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BlazBlue: Continuum Shift II Changes NON-HELPFUL POST = TEMPBAN

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From Jiyuna. His first impressions of the game.

[07:35][07:36] <jiyuphone> Ragna new bnb is.... DEAD SPIKE LOOPS!?

[07:39] <jiyuphone> Fatal Counter blood kain combos doing 4500 damage

[08:00] <jiyuphone> Tager is s tier

[08:06] <The_Third> lmao

[08:06] <The_Third> how's cs2 ragna?

[08:07] <jiyuphone> Ass. Really bad

[08:08] <The_Third> shoutouts to hazama doing no damage

[08:08] <The_Third> i assume

[08:09] <jiyuphone> Yeah he got damage nerf

[08:09] <jiyuphone> Ragna too

[08:14] <jiyuphone> [Ragna] 3c techable. Can't use in combo

[08:32] <jiyuphone> Rachel is really good

[08:42] <jiyuphone> Hazama just did triple chain into 623d into 2b > 236d

[08:42] <jiyuphone> 1400 damage

[08:43] <jiyuphone> Lmao

[08:55] <Soniti> is Rachel's j.a viable?

[08:55] <Soniti> as an overhead

[08:56] <jiyuphone> Yes

[08:56] <jiyuphone> They abusing it already

[08:56] <jiyuphone> Not even as overhead, she extending combos and confirming shit with it

[08:57] <jiyuphone> And her zoning game is just as strong plus damage

[08:57] <jiyuphone> She did 5200 earlier

[08:57] <Soniti> !!!

[08:57] <Soniti> off of what

[08:57] <Soniti> 5b?

[08:58] <Soniti> Whoa, Rachel's fork chains into stuff again?

[08:58] <Soniti> or just links on hit

[08:58] <jiyuphone> Just did 4300, 50 meter

[08:59] <The_Third> better than anything cs rachel had

[08:59] <Soniti> So are they using j.3d j.a as a way to push to the corner?

[08:59] <The_Third> everything*

[09:00] <jiyuphone> Yes. J3d aaaaaa

[09:00] <jiyuphone> She is legit

[09:01] <jiyuphone> Tager super armor is lol. And his a sledge is good

[09:01] <Soniti> Can she still do BBL -> dash under sj. 8d j.2c (level 3)

[09:02] <Soniti> is his super armor move punishable on block/ib?

[09:02] <jiyuphone> She did j.c ch into 2x super

[09:02] <jiyuphone> For 4100. No poles setup

[09:02] <jiyuphone> And he dropped followup combo

[09:03] <jiyuphone> Yes she has the fc j2c combo

[09:08] <jiyuphone> Burst change suckssssssss

[09:08] <Soniti> Burst change???

[09:08] <jiyuphone> Burst takes 3 primers

[09:08] <jiyuphone> Tager taking 2 primers with blockstring

[09:09] <jiyuphone> Raping anyone who bursts

[09:10] <jiyuphone> His super armor is Soooo gay

[09:11] <jiyuphone> It's 2 part move. I dunno if 2nd move automatically comes out

[09:11] <jiyuphone> But if it does, unsafe

[09:11] <jiyuphone> It's like 6a2c chain

[09:12] <jiyuphone> Hakumen hotaru fc blows them to corner lmao. This game is jokes

[09:13] <jiyuphone> Tager is all buffs though

[09:14] <jiyuphone> I still think this game is too amine for him to be top, but he's way better

[09:16] <jiyuphone> Hakumen did 2500 off 4c for 3 stars

[09:16] <jiyuphone> No big deal

[09:19] <jiyuphone> BBS says [Jin] and Ragna are really weak

[09:22] <jiyuphone> They didn't add any new colors which is pretty bullshit

[09:23] <jiyuphone> Rachel poking with fork and canceling into jump?

