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BlazBlue: Continuum Shift II |OT| The Sequel Blue Me Away

DY_nasty

NeoGAF's official "was this shooting justified" consultant
Thanks for the update.

Lambda: Not too happy about 214D>(maniacal laugh)>5D> shenanigans being forced into dash>5B but I guess I can't complain.

Ground Throw near the corner gives a wall bounce now? That shit just screams broken.
 

arstal

Whine Whine FADC Troll
Hakumen changes seem fair to me, he didn't really need to be weaker or stronger, and it looks like buffs and nerfs are pretty even.
 
arstal said:
Hakumen changes seem fair to me, he didn't really need to be weaker or stronger, and it looks like buffs and nerfs are pretty even.

they took away his 3C > 2B! that's his bread and butter hit confirm. Also, no combos after his D moves makes them not worth the risk.

Yeah, I think I'm sticking with Platinum/Tager after this update, no matter how bad they are. At least I'll have fun with them.
 

arstal

Whine Whine FADC Troll
akachan ningen said:
they took away his 3C > 2B! that's his bread and butter hit confirm. Also, no combos after his D moves makes them not worth the risk.

Yeah, I think I'm sticking with Platinum/Tager after this update, no matter how bad they are. At least I'll have fun with them.

A better 6A is huge though, and his easier combos seem to do more damage, so it's a tradeoff.
 

Fugu

Member
Zanken said:
Unfortunately the changes listed are just between this test and the previous one. I'd love to see a total change list between this and our current version.

+ 4D produces slide down, combos big in the corner.
+ 6D wallbounces on air opponents.
+ 6C[m] now staggers.
+ 2B 5B now gatling.
+ Staffless D now faster while running.
+ 2D, 5D both have less recovery.
+ 4D 2D Dash j.B now a combo.
+ j.2D crossup hit now pulls in a little bit.
+ Itsuu moves now break a primer on their second hit.
+ Shinshin and 2/5D now possible after the second hit of Itsuu.
+ Throw (I don't know which) now combos into Itsuu A.
~ Itsuu A/B/C now perform the second hit on block; you lose the staff though.
~ Tsubame is now faster but you can't combo off of the second hit.
~ 6B[m] auto-launches opponent, no one seems to be sure if it still wallbounces on CH though.
- 6A[m] no longer combos without RC.
- 3C[m] allows air tech (no combo).
- You can't cancel into Itsuu.
- 6D has lower priority/attack level.
- j.C has less hitstun.


*Ippatsu may have lost same move proration.
 
I can't imagine how Hazama will play now, he seems so dramatically different.
Heat gain will suffer a lot and losing the 3C -> 214D~C means no more elevator combos unless he's in the corner.

I'm probably going to play Jin again.
 

Dreavus

Member
I'm curious, are there any hard numbers on Negative Penalty? Such as how many backdashes/air-backdashes it takes before you get the warning?

I haven't fallen into it in a while but sometimes it seems so surprising when it happens. I googled it but I seem to only get the vague "if you're too defensive, this will happen and you'll take more damage". Anyone know?
 
Dreavus said:
I'm curious, are there any hard numbers on Negative Penalty? Such as how many backdashes/air-backdashes it takes before you get the warning?

I haven't fallen into it in a while but sometimes it seems so surprising when it happens. I googled it but I seem to only get the vague "if you're too defensive, this will happen and you'll take more damage". Anyone know?

It depends on the character. Some of the zoning chars have more backdashes than rushdown characters.
 

Dreavus

Member
Prototype-03 said:
It depends on the character. Some of the zoning chars have more backdashes than rushdown characters.

Good to know, but what about exact numbers? For example, does Arakune get 6 where as someone like Ragna only gets 3?
 

Fugu

Member
Dreavus said:
Good to know, but what about exact numbers? For example, does Arakune get 6 where as someone like Ragna only gets 3?
I think the reason exact numbers don't exist is because it's not that simple to quantify. The only hard numbers I've seen were relative values as to who got a negative warning when.

