BBCS News only. Anything else = TEMPBAN BlazBlue Chrono Phantasm announced! Izayoi added!
20 August 2010 - 10:58 PM
BlazBlue: Continuum Shift is out in America and Japan on XBox360 and Plastation 3.
Game comes with the 14 characters from the arcade version as well as Mu. You need to either unlock her by playing through story mode or you can buy her unlock code. The system has changed significantly from BlazBlue: Calamity Trigger. See:
Makoto Nanaya, Valkenhayn R Hellsing, and Platinum the Trinity. There's also DLC color packs and DLC announcer voices. See 2nd post for prices.
BlazBlue: Continuum Shift Extend
A rebalanced version of BBCS2 coming to arcades in Fall 2011 and includes a new playable character: Relius Clover
If you have questions, ask HERE.
Also, straight from the horse's mouth
LATEST NEWS (Dec 2011)
- Relius Clover announced for BBCS Extend. Will also include more system + character tweaks. And was released in arcades Fall 2011. Will also be coming to PS3 and Xbox360 as a new disc (and for the PSVita). It will be released in America Feb 14th for $40 USD.
There is also a limited edition for $60USD
"Bonus items for limited edition include CD soundtrack, Calendar and Artbook"
Amazon PS3 Product Page: http://www.amazon.co...6179210&sr=8-14
Amazon 360 Product Page: http://www.amazon.co...26185522&sr=1-2
There is no limited edition for the Vita version.
no longer doing name changes, sorry
20 August 2010 - 10:58 PM
Additional Character Colors #1 – 320 MS Points / $4.99 PSN
Additional Character Colors #2 – 320 MS Points / $4.99 PSN
Additional Character Colors #3 – 320 MS Points / $4.99 PSN
Additional System Voice Type-M – 400 MS Points / $5.99 PSN
Additional System Voice Type-C – 400 MS Points / $5.99 PSN
Additional System Voice Type-K – 400 MS Points / $5.99 PSN
Gamer Picture Pack: Rebel 1 – 160 MS Points
Gamer Picture Pack: Rebel 2 – 160 MS Points
Gamer Picture Pack: Rebel 3 – 160 MS Points
Gamer Picture Pack: Rebel 4 – 160 MS Points
Gamer Picture Pack: Rebel 5 – 160 MS Points
Gamer Picture Pack: Rebel 6 – 160 MS Points
Gamer Picture Pack: Rebel 7 – 160 MS Points
Unlock any 1 Unlimited Character – 40 MS Points / $.59 PSN
Unlock All Unlimited Characters bundle pack – 400 MS Points / $5.99 PSN
Unlock Playable Character Mu – 160 MS Points / $1.99 PSN
Makoto Nanaya Playable Character – 560 MS Points / $7.99 PSN
(note, comes with Unlimited Makoto, Challenge Mode combos, Tutorial notes, extra colors, and her song Alexandrite is selectable in-game)
Valkenhayn Playable Character – 560 MS Points / $7.99 PSN
(note, comes with Unlimited Valkenhayn, Challenge Mode combos, Tutorial notes, extra colors, and his song Howling Moon is selectable in-game)
Platinum Playable Character – 560 MS Points / $7.99 PSN
(note, comes with Unlimited Platinum, Challenge Mode combos, Tutorial notes, extra colors, and her song Active Angel is selectable in-game)
no longer doing name changes, sorry
26 August 2010 - 05:35 AM
"BlazBlue Continuum Shift II" announced. Continuum Shift II is an updated version of Continuum Shift to be released to the arcades and it will be shown at Taito's booth at the Amusement Machine Show. Valkenhayn will be playable. It is expected to be in arcades sometime this winter.
Valkenhayn has been confirmed for release sometime within the month of September, the specific date is still yet to be confirmed. He will cost 560 MS points (Xbox Live) or 800 yen (PSN).
According to Dengeki Online, Valkenhayn's Drive is called "Were Wolf".
26 August 2010 - 09:15 PM
Height: 191 cm
Weight: 78 kg
Birthday: September 15
Blood Type: A
Likes: Pocket watches
Dislikes: Things with no character
CV: Motomu Kiyokawa
He is calm and orderly, and never speaks more than is neccesary.
However, to those who would attempt to harm Rachel, he gives no quarter.
An elderly butler who has served the Alucard Family for generations.
Not only an excellent butler, he is knowledgeable in a wide range of fields.
Becoming aware of the incident in Kagutsuchi, he follows Rachel after she sneaks out of the castle.
Notes: His drive utilizes the German pronunciation for werewolf. His height and weight were also increased from what was given in the Material Collection, where they were 181 cm and 68 kg.
