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KayEff

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  1. KayEff

    BlazBlue Central Fiction 2.0 Patch Notes

    link has been fixed, sorry for the inconvenience.
  2. With the announcement of Jubei, BlazBlue is also officially getting a new patch, which is dubbed Central Fiction 2.0. Much like with Guilty Gear Rev 2, Arc System Works has compiled all of the major changes with every character into a .pdf file located in this link. You might already be aware that this file is entirely in Japanese, so members of the BlazBlue community have banded together to translate these changes all throughout Twitter. The changes have been compiled into a single Google document, which can be accessed here: https://docs.google.com/document/d/1sQpDd_HQRLYoVE5pLHDhvKcUzMjdbJtKajc-mV8J_1U/edit Special thanks to the following translators: @HiagoXYZ @RideTheIcening @superscience890 @kasouinshelter @gookie_monster @vlionmagnusv @vibratingsheep @orochifame96 @kikered @iw2ma @onizato_1 @greatfernman
  3. Welcome to the BlazBlue Questions Thread! Here, you can ask questions about anything BlazBlue gameplay related. This topic is created just for those questions. If you have story related questions take it to Zepp Museum. Anyone is allowed to ask a question, and anyone is allowed to answer a question. However, please read the following rules as to this thread: You are allowed to ask as many questions as you want in a single post. However, please be smart about what you ask. We don't want to see questions that ask about how big Noel's tits are. We already have GameFAQs for that kind of shit. If you are going to answer a question, please be courteous of the person who asked the question. Just because an answer may be obvious to you does not mean that it will be obvious to the person who asked the question. In other words, respect the person in your answer. If you notice any information from an answer to be incorrect or an opinion that's completely skewed, you are allowed to make a post regarding your corrections or thoughts. However, the same rule applies. In the case of opinions, please keep your own to a minimum. This topic isn't meant for arguments or debates, but rather for helping the ignorant and curious. Don't make any flammatory or pointless posts. Try your best to refrain from making redundant posts. Our forums have a "Search Thread" feature located in the bar above the first post of the page. We'll be lenient on the redundancy, since we understand very well that searching through Dustloop posts is not only an absolutely cringing hassle, but also because some of the posts here aren't what we call "quality posts." However, if you ask a question that's just been asked a few posts ago, we will give you a warning. Breaking these rules will either result in an infraction, tempban, or permanent ban, depending on how bad the offense is, past offenses, or the mood that the mods feel. Seriously, don't fuck with us on this. Have fun.
  4. So with the release of a trailer for the new rendition of BlazBlue, I figure something like this would be appropriate. Here's the trailer for those of you who (for some reason) haven't seen it yet: https://www.youtube.com/watch?v=wxXGVJSINHk I'll keep the topic a little loose. Just be sure not to go too crazy with your speculation. Keep it tidy and sophisticated, and no harm will be done. Location Test #1 Notes NEW SPECIAL: Nightmare Edge (j.214C) >> Tsuika Kougeki (214D) Replaces Belial Edge An airborne special that sends the opponent directly down to the ground. Combos off j.D. Untechable until knockdown, but cannot lead into full meterless conversions. Has a follow-up attack that knocks the opponent far away and causes slide state. Good for corner carry. EXCEED ACCEL: Seed of Tartarus (A+B+C+D during Over Drive) Nothing too special mechanically, Exceed Accels all seem pretty standardised. Deals 2010 damage raw across 2 hits. No Heat required. Due to universal changes in hitstun decay values, many combo routes from BBCPEX are no longer possible. After 5B > 5C > 623D >> 236C >> 236C in the corner, landing 5B after 2C > 5D > 236D is no longer possible. 