Also, want to play a game? Perhaps a set of three games, within a tournament format? :D
 

Pandaman

Everything is moe to me
still no platina? >_>

srsly arksys, i want you to have my money.
but i need my several hundred year old loli crossdressing witch in return.
 

xero273

Member
Pandaman said:
still no platina? >_>

srsly arksys, i want you to have my money.
but i need my several hundred year old loli crossdressing witch in return.

yep no news about her yet. Main Rachel for now.
 

kiunchbb

www.dictionary.com
_dementia said:
oh, BTW, if Platinum isn't out by then Arcana Heart 3 comes out in January.

http://www.youtube.com/watch?v=7Gj3S4PXBAo

it's pretty moe.

This will be one of the fighting game I play while hiding it from friends and families. I rather have them find out my porn collection than seeing me playing this game lol.

btw, I like the way they convert the way from 4:3 to widescreen......
 

Dreavus

Member
kiunchbb said:
This will be one of the fighting game I play while hiding it from friends and families. I rather have them find out my porn collection than seeing me playing this game lol.

btw, I like the way they convert the way from 4:3 to widescreen......

Based on what I've seen of this game, it's a porn collection all on it's own. :lol They're already treading that line with those animated 4:3 borders.
 
DY_nasty said:
buying aksys stuff is just... you've gotta be prepared man
Aksys hasn't officially picked this up for localization.

Arc System Works is publishing the console version in Japan, but it was developed by Examu.
 

danmaku

Member
kiunchbb said:
This will be one of the fighting game I play while hiding it from friends and families. I rather have them find out my porn collection than seeing me playing this game lol.

btw, I like the way they convert the way from 4:3 to widescreen......

Just pick the non-loli characters, then. You can always say "don't worry mum, I'm the one with the big boobs!"
 
Pandaman said:
still no platina? >_>

srsly arksys, i want you to have my money.
but i need my several hundred year old loli crossdressing witch in return.

2j8xsw.jpg
 

Dreavus

Member
I still think Platina makes no sense in this game. :lol

---

In other news, I'm trying to level up my Arakune (as Q would say). I think I'm starting to get the hang of the bugs once a curse is out, as far as aiming them with 4 or 6 goes. I can do the Curse loop with decent success once I hit with the D bug, although my mix-ups to get through my opponent blocking still need work. I haven't had very many chances to practice it during a match because most people (wisely) burst when I get through their defenses and start the loop.

I still don't know what to do versus any kind of pressure; I usually end up being chased around the stage by characters like Noel or Ragna, (Or Bang, lol prototype) while I fail my attempts at zoning. I'm probably just not using my ground back dash enough, which I understand is pretty quick on start-up. Controlling air-dashes is another thing that is weird for Arakune, and I think half of the time when I'm trying to do a quick j.4B to cancel my air dash I accidentally do j.1B which brings out a dive instead. Hopefully I can get things under control so I won't be trolled by Tsubaki charging to 5 bars while I struggle to figure out how to get to her from across the stage. :lol
 
Dreavus said:
I still think Platina makes no sense in this game. :lol

---

In other news, I'm trying to level up my Arakune (as Q would say). I think I'm starting to get the hang of the bugs once a curse is out, as far as aiming them with 4 or 6 goes. I can do the Curse loop with decent success once I hit with the D bug, although my mix-ups to get through my opponent blocking still need work. I haven't had very many chances to practice it during a match because most people (wisely) burst when I get through their defenses and start the loop.

I still don't know what to do versus any kind of pressure; I usually end up being chased around the stage by characters like Noel or Ragna, (Or Bang, lol prototype) while I fail my attempts at zoning. I'm probably just not using my ground back dash enough, which I understand is pretty quick on start-up. Controlling air-dashes is another thing that is weird for Arakune, and I think half of the time when I'm trying to do a quick j.4B to cancel my air dash I accidentally do j.1B which brings out a dive instead. Hopefully I can get things under control so I won't be trolled by Tsubaki charging to 5 bars while I struggle to figure out how to get to her from across the stage. :lol

I knew you were an arakune player. about time you admitted it. feel free to test him out on me too.

btw, faust made no sense in GGX but he was still my favorite character. :p
 

Dreavus

Member
akachan ningen said:
I knew you were an arakune player. about time you admitted it. feel free to test him out on me too.

btw, faust made no sense in GGX but he was still my favorite character. :p

Hahaha, I guess you were right all along. My avatar isn't doing me any favours in that regard though :lol. I dunno if he's going to be my main character (as arbitrary as that term is), but I'll keep trying to get better. He plays different enough that it's a nice contrast to Jin.

