BRAVE COUNTER HAS BEEN NERFED!? SEASON 2 SNEAK PEEK NEWS!

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  • Опубліковано 7 лют 2025
  • Hopefully this all makes it into the final version of S2
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КОМЕНТАРІ • 30

  • @tsuraggy
    @tsuraggy 13 днів тому

    I was not expecting Brick ASMR for the video today LMFAO

  • @hecoand9155
    @hecoand9155 14 днів тому +4

    all changes rn listed sound really good. as a bubs player, dp and supers being counter hit states means far h counter hit into karma is a true thing. tho since super ARE counter hit states now, i better not miss my command grab super whiff..

  • @sladevalen
    @sladevalen 14 днів тому +3

    Im so excited to see Vikala buffs. She is my highest rated character now but i feel im only winning by abusing the opponents weakness as opposed to her unique strengths.

  • @CaptinSpyke
    @CaptinSpyke 14 днів тому +3

    I think 66L should be tuned down some more, not because it's absolutely necessary, but honestly just for PR. Every influencer would get to make a clickbait pog face red arrow thumbnail "GRANBLUE IS BACK! 66L NERFED!!1!1?1" and it would stop having every single discussion centered around it now that BC has had one of its two core flaws addressed(real ones will be out on the streets partying when they break its ankles and take out the HKD.)
    For what nerfs it could get, I still think even less horizontal range or movement, less active frames, even more scaling applied to it, or more startup(this is my preference) are most realistic.

  • @MrLaserkirby
    @MrLaserkirby 14 днів тому +3

    Oh my god, are they fixing the charge thing?!
    Hooooly, that is such great news!
    I was in despair because I keep losing games due to the 66L turning into a light spinny ball _(Charlotta player)_

    • @ardidsonriente2223
      @ardidsonriente2223 14 днів тому +1

      I began the same. Then I just disabled the classic inputs and entered a much better life. Seriously, Rising was designed for simple inputs only, using the classic ones is a meaningless stress 99.9% of the time.

  • @garethcf1016
    @garethcf1016 14 днів тому +1

    BC nerf is good for sure, but I am a little worried about characters that basically needed to rely on it for any form of reliable defense. Problem was that offense in this game was stupid strong, so unless ur nerfing shit like 66l, being able to combo from U skills etc too, some characters (like ferry) are srsly just gonna suffer even more. Overall a good change, but I think they really need to rework some of the other charas for this too.

  • @0GTXR
    @0GTXR 14 днів тому +1

    What I want from 66L is no range if done from neutral, it should only have range if done after a bit of actual dashing.

    • @Vsolid
      @Vsolid 14 днів тому

      I want that gone too since dashing forward and not committing to 66L vs delay 66L vs fuck it we ball 66L puts way too much onus on the opponent to stop

    • @0GTXR
      @0GTXR 14 днів тому

      @@Vsolid The reasoning behind my suggestion is that if you need to actually start dashing for a long range 66L, the startup becomes a lot longer which lets you do things like 2U sweeping with the tip and not getting punished on block, and also letting the defender crush 66L with H moves.

    • @aRBy125
      @aRBy125 14 днів тому +1

      @ That's actually a solid idea. Making it momentum based would actually be a fair reward for plus frames & combo potential. My other idea if they left 66L alone was to just add some recovery frames on block, and even more recovery on whiff.

  • @bekomon
    @bekomon 14 днів тому +1

    Guess who doesnt have an M DP , his name starts with a "B". HOPEFULLY, this is a sign they will adjust recovery for reversals and supers. So far so good I'd say.

  • @Xseleon
    @Xseleon 14 днів тому +3

    Players already got huge punishes against characters that didn't have Belial or Charlotta level DPs. If those characters are now going to take even more damage than they did before on a blocked DP, it's too much reward at that point and I see little reason to ever use my meterless DP against my opponent's pressure.

    • @Brick720
      @Brick720  14 днів тому +3

      They are definitely a panic button now, but i think thats how a resourceless get off me button should be, imo. You'll use your H DP when you have no other choice, or as a surprise option since your opponent won't expect you to take such a huge risk

    • @aRBy125
      @aRBy125 14 днів тому +5

      @@Brick720 Agreed. In Persona, a blocked or whiffed Reversal Action earned a Fatal Counter. In BBTag, a whiffed or blocked DP locked out your Assist Gauge, meaning you can't Burst out of the punish combo. Baiting DP should come with a reward.

