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Thread: BBCS News only. Anything else = TEMPBAN BlazBlue Chrono Phantasm announced! Izayoi added!

  1. #11
    New Blood
    Location
    Calgary AB Canada
    PSN
    SenshiRoa
    Platinum confirmation for Continuum Shift II
    http://blazblue.jp/topics.html#topics138

    And new acrade/story scenes for new characters
    http://release.nikkei.co.jp/detail.c...60855&lindID=5
    Last edited by kinomiya; 09-09-2010 at 07:53 AM.

  2. #12
    The new episode of BuruRaji shows Valkenhayn's Distortion Drives and more info on his Drive starting at 14:40:

    http://www.nicovideo.jp/watch/1284016979
    Last edited by Alpha to Omega; 09-09-2010 at 10:11 AM.

  3. #13
    Quote Originally Posted by Alpha to Omega View Post
    The new episode of BuruRaji shows Valkenhayn's Distortion Drives and more info on his Drive starting at 14:40:

    http://www.nicovideo.jp/watch/1284016979
    Uploaded said part to YT:

    http://www.youtube.com/watch?v=GCtdBfdGOtU

  4. #14
    Not sure if this has been posted already, but:

    http://generalnantoka.blog35.fc2.com...ry-370.html#cm

    Nerfs all around. But hey, Valk has Chokkagata Dandy.

  5. #15
    Wash Away The Anger Vulcan422's Avatar
    Location
    Los Angeles, CA
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    VULCAN422 (for now)
    PSN
    Coming soon to PS4
    http://translate.google.com/translat...-370.html%23cm

    Crappy translation of said balance changes, but make of it what you can.

    Quote Originally Posted by YukiBlue View Post

  6. #16
    BBCS2
    - 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)

  7. #17
    Quote Originally Posted by eirei View Post
    Not sure if this has been posted already, but:

    http://generalnantoka.blog35.fc2.com...ry-370.html#cm

    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.

    Ragna:
    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)

    Jin:
    2C>5C gattling added (cannot re-input 2C)
    B musou knocks down again

    Noel:
    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

    Rachel:
    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]

    Tager:
    Nothing known.
    something about his collider mechanics being revised

    Taokaka:
    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.]


    Arakune:
    overall damage decreased
    guarded drive moves give less curse meter

    Litchi:
    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

    Bang:
    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

    Carl:
    2B>5B gattling added cannot re-input 2B)
    ada's gauge recovers slower

    hakumen:
    jD cannot be followed up
    5D increased damage
    [something about his yukikaze.]
    other than that don't know much

    Lambda:
    5DD activation slowed
    blade summonings are slower

    Tsubaki:
    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

    Hazama:
    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.

    Makoto:
    parry cancel gone
    5B faster start-up, can jump cancel even on block.

    Valkenhayn:
    cannot block or crouch in wolf form. cannot switch directions.

  8. #18
    Heartful Punch Kirbeh's Avatar
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    MD
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    Curbeh
    PSN
    Curbeh
    Quote Originally Posted by zephyr07 View Post
    Noel:
    j4D is damn fast. As if you can't see her falling from the air.
    Second part is "Cross up," as in became a crossup from a low height that you can barely see.
    "I play Ragna in BB and Sub-Zero in MKII. Who should I play in AH3?"
    "..."

  9. #19
    from what I understand, Yukikaze has a nice pretty snowflake animation. I could be wrong though.

    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!
    Last edited by JinSaotome; 09-09-2010 at 09:23 PM.
    Quote Originally Posted by Blade
    I think "reaction time" is overrated.

  10. #20
    Whatever wasn't covered above, plus what I'm reading differently (same source):

    Ragna
    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.)

    Jin
    2C > 5C gatling added, FC hit confirm is now nice and easy, but you can't chain/link to another 2C.

    Rachel
    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]

    Tager
    Not sure.
    I only know his colliders have more same move proration. [both lines literally translated]

    Taokaka
    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.

    Litchi
    Can't cancel into 41236D.
    4D slides your opponent, can combo in the corner.

    Bang
    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.

    Carl
    Maybe some of the untechable time on some moves have been shortened. Combos that worked in CS aren't working.

    Hakumen
    The lights dim on Yukikaze only after you get your counter.
    Don't know much more than that. [literally translated]

    Lambda
    Will find out more tomorrow. [literally translated]

    Tsubaki
    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]

    Valkenhayn
    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.
    Last edited by caelk; 09-11-2010 at 07:07 AM.

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