BlazBlue: Continuum Shift

Started by StyleTime3 pages

Originally posted by NemeBro
Well, given the true ending, Nu technically will return, she just will only be a shell of her former self, I for one hope she gets the Rachel treatment. 131

I was not aware that Guilty Gear in particular was hated on, Blazblue mebbe, but Guilty Gear?

You got some kinda of fetish for the Murakumo units sir? 131

... Could not really blame you. 😐 Also Rachel is one of my favorite characters, so meh.


uhuh

I meant that in the competitive sense. Tekken can pull 100+ players even in like.....backwater area tournaments. I usually see BlazBlue with 20 on a good day.

I really like the way they play.

Rachel is coolznite, in gameplay anyway.

Originally posted by RE: Blaxican
The sad part is that it took me like 5 minutes to figure out what you did.

That is how good I am.

Here are some stats for Valkenhayn. He has rather low hp.

-Health - 10000
-Guard Primers - 4
-Moves that take Guard Primer - 6C, 236C, j.214B
-Fatal Counter - 6B, 6C
-Drive: Wehrwolf. Switches between human and wolf form. The Wolf Gauge drains while in wolf form and refills while in human form. Wolf form cannot be used if the Wolf Gauge is empty.

*Notes*
-doesn't dash, hops forward like Hakumen.
-good at Wolf mode follow-up combos
-cannot crouch or block in Wolf mode
-does not automatically turn around in Wolf mode - must hit left or right to change direction. Since he can't block, hitting back just keeps him moving while away from the opponent
-cannot throw, so he relies on command throw. May be unable to throw-reject as well. [note: video suggests otherwise]
-Moves done during wolf mode are marked with a [w]

Originally posted by StyleTime
uhuh

I meant that in the competitive sense. Tekken can pull 100+ players even in like.....backwater area tournaments. I usually see BlazBlue with 20 on a good day.

I really like the way they play.

Rachel is coolznite, in gameplay anyway.

Ah, I see. Yeah, mainstream and all that.

To be honest so do I, but I can admit Nu was cheap.

I suck total ass with Rachel honestly. 😐 Both games.

Finally, we have some info from the second location test.

Originally posted on dustloop
All changes may not be 100% accurate (be it misinformation from blogs, observations through videos, or translation errors); changes from the 1st loke test remain unless otherwise stated (e.g. Ragna's 5B 6A gatling was not present in the 1st loke test, in the 2nd loke test, it is back in the game)

System Changes:
•When guard broken, throws are now green instead of purple
•Green bursting now removes half your primers rounded up, meaning a character with five primers would be reduced to two primers (old system: five reduced to three)

Ragna:
+ 5B > 6A gattling added back
+ C, 2C > 6A gattling added
+ ground gauntlet hades can be followed up
+ during blood kain 6D > 6D combos
+ 2B 5B now possible(?)
- 6A range reduced
- 2C slower(?)
- 2D doesn't remove primer
- 5C hits later (slower start up or less active frames?)
- GH (follow up spin kick) bounces much higher, making a combo after harder to land
- BE wall bounds, making mid screen follow ups difficult (impossible, maybe?)
- Forward throw wall bounds

Jin:
No other obvious changes
+ 5D start up faster but shorter freeze time, can combo from 5C
+ Sekkajin (5C mash) has very little/no pushback

Noel:
+ C haida bounces higher, can perform combos from further away
+ optic barrel start up faster
+ 6A hits crouched opponent
+ 5C can jc even on block
+ chain revolver moves have increased speed
+ bloom trigger slides opponents hit on ground
+ j.B hits below her
- C haida bounces higher so higher dmg combos require more skill
- 5D slower than first loke test. Pauses a moment before coming out. Distance is longer
- Spring raid launches more horizontally. If not in corner cannot follow up
- no more long haida loops
- overall dmg decreased
- CR 5D not jump cancelable

Rachel:
+ pumpkin speed increased. can cross the screen in an instant. not sure on this.
+ tempest dahlia start up faster?, needs confirmation
+ 5C>C slide untechable time increased
+ Lobelia attacks guarenteed to land and create a pole if she gets hit, but they lose their hit box/active frames if she is hit
- Initial wind recovery slow, but after a while it speeds up
- 6A weaker than it was in 1st loketest. back to CS standard?

Taokaka:
+ 6B combos to 5B on crouching opponents (applies to all characters)
+ cat spirit 2 slides
+ j.2D~B combos into 2C
- jB now hits mid instead of high like in 1st loketest. j2B no change.
- jD cannot cancel into cat spirit 2
- 6C slides, cannot pick up unless in corner. (but it seems 2C FC > 6C still wallbounces)
- if different jD aren't inputted Tao drops to the ground straight away
- jDs slightly changed, j2D now better against ground opponents but hard to combo with
- 6C slides, so almost becoming 2 combos are gone

Tager:
voltic charge command now 214D
+ magnetism pull now stronger
+ 6A can now be held to pull in opponent
+ can gadget after 360A
+ sledge hammer much faster
+ 4D pulls more
+ Sledge follow up as anti-projectile armor
- 5D only pulls opponent during active frames
- 5C cannot combo into 6A

Arakune:
+ D bug now hits Mu while rising
- D bug falls faster, less hit stun (wiki says less damage, blog says less hit stun, who knows)
- Pinwheel/spin and dive have spam move proration
- Landing recovery after air throw
- Bird slower? Can't bird > bird > pinwheel/spin anymore?
- Teleports much slower; can hit him on reaction on start up

Litchi:
+ 2D, 5D less recovery.
+ j2D second hit pulls in a small amount.
- jC has less hitstun.
- ItsuuA loses staff on block.

