Citation :
Donc sortie arcade assez proche par contre sortie console .???
Ou alors sortie console exclu d'ici la fin de l'année ?
Pour l'instant, il n'y a aucune date pour une sortie console.
Si l'annonce qui date de quelques mois était juste, il devrait sortir en Europe au début 2010, maintenant est-ce que nous aurons droit à cette version exactement ? Aucune idée..
Il y aurait quand même un arc scénaristique en moins, des zones d'ombres totalement incompréhensible pour le joueur Européen..
L'annonce était en gros : "Vous aurez les bonus de la révision Arcade, nouveaux personnages, nouveaux coups"
Ce qui est vrai d'ailleurs, vu qu'il y a bien une révision, des nouveaux personnages et des nouveaux coups..
Bref, pour l'instant tout ceci est très confus...
Locktest [26/09] : Toutes les infos du Premier Jour !! -MAJ-
Les nouveaux systèmes :
- You can stock up to 2 bursts
- Burst no longer have damage penalty
- You start with one burst and get one extra burst next round if you lose the round
- When regular gold burst hits opponent, opponent will bounce high and able to combo from there (no more Guard break by gold burst)
- Life bar still goes into DANGER if barrier meter is running out
- All AH unlocked
- You can use AH when you need one more round to win (not the final round of the match) with 100% meter and opponent's life is below certain percentage, character shines in white when it is possible to activate AH
- Heat Gauge goes up automatically from the beginning of the round (I think this is just for loketest to make people can try supers easier)
- Guard Primer(? ガードプライマー) system replaces Guard Libra
- Guard Primer length changes for every characters, meter goes down if the character blocks the specific move that breaks the guard (e.g. blocking Λ-11-'s 214D will let meter go down by 2)
- Guard Primer length
11 Tager
06 Hakumen Bang
05 Jin Noel Litchi Tsubaki
04 Ragna Rachel Arakune Taokaka Carl
03 Λ-11-
Apparence :
- Projectile such as Arakune's Bee and Rachel's flog has a circle around them, easier to identify
- better animation
- new effect, new voice
- life bar turns red when it is extremely low
- New pictures for character select screen
Les nouveaux coups et modifications :
Ragna :
- New Move Berial Edge is not an overhead, can not combo from ground, slow
- Berial Edge does not get advantage frames on block
- Dead Spike seems like still suck pretty bad
- Damage from overhead nerfed
- No change to jump cancellable moves
- JD is smaller during Blood Kain
- CS still doesn't go through projectiles
- C 2C are shorter but faster, less recovery time
- 22C's damage is fixed to 400
Jin :
- 5B is slow
- JB is slow, C>JB does not combo
- Added J2C, which is old JC
- New DD Yukikaze 214214D, counter move same as Haku-men's one, 3882 damage
- J236D shoots out 2 projectiles instead of 3
- 214B does not guarantee the knock down
- 236C shoots out two projectile
- DPs, better CG graphic
- New JC looks like the second hit of 214D
- 2B does not link to 5B
- A DP has longer recovery time makes it easier to punish
- A DP breaks guard primer by 1
- Air 214A/B/C moves the same distance
- Cannot combo after C DP counter
- JD is faster
- Easier to tech after B DP, can not combo into C after B DP
- Air 214B does not do knockdown motion
- Easier to unfreeze 6D
- Better Counter Assault
- C>6C doesn't work on crouch anymore (still works on air)
- First hit of 236D breaks guard primer by 1
Noel :
- 6A doesnt hit on most character's crouch motion
- Change to chain revolver, blueish color is now black
- Combo damage nerfed, combo from 6B does 3100
- You can counter Bullet Rain after Noel lands
- 236A/B/C becomes faster
- 6D becomes faster
- 22C loop nerfed, does only 2700 to Rachel
- New J6D move
- New move which is the 'old JD' directly from the ground
- 5C is shorter but faster
- 6C is slower
- 6C loop combo is still doable, but it is very hard and need to add 5A to do the loop
- 5A is slower
Rachel :
- New projectile DD called Tempest Dalia
- Tempest Dalia uses up all winds and will change depends on the number of wind left
- Tempest Dalia summons random projectile into screen including some weird object like Huge King-Frog George with crown
- Wind doesnt immediately recover after consumption
- Easier to tech after JC
- No frog combo, frog does not activate during the combo
- Sword iris command changes to 214C, has mid-air version
- Can't cancel J2C while recovering from a landing.
- Hard to combo after 3C9D
- Can not summon new flog immediately after the old one activated
- Frog is now also affected by wind, but frog moves very slow without wind
- Easier to recover after 6B counter
- J2C can not link to other normals on block
- Hitbox of pumpkin will disappear if Rachel gets hit even after pumpkin is activated
- Frog has less life, Taokaka's 2A mashed out it
Arakune :
- Dive move is not overhead anymore, slow, dive cancel only possible at hit
- When curse meter gets full it goes to FEVER mode
- You cannot recurse opponent in the FEVER mode
- All bugs are changed, not as good as old ones (at least observing from the current point
- You can only summon bees while in FEVER mode
- Bugs are huge
- Once the curse mode starts it wont go away even if Arakune takes hit
- Fog move has no hitbox but if u touch it the curse meter will increase
- Fog adds 40-50% to meter Everything else 20-25%
- YOU CANT GUARD BREAK with bees
- Fast and short back step, no change to forward step
- Somebody already found 5000+damage combo
Bang :
- JC is still an overhead (confirmed), J4C is not an overhead(?)
