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stunedge

BLAZBLUE Continuum Shift : Changes

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Hazama: 214DB is good anti air. Not much horizontal hitbox, but fair amount of invincibility and not much recovery. Overall good move. Air to ground in general is bad. Litchi: big wheel start up is faster (need confirm).

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Hazama: 5B>3C>214DC>5B/5C/2C>JC×5>5C connect (jCX5? wtf?) something about viperbite scaling in the air super jump jCX5>jCX4> 623D returns the best damage(seriously, wtf?) back to wall 3c>214DC>5B/5C/2C>623D>low air dash cross up j2c> land 2C>623D Hazama has a alle cancel hyperfall, doing low airdash 3D followed by immediate A cancel. Damage output in good situation can approach 4k. Hazama's weakness thus far seems to be oki. I skipped several points because they were unconfirmed. Ragna: C dp combo start can now dish out up to around 3k thanks to belial. 5B hells rc nets about 3.7k. hades scales a long but if limited to 1 hit combo starter (counter), still can deal around 3.8k throw combo damage up, back throw nets about 4k.

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Tsubaki Compilation (may contain errors): ~Normals -5A- may not hit crouching on certain characters. Can jump cancel on guard and block. -2A- Regular mashable move. -6A- Overhead, fairly quick. Links into 5C, scales a fair amount so use this when conserving gauge is a priority. -5B- An attack with wings coming out, long reach. Important for working off neutral. 5B hit confirm goes into 236D for good damage. Can jump cancel on hit and block. -5B followup- for comboing. -2B- basic low. -2B followup- For comboing. -6B- Low, does not knockdown. Mixup with 6A. -6B followup- Don't know much about this. -5C- Short reach. can charge cancel and jump cancel on hit and block. -5C followup- for combo. Jump cancel on hit, for linking into specials. -2C- crouching upward attack, seems to be for AA. cannot jump cancel (was doable at 4th loc test, not at 5th). -2C followup- need to be barrier in the air, can jump cancel on hit. dangerous if blocked though. -6C-somewhat wide hitbox。Can be linked from 22D. jump cancel on hit and block. Good for lockdown perhaps? -6C followup- not sure what this is for. -3C- sliding sweep, decent range, jump cancel on hit. Can cancel into special too so can be used for pressure. -3C followup- jump cancel on hit. Link from 3C to aerial combo on hit. -JA- for air vs air? faster than jB. -JB- regular range, can jump cancel. Since it's high hit, may be able to jump > charge cancel > jB. -JB follow up- can jump cancel, no idea what it's for -JC- can jump cancel, seems to be good hitbox. good for tracking down airborne opponents. -JC followup- Since it's high attack, potential jC into either land 2B or jC followup may be possible as mixup. If hit grounded opponent can link into 214D > combo. -Throw- can't follow up attack it seems. -jump cancel moves (On guard) 5A、5B、5C、6C   -jump cancel moves(On hit) 5A、5B、5C、5C follow、2C follow、3C、3C follow、6C   -Charge cancel moves 5B、5C (may also be others) ~Specials -審技・閃ク壱ノ撃 236+A or B or C or D Charge attack. D provides advantage. good scaling so can probably get good damage off this. Not sure if this can be used in combos at the moment (the a/b/c versions). can combo into 214 and 22. -審剣・光ヲ断ツ剣 214+A or B or C or D Slightly move forward, cannot jump cancel. cannot carry into air combo even from 5B so probably go into 22C and then charge gauge. can combo into 22. -審剣・風ヲ凪グ剣 22+A or B or C or D(can charge) blows opponent away horizontally. can be teched. D version wall bounces and continue combo. For charging gauge mainly. -審槍・空ヲ突ク槍 623+A or B or C or D dp. D has full invincibility, but a/b/c may not have invincibility all the way to hit (something like Jam's dp in slash, for example). Can still be used as reversal projectile based, cannot beat sledge. can combo into j236 and j214 -審技・空ニ閃ク光 (air)236+A or B or C or D D version ground bounces, a/b/c slams down. can combo into 214 -審技・空ヲ翔ル翼 (air)214+A or B or C or D downward charge with wings in front, looks like second part of millia's super. Not an overhead. D version links into 5B and D dp. Probably has more potential. Also is an overhead. ~Supers  -審罰・天ヲ刈ル焔 236236+C or D Uses all auge, loses to bang's new super. Has some invincibility. 5 gauge nets 4875 damage (from loc test 4) -審罰・地ヲ抱ク衣 214214+D Install, seems to have invincibility on activation starts draining gauge on activation, can be used liberally during allotted time. ~Combos -(5A or 2A)>5B>5B follow>5C>5C follow>236A>214A>(22D>6C)×n>22C Moves in () can be omitted. If damage is wanted, use 22D>6C. For charging gauge, go directly to 22C. 2 gauge results in about 3k.   -6A>5C>5C follow>236A>214A>(22D>6C)×n>22C Off overhead. High scaling on first hit so conserve gauge may be best in this combo.   -3C>236A>214A>(22D>6C)×n>22C Same as above, just off 3C. -3C>3C follow>JB>JB follow>JB>JB follow>JC>JC follow>236A>214C Highest damage air combo so far. May only combo on super jump.   -5B>{236D>5B>5B follow>5C}×2>236A>214B>22C high firepower, 4k. works in 3rd loc test (wasn't in 4th it seems). Need to reconfirm -Throw>214A>(22D>6C)×n>22C   -Throw>214B>5B>(super jump)JB>JC>(jc)JB>JC>236A>214C For about 2.5k, worked in 3rd loc test, not 4th. Need to reconfirm.  -(Level 5 charge needed)5B>5C(>5C follow)>214214D>5B>236D>22D>(6C>22D)×2(>6C)>236236D Should also work off throw. 6600 damage.   -(Level 5 charge needed)Throw>214214D(>5B)>623D>J236D>J214D>(land)236236D For about 5300. Tsubaki Compilation Complete.

