Blade Report post Posted August 11, 2011 I tried to look up the origins of the language of these words...it's not traditional Italian or Latin...so far the closest I've found is old Etruscan http://en.wikipedia.org/wiki/Old_Italic_script Share this post Link to post Share on other sites
pktazn Report post Posted August 12, 2011 Apologizes if this doesn't really count as news but in this recent video from Arcsys about them being at Comiket http://www.nicovideo.jp/watch/so15217780 They mention at the end that BB will be at the Tokyo Game Show. Most likely to try out Relius (and possibly CS2+?) some more. Share this post Link to post Share on other sites
Akira-Shiro Report post Posted August 19, 2011 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 Share this post Link to post Share on other sites
Thino Report post Posted August 19, 2011 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 fatheractually I'm pretty sure they're translation from italian , both languages look the same , but yea Relius' is probably some European language too Share this post Link to post Share on other sites
Tari Report post Posted August 19, 2011 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. Share this post Link to post Share on other sites
kosmos badgirl Report post Posted August 22, 2011 Inteview with Mori about CSII plus. Need translation. http://psvita.jp.playstation.com/blog/blazblue_continuum_shift_ii_plus_vol1_2897.html?c=0&t=0 Share this post Link to post Share on other sites
KayEff Report post Posted August 23, 2011 http://generalnantoka.blog35.fc2.com/blog-category-12.html New BB loketest this weekend, or the 27th. Share this post Link to post Share on other sites
SolxBaiken Report post Posted August 24, 2011 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) Share this post Link to post Share on other sites
shtkn Report post Posted August 24, 2011 http://www.andriasang.com/e/blog/2011/08/24/blazblue_extend_ps360/ BlazBlue Continuum Shift Extend is coming to ps3 + xbox360 - no date set - no word on if this is an downloadable update like CS1 > CS2 or if this is a new disc Share this post Link to post Share on other sites
rinuskoe Report post Posted August 25, 2011 http://www.4gamer.net/games/118/G011877/20110825056/ news about the loketest, and also some of the changes made Share this post Link to post Share on other sites
hakimiru Report post Posted August 25, 2011 (edited) 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 August 25, 2011 by hakimiru Share this post Link to post Share on other sites
kosmos badgirl Report post Posted August 26, 2011 BLAZBLUE CONTINUUM SHIFT EXTEND trailer http://www.youtube.com/watch?v=s5jEA2kSemk Share this post Link to post Share on other sites
Jigoku_Roa Report post Posted August 26, 2011 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. Share this post Link to post Share on other sites
Setsuna Report post Posted August 30, 2011 Confirmed disc release for the PS3 and 360 at the same time as the Vita version in Japan. http://www.siliconera.com/2011/08/30/blazblue-continuum-shift-extend-hitting-vita-xbox-360-and-ps3-this-winter/ Share this post Link to post Share on other sites
SolxBaiken Report post Posted August 30, 2011 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. Share this post Link to post Share on other sites
Aegis High Report post Posted August 31, 2011 BlazBlue CS Extend official website is up. http://blazblue.jp/bb_ex/ Share this post Link to post Share on other sites
Takoto Report post Posted September 5, 2011 http://www.andriasang.com/e/blog/2011/08/31/blue_revolution_2012/ Sort of/possibly BlazBlue related. ASW are planning to announce something at the Tokyo Game Show called "Blue Revolution 2012". Share this post Link to post Share on other sites
Blade Report post Posted September 7, 2011 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. Share this post Link to post Share on other sites
SolxBaiken Report post Posted September 7, 2011 Doesn't really say much new, but eh the latest scans for Extend: [Scan 1] [Scan 2] Share this post Link to post Share on other sites
.:TM:. Report post Posted September 12, 2011 I found this: at: http://sd-ds.jp/arc-tgs2011/titles.html#BLAZBLUE I think it could be possible box art. Share this post Link to post Share on other sites
Tokkan Report post Posted September 15, 2011 (edited) http://www.arcsystemworks.jp/index.cgi?eid=449 New OP for Extend Soukyuu no Hikari by Faylan Animation for the new OP will be done by Production I.G. Edit: Thank you, hakimiru. Edited September 15, 2011 by Tokkan Share this post Link to post Share on other sites
hakimiru Report post Posted September 15, 2011 Unless they're using some non-conventional reading for it, I believe it should be "Soukyuu no Hikari" Share this post Link to post Share on other sites
-Seo Report post Posted September 15, 2011 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/ Share this post Link to post Share on other sites
SolxBaiken Report post Posted September 15, 2011 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... Share this post Link to post Share on other sites