03 September 2010 - 08:49 AM
On the official site his release date is listed as "Late September", which basically means he will be released either on September 21-22 or September 28-29.
08 September 2010 - 02:37 PM
Translated with ImTranslator:
Valkenhayn=R=Hellsing, perso second in DLC of Blazblue: Continuum Shift, will arrive September 21st on Japanese PlayStation Store, at already announced price there is a while (about 8€).
Information comes from a planning PlayStation Network of Sony, but they can probably bank on upon an exit in the same waters on the market of Xbox Live.
09 September 2010 - 03:27 PM
09 September 2010 - 03:34 PM
- still using TypeX2
- using new network system called NESICA x Live
- able to use IC card to save the battle record (similar to SF4, VF,TK)
- not sure if the arcade version will be out for outside of Japan due to the network issue
- big balance change to all existing characters (say bye to Bang and Litchi)
09 September 2010 - 04:25 PM
Not sure if this has been posted already, but:
Nerfs all around. But hey, Valk has Chokkagata Dandy.
not too sure on some of them, but this is what i could make out. gonna skip the valk bits.
5D on grounded opponents no longer floats
3C is techable
5B>6A gattling is gone
Inferno Divider no longer has wall bounce
Belial edge doesn't bounce as high any more (can still follow up with a quick 5D)
2C>5C gattling added (cannot re-input 2C)
B musou knocks down again
2C>5C gattling added (cannot re-input 2C)
j4D is damn fast. As if you can't see her falling from the air.
5D reduced invincibility frames
Overall damage increased
5B>2B gattling added
6A activation speed increased
6B on counter slides
6B jump cancel possible on block
2C hit stop increased
5C>C now slides. Mid screen C lobelia>3D> Sword iris/BBL combos. In corner 5C>C>3C can be done for 2 loops.
j2C can be canceled into attacks on landing
Lobeilas come out even when hit
George has been changed (there's a frog gauge now)
Tempest dahlia? what the heck is that? [i think he means it's been removed]
something about his collider mechanics being revised
new jB, cat motion 2's animation for 2 hits
old jB is now j2B
taunt loop's been nerfed bad. it's now a joke.
drives are more stiff(?), increased hit stop.
health increase [i think.]
overall damage decreased
guarded drive moves give less curse meter
more gattlings without staff
6A with staff must be RC otherwise no followups available
4D slides. follow up possible in corner
6D's level(?) decreased. [maybe priority?]
jC without staff is now techable
5B slower start up
2B slower start up
2B>5B gattling added. (cannot reinput 2B)
heavenly phoenix thrust no longer wall bounces for both air and ground
3C is techable
ashura slower start up, no more invincibility frames, has become a joke DD
2B>5B gattling added cannot re-input 2B)
ada's gauge recovers slower
jD cannot be followed up
5D increased damage
[something about his yukikaze.]
other than that don't know much
5DD activation slowed
blade summonings are slower
5D instantly gives 1 stock, but holding down D gives a slightly slower charge speed
2D starts out slow but the charge speed rapidly increases. Also more stiff now.
jD charge speed increased
5B more strong
2BB>5BB gattlings added (Cannot re-input 2BB)
236A start up time increased, if comboed into cannot be follow up [i think.]
214A, B doesn't float opponent even when done by itself
623A on counter hit, untechable time decreased so cannot follow up
cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner can follow up with normal combos.
after air throw timing for follow up attacks more strict
Ouroboros start up and move speed slowed (although it really feel like there's no difference)
Ouroboros gauge takes longer to recover
5B level reduced. If 5B>3C is not inputted with the fastest timing it won't combo.
parry cancel gone
5B faster start-up, can jump cancel even on block.
cannot block or crouch in wolf form. cannot switch directions.
09 September 2010 - 09:16 PM
I'm also pretty sure "stiffness" basically means more recovery.
EDITEDIT: Also, regarding beast mode valkenhayn, you cannot block, and he doesn't automatically turn around. You hit right to move right and left to turn and move left, think beat'em'up controls!
I think "reaction time" is overrated.
10 September 2010 - 01:51 AM
3C can be ground teched.
Belial Edge bounces higher (バウンド高くなり), making it harder to pick up a combo after. (Mash 5D out as fast as you can though, it'll connect.)
2C > 5C gatling added, FC hit confirm is now nice and easy, but you can't chain/link to another 2C.
jA hits mid [translator: if it's a change, I'd say it's an overhead? You can block it crouching in 1.01, right?]
6B slides on CH. Untechable time has been reduced: if you're in the corner, you can't combo unless you really rush.
j2C hits high, can be cancelled to other attacks when you land.