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Hazama: Strong points Both DD are fairly good for given situations. jB is good for air vs air. jC probably just for combo, j2C can cross up but hitbox isn't too good. 214DB is strong AA and obvious charge ins. something about hard to see high/low mixup. not sure. command throw scale a lot, but is very fast. Weak points D moves are kind of bad, for reasons that I can't quite understand. Possibly something to do with the movement aspect. 5B crouch hit doesn't link into 3C. viper bite has long recovery, not very useful at mid range either. 5C and 2C are short, shorter than 5B.

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Jin Compilation: ~Basics HP seems to be the same 5 primers guard crush moves- a/b/c dp, ground d fireball first hit, d dp second hit, d musou second hit, wave super. ice breaks without shaking. jin flashes when using D moves, no purpose (remove plz) a/b/c dp looks nicer, no purpose ~Normals -5A- No change -2A- Slightly slower, probably not going to effect much though. -6A- more horizontal range, can cancel into special on block. -JA- slowdown similar to 2A. ja>jC works. should work with j2C as well but unconfirmed. -5B- Startup is close to CT (may be the same now). Hitbox got shrunk, cannot hit downed opponent (may not catch rolling opponent as well). 5B > 2B gatling. 5B(1) counter >6C confirmed. First hit counter 5b(2) > 6C confirmed for air and ground target. -2B- 2B>5B gatling removed. faster, less active frames, less recovery -6B- Faster, slight disadvantage on block. More hit stun, easy to link dash 5B. -JB- slower start up, hitbox moves slower but longer, can use for cross up. 5C>jB only works on tager -5C (important change1)- faster startup, less recovery. a little longer, beginning of fight can now reach opponent, now has some AA capabilities. May be able to 3C>5C rachel. -2C- Slightly faster startup, less recovery. Cannot jump cancel on guard, should not use for AA. -6C- faster startup, smaller hitbox, less untechable time. -3C- no change -JC (important change2)- same startup as old jC. recovery about old jB. Reach about taokaka's jC. Mid range rising jC counter>airdash j2C>jD confirmed Midrange descending jC counter>land 2D confirmed. can also dash 5C. gatling is jC>j2C, jC>jD -J2C- old jC, may be slightly slower. less hitbox vertically, more horizontally, may be usable as crossup. Gating is j2C>jC, j2C>jD -5D- faster startup, more recovery. Dangerous if blocked in the air. hitbox smaller. Can dash cancel (unchanged from CT), can D special cancel (but has to be immediate, cancel window is smaller). 5D(ch)>after recovery wave confirmed -2D (important change3)- Startup faster, still same recovery. No scaling change it seems. -6D- Faster startup, less freezing time but doesn't affect combos. -JD- faster, wider hitbox? -投げ- no change, throw>d super about 3k. -CA- didn't check. ~Specials -A fireball- faster startup, faster projectile (not sure by how much), a little more recovery (maybe). -B fireball- No change. -C fireball- a/b together, recovery abotu same as b fireball -air fireball (a/b/c)- significantly reduced recovery (how is this not important change4?). If fired at highest point from regular jump, can air dash/double jump. Position dependent can air fireball>airdash j2C>jD. However, there is still landing recovery (similar to hakumen's jD). air fireball>airdash j2C>jD>land dash>5C>c mash>6C>C musou for 3869 air fireball A>airdash j2C>jD>6C>5C>jB>j2C>j2C>b musou for 4104 -D fireball- ground has more recovery, 6C>D fireball>a dp doesn't