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View Full Version : [PSVT][360][PS3]BlazBlue Continium Shift Extend



Gramas
8th September 2011, 10:40
2jWAUktJ4is

Ultima versione del capolavoro(:bow::drool:)arc system works

Aggiunto 1 nuovo pg(relius)

Ribilanciamenti ai pg

limatura di alcune meccaniche di base

per chi vuole guardare come cambierà il suo pg ma soprattutto le meccaniche universali metto tutto in spoiler visto che è quanto un changelog di un mmorpg

Alcuni di questi cambiamenti forse non ci saranno,questi sono i cambiamenti ottenuti da 2 beta test fatti negli arcade jappi,poi arc system works sistemerà come più gli aggrada,i beta test sono stati fatti per registrare i match e vedere come i player reagivano ai cambiamenti

thoten e xv25 vi voglio carichi:drool:


System Mechanics:
Gold burst - Duration decreased, less invincibility. Easier to bait and punish
Break burst - 25% Heat mechanic from the last test no longer exists. Now invulnerable to all attacks (will no longer clash with projectiles?). Faster startup
Knockback - When air guarding a ground attack, knockback is increased to make it easier to gain some distance
All glide throws have been removed
Counter assault - Aside from characters that can normally combo from a counter assault (Carl, Arakune), characters can no longer combo from it (such as a counterhit in the corner)
Throw (midscreen) - All characters(?) can now follow up midscreen throws. Thus far, many characters have been observed to be able to special cancel their throws
2A, 5A - All characters with self-gatling A's can only do them up to 3 times now. If there were limits before, they are still in place (like Taokaka A, which was 2)
Wall bound glitch - Fixed
Barrier changes
Barrier gauge - Depletes faster when used to guard moves
Guarding moves with 1 primer depletes less gauge now
Barrier guard - Larger knockback on moves with a higher attack level.
Instant barrier guard - Knockback is even larger, making it easier to get away

Relius Clover:
Drive name: Detonator
His Astral Heat is not usable in the loketest build
SEE POST #2

Tager:
Character combo rate increased. His combos now do more damage in general (ex: 2b starter combo does 3600dmg)
Voltic charge - Gauge gain increased, can chain into sledge hammer if used to guardpoint an attack
New charged sledge hammer combos, involving 5d->5c and j.c->sledge
5B - Attack level increased. 5B > 5C and 5B > 2C now both combo vs ground and air. Is now approx. neutral on block. Now jump cancelable
5A - Attack level increased (?). 5A > 3C combos. No longer cancels into itself (maybe it links instead now, like Hakumen?)
6B - Now forces crouch
Terra Break - Minimum damage increased to ~1000
B sledge hammer - Can now be held. The charged version does more damage and drags farther. But, now roughly neutral on block
4D - Now pulls about as much as 5D does in CS2
3C - Now emergency techable, but can now be special canceled. Air untechable time has also been greatly increased. For a magnetized opponent in the air, 3C>Collider works.
6A - Pull from magnetism slightly weakened, guardpoint ability strengthened
Spark bolt - Amount of wallbounce on normal hit slightly decreased. P1 proration slightly weakened. Air untechable time greatly increased
Volt charge - Day 1 combo from sledge counter if an opponent hits the guard point yields 4000 damage
Atomic Collider -Repeat proration now more severe. Untechable time has been increased

Litchi:
j.c (staffless) - Is now faster
Ryuuisou - Reaches higher
2B (staff) - Added revolver action to 6C, 3C
j.d (staff) - Landing recovery time shortened, making it easier to attack/oki after
6A (staffless) - Can't emergency tech on air hit
Staff normals are still considered different than staffless normals. Thus, staffless j.b>j.c >staff j.b is possible
2C > 4D gatling has returned
Staffless Attacks - Hitstun reduced, attack chain sped up
Mantenbou hassha - Hitstun (the actual launching of the staff) slightly decreased compared to last loketest (where it was increased)
jB, jC with no staff - Can now only be used once each in the air.
Ikki tsuukan - Both hits now + on guard
Chun (ground haku followup version) - Changed to be a spinning blowback hit, added corner blowback properties
4d - Now wallbounds near corner
Daisharin - Last hit knocks down instead of launching. Can still follow up, but P2 proration is quite harsh, causing followups to only do up to about 10 damage
6D - No longer breaks a primer
Ground Sangenkyaku-Chun(followup vers.) (Three Dragons: Red) - Blowback changed to throw the opponent a large distance sideways
Kokushi - Last hit launches really high, can't follow up
Can no longer do glide throw
Can't follow up normal throw midscreen