I did mess around with him a bit in CT, but that culminated to me flying around and then mashing if I landed a curse. I found real curse combos prohibitively difficult in CT for some reason, but they don't seem so bad in CS now that I've seen how they're supposed to work.
 

Fugu

Member
Dreavus said:
I still think Platina makes no sense in this game. :lol

---

In other news, I'm trying to level up my Arakune (as Q would say). I think I'm starting to get the hang of the bugs once a curse is out, as far as aiming them with 4 or 6 goes. I can do the Curse loop with decent success once I hit with the D bug, although my mix-ups to get through my opponent blocking still need work. I haven't had very many chances to practice it during a match because most people (wisely) burst when I get through their defenses and start the loop.

I still don't know what to do versus any kind of pressure; I usually end up being chased around the stage by characters like Noel or Ragna, (Or Bang, lol prototype) while I fail my attempts at zoning. I'm probably just not using my ground back dash enough, which I understand is pretty quick on start-up. Controlling air-dashes is another thing that is weird for Arakune, and I think half of the time when I'm trying to do a quick j.4B to cancel my air dash I accidentally do j.1B which brings out a dive instead. Hopefully I can get things under control so I won't be trolled by Tsubaki charging to 5 bars while I struggle to figure out how to get to her from across the stage. :lol
I was going to type up some advice for you (I don't play Arakune myself but I play a few of them regularly) but I don't really know where you're at with him, so instead I will say this: As a Litchi player, Arakune has historically been one of the easier characters for me to beat. Arakune generally trumps Litchi in the air (Bird beats j.C[m] unless it's already out) but the zoning is largely ineffective on Litchi because she can just use the staff to get in and once she's in, Arakune has to play a very dangerous guessing game because Litchi can pretty handily stuff all of Arakune's options. Because of that, you can't really flowchart Arakune; he has to be entirely unpredictable round-for-round because as soon as he starts getting chased down, he's inevitably going to pick the wrong option and end up screwed. I suppose that's true of all characters, but moreso of Arakune in the face of no DP, reversal, or safe backdash (it's nice but Litchi and other characters can safely attack right through it).
 
Dreavus said:
I still think Platina makes no sense in this game. :lol

---

In other news, I'm trying to level up my Arakune (as Q would say). I think I'm starting to get the hang of the bugs once a curse is out, as far as aiming them with 4 or 6 goes. I can do the Curse loop with decent success once I hit with the D bug, although my mix-ups to get through my opponent blocking still need work. I haven't had very many chances to practice it during a match because most people (wisely) burst when I get through their defenses and start the loop.

I still don't know what to do versus any kind of pressure; I usually end up being chased around the stage by characters like Noel or Ragna, (Or Bang, lol prototype) while I fail my attempts at zoning. I'm probably just not using my ground back dash enough, which I understand is pretty quick on start-up. Controlling air-dashes is another thing that is weird for Arakune, and I think half of the time when I'm trying to do a quick j.4B to cancel my air dash I accidentally do j.1B which brings out a dive instead. Hopefully I can get things under control so I won't be trolled by Tsubaki charging to 5 bars while I struggle to figure out how to get to her from across the stage. :lol

dude, wtf, my bang is so level 20 compared to ur level 2 arakune. Mash them 5A and 2A.

btw, I jump with glee when I can do my bnb that does 4k. I keep on forgetting how to do his DD.
 

Fugu

Member
Prototype-03 said:
dude, wtf, my bang is so level 20 compared to ur level 2 arakune. Mash them 5A and 2A.

btw, I jump with glee when I can do my bnb that does 4k. I keep on forgetting how to do his DD.
The first time I played as Bang I accidentally threw out the umbrella while I was trying to poke someone out...
 

