Adrianix_10 escribió:A ver hombre, pero es que incluso nosotros vemos un poco abusivo que lleven ya 3 versiones de CS con Extend... Y es que CS es del 2009, que ya va siendo hora de renovar el argumento (algo trallado ya), y no sólo de ir poniendo characters (aunque he de reconocer que ASW hace un trabajo excelente con cada nuevo PJ).
En resumen, ¡menos "repacks" y nuevo BB ya!
Si tanto os molesta mandar un mail a arcsys y igual haceis algo. Pero por repetir una y otra vez las mismas cosas en el foro no van a sacar magicamente el BB3...
En fin, cambios finales del Extend, como no segun Dustloop xD :
Arakune
Bang
+ Ground throw is not special cancellable but is airdash cancellable, so throw airdash J.4C is possible
+ 5D gives float on normal hit
+ jD has better proration (no idea p1 or p2 though, I can't tell from the term)
+ All nails give knockdown on hit on the way down, but D nails will cause opponent to rise up if they are also rising up.
- C nails have weakened proration
+ C nail hitsun improved
+ Ground grab gives 1000 damage, has wallbound.
* I'm not so sure here, but it seems like it's saying you need to jump cancel to hit some characters with 6C j.D. My guess is they put in a 6C j.D gatling maybe?? 6C seems to have higher vertical knockback.
- Command grab prorates a lot worse
+ Gatlike 5B is back
Current combos
・2A>5B>6C>JD>2B>6C>J4C>JC
・2A>2A>5B>2B>6C>JD>2B>6C>J4C>JC
・JD>2A>5B>JA>JB>J4C>J4C>JC 1800
・Command grab rc>5C>6D> firepunch >5B>6C>J4C> air firepunch >5A>5B>JA>JB>J4C>J4C>JC bluebeats at some point in the combo apparently. 【4000]
・2D>JD>C nail>JD>C nail>5D
・5A>5B>2B>6C>JD>C nail>JD>C nail>5D
・Throw> airdash >J4C>C nail>JD>5C>6D
・5A>5B>2B>6C>JD>2B>6C>J4C>JC【around 2340】
・Midscreen throw> airdash> J4C>C nail>5C>6D>Daifunka【around 2940】
・5B>2B>6C>JD>2B>6C>J4C>JC【around 2700】
・Midscreen throw>J4C>C nail>JD>C nail>JD>C nail>5D (Personal note: wtf is this combo)
・2D(ch)>5C>6D>Daifunka【3972】previously 4632
Carl
Hakumen
Courtesy of the haku forums
+ Kishuu head(?) attribute invul from frame 5 onwards
+ shippu minimal damage 800→1000
+ 4C can be charged, charged 4C is plus on block
+ Midscreen renka can be followed by dash 2C or iad j.a j.b
+ JD has better damage
- Charged 4C can't be canceled
+ 6A CH can be followed up with 5C
+ Throw seems to be special cancellable
+ J.b>j.2a gatling/link seems to work.
Hazama
- Chain levels decrease
+ 214D-B wall bounces in corner
- 6C repeat proration
Iron Tager
Translated by hakimiru
+ B sledge chargeable, charging increases travel distance and maybe hitstun.
+ Charge speed of voltiac increased, can counter with hammer if it guardpoints.
+ 5B leads to combo off both air and ground hits
+ 3C special cancelable, can be teched
+ Change in character trajectory off spark bolt hit. Untechable time increased
+ Increase in collider untechable time
+ Can combo after forward throw(meaning it's probably special cancelable)
+ Magnetic pull of D moves improved
- 2C, 3C no longer remove primer
- 5A doesn't cancel into 5A anymore
+ 5B jump cancelable
- Harsher repeat proration on collider (immediately techable after 2)
+ Forward throw damage increased to 1900
+ 6B forces crouching
+ 4D hitbox improved
- Spark bolt can only be followed up with normals in the corner. Collider follow up available anywhere. CH spark bolt has same properties as CS2 spark bolt
Jin
+ 2D breaks a primer
- 2D is slower
- J.2C and J.C level decreased
+ New gatling, 2C>6B
- Increased recovery on Ice Arrow
- Double Ice Arrow still works but damage decrease
+ Yukikaze proration improved
+ Forward and Back throw special cancellable
+ 6A proration improved
+ 623B is a lot faster
+ Throw {, 214A whiff, 5C, Sekkajin, 6C, 214C} - 2523 Damage"
+ Throw, 623B, 6C, 623C, 5B, 5C, 2C, 623C} – ~3.100 Damage”
+ Throw> Astral seems to work
+ 2C seems to have head invincibility, was able to hit arakune J.B with it
+ 6A on airborne opponent can be OTG'd
- 623 loop seems harder
+ 623D lifts opponents less
+ 214A properties from loctest seem to have stayed. 3C>214A corner combo deals 4K, and apparently 214A>623B works
- 6C>2D doesn't work on everyone
- 6C hitbox worsened
- 6C push back increased a lot
+ 6D longer freeze time
- IceArrow damage guarantee 500~600, so much longer recovery time, almost useless as a combo finish move
+ Wave super has nearly 1000damage guarantee
+ Sekkajin has less proration, 2B>B>C>Sekka>6C~ works
- 2C P1(70%), 2C>5C deleted,
- 2B not jump cancel
+ 2A>throw chain added (like hakumen)
Litchi
* Her forward throw launches them up and slightly forward, same as her back throw.
