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BBCS News only. Anything else = TEMPBAN BlazBlue Chrono Phantasm announced! Izayoi added!

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Blog2 Updates http://generalnantoka.blog35.fc2.com/blog-entry-371.html

Ragna

-2D can't be followed up by 2B.

-Berial Edge does shit for damage when used in combo

-Opponent falls too quickly and too far away after Gauntlet Hades to catch with any follow-ups.

Jin:

[no new info]

Noel:

-B-silencer's range is shorter

-C-silencer's recovery is increased

-both changes are very slight; likely nothing to worry about.

Rachel:

-6A has returned to it's CT version. Taokaka's eyes fill with tears.

-Wind increases the speed of her air dashes

-j.A > j.2C won't connect, but j.B > j.2C does.

-j.2C can be JC'd on ground hit.

Tager:

-6A starts up faster

-6A can be charged

-6A has super armor

-6A can't be JC'd? Will test later.

Taokaka:

[no new info]

Arakune:

[no new info]

Litchi:

-4D causes slide effect even on air hit

-4D can be followed up by 2D midscreen into dashing 6C.

-Is 2C into 4D a stable combo?

-2C > 4D, Haku > Chuu > Hatsu, A-Reach > Ippatsu > on-staff B, 6B > D > j.C > D-returns > land > 6C > Itsuu-C > aerial finisher (3700 dmg)

-however, if the staff isn't placed in front after 4D, the combo is no good. Also drops combo in the corner if 2C's hitbox sinks into the edge of the screen? Will confirm later.

-As always, if you're doing a corner combo, 2C > 4D > haku > chuu > 5B > 6C(1) > 623D > hatsu > ippatsu > on-staff B > etc. will work.

-6B[m] and j.C[m] knock opponent backward, but don't wall bounce even on counter hit

-6C[m]'s spin staggers, can just barely combo afterwards in the corner.

-All Green super is techable on air hit.

Bang

-6B is techable on ground hit

-623B, j.623B do give a small wall bounce if done near the corner.

-2C is techable on ground hit (as previously noted), but FRKZ's 2C will knock down.

Carl

-j.B's untechable timing is shorter? Need to confirm this later.

Hakumen

-j.D's animation can be cancelled late into specials; will test to see if he can also cancel into ground specials.

Lambda

-using Gravity Field A at the start of the round, it takes until 85 counts on the timer to fully disappear? Is this a little late?

-4D cannot be JC'd. This was just a rumor.

Tsubaki

-j.D's recovery speed hasn't changed (as previously noted, it's gauge gain has increased)

-Tsubasa (wings) hits mid

-can combo after throws in corner with 6C

Hazama

-Ouroboros' speed has decreased. Honestly, this doesn't really change anything.

Makoto

[no new info]

Valkenhayn

-6B has vaccuum effect, hits twice. Not a mid

-6C has Fatal Counter; can transform after an FC hit and pick up the combo.

*Valkenhayn specials list* (thank you, Capn, for the names.)

[note: wolf-mode moves will be indicated with a [w]]

-Nacht Jäger - Night Hunter (236A) - Tackle. Long duration on hit [author remarks that it feels like 5 minutes]

-Nacht Rosen - Night Roses (236C) - Upper[cut]. Hits mid. Can combo after 5C on crouching opponents.

-Schwartze Jagd - Black Hunt (236B) - Low kick. Hits low.

-Weiße Jagd - White Hunt (236B) - follow-up to Black Hunt. Strong kick that knocks opponent away. Can follow up with a combo.

-Mondlicht - Moonlight (j.214B) - High kick. Kicks opponent straight up. Untechable time is considerably long. Can do Aerial > moonlight > 5C > aerial, etc. This move is bullshit strong.

-Rasen Wolf - Frenzied Wolf ([w]C) - Wolf rush. Can choose direction using joystick. Wolf gauge decreases quickly while using. Can cancel during charge with other moves, hitting C returns Valk to neutral, hitting D transforms him back to human form. Run away, run away!

