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Author Topic: BlazBlue: Continuum Shift  (Read 67147 times)

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Offline MissedFRC

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Re: BlazBlue: Continuum Shift
« Reply #200 on: April 01, 2010, 01:56:58 PM »
Even with that she's still comfortably sitting at mid-tier.

The Noel could've entirely prevented that from happening at all by FDing in the air.
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Offline YubelPhoenix

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Re: BlazBlue: Continuum Shift
« Reply #201 on: April 01, 2010, 02:39:55 PM »
Even with that she's still comfortably sitting at mid-tier.

The Noel could've entirely prevented that from happening at all by FDing in the air.
or at least barrier bursted
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Offline MissedFRC

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Re: BlazBlue: Continuum Shift
« Reply #202 on: April 01, 2010, 03:19:59 PM »
You can't bait an FD  :slowpoke:
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Offline YubelPhoenix

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Re: BlazBlue: Continuum Shift
« Reply #203 on: September 09, 2010, 02:27:10 PM »
Taken from dustloop and srk
New Changes for this game. Interest for this game has been renewed! :fap: :fap: :fap: :fap:
And rachel revived lol
"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 [click read more for the rest]"

"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.

"Step Character" - has reasonable range. Good at follow-ups while doing damage.

cannot crouch/block in beast mode/ [something odd about walking left and right based on attack/throw? direction]

5A, 2A - small punches
5B - kick
2B - low kick
6A - some kind of knee kick
6B - some kind of mid attack
5C - ridiculously long kick; reaches far
6C - flying kick; hits mid ; feet invincible; no disadvantages even on guard; crushing attack
2C - anti-air kick; fast startup; crushing attack
3C - knockdown kick
j.A, j.B - par for the course
j.C - downward kick; even Slayer would be surprised how good this is.
236A - like "Hell's Fang" - slight advantage on hit
236B - has B-follow-up; low rush
236C - "Upper"-type rush; hits mid
Beast A - low clawing motion
Beast B - stabs upward; head invincible
Beast j.A - clawing motion
Beast j.B - rages about in mid-air
Beast C - goes airborne quickly
Beast 236A, 236B - wolf charge; A moves horizontally, B moves diagonally upward
Beast 236D - command throw, 2300 damage
632146D - like Chipp's FujiyamaGeisha super; left defenseless if all hits are guarded
j.236236C - Chokkagata Dandy
214214214D - Astral Heat ; launches opponent, transforms, [something happens involving moon]

Impressions: Valkenhayn is too strong as he is now.
Runners up are Rachel, Arakune; goodbye to Ragna, Bang, and Litchi!

Valkenhayn has lots of options

« Last Edit: September 09, 2010, 02:33:47 PM by YubelPhoenix »
Main: C/H/F Akiha. Sub: Anyone who doesn't have a knife, a momoji loop, a gun, a summon, a trenchcoat, who doesn't turn into a cat.

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Offline It is a mystery.

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Re: BlazBlue: Continuum Shift
« Reply #204 on: September 11, 2010, 03:06:19 PM »
Looks good, can't wait to see the finalised changes.

Offline MasterT

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Re: BlazBlue: Continuum Shift
« Reply #205 on: September 12, 2010, 09:24:24 AM »
Arakune only got nerfs, why would he move up?

Also the wording on Bang's changes is poor, since heavenly phoenix thrust is the air version, but I don't think anyone would specify that the air version can no longer wall bounce on air and ground opponents. So I'm guessing it just means both the air/ground version of that move don't wall bounce aka its CT Bang time.

Offline YubelPhoenix

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Re: BlazBlue: Continuum Shift
« Reply #206 on: September 12, 2010, 10:53:33 AM »
Some of the characters didn't deserve what they got, The change is good but still...

Update on Ragna: Cant combo off a gaunlet hades anymore and carnage scissors no longer wall bounces and you can tech out of the second part of it. :emo: Also ive heard dead spike knocks them into the air, not too sure.