5B now combos into 2D. 5C > 2D is no longer a valid Revolver Action. 2C now combos into 2D. 6B now forces crouching state on hit. Now combos into 2D. 2D is no longer a low. Now special cancelable. Causes stagger on Counter Hit. Gauntlet Hades now causes float on hit. Blood Scythe causes slide on ground hit. Closed Location Test Notes 5C > 2D Revolver Action restored. Crush Trigger now has faster start-up, but the advantage on hit or crush is smaller. The longer you hold Crush Trigger, the greater the advantage. Universal change. Tsuika Kougeki (Hell's Fang) now has less knockback on hit. Keri Age's float height and untechable time have been decreased. Dead Spike now floats on ground hit. Aerial Blood Scythe causes slide on hit. Slide has enough untechable time that a mid-combo high air hit still allows for a 2A follow-up. 2B is possible off 6D > j.D height. Nightmare Edge now deals multiple hits on the way down. Location Test #2 Notes 5B > 5C > 2D > 236D works from max 5B range. 2D > Hell's Fang does not connect at range mid-screen. 6C is possibly faster to start up. 6D now causes blowback on hit. j.B's sprite has been tweaked. It is now possible to combo after Gauntlet Hades because of its float state, but it's difficult. As the opponent now drops faster after the wall stick on Yoko Fukitobashi, it can no longer be combo'd into 2C. Aerial Blood Scythe > Dead Spike works. Nightmare Edge is even or slightly minus on block, can be followed up on Counter Hit. Crouching opponent 2A > 5B > 5C > 6C > 214D > micro-dash 623D works. Near-corner air hit 5B > 5D(1) > 214B >> 214D > 5B > 5D > 236D > dc 5B > 5D > 22C works. Corner 5B > 5C > 623D >> 236C >> 236C > 5B > 5D > 236D > 3C > 214A >> 214D deals 3743 damage. Location Test #3 Notes 5C no longer combos into Aerial Gauntlet Hades on air hit. 3C > 2D now combos. Dead Spike possible afterwards. 2D's proration seems heavier. (OD) 2D > dc 5C no longer works. 6D only combos into j.D or j.D (whiff) > 5B or 5C on regular hit. Following up with a micro-dash 6A does not seem possible. Now has Fatal Counter property on Counter Hit. j.D's float height has been reduced. Air Throw now causes wall bounce mid-screen. Can combo into Aerial Blood Scythe, but full conversions depend on height. Tsuika Kougeki (Hell's Fang) now has reduced advantage on hit. Similar recovery to Tsuika Kougeki (Nightmare Edge). (OD) Tsuika Kougeki (Hell's Fang) is now dash cancelable. D Inferno Divider no longer has Fatal Counter property on Counter Hit. Dead Spike now causes blowback on ground hit. Aerial Blood Scythe has longer recovery. (OD) Blood Scythe now floats the opponent on hit in a similar fashion to CPEX Belial Edge's last hit on air hit. As long as Over Drive is still active, 623D >> 236C >> 214D > j.D > j.214B >> 214D > jc j.214D > 632146D works afterwards. Nightmare Edge cannot be combo'd after mid-combo even after a Fatal Counter, but can combo into 6C on Counter Hit. Mada owari ja nee zo now slides less far, allowing for easier 22C > dc dash 5C conversions. 214B >> 214D > 5B > 5C > jc j.C > j.D > jc j.C> j.D > j.214C >> 214D deals approximately 3100 damage. 5B+C > 214D > 5C > 5D > 214A >> 214D deals approximately 2700 damage. Corner 5B > 5C > 3C > 623D >> 236C >> 236C > 5B > 5C > 5D > 236D > 2C > 6A > jc j.C > j.D > jc j.D > j.214C >> 214D deals approximately 3500 damage. Location Test #4 Notes 5B's recovery may have been increased. 5C's untechable time may have been reduced. 5D now has Fatal Counter property on Counter Hit. 2D hits low again. Still special cancelable. 