PSR is so-so (142) and I'm getting better. I wanna play some BGers.

  3. #263
    Resident Moogle
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    Some info regarding gameplay adjustments on the current loketest, courtesy of Dustloop:

    Balance Adjustments
    Spoiler: show

    Ragna:
    5D on grounded opponents no longer floats
    3C is techable
    5B>6A gattling is gone
    Inferno Divider no longer has wall bounce
    Belial edge doesn't bounce as high any more (can still follow up with a quick 5D)

    Jin:
    2C>5C gattling added (cannot re-input 2C)
    B musou knocks down again

    Noel:
    2C>5C gattling added (cannot re-input 2C)
    j4D is damn fast. As if you can't see her falling from the air.
    5D reduced invincibility frames

    Rachel:
    Overall damage increased
    5B>2B gattling added
    6A activation speed increased
    6B on counter slides
    6B jump cancel possible on block
    2C hit stop increased
    5C>C now slides. Mid screen C lobelia>3D> Sword iris/BBL combos. In corner 5C>C>3C can be done for 2 loops.
    j2C can be canceled into attacks on landing
    Lobeilas come out even when hit
    George has been changed (there's a frog gauge now)
    Tempest dahlia? what the heck is that? [i think he means it's been removed]

    Tager:
    Nothing known.
    something about his collider mechanics being revised

    Taokaka:
    new jB, cat motion 2's animation for 2 hits
    old jB is now j2B
    taunt loop's been nerfed bad. it's now a joke.
    drives are more stiff(?), increased hit stop.
    health increase [i think.]


    Arakune:
    overall damage decreased
    guarded drive moves give less curse meter

    Litchi:
    more gattlings without staff
    6A with staff must be RC otherwise no followups available
    4D slides. follow up possible in corner
    6D's level(?) decreased. [maybe priority?]
    jC without staff is now techable

    Bang:
    5B slower start up
    2B slower start up
    2B>5B gattling added. (cannot reinput 2B)
    heavenly phoenix thrust no longer wall bounces for both air and ground
    3C is techable
    ashura slower start up, no more invincibility frames, has become a joke DD

    Carl:
    2B>5B gattling added cannot re-input 2B)
    ada's gauge recovers slower

    hakumen:
    jD cannot be followed up
    5D increased damage
    [something about his yukikaze.]
    other than that don't know much

    Lambda:
    5DD activation slowed
    blade summonings are slower

    Tsubaki:
    5D instantly gives 1 stock, but holding down D gives a slightly slower charge speed
    2D starts out slow but the charge speed rapidly increases. Also more stiff now.
    jD charge speed increased
    5B more strong
    2BB>5BB gattlings added (Cannot re-input 2BB)
    236A start up time increased, if comboed into cannot be follow up [i think.]
    214A, B doesn't float opponent even when done by itself
    623A on counter hit, untechable time decreased so cannot follow up
    cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner can follow up with normal combos.
    after air throw timing for follow up attacks more strict

    Hazama:
    Ouroboros start up and move speed slowed (although it really feel like there's no difference)
    Ouroboros gauge takes longer to recover
    5B level reduced. If 5B>3C is not inputted with the fastest timing it won't combo.

    Makoto:
    parry cancel gone
    5B faster start-up, can jump cancel even on block.

    Valkenhayn:
    cannot block or crouch in wolf form. cannot switch directions.


    Valk info:
    Spoiler: show
    Rush-translation of Valkenhayn's section and the notes at the bottom. Not perfect, but better than the Google Translate one. I may touch it up later, feel free to correct me in the meantime.

    Valkenhayn

    "Step Character" - has reasonable range. Good at follow-ups while doing damage.

    cannot crouch/block in beast mode/ [something odd about walking left and right based on attack/throw? direction]

    5A, 2A - small punches
    5B - kick
    2B - low kick
    6A - some kind of knee kick
    6B - some kind of mid attack
    5C - ridiculously long kick; reaches far
    6C - flying kick; hits mid ; feet invincible; no disadvantages even on guard; crushing attack
    2C - anti-air kick; fast startup; crushing attack
    3C - knockdown kick
    j.A, j.B - par for the course
    j.C - downward kick; even Slayer would be surprised how good this is.
    236A - called "Hell's Fang" - slight advantage on hit
    236B - has B-follow-up; low rush
    236C - "Upper"-type rush; hits mid
    Beast A - low clawing motion
    Beast B - stabs upward; head invincible
    Beast j.A - clawing motion
    Beast j.B - rages about in mid-air
    Beast C - goes airborne quickly
    Beast 236A, 236B - wolf charge; A moves horizontally, B moves diagonally upward
    Beast 236D - command throw, 2300 damage
    632146D - like Chipp's FujiyamaGeisha super; left defenseless if all hits are guarded
    j.236236C - Chokkagata Dandy
    214214214D - Astral Heat ; launches opponent, transforms, [something happens involving moon]

    Impressions: Valkenhayn is too strong as he is now.
    Runners up are Rachel, Arakune; goodbye to Ragna, Bang, and Litchi!