Platnium has pedobear stick and kitty missles and is a slow but powerfull character, from what dustloop is sayin  ???
« Last Edit: September 12, 2010, 10:56:50 AM by YubelPhoenix »
Main: C/H/F Akiha. Sub: Anyone who doesn't have a knife, a momoji loop, a gun, a summon, a trenchcoat, who doesn't turn into a cat.

I suck at this game XD

Offline Exciel

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Re: BlazBlue: Continuum Shift
« Reply #207 on: September 12, 2010, 02:12:12 PM »
Arakune only got nerfs, why would he move up?
Because everyone else went down.

Offline Van_Artic

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Re: BlazBlue: Continuum Shift
« Reply #208 on: September 12, 2010, 03:50:57 PM »
Quote
Tager:
Nothing known.
something about his collider mechanics being revised
damn, i need more
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Offline YubelPhoenix

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Re: BlazBlue: Continuum Shift
« Reply #209 on: October 10, 2010, 07:11:46 PM »
Taken from dustloop, for those who care...
2nd loketest info

Ragna:
+ 5B > 6A gattling added back
+ C, 2C > 6A gattling added
+ ground gauntlet hades can be followed up
+ during blood kain 6D > 6D combos
- 6A range reduced
- 2C slower
- 2D doesn't remove primer

Jin:
No other obvious changes
+ 5D start up faster but shorter freeze time, can combo from 5C

Noel:
+ C haida bounces higher, can perform combos from further away
+ optic barrel start up faster
+ 6A hits crouched opponent
+ 5C can jc even on block
+ chain revolver moves have increased speed
+ bloom trigger slides opponents hit on ground
- C haida bounces higher so higher dmg combos require more skill
- 5D slower than first loke test. Pauses a moment before coming out. Distance is longer
- Spring raid launches more horizontally. If not in corner cannot follow up
- no more long haida loops
- overall dmg decreased

Rachel:
+ pumpkin speed increased. can cross the screen in an instant. not sure on this.
+ tempest dahlia start up faster?, needs confirmation
+ 5C>C slide untechable time increased
- Initial wind recovery slow, but after a while it speeds up
- 6A weaker than it was in 1st loketest. back to CS standard?

Taokaka:
+ 6B combos to 5B on crouching opponents (applies to all characters)
+ cat spirit 2 slides
- jB now hits mid instead of high like in 1st loketest. j2B no change.
- jD cannot cancel into cat spirit 2
- 6C slides, cannot pick up unless in corner. (but it seems 2C FC > 6C still wallbounces)
- if different jD aren't inputted Tao drops to the ground straight away
- jDs slightly changed, j2D now better against ground opponents but hard to combo with
- 6C slides, so almost becoming 2 combos are gone

Tager:
voltic charge command now 214D
+ magnetism pull now stronger
+ 6A can now be held to pull in opponent
+ can gadget after 360A
+ sledge hammer much faster
+ 4D pulls more
- 5D only pulls opponent during active frames
- 5C cannot combo into 6A

Arakune:
- Arakune's D Bug now falls faster, less damage

Litchi:
no changes known
maybe tomorrow?

Bang:
still under investigation
- ground dashes during furinkazan are shorter

Carl:
+ anima has super armor. when hit will flash red
+ 3D forces downed opponents to rise. After ground throw 3C can be used to pick up and combo
+ 8D breaks 1 guard primer
- 8D can be blocked in air

Hakumen:
renka is now 236B
5 primers (down from 6)
+ All C moves come out faster
+ Back throw recovery reduced, can follow up in corner
+ 6B damage increased.
+ 623A cancelable during movement.
- 3C > 3C doesn't combo anymore
- renka wall bounces. can follow up with 6C
- hotaru wall bounces. can follow up with 6C
- enma floats higher, harder to follow up
- tsubaki slides, can only follow up in the corner
- Slower magatama recovery.
- MUGEN: after gauge depletes, will not increase for at least 6 seconds.
- Yukikaze: will only show superflash after a successful counter. Gauge depletes on use either way. AH still has superflash. (Was this in the first loketest? Not sure.)