    • @RX7jkr
      @RX7jkr 14 днів тому +2

      I used to think this way but you need to take risks so that your opponent has to mix their offensive options. Having meterless DPs is still a privilege and it turns a coin toss 50-50 strike/throw situation into a 33-33-33 RPS. If you're on the ball, you can use their baiting against them by exploiting that second of hesitation with a throw, jab, or back dash.

  • @aRBy125
    @aRBy125 14 днів тому

    BC minus on block is now one of the two major nerfs addressed. Excellent! Also some Quality of Life improvements to Vikala make me curious to rest of the potential patch, especially with Metera. That 2.00 Stream is pretty much going to set the tone for the rest of Rising's competitive life.

  • @Matt-nn1ni
    @Matt-nn1ni 14 днів тому +1

    The counter hit recovery thing for dp's are great, but if they didnt make every single invincible reversal in the game at least minus 15 on block for characters that need it to get a dash heavy starter to force crouching then they might as well make every dp only minus 6, pick a damn direction. Why do some characters get such lopsided punishes on dp depending on the character they are fighting. I love this game, I really do, and I am a meterless dp merchant, every character I play has one, but a blocked invincible reversal should always mean pick a free counterhit starter of your choice.

    • @Brick720
      @Brick720  14 днів тому +1

      I agree, the reversal design of this game is quite goofy in many ways. Its possible some of the most offensive reversals get tuned down in the patch still, but regardless this is a step in the right direction for now

    • @Vsolid
      @Vsolid 14 днів тому

      abel hands typed this post...
      Jokes aside I can understand reversals having SOME REASONABLE differences in framedata to give stronger / weaker punishes to intentionally make them weaker / stronger on certain characters than others, but stuff like having to microdash for a cH vs djeeta sba on percival, charlotta and belial's unusually safe dps, and other reversals that have gimmicks attached to them is a bit much.

  • @crabhmandu5819
    @crabhmandu5819 14 днів тому +1

    charge inputs to QCF? my man

  • @thelaughingdragon32
    @thelaughingdragon32 14 днів тому +2

    Anila buffs plz

    • @Brick720
      @Brick720  14 днів тому +1

      best we can do is 66H nerfs

  • @phantomfoxkyo7104
    @phantomfoxkyo7104 14 днів тому

    Yea there's a few 66Ls that are really good even for 66L, but 66L as a whole isn't that egregious. It's good, but it's not cancelable into spotdodge/special so it's easy to BC on reaction and 66L doesn't cover so much screen space that you can't poke someone out as they try to use it, and it's only +2 and has solid pushback. It's by far not the most threatening thing in this game. Kat's is REALLY good, but I'd be hard pressed to call any of them a "neutral skip" like I've been hearing from people.
    The BC nerf is a welcome and much needed change, so jump-ins are no longer resource burners via trade wars. I'm curious to see the frame data on spotdodge, whether that's unchanged or if they changed the frames entirely, and I wanna know exactly what the frame data on block is and what that means for the defender, especially in Versusia, Ladiva, and Vaseraga's cases.
    I'm fully expecting some damage nerfs with the new CH state dp changes, but if there aren't really any, DP is going to be FAR riskier vs these powerhouses like Vaseraga, Versusia, Lucilius, and Abel, who will absolutely annihilate your hp bar for it. This and the BC changes could alter the dynamic of the game substantially, but unless some major cast changes happen the current top tiers (and honorable mentions) might still be belligerent. Really excited to see how far they went with this patch.
    Sandalphon also looks really interesting and I'm hoping for more sick characters in S2.

  • @nightssega4260
    @nightssega4260 14 днів тому

    66L status?

    • @Brick720
      @Brick720  14 днів тому +1

      if its nerfed or different in anyway we can't tell yet

  • @ardidsonriente2223
    @ardidsonriente2223 14 днів тому +4

    Motion inputs are not part of this game's balance, design or philosophy. They should just remove them and stop the nonsense.

    • @ungasmash1256
      @ungasmash1256 13 днів тому +3

      There is literally an option for this. There is zero reason to remove this for people who like it...

    • @ardidsonriente2223
      @ardidsonriente2223 13 днів тому

      @ungasmash1256 you are right. The option is there, added because oldheads keep insisting on having old style motion inputs even when the game was designed without them in mind. My comment is just rant, driven by exasperation at seeing them still using time an resources for it. I don't expect them to actually remove it.

    • @gogolimbo_15
      @gogolimbo_15 5 днів тому

      I like motion inputs, for fireball mostly, it's a muscle memory thing