[09:23] <jiyuphone> Fork > j3d a

[09:24] <jiyuphone> From real far. Max distance fork

[09:25] <jiyuphone> She still has oki, etc

[09:25] <jiyuphone> WB Rachel

[09:25] <jiyuphone> Hakumen just looks cooler

[09:26] <jiyuphone> Faster, tsubaki ground slide

[09:29] <jiyuphone> Tager just took 4 primers in 2 seconds

[09:29] <jiyuphone> Lmao

[09:30] <jiyuphone> He could do 5 with spark bolt

[09:31] <jiyuphone> Blahblah 2c3c rc 6a2c3c spark bolt

[09:31] <jiyuphone> 5 primers

[09:31] <jiyuphone> Into 5500 tager buster combo

[09:32] <jiyuphone> If not just 4k 2c combo

[09:33] <jiyuphone> He is DESTROYING guard now lol

[09:34] <jiyuphone> Just resetting into primer rape

[09:34] <jiyuphone> Barrier and then lose your guard bar and get broken in danger mode

[09:56] <jiyuphone> Yeah [Dead Spike] on airborne opponents makes them spin

[09:56] <jiyuphone> I'm doing DS 5d(1) x3

I cut up the irc log a lot to shorten it.

All in all, looks like ass.

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Hey guys! New here and figured that, since coming from a play session of the game here in Japan using my main Litchi, I'd contribute her changes as best as I can describe them (still a bit unfamiliar with some of the terminology so forgive me if I flub up).

-Itssu>A,B,or C can no longer be comboed from her 2B[m], 2C [m], 3C[m], 5C[m], or 6D[m]. However, 6D[m] can still be comboed from 5C[m].

-4D[m] on connect no longer stuns the opponent but instead sends them to the ground sliding. Only combo opportunity from that that I came across is to dash>2B 5B JC B j.BCB Ippatsu.

-4A[m] overhead no longer bounces the opponent in the air on connect; just knocks 'em back.

-Successful counter with 6B[m] wall-bounces ONLY in the corner, otherwise it just sends the opponent flying back sans wall-bounce.

Time to change my play style with her from now on!

Edited by MadVash2005
amending info

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That would be:

Itsuu can not be followed-up from 2B[m], 2C[m], 3C[m] or 6D[m].

4D[m] makes the opponent slide, 2B > 5B > j.B > j.B > j.C > j.B works. (Itssu is a move with the Staff, this is Staffles so it may be Ippatsu at the end)

6A[m] no longer bounces the opponent.

Edited by Urichinan

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^^^You're right. Ippatsu was what I meant when mentioning that combo opportunity. I get those two mixed up from time to time. BTW, does the [m] stand for "with staff"?

Edited by MadVash2005

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When you see a move listed with a [m] it means that she has the Staff equipped.

so 2C[m] = 2C with the Staff.

Also about your 6B[m] CH change, do you mind clearing that up a bit? Do you mean it only Wall-Bounces in the corner? Because we need a verification in order to put it in the first post.

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When you see a move listed with a [m] it means that she has the Staff equipped.

so 2C[m] = 2C with the Staff.

Also about your 6B[m] CH change, do you mind clearing that up a bit? Do you mean it only Wall-Bounces in the corner? Because we need a verification in order to put it in the first post.

Now that I think about it, it DID wall-bounce only in the corner. The opponent just flies back otherwise.

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Okay thanks for clearing thst up.

So the full list of changes are:

Itsuu can not be followed-up from 2B[m], 2C[m], 3C[m] or 6D[m].

4D[m] makes the opponent slide, 2B > 5B > j.B > dj > j.B > j.C > j.B > Ippatsu works.

6A[m] no longer bounces the opponent.

Counter Hit 6B[m] makes the opponent fly, wall-bounces in the corner.

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Some early Bang combos I found via Google Translate

HERE ARE SOME COMBOS: Eruption=Daifunka, Double=Fire Punch, Double Sky=Air Fire Punch, Bang Off=Command Grab?