-Geschwinde Wolf - Quick Wolf (D during a Human mode special) - cancels into transformation. Uses a considerable amount of gauge.

-König Wolf - King Wolf ([w]236A/B) - Wolf assault charge. A attacks horizontally, B charges diagonally upward. Cancels into itself - can do three in a row.

-Eisen Wolf - Iron Wolf ([w]j.214A/B) - Wolf raid. Rushes diagonally down-forward and lands. Angle differs slightly between A and B versions.

-Himmel Wolf - Sky Wolf ([w]236D) - Wolf bite. Scary 1-hit command throw, 2300 damage. Can be followed up.

-Stürm Wolf - Storm Wolf (632146D) - Like Chipp's Zanseirouga. Does all hits even on guard. Every hit is an overhead.

-König Flucht - King Flight (j.236236C) - Slayer's Chokkagata Dandy. Transforms at the end. For combos that work even on downed opponents.

-Astral Heat [no name] (214214214D) - launches opponent, transforms, and slashes repeatedly with the moon in the background.

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Some more Twitter posts.

*Rachel: CH 2C, 1D, 6A, Lilly, j.2C lvl3 bounce, summon George, 3C(1), Sword Iris, 6C, j.C, land, j.C, j.C, A-Lobelia = 5350 damage.

*Lambda: 5DD > Blade connects; 5D and 5DD appear slower.

There are plenty more twitter posts if anyone wants to translate. http://twitter.com/ushidonburi. Do not follow. Just translate.

3rd blog post now up, "Character Impressions" - http://generalnantoka.blog35.fc2.com/blog-entry-372.html

EDIT - tomorrow's the last day of . Expect more information.

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My katakana -> German may not be perfect, but for those interested here is what I'm fairly certain the names are.

Valkenhayn move names (Japanese: German - English)

Some minor corrections + commands.

Drive

Wehrwolf - Switches between human and wolf form. The Wolf Guage drains while in wolf form and refills while in human form. Wolf form cannot be used if the Wolf Guage is empty.

Special Attacks

Nacht Jäger (Night Hunter) - 236 + A

Nacht Rosen (Night Roses) - 236 + C

Schwarz Jagd (Black Hunt) - 236 + B

-> Weiß Jagd (White Hunt) - 236 + B after Schawrz Jagd

Mondlicht (Moonlight) - 236 + B in air

Rasen Wolf (Rushing Wolf) - C while wolf form is activated

Geschwind Wolf (Quick Wolf) - D during a human form attack

König Wolf (King Wolf) - 236 + A or B or C while wolf form is activated

Himmel Wolf (Sky Wolf) - 214 + A or B or C while wolf form is activated

Eisen Wolf (Iron Wolf) - 236 + D while wolf form is activated

Distortion Drives

Sturm Wolf (Storm Wolf) - 632146 + C

König Flug (King Flight) - 236236 + C in air

Astral Heat

Name Unknown - 214214214 + C (temporary)

Note: It's German, so the letters are all pronounced as such. Wehrwolf = Vehrvolf, Nacht Jäger = Nacht Yaeger, Weiß Jagd = Veiss Yagd, König Wolf = Koenish Volf, and so on.

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Additions, clarifications, and anything I saw missing. Usually minor stuff.

Ragna

Carnage Scissors sends your opponent spinning away. Proration got worse, techable.

Litchi

4D can be followed up with 2D > dash > 6C, but it's tight.

2C > 4D > ... > aerial finisher [see previous post] is a corner combo, at least. [translator: he specifically says it works in the corner, implications are that it may work midscreen, but he hasn't seen it]

Bang

6B is ground techable.

Lambda

Using Gravity Field A [see previous post]. Maybe this is slower?

Tsubaki

j214x all hit mid. [translator: YAY!]