Platinum:
5b - Speed increased, forward movement distance increased. Gap after it increased
Magical bomb - can now shoot in 3 directions depending on lever movement
Magical nyanko (cat hammer) - minimum range of hitbox has been improved. Ground bounces fairly high on CH. On normal hit, untech time increased but emergency techable when they hit ground
Magical picohammer (super version) - Can now follow up after a hit
Magical bat - Launches opponent on CH.
Excaliborg (powered bat) - Launches opponent on regular hit. Air excaliborg wall bounds, untechable until they hit the ground
Cure Dot Typhoon - Better proration. Harder to tech out of even if used late in a combo
j.c - Landing recovery removed
2C - Lower hitbox is now wider
Throw - Decrease in Platinum's recovery time after a ground throw
Magical bat - Causes blowback to corner on ground hit
Air Persia - Causes fatal counter, ends facing opponent on a rapid cancel. Now projectile invulnerable during the hop
6A - Slower startup
5C - P1 nerfed
Mami Circular - Damage nerf and P1 nerf (5c > mami circular does 1770)
6c - No longer floats otg opponents

Noel:
5D - Invincibility increased, can be used like in CS1
Revolver Blast - Damage increased. Jump action resets when rapid canceled (if you've already jumped, you get another jump)
B, C Flash Haida("Silencer?") - Repeat proration added to starting hit. Can now holding the button for following hits.
Assault through - Causes slide towards corner on normal hit, wall bounce on counter hit allowing follow up midscreen. Untechable time increased
Spring raid - Can now combo after it even from midscreen with j.b. Untechable time decreased.
6C - Second hit cancel window reduced. 6C > (throw whiff cancel) > 6C doesn't work anymore
Chain Revolver - Slower overall, more like CS1
CR5C>214D combos in the corner
Various D moves - Only the starting move can be canceled into specials - 5D>optic works but not 5D>6D>optic (drive specials, distortion drives, and astrals can still be canceled into)
CR 6D - No longer moves her forward
6A > 2B chain removed
Optic Barrel - Startup time increased
5C - Startup time increased
j.d - Untechable time decreased
j.4d - Untechable time decreased
Fenrir (gun super) - Minimum damage down to ~700. Opponent falls faster after, making Double Fenrir no longer possible. No oki after it midscreen

Rachel:
j.2c - Now also air cancelable on hit
6C - Damage increased on multiple hits
Can no longer do the j.236a whiff lvl3 trick
5CC - No longer breaks a primer
6B - Wallbounds near corner on counterhit. No longer jump-cancelable
2C - Increased P1 proration. 2C 1D 6A BBL does 2100


Carl:
Carl can cross up the opponent in the corner. This was previously thought to be j.2c specific. Only Carl can do this
Forward Dash - Improved utility, moves farther during the jump. Can now also cancel into normal attacks in the first 6 frames
Nirvana - Overall gauge costs reduced. Gauge depeletion from repeated uses increased, and the amount of time before recovery starts slightly increased. To sum it up, it's now easier to use in combos but with a longer wait for gauge recovery
3D - Now ground bounces instead of forcing standing
Con Fuoco - Float on air hit adjusted, making it easier to followup with a combo
2D, 4D - Knockback/float trajectories have been slightly altered. The opponent goes slightly more horizontally for 2D and slightly higher for 4D
6C - Added floor bounce property after charging for a certain amount of time. Uncharged, it knocks the opponent to the floor and they can emergency tech.
6D - Causes corner blowback on air normal hit, wallbound on air counter hit
j.2C - Can now only be used once per jump (no more unblockable)
Cantabile - Now hits even at point-blank range
Stagger on 5C CH removed
4D - No longer removes a primer
Rhapsody of Memories - Slower startup. Carl does a very brief pose before the super flash occurs
6B - Jump cancel on hit removed
6A - Head invulnerability frames reduced, can wait and beat out its recovery with air attack
Can no longer do glide throw

Hakumen:
Heat Cooldown after Specials changed from 180 frames to 90 frames
6A - Now head attribute invulnerable
j.b - Air untechable time increased, can now j.2a during the 2nd half(?) of the move
Yukikaze - Faster startup, easier to follow up on hit
4C - Can now be charged. On full charge, does large damage and chains to Renka
Kishuu - Travel distance slightly increased, now projectile and body invulnerable after a certain number of frames
Shippu - Comes out faster, but follow-ups deal less damage
6B - No longer breaks a primer
Guren (214A) - Now has repeat proration
6A - Now wall bounds. Can no longer do 5A>6A>5A