B> 2B> 6C> JD> 2B> B> JA> JB> J4C> J4C> JC> A 2700 nail? + Venom (the poison)

B> 2B> 6C> JD> C Nails> Dash C> 6D> 2700 eruption in 3300 twin 〆? You can also attack from the ground jc

(End) and I put double bounce soon be launched both bending (Corner combos)

B> 2B> Double> B> 6C> J4C> Double Sky> B> 6C> J4C> JC> A strong 3000 - Nail poison

B> 2B> Double> B> 6C> J4C> Double Sky> 4700 character limit eruption swapped backwards? Ashura 4100 he

Twin air> 4800 eruption of the way, bi-> random cheap large eruption in 3700 that

Bang off> RC> C> 6D> Double> B> 6C> J4C> Double Sky> B> 6C> J4C> JC> A 5800 aerial 5400 that started off the nail bang

Bang off> RC> C> 6D> Double> B> 6C> J4C> Double Sky> 6300 eruption of transposed backwards

Yara 2A A decent combo that I can not start. Starting compensation is relaxed than I C C> D> Double> - can be applied in the above.

CS under fire far more than the central CT, depending on the situation at the end of the CS I get more firepower.

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I got this one guys.

-Tager can do shit now.

Saved Hiago the trouble AND just got a translator award. Sup niggas.

EC power, how does it work.

Makoto

+ j.2C became a deadly move if the opponent gets hit by it (lol, that's how he called it), it's fine if the opponent blocks it, though.

+ Using 236A on oki is the same as CS1, however it feels like there's more time to mix-up after it.

+ It seems like you can get 5000 corner damage. With Particle Flare, that becomes 6300.

+ Particle Flare is really simple to combo with.

+ Midscreen: "214A~CCCCC > 214A~A/B". It was said that you can make a ambiguous mix-up with this using either A or B follow-up.

+ Corner: "5B > 5CC > 6B > 5D > 2C > 214B~D > 236A~D > 2C > 2D > j.D > 5CC > j.C > j.B > dj.CC > 623C~D" deals 4800 damage, gains 58 meter.

+ Corner: "2A > 5B > 5CC > 6B > 5D > 2C > 214B~D > 2C > 2D > j.D > 236A~D > 6A > j.B > dj.B > 623C~D" deals around 3800 damage.

+ Corona, Lightning Arrow and Shooting Star are all faster than before.

- I don't think I even need to remind you all of this but: There is no parry cancel.

- You can't do "2B > 6A > 5B > 2B"

- You can't do "3C > 2C > 2D" anymore.

o 2A looks like it's around 6F startup. (according to what Spark tested for us, it was 6F on startup already, so no change here)

o j.CC's hitbox has not changed at all.

o The hitstop reduction on her moves made her look more stylish.

o Her jump's "orbit" seems to have changed. Because of that, they way you use her j.CC seems to have changed a little.

o Corona Upper floats less now. (?)

o Like always, "6B > 214A~C~A" works on Tager and Hakumen.

o 5D has less disadvantage on block (?), all the other D moves remain the same.

There are more changes, I'm still translating them.

Edited by HiagoX

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Not gameplay related, but the IC Cards cost 300 yen (compared to 500 yen sf4 cards). They are very flexible- no character/name lock on the card. Game has the same colors as in CS, but you can unlock the console colors through your card. You can also use the points to get to buy real-life merchandise, like this Hazama jumper - http://bbcs2.net/images/goods/801_2.jpg and http://bbcs2.net/images/goods/801_1.jpg

Game kinda sucks, but the card system is cool. Watch out for WORLDCHAMP , soon to be #1 ranked BB player.

Full list of real life merchandise for purchase now:

Jubei Coffee Mug- 8000P$

Taokaka Phone Strap- 4000P$

SD Jin/Noel/Ragna Key Holder- 5500P$

Hazama Hoodie- 20000P$

For reference, unlocking an additional color is 300P$ and a name change is 400P$. My card has 2 wins on it, and 49P$.

Your card can display 3 badges: 1 is a general title you buy from the shop with P$, 1 is a medal you unlock by performing stuff ingame, and 1 is a special title you get awarded as a prize for winning a tournament or leading the online rankings.