+ All Green launches the opponent straight up and causes an aerial spinning state.
* Haku > Chun makes the opponent fly backwards in a arial spinning state. (Think Hazama's 214D~C)
+ 4D wallbounds in the corner.
- 4D cannot be followed up mid-screen.
+ Shinshin in 5D set travels further.
* j.B > j.C > Hatsu > Haku > Chun works in the corner.
+ The final hit of Kokushi causes a spin state. (Like a Gold Burst)
* (Corner) 5B[m] > 2C > 6D > Hatsu > Haku > Chun > 5B > 6C(1) > 4Kote > j.B > dj.C > j.D > j.C > Staff 2 > 6C(2) works.
- Sending the staff out has more recovery(D moves)
* New J.D
+ Forward throw combos with [m]6D
- Daisharin is the same as in loctests(last hit knockdowns and has terrible proration values),
- 6C no longer removes a primer
* Four winds is apparently better
+ 6A is untechable down on air hit
+ 2B[m] > 3C[m] and 6C[m] gatlings added
+ JD recovery is less
+ Air staff launch recovery is less (likely)
+ Changes to hitstop on staffless normals make them appear faster
+ 2C[m] > 4D gatling returned
+ Four Winds prorate buffed
+ 5D set Four Winds has a more favourable trajectory
- Rising Tsubame hit proration increased
- JBCB staffless gatling removed.
- Ippatsu Bonus prorate removed (not completely confirmed, but mostly agreed on)
- Follow up Chun now wallbounds
- Hatsu has same move prorate (likely)
- 6C[m] p1 down
- Ground staff launch recovery slightly increased (6C(1) > 4kote > [D] > 5B doesn't work anymore)
+ Ryuuisou trajectory changed, to fly above, comboable on CH
Makoto
Rough translation from the Makoto boards:
* Corner combo starting from 2A and into DD gives 40% back and does about 4400.
- Midscreen 2D only able to follow up with air combo.
- 6B doesn't force crouch anymore
- 5CC>6B doesn't work on standing
- You can't Comet oki anymore.(probably because of increased recovery on comet)
- "Particle Flare's minimal damage decreased to 200/200/840 from 200/200/1.120."
- Her hitbox got bigger, forcing some universal combos that didn't work on her to now work
- "Particle Flare's invicibility vanished, it seems"(i find it hard to believe)
* Trajectory on 214B and C changed
- A series can only gatling up to 3 times
- 5B: ch>short dash to combo doesn't work
- 6B 2 frames slower, doesn't force crouch, combos from 5CC on crouch
- j.B - counter hit less untechable time?
- 2C - 70% repeat prorate
- All Drives have repeat prorate regardless of levels
- 5D - untechable time decrease, can link 5B, 6A, 2B, immediate 2D, 214A~C, and fastest possible 2C
- 2D - untechable time decrease, can link j.D and barely link 2C
+ j.D - untechable time increase, can link dash 2366A/2C
+ 6B+C - special cancel. A astroid etc.
+ j.B+C - can't follow up
- CA - can't follow up on counter hit?