Lambda:
+ 4B faster start up, shorter recovery
+ Sickle might have faster start up, quicker recovery, hits 6 times
- gravity seed now stuns instead of floats. on CH seems to stun longer
- 4D moves her backwards, harder to combo.
- Throw can't combo into 6A, can followup with 2D.
- Calamity damage decreased.

Tsubaki:
+ j236A faster start up, can be used in combos now
+ 5D charges half a gauge in an instant, has fastest recovery of all Ds.
+ 236 -> 214 doesn't combo, but 236 -> 22 does.
- untechable slide time from her throw reduced, even in corner 6C and 214D cannot combo
- charging puts her in CH state

Hazama:
6A->Jayoku works (I don't even know why this is listed, maybe didn't work in loketest 1?)
Air throw can be followed up by Zaneiga (214D~C).
214D~C now makes the opponent spin in the air(?)
- 5B 3C 214D~C doesn't connect anymore
- 3C knocks opponent upwards
- cannot cancel throws into chain
- jC: no longer jump cancelable? (might be first hit only)

Makoto:
Valkenhayn:

both characters exactly like the way they were in the 1st loketest.
Main: C/H/F Akiha. Sub: Anyone who doesn't have a knife, a momoji loop, a gun, a summon, a trenchcoat, who doesn't turn into a cat.

I suck at this game XD

Offline WYVERN LORD

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Re: BlazBlue: Continuum Shift
« Reply #210 on: October 10, 2010, 08:43:32 PM »
yo platina

i'm legit excited
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Offline Spud

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Re: BlazBlue: Continuum Shift
« Reply #211 on: October 10, 2010, 09:54:08 PM »
Really not liking the possible changes for Litchi. It's not the fact that she's being nerfed (obviously she needed to be) so much as the fact that her playstyle could completely change from what it's always been. Right now she doesn't really have any perks in the range game like she used to.
Yawn

Offline ShinMasaki

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Re: BlazBlue: Continuum Shift
« Reply #212 on: October 10, 2010, 11:25:11 PM »
good stuff, thanks for the updates on this. Personally, I'm ready to drop Bang and main Valk because of how badass he is. As it is, I think I'm nearly better with Valk now than I am with Bang, but will have to see after I get a few higher lvl matches under the belt.
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Offline YubelPhoenix

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Re: BlazBlue: Continuum Shift
« Reply #213 on: October 11, 2010, 03:30:19 AM »
good stuff, thanks for the updates on this. Personally, I'm ready to drop Bang and main Valk because of how badass he is. As it is, I think I'm nearly better with Valk now than I am with Bang, but will have to see after I get a few higher lvl matches under the belt.
Valk is annoying to fight; too much power. but hell i guess he needs it.
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Offline LoliSauce

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Re: BlazBlue: Continuum Shift
« Reply #214 on: October 11, 2010, 05:10:21 AM »
I've heard one of my friends talking about how Valk is already too good, especially for it being this early into his release, so it's going to be stupid once people get to figure out the crazy shit later on.  He's already calling for nerfs.  lol
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Offline YubelPhoenix

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Re: BlazBlue: Continuum Shift
« Reply #215 on: October 11, 2010, 05:42:54 AM »
I've heard one of my friends talking about how Valk is already too good, especially for it being this early into his release, so it's going to be stupid once people get to figure out the crazy shit later on.  He's already calling for nerfs.  lol
Valk made ranga, litchi, and bang move doiwn in the tiers. He is that good and he is scary to fight against
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Offline TrueGunnerShadow

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Re: BlazBlue: Continuum Shift
« Reply #216 on: October 11, 2010, 06:28:12 AM »
I okay with Tager but the changes with Noel.
That's something I got to get use to.
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Offline YubelPhoenix

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Re: BlazBlue: Continuum Shift
« Reply #217 on: December 09, 2010, 05:40:37 PM »
More changes for this game. Does anyone even care about this game anymore? Taken via dustloop...