Ground throw can be comboed in the corner with regular attacks or 6C. From midscreen, 236D. [translator: as before, clarifying ground throw only]

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Valkenhayn

HP: 10000

Guard Primer Breakers: 6C, Upper Licht

FCs: 6B, 6C

4 GP

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Last post, only translating new stuff.

Ragna

Dead Spike makes your opponent fly straight up if you hit them out of the air.

6B+C wallbounces.

5D doesn't float on ground hit. Air hit is just like we know.

5B > 6A doesn't combo.

2B won't connect after 2D.

Inferno Divider doesn't wallbounce unless you're in the corner (where it only wallbounces a bit).

Belial Edge > 5D works in the corner. As always, be quick. [translator: Nothing is said about midscreen, I assume he hasn't seen it.]

Noel

j4D is a low hit.

5D has less invincibility.

Rachel

j2C is cancellable and jump cancellable, even on guard.

6B slides on CH, rush to the corner as fast as you can and you can get a combo.

Lobelia's recovery slower, not CT slow, though.

Wind recovery is sluggish.

Tager

Litchi's jB, immediately done from a straight jump up, won't hit. They change his hit box? (Information from Fio.)

5D pulls your opponent in more.

6A can be charged, but won't pull your opponent in on mid-charge.

6A not jc'able.

Arakune

Only lost a bit of damage.

Litchi

Unarmed 2B > 5B chain. (Can't go into 2B after it.)

Pulling the Mantenbou back during a dash is faster.

Damage decrease.

3C[m] techable on ground.

4D can't be cancelled.

6D can't be cancelled.

623D's second hit (falling Mantenbou) has been speed up. If it hits, 6C won't combo.

All Green is air techable.

Carl

Nirvana recovers a bit slower.

Lambda

5DD's second hit is slower. 5D by itself is hasn't changed.

Tsubaki

6BB reaches further. [translator: Thank you.]

2CC doesn't float much. Just from my gut feeling playing CS so much, 2CC > 5CC would be techable past the first 5C.

jCC > j236D > j214D: The light orb from j236D will hit.

2C can be jc'ed on guard.

214x has increased untechable time? 2A > 5BB > 2BB > 5CC > 214A > 22C > 3C is a Red Beat.

Air throw bounds the opponent, you can follow up pretty easily.

236C236C has more invincibility.

3C is ground techable.

22D wallbounces on CH.

Hazama

Switched Vewlixes on the last day, got 3C to float. (Information from Satsukaishi-sensei.)

[Valkenhayn stuff. Sorry, but can someone else check for changes?]

Other Stuff

Makoto and Litchi's jcc combos seem to be gone. It may be that jcc's are just gone.

Valkenhayn will be changed before his release, it looks like.

The new Vewlixes on the third day seem to have more changes than the others.

Platty is coming!

Look for Nesica BBCS2 cabinets in December!

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Tsubaki

jCC > j236D > j214D: The light orb from j236D will hit.

This was always true, you can only use jC before using j236D...

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Compilation of all Valkenhayn information for Location Test 1 from the September 13 entry of the blog we've been plundering.

Valkenhayn

*General Info*

-Health - 10k

-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]

*Normals*

5A, 2A - small punches

5B - kick

2B - low kick

6A - does a knee kick while posing his arm. Startup is considerably fast, but there's a pretty big gap. Feels like it should be used for anti-air.

6B - not a mid. has vaccuum effect, hits twice. Forces opponent to crouch on FC.

5C - ridiculously long kick; reaches far

6C - flying kick; hits mid ; feet invincible; takes a guard primer; no disadvantages even on guard; Fatal Counter; on FC, he can transform to cancel it and go into a wolf-mode combo. Strong fundamental element of Valkenhayn's game. This move beats characters who don't have reversals all by itself.

2C - anti-air kick; fast startup; this is a bullshit good move.