Edited by jiyuna

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Not gameplay related, but the IC Cards cost 300 yen (compared to 500 yen sf4 cards). They are very flexible- no character/name lock on the card. Game has the same colors as in CS, but you can unlock the console colors through your card. You can also use the points to get to buy real-life merchandise, like this Hazama jumper - http://bbcs2.net/images/goods/801_2.jpg and http://bbcs2.net/images/goods/801_1.jpg

Game kinda sucks, but the card system is cool. Watch out for WORLDCHAMP , soon to be #1 ranked BB player.

Full list of real life merchandise for purchase now:

Jubei Coffee Mug- 8000P$

Taokaka Phone Strap- 4000P$

SD Jin/Noel/Ragna Key Holder- 5500P$

Hazama Hoodie- 20000P$

For reference, unlocking an additional color is 300P$ and a name change is 400P$. My card has 2 wins on it, and 49P$.

Your card can display 3 badges: 1 is a general title you buy from the shop with P$, 1 is a medal you unlock by performing stuff ingame, and 1 is a special title you get awarded as a prize for winning a tournament or leading the online rankings.

Sucks more or less than CS1 you think?

More changes, thanks to CrystalWind

● Bang

o 236236A commands for Ashura

+5C Fatal counter on Counter hit.

-5B slower startup. (about 2 frame?)

+5B Attack level increased by 1.

+2B>5B Added

- 5A, JD Much Less damage following after 5A,JD and gets harder to connect longer combo.

Someone reported that 5A anti-air is now easily countered.

JD ground bounce on CH.

+ 6A Faster startup. (5C>6A combo available)

- 6A Air untechable time decreased.

+ 6A 5B>6A confirmed.

- 6B Can't connect to any moves on normal hit.

+ 5D 'Much' faster startup. eg. (crouching)5B>2B>5D Available. Wall-bounce on Counter hit, but seems hard to chase.

+6D More damage following after 6D? (Not sure yet)

- FuuRinKaZan Travel-distance of backward direction gets halve.

● Confirmed combo list

(Standing)

5A>5B>2B>6C>JD>236C>Land>Dash 5C>6D>B bumper

B>2B>6C>JD>2B>B>JA>JB>J4C>J4C>JC>236A :2700DMG+Po i son

B>2B>6C>JD>236C>Land>Dash 5C>6D>Daifunka(DMG3300) or fire punch(2700) :Field 2 icon combo

(Crouching)

B>2B>2C>B bumper

B>2B>5D>Air combo

B>2B>Daifunka

(Corner Standing or Crouching)

B>2B>236B>B>6C>J4C>Air 236B>Land>B>6C>J4C>JC>236A 3000+Poison

B>2B>236B>B>6C>J4C>Air 236B>(Reverse direction)Daifunka 4700 Character limited? In case of Ashura 4100

Air 236B>Land>Daifunka

236B>Daifunka 3700

Bang otoshi>RC>C>6D>236B>B>6C>J4C>Air 236B>B>6C>J4C>JC>236A dmg 5400 (Air bang otoshi startup dmg 5800)

Bang otoshi>RC>C>6D>236B>B>6C>J4C>Air 236B>(Reverse direction)Daifunka dmg 6300

Air grap>Daifunka 3805

2D>JD>2B>5D>8623B>Land>5D : 4 icon combo

5D(CH)>Daibunka confirmed.

(Crouching)

5A>5B>2B>5D>Daibunka dmg2800?

5C>5D>Daibunka dmg 3300?

2A×2>5B>2B>5D>Daibunka dmg2100?

Edited for Henaki Format.

Edited by DaiAndOh

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I was wondering if anyone could translate Tsubaki's stuff (lol I know OTL) when they have the time. I'm pretty sure these are changes...

