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stunedge

BLAZBLUE Continuum Shift : Changes

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Hazama: nerfed- 623D untech time decreased, j3d link c follow-up still ok. D 2 hit (air) has less confirmation time (?) C follow-up untechable time decreased. D moves are now projectile B follow-up range decreased, maybe. only 5 primer now (from 6 I believe). buffed- D A follow-up recovery decreased. Air version still some recovery. D moves (while approach?) is special cancellable. =>6D (air hit)>623D、5D>623146+c are possible。J3D>214B as well. 632146C is faster, more dmg (3752). Notes- guard crush moves added. Hp is about 11000. Confirmed using hakumen's mugen combo of 10500 (didn't die, obviously). 6A and 6B links into super (236236), 2100 and 2200 respectively. command throw links into 236236 super. ??? something about B follow-up and upper invincibility. ???

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http://tinyurl.com/blzbluloktst

I updated the Playlist with the new videos, it would be pretty rude of me to take videos from someones youtube account only to put them on my youtube account, so I simply added them to the playlist for convenience sake. Anything else I can only find on nico (or a filesharing site), I will upload to my channel.

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Hakumen: 6A- moves forward, a little more versatility at cost of AA effectiveness (do not want). cannot cancel into specials. 6B- faster now, second hit floats (whoa). Recovery is quick so you can defend afterwards. 6B > 6D (for cancelling) > 5A > air combo. JC- added specific landing recovery. Can super jump after jC > land, but cannot regular jump (hope they remove this). JD- because 6A is no longer awesome AA, this may be replacement. jD > 6C > shippu ok. combo- jD > 5C > renka(1) > zantetsu > kishuu > 2C > jB > j2A 5000ish.

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haha yeah I posted in the wrong thread.

To contribute, I notice in one video, Nu's old rolling floor saw seemed to have changed for lambda. I read in the first post it stays for 3 to 4 hits, but in the video I saw, it looked like it was stationary. Not sure if 236D hits are in one position or rolls across the opponent with the 3/4 hits going through.

yeah, it starts much farther away, travels slower, shorter distance...only first hit (which seems to whiff a lot) is low

but on the bright side, seems like it could be a surprise low, and since it's multiple hits it locks them in place for quite a while

for ryoko's post about hazama, might mean his Gashoukyaku [214D->B]? (the flash kick)

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Hakumen: 6B first hit can be D cancelled, links to 5a/2a (i think that's what they meant). Cannot combo after second hit (so previous post was probably wrong as to which hit floats. I need to reconfirm both pieces of info). 6A has more plus, 3-4F about. 5B > enma > j2c > 2c > super jump j2a > j2a 3070 jD now does 2500, up from 1610 (wtf?) The jD combo posted earlier doing only 5k dmg is probably due to more scaling on catch, because I don't think there is any scaling change to 5C > renka(1) > and zantetsu. But this is using information from second loc test.

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Hakumen: Forward throw > gurren also works on carl now. j2aX2 > jc works (important because jc does more damage than j2c, and it provides a different variation of positioning, as landing usually puts you at optimal 4C distance). jC > 2C still works. Works on character that j2c > 2c would usually whiff (arakune, for example). Perhaps the recovery is extremely small. 4C is faster, still uncancellable. 6B still has foot invun, cannot be RC or special cancel, regular block disadvantage no punish, IB guaranteed punish. Tager: B sledge tech adjustment increased (I think that's what they meant. Adjustment point?). 2A > 4D Gadget Finger gives slight advantage. 2D gives lower hitbox, move speed is faster (poor man's version of kishuu I'm thinking). 5C all frames decreased some 5D all frames decreased some spark's speed is a little slower collider's invun is slower (hmmm) super does 2600 all command throws unchanged. b sledge > 2b > 2c > collider can be teched. spark > 5C > 6A > 2C > Collider > b sledge > ... at this point it can be teched. 2A>4D works, but 5A > 4D does not. 2D has lower hitbox, so at right distance works as AA, start-up is also faster (maybe). They were explaining collider change but I don't quite get it. Doesn't seem to be bad though. Conclusion is it's still a very good situational AA. super dmg is about 2600, cannot hit hazama with terra break when he is downed (makes sense, couldn't against nu either).

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Tsubaki: Air throw seems like you can't combo off it. Same for corner. hitting opponent in the air with 22a/b/c can be followed (i think this is what it's saying) Combos- ground whatever > 236A/B > 214A/B > 22A/B/C For charging, with high scaling first hit (probably some kind of A move) the damage is about 2000 ground whatever > 236A/B > 214A/B >22D > 6C > 22A For damage, 6C > 22A <> 6C > 22D can loop (i think). with 2 charge damage is 3000. forward throw>214B>B>Super jump jB>JC>JB>JC>J236A>J214B/C 214B cannot combo from 214A, 5C (or the other way around?) level5 charge combo 5B > 5C > add C > 214214 D > 5B > 236D >22D > (6C>22D)×2 > 6C > 236236D May also work off a throw. damage about 6600.

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Taokaka: combo- 5B>3C>5D>JC>cat2>J2D>B>5C>2D>JC>J8D6×2>cat2>cat2 3600 5B>3C>5DB>5B>2D>J2DC>JDA>J8D6>JC>J8D6>cat2>cat2 3700 5B>3C>5DB>J2DB>5B>2D>J2DC>JDA>J8D6>JC>J8D6>cat2>cat2 3900 5B>6A>J2DB>taunt>command jump>J2DB>5C>2D>J2DC>J2DA>J8D6>JC>J8D6>cat2>cat2 4000

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nu: 2B, 3C has less range (I think) 5D,6D range the same, but definitely slower, recovery about the same as bang's whiffed command throw. air crescent can still be done via tk, still hit crouching opponent. Feels like no change to cancel. Sickle hit no longer float. Gravity gauge recharge is fairly slow. Combo with gravity well still works I think.

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I might be slowpokin' here, but was it mentioned that Noel hasn't actually lost her old 5C, rather, it's now an extension from the new 5C - so assuming her 5C is like Rachels (?)? EDIT: Looks as though her old 5C is her new 5D. So disregard.

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From http://www.youtube.com/watch?v=r6vc60VYqf8

- 2:28 - Collider, 6C xx Collider, 2D. Is that legit? Can't tell from combo counter - if it is, then Collider must have less proration points...they could have teched the 2D in CT.

- Are all defensive bursts always equivalent to CT green bursts now? Seems like they are...

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From http://www.youtube.com/watch?v=r6vc60VYqf8

- 2:28 - Collider, 6C xx Collider, 2D. Is that legit? Can't tell from combo counter - if it is, then Collider must have less proration points...they could have teched the 2D in CT.

It's legit.

As far as I know, when a combo blackbeats in Continuum Shift, it turns blue and a secondary number is shown below the combo meter. (I guess to show how many hits the combo was legit before it techable.)

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it shows a number for each hit in the cimbo that's not legit. so for example if you had a combo where the opponent could have teched out at 2 points (say the 4th hit and the 12th hit) and the opponent doesn't tech, the secondary number would show '01204'

i know there's a video that showed this but i can't find it right now...

edit: found it

http://www.youtube.com/watch?v=z2YTsK5AAIY

at around 2:20

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Noel: Throw- first hit 0 second hit 540→100 third hit 540→700 command throw- first hit 0 second hit 1200→800 6C- first hit 560→450 first hit scaling 90→80 combo hit scaling didn't change 2C- damage 550→450 combo hit scaling 97→90 bloom trigger- first hit 800→600 second hit 1200→900 ground shoot b- damage 200 scaling 103→98 ground shoot c- damage 100 scaling 110→120 Not sure how accurate these numbers are, because it seem unlikely you can pull these numbers out just from looking. Too many variables. Use it for reference for now though. Edit: System- counter hit is recognized on multi hit moves. While the actual effect and complete detail is unknown, counter hit on multi-hit moves allow for link. For example, noel's 2C(1) counter > 2c(2) normal hit > 3c combos on standing opponent. Jin's 5B(1) counter >5B(2) normal hit > 6C combos. (Need more information to know exactly what's going on here) More Noel: Buffs- 5B guarded can be jump cancelled. j6D is now j4D. A change was made bit I don't quite get it, something to do with frame advantage though. bullet rain's missile takes out 2 primers. nerfs- optic barrel has more recovery, not comboable in loc test 3. raid command changed, no invincibility (ouch) 6A's head invincibility comes a little later (i think) fenrir(?) command change combo firepower decreased Conclusion- It appears they want to make chain revolver more usable in situation outside of combos, but the nerfs to normals is too much, will likely be reverted partially. AA and Air to air went from one of the best to really bad. combo starter scaling too much so not much damage out of combos.

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Rachel: 5A, 2A, 6A, 5B, 2B, 4B are about the same 6B doesn't stun as long on counter 5C, follow-up, 2C, 3C about the same 6C no longer have height restriction, more damage. jA is no longer high hit. jB, jC about the same j2C still suck Wind affects frog, recovery start out slow but becomes faster. When wind is used recharge speed is reset. specials- pumpkin same on ground, slower activation in the air (not sure if it's getting it out or the actual hit), no longer guaranteed after wind (will disappear on hit), reduced active time and distance. lobelia no longer guaranteed, can call lightning before pole is completely formed. iris, frog, no change in activation. Frog itself has meter, move speed decrease, damage decrease. Can move quickly with wind. Because frog no longer jumps, spark bolt or other projectiles cannot hit it. super- ground lili is same air lili activate faster lili damage decreased nothign new about tempest. Used as reversal, safe on block, comboable on hit (if close enough). Not punishable.

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Ragna compilation: 5C faster start-up, less range, less recovery, more scaling as combo starter. 2C faster, less range, less recovery. Counter stagger for less amount of time. 6D slightly slower (1-2F) Special- ID follow-up has souleater effect. command throw is 400 rock it counter stun for less time. hades scaling worse -hades frame data- damage and combo starter scaling unchanged, mid-combo scaling is 60%, down from 92% dead spike guard crushes regardless of barrier. super- blood kain causes 5D(2), 2D, rock it follow-up to guard crush regardless of barrier. belial edge- replace hades in combos. if connect, can land and 6A or 5D 6A > tk belial confirmed. rc will provide good advantage. ground hit belial isn't very useful.

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Arakune: Combo- 6Cbug→6CX3→5Bbug→6CX3→5Bbug→JC→Adive→dive cancel 5B→JA→JB→JC→JD for about 3k Cloud- Bigger hitbox. The one that chases the opponent and stay in front of them moves faster. overhead cloud the same. Homing cloud (on self) the same. Don't know what 6B is used for yet.

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Tao's j.236B seems to have wall bounce properties. In the Tao vs Jin video, Taokaka kicks Jin and he is launched at the wall when she finishes (this happens twice). According to some observations, it happens when Taokaka is about to hit the ground as she is performing the attack. Lambda's gravity bar takes approximately 16 seconds to fill up. Apparently, her new Act Pulsars do not need to be combo'ed into- she can use it anytime she wants as opposed to the original. Burst System: everyone gets a maximum of two Bursts in all three rebels; if one Burst is used in rebel one, then they cannot stack up to two, even in the final match because one of them completely disappears upon use. However, this might change based on how many rebels need to be won. 3 out of 5 system might yield 3 Bursts: a player will have as many Bursts as the amount of rebels they need to win.

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Arakune's 3C breaks guard primer and is jump cancelable on hit.

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