Makoto:
Stargazer - Can be followed up on hit (2A/5A > 6A > 2D)
Shooting star - Decreased startup time, increased range (think pilebunker)
Lunatic Upper - Air untechable time slightly increased
Big Bang Smash - Has more hitstun
Air Grab - Has more hitstun
B, C astroid vision - Paths adjusted
Comet Cannon - Slower startup, hitstun increased. lvl3 version does not wallbounce
Infinite Rush - Has more hitstun, cannot followup even in corner
5D - Faster startup. Untechable time partially un-nerfed from last loketest
j.B - CH launches the opponent higher, opponent will tech before they land on the ground
Mars chopper - Removed all D followups. Cannot combo into DD. Proration improved
6B - Slower startup, removed force crouch on hit, decreased hitstun
5cc - No longer combos into 6b against standing opponents
Various D moves - Untechable time decreased
Lightning Arrows - Bound properties removed
Corona Upper (DP) - Can no longer be looped
Parry - Now has a cooldown where you can't parry again.

Valkenhayn:
Weiss Jagd - P2 proration improved
236A - Can now combo from this
Nacht Jager - Increased horizontal knockback on air hit. Hitstun on ground hit slightly increased. Proration now slightly worse
3c - Is now special cancelable. Can be emergency teched
Mondlicht (j.236b) - Now air blockable without barrier
Command Grab - Longer recovery
Wolf form B - Brief head invulnerability before active frames
Rasen wolf - Costs slightly more wolf gauge
2C - Untechable time decreased more. 2C > 6C no longer possible off low proration starters
Eisen (wolf j.214A/B) - Proration now worse

Hazama:
B drive movement followup - Can attack sooner after use
Drive movements - Time until you can attack has been reduced
6B - Knocks down on air hit. Can follow up
Gasshoukyaku (214D~B) - Added corner blowback. Horizontal range shortened. Can follow up in corner
Gasaishou (command grab) - Invincibility halfway through the move changed to throw invulnerable from startup
6C - Now either has same move proration or really big proration
Jakou - Hitstun increased (vs first loke test?)
Jayoku Houtenjin - Heat cooldown time on hit increased
Various D moves - Attack level decreased, hitstop seems to be lower

Taokaka:
Combo proration vs CS1 improved. The same combo from 2b yields that did 2900 in CS1 does 3200 here
2B - Now gatlings to 5B
C Neko Makyuu (ball) - Startup slightly sped up, now removes 1 guard primer
Tao Pitan - Leap distance decreased, now only covers roughly half-screen
6B - Now fatal counters
6C - Faster startup. Now combos from a 5C/2C hit on a crounching opponent
j.d - Ground untechable time decreased (TL may actually be faster recovery for Tao?), now wall bounces on counter hit.
6C - Now has at under 19 frames of startup
5C/2C > 6C works on crouchers
5B -> 6A no longer combos. ~5d RC 6a(1?) air combo does ~3200
3C - Knocks back on hit, severe enough that 236a won't reach
j.8d - Untechable time reduced, can only combo 2 loops before they tech now
Hexa Edge - Wall bounce removed

Mu:
Tsunugui - Now also usable in air. Now wall bounds. Usable in corner combos. Hitstun increased
j.2c - Is now a fatal counter
j.b - Active longer
Ame no habakiri - Can be charged. Proration increased
Yata no kagami - Now also usable in air
Furu no Tsurugi (63214C) - Removes guard primers only at level 3+
Guard primers reduced to 4 (from 5)
Habakiri - Damage nerfed
2C - No longer jump-cancelable on block

Jin:
6A - Can relaunch if you hit an air opponent, use 2b/3c. Proration now less strict. Frame advantage reduced
2D - Now hits higher. Easier to combo after 6C
Sekkajin - Now holdable (no need to mash). Untechable time on last hit increased
632146C (ice wave super) - Now has 25% minimum damage (up from 20%)
214A, j.214a - Wall bounces in the corner vs air opponent
2C - No longer gatlings into 5C. Now gatlings into 6B instead
214C - Tech timing is changed a bit, opponent bounces in a slightly different angle
Ice Arrow (super) - Much longer recovery time, opponent flies up much higher, longer untechable time, can combo into 6C still, much less damage after (around 500)
6C - Untechable time increased, near corner you can DC and 2c or 623b
Untechable time and hit stun from jump attacks reduced
j.2c - Hitbox nerfed
6C - Can no longer follow up midscreen w/ DC 5C. ~>sekkajin > 6C > 2D works