DON't WHITE ABOUT HOW SHITTY YOUR CHARACTER IS HERE, OR WHAT KIND OF BS ANOTHER CHARACTER GOT. TAKE CHARACTER CHANGE DISCUSSION TO THE CHARACTER FORUMS. UNLESS YOU ARE CONTRIBUTING INFORMATION (EITHER IN JAPANESE, ENGLISH), OR CLARIFYING/CORRECTING INFORMATION ALREADY POSTED, DON'T POST.

IF YOU FIND ANY CHANGES, POST THEM, JAPANESE OR NOT, NOT EVERY TRANSLATOR HAS THE TIME TO READ THROUGH EVERY SINGLE CHARACTER FORUM TO FIND EVERY SINGLE CHANGE. DON'T GO THROUGH THE JBBS WITHOUT A CLUE AND POST RANDOM JAPANESE SHIT YOU SEE THOUGH.

BUFFS WILL BE LISTED WITH A "+" IN THE LIST, NERFS WITH A "-", NEUTRAL CHANGES OR CHANGES WITH MULTIPLE POSITIVES AND NEGATIVES WITH A "o".


Carl
+ 6A is way easier to use, invincibility feels really long.
- Throw damage nerf? Forward throw, j2C, jB, 2D, 5C, volante, j2C allecan, 5C, jB, jC, 2D does about 2500
- Cantata's startup is slower
-Nirvana's gauge has no change to consumption. However Nirvana seems to lose a lot more gauge when hit by opponents and takes a lot more time to recover once broke. Red effect on Nirvana when she gets hit.
o Nirvana's gauge consumption speed is not that bad (altough if she dies it takes indeed some time for her to regenerate)
o Jump feels somewhat unconfortable?+ Easier to continue combo after 2hit 8D
o Basic solo Carl air combo now : anything into cantabile, C, jB, j2C, jB, jC, jB, allegretto
o JC knocks down, but the opponent falls at about the same speed as Carl.
o B vivace same
o Bounce after j2C is really high, so high that even after j2C being guarded Tager was able to catch Carl with atomic collider.
o jB fatal counter is indeed gone but jB counter is now close to being air untechable. Carl can pick the opponent up if he lands first or continue offense hitting with nirvana's 3D.
? Since there are few occasions to land 3C counter it can't be used much (an above poster however said that 3C > cantata still works). It's basically useful for pseudo unblockables with nirvana's 2D.


Lambda
+ j.C and j.2C's damage increased.
+ If you are hit while in Gravity's startup frames, the gauge does not disappear.
+ "Corner throw > 5C > 6C > Spike Chaser > 5C > 6C > 236C > 6A > 6C > 2DD > Aerial combo" is possible, deals around 3000 damage.
+ "236C > 5C > Gravity > 2DD > Crescent > 6A > 6C > 236C > Aerial combo" is possible.
+ Gravity is now a Fatal Counter.
+ "FC Gravity > 5C > 6C > 236C" is possible.
- "236C > 5C > Gravity > 2DD > Crescent > 5D..." cannot be done anymore.
- Crescent Loop can be done for 3~4 reps max.
o From 5A anti air, you can deal about 2400 damage.
o 6C does not wallbound.
o 5C > 6C loop looks possible, but it may not be.

Litchi
- Itsuu can not be followed-up from 2B[m], 2C[m], 3C[m] or 6D[m].
- 6A[m] no longer bounces the opponent.
o 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)