work anymore I think. Air has more recovery, current A/B/C fireball recovery. air D fireball>6C confirmed. air and ground are both slower startup, projectile move slower. cannot release second D fireball when 1 is out. -A dp- more recovery. first hit scaling 70%. Recovery does not effect combos. A dp counter>wave(5 hits) for 2500. a dp> d super confirmed. -B dp- faster startup, more recovery. B combo in the corner still ok. -C dp- more recovery. links to A dp on counter hit mid screen. in corner 5b>5C. normal hit can't do anything due to recovery. target falls faster (less float)? -d dp- scales more, about 80% -A musou- same -B musou- air movement range same as A musou, ground movement range same. ground hit does not not down. neutral if target is crouching. air hit does not down, can immediately tech after hit (I guess musou B>5C is gone from this loc test) -C musou- slower startup, ground version is higher. knockdown for both ground and air. Air version movement range same as A musou, can't use for escape. 3C>C musou is character specific. -D musou- no change D musou>6C>C musou confirmed, -C mash- Less knockback. ~Supers -C super- less damage. -D super- no change -Yukikaze- doesn't catch low, 3572 damage. Can follow up if RC ~AH No change ~Others damage decrease due to scaling change to D specials. ~Basic Combos 2A>5B(2HIT)>5C>C mash>C musou mid screen 5B(2HIT)>5C>C mash>slight dash 6C>2D>6B> delay air C musou mid screen crouch 5B(2HIT)>5C>6C>2D>slight dash 6B>C mash>6C>C musou Jin Compilation Complete.

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FYI on Tsubaki j. 236 A, B, C or D slam the opponent to the ground. The D version bounces the opponent from the ground and launches a projectile. When you use j. 214A, B or C the move is powered up. j.214 D (and only D) is an overhead and can be combo'ed from.

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To clarify burst system completely: Burst icons has 2 purposes: Break Burst Astral Heat Either of the above two actions requires 1 burst icon. Start with one icon, will gain one when a round is lost. Number of total burst is not related to number of rounds. Max number of burst per match is constant at 2. Which means 2 out of 3 and 3 out of 5 has the same number of total bursts (2).

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since there arent much to conclude in 4th and 5th loketest i guess i will just leave top posts like this and wait for official release

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I'm pretty sure this qualifies as info, I thought people would notice this by now by hazama's drive count has no effect on his other moves that use ouroboros like his dp-esq attack, I saw that someone had a 0 count for ouroboros yet they were still able to perform this attack.

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Probably. It could act as a hub for all footage too.

Sorry, no. Those should be in two separate threads.

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Nu: 2c>3C>B arc pulsr c arc pulsr > 5DD > jDD > jDD> crescent for 2.6k Throw > 5DD is character specific, harder timing? spike > 2DD > aerial for about 2.6k low air 2DD hit > 6C > 2dd > aerial 4B>JC>J2C>jc>JC>J2C>crescent arcade last boss is hazama, auto gauge gain, super fast.

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Jin: B musou is + on block, I think. Still doesn't knockdown. C fireball is 1 projectile again, no details. Noel: 22C combo still works, just need to do 5D (old 6C). Requires corner for Jin. Will need time to check all characters.