Ragna:
Carnage Scissors - Now projectile invincible
j.C - Bigger vertical hitbox (better as a jump-in)
6B - Less knockback. Causes knockdown vs air opponent. Can relaunch with 5C
5B, 5C - Now do more damage
6C - Untechable time increased
6D - Floats on hit
Hell's Fang>Followup - Heat gain reduced. Less recovery (or it is hitstun?). Easier to oki after hit
Blood Kain - Heat cooldown increased

Tsubaki:
2D - Charge speed increased. Max charge of 3 bars
214214D (tsubaki mugen) - Repeat proration for D moves is reduced while this is active. Now also usable in air. Damage increased
j.236d - Faster recovery, can easily follow up with j.214x
236C - Starts up faster, but prorates more (conclusion from JBBS user, not 100% on this)
6A - Now fatal counters
3C - Now fatal counters
6CC - Floats less
5D - Charge speed faster than first loketest. 5D charge is now set, it cannot charge more than 1 bar (you charge to 1, then it'll go no further). Charge speed is constant
22D - Now downs again (first loketest change reverted)
5A - Increased proration
623C - launches higher, cannot follow up with 2C or 214D anymore. Less untechable time
2C - Less untechable time
214D - less priority ?

Bang:
j.b - Better proration
C kunai - Worse P2 proration, hold time on hit increased
Nails - Knocks opponent towards the ground on hit. However, the opponent gets knocked upwards if hit by rising D nails
5D - Causes float on normal hit. No longer causes wallbound on counter-hit
j.d - Better proration, more useful in combos. Slower startup
j.4c - Causes opponent to fly higher on hit, making followups after difficult
6D - Has less untechable time on CH now
Command Grab - Increased proration

Lambda:
Gravity Seed - Faster startup
3C - Can no longer be emergency teched on counter hit
2C - Now has head attribute invincibility, but P1 proration nerfed
5C - Holding the button causes all hits to come out
2DD - Gatlings into 4B and 6C after the 2nd D
4DD - Gatlings into 4B after the 2nd D
Guard primers reduced to 4 (from 5)
Act Parser: Cavalier (236C) - Untechable time decreased
6C - Untechable time after wallbound decreased (whether this still applies is in question)

Arakune:
6B - Revolver action to 6D added for both normal and followup versions
Zero Vector - Hit zone expanded. Overwriting an old one with a new one will always generate a trajectory different from the old one
j.c - Arakune jumps in the direction of the stick after it hits
6D - Arakune's head now has a hitbox as well, it can launch the opponent into bell bug
5C - Pulls the opponent in. May have lost some head invulnerability(?)
6A > 6D now works
6D > j.c now works in the corner
Bell bug - Now causes ground bounce
6D bug - Falling speed reduced
Air throw - Untechable time reduced
Overall damage decrease

Gramas
15th September 2011, 23:11
17/12/2011 in giappone...non posso ancora aspettare :drool:

combo video della madonna per un po di hype

0D_GszoguMA

Thoten
15th September 2011, 23:32
Ma ma ma... dlc che aggiorna o release stand alone? è___é

Che con la prima si spende di meno e non si aspetta zavvi maledetto è___é

Gramas
15th September 2011, 23:35
per ora è annunciata solo su disco,vedremo :/

Gramas
18th September 2011, 10:34
due miei match..perchè si:nod:..i video sono leggermente rallentati

Q_jU34RwhJY

XssjnaVbVs4&feature=mfu_in_order&list=UL

Devon
18th September 2011, 10:37
piu vedo sto gioco piu mi fa sbocco :rain:

cmq pensavo sapessi giocarci!

Thoten
20th September 2011, 00:01
http://www.youtube.com/watch?v=LnRkAlh1GAQ


http://1.bp.blogspot.com/-QBoMLH6EvAY/TliCTVd9FgI/AAAAAAAAARk/m1XoRzXzIpg/s1600/5353.awww+yeah.jpg

Gramas
18th October 2011, 13:03
Non posso aspettare esca per le console...devo andare in jappone:drool:

bo hype match con il miglior ragna ever

Ge5w4t_6EsE


Mio match in torneo:sneer: col cell al contrario -.-

X6aawBSHPD8

Gramas
9th February 2012, 20:48
la zen united ha confermato l'uscita per il 22 di questo mese:drool:

il mio canale con vari match è partito:nod: