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DaiAndOh

[CSE] Bang Thread: Continuum Shift EXTEND Pre(American)Release Changes/Discussion/VIDEOS

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Any talk of tiers or tier list, and your post gets deleted. You can say if you feel something is better or worse though, just have reasoning. So yeah, post away if you can!

Any translation from fancy japanese bbs' is appreciated!

Videos welcome now too!

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i have a long list of changes but i have to go to school...

Bang got super buffed, he seems like the strongest atm (imo).

Dora tweeted last night "Bang is strong".

going to have to wait until night unless Fluck comes on the bang forums :3

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[bang]

"Ground Throw não possui Special Cancel, mas pode ser cancelado em air dash"

"Ground Throw is not Special Cancellable, but can be cancelled into air dash"

"{2D, j.D} combou na Litchi"

"{2D, j.D} worked against Litchi"

"{6C, JC j.D} works"

"{623C RC, 6D, j.236C} não combou o Nail"

"{623C RC, 6D, j.236C} the Nail's didnt combo"

"{5A, 5B, 6C, j.D, 2B, 5D, 6C, j.4C, j.C} works"

"{2A, 2A, 5B, 2B, 6C, j.D, 2B, 6C, j.4C, j.C} works too"

"{j.D, 2A, 5B, j.A, j.B, j.4C, JC j.4C, j.C} - ~1.800 damage"

"{623C RC, 5C, 6D, 623B, 5B, 6C, j.4C, j.623B, 5A, 5B, JC j.A, j.B, j.4C, JC j.4C, j.C} - ~4.000 damage"

"{2D, JC j.D, j.236C, j.D, j.236C, 5D} - 4 seals combo"

"{5A, 5B, 2B, 6C, j.D, j.236C, j.D, j.236C, 5D} - 3 seals"

"{Throw, airdash j.4C, j.236C, j.D, 5C, 6D} - 2 seals"

"Esses combos de selos foram testados vs. Litchi, não tenho certeza se {2D, j.D} e {6C, j.D} funciona em outros"

"These seals combos were tested vs. Litchi, not sure if {2D, j.D} and {6C, j.D} will work vs. everybody"

CREDIT GOES TO Djudjo FOR THE INTIAL TRANSLATION IN THIS THREAD:http://www.dustloop.com/forums/showthread.php?12560-Blazblue-Continuum-Shift-Extend-Actual-Changes/page2

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Strongest is Haku huey ;)

It's mostly stuff you already know but:

バング変更点

・立ちD…通常ヒットで空中に浮く

5D gives float on normal hit

・JD…乗算補正強化

jD has better proration (no idea p1 or p2 though, I can't tell from the term)

・各種手裏剣…ヒット時に下方向に落下、ただしD釘の上昇時は上に吹き飛ぶ

All nails give knockdown on hit on the way down, but D nails will cause opponent to rise up if they are also rising up.

・C釘…乗算補正弱体化、ヒット時の有利時間増加(おそらくヒットストップ増加)

C nail has weakened prorate. It seems that hitstop on C nail has increased and this gives you more time to do stuff.

・地上投げ…ダメージ1000に。中央でも壁バウンドを誘発。空中ダッシュでキャンセルでき、そこからコンボ可能。

Ground grab gives 1000 damage, has wallbound. Can airdash cancel to follow up with a combo. (Jump cancellable throw?!)

・6C>JD…立ちくらいに対して、jcしないと当たらないキャラがいる。6Cのノックバックが上昇したためか?

I'm not so sure here, but it seems like it's saying you need to jump cancel to hit some characters with 6C j.D. My guess is they put in a 6C j.D gatling maybe?? 6C seems to have higher vertical knockback.

・コマ投げ…補正がキツくなったらしい。

Command grab has harsher prorate

Current combos

・2A>5B>6C>JD>2B>6C>J4C>JC

・2A>2A>5B>2B>6C>JD>2B>6C>J4C>JC

・JD>2A>5B>JA>JB>J4C>J4C>JC 1800

・Command grab rc>5C>6D> firepunch >5B>6C>J4C> air firepunch >5A>5B>JA>JB>J4C>J4C>JC bluebeats at some point in the combo apparently. 【4000]

・2D>JD>C nail>JD>C nail>5D

・5A>5B>2B>6C>JD>C nail>JD>C nail>5D

・Throw> airdash >J4C>C nail>JD>5C>6D

・5A>5B>2B>6C>JD>2B>6C>J4C>JC【around 2340】

・Midscreen throw> airdash> J4C>C nail>5C>6D>Daifunka【around 2940】

・5B>2B>6C>JD>2B>6C>J4C>JC【around 2700】

・Midscreen throw>J4C>C nail>JD>C nail>JD>C nail>5D (Personal note: wtf is this combo)

・2D(ch)>5C>6D>Daifunka【3972】previously 4632

Oh yes earlier on bbs someone said 'Do 6A Daifunka!', not sure how valid this is.

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~ 画面中央 ~

・5A>5B>2B>2C>双

・3Cfc>2B>5D>JB>J4C>J4C>JC 【約2700】

・6Cch>B釘着地>C>6D>大噴火 【約5500】

・2D>JD>2B>5D>JB>J4C>JC 【約2000】

・2D>JD>C釘>6D>C釘>5C>6D(キャラ限)

・空投げ>3C>ダッシュ2A>5B>JB>J4C>空双 【2800】

《立ちくらい》

・5B>2B>6C>JD>2B>B>JA>JB>J4C>J4C>JC>A釘

・5B>2B>6C>dlJA>JC>5A>5B>JA>JB>J4C>JC

・5B>2B>6C>空中ダッシュJ4C>空双>5B~

・5B>2B>6C>JD>C釘>ダッシュC>6D>双or大噴火

(6D>大噴火の入らないキャラには5D>大噴火で代用)

・2A>5B>2B>6C>JD>C釘>6D>C釘>5D(キャラ限)

・5A>5B>2B>6C>JD>C釘>6D>5D~(姫、虫、磁、狼、氷?限定)

《しゃがみくらい》

・5A>5B>2B>5D>双or大噴火

・5C>5D>双or大噴火

・B>2B>D>低空D釘>B>D

・C>D>低空D釘>B>D

~画面端~

・B>2B>双>B>6C>J4C>空双>B>6C>J4C>JC>A釘 【3977】

・B>2B>双>B>6C>J4C>空双>阿修羅or大噴火 【約4100 or 4786】

・C>D>双>B>6C>J4C>空双>B>6C>J4C>JC>A釘 【3472】

・C>D>低空双>6C>JD>C釘>C>6D>双 【約2700 三枚】

・C>D>双>B>6C>jcJD>2B>6C>JC 【約2800】

・6B(ch or RC)>B>2B>双>B>6C>J4C>空双>大噴火 【4556】

・3C(ch or RC)>2B>双>B>6C>J4C>空双>B>6C>J4C>JC>A釘 【4195】

・3C(RC)>C>6D>双>B>6C>J4C>空双>B>6C>J4C>JC>A釘 【4727】

・5B>2B>3C(RC)>5C>6D>双>5B>6C>J4C>空双>5B>2B>JB>J4C>J4C>JC 【約4700】

・2Dch>5C>6D>双>5B>6C>J4C>空双>5B>6C>J4C>JC 【約4700】

・2D>JD>2B>5D>低空双(端バウンド)>5D 【四枚】

《立ちくらい》

・B>2B>6C>空双>B>双>C>6D>噴火 【5077】

・6C(ch,B釘投げない着地)>6C>空双>B>双>C>6D>噴火 【6594】

・5B>2B>6C>空双>(裏回り)>6C>JD>C釘>5C>6D>双

《コマ投げ》

・コマ投げRC>C>6D>双>B>6C>J4C>空双>B>6C>J4C>JC>A釘 【5444】

・コマ投げRC>C>6D>双>B>6C>J4C>空双>大噴火 【約6300】

~風林火山~

・5B>2B>6C>6dcJ4C>7dcJ4C>JD>2B>双>大噴火 【約5600】

・5B>2B>2C>6D>6C>6dcJ4C>7dcJ4C>JD>2B>双>大噴火 【約5600】

・JC>2C>6dc>2D>6dc>5C>6D>4dc>2B>6C>8dc>J4C>2dc>9dc>J4C

 >2dc >8dc>J4C>JD>1dc>C釘>大噴火 【約6000】

・JC>2C>2D>5C>6D>2B>6C>J4C*2>JD>2B>J4C*5>空双>阿修羅 【6620】

・2D>J4C>J4C>J4C>1慣性移動JD>着地>5C>6D>大噴火 【約5800】

・空投げ>J4C>J4C>J4C>JD>5C>6D>大噴火 【約6000】

source http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1317822082/8

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~ Midscreen ~

・5A>5B>2B>2C> firepunch

・3Cfc>2B>5D>JB>J4C>J4C>JC 【around 2700】

・6Cch>B nail, land >C>6D>Daifunka 【around 5500】

・2D>JD>2B>5D>JB>J4C>JC 【around 2000】

・2D>JD>C nail>6D>C nail>5C>6D(Character-specific)

・Air Throw>3C>Dash 2A>5B>JB>J4C>Air firepunch 【2800】

《Standing opponent》

・5B>2B>6C>JD>2B>B>JA>JB>J4C>J4C>JC>A nail

・5B>2B>6C>dlJA>JC>5A>5B>JA>JB>J4C>JC

・5B>2B>6C>airdash J4C>air firepunch>5B~

・5B>2B>6C>JD>C nail>dash C>6D>firepunch or Daifunka

(use 5D > Daifunka on character that 6D > Daifunka don't work on)

・2A>5B>2B>6C>JD>C nail>6D>C nail>5D(Character-specific)

・5A>5B>2B>6C>JD>C nail>6D>5D~(Rachel, Arakune, Tager, Valk, Jin ? Specific)

《Crouching opponent》

・5A>5B>2B>5D>Firepunch or Daifunka

・5C>5D>Firepunch or Daifunka

・B>2B>D>low height D nails>B>D

・C>D>low height D nails>B>D

~Corner~

・B>2B>Firepunch>B>6C>J4C>air firepunch>B>6C>J4C>JC>A nail 【3977】

・B>2B>Firepunch>B>6C>J4C>air firepunch>Ashura or Daifunka 【around 4100 or 4786】

・C>D>Firepunch>B>6C>J4C>air firepunch>B>6C>J4C>JC>A nail【3472】

・C>D>low height air firepunch>6C>JD>C nail>C>6D>Firepunch 【around 2700 3 seals】

・C>D>Firepunch>B>6C>jcJD>2B>6C>JC 【around 2800】

・6B(ch or RC)>B>2B>Firepunch>B>6C>J4C>air firepunch>Daifunka 【4556】

・3C(ch or RC)>2B>Firepunch>B>6C>J4C>air firepunch>B>6C>J4C>JC>A nail 【4195】

・3C(RC)>C>6D>Firepunch>B>6C>J4C>air firepunch>B>6C>J4C>JC>A nail 【4727】

・5B>2B>3C(RC)>5C>6D>Firepunch>5B>6C>J4C>air Firepunch>5B>2B>JB>J4C>J4C>JC 【around 4700】

・2Dch>5C>6D>Firepunch>5B>6C>J4C>air firepunch>5B>6C>J4C>JC 【around 4700】

・2D>JD>2B>5D>low height air firepunch, corner bound>5D 【4 seals】

《Standing opponent》

・B>2B>6C>air firepunch>B>Firepunch>C>6D>Daifunka 【5077】

・6C(ch,B nail miss? landing)>6C>air firepunch>B>Firepunch>C>6D>Daifunka 【6594】

・5B>2B>6C>air firepunch>(Cross under?)>6C>JD>C nail>5C>6D>Firepunch

《Command grab》

・Command grab RC>C>6D>Firepunch>B>6C>J4C>air firepunch>B>6C>J4C>JC>A nail 【5444】

・Command grab RC>C>6D>Firepunch>B>6C>J4C>air Firepunch>Daifunka 【around 6300】

~Fuu Rin Ka Zan~

・5B>2B>6C>6dcJ4C>7dcJ4C>JD>2B>Firepunch> Daifunka 【around 5600】

・5B>2B>2C>6D>6C>6dcJ4C>7dcJ4C>JD>2B>Firepunch> Daifunka 【around 5600】

・JC>2C>6dc>2D>6dc>5C>6D>4dc>2B>6C>8dc>J4C>2dc>9dc>J4C

 >2dc >8dc>J4C>JD>1dc>C nail>Firepunch 【around 6000】

・JC>2C>2D>5C>6D>2B>6C>J4C*2>JD>2B>J4C*5>air firepunch> Ashura【6620】

・2D>J4C>J4C>J4C>move in the 1 direction (?), JD> land >5C>6D>Daifunka 【around 5800】

・Air grab>J4C>J4C>J4C>JD>5C>6D>Daifunka 【around 6000】

source http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1317822082/8

bang gets 2.8k off overhead midscreen :)

? Means I am not sure of the translation

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・6C>JD…立ちくらいに対して、jcしないと当たらないキャラがいる。6Cのノックバックが上昇したためか?

I'm not so sure here, but it seems like it's saying you need to jump cancel to hit some characters with 6C j.D. My guess is they put in a 6C j.D gatling maybe?? 6C seems to have higher vertical knockback.

That could mean it is like CT again.

In CS you can just do 6C>j.D on everybody. In CT you had to actually jump cancel into the j.D against certain characters for it to hit (Litchi/Arakune/Nu...I think). Ragna/Hakumen/Tager were the ones in CT that you could just 6C>j.D. And everyone else 6C didn't even work on standing for some stupid reason...

I'm sure you can still 6C everyone on standing, but you might have to adjust your j.D depending on the character.

That's just a guess since I obviously don't know the proper translation or know from the game.

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B>2B>D>low height D nails>B>D

Wait, wasn't 5D supposed to put the opponent airborn? Or is it because the D nails make the opponent go down?

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According to Stunedge 5B is back to CS1 5B. Yes, it's back to being godly for everything: anti-air, poke, the works.

this is his best buff in my opinion.