    Valkenhayn has lots of options; I'll confirm tomorrow some things I may have forgotten.
    The other characters felt a little strange/suspicious, so I'll test more tomorrow.

    Is this not enough notes? People are saying that more and more!
    Individual accounts of Lambda have suspicious information. Will test tomorrow.


    Tao's changes.......taunt loop I can understand as it's fucking OP if you have it mastered, but cripes, adjusting Cat Spirit 2 again? I'll be enjoying Ragna's nerfs though on her.

    A lot of these changes are going to fuck up Challenge Mode if they're kept in the final test build before it hits consoles, unless they add in more (or replace existing ones) for whatever version number they'll be using for the patch is. I wouldn't mind if they added more outside of DLC characters, it's fucking hard to complete the 100 needed for the achievement/trophy as is.

    At any rate, some people been saying Valk is expected for the 21st of this month, and Plat for next month. Valk I'm buying for sure, Plat I'm not really keen on, but I probably will just for the sake of having the full roster.



    And I really need to get off my ass and order some replacement parts for my stick. I cannot for the life of me do QCF x2 motions reliably without having to actually 'focus' on doing the motion, if that makes any sense.

  4. #264
    Puppetmaster
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    Leviathan

    ragnas 5b-6a gattling better be put back in before the bbcs2 thats just a bullshit nerf

  5. #265
    Shimmy shimmy ya shimmy yam shimmy ya
    Sweaty Dick Punching Enthusiast

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    Now I remember why I rage with Aksys games, hopefully they provide an upgrade option for CS console players.

  6. #266
    Resident Moogle
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    It'll be a patch for console users. BBCS2 is just for arcade units since I don't believe they have a proper patching mechanism.

  7. #267

  8. #268
    Prime Minister of Salt

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    Fucking cat rockets, how do they work?

    and ragna's "balance" makes me

  9. #269
    Old Merits
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    Zap Brannigan
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    what more can they do to nerf Tager? and lol at arakune dmg nerf

  10. #270
    Resident Moogle
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    Valkenhayn tonight for PS3 owners. 360 DLC got delayed due to a glitch in the patch apparently.

    Patch info according to dust loop:
    Spoiler: show
    PS3 patch - 9/20 Valk - 9/21 (JPN time)
    360 patch/Valk - delayed

    System changes & bug fixes
    - Trophy/Acheivement update w/ Valk DLC
    - Faster matching speed in Ranked Matches
    - Fixed a problem where some effects didn't disappear, which made the game have to process more info.
    - On Kagatsuchi Port (Rain) stage, fixed a problem where an environmental sound effect didn't play correctly
    - Fixed a problem where under certain circumstances if you choose Makoto in Player Matches the character select screen glitched.
    - Fixed a problem in training mode where sound effects may not stop under certain conditions.
    - Game now autosaves after completing each mission in challenge mode, you no longer have to go back to the main menu to save progress for that.
    - Now when clearing score attack, your final score is displayed (this wasn't done before? never played score attack)
    - Fixed the problem where in Legion mode DLC character portrait icons appeared, even though they're unusable in Legion mode.
    - In network mode it remembers the last character you chose, and defaults to them.
    - On network mode results after matches, "Used character PSR" and "Top PSR" information is displayed.
    - Fixed a problem where in Ranked Matches / Quick Match the matching system would lock up and not advance.
    - When training in ranked / player matches, on the character select screen you can now hit select/back to return to the room.
    - Fixed some typos.