6D no longer launches on hit. j.D's untechable time has been reduced. Air hit j.D > Aerial Blood Scythe no longer combos. Gauntlet Hades and Aerial Gauntlet Hades cause different float states. D Inferno Divider's landing recovery may have been increased. Nightmare Edge has minimal recovery on whiff and is seldom unfavorable on hit. Tsuika Kougeki (Nightmare Edge) cannot be Distortion Drive canceled. Does not connect if Nightmare Edge hits from behind. Carnage Scissors' lifesteal has been increased. Nightmare Edge >> Tsuika Kougeki deals 1600 damage raw. Mid-screen damage can go over 3000 by performing 2D > 236D > dc dash 5C > air combo. Combos starting with Gauntlet Hades deal approximately 3000 damage. Near-corner FC 6D > j.D (whiff) > 5B > 5C > 6C > 214D > 3C > 22C > 236D > 5B > 5C > jc j.C > j.D > jc j.C > j.214C deals approximately 3800 damage. Final Changes NEW SPECIAL: Nightmare Edge (j.214C) >> Tsuika Kougeki (214D) Replaces Belial Edge A multi-hit airborne special that sends the opponent directly down to the ground. Combos off j.C and j.D. Fully untechable, so being too far away to land intermediate hits is not a problem. Last hit ground bounces and downs on Counter Hit. Has a follow-up attack with Soul Eater property that causes heavy blowback on hit. (OD) Tsuika Kougeki (Nightmare Edge) wall bounces on hit and is dash cancelable on hit or block. EXCEED ACCEL: Seed of Tartarus (A+B+C+D during Over Drive) New universal mechanic. Relatively short range. Causes low wall bounce on hit, and grants Active Flow if not already granted that round. If performed during Active Flow, the animation on hit changes and damage is greatly increased. Automatically ends Over Drive on use. Character Combo Rate has been reduced to 60%. Over Drive duration range has been changed to 4-8 seconds. Universal change. Lifesteal modifier has been changed to 100% > 100% > 100% > 100% > 100% > 110% > 120% > 130% > 140% > 150% (max). 6B now forces crouching state on hit. Starter rating is now FAST (Short). j.A is no longer self-cancelable on whiff. j.B's sprite has been tweaked. 5D now has Fatal Counter property on Counter Hit. 2D now starts up slightly faster than before. No longer a low. Now special cancelable on hit or block. Knocks down on air hit. (OD) 2D has reduced untechable time on hit. 6D's foot attribute invulnerability starts earlier. Now staggers on ground hit. Now has Fatal Counter property on Counter Hit. Crush Trigger now starts up faster than before. Uncharged version has less advantage on crush and lower P2 on hit. Charging Crush Trigger for a short period of time is equivalent to using it in previous iterations. Universal change. Now bounces slightly on air hit. (OD) Tsuika Kougeki (Hell's Fang) is now dash cancelable on hit or block. C Inferno Divider's starter rating is now MOMENT (Very Short). D Inferno Divider no longer has Fatal Counter property on Counter Hit. Yoko Fukitobashi's horizontal blowback now has the opponent drop as they fly backwards. Landing recovery has been increased. Kakato Otoshi's landing recovery has been increased. The regular version of Dead Spike now causes blowback on ground hit. Mada owari ja nee zo (DC) > dash 5C is now easier. Aerial Blood Scythe is now slower to start up. Both regular versions of Blood Scythe now slide on hit. Both Over Drive versions now cause a spinning state with a high ground bounce on hit. Carnage Scissors now starts up faster. Starter rating is now FAST (Short). Black Onslaught now starts up much faster than before. Damage/Proration List Note: Changes are in bold. Character Combo Rate: 60% (previously 70%) 5A - Damage: 300, P1: 100%, P2: 80% (previously 77%) 5B - Damage: 660, P1: 100%, P2: 89% 5C - Damage: 900 (previously 800), P1: 100%, P2: 92% 2A - Damage: 300, P1: 100, P2: 80% (previously 77%) 2B - Damage: 550 (previously 500), P1: 90%, P2: 85% 2C - Damage: 800 (previously 720), P1: 100%, P2: 89% 6A - Damage: 700 (previously 620), P1: 90%, P2: 79% 6B - Damage: 800 (previously 720), P1: 80%, P2: 89% (bonus 110%) 6C - Damage: 700*2 (previously 620*2), P1: 90%, P2: 82% (once) (previously 92%) 3C - Damage: 900 (previously 720), P1: 90%, P2: 92% j.A - Damage: 300, P1: 80%, P2: 80% (previously 77%) j.B - Damage: 600 (previously 500), P1: 80%, P2: 85% j.C - Damage: 900 (previously 620), P1: 80%, P2: 89% 5D - Damage: 500, 600 (previously 500, 680), P1: 100%, P2: 94%, 84% (previously 84% (once)) (OD) 5D - Damage: 500, 660 (previously 500, 780), P1: 100%, P2: 94%, 