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stunedge

BLAZBLUE Continuum Shift : Changes

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Information has been hard to come by, mainly because I can't understand kansai Japanese at all (especially osaka dialect. Wtf are they saying?) Nu: 5DD > legacy edge confirmed. noel: 5D > 6C confirmed, combo does 3500ish. Rachel: j2C still not normal cancellable. Ragna: 5D(2) counter>6A>JC>JD>JD>belial>6A>5D>HF is about 4k. Tager: in the corner collider>6C>J2C>Gadget confirmed.

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Bang: -D moves have guard point even after teleport, but guard point doesn't last long. -5A hits crouching (confirmed on Jin and noel) -6C hits standing (Carl confirmed as well, I think) -Daifuka done on reaction to beat frontal sword summoner (huh? It doesn't work in CT?) -new super does 2500 damage -3 623B loop confirmed, damage off 2A is about 2k. -furinkazan is 50% meter -2D start for 4 seal combo still fairly easy.

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Carl: -Nirvana can rapid fire volante 3 times, 8D 5 times before breaking down. (no change, I think) -Nirvana recovery from breaking down is 15 seconds. Have not checked regular recharge speed. -Carl's hop allows him to go past downed opponent (pretty cool change), still has a bit of recovery (not cool). -Can do specials, but not nirvana supers during hop (the guy mentioned he may just have screwed up input, so they will try to reconfirm). -Something about jB that I'm not sure...

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D bug - butterfly, moves similar to old D bug, air unblockable when flying up, untechable, breaks 1 guard primer

How didn't I notice this? That's awesome!

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-Carl's hop allows him to go past downed opponent (pretty cool change), still has a bit of recovery (not cool).

.

Carl has Corpse Crossover now? If they fix the recovery that will actually give him an edge.

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Nu: Tk crescent and crescent cancel still works. Gravity gauge recharges in 5 seconds (may be off). C moves have shorter range but are faster than previous. throw is 1k (forward and back), air throw is 2k (No change). Tager: Center screen collider > jC (movement) > j2C > gadget corner collider is combo I posted earlier. Against tager, a sledge at beginning doesn't reach him anymore (not sure if it's shrinking of tager's hitbox or shrinking of a sledge, I think). Arakune: 2D seems to have less recovery. throw > super > 5D > jA > jC > jD does about 4k with 60% curse meter. Carl: Nirvana gauge recovery starts if not activated for 3 seconds (same as CT I think). Taokaka: 5A/2A into first part of taunt combo (pre-taint) cannot be connected. May be timing issue. Will reconfirm (black combo currently). back throw > cat 3(1) > 22C (i think) > j2D comboed. confirmed on ragna, hazama, tager 2D counter can go into (jD6 > jC)X4 ? jDA > j8D > j8D6 for about 3300. confiirmed on ragna. cat 2 last hit launches opponent away, cannot follow up it seems. jB seems to be faster. jC > jB works. Noel: 6A hits crouching (i think), confirmed on litchi 2D is back to CT, with exception of it not being overhead it seems. something about the use of a chain revolver move (kaka? huh?) 6C is faster. Bullet rain still recovery till landing. Ragna: 6A > 5D off belial seems not possible because of high bounce. 5C has its CT range back it seems but tip (basically the whole extended area) doesn't have much low hitbox. 2C > 6C works. 2D seems to have slightly less recovery (may be wrong). tkGH>5B>6A>GH>B is 2700, 。tkGH>5B>6A>JC>JD>JD>BE>A is about 3200. There seems to be a little problem landing belial on tager. Not sure why. 6D is a little slower (I think the same as loc test 3). belial rising part, if counter, is untechable till hitting the ground. still slight disadvantage on block. DS (regular) is bigger (i think it's the same as the buff from before). air throw > GH > 5B > D dp worked. the guy forgot the damage though. There was one piece of info regarding running tk GH crossing yourself up during combo or something. Couldn't figure out what the guy was saying.