QisTopTier

XisBannedTier
Updated list from dustloop

System/Misc. Changes and Info:
* New mechanic: Corner Bounce (Bound?). Red effect appears when they hit the corner, they fall down like they got hit with a knockdown. Most interesting property is the untechable time buff, most of the moves that corner bounce are untechable in air.
* System announcer changed again evidently even worse w/r/t engrish.
* New opening theme http://www.youtube.com/watch?v=B9c19-lXO1A
* All characters' Counter Assaults have a gap added into them, making them hard to use.
* Instant Block: down to 2-3 frames less of recovery instead of 5.
* Meter increase penalty time increased, in other words, you get back meter much slower after you cause meter actions
* There is a single player mode called "Unlimited Wars", its pretty much the score attack mode but all your opponents are unlimited characters

Ragna
* ID 2nd follow up straight punch corner bounces.
* BE's hitstop has changed
* increase in 6C's attack level(?)
+ 623C>236C follow up 236C does not cause a big wall bounce which make you will be able to combo after you land
+ 5B>3C>623C>236C>236C>land 2C>5D works
+ 22C does 600 damage
+ 6A faster, 5A 6B(maybe he means A) works on airborne opponent.
- Madao has no +f (can still manage to stuff mashing, but hard).
- 22C not very profitable to use in general
- 6A cannot gatling into anything anymore

Jin
* No confirmed corner bounces.
* Apparently some badass named Tetsu is in the middle of a 40-win streak using this character. Jin seems very strong.
+ 2D starts up faster.
+ Yukikaze now does 3080 damage
+ 2D is slightly faster than previous loketests
+ j.B seems to be bit faster than CS, but slower than CT
+ 6A breaks primer and is advantage on block. maybe about +5?
- throw is not cancellable anymore, but you can combo with dash 6C and does something around 2000
- 623D seems to have the same move proration, combos with 2 623D's involved pretty much don't work anymore

Rachel
* Ground throw may corner bounce.
+ Overall damage has increased compared to CS (It's weaker than last loketest)
+ New gatling: 5B > 2B (Looping it is impossible)
- j.2C is not jump cancellable anymore.
- Actually harder to get damage now with the 5CC change.
- George has less life.
- j2C Lv2 bounces higher.

Noel
* 6C corner bounces.
* Mashing midscreen into 4200 damage. Oh boy.
* From Summary (since there's nothing else for her):
This person as well didn't get any changes in this loketest.
She's only a little not terrible ("a little buffed" probably) but coming from CS she's still nowhere near powerful.
Whatever.
- cannot cancel from her throw

Hakumen
* No confirmed corner bounces.
* Forward throw causes slide effect.
* All D moves: you get the 1 orb meter once you counter, but it doesn’t apply if you counter projectiles.
* 5C: has more horizontal reach. has more proration
* 5C: Faster startup now. has more proration now. 5C > Enma Combo does 3100 – 3200 damage.
* 5A: has more proration now, 5A > 5B now connects. 5A > 5B > Enma > J2C > 2C > J2A > J2A > JC (I’ll call this Enma Combo) does about 2000 damage
* J2A: has more proration, but not just like.. more general proration or initial proration. Maybe added a special property.
* Renka: 2nd hit does wall-bounce once hit. 120% proration of the 1st hit is gone.
* Enma (623A - A): you can still do CS Enma combo. has more proration now.
* Renka: (at the corner) Renka > 5B > J2A > J2C > 2C > J2A > J2A > JC does 3052 dmg. (at the corner) Renka > Zantetsu > 2C > J2A > blah blah does 4700 – 4900 dmg.
* Hotaru: kicks you to the wall with 45 degree and wall bounce. You can follow with 6C. At the corner you can do followup combo with full charge 6C. Near corner you can do Hotaru > 6C > 2C. (at near corner) Hotaru > 6C (full charge) > 5C > Gurren > 2C > blah blah does about 4700 – 4900 damage.
* Tsubaki: (at the corner) Tsubaki > 3C damage is about 2700. At near corner, Hotaku > Tsubaki combo lets you slide down to the middle of the screen. Tsubaki > Shippu (shockwave) combo works, damage is about 3334. (near corner) Tubaki > 2C > J2A > J2C > 2C > J2A > J2A > Jc > 5C > 3C does about 4600 dmg.
+ J2C: has faster startup now.
+ 4C: now cancellable to special moves. not sure about the proration at this moment.
+ Tsubaki: Slide down no matter of air or ground hit. you can do followup combo at the corner.
+ Hotaru: looks like you can combo into Enma after this hits. (not confirmed)
+ 5A j2A connects (j2A faster?).
+ jA JB chain added.
+ 5D comboable on some characters.
+ 5B: has more proration now. 5B (counter hit) > 5B works now. 5B > Enma Combo does about 2300 – 2400 damage
+ 2C: has better hit box (idk if that’s horizontal or vertical) 2C> Enma Combo does 2700 – 2800 damage
+ JC: You can combo into 5C or 6C once corner hit.
+ JA: Now chains to JB
+ J2C: Faster startup now. has a lot less proration now. J2C > 5C > Enma Combo does 3200 - 3250 damage.
+ 4C: Faster startup now. Air unblockable now. 4C > Enma Combo does about 2230 ~ 2300 dmg.
+ 6C: Faster startup now. Slides down on air hit. You can do follow up combo at the corner. Whatever wall bounce move > 6C is now more stable.
+ 5D: can combo into 2B. 5D > 2B > gurren > step 5A > JA > JB > J2A > JC does about 2100 dmg.
+ j2A has more untech frames.
- jC has less untech frames.
- 2A: 2A > 5B doesn’t connect anymore
- 3C techable. Only comboable on CH.
- 6A: moves slightly less forward than CS
- 6B: Damage is decreased (749 4th locke -> 710 now)
- 3C: has more recovery now. 3C - 2B works only after counter hit.
- JC: slightly more recovery
- 5D: damage is decreased to 1400, fewer active frames. gain 1 orb meter once you successfully counter.
- 623A: moves less now. cancellable to other specials now
- 6D: damage is 1600 now. Can’t do any followup combo.
- JD: Can’t do any followup combo
- Forward/Back Throw: you can do followup combo only at the corner.