84% (previously 84% (once)) 2D - Damage: 800 (previously 750), P1: 100% (previously 80%), P2: 82% (previously 94%) (OD) 2D - Damage: 880 (previously 850), P1: 100% (previously 80%), P2: 82% (previously 94%) 6D - Damage: 1000 (previously 750), P1: 80% (previously 90%), P2: 84% (bonus 110%) (previously 94%) (OD) 6D - Damage: 1100 (previously 850), P1: 80% (previously 90%), P2: 84% (bonus 110%) (previously 94%) j.D - Damage: 740 (previously 590), P1: 80%, P2: 79% (previously 75%) (OD) j.D - Damage: 814 (previously 690), P1: 80%, P2: 79% (previously 75%) Forward Throw - Damage: 0, 1500 (previously 0, 1400), P1: 100%, P2: 100%, 50% (previously 100%, 60%) Back Throw - Damage: 0, 1500 (previously 0, 1400), P1: 100%, P2: 100%, 50% (previously 100%, 60%) Air Throw - Damage: 0, 1500 (previously 0, 1400), P1: 100%, P2: 100%, 50% (previously 100%, 60%) NEW! Crush Trigger (uncharged) - Damage: 1000, P1: 80%, P2: 60% Crush Trigger (charged) - Damage: 1000, P1: 80%, P2: 100% NEW! Seed of Tartarus - Damage: 600, 2450, P1: 100%, P2: 100% (raw), 80% (combo) NEW! (AF) Seed of Tartarus - Damage: 600, 700*4, 2450, P1: 100%, P2: 100% (raw), 80% (combo) Hell's Fang - Damage: 900 (previously 730), P1: 80% (previously 90%), P2: 92% (previously 82%) Tsuika Kougeki (Hell's Fang) - Damage: 1000 (previously 950), P1: 100%, P2: 82% (previously 92%) (OD) Tsuika Kougeki (Hell's Fang) - Damage: 1100 (previously 1150), P1: 100%, P2: 82% (previously 92%) Gauntlet Hades - Damage: 800, P1: 90%, P2: 92% Aerial Gauntlet Hades - Damage: 700, P1: 90%, P2: 92% Keri Age - Damage: 800, P1: 100%, P2: 82% (previously 75%) (OD) Keri Age - Damage: 880 (previously 1000), P1: 100%, P2: 82% (previously 90%) Inferno Divider - Damage: 600*2 (previously 550*2), P1: 60% (previously 80%), P2: 82% (previously 92%) Aerial Inferno Divider - Damage: 600*2 (previously 550*2), P1: 60% (previously 85%), P2: 82% (previously 92%) Inferno Divider - Damage: 600*2, P1: 100%, P2: 82% (previously 92%) (OD) Inferno Divider - Damage: 660*2 (previously 700*2), P1: 100%, P2: 82% (previously 92%) Aerial Inferno Divider - Damage: 600*2, P1: 100%, P2: 82% (previously 92%) (OD) Aerial Inferno Divider - Damage: 660*2 (previously 700*2), P1: 100%, P2: 82% (previously 92%) Upper - Damage: 460 (previously 310), P1: 100%, P2: 92% (previously 100%) Yoko Fukitobashi - Damage: 500 (previously 400), P1: 100%, P2: 82% (previously 70%) Kakato Otoshi - Damage: 1400 (previously 480), P1: 100%, P2: 82% (previously 92%) (OD) Kakato Otoshi - Damage: 1540 (previously 680), P1: 100%, P2: 82% (previously 92%) Dead Spike - Damage: 900 (previously 1000), P1: 80% (previously 90%), P2: 82% (previously 92%) (OD) Dead Spike - Damage: 900, 300*2 (previously 600*3), P1: 80% (previously 90%), P2: 82% (once) (previously 92% (once)) Blood Scythe - Damage: 1250 (previously 1200), P1: 80% (previously 90%), P2: 84% (previously 82%) (OD) Blood Scythe - Damage: 1375 (previously 1400), P1: 80% (previously 90%), P2: 84% (previously 82%) Aerial Blood Scythe - Damage: 1000 (previously 900), P1: 80% (previously 90%), P2: 84% (previously 82%) (OD) Aerial Blood Scythe - Damage: 1100, P1: 80% (previously 90%), P2: 84% (previously 82%) NEW! Nightmare Edge - Damage: 560*N, P1: 80%, P2: 89% NEW! Tsuika Kougeki (Nightmare Edge) - Damage: 1200, P1: 100%, P2: 82% NEW! (OD) Tsuika Kougeki (Nightmare Edge) - Damage: 1320, P1: 100%, P2: 82% Mada owari ja nee zo - Damage: 0, 1110 (previously 0, 952), P1: 100%, P2: 100%, 92% Carnage Scissors - Damage: 1250, 3200 (previously 1000, 2500), P1: 80% (previously 85%), P2: 82% (once) (previously 92%) Minimum Damage: 20% (previously 30%) (OD) Carnage Scissors - Damage: 1250, 3200, 320*4 (previously 1000, 2500, 300*4), P1: 80% (previously 85%), P2: 82% (once) (previously 92%*2, 99%*4) Minimum Damage: 20% (previously 30%) Yami ni Kuwarero - Damage: 0, 4000 (previously 0, 2700), P1: 100%, P2: 100%, 25% (previously 100%, 5%) Minimum Damage: 25% (previously 30%) (OD) Yami ni Kuwarero - Damage: 0, 5000 (previously 0, 5400), P1: 100%, P2: 100%, 25% (previously 100%, 5%) Minimum Damage: 25%
  5. KayEff

    [CF] Ragna Gameplay Discussion

    combo damage may not have changed much, but at least the abare is stronger now
  6. KayEff

    [CF] Ragna Gameplay Discussion

    holy shit those damage buffs
  7. KayEff

    [CF] Ragna Gameplay Discussion

    huh, they changed ragna's j.B sprite they also brought back 5C > 2D gatling
  8. well it's in the top bar... but then again, so is the video thread... which nobody ever uses either... so i guess nobody pays attention to the top bar...which is a problem.
  9. regarding the revival of off-topic discussions: we've had this discussion/problem before. i believe our consensus was that we wanted dustloop to be an information database, and the off-topic posts would deter from the useful information. i'm sure you've already heard this somewhere in this topic before. we knew that if we were to eliminate all signs of casual discussion from the forums, we'd get a pretty dissatisfied userbase. nobody would ever want to go on the forums other than to read information and maybe post news, although the latter will run its course very quickly as new information is always scarce. our solution was to have the chat. we figured that if people wanted to have off-topic discussions, they can do so in the chat. but nobody uses the chat, save about a few handful of people or so. and then i see people complaining about the lack of off-topic discussions here, and i'm like: case in point: we do actually have a place for off-topic discussion. it's called the chat. if you don't like how it runs or should be incorporated differently, that's fine. let us know then, and we can figure something out. just remember that we're trying to make everyone happy. that includes the regulars, the lurkers, and the people who only go on just to look for information.
  10. the number of moderators here is primarily because of how many games we cover, and the idea that we need one moderator (or two) for each character. we can't really cut down on moderators without creating some sort of foundational problem Sent from my HTC One_M8 using Tapatalk
  11. the problem with doing this is that it's actually hard to come by trustworthy people nowadays. i'd be ok with getting more people to join the team, but only if i know for sure that they'll stick with us for the long run. i've seen mods come and go, so this is something that shouldn't be taken lightly. if we wanted to incorporate this idea, then all we'd need to do is give every mod in the forums the ability to handle posts anywhere in the forum, rather than whatever they're assigned to. in my opinion, if a mod can be trusted to run their own subforum, then they should also be trusted to run all the other subforums. whether or not this would be a good idea, i dunno.
  12. i want to find out if 2c > 6c gatling exists or not
  13. KayEff

    [CF] Ragna Gameplay Discussion

    more tweets RAGNA@BBCP勢 ‏@2yamamoto15 3h3 hours ago BBCFラグナ 既存と変わりないがGHのはね方がまた変化。 画面端コンのB、C、DIDのコンボは繋がるが2C、D、DSの後の立ちBは繋がらなかった。 画面中央のB、6A、GHコンボは繋がった。 much of ragna is the same, but gauntlet hades' bounce changed again. corner 5B > 5C > 623D >> 236C >> 236C works, but a 5B after 2C > 5D > 236D does not work. midscreen 5B > 6A > GH works. RAGNA@BBCP勢 ‏@2yamamoto15 3h3 hours ago BBCFラグナ ODしてABCD全押しのエクシードアクセルのダメージは2151。 ヒートゲージを使わないのでとても強い。 キャンセルすれば軽く4000は超えそう。 #BBCFロケテ Exceed Accel (pressing ABCD in OD) damage = 2151. Does not use heat, so it's very strong. Can easily break 4000 if can cancel into it. 西住流ラグナ使い ‏@ragneet 4h4 hours ago CFラグナ 2C〉2D繋がるな。(5B〉5C〉2C〉2D〉ヘルズ追加2500ちょい) 6B〉2D出る(6B強制しゃがみ食らいだから必ず繋がる) 2D〉DlDがキャラによって繋がりにくい(ヒビキに5B〉2C〉2D〉DlD繋がらなかった) 2C > 2D works (5B > 5C > 2C > 2D > HF = easy 2.5k) 6B still gatlings into 2D (6B forces crouch so 2D afterwards has to connect) 2D > DID might be character specific (5B > 2C > 2D > DID does not work against hibiki) あず ‏@azure__ 3h3 hours ago CFラグナ ・5C>2C>2Dが繋がる ・2D必キャン可。ただし2D上段 ・GH端は既存コンで3400程。 ・BS(地上)はヒットで少しスライドする。 ・全体的にコンボ時間が減少してる?CPコンボで青になること多々 ・DIDchはフェイタル ・6B強制しゃがみくらいで2D繋がる 5C > 2C > 2D works 2D is special cancellable, but is not a low anymore current GH corner combo is 3.4k BS causes sliding on ground hit combo time decreased in general? lots of cp combos are now blue (invalid) ch DID is still fatal 6B forces crouch, so 2D connects
  14. i'll do ragna's 立ちC→しゃがみDのリボルバーアクションルートが削除されたが、立ちB→しゃがみDが連続ヒットする。この変更点はオーバードライブ中に特に影響しそうな点なので覚えておきたい。なおしゃがみDは上段攻撃となったため、中距離での下段攻撃はレバー前+Cをメインに用いると良さそうだ。新技のナイトメアエッジは空中から地上へ相手を叩きつける攻撃。追加攻撃では相手を真横に吹き飛ばすので、密着で起き攻めを狙うか画面端へ押し込むかを使い分けることができる模様。 5C > 2D is indeed gone, however 5B > 2D does work. keep in mind that this will change certain aspects of OD combos. 2D is also not a low anymore, so the next best mid-range low would be 6C. nightmare edge is an attack that sends an aerial opponent down to the ground. the followup attack sends the opponent to the side, so it seems to be a good tool for close-range okizeme or corner carry.
  15. keep all the posts news only people put all other discussion here any other non-news related posts will result in an infraction from now on
  16. ragna loketest 1 changes BBCFラグナは今のトコ ・2D必キャン可 2D special cancellable ・5C>2Dガト削除?5C > 2D gatling gone? ・6B強制しゃがみくらい? 6B forcing crouch? ・新技は強制ダウンで追撃不可? nightmare edge always downs opponent, impossible to follow up? ・2Dchは立ちくらみに変更? ch 2D causes stagger? (dunno if 立ちくらみ means stagger, lit. means the sensation you get from standing up too quickly) ツイッターで拾えた情報はこんなもんかな? 新しい調整みるとワクワクするね
  17. not really. the other forums serve a better purpose since dustloop is a fighting games forum.
  18. that kind of thing doesn't really necessitate a forum by itself. you can do the same exact thing over at the chat anyways.
  19. you need a jp account to access jp content.
  20. KayEff