- 236A recovery increased
- 236A~D - wallbounds only counter hit, can follow up with 5B if close
- 623C - counter hit can't be followed up with 5A? Follow up delay window decrease
- Parry - Counterhit hitbox during recovery, can't be used repeatedly, can only cancel with dash
- Space Counter - weaker proration
+ Shooting Star - Distance increase
+ 214A~C - Untechable time increase
- 214A~C~A - Can't cancel to drive, need to RC to follow up
+ 214A~C~B - Floats more, can follow up with 2A (I also think the move is slower though)
- 214A~Cmash - More recovery, can't follow up in corner
- Big Bang Smash - More recovery, stronger proration
- Partical Flare - No invincibility, weaker proration
{5CC, 5D, 5B, 6A, 2D, j.D, 214A~A, 5CC, 236236D~D~D} - 4.526 Damage"
"{5B, 5CC, 5D, 5B, 6A, 2D, j.D, 236A~D, 5B, aerial}"
"{5B, 5CC, 5D, Lunatic Upper, Stargazer, 5B, 6A, 2D, j.D, 2C, 236A~D, aerial/Particle} ~4k (aerial) ~5k (Particle Flare)
Noel Vermillion
+D.214D Wall bounces in corner
+Still does retarded damage in corner
Corner 3C>22B(xN)C>666C>4D>D.6C>214D>6C>5D>236D>6C(2)>6C> J.D>D.6D>D.5D>D.5C>D.6B>Fenrir - 6.2k damage
Platinum
Changes courtesy of the plat boards
+ Jump cat hammer's hitbox reaches to Platinum's foot area
+ JC hitbox might be wider (reaches behind her?)
+ 6A feels like it has less recovery
- 2C has repeat proration
+ 6C repeat proration removed
- Swallow Moon has more recovery
+ batCH>mami works, confirmed with Jin and Litchi
-(?) Missile special has lower proration
-(?) frying pan damage now 500
* bomb special still equips 6
+ CDT won't drop even after two mamis
- CDT minimum damage nerfed to about 950
+ TK cat hammer (special?) CH>5C>mami works
+ With regular missile, 5C> 5D> JC> JD> DJ JC> something
+ 5A can only be chained 3 times , of course, and they say it has "compensation"?
+ Cat hammer is stronger and has more minimum range
+ Also launches on CH now. .
+ She can combo off the Super Bat in the corner. At least one person didn't seem to find this worth the meter still iirc.
+ More importantly, her regular bat launches on CH, just like in the loketest (or something. Correct me if I read that wrong)
+ Sounds like she can do a Hammer Loop with the Super Hammer at any height (as opposed to only after a Lvl 3 superjump). So no more bootleg delays in the air.
+ With Special Hammer Mami> 5C> J.C> J.D> 5C> J.C> J.D"
+ At least two people said that they felt 5B was a superior poke to 5A now, seems like 5B got buffed
+ Missile and bomb CH have more untechable time
+ Powered up Cat and Bat have better proration
* 2B>5C>Mami>5C>5D (bat)>2C>22C>6A>22C>5C(6A Mami)>j.D (bat)>2C>Mami for 3700
* Bat or Cat Hammer CH>Mami>6C>(Swallow Moon) j.C>22C>5C>6A>Mami dmg. ?
* j.D (pan)>Airdash j.C>22C>5C>Mami>6C>22C>5D (pan)>2C>22C>5C>6A>Mami for 3700. the guy who wrote it thinks that the Fan might put the dmg to 5000
* 5C>Mami>5C>2C>214C>6C>22C>6A>6C>22C>5C>Air Combo for 4700
* 6C FC>j.C>5C>Mami>6C>Swallow Moon j.C>22C>(6A>6C>22C)×2>5C>Air Combo for around 5600
Ragna
From the ragna boards
+ Seems mostly unchanged from CS2
+ New distortion drive for unlimited Ragna
+ Carnage Scissors now has projectile invincibility
+ Forward Throw and back(?) is now special cancellable
- 22C frame advantage decreased. Dash 5a follow up only possible on FC
+ Back throw wallbounds
- Back throw pushes them further away and can only be followed up with a special cancel midscreen
+ 6B airborne hit can be picked up and can now be used in combos
+ J.C has a better hitbox below it
+ 6D floats on hit now
- The amount of frames you can delay the Hades followup is decreased
+ Deadspike might have had a horizontal range increase
+ Hell's fang proration improved. 5B>5C>HF> RC> follow up is like 4k+
Rachel
From the rachel boards
+ 6C damage increased
+ j.2C is special cancellable on air hit
- 6B jump cancel is gone
-2C guard point comes out later
- Level 2 j.2C no longer breaks a primer
- 4B can only be used once in a gatling
- BBL and TD damage decreased
* Hitboxes of normal attacks changed
- Harder to combo off of Tiny Lobelia counterhits
- Character Combo Rate decreased
- 6B is now quite negative on block
* No change in A lobelia blockstun
* No change in 2A startup
+ (A lobelia loop confirmed)
- Damage from corner throw to full combo decreased (about 700 decrease, might be because of Lily's changes)
- 2C proration is worse
- BBL seems to have gotten a damage nerf
- Frog seems to have worse proration or less damage
- Pumpkin appears to have a level decrease(not confirmed)
- Pumpkin has worse proration
* Wind regeneration is unchanged
- 6B has worse proration
Taokaka
- 5B/2B>6A only combos on crouch
+ 6B fatal counters allowing legit combos on CH
- Counter assault nerfed, was whiffing against Hazama's 5A
Taskmaster Tsubaki Yayoi
+Charges may be canceled" (UFA)
- "Charge 5D is slower, as expected"
- "After the 623C {,} j.214A whiff, you can not hit a 2C. You can only follow with aerial, but the timing is restricted "
+ "CH 22D causes wall bounce"
+ "3C {CH} 5CC works, goes to IAD combos"
* "{22D, 6C} still combo"
* "{22D, 236D} still works midscreen"
- "Dash feels slower
- "5B is clearly slower
+ "5C is faster"
+ "Cancel Charge has been improved" (huh?)
- "236236C had minimal damage reduced to 650" (was 840)
- "6C FC lost"
- "The 22X has more recovery and worse proration as a starter
-/+? "All the blows with D gained greater prorate(not sure if this means proration is better or worse)"
- "5B hitbox seems better
+ "J.D seems to charge more. 2.8 bars filled from a double jump "
* "Spamming 5D/2D, you need to fill 10 charges for 1 bar"
* "2D charges very slowly until complete 1 bar. From this it is quicker to fill the remaning bars "
+ "{Double jump, j.236D, airdash} seems to work"
+ "5C hitbox is a lot better. You can hit it after a 22C in the corner with no dash "
* "5C seems to put the opponent higher"
- 2C has worse repeat proration
ValkenHayn
* [Wolf A>B> air dash JB>J3C>JA>5D] >2C>6C works.Apparently no change in damage.
* 3C>Jaeger>2C>6C>2C>6B>2C>mondlicht>1D>2 beast cannons does 3,7k
+ 6C starter can go into 4 beast cannon stuff for about 4,8k
+ mid screen 3C>jaeger>Sturm wolf connects.
* No change to wolf break stuff.
- 3C> schwarz doesn't work on a grounded hit.
+ 3C on air hit might give you enough time to cancel into rosen or schwarz. (3C>jaeger>3C works so far)
* Schwarze jagd>Weiss jagd>5D<2C>......<4 beast cannons<Sturmwolf does 5.3 k
+ JC: less landing recovery.
+ 2B: less recovery.
- Wolf B:less head attribute invincibility.works well enough as an AA.(day 1 impression)
- Wolf JB: less untech time.[JB>JB>5B] is difficult to pick up,if done high in the air.
+ Jaeger: Untech time is "scary" and long.Also has worse proration.
* 6B>2A (opponent barriers this)> 2C (is out of range)
- mid screen throw>nachtrosen doesn't work anymore? character specific it seems
You can do throw>jaeger(miss)>5C if you are close enough to the corner.
+ 6A: A buff?faster guard point?
- Eisen wolf: bad on block.You are at a disadvantage,even if you force them to block it in the air. (around jump height)
can only be followed up with 5A, even on CH.(maybe 3C>C~A. see below)
the landing recovery can be canceled with rasen? (needs more testing)
- Cmd grab (ground): 1K.
- Cmd grab (air): 1,5k.
* Sturm wolf>koenig works like cs2
* 3C>jaeger can be looped up to 3 times in the corner.Insignificant due to repeat move proration.
- Rasen:increased gauge drain on 7C/4C. Its nothing serious once you get used to it.(cs2: 7C/4C x 5---->cse: 7C/4C x 4)
+ W 5B: on a trade you can follow up with nachtrosen.It seems possible to squeeze in a 2C/6C depending on the circumstances.
Damage changes:
5A: 200->300
2A: 150->300
jA: 180->300
throw 1500->1000
Proration changes:
3C: P1 90%->75%
Weiss jagd: P2 50%->60%? (maybe more)
Eisen: P2 92%->89%
Nacht jaeger: P2 89%->80%
Nacht jaeger repeat proration: 30%
V-13/A-11
+2DD>4B combos
-3C proration worsened
-overall damage decreased
Mu-12