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stunedge

BLAZBLUE Continuum Shift : Changes

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I don't know if it was already posted but... new modes for arcade: - the old Arcade Mode - Score Attack Mode: A+B then hit Start - Sparring Mode: C+D then hit Start

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Oh? I didn't look. He removed his percentage thing so I assume it's done. Edit: He already provided a conclusion. He also specified he will only list the important points. All other characters probably just didn't have enough info to post anything worthwhile.

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Tsubaki: -5B and 2C jump cancellable (jump cancellable crouching anti air? nice) -Charge level does not carry across rounds (I think that's what they are talking about) -Not in counter hit state during charge -236D loop with B follow up no longer connect -low negative penalty rating -air throw is fast but recovery is long and range is short -ground charge is fastest (didn't specify 5D or 2D, maybe both) -jump > jD > jB can be used as overhead, but not too hard to see. -cannot follow with 214a/b/d after air throw anymore -air normals cannot cancel into jD (ground normals may still be able to). -B sledge beats a/b/d dp (i think that's what it says), so they may be projectile based. -D dp, 236 D, 214 D can all link into super and b/d dp. -A dp > 236A > 214 A is 687 damage -something about 5B's hitbox, can't tell what it's trying to say. -CA is charge forward attack, fairly weak. -A dp has little invincibility but should still be usable for normal reversal situations. -214D has little scaling so it's a good gamble move. Also has slight advantage on block. -5B,2B,6A scales somewhat.

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This weekend. Edit: specifically 10/3111/1 開悬穏ćČĄ(is this the location? I don't recognize the area) @ă€Œă‚«ă‚žăƒŽäșŹç”ș」

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Jin: Yukikaze does not catch low. jB isn't as good for cross up, probably due to slower start up (probably no change). j2C may be usable as crossup, feels like slightly larger hitbox. air B fireball hit ground target > air dash jB combos (whoa)

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Carl: Brio can be regular guarded in air (i think that's what it says) 2A>5B>6B>canta>volante>5C>JB>JC>JB>JC 2065 2A>2B>3C>J2C>alle>5C>JB>JC>JB>JC 1600 ~3C>input volante>hit downed opponent with 2B>volante hits>5C~ Air combo after 5C not confirmed. (neesan behind carl)2A>5B>6B>canta>2D>A viva(?)>2C>8D>volante>5B~ (jB doesn't combo afterwards so so knockdown after volante may be a good idea) 6C startup feels the same focco, 3D no change Volante > 2A 664 has step jump... holy moly I'm pretty sure I read this right 'ă‚čテゾャンプ' (this is big change, this can open up quite a few things for carl) step jump covers 1/3 of screen step cancel into alle isn't hard, but no use found thus far ground target jb > jC does not combo (same as CT)

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Tsubaki- 5C follow up, 2C follow up both not jump cancellable on block. Hakumen- 6B still suck. jin- 6C > 5C > j2C > jD > air A fireball > C musou major air fireball buff this loc test I guess.

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Hakumen's 6B in more detail: Gatlings into nothing Links into nothing Not throw cancellable D cancellable cannot cancel into yukikaze cannot barrier cancel cannot step cancel cannot jump cancel canno cancel into shippu or mugen cannot special cancel second hit is 485 damage The bad news, it sucks terribly right now (along the lines of completely useless). The good news, it's unlikely it will remain this way till arcade release. Edit: Also, hakumen can also step jump. Not sure if it's of the same properties as carl's. People described his hop jump cancel as similar to that of johnny or Ino (I guess it's just the general motion with the Ino comparison).