    [CSE] Ragna Gameplay Discussion

    Ragna the Bloodedge Continuum Shift Extend General/Gameplay Discussion Download Link to Frame Data alright, we're gonna go in with a fresh start. no more of that "bloodedge alliance" crap. so this topic is for discussing anything ragna related. even gameplay. just try to keep off-topic discussion to a minimum. i don't mind the occasional talk about how lumin x carnagescissors should be made into a movie, but i really don't want this topic to turn into another netplay general, or even PSN general. doing so could bring some unwanted attention and cause a lot more mayhem than what this archaic forum already needs (and it doesn't need any). have fun. things i would approve of: ragna player discussion (from videos, casuals, etc.) general questions, i.e. fighting game term definitions questions about a move's certain attributes how to perform BnBs how to become better as a ragna player matchup discussion (although it's better suited for the actual matchup threads) things i wouldn't approve of in this thread: overuse of off-topic discussion tier list discussion combo theory (combo thread) what color palettes you wear/like Ragna the Bloodedge Continuum Shift II -> Continuum Shift Extend Changes [+] Indicates a buff [-] Indicates a nerf [x] Means we're not sure which they fall under FINAL EXTEND CHANGES* [+] j.C has a better hitbox on its lower side. [+] 6B air hit now gives knockdown, can be picked up by normals and specials. [+] Carnage Scissors now projectile invulnerable. [+] 6D floats on hit. [+] Forward/Back Throw are both special cancelable. Back Throw throws farther midscreen, but can still be followed up by specials, and wall bounds in the corner. [+] j.D has more untechable time and floats on air Counter Hit. [-] 22C now only gives 3-4 frame advantage. Can be followed up on Fatal Counter with 5A. [-] Keri Age (214B -> 214D) now has a tighter window to be executed. [-] Blood Kain combos are just about the same. Cooldown after activation extended. [-] Dead Spike has further horizontal knockback on air hit. [-] Tsuika (214A -> 214D) does not break primers anymore. [-] Keri Age (214B -> 214D) does not break primers anymore. *As more changes are confirmed, they will be added to the list. BlazBlue Continuum Shift Extend: Location Test #1 - [8/11/2011 - 8/16/2011] [*][+] Carnage Scissors is now projectile invincible. [*][+] j.C has a better vertical hitbox (improved on the lower side, now better for covering jump ins). [*][+] 6D now floats on hit. [For example: 6D (opponent bounces up) > j.D whiff > 5B > 5D(1) > DS now possible] [*][+] 6C untech time increased. [*][-] Blood Kain's cooldown has been extended (Heat gains at a reduced rate during BK). [*][+] 6B now causes down on air hit (can be followed up after, probably with 2B, 5C or 22C). Cannot be emergency teched on air hit. [*][-] Hell's Fang heat gain has been decreased. BlazBlue Continuum Shift Extend: Location Test #2 - [8/25/2011 - 9/1/2011] [*][+] 6B knockback decreased. [*][+] Tsuika's hitstun slightly reduced, but noted to be easier to enforce oki after now. [*][+] Forward/Back Throw can both be special canceled. [*][+] 5B and 5C do more damage. BlazBlue Continuum Shift Extend: Location Test #3 - [9/17/2011] [*][+] Back throw damage increased to 1400. Now wall bounds in corner.
  21. KayEff

    [CSE] Ragna Gameplay Discussion

    ragna's main approach is using footsies. his most commonly used are 5B and 5C. use those to judge your space with the opponent, and go in once you find an opportunity. for aerial jump cancels, just hold up forward during hitstop (the moment when both characters' animations freeze) if you don't have online, then there's not much else you can do. the best alternative is to find people in your area who play this game, but the chances of that happening aren't particularly good. i also wouldn't suggest training with CPUs because they teach you bad habits that won't work against real players. in short, you're kinda fucked unless you buy the new blazblue.
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