Carl
* Brio corner bounces.
* Brio's knockback trajectory travels farther.
+ jC knocks down.
+ Anima has armour, launches very high.
+ Volante has multi-hit armour for projectiles.
+ Cantata is quicker.
+ NEE-SAN~ moves faster.
+ 3C CH knocks down, foot attribute added.
+ 6A seems like it got an invincible period.
+ 5B seems stronger for some reason.
+ B Vivace is pretty much completely invincible except for throws now
+ opponent cannot air tech after being hit by Cantabile
+ Brio wallbounces in corner, untech time after being wallbounced increased
+ Brio is back to being completely unblockable in air
- Throw damage is 600. Throw > Fermata damage is 1700.
- Volante has same move penalty.
- j.B is no longer a fatal counter
- Overall damage has been drastically reduced.
- 3C retains CS version's float property, but is also ground-techable.
- A-Vivace's invincibility frames are gone.

Taokaka
* 6C may corner bounce.
+ 5CH > 6C works
- 3C can only be cancelled with distortion drive (confirmation from previous loketest)
- 3C techable (maybe?).
- all DE moves have same-move proration

Litchi
* JC CH corner bounces.
+ 4D slide down>release D>dash JB~ combos
+ you can combo ittsuu after throw, and you can follow up with CS combo afterward
+ 6D knocks opponent back, has wall bounce
+ 2C CH launches opponent high. Itsuu possible afterwards.
+ Chun has more untech time?
+ 6B has longer hitstop on guard for some bizarre reason, wall bounces airborne opponents even on normal hit.
+ Forward throw causes spin-down stagger
+ 6D wallslams/bounces only on airborne opponents.
+ 6D[m] on aerial hit makes opponent fly straight (?), causes wallbounce in corner
+ 6B[m] on aerial hit causes wallbounce. Return possible (followup possible?)
+ 6B[m]'s hitstop on guard is large. Heavy.
+ CH 6B[m] causes wallbounce (doesn't matter if aerial, needs verification)
- (something about 6A being able to inflict both stagger and bend-back state? person calls it a nerf although it could be a buff)
- Staff 6B and j.C both knock opponent back but do not wall bounce.
- Staffless j.C is ground techable.

Bang
* Fire punch(?) corner bounces.
* 5A is still good
- Daifunka's recovery is longer, can no longer be followed up.

