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

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Not sure if this helps but alot of Carls moves are direct translations of french IE

Vivace-Lively or to act with excitement

Cantabile- Giving the command to play, as in preform

So maybe Relius is similar to carl since it is his father

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Not sure if this helps but alot of Carls moves are direct translations of french IE

Vivace-Lively or to act with excitement

Cantabile- Giving the command to play, as in preform

So maybe Relius is similar to carl since it is his father

actually I'm pretty sure they're translation from italian , both languages look the same , but yea Relius' is probably some European language too

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Not sure if this helps but alot of Carls moves are direct translations of french IE

Vivace-Lively or to act with excitement

Cantabile- Giving the command to play, as in preform

So maybe Relius is similar to carl since it is his father

All of Carl's move names are music-related. The majority of them are actual musical terms.

That said, though, I have no idea what Relius' move names stem from.

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Continuum Shift II+ is now officially Continuum Shift Extend.

- Newly refined Abyss Mode, with a refined version of the story

- Newly refined Network mode that allows for team play such as 2v2, 3v3, and 2v4

- New story scenarios

- PS3 owners will be able to share their data between the two versions.

(source via Famitsu from Andriasang)

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http://www.4gamer.net/games/118/G011877/20110825056/

news about the loketest, and also some of the changes made

Didn't see a thread for it yet so I'll start translations here~

3 day loctest, it'll be completely offline without using NESiCA.

Change list from pictures (noted as only a partial list and not everything)

System changes:

Burst - 25% heat gauge bonus on hit and guard from previous test removed.

- Compared to current versiion, both green and gold bursts have slightly reduced active and invincibility frames, and are now completely invulnerable to all non-burst attacks. Startup for green bursts have been slightly sped up.

- Overall utility hasn't changed much, but green bursting is now easier to use than in the current version.

Barrier guard - has been changed the most (knockback, gauge recovery speed, etc)

- Now an even better defensive option, but the gauge depletion rate has been increased, so you'll run out if you depend on it too much.

- Barriering used to add a fixed amount of knockback in CS2; that has been changed to now be affected by attack level and guard type.

- In a nutshell, knockback goes up in increasing order like [iB<Barrier<IB Barrier], and is even larger when used in the air compared to on the ground.

- Additionally, barrier guarding an opponent's attack consumes more gauge than before, and it takes longer for the barrier guage to start recovering after use.

- However, barrier guarding a primer-breaking move while at 1 primer consumes less gauge than in our current version.

Counter assault - Most characters can no longer follow up on a successful CA. Some characters like Arakune are an exception to this. Using a CA reduces your max primer count by 1 (for only that round). It's a useful tool for turning the flow of the match, but using it too much increases the danger of being guard crushed.

Throw - Throws have been altered so that the whole cast can follow up after them even from midscreen. Depending on the character, following up after with a dash or special cancel may be possible. Compared to the current version, it's usefulness as a midscreen damage source has been improved.

6A, 2A - Characters that could chain this now have a max limit of 3 chained hits.

- Compared to the current version, this makes it easier for the person on defense to predict the attack timing. Characters that currently have a chain limit of under 3 are unchanged (ex. Bang's 2A, etc)

Ground, Air A attacks - Damage changed to 300.

- This change raises overall air to air and close range damage.

Character specific changes 1 (*only a partial list)

Ragna -

6B - Can no longer emergency tech on air hit. Knockback decreased

Hellsfang->followup - Hitstun slightly reduced, made easier to oki after hit.

Bloodkain - Longer heat cooldown after use. However, since throw is now cancelable, there are more places to use it.

Carnage Scissors - Projectile invulnerable during the dash. Can be used as an anti-projectile.

Jin -

2C - Revolver action changed: route to 5C removed, route to 6B added. Hitbox area straight above Jin has been enlarged, and it is now head invulnerable during the attack.

2D - Vertical hitbox improved, easier to hit with after 6C

Sekkajin - Multi-hit portion now comes out even with holding the button. When charged, air untechable time increased.

Touga Hyojin - Min damage increased from 20% to 25%

Noel -

Various chain revolver moves - Only the starting one is special cancelable. Chain revolver followups and enders are not special cancelable.

B, C Flash Haida(sp?)(labeled as "Silencer" in movelist) - Repeat proration added to starting hit. Can now holding the button for following hits.

Assault through - Wallbounds on counterhit, allowing followups even from midscreen.

Revolver Blast - Damage increased. Jump action resets when rapid canceled.

Rachel -

j2C - Can now special cancel in the air on hit. Normal and special cancelable on block after landing.

6B - Wallbounds on counter hit. Using wind after wallbound allows for easy followup.

6C - Damage increased for using wind to land multiple hits.

2C - P1 proration weakened, decreasing combo damage from counter hit.

Taokaka -

2B - Added revolver action to 5B

6C - Faster startup, now combos from a 5C/2C hit on a crounching opponent

C Neko Makyuu (C Kitty Litter Special - Ball) - Startup slightly sped up, now removes 1 guard primer

Tao Pitan ("Imma Beat The Crap Outta You" according to frame data >w>) - Leap distance decreased, now only covers roughly half-screen

Tager -

5B - Attack level increased, now jump cancelable

3C - Changed to be emergency techable, but can now be special canceled. Air untechable time has also been greatly increased

Spark Bolt - Bounce on wallbound decreased, P1 proration slightly weakened. However, air untechable time is greatly increased.