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Tsubaki: jump cancellable on hit- 5A, 5B, 5C, 5C follow, 3C, 6C jump cancellable on block- 5A, 5B, 5C, 6C Bang: 5A hits all crouching, minus taokaka crawling forward. A, B nails both still have momentum. A nail is still faster than B nail. No change to supers it seems from last loc test. D moves cannot double teleport, cannot jump cancel (on block, of course) 2A can link twice, horrible scaling. 5A>5B>daifuka is gone. adding 2B may solve the problem. no change to air throw 2B > double punch loop is easier it seems due to change in height requirement (no idea what they are talking about) Arakune: Off Low- 2A>5B>5D>J4B>5A>6B>J6D about 1800 60% Off Overhead- 6A>5D>J4B>A>6B>J6D about 2000 60% 6C(3) about 2400 0% Off Throw- æŠ•ă’>super>5C>JC>JD about 4000 25% 50% meter off jB- JB>5B>5D>J4B>A>6B>J6D about 2000 60% Off 5C (as AA)- 5C>J6C>JA>JB>JC>J2B dive cancel>5B>JA>JA>JA>... about 2500 0% Off jA(Air vs Air)- JA>J6A>JA>JB>JC>J2B dive cancel>5A>6B>J6D about 2000 25% Taokaka: Guard crush moves- projectiles (Doll, hammer, bowling ball), 22C 6th hit Regarding dancing edge- B follow up has less recovery so taunt combo is easier C follow up has a little more advantage (didn't explain exactly why) j2DB is disadvantageous on guard. May be distance/height dependent j2D may be faster. Cat2- Hitbox isn't too good possibly, lost to the tip of Jin's jC. Need sufficient height for all 5 hits, 6A > cat2 (5) does not work. start up is fast, low recovery, tech time also low (if not last hit I guess) 5th hit in corner may be disadvantageous (quick tech off wall bounce, maybe?), other combo ender may be preferred. Combo- normal CD loop works on carl. combo changed vs noel, jin, rachel jC didn't get hitbox nerf, probably. Landing all 5 hits of cat 2 is apparently hard against ragna- JC>5B>3C>5D>(JC>JD>)*2>JA>JC>JC>JC>猫2(5) about 3500 against tager- JC>5B>6A>JDB>taunt>cat3>2D6>JC*3>猫2(5) about 3300 B, C crouch counter hit to 6C also does not work. 6B > cat2 up to two hits. Others- Throw may be shorter (not sure) but movement throw works about the same 4 Primers Additional- 6C and cat 3, fully charged may also guard crush.

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Hazama: cannot step jump, but can step barrier (didn't explain to what extent) 6A/B/C cannot jump cancel, 6A can super cancel 6C seems important as combo starter (didn't explain why).

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nu: act pulsr has upper body invincibility (not attribute invincibility), can use in the air (whoa what?), when used in the air can land on the ground instantly (Going to need video footage most likely. Lack of info and general wtf?) crescent has height limitation. legacy can only be comboed from 5D can use gravity field like a DP.

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Jin: Air A fireball→air dash jC→jD→6C→5C→jB→jC→jC→B musou for 4104. Pretty good damage, but the likelihood of this happening isn't high so not too big of a deal in my opinion. Either the recovery of air fireball got buffed like crazy (air fireball into j2c? really?), or hit stun got buffed. I'm going to ask them about block stun on those fireballs. If it's a lot, then this may turn into stunedge frc.

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Jin: jB is slower but bigger hitbox (horizontally). will need to confirm because there is some slight contradiction. D fireball start up slower. Air fireball also more recovery, projectile moves slower. All D specials are weaker (probably same as previous loc test, in terms of damage). Air musou all move same distance C moves are better (same as before) 6A may have wider hitbox (horizontally)

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Ryoko, can we get some clarification on what you mean by step jump? When I hear it, I think of Nirvana cupping her hands and launching Carl. Is it jcing a dash?

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step jump is just jump cancelling during hop. Hakumen: Yukikaze still catches low. 2A>2A>renka(2)>gurren>6C is about 2300 dmg, if one 2A about 2200 dmg (wtf?) counter j2A can be followed by dash jC. Taokaka: JC>B>6A>(J2DB>taunt)*3>cat1(1)>2D6>JC*3>cat2(5) 3900 about Taunt may need to be delayed vs certain chars. Easy to do on tager (of course) cat2 5 hits seems not possible on CD loop. No reason to do cat 2 unless you can get all 5 hits because opponent can tech and punish on tao's landing recovery. jB is not overhead, but can now be used as crossup with slightly increased hitbox. cat 3 and 6C guard crush when fully charged confirmed. jC counter > 6C may still work 5B counter > 5B not possible, probably due to attack level reduction Rachel: 5B5Cfollow up Cfrog3C/2B5BA lobelia6CJC2D>air irislandJBJCJBJCA lobelia for 3500 5B5Cfollow up CB cannonair dashJBJCair irislandJCJCA lobelia for 3000 level 3 j2C damage is 2000, no properties changed. Ragna: 5C recovery lower, damage lower, more scaling 2C recovery lower, gatling into 6C, counter stun reduced 2D recovery lower 6D startup slower by a few hells fang first hit counter stun reduced hades first hit scaling increased dp drop kick command changed to D belial- not guaranteed punish on block. good combo part. no down properties blood kain- 5D(2), 2D, hells fang follow up guard crushes. life drain reduced. (ragna's seems like a semi compilation, nothing new really)

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Tager: To beat guard- A buster or delay regular throw. To beat jump- collider To beat backdash- emerald, 6A, 5C To beat burst- A buster, bolt charge, 5A Risk/Return 5A- low risk/low return A buster- high risk/mid return emerald- mid risk/high return collider- mid risk/high return 6A/6C- high risk/high return Tager can play a fairly good oki/close range off advantage now with the above options. If gadget finger can provide up to 5F of advantage, then tager's oki will at least be high B.

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