3C - knockdown kick

j.A, j.B - par for the course, fairly ordinary.

j.C - foot/leg transforms into its wolf form and kicks directly downward; range is ridiculous; even Slayer would be surprised how good this is.

[w]A - low hit, claw swipe

[w]B - stabs upward; head invincible

[w]j.A - claw swipe

[w]j.B - tail attack; knocks opponent toward ground on air hit

backstep (backdash) - long distance; excellent

counter assault - reach is quite long; excellent

*Specials*

Nacht Jäger - Night Hunter (236A) - Tackle. Long duration on hit [author remarks that it feels like 5 minutes]

Nacht Rosen - Night Roses (236C) - Upper[cut]. Hits mid. Can combo after 5C on crouching opponents.

Schwarz Jagd - Black Hunt (236B) - Low kick. Hits low.

-> Weiß Jagd - White Hunt (236B) - follow-up to Black Hunt. Strong kick that knocks opponent away. Can follow up with a combo.

Mondlicht - Moonlight (j.214B) - High kick. Kicks opponent straight up. Untechable time is considerably long. Can do Aerial > moonlight > 5C > aerial, etc. This move is bullshit strong.

Rasen Wolf - Rushing Wolf ([w]C) - Wolf rush. Can choose direction using joystick. Wolf gauge decreases quickly while using. Can cancel during charge with other moves, hitting C returns Valk to neutral, hitting D transforms him back to human form. Run away, run away! lololol

Geschwind Wolf - Quick Wolf - (D during a human form attack) - cancels into transformation. Uses a considerable amount of gauge.

König Wolf - King Wolf ([w]236/A/B) - Wolf assault charge. A attacks horizontally, B charges diagonally upward. Cancels into itself - can do three in a row.

Eisen Wolf - Iron Wolf ([w]j.214A/B) - Wolf raid. Rushes diagonally down-forward and lands. Angle differs slightly between A and B versions.

Himmel Wolf - Sky Wolf ([w]236D) - Wolf bite. Scary 1-hit command throw, 2300 damage. Can be followed up.

*Supers and Astral*

Sturm Wolf - Storm Wolf (632146D) - Like Chipp's Zanseirouga. Does all hits even on guard. Every hit is an overhead.

König Flug - King Flight (j.236236C) - Slayer's Chokkagata Dandy. Transforms at the end. For combos that work even on downed opponents.

Astral Heat [no name] (214214214D) - launches opponent, transforms, and slashes repeatedly with the moon in the background.

(Credit to caelk for minor clarifications, Suzaku for the Specials' names and the Drive description, and JinSaotome for the bit about facing left and right in Wolf mode.)

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http://blazblue.jp/info/BB15CS_Information_100919.html Valkenhayn patch notes and details.

Here are a couple of notable changes.

-Matching speed of Ranked Matches improved.

-The specs of Makoto's special attack "Space Counter" (Parrying) have been adjusted.

CBF to translate the rest, ask someone else. It's mainly bug fixes in addition to adding Valkenhayn.

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My japanese is rusty, but aren't those things listed as something they'll adress in the future, not with this patch?

Huh?

・「追加キャラクター・ヴァルケンハイン」の追加に伴うプログラムおよびトロフィー/実績のアップデー

So you think Valkenhayn's data and achievements/trophies aren't going to be in his patch?

... Hmmm... seems I missed some notable things.

ネットワークモードのキャラクター選択画面にて前回使用したキャラクターにオンカーソルする仕様を追加

・チャレンジモードにて、各ミッション終了時に進行状況をオートセーブするように仕様を追加

Network mode now remembers what character you used last.

Challenge mode now autosaves when you complete a mission rather than waiting for you to exit to menu.