B Sledgehammer - Now roughly neutral on block, but can be charged, making it harder to IB.

Atomic Collider - Big change in proration, repeat proration added. However, untechable time has been increased.

Litchi -

Staffless Attacks - Hitstun reduced, attack chain sped up

2B with staff - Added revolver action to 6C, 3C

jD with staff - Landing recovery time shortened, making it easier to attack after

Staffless 6A - Can't emergency tech on air hit

Ground Sangenkyaku-Chun(followup vers.) (Three Dragons: Red) - Blowback changed to throw the opponent a large distance sideways

Arakune -

Air Grab - Untechable time decreased

6B - Revolver action to 6D added for both normal and followup versions

jC - Moves in lever direction on hit

Zero Vector - Hit zone expanded. Overwriting an old one with a new one will always generate a trajectory different from the old one.

Bang -

5D - Floats on normal hit

jD - P2 proration improved, now more useful in combos

Various Shuriken Moves (even though they're really nails >w>) - Knocks opponent towards the ground on hit. However, the opponent gets knocked upwards if hit by rising D nails.

C Shuriken - P2 proration weakened, hold time increased

Character specific changes 2 (*only a partial list)

Carl -

Nirvana - Overall gauge costs reduced. Gauge depeletion from repeated uses increased, and the amount of time before recovery starts slightly increased. To sum it up, it's now easier to use in combos but with a longer wait for gauge recovery.

Step (forward dash) - Improved utility, moves farther during the jump. Can now also cancel into normal attacks in the first 6 frames.

3D - Changed from force standing to ground bound

Con Fuoco - Float on air hit adjusted, making it easier to followup with a combo

Hakumen -

Heat Cooldown after Specials - Changed from 180 frames to 90 frames

jB - Air untechable time increased, can now j2A during the 2nd half of the move

Kishuu - Becomes head and body projectile invulnerable after a certain amount of frames

Yukikaze - Faster startup, easier to follow up on hit

Lambda -

Guard Primer Count - Changed to 4

2C - Added head invincibility

3C - Can no longer emergency tech on counter hit

2nd hit of 2D, 4D - Added revolver actions to 4B, 6C(only for 2D)

Tsubaki -

5D, 2D - 5D gauge fill rate sped up, max of 1 bar. 2D gauge fill rate changed to be slower at start, faster later on, with a max of 3 bars.

623C (I think) - Floats higher on hit

j236D (I think) - Can now act sooner after this move, making a j214 followup on hit easier

214214D (I think) - Usable in the air. While active, damage is increased and proration is improved

Hazama -

D Moves - Decreased blockstun. Hitstun when charged is slightly less than current version.

Drive Movements - Time until you can attack has been shortened

6B - Can followup after a ground counter hit. Emergency untechable on air hit.

Gasaishou - Invincibility halfway through the move changed to throw invulnerable from startup.

Jayoku Houtenjin - Cooldown time on hit increased

Mu -

Guard Primer Count - Changed to 4

jB - Hitbox stays out longer

j2C - Fatal counters

Furu no Tsurugi (Sword of Decimation) - Removes guard primers at level 3+

Ame no Habakiri (not sure which one this is) - Can be charged

Makoto -

5D - Startup on level 3 sped up. Untechable time slightly reduced compared to current version.

Lunatic Upper - Air untechable time slightly increased

Mars Chopper - Proration improved

Star Gazer - Can followup on hit

Shooting Star - Travels farther

Valkenhayn -

3C - Opponent can now emergency tech from it, but it's now special cancelable

Nacht Jager - Now knocks away horizontally on air hit. Hitstun on ground hit slightly increased.

Mondlicht - Now air blockable

5B in Wolf Form - Brief head invulnerability before active frames

Rasen Wolf - Costs slightly more Wolf gauge than in current version

Platinum -

Magical Weapons - Improved all around

5B - Zoning ability slightly improved

jC - Removed landing recovery

Air Persia - Projectile invulnerable during the hop

Cure Dot Typhoon - Proration adjusted, harder to tech out of even if used late in a combo

Edit: And done~

Edited by hakimiru

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Interview of Toshimichi Mori and Hiroyuki Masuno of BBCS Extend on the Vita (vol.3).

http://www.animenewsnetwork.com/interest/2011-08-26/blazblue/continuum-shift-extend-game-trailer-streamed

http://psvita.jp.playstation.com//bl...4.html?c=0&t=0

Said also about cross-platforming support between the PS3 and PSVita of CS Extend maybe possible.

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Confirmed disc release for the PS3 and 360 at the same time as the Vita version in Japan.

Uhh, no it's not...

The PS3 and 360 version will be playable at Tokyo Game Show, however Arc still have not confirmed how they plan to release it (disc or download). Also worth noting Buru-Raji the Japanese podcast will be recording a new episode on the show floor.

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Not sure anyone noticed, but,

BlazBlue: Calamity Trigger Portable for PSP & Guilty Gear XX: Accent Core Plus for PSP got a price drop on PSN (Playstation Network), both are $9.99 each right now.

So for anyone who has a PSP but not these games, now might be a good time to get em.

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Not too sure how long it's been like this, but the BBCS Extend website is listing (what I think is) the release date as December 17th 2011.

http://blazblue.jp/bb_ex/

Yes it is...

This corresponds with the Vita release (as this is one of Vita's launch titles) but more interesting is the fact the PS3 and 360 version are ALSO being listed as releasing on 12/17...

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