You can reposition George. He has a gauge now.
Cost performance of using wind has gotten worse considering its recovery. [translator: Think I got closer this time. 相対的な風回復のコスパ悪く]
Tempest Dahlia? What's that...? [literally translated]
I only know his colliders have more same move proration. [both lines literally translated]
Got a new jB, swiped from CT's j236B done twice. [CT猫2のモーションで2回まで掻っ切り] [translator: j236B in Calamity Trigger is called ネコ魂ツー！in Japanese: Cat's Soul 2 in English. Coulda got this wrong though.] Damage is low, but can be used as filler, proration and hitbox are both excellent.
Taunt [translator: get ready for this] prorates to 30% or so. Queue Dan music. [translator: okay, he says ネタ技化, or that it's changed enough that players know it can be done, even if they don't use it]
Drive moves have more recovery. When you cancel them into their followups [translator: don't play Tao, so I don't know if this makes sense], you get increased hit stop. [派生受付際どく、ヒットストップ増加]
Almost Becoming Two combos: still intact.
Can't cancel into 41236D.
4D slides your opponent, can combo in the corner.
2C's startup increased, not 2B.
3C is ground techable. 2363214C won't follow up. (Obvious, obvious, obvious.)
Ashura has more startup lag, invincibility lasts until just before startup [translator: I guess it's just invincible for the super flash or something, or he'd say there's none whatsoever. 無敵発生前に切れ]. More Dan music.
Maybe some of the untechable time on some moves have been shortened. Combos that worked in CS aren't working.
The lights dim on Yukikaze only after you get your counter.
Don't know much more than that. [literally translated]
Will find out more tomorrow. [literally translated]
2D has more recovery.
2BB > 5BB gatling added, but you can't go back to 2BB after doing it.
236A has more startup, you can't combo into it [コンボで繋がらなくなる] and its proration increased.
22D, whether charged or not, only knocks the opponent back (no wallbounce). From midscreen, you can combo with 236D. From the corner, you can just use normals.
j236A has more startup, and can't be used in combos.
j236C has some lag when you land.
It's become easier to combo out of the air throw. [空投げ後緩やかに相手が落ちて追撃がしやすくなった]
Steps, doesn't dash. [translator: like Hakumen] Good reach, specializes in wolf form followups.
Cannot crouch, cannot block in wolf form. Hitting left makes you walk left, hitting right makes you walk right. [translator: Since you don't block, you don't actually stop whenever you hold back in range of a move, you keep moving.]
214214214D: Astral Heat. Smacks your opponent up, transforms, and with the moon in the background, slashes him... like, a lot. [translator: メッタ切り → 滅多切り, reckless repeated slashing. Thanks, Unlimited Saga!]
EDIT: Bang's Ashura.
10 September 2010 - 03:46 AM
AOU is continuing today and tommorrow, today (Japan today, as in, for the next 12 hours) it is still restricted to press only, tommorrow it will be open season for the public. So you won't see a large amount of character info for another 24-48 hours, when anyone can actually play the game instead of a few who may or may not be good at the game.
10 September 2010 - 05:26 AM
This twitter has a list of changes, hes updating it live while hes at the show right now BTW.
Tager 6a chargeable, even when you gatling it from 5C.
litchi 3c (staff) techable.
PS please don't follow it or anything, you never know what might happen if a bunch of gaijin sub him suddenly.
thanks to LK for the account/TL btw.
10 September 2010 - 06:59 AM
[He makes a few posts to say characters he wants to play today. I'm skipping those.]
*I give my heart to Tsubaki players. Tsubasa (wings) hits mid.
*The rumors surrounding Lambda are probably nonsense. 4D can't be jump-cancelled. Aside from [Zwei] Blade being slowed down slightly, she doesn't seem to have changed.
*Litchi's 3C[m] can be tech'd; 6B[m] doesn't wall bounce even on counter-hit.
*Litchi's All-Green super can be tech'd on air hit; poor girl.
*Fall after Gauntlet Hades is faster; follow-up doesn't make it in time [I'm guessing this means the opponent falls too quickly after Gauntlet to combo]. 2D can't even be followed up with 2B.
*Litchi can follow up 4D with 2D. If she's near the wall, she can pick them up with 6C, and 6C[m]'s spin can just barely follow it up if you're in a corner.
*Litchi's 4D connects after 2C! If she's somewhat close to the wall, 2D will follow-up, and if she's at the corner, Haku (3-Dragons: white) will connect.
*Makoto's Big Bang Smash still has 1600 minimum damage; no change. j.B still has a long untechable time on counter hit; no change. Makoto doesn't seem to have changed much.