Lambda
* Ground throw corner bounces.
* Zwei Blade (236B) startup has returned to CS version.
+ Ground throw wallbounces if close enough to the corner.
+ jDD knocks down airborne opponent. Techable.
+ Calamity bounces on FC, can combo without meter.
+ Sickle will bounce aerial opponent multiple times, red-beats. Beats out jumps.
- 4B's first hit has enormous hit stop. Way more time to reposition yourself.
- after 214D normal hit, you can't combo with 5D, you can do dash 5B so it requires more reaction skill
- no invincibility for gravity move

Mu
* Furu no Tsurugi corner bounces.
+ 3C now jump cancelable, even on block
+ seems like D moves got some guaranteed frames
- 3C is techable again
- 6A has shorter untechable time
- J2C does not cause the knockdown, you need to RC to do the follow up combo

Makoto
* Shooting Star corner bounces.
+ 2A hits Tao's crawl.
+ 214A~B recovery reduced.
+ 2B>5B gattling added (cannot reinput 2B)
+ opponent cannot tech in air after getting hit by dempsey roll
- j.2C's level has been reduced. Still a strong move though.
- Makoto's Big Bang Smash startup is slower. Still a strong move.

Valkenhayn
* 6C corner bounces.
+ CH 6A untechable
- Nacht Rozen no longer an overhead
- Throw > 2C no longer possible
- big nerf in combo damage, avg. 3k damage now
- 2C may have lost upper body invincibility.
- Wolf change cancel slower recovery. Harder to mixup with Nacht Jäger because of this.

Arakune
* No confirmed corner bounces.
* Zero Vector lasts for about 6 seconds on the timer.
* curse combo still does 8000+ damage
* 6D is positioned slightly farther away.
+ j.6[A/B/C] has been returned to BBCS version.
+ f.g can used in combo to recurse opponent
+ mist is faster, but lasts shorter
+ 5A > 2A > 2A > 5A gatling added
+ Bird jump cancels (probably 6A/B/C) went back to CS1 in loketest
+ 5D air unblockable? (needs verification)
- slight increase in startup time before a warp.
- 6D falls faster.
- jB's attack level reduced

Tager
* No confirmed corner bounces.
* Appears ridiculously strong, according to information from Yuumura-sensei. Charged 6A is surprisingly useful.
+ 22D does 100 damage
+ 2C>3C added
+ B-Tager Buster connects with more characters. Rachel eats 4800 from a B-Buster and gives Tager oki, but was it like this in CS already? I saw Arakune picked up with Gadget Finger after B-Buster.
+ Backthrow launches opponent straight upward, easier to follow up after.
+ 3C recovery reduced.
+ j.2C CH causes knockdown, made slower, easier to follow up after.
+ Sledge followup has superarmor halfway through.
+ Can easily sneak 720 from 421B (lit. charge cancel)
- 2C > 4D gatling removed
- j.D magnetism pull weaker
- no follow up combo from regular throw

Hazama
* Jyabaki might corner bounce.
* Misc: you can now do 5A (anti air) > 5C > 4D combo again. Can’t do 5A > 5C > 4DA > 4DD. 5B is new counter-assault motion.
* 236236B: proration is increased. Repeat proration is added. *Rumor: Somebody said its invincibility frame is all gone so IB > Jayoku is nearly impossible now but very possibly it's not true.
* 6A: knocks down on hit
* 6C: knocks down on air hit. No change on ground hit. Once air hit, knife binds you to the ground for certain frames. (way more fancier than Bang’s nails maybe?)
* 214DC: Effect on hit is now similar to CS. Only difference is an opponent is spinning at air once hit.
+ jyabaki causes the wall bounce when hit on air
+ thus, 3C>jyabaki>5C works in corner
+ mid screen combos are pretty much 3C>214DA or Jyayoku>214DC>6C>dash2B
+ A-follow-up recovery has been shortened, easier to use
+ Ouroboros recovers faster compared to the location tests, but still slower than CS.
+ Counter-Assault's animation is now 5B.
+ 5B: Attack lvl decreased. Looks like either - 2 or - 3 on block. Now Air Unblockable
+ 5C: Now Air unblockable
+ Forward Throw: Damage is increased to 1800. (WTF?) Now air untechable. It connects to DDs only (sounds like you can combo into 632146C too). Forward Throw > Jayoku now works at the field too.
+ Back Throw: Damage is increased to 1800. You can do followup combo with J6D to all characters.
+ Air Throw: Ground bounce on hit. You don’t need J2D to do the follow up combo.
+ 236D: Slides down on hit. Wall bounce at the corner.
+ 236C: you get 5% of meter gauge once hit
- attack level of chain moves decreased
- DOES NOT get back stocks when opponents blocked chain
- chain faints have shorter stun time, faster
- All D moves: Damage is decreased. Damage proration is increased. Startup is faster now. Hit-stun is still a lot less than CS. DA cancel is still faster than CS. 4DA > 4DD is still possible with very strict timing. No Ouroboros gauge back on block. You require more time to get the gauge back automatically.
- 3C: 214DC only connects on counter hit. You have no way to connect lvl 2 214DC
- JA: not jump cancellable anymore
- JC: Only first 2 hits are jump cancellable.
- 214DA: you can’t do any followup combo with lvl 1 hit. Knocks down on air hit.
- 623D: You have now less time to do followup combo after this hits. Not sure the reason (maybe because more recovery?)
- Ouroboros has same-move proration.