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Valkenhayn delayed for 360?!!!!

http://blazblue.jp/info/BB15CS_Information_100919.html

"PlayStation ® 3 version of the patch delivery September 20, 2010 September 21, download content delivery (Japan time, respectively) are planned. For Xbox 360 version, because Microsoft's Xbox LIVE events is confirmed the system does not download correctly, you will be now be delivered at a later date. For delivery schedules, Members will be notified later. Xbox 360 version of the user experience for everyone We apologize for the inconvenience you, you for your thank you for your understanding." (according to Google Language Tools)

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Translation of changes listed here: http://blazblue.jp/info/BB15CS_Information_100919.html

PS3 patch - 9/20 Valk - 9/21 (JPN time)

360 patch/Valk - delayed

System changes & bug fixes

- Trophy/Acheivement update w/ Valk DLC

- Faster matching speed in Ranked Matches

- Fixed a problem where some effects didn't disappear, which made the game have to process more info.

- On Kagatsuchi Port (Rain) stage, fixed a problem where an environmental sound effect didn't play correctly

- Fixed a problem where under certain circumstances if you choose Makoto in Player Matches the character select screen glitched.

- Fixed a problem in training mode where sound effects may not stop under certain conditions.

- Game now autosaves after completing each mission in challenge mode, you no longer have to go back to the main menu to save progress for that.

- Now when clearing score attack, your final score is displayed (this wasn't done before? never played score attack)

- Fixed the problem where in Legion mode DLC character portrait icons appeared, even though they're unusable in Legion mode.

- In network mode it remembers the last character you chose, and defaults to them.

- On network mode results after matches, "Used character PSR" and "Top PSR" information is displayed.

- Fixed a problem where in Ranked Matches / Quick Match the matching system would lock up and not advance.

- When training in ranked / player matches, on the character select screen you can now hit select/back to return to the room.

- Fixed some typos.

Character adjustments & bug fixes

- Fixed a problem where after George gets hit by Carl's Cantabile special, he started acting oddly.

- Fixed a problem where when using Taokaka's DLC colors, the displayed effects became distorted.

- Fixed a problem where icons sometimes did not display correctly near the health guage when Nirvana dies.

- In challenge mode, when using Λ-11's gravity well, the gauge auto-refills (I guess after dropping the combo, so you no longer have to wait for it to recharge)

- Fixed a problem which caused v-13's ghost merging with Λ-11 during her intro vs. Ragna to display incorrectly.

- Fixed a problem where if you pause during Tsubaki install the sound effect loops (or if you reset in training mode lol)

- Fixed a problem where under certain conditions after using Hazama's Jakou the effects didn't disappear properly after the move executes.

- Fixed a problem where Hazama didn't use the correct voice set vs. certain characters in Network Mode.

- Fixed a problem with V-13's voice set in Network Mode.

- Changes made to how Makoto's Space Counter (Parry) functions. (Probably goodbye parry loop imo)

- Changed something about how holding the D button to charge Makoto's Big Bang Smash and Planet Crusher.

- Changes made to Makoto's beginner mode.

- Fixed a problem where during Makoto's Planet Crusher Astral her crest effect didn't display.

- Fixed the problem where after getting hit by Makoto's Planet Crusher Astral you could still move around sometimes.

PS3 Specific fix:

- Fixed a problem where after clearing score attack and uploading your score, it wasn't registered.

360 Specific fix:

- Fixed a problem where PSR was added during Player Matches.

I believe this are mostly accurate, feel free to correct me if I made any mistakes.

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1.02 patch is out.

No Valk yet, although he is at the select screen with a lock.

No picking Howling Moon either.

Parry Loop removed.

BBS charge time feels faster.

credit to HiagoX on the Makoto shiz.

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http://blazblue.jp/0921info.pdf

Known issue with patch - If you choose to wait for Ranked Matches in Training, "Ragna VS Hazama" and "Valkenhayn VS Hazama" matchups will cause the game to freeze when returning to Training after a match. Until a fix is implemented, it is advised you avoid playing Ragna, Hazama or Valkenhayn when choosing to Wait in Training (bug does not affect any other character) or simply choose another means of waiting for a match.

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