    Character adjustments & bug fixes
    - Fixed a problem where after George gets hit by Carl's Cantabile special, he started acting oddly.
    - Fixed a problem where when using Taokaka's DLC colors, the displayed effects became distorted.
    - Fixed a problem where icons sometimes did not display correctly near the health guage when Nirvana dies.
    - In challenge mode, when using Λ-11's gravity well, the gauge auto-refills (I guess after dropping the combo, so you no longer have to wait for it to recharge)
    - Fixed a problem which caused v-13's ghost merging with Λ-11 during her intro vs. Ragna to display incorrectly.
    - Fixed a problem where if you pause during Tsubaki install the sound effect loops (or if you reset in training mode lol)
    - Fixed a problem where under certain conditions after using Hazama's Jakou the effects didn't disappear properly after the move executes.
    - Fixed a problem where Hazama didn't use the correct voice set vs. certain characters in Network Mode.
    - Fixed a problem with V-13's voice set in Network Mode.
    - Changes made to how Makoto's Space Counter (Parry) functions. (Probably goodbye parry loop imo)
    - Changed something about how holding the D button to charge Makoto's Big Bang Smash and Planet Crusher.
    - Changes made to Makoto's beginner mode.
    - Fixed a problem where during Makoto's Planet Crusher Astral her crest effect didn't display.
    - Fixed the problem where after getting hit by Makoto's Planet Crusher Astral you could still move around sometimes.

    PS3 Specific fix:
    - Fixed a problem where after clearing score attack and uploading your score, it wasn't registered.

    360 Specific fix:
    - Fixed a problem where PSR was added during Player Matches.

    Game remembering your last chosen character between rounds is going to mess me up for a bit.


    [EDIT] Looks like PS3 Valk got delayed also without a mention of it anywhere, for North Americans at least. The Japs online seem to have fun boasting about it with their "Valk - JP onry" rooms.

  11. #271
    Prime Minister of Salt

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    Damn u JPs!

  12. #272
    Resident Moogle
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    Huh, didn't know JPs had the English actors also. Badass looking Astral, least they're giving you some cool looking shit given the steep price tag of the DLC characters.

  13. #273
    BG Staff
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    Sylph

    Out on psn/360

  14. #274
    Resident Moogle
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    Badass little fucker. Having a rough time learning him though since I normally don't play characters who dash-hop, seems like you rely on his wolf form to get around more quickly.

    I doubt I'd be able to do challenges 8 through 10 on him though, timing is a bit weird, a lot of staggering input with him.



    EDIT: Oh, didn't realize there was a new command for youtube vids now.

  15. #275
    Sea Torques
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    Anyone want to have a few matches right now?

  16. #276
    Resident Moogle
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    Loggin' on.

    [EDIT] God, I can't escape a grab for the life of me today. I also have to say I didn't realize how much of a guessing game a Tager mirror match is, lol.

  17. #277
    Old Merits
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    great games btw, 1month of no BB made me sloppy. I would like to use valken more now and challenge 7-10 are horrible dunno how ppl can pull that off especially 10.

  18. #278
    Resident Moogle
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    7 is fairly easy to pull off aside from getting the timing nailed on the 3x j.5A on the wolf form. The rest I can't do because you have to piano the damn mid-air form changes to link the next hit.


    I really need to work on my Tao though. I tend to stick to 1-2 air combos because the rest involve cancelling out of her drive right as you hit the opponent, which I can do fine offline, but online.....it's just a guessing game as to whether or not I'm going to bounce back or cancel out.

  19. #279
    Sea Torques
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    Bad thing about me using a dpad when playing that much is my thumbs are in so much damn pain lol Towards the end I was hoping you'd want to end it lol
    Really good matches though. I took a long break from BB and only really started playing again this week so I'm trying to practice with ragna alot more again. As things are now I probably couldn't even put a dent in my friend kviper's litchi. I wanted to practice a new combo I learned during those matches last night but when I fight people as skilled as you two its hard to focus on doing that lol Kaisha, I think your tao is like the only one I've fought online in CS. And I still can't beat Mero's Tager...

  20. #280
    Resident Moogle
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    You could use some new combos. I'm pretty sure you use that one combo that starts with you interrupting a string-block with your sliding kick about as often as I launch and air-juggle, heh. Ragna is pretty limited though on combos in general no? He only has a couple 3000-4000 dmg combos last I looked, the 4k one involving the double belial edge, which is getting nerfed at any rate come the balance update.

    As for Taos, I've no idea why she's rare online. I've yet to come across one via ranked match in CS, and for CT, they were all laughable except for one PSN user whose name started with Tuna, and he was owning the fucking lobby I was in. I could barely scratch him, fucker knew exactly what he was doing to confuse your input.

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