Tsubaki
* D [wind? wings?] corner bounces.
+ 5B is stronger, can be used as anti air.
+ 22C > 214D is possible.
+ j214 bounces off opponent on block, harder to be counterattacked.
+ 6A has less proration.
- 2C has less upper-body invincibility. You can get hit out of it before it even comes out. Still a strong move.
- j214D is mid, was high in previous loketest.
- j.D's charging speed is the same as it was in CS1.
- Tsubasa follow-up has a sharp angle, difficult to hit with.
- D-wings knocks opponent directly down for a slide down, but D-Hikari won't hit some characters.
- 3CC can float opponents high, but cannot be followed up if Tsubaki has no gauge.

Platinum
* Ground throw corner bounces.
* Appears mostly unchanged since last location test.
* Has 5 Guard Primers
* Air dash animation is Platinum riding her staff like Cardcaptor Sakura. Hang time on the air dash is long. If she and another character air dash and attack at the same time, it might be possible for her opponent to hit her afterward before she lands.
+ Dash is pretty far.
- Either j2C or Frying Pan has more proration.
 
QisTopTier said:
Jin
* Apparently some badass named Tetsu is in the middle of a 40-win streak using this character.
He's Jin it to win it™

Thanks for posting the changes Q.
The game seems like it's going to be completely different.

Looking forward to the console patch whenever that comes.
 

QisTopTier

XisBannedTier
_dementia said:
He's Jin it to win it™

Thanks for posting the changes Q.
The game seems like it's going to be completely different.

Looking forward to the console patch whenever that comes.

Well when they upgrade the game is always completely different :lol
 
QisTopTier said:
Well when they upgrade the game is always completely different :lol

Sounds like an offensive game now. Let's all take away the DPs too!!!! Or no invul frames for DP moves including all of 10 variations of Jin's DPs.
 

DY_nasty

NeoGAF's official "was this shooting justified" consultant
Lambda
* Ground throw corner bounces.
* Zwei Blade (236B) startup has returned to CS version.
+ Ground throw wallbounces if close enough to the corner.
+ jDD knocks down airborne opponent. Techable.
+ Calamity bounces on FC, can combo without meter.
+ Sickle will bounce aerial opponent multiple times, red-beats. Beats out jumps.
- 4B's first hit has enormous hit stop. Way more time to reposition yourself.
- after 214D normal hit, you can't combo with 5D, you can do dash 5B so it requires more reaction skill
- no invincibility for gravity move
Prayers answered.
 

Fugu

Member
The Litchi changelist starkly contradicts itself. It seems like they just made a composite list out of all of the loketests without checking to see if any of the changes had been reversed.
 

cnet128

Banned
Oh, Mori finally got around to drawing the illustrations for that? XD

It was announced a while back in the BlazBlue Web Radio show on NicoNico (which is hilarious, by the way; anyone who understands Japanese and likes BB needs to watch that shit pronto). They had a request for male dakimakura in the fan-letters segment, and Mori was like "I'll get right on it!" Then there was hilarity the next episode when it was officially announced for preorder ("He was *serious*?!"), and more hilarity the following episode when they announced that they were printing more than expected, because the first batch had sold out crazy quick - despite the fact that Mori still hadn't produced anything beyond a placeholder image!
 
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