Bang:
forward throw slides, more damage, follow up in corner
+ 2D JCable on block
- Less untech time on 6A
- FRKZ backward dash is shorter

Carl:
+ anima has super armor. when hit will flash red
+ 3D stands opponent up, i.e. 8D 3C 3D -> 3D will hit as though opponent was standing on the ground
+ 8D breaks 1 guard primer
- 8D can be blocked in air

Hakumen:
renka is now 236B
5 primers (down from 6)
+ All C moves come out faster
+ Back throw recovery reduced, can follow up in corner
+ 6B damage increased.
+ 623A cancelable during movement.
+ Yukikaze: will only show superflash after a successful counter. Gauge depletes on use either way. AH still has superflash. (Was this in the first loketest? Not sure.)
- 3C > 3C doesn't combo anymore
- renka wall bounces. can follow up with 6C
- hotaru wall bounces. can follow up with 6C
- enma floats higher, harder to follow up
- tsubaki slides, can only follow up in the corner
- Slower magatama recovery.
- MUGEN: after gauge depletes, will not increase for at least 6 seconds.

Lambda:
+ 4B faster start up, shorter recovery
+ Sickle might have faster start up, quicker recovery, hits 6 times
- gravity seed now stuns instead of floats. on CH seems to stun longer
- 4D moves her backwards, harder to combo.
- Throw can't combo into 6A, can followup with 2D.
- Calamity damage decreased.
- gravity seed no longer has invulnerability frames on start up

Tsubaki:
+ j236A faster start up, can be used in combos now
+ 5D charges half a gauge in an instant, has fastest recovery of all Ds.
+ 236 -> 214 doesn't combo, but 236 -> 22 does.
- untechable slide time from her throw reduced, even in corner 6C and 214D cannot combo
- charging puts her in CH state
- 2D recovery back to CS

Hazama:
6A->Jayoku works (I don't even know why this is listed, maybe didn't work in loketest 1?)
Air throw can be followed up by Zaneiga (214D~C).
214D~C now makes the opponent spin in the air(?)
- 5B 3C 214D~C doesn't connect anymore
- 3C knocks opponent upwards
- cannot cancel throws into chain
- jC: no longer jump cancelable? (might be first hit only)

Makoto:
Valkenhayn:

both characters exactly like the way they were in the 1st loketest

I can't say I am pleased with whatever the **** they think they're doing with Lambda. She and Jin were considered equals on the tier list, yet Jin gets nothing but good stuff thrown his way. Lambda is just left out in the cold. Sexism maybe?

Gravity Seed losing full invincibility means she has no real reversal anymore. Calamity Sword requires heat.

It's like they sat around going "Lambda has a reversal with a 16 second cooldown? NERF DAT BIYATCH!"

W...T...F?

Hahahahahaha!

Ok so I kinda got lazy and totally missed the 3rd location test. Lambda actually got some nice buffs for once too.
http://www.dustloop.com/forums/showthread.php?10307-BBCS-LokeTest-3-Oct.-16th-2010-Discussion.

Anyway, here are the changes from the 4th location test. This is supposed to be the final test.
http://www.dustloop.com/forums/showthread.php?10350-BBCS2-Loketest-4-Oct.-23-Discussion-(NO-COMPLAINING)

Lambda gets it from behind yet again, but at least Mu got some buffs. I am worried about j2C being techable though.

It also seems like the entire cast now has at least one air unblockable attack now.

Well, looks like they opted for a fifth location test. I'll post the system changes here, but I can post specific characters if someone wants.

Originally posted by dustloop
[B]System/Misc. Changes and Info:
* New mechanic: Corner Bound. Red effect appears when they hit the corner, they fall down like they got hit with a knockdown. Most interesting property is the untechable time buff, most of the moves that corner bounce are untechable in air.
* System announcer changed again evidently even worse w/r/t engrish.
* New opening theme (watch here)
* All characters' Counter Assaults have a gap added into them, making them hard to use.
* Instant Block: down to 2-3 frames less of recovery instead of 5.
* Meter increase penalty time increased, in other words, you get back meter much slower after you cause meter actions
* There is a single player mode called "Unlimited Wars", its pretty much the score attack mode but all your opponents are unlimited characters

This corner bound thing seems pretty big. Thoughts?

Also, I am worried about how strong Jin is going to be this time around. He's gotten buffed like mad.

Haz has got the "pimp limp"!

C'mere *****!

hahahaha.

I never noticed that before with Hazama.

Oh yeah, and Hakumen has no confirmed corner bound moves. So **** you Nemebro.

Originally posted by StyleTime
Oh yeah, and Hakumen has no confirmed corner bound moves. So **** you Nemebro.
estahuh

Long time no see on this thread but I've been getting back into BBCS lately and after CS2 a lot of things changed. Anyone still play?

I fell out of the loop( haha "loop"😉 a little bit ago, but I do plan to jump back onboard. I like this game.

Also, a Tsubaki player won SBO. mmm