5D:チャージ速度が上がった。押しっぱなしでも1.5ゲージ溜めるとチャージ終了になる。

2D:初速はゆっくりだが、ある程度溜めると早くなる。押しっぱなしで溜めつづける。

3C:jcや必殺技でのキャンセルができない。ダウン復帰も早いので3CCに繋げるしかない。

3CC:jcや必殺技でのキャンセルができない。縦回転のやられになる。

地上投げ:必殺技でのキャンセルが出来ない。風を当てたように吹き飛ぶ。

1画面ほど離れるので中央での追撃はCかD閃が当たるかも?と厳しい。

ステージ端では6CCやD風など従来通りのコンボ始動技が入る。

空中投げ:バウンドに変更されて中央でもノーゲージで追い討ちが可能。

ABC剣:地上でのけぞるだけになった。

D風:中央ではABC風同様に吹き飛ぶだけで追い討ちができなくなった。

A槍:CS同様に攻撃発生と同時に無敵が切れるので相打ちが多い。CHしても追い討ちが出来なくなった。

閃>剣>風:剣はAじゃないと繋がらないかも?。剣でのけぞらなくなったので風は溜めないで出す。

ガープラ:バースト後のプライマが小数点切り捨てになった(例5→2)ので

バースト使われたら積極的にC風などで削ると良さそう。

6B:出が早くなったみたい、5Cへ繋げなくなった

各種D:チャージ中に攻撃くらうとカウンター

空中投げ:中央でも2CC>JC>JCC>A光>C翼で2400くらいだったかな

ABC剣:カウンターだとCSのように浮く

B光:ベクトルが真下に

C光:プライマー削れない

翼:当たると跳ね返る、JDできるようになるタイミングが変わった

D翼の後の拾いが間合いが開くので2Cや5Cは無理っぽい、直で焔も無理かな

端で2A>5BB>2BB>5CC>A閃>A剣>A風>3CCとかも入るが近距離のみ

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Lol jiyuna.

Lol I don't want to play blazblue anymore if dead spike > 5D (1) x3 works.

:vbang: lol.

Has this been translated?

●カルル

ブリオもヴィヴァーチェも戻っちゃったNE☆

そのくせ回復は遅いし姉体力少ないしでちょっと辛い印象

何か伸びる要素があるかしら…

とりあえず今回は姉の体力が残念なのでコンボ中には1回入れるか2回入れるかで迷うくらいでいいです

基本カルルくんでコンボ稼いでいくスタイルが主かしら

基本コンボは

・5B>5C>カンタービレ>5C>J3BD離し>JC>着地昇りJ2C>JB>JC~

最後まで繋ぐと2500くらい?

今までの2Dコンとかは姉消費かさむ割にダメージ微妙なのでやんないでいいです

JCのお蔭で4Dコンがやりやすくなってそうだけどどうなんでしょ

微妙そう

あとは手部分にボーナスあるらしいから、地上立ちくらいで腕が当たるキャラにはやっていくのがいいやも

ボーナス入ったら姉を結構使ったコンボでダメージを稼いだり

ゲネラルなんとかさんは今回どこで入れるのがいいのか分からん…

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Tsubaki

+ 5D's charge speed is faster than before. It seems like he got 1.5 charge meter really fast.

+ 2D's initial charge speed is kinda slow, after that it gets faster.

+ Air throw can be followed up midscreen without gauge.

+ A/B/C "Sword" staggers on ground hit.

- The opponent techs faster when hit by 3C, so you have no other choice but use 3CC.

- Her ground throw cannot be cancelled; it blows the opponent off like you were hit by "Wind".

- While charging, you're in CH status.

- "C Light" does not break Primers.

o 6CC > "D Wind" is possible on corner.

o On midscreen, "D Wind" blows the opponent just like A/B/C, but can't be followed-up.

o "A Spear" has the same startup time from CS1 but since there isn't any invencibility anymore, people were hit out of it a lot. Can't be followed up even on CH.

o 6B looks faster, can't follow-up with 5C anymore.

o "Airthrow > 2CC > j.C > dj.CC > "A Light" > "C Wing"" deals around 2400 damage.

o "A/B/C Sword" on CH is just like CS1.

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daiandoh can you reformat your changes into bulletpoints for the time being

first post updated, i might have missed something other than what daiandoh posted. if i did, tell me.

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Lol jiyuna.