- New command throw DD designed for anti-air 2000 damage, air unblockble(?)
- Furinkazan comes with consumer version song
- D move in general is faster
- Poison does more damage
- 6C combo works on more characters
- C is a bit slower
Tager :
- New down status throw called Jet Finger which has magnetize property, 22D (the one like Ragna's 22C)
- Jet Finger can be linked after A driver and 3C
- Command throw immediately after 22D will lead to purple throw
- Double the guard libra of other characters.
- New 4D move, magnetizes
- 623C has invincibility against HEAD attribute move
- Walk faster
- Jump faster
- 2D is faster
- 5D has guard point and doesn't hit opponent far away, able to combo after it
- 3C pulls opponent back
- C is faster
- 2D, A driver's attracts opponent stronger when magnetized
- Magnetized property lasts shorter (around 3sec)
Taokaka :
- J236B changed to only hit in horizontal direction
- 3C>JD6>JC>J236B>J2DB doesnt combo
- 5B counter hit > 6C does not combo
- CD loop and taunt combo remains
- Projectile move is faster
- You can only mash 2A 3times in the row
- 236C is faster(?)
Litchi :
- All green slower start up
- Easier to tech after DP hits, cannot end the combo with DP setup
- Cannot do the combo after DP normal hit
- Stick 5A, 2A links to 5B
- DP is now RCable
- JD will cause slide down
- Can setup the stick with 6D or 4D, 6D is the forward movement attack and 4D is jump kick move
Carl :
- J2C is no more overhead, slow
- No airthrow loop
- Easier to tech after 2C
- 214C cancel remains
- No jump cancel after 5B when blocked
- Nirvana's life goes down fast but recovers fast as well
- 214214D super does more damage
- New projectile is fast and reaches the corner
- 8D is not air techable
- No change to 2D 4D 6A, glide throw, Gear DD
Haku-Men :
- Has new barrier move against projectile (?)
- Barrier appears when he cuts the projectile (white circle with 封="Seal" kanji on the center)
- Barrier absorbs the projectile and gets bigger
- Barrier will last for a certain time and will disappear if opponent gets hit by it
- 2D and 6D lasts longer
- New 4C move, Gatotsu, as long as Litchi's 6B
- New J4C which is old J2C but slower
- Meter is easier to identify
- C 6C is faster
- New JC move looks like second hit of Jin's 214D
- Cannot combo into 5C after 41236C
Λ-11- :
- Range got shortened
- No more special voice against Ragna
- 2C is slow
- Combo damage nerfed (2700-3400)
- New move Act Parser Zwei, Act Parser Zwei: Blade, Act Parser Zwei: Cavalier
- Act Parser Zwei is close to old Act Parser, not an attack move
- Zwei:Blade is a low move, can be linked from 5DD
- Zwei:Cavalier is similar to Blade but attacks from different direction(?), can link to 2DD
- All Act Parser move about the same distance, shorter than the old Act Parser
- DD>4DD is very hard to combo
- 5D is slower, throw>5D does not combo, easier to recover after 5DD
- 214D goes further in the horizontal direction
- Opponent can immediately tech after J214D hit (like Jin's 214B)
- 236D changes to the move where appears in the certain range and lasts for about 3-4hits
- D attack doesn't combo to 236D in general
- Opponent floats higher after gravity seed hits, gravity>6A does not work
- 236236D is shorter
- J214DC cancel is faster
Tsubaki :
- Fast, run in the same speed as Noel does
- Order-Sol style character
- Charge with 5D, 2D and JD
- Charge meter goes down when charged-special move is used
- Charge Lv.1 command throw does 1800 damage, whereas charge Lv.5 command throw does 5000 damage
- Charge speed is very slow, nothing compared to Order-Sol
- 236A~D is the move looks like Order-Sol's Rock-it(236S), speed changes depends on the button
- 22A~D, spin sword move
- 214A~D charge forward with shield, links from 5c.
- 623A~D DP, probably has invincibility
- 214A~D attack move using shield
- J236A~D dive move in the screenshot
- J214A~D move from screenshot
- 236236C~D, C version doesn't spend meter and just shoot out the magic circle, D version spends the meter and shoot projectiles towards the magic circle shot out by C version
- 5A standing punch, probably can't hit crouching
- 5B wings come out of shield. Probably the longest attack of 5b class.
- 5C has follow up, reach seems really short.
- 2B a low, links into 5b
- 2C extend wings upwards, probably anti-air
- 6A overhead
- 6B low, like arakune's 6b (the hell?)。
- 6C slam forward with shield, looks like tager's sledge。
- JC sowrd stab downward, seems to have good hitbox
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Il n'y a plus qu'un espace de libre.