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Kagura plays at two ranges really. Either really far or really close. His mid range game is kind of middling outside of 6B, which handles better at closer ranges and his C buttons which cover everything else alongside his fireball. Being the first charge character in the series was kind of intriguing due to how his gimmick worked in tandem with it. Kagura's drive puts him in a stance with either 5/2/or 6D and have followups and properties to them, cancelable into any of them on frame 9 or 10--

Okay, Kagura is honestly a little bit shorter to explain cause its less him and once again the system, which he can kind of handle but it turns into RPS situations, sometimes more in his favor than others. So i'm gonna be entirely serious, outside of the memes or word of mouth, Kagura as of CF2 isn't bad or whatever. In CF1 he was arguably the worst character in the game besides Susanoo, but CF2 patched his worst aspects somewhat, leaving it more to the system and really polarizing matchups--

The system mechanics just floor him and honestly, frame data changes could probably not make him bottom 5. The fucking insane part is that he can still rob you off of any good hit cause his overdrive is really good at just robbery. Stray 5B with 75 meter before popping OD usually leads to about 5-6k which is crazy in its own right.

And it lies in the gimmick itself. Without a complete overhaul of his tool kit and or change in difficulty (Terumi is extremely basic) A Character with a meter steal mechanic thats absurdly basic being good or better than good would just be kind of insane? probably a cop out answer but even then with his current tool kit it just isn't possible. Much like noel who's kind of the progenitor of not being allowed to have insane shit with her character gimmick, terumi falls in line with that. It sucks

No reversal without 50 meter and it being behind super flash, no real good jump in outside of j.B, his hurtboxes suck, its just not a good time for him..also you can crouch his Dead Angle/Counter Assault if you aren't like tager or susano'o..so thats pretty wack. but the brunt of his problem lies in his neutral presence, or more so that he has none. That his best buttons are held back by really bad hurtboxes. The thing is all this can be rectified but the character being better than decent? no-

Terumi's pressure is..honestly good. Great 5A, great 5B, 2A and he was finally blessed with an overhead after being w/o one for 2 years. Then you look at the rest of his toolkit and what his gimmick is supposed to be. A character that rapidly generates and spends bar and can regain meter again doesn't have the best or even good offense and its jarring. Some of his moves have god awful recovery and his offense is extremely linear, easily handled by system mechanics such as Barrier among others--

Oh boy I get to talk about every 13 year olds deviant art OC, Terumi.
short and sweet and to the point, Terumi sucks. Its kinda sad but i'm also lowkey glad this character isn't great either with how his current tool kit works. Terumi is a rushdown character with a extremely fast meter gain gimmick through his drives, disallows you from getting meter on hit if you are hit by own and his Overdrive steals meter too! and his pressure is really solid too...so how does he suck?
well..here we go--

...I should do 2 characters per thread. Since there aren't that many characters left to talk about.
Terumi
Kagura (sort of)
Valkenhayn (less about him being bad, cause he's definitely not and more about design philosophy)
Bullet
Arakune (one of the other characters that came to mind when I thought about this)
now that I think more, it goes beyond just balance but what gives each character a uniqueness that just..makes or breaks them from a design standpoint.

And lambda just suffers from being kind of a lesser nu but w/ better rushdown..
If the system worked with them some more they'd probably be better compared to some other characters who's tools just work better within the system as it stands now. Kind of like noel they'd need nothing but buffs to make them better, which would be great honestly...

Lambda is kind of in the same boat, but has everything else Nu does not, a standing overhead not tied to her drive, rushdown game, "mixup" from her rekka special. ..to be honest answering as to why both of them aren't as good as they can be really is just due to the system not really being on their side anymore. Neither character can do serious damage, lambda can but her mid-range game w/o meter is really iffy. This sucks cause counteracting Nu's zoning isn't..that difficult--

Not even cause OD is polarizing (it really isn't, least not anymore) but because her damage got hit, so..everything got hit. To be honest I think she got the worst deal of the bunch considering she was really REALLY good in CPEX and now she just fell so far off that its kind of upsetting...the crazy part is, even if she and lambda remained one character, she'd still suffer from some of the same issues that plague her now as well as not always being able to access certain tools.

But now her damage went down...then they took the chip damage off swords outside of Overdrive, so her zoning holds no inherent threat, then splitting her and taking some of her moves and giving them to lambda basically changed the character. As much as splitting them into two helped them, they just dont have the tools or are gimped by the system somewhat. Mainly that Nu gets no real..use from overdrive. Nu is one of the few characters that is simply better off bursting which isn't that good--

Nu has had honestly one of the more rockier times throughout BB's life span. Either being ridiculous, to lolzy to cool to "why is a zoner getting 4k off fucking nothing" and finally "why am I getting 2k from using everything"
And the answer is simple really. The combo rate became a uniform 60% across the board. Combo rate is basically every time you use a normal/special it'll start doing a certain % of base damage. Nu's was higher in previous games so damage didn't scale as hard for her-

The true zoner and Hybrid-zoner of the game, as one Nu kinda fucked everyone and everything in CT. Chip damage on Drives which is her zoning tool, all this damage etc and it translated going into BBCPEX where they got split and Nu kept the good shit. But these characters can't be good again once again due to the system, For lambda just being really janky and in Nu's case the lack of ability to even really use the system the way everyone else can. But lets start w/ Nu for posterity.

Next character(s), and yay noel clone(s)
Nu and Lambda.
Once one entire character with the coolest mode change gimmick i've seen in a while..now are kind of shells of what they once were, and one just glows in the dark. (no literally, nu and lambda have the same sprite, Lambda just has a VFX over her to differentiate them...its wack). Talking about them both seems fair cause of what they once were and how system changes kinda fucked them, and how even keeping them as one wouldn't have helped.

Kinda says a lot, coming from BB's beginnings of literally "fuck this shit".
...no but it really sucks cause they stripped some buttons off her and changed some animations (one for the better imo. Imagine giving this character a fake overhead into low mixup tool that fucked you up?)

and I kinda get why. For a character like this to get the reward off the tools she has/had and kind of enforced a style of play that becomes more about guessing when risk is more in her favor anyway. The only way she'll be better than she is now (and she's pretty okay-ish now) is if they give her back some tools but not the fuckery she had before. But with the uniformity of system mechanics/combo rate changes etc, she wont be top unless they say "fuck this shit" and overbuff her to the moon.

Risk/Reward was hilariously skewed in her favor compared to how it is now in the current version CF2. And it was relatively scary, as in "Drive>4-5k+ damage" type scary without resources or fatal if memory serves and with Double super available to her, things got worse. Obviously Team Blue saw this as a problem and slowly stripped her of what made her great every version to kinda what she is now. Throw in power creep from the new cast and she's nowhere where she used to be

Once in a game called Continuum Shift 2 where it really seemed like Team Blue had a mold of what the fuck they wanted to do with this series, Noel was top tier. Sporting a +1 5f AA Jab, nuclear damage off a single drive and 6C>Taunt loops. She had it all and then some, but also -she was easy-. She was an easy pseudo-rekka character with enormous damage with Drives that had different invincible properties and allowed her really good mix. Adding that with the system of CS2 and we had some issues

She's quick has pretty okay stagger and pretty alright damage. Her drive is Chain Revolver, and it allows her to do several different followups dependent on what button and direction you pressed. This is her gimmick, everyone in the game has this. Her drive has a reputation for being scrub bait, either for or against her, not knowing how to deal with her Drive strings or just her as a whole. But as a friend told me, she can never be good again due to exactly what she tries to accomplish.

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HELLSITE™

Microblogging for humans—and cute robot girls.