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They are probably playing by now, right? If there's already a few news, I'm thinking we'll have quite a bit of info by tomorrow morning (US)

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By the way, would it be better to make a new thread for all the arcade release info?

I think this thread is fine. If stunedge doesn't want to update his post after more information comes out I can do it for him.

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Ok, the reason I asked is precisely because I do not want to be the one updating the first post. Tsubaki: astral command is 632146C 236A>214A>22C connects, can follow with 2B in the corner. D dp has invincibility only till hit. Hazama: 5B>3C>214DC>5C>2C>aerial or 623D seems to be basic combo. 5B>3C>214DC>2C>JC(5)>2C>623D is about 2.3k Nu: C arc→ dash 2C→JC(8)→J2C(8)→ crescent for about 3k C tsubai (huh?)>2DD>6C>2DD>6C>2DD>JDD>J2DD>crescent for about 3.5k, maybe corner only. CPU 9th match is ragna. Hakumen: 4C (counter) > 6C >shippu for about 2.7k 6C (full charge) > shippu for 5.1k 4C (Counter) > 4C for 900 5C > enma > j2c > 2C > blah blah for about 3.5k Cannot jump cancel during dash low air jC combos into 6C (decent hitstun) 6C > shippu takes 3 primers. 3C >2B>5A>jA combos (more hitstun on 2B) 3C>3C combos 6A>6A (wtf? more stagger?)>3C>3C for 1.9k 6A moves forward, still slow, seems to be throw invulnerable (nice), links into 6B (even better). 6B two hits, overhead, knockdown, guard crush on block 4C is long and fast, not much damage, counter can link into gurren (they went with the sweet spot, nice). C moves are faster, 6C guard crush confirmed. jC has flat hitbox (not much vertical) throw>gurren>6C is about 2.4k, works on all characters. Cannot get akumetsu out, command must have been changed.

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bang: Daihuka has invincibility (welcome back) jD combo start into daihuka for 4k Can follow up with air throw (couldn't understand exactly how) Regular throw wall bounces, may be able to follow up. Seal combo is easier, but not as easy as loc test. new super does 2.3k Tager: throw>B sledge >2B>2C>collider confirmed. jD feels slower. corner only, i think- collider>6C>spark>2C>collider>lowest air j2c>gadget for 3.9k (pretty good) Litchi: Corner- 5B>5C(1)>6D(1)>一通B(can't translate)>2C>6C(1)>後ろ小手(backhand?)>5C>JB>JC>jcJD>下りJC>6C>燕(tsubame)>6C confirmed mid screen jC>jD> air dash jC> 6C> tsubame confirmed jD has more recovery Arakune: guard crush moves- 6C,2C,3C,6D,D bug during curse start button releases CT A bug (lulwut) zero adds 30% hiranuru adds 30% Some confusion as to what's going on with arakune Carl: volante projectile speed is slightly slower. Taokaka: throw >cat3>2D6>jC>jC>cat 2(5) 6 follow up feels like more recovery CD loop harder jC may have smaller hitbox 2a can only be gatling twice (not sure why) 5C (counter)>6C doesn't link corner- something into taunt>cat 2(5) >taunt> cat2(5)

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Noel: 5CCH>5D>5A>5C>6C>5C>236D Corner-5B>5A>6C>236A>5D~ (i guess they mean there is more follow up possible, and optic barrel combo returns) 4 primers 3C>22C> 5C combos at all distance chain revolver attacks (ones that has projectile property) may no longer be projectile property 3C guard crush JA>jB>jB>jC>revolver for 2000 throw>command throw>aerial for 2000 Not sure what j4D is for atm. 3C>22C>5C>aerial for 2.8k 5A can jump cancel on block. chain revolver 5C can jump cancel on hit 6B〉3C〉22BC〉6C〉5D〉6B〉5C〉jc〉jD〉5D〉6B〉236D for 3267 Rachel: 6A may have more recovery. 3CCD works on more characters j2C still suck (lv1) wind recovery is weak (not specified) something about lobelia and guaranteed hit frog is about same as loc test air iris is useful new super is guaranteed and strong (not specified) ground baden lili has faster start up. Jin: yukikaze does about 2.8k 2B>5B still doesn't work D dp second hit needs to be barrier in air.

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