*Berial Edge, outside of use in combos as a low-grade lock, does shit for damage.
*Valkenhayn's technique names[*] - ヴァルケンの技名めも ナハト・イェーガー ナハト・ローゼン シュバルツ・ヤクト →ヴァイス・ヤクト モーント・リヒト ラーゼン・ヴォルフ ゲシュヴィント・ヴォルフ ケーニッヒ・ヴォルフ アイゼン・ヴォルフ ヒンメル・ヴォルフ シュツルム・ヴォルフ ケーニッヒ・フルーク
[*] I don't know German AT ALL; I have no clue how to write these. Someone else figure it out.
*Litchi combo in corner: 2C > Haku > Chuu > Hatsu, A-Reach > Ippatsu > on-staff B, 6B > D > j.C > D-returns > land > 6C > Itsuu-C > aerial finisher (3700 dmg)
*Hakumen can special-cancel after j.D for follow-ups WTF!
10 September 2010 - 10:28 AM
Valkenhayn move names (Japanese: German - English)
ナハト・イェーガー: Nacht Jäger - Night Hunter
ナハト・ローゼン: Nacht Rosen - Night Roses
シュバルツ・ヤクト → ヴァイス・ヤク: Schwartze Jagd → Weiße Jagd - Black Hunt → White Hunt
モーント・リヒト: Mondlicht - Moonlight
ラーゼン・ヴォルフ: Rasen Wolf - Frenzied Wolf I guess? Should be Rasende =P
ゲシュヴィント・ヴォルフ: Geschwinde Wolf - Quick Wolf
ケーニッヒ・ヴォル: König Wolf - King Wolf
アイゼン・ヴォルフ: Eisen Wolf - Iron Wolf
ヒンメル・ヴォルフ: Himmel Wolf - Sky Wolf
シュツルム・ヴォルフ: Stürm Wolf - Storm Wolf
ケーニッヒ・フルーク: König Flucht - King Flight
10 September 2010 - 04:37 PM
-2D can't be followed up by 2B.
-Berial Edge does shit for damage when used in combo
-Opponent falls too quickly and too far away after Gauntlet Hades to catch with any follow-ups.
[no new info]
-B-silencer's range is shorter
-C-silencer's recovery is increased
-both changes are very slight; likely nothing to worry about.
-6A has returned to it's CT version. Taokaka's eyes fill with tears.
-Wind increases the speed of her air dashes
-j.A > j.2C won't connect, but j.B > j.2C does.
-j.2C can be JC'd on ground hit.
-6A starts up faster
-6A can be charged
-6A has super armor
-6A can't be JC'd? Will test later.
[no new info]
[no new info]
-4D causes slide effect even on air hit
-4D can be followed up by 2D midscreen into dashing 6C.
-Is 2C into 4D a stable combo?
-2C > 4D, Haku > Chuu > Hatsu, A-Reach > Ippatsu > on-staff B, 6B > D > j.C > D-returns > land > 6C > Itsuu-C > aerial finisher (3700 dmg)
-however, if the staff isn't placed in front after 4D, the combo is no good. Also drops combo in the corner if 2C's hitbox sinks into the edge of the screen? Will confirm later.
-As always, if you're doing a corner combo, 2C > 4D > haku > chuu > 5B > 6C(1) > 623D > hatsu > ippatsu > on-staff B > etc. will work.
-6B[m] and j.C[m] knock opponent backward, but don't wall bounce even on counter hit
-6C[m]'s spin staggers, can just barely combo afterwards in the corner.
-All Green super is techable on air hit.
-6B is techable on ground hit
-623B, j.623B do give a small wall bounce if done near the corner.
-2C is techable on ground hit (as previously noted), but FRKZ's 2C will knock down.
-j.B's untechable timing is shorter? Need to confirm this later.
-j.D's animation can be cancelled late into specials; will test to see if he can also cancel into ground specials.
-using Gravity Field A at the start of the round, it takes until 85 counts on the timer to fully disappear? Is this a little late?
-4D cannot be JC'd. This was just a rumor.
-j.D's recovery speed hasn't changed (as previously noted, it's gauge gain has increased)
-Tsubasa (wings) hits mid
-can combo after throws in corner with 6C
-Ouroboros' speed has decreased. Honestly, this doesn't really change anything.
[no new info]
-6B has vaccuum effect, hits twice. Not a mid
-6C has Fatal Counter; can transform after an FC hit and pick up the combo.
*Valkenhayn specials list* (thank you, Capn, for the names.)