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Hazama D dp is projectile based (lolwut?) Hakumen: If 4C is normal guarded, hakumen can 4C again and opponent can't jump out(wow, must be plus quite a few frames on block) jC counter can be linked to 2C in the corner. 5B hitbox shrunk again. 6C is fast (no change) 4C > quick kishuu enma link prevents something. 6A needs to be done fairly early to be usable as AA. j2A > j2A if height adjust correctly can link into jC j2C has a little less horizontal hitbox (makes sense) 5A beats all of hazama's air moves 5B counter > 3C > 2B > gurren works

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Bang:

-D moves have guard point even after teleport, but guard point doesn't last long.

unless this is a revision from an earlier update...bang's Drive in CT always still had guard point after teleport (at least forthe duration of the guard point anyway)

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I'm pretty sure there was a change to bang's teleport guard point. They gave an example, but I don't know what cheru(チェル) is so I didn't bother posting it. Apparently you can GP the first hit, teleport A, GP the rest of the hits, and still land 2D.

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Rachel Alucard

Based on N Otoko's impression:

Wind Gauge

After using the last stock, it takes 3~4 second to begin recharging. (Same as CT)

Jump 2C

J3C+D> 236A links. You must do 3D wind to work. It confirmed working on Taokaka, Ragna, Tsubaki, and Lambda so far. Even it doesn't combo due to distance, 236A is safe on hit or (instant) guard. 214C lightning doesn't combo afterward though. With pumpkin you might be do J2C+D > 236A > 6D > 6D > dash A.

Guard Primer

C -> C and 4B are not confirmed removing guard primer points. Rachel couldn't guard crush opponent in general. You may try HJ2C+D > 236236C > HJ2C+D to remove guard points with level two J2C at best.

Jump A

Still not an overhead. And either its start up is slower or hit box is smaller because climbing jump A whiffs on crouching characters.

6B

Damage scaling may increased a bit but 6B counter hit > 6 C+D combo still do high damage. Attack level may be lowered for the less stun time.

Cannon Ball

Hit effect may changed (shorten) on both sides. On normal hit Rachel is still punishable by Ragna's standing B in very close distance. Seed still disappears when Rachel gets hit.

Pumpkin

Pumpkin seems taking a bit more time to move.

Frog

Activation box shrinked. Wind still affects the frog.

214C / J214C

No much different from CT except command changed from 22C.

236236C / J236236C

Except damage decreased everything else is the same.

At first N Otoko think Rachel is quite hopeless from what he heard before, but he found Rachel has plenty of new tricks with the changes.

J3C+D > 236A > rc > dash > ~ > C, C follow up

Reliable combo after J2C needs rapid cancel. As long as it leads to C -> C knock down, Rachel has plenty of okizeme tricks.

C, C follow up > frog > (opp rolls forward) > dash J2C > frog activates > combo

^ Assuming opponent rolls toward Rachel

C, C follow up > pumpkin > frog > (opprolls backward) > 6D > J3C+D > 236A > frog activates > combo

^ For opponent rolls forward, you can do J1C+D instead.

~ > 236236C > pumpkin > frog > (opp techs) > okizeme

^ Same as above.

~ > frog activates > 6C > JC > 236236C (> pumpkin > frog oki)

^ Basic combo + set up

C, C follow up > frog > 3C+D > frog activates

^ Works on all characters

Taken from zetaboards.

http://s1.zetaboards.com/blazblue/topic/2442606/1/

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I saw somethings about Jin there as well

Jin Kisaragi

- Standing C beats Ragna's air dash C.

-Jump B doesn't hit downward that well.

-For air combo, after 6C you can do dash cancel 5C > hjc > JC > JD > air dash J2C > JC. (5B whiffs afterward)

- 623D > 632146C does about 3000 pts.

- 623B corner combo is still working, no change in damage either.

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Hazama: B follow up is suppose to be awesome. Can be used as AA. Air throw close to the ground can combo into 2B. D moves can be cut (Hazama is going to be dicked in this matchup if something isn't done). Noel: Chain revolver moves got faster. New move (j6D i guess) can be used as semi-hyper fall (same as before) 3C less recovery. optic barrel is faster but still slight disadvantage on block. 5D has more invincibility (need to be confirmed)