Lol I don't want to play blazblue anymore if dead spike > 5D (1) x3 works.

:vbang: lol.

Has this been translated?

+ There's positive proration on 8D; if you manage to hit only the hit with positive proration, it goes into a splendid combo for Carl.

- Nirvana's health recovery is slower. He wonders if there's any way to avoid having this as a problem.

o Brio and Vivace are back! (:v:?)

o Basic combo is "5B > 5C > Cantabile > 5C > j.3BD > j.C > j.2C > j.B > j.C" and deals around 2400 damage.

o 2D combos have increased Nirvana consumption and its damage is "delicate".

o He's wondering when should he use General in combos.

Edited by HiagoX

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Random postings from jp arakune forum on changes. With some rough guesses XD

触ってきたので書いてみる。

・6B

 CT、CSの派生6Bが素で出る(CT、CSの6Bは4Bに)

 発生鈍化

 リーチ長く?

・鳥

 発生鈍化

 下への喰らい判定が縮小?

bird is slower, cancel frames less?

・J6D

 遠くに出るように(J5D、J3D、J4Dは変わってないかも?)

J6D reaches further

・各種蟲

 硬直が長く(でもコンボへの影響は現状少なそう)

bugs seem to be slightly slower

・D蟲

 落ちる速度がメッチャ速い(5C×2回とかとてもできない)

D bug falls so fast you can barely fit 2x 5C's in.

・ゼロベクトル

 時間経過で消える(5-6sec?)

 当たり判定縮小?

Cloud disappears after 5-6 secs

Hitbox is smaller.

・各種PならばQ

 硬直増

 消えてから出てくるまでの時間が長くなった

 消えるまでの時間が長くなった?

Teleports are slower, more recovery and startup.

・yトゥーダッシュ

 HIT数増

wheel has more hits?

・fマルg

 相手の足元を自動サーチ

 下段打撃

 発生鋭化(Jで避けようとするとHIT? ぶっぱでも凄い当たってた)

 烙印ゲージ+100%

pit is homing, hits low, might have some sort of invincibility, and gives 100% curse

・ドライブ(クリムゾン)

 被ダメ時もゲージ減少速度変わらず

curse meter drains about the same as before even when getting hit

・画面端ワープ

 鈍化(前の2倍くらい?)

screen edge teleport twice as slow as before

・空中投げ

 範囲広くなったみたい(特に縦に長くなってる、全キャラ共通?)

air throw range seems further?

・J移行

 鈍化(5F? 重ーい感じ)

jump is slower, maybe 5F

From the Arakune loctest discussion thread.

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Thanks for always being here when I need you, Hiago. <3

2500 off of 5B with solo Carl isn't bad, either.

I mean.. that's what he's getting with his sister combos as of now anyway. :vbang:

(Until people start figuring stuff out, I'm sure.)

Brio is back to CT I believe... or similar.

CT was like clap, completely unblockable. I think now it must be barrier'd? :[

Vivace I dunno but B version isn't completely invincible anymore.

Maybe A version got some back?

I know it's probably vague.

Those are just some general questions I have regarding the translation. <3

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A LOT OF STUFF for Noel. Credits to Nikki from Hit Confirm Forum.

Noel

+ j.4D is faster, hits low.

+ Optic Barrel has less startup frames

+ "5B > 2B" works.

+ "2C > 5C" works.

+ 6A hits crouching opponents.

+ 5B has a bigger hitbox (?).

+ j.B and j.C both with bigger hitbox.

+ d.6A is FC now, less prorate.

+ d.5C is faster, does not jump cancel.

+ 6C has a bigger hitbox (?).

+ 4D has bigger stagger time; "4D > 6A" is possible.

+ Assault Through has a bigger vertical hitbox.

+ 22C (1 hit) and 22B can be followed-up with a lot of stuff.

- Assault Through's travelled distance has been reduced.

- Bullet Rain causes less damage.

- Revolver Blast causes less damage.

- 5D is slower.