[note: wolf-mode moves will be indicated with a [w]]
-Nacht Jäger - Night Hunter (236A) - Tackle. Long duration on hit [author remarks that it feels like 5 minutes]
-Nacht Rosen - Night Roses (236C) - Upper[cut]. Hits mid. Can combo after 5C on crouching opponents.
-Schwartze Jagd - Black Hunt (236B) - Low kick. Hits low.
-Weiße Jagd - White Hunt (236B) - follow-up to Black Hunt. Strong kick that knocks opponent away. Can follow up with a combo.
-Mondlicht - Moonlight (j.214B) - High kick. Kicks opponent straight up. Untechable time is considerably long. Can do Aerial > moonlight > 5C > aerial, etc. This move is bullshit strong.
-Rasen Wolf - Frenzied Wolf ([w]C) - Wolf rush. Can choose direction using joystick. Wolf gauge decreases quickly while using. Can cancel during charge with other moves, hitting C returns Valk to neutral, hitting D transforms him back to human form. Run away, run away!
-Geschwinde Wolf - Quick Wolf (D during a Human mode special) - cancels into transformation. Uses a considerable amount of gauge.
-König Wolf - King Wolf ([w]236A/B) - Wolf assault charge. A attacks horizontally, B charges diagonally upward. Cancels into itself - can do three in a row.
-Eisen Wolf - Iron Wolf ([w]j.214A/B) - Wolf raid. Rushes diagonally down-forward and lands. Angle differs slightly between A and B versions.
-Himmel Wolf - Sky Wolf ([w]236D) - Wolf bite. Scary 1-hit command throw, 2300 damage. Can be followed up.
-Stürm Wolf - Storm Wolf (632146D) - Like Chipp's Zanseirouga. Does all hits even on guard. Every hit is an overhead.
-König Flucht - King Flight (j.236236C) - Slayer's Chokkagata Dandy. Transforms at the end. For combos that work even on downed opponents.
-Astral Heat [no name] (214214214D) - launches opponent, transforms, and slashes repeatedly with the moon in the background.
10 September 2010 - 06:26 PM
*Rachel: CH 2C, 1D, 6A, Lilly, j.2C lvl3 bounce, summon George, 3C(1), Sword Iris, 6C, j.C, land, j.C, j.C, A-Lobelia = 5350 damage.
*Lambda: 5DD > Blade connects; 5D and 5DD appear slower.
There are plenty more twitter posts if anyone wants to translate. http://twitter.com/ushidonburi. Do not follow. Just translate.
3rd blog post now up, "Character Impressions" - http://generalnantok...-entry-372.html
EDIT - tomorrow's the last day of . Expect more information.
10 September 2010 - 08:18 PM
Some minor corrections + commands.
My katakana -> German may not be perfect, but for those interested here is what I'm fairly certain the names are.
Valkenhayn move names (Japanese: German - English)
Wehrwolf - Switches between human and wolf form. The Wolf Guage drains while in wolf form and refills while in human form. Wolf form cannot be used if the Wolf Guage is empty.
Nacht Jäger (Night Hunter) - 236 + A
Nacht Rosen (Night Roses) - 236 + C
Schwarz Jagd (Black Hunt) - 236 + B
-> Weiß Jagd (White Hunt) - 236 + B after Schawrz Jagd
Mondlicht (Moonlight) - 236 + B in air
Rasen Wolf (Rushing Wolf) - C while wolf form is activated
Geschwind Wolf (Quick Wolf) - D during a human form attack
König Wolf (King Wolf) - 236 + A or B or C while wolf form is activated
Himmel Wolf (Sky Wolf) - 214 + A or B or C while wolf form is activated
Eisen Wolf (Iron Wolf) - 236 + D while wolf form is activated
Sturm Wolf (Storm Wolf) - 632146 + C
König Flug (King Flight) - 236236 + C in air
Name Unknown - 214214214 + C (temporary)
Note: It's German, so the letters are all pronounced as such. Wehrwolf = Vehrvolf, Nacht Jäger = Nacht Yaeger, Weiß Jagd = Veiss Yagd, König Wolf = Koenish Volf, and so on.
11 September 2010 - 05:01 AM
Carnage Scissors sends your opponent spinning away. Proration got worse, techable.
4D can be followed up with 2D > dash > 6C, but it's tight.
2C > 4D > ... > aerial finisher [see previous post] is a corner combo, at least. [translator: he specifically says it works in the corner, implications are that it may work midscreen, but he hasn't seen it]
6B is ground techable.
Using Gravity Field A [see previous post]. Maybe this is slower?
j214x all hit mid. [translator: YAY!]
Ground throw can be comboed in the corner with regular attacks or 6C. From midscreen, 236D. [translator: as before, clarifying ground throw only]
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