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From zetaboards, some overlap info, some new. Bang Shishigami Standing A: still works on crouching characters. Standing B: has more hit stun that attack level probably increased to Lv 3, links to 6C easily, however it's no longer jump cancelable on block. 6B: 6B > 2A combo confirmed. 6C: does not miss standing Carl but whiffs on crouching Tager (really?!). Quite strange. 2B: attacks upward much better due to larger vertical hit box. It is a reliable anti air in the location test. 3C: still jump cancelable on hit or block. D moves: still has a fast start up but untechable time decreased a bit especially after standing D. Bang can teleport twice after a guard point. J236A: poison still does good damage. J236B: projectiles travels faster than CT. J236D: has a longer untechable time. ↓↘→↘↓↙←C: less invincible time. Combos ~ > B > 2B > 623B > dash > 623B > 2B > 623B ^ You can link ↓↘→↘↓↙←C or standing B after the last 623B. A > B > 2B > 6C > j623B > 2B > 623B ^ confirmed on Litchi B > (2B>) 6C > JD > land dash 2B > 6C > 623B > land 2B > 623B > dash 6C > j623B ^ confirmed on Tager

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Some Noel stuff from zetaboards (Apparently there's two parts. This is the first, second will be soon) Noel is still vastly different from CT. You have to play her differently in Continuum Shift. Her best way to break opponent's defense is actually her throws. With her high mobility and diminished throw buffer effect, you can catch opponent with throw counter easier now. Throw > 214A > 2B > 6C > JD > 6D > 236D is a stable combo. You can skip 214A in the corner for more damage. Standing A: has a longer recovery. You cannot whiff it to bait dp. Standing B: still jump cancelable. 6A: hit crouching characters this time but still has a slow upper invincibility start up. Standing D: has the old standing C follow up motion. 2D: still no an overhead, but links to other follow ups even on standing hit. 4D: Has upperbody invincibility. Also links to follow ups (instead of blows opponent away). JD: important loop patch due to the untechable floor bounce effect. 6C > JD is the basic combo patch. J4D: because of its large hit box, it is a good air vs air move. On knockdown or counter hit you can do combo afterward.

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More from Zetaboards, this time about Ragna. May overlap with other Ragna info

Ragna the Bloodedge

Standing C: its range is back with a smaller lower hit box of the tip. In addition, damage scaling return to CT level that B > C > 214A > 214D does 1950 pts. Recovery is still quick.

623C: 623C > 236C > delay 236C > B > D > 214A > 214D works now. 623C probably has more untechable time.

214B:

2147B > 5B > 6A > 214B > B [2700]

2147B > 5B > 6A > 214B > 214D [2900]

2147B > 5B > 6A > JC > JD > jc > JD > J214C > A [3200]

J214C: On counter hit causes untechable knock down.

Then you can do 2B > 3C > D > dc > 6A > hjc > JC > JD > jc > JD > J214C > D for 2900 pts. 3C starter leads 3900 pts.

6B: 6B > C > 2D >> C > JC > JD > jc > JD > J214C > D works as well.

214214D: HP draining amount reduced in BloodKain mode. 5D > 6D doesn't link anymore. The best combo so far is 6C > 214214D > JD > jc > JD > J214C > D > 214214D [5500]

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Tager: jC > jB combos. jC > jB > jC combos at the right height 4D has pretty good vertical hitbox. A bit higher than 2A. low air j2C >2B > 2C > collider > 6C > 5D combo B sledge > 2b >2C> collider > 6C > 5D combo spark bolt > 5C > 6A > collider > 6C > 5D combo tager's size at loc test 4 seems to be the same as CT. Spark has a little more recovery.

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"残鉄立ちC残鉄で6k"

Hakumen 41236C > C > 41236C does 6000 damage.

Gotta go to sleep now... Too many Arcana Heart 3 reports this weekend. Hopefully players will post more juicy info tomorrow.

What is 236236D, did they change the imput on the brograb?

My bad. It's a typo.

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Well thank god zantetsu isn't a legit overhead. Still kind of out there though. Jin: Air B musou > 5C into air combo (errr.... wow? I'm pretty sure I'm reading this right) D dp second hit has more horizontal range (3/4 screen to full screen. whoosh. Seriously though I don't know the exact range) jD hitbox a little bigger 6D faster (probably same as previous loc test yukikaze follow-up impossible. fireballs are pretty good (no reasons as to why).

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Carl: Throw loop 100% gone (the guy didn't specify how). Jin: To clarify B musou, it is now used as a combo linker for airborne targets. Something like: D musou > 6C (or replace with equivalent) > B musou > 5C then air combo. Pretty cool in my opinion.

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Arakune: corner 5A > 6B > jD can be looped. So far 2 loops has been confirmed. 5C seems unchanged, motion is a little different but everything else is the same. 2B is no longer awesome AA. 2B counter > 2D works jC doesn't link to dive.

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