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.
+ 214A~B looks as fast as Noel's Assault Through.
+ 214B/C~D's charging speed is surprisingly fast.
+ Makoto's 3C hit has a increased hitbox, she could go under Comet Cannon.
- j.2C can't be jump cancelled any longer.
- Makoto's hitbox when doing 3C is bigger, but she could go under Comet cannon.
- "3C > 2C > 2D > Comet Cannon" is possible on some characters, but not all of them.
- Comet Cannon's startup is slower.
- 5D > 2D > j.D > 236A~D can't be done.
- 2A feels a bit slower.
- Parry cancel gone (duh)
- You can't do "2B > 6A > 5B > 2B"
- You can't do "3C > 2C > 2D" anymore.
o After reaching its maxium height, Asteroid Vision B and C feels like deacelerating while falling down. (After that, something about Asteroid C being like j.2C, couldn't comprehend really well)
o 2B follow-up's timing after airthrow is looking a little slower.
o Perhaps Comet Cannon's hitbox is bigger now.
o "623C RC > 214C~D (LV3) > 236A~D (LV3) > 214B~D (LV3)" looks all faster than before. After Asteroid B, it seems like there is not enough time for you to use 236A~D again. (Corner only?)
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.


Mu-12
+ 3C Now it's jump cancelable.
+ 2B > 2C has been added.
+ Ame no Habaya deals 5 hits, can be followed-up.
- Omohikane minimum damage decreased to around 1100.
- Throw follow-up combo dealing around 1800 instead of 2800.
・j.2C Looks like there's some recovery after she reaches ground.
o (Something about enemies falling faster after an air hit, please someone translate this for me.)
o Corner combo should be "6B > 63214C > 6A > j.2C loop"
o Her loop apparently remains the same.
o 2B can't be used for relaunch, but Furu no Tsurugi is fast so it can be used as follow-up.

Noel
+ "5A > 6A > 6C > Astral Heat" and "5D > 6A > 6C > Astral Heat" are possible.
+ If you RC her back throw, you should be able to follow it up with j.D
- Her 5A and 5B can't hit Makoto's 3C.
o Fenrir's damage with 18 successful hits is around 2700. The last hit's minimum damage should be 1000.
o Her throw's recovery has been increased? You can follow-u her throw with Haida, but the timing is a little weird.
o Bullet Rain > Fenrir deals around 3300.
o You can deal about 6100 damage off 4D FC in corner.


Tager:
+ 6A: Has upper body super armor with infinite(?) amount of hits. Loses to lows. Has higher pull in and charge up.
+ J.C>j.b works on hazama, litchi, valk, and hazama.
+ 360B damage increase?
+ ASledge buffed (either speed or distance).
- 6A loses jump cancel property.
o Charge is 214D
o 2C has not gatling besides into 3C
o GETB has changed magnetism properties (unsure).

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.

Main: C/H/F Akiha. Sub: Anyone who doesn't have a knife, a momoji loop, a gun, a summon, a trenchcoat, who doesn't turn into a cat.

I suck at this game XD

Offline Rei

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Re: BlazBlue: Continuum Shift
« Reply #218 on: December 09, 2010, 08:34:53 PM »
Just go to the dustloop thread instead of doing copy+paste here. It will be updated more.
<@sibladeko> lack of close buttons is poverty
<@sibladeko> means the police can't use secret elevator codes to save us
<Darcius> poor people not worth savin
<@SilentShinobi> the double down is the black man's lethal kryptonite

Offline papagaio

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Re: BlazBlue: Continuum Shift
« Reply #219 on: December 15, 2010, 05:24:27 PM »
And we, outside japan, we will adapt to this rebalance very soon.  :laffo:
THERE IS ONLY ONE F-TOHNO IN LATIN AMERICA.

And this Tohno... IS ME!

Offline YubelPhoenix

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Re: BlazBlue: Continuum Shift
« Reply #220 on: December 15, 2010, 05:40:21 PM »
And we, outside japan, we will adapt to this rebalance very soon.  :laffo:
By trying by japanese ourselves(trying to do flashy long combos and dropping them mid way). I love being american and doing american reset combos:laffo:
« Last Edit: December 15, 2010, 05:43:00 PM by YubelPhoenix »
Main: C/H/F Akiha. Sub: Anyone who doesn't have a knife, a momoji loop, a gun, a summon, a trenchcoat, who doesn't turn into a cat.

I suck at this game XD