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I recommend everyone to take a look at the Alpha station stream (http://ustream.com/user/adast) as Dora plays alot there. He does a nifty 4 Seal combo rather easy and plays FRKZ a few times, he's godlike with the j.4C looping...

Other then that Bang seems to be quite strong now as many have probably already figured. Was the j.4C height "nerf" removed? I don't see any difference at all..

Most likely we'll see alot more FRKZ in BBEX now aswell, I for one will try and improve my FRKZ game for the release of BBEX.

The 5D float on hit seems very nice aswell, we get alot more carry midscreen now on crouchers, no need to rely on standing for 6C!

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Is there a BBCSEX(lol) Bang Buff/Nerf List around here? I cant seem to find one and I havnt been keeping up with the Extend changes up till now :/ .

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The normal nails knocking down on air hit could potentially mean that Bang can poison the opponent after an air combo and still get the knockdown. Which would be awesome

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define normal? every one of bang's nails have a special property lol

My bad, I should have said: seeing as all of his nails knock the opponent down when the nails are flying downwards, this could mean that he could throw a poison nail after j.c and poison them as well as score the knockdown.

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My bad, I should have said: seeing as all of his nails knock the opponent down when the nails are flying downwards, this could mean that he could throw a poison nail after j.c and poison them as well as score the knockdown.

Don't hold me to this, but I think while watching some of them matches I saw Dora do a Poison Nail near the end of one of the combos and Noel air teched away after it. If true, it would make sense due to the Poison Nail still counting towards the combo/tech time whatever thus allowing her to air tech instead of getting knocked down. Kinda like how during CS1 air enders, depending on which one you did it would cause them to be able to tech in the air even if the ender itself "causes knockdown".

I plan to go back and watch the matches again eventually, so I'll be able to confirm that or not to make sure I wasn't imagining things. Unless someone else notices the situation and points out the results to confirm or not.

EDIT:

Well I started to go back and watch matches and I found an example.

http://www.youtube.com/watch?v=CRqZsyokPRw#t=1m55s

As you can see, Taokaka is able to tech in the air after that Poison Nail.

EDIT #2:

Watched more videos, came across this example.

http://www.youtube.com/watch?v=SCp7rtdsu4c#t=9m30s

It looks like Ragna got knocked down from the Poison Nail this time, or he just didn't tech but I find that hard to believe.

So I think it is a case of the combo/tech time unless that Ragna really did just not tech there.

EDIT #3:

Going back to this:

・6C>JD…立ちくらいに対して、jcしないと当たらないキャラがいる。6Cのノックバックが上昇したためか?

I'm not so sure here, but it seems like it's saying you need to jump cancel to hit some characters with 6C j.D. My guess is they put in a 6C j.D gatling maybe?? 6C seems to have higher vertical knockback.

That could mean it is like CT again.

In CS you can just do 6C>j.D on everybody. In CT you had to actually jump cancel into the j.D against certain characters for it to hit (Litchi/Arakune/Nu...I think). Ragna/Hakumen/Tager were the ones in CT that you could just 6C>j.D..

I noticed here in this video the Bang player tried to go into 6C>j.D like normal and it completely whiffed Valkenhayn:

http://www.youtube.com/watch?v=-bVLzZGJyFc#t=13m18s

He was point blank next to him, so it wasn't a case of him being too far away for a j.D to connect like it can happen sometimes. So this probably means what I thought about that note is actually true, you have to jc the 6C into j.D against certain characters again. At least that's the only way I can make sense of it.

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Bang's known changes from CS1 to EX:

Moves

5A…200→300 damage up

2A…150→300 damage up

6A…380→540 damage up

5B…Faster startup frame、improved attack hit box(not confirmed)

6B…580→780 damage up

2C…650→750 damage up、P2 proration increased.

6C…hit back increased so that now it became to bit harder to connect to JD.

3C…

JA…180→300 damage up、attack hit box improved(quite strong anti-air now)

JAA…same as above

JB…hit box improved(?)

JC…hit box improved(?)

J4B…hit box improved(?)

J4C…Now it launches opponent a bit lower than before, and gives more untechable time. Bang's new main combo part.

5D…Now it launches opponent into air whether normal hit or counter. Wall bounce removed. Its damage increases to 1000 while Furikazan mode.

6D…P1,P2 proration nuffed.

2D…P1,P2 proration nuffed.

JD…P1,P2 proration buffed、bonus proration on counter hit removed.

Ground grap…1500→1000 damage、Air dash cancelable

Air grap…Bang's recovery frame increased. Now it is harder to connect into (land)dash 3C.

Drive teleportation improved. Now it's not easily punished like before.

Bang otoshi Ground/Air... P2 proration nuffed.

C nail...P2 proration nuffed. Now it holds opponent longer.

It seems Bang is now better than CS2 thanks to his improved moves.

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