- Spring Raid can only be followed up in corner.

o Bloom Trigger has sliding property.

o The opponent flies higher when hit by 22C, does have Dash Cancel, it could have same move proration.

o "d.6B" causes wallbounce if the opponent is hit while in the air.

o 6C's second hit can be followed up in the corner; has same move proration.

o 2D may still be causing cross ups.

Combos

[2.200 Damage]

- Throw, Muzzle Flitter, 2B, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[2.300 Damage]

- 5A, 6A, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[2.600 Damage]

- 6B, 6C, 2C, 3C, 22C, 2A, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[2.800 Damage, Corner]

- 5A, 6A, 6C, A Optic Barrel, 6C (2 hits), 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[3.000 Damage]

- 6B, 3C, 22C, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[3.100 Damage]

- Air Throw, 2B, 6C, A Optic Barrel, 6C, 22C, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[3.500 Damage, Corner]

- Throw, 22B~C, 6C, 4D, 6C, Spring Raid, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[4.000 Damage]

- 5D, 5C, 6C, Muzzle FLitter, 2B, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[4.286 Damage]

- 2D, 5B, 6A, 6C, Muzzle Flitter, 2B, 6C, A Optic Barrel, 6C, j.D, 6D, 6B, 5D, 5C, Bloom Trigger

[4.500 Damage]

- 2D, 5C, 6C, Muzzle Flitter, 2B, 6C, Throw whiff, 6C, 22C, 6C, A Optic Barrel, 6C, j.D, 6D, 5D, Bloom Trigger

[3.500 Damage, crouched opponent]

- 2D, 5C, 6C, A Optic Barrel, 6C, j.D, 6D, 5D, Bloom Trigger

[3.950 Damage]

- 3C, 22B~C, 6C, 22B, 6D, 6C, A Optic Barrel, 6C, j.D, 6D, 5D, 6B, 5C, Bloom Trigger

[3.900 Damage]

- 3C, 22B~C, 6C, 22B, 6D, 6C, 5C, A Optic Barrel, 6C, j.D, 6D, 5D, Bloom Trigger

[4.400 Damage, corner]

- CR.6B, Spring Raid, 6C, 4D, Bloom Trigger, 6C (2 hits), 6C, (Throw whiff?), 6C, j.D, 6D, 6B, 5B, 5C, Bloom Trigger

[6.000 Damage, corner]

- j.4D (FC), 6C, 2D, 5D, 5C, A Optic Barrel, 6C, 2D, Spring Raid, 6C (2 hits), j.D, 6D, 5B, 6C, Bloom Trigger, Fenrir

[Astral Heat]

- 5A, 6A, 6C, AH

- 5D, 6A, 6C, AH

Thanks for always being here when I need you, Hiago. <3

2500 off of 5B with solo Carl isn't bad, either.

I mean.. that's what he's getting with his sister combos as of now anyway. :vbang:

(Until people start figuring stuff out, I'm sure.)

Brio is back to CT I believe... or similar.

CT was like clap, completely unblockable. I think now it must be barrier'd? :[

Vivace I dunno but B version isn't completely invincible anymore.

Maybe A version got some back?

I know it's probably vague.

Those are just some general questions I have regarding the translation. <3

:kitty:

Edited by HiagoX

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Henaki, put "Litchi can not cancel into Itsuu" since... Well she can't.

Mu got a new corner combo:

j.C > 5C > Furu no Tsurugi > Dash > 5B > 2C > j.C > j.2C > 3C > Furu no Tsurugi > Dash > 6A > Omohikane (4k)

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Makoto

+ "5B > 5CC > 6B > 5D > 2C > 214B~D > 2C > 2D > j.D > 2C > 236A~D > 6A > j.C > j.B > dj.CC > Corona Upper" deals 5169 damage, gains 61 meter.

+ "5B > 5CC > 6B > 5D > 2C > 214B~D > 2C > 236A~D > 2C > 2D > j.D > 5CC > j.C > j.B > dj.CC > Corona Upper" deals 5106 damage, gains 63 meter.

+ It may be possible to do "j.D > 236A~D > 214B~D > 236A~D"

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