Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
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- stick d'argent
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Je viens de me mater cette pelletée de videos, et la seule chose qui me choque c'est: c'est moi ou le jeu parait vraiment plus technique qu'avant avec pas mal de persos?
Sinon Tsubaki ressemble un peu a Riesbyfe dans Melty Blood: Actress Again dans son style de jeu, il lui manque que le 623 qui fait la moitié de l'écran
Sinon Tsubaki ressemble un peu a Riesbyfe dans Melty Blood: Actress Again dans son style de jeu, il lui manque que le 623 qui fait la moitié de l'écran
Blazblue: 
PSN ID: Jaerdoster
XBL: Sir Jaerdoster

PSN ID: Jaerdoster
XBL: Sir Jaerdoster
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- l'homme qui murmurait à l'oreille d'SNKP
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Hazama, c'est la fusion entre dalshim et lagarfeld...
Y a pas a dire Arc sys soigne son bébé, domage que je ne suive pas le cast...
siseulement Rachel etait adulte...si hazama avais le design de raven... si hakumen avais un ch'ti QQ chose en plus... Si kokonoe ou jubei etait la..s'il n'y avais pas de air dash...pas de pyrotechnie abusée...

siseulement Rachel etait adulte...si hazama avais le design de raven... si hakumen avais un ch'ti QQ chose en plus... Si kokonoe ou jubei etait la..s'il n'y avais pas de air dash...pas de pyrotechnie abusée...
Mise a jour du larouse 2010:
DLC ou Downloadable Content. Enculade financière crée par de gros con, pour des jeu qui ne le sont pas forcément moin...
Gen de merde....
DLC ou Downloadable Content. Enculade financière crée par de gros con, pour des jeu qui ne le sont pas forcément moin...
Gen de merde....
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- stick de platine
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- Inscription : 26 déc. 2008, 17:36
Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Heu, il n'y en a pas 7 dans le premier BB, mais "juste" 5mikaelk100c a écrit :dans le premier BB pour certains persos y en a 7!!! par contre je vois que certains persos comme rachel ou hazama ont une gauge supplémentaire juste au dessus de la barre de heat, c'est juste dû au relooking ( càd déjà présente dans la première version du jeu mais sous une autre forme, style jauge magnetique de tager) ou c'est vraiment une gauge en plus?

Et oui , c'est seulement un relooking, enfin je pense..
Je trouve aussiJaerdoster a écrit :la seule chose qui me choque c'est: c'est moi ou le jeu parait vraiment plus technique qu'avant avec pas mal de persos?

Les personnages semblent moins "bourrin" et demandent une précision plus importante dans le choix des combo, même si ce n'est qu'une impression pour l'instant.
Il y aura encore un nouveau Locktest ce weekend,
Donc, pour ceux qui vivent à Tokyo :
【アドアーズ荻窪西口店】
店舗住所:東京都杉並区上荻1-16-16 喜屋ビル1~2F
実施期間:10/10 ・11・12(土・日・祝)10:00~24:45




/\________________________________________/\
ORAORAORAORAORA.........MUDAMUDAMUDAMUDA
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- stick de zinc
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
bah si yen a qui en ont 7: bang: life, barrier, guard libra, burst, nails, les 4 kanjis, heat jauge ça fait 7 chez moi!! 

penser c'est facile, agir est difficile. Agir selon sa pensée est la chose la plus difficile au monde.
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Hey, c'est sympa mais il y avait l'air d'y avoir du monde pour le loketest de Blazblue CS!

Y a même des meufs qui attendaient sous la pluie devant le game center de Sega.
Ça s'annonce bien pour l'exploitation du jeu en salle, apparemment.


Y a même des meufs qui attendaient sous la pluie devant le game center de Sega.
Ça s'annonce bien pour l'exploitation du jeu en salle, apparemment.
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
BlazBlue: Continuum Shift 2nd Location Test Report
The second location test for BlazBlue: Continuum Shift was held at Ikebukuro GIGO arcade last weekend :

The waiting time was not as dramatic as last time with two cabinets instead of one, but players still had to be on a long line for hours :

If you read the first location test report before, any new changes and info were not included previously are in bold italic letters. Otherwise, read on!
System
Guard Libra is replaced by Guard Primer

Guard Primer points total varies by characters. Blocking specific moves takes away Guard Primer points. When the character has no more points they get guard breaked. Note that some attacks remove Guard Primer points regardless using Barrier or not. Furthermore, Guard Primer regenerate overtime.
Guard Primer points count:
10 Tager
06 Hakumen Bang Tsubaki Hazama
05 Ragna Jin Noel Litchi
04 Rachel Arakune Taokaka Carl
03 Λ-11
New Burst System

Break Burst is separated from Barrier gauge. You don't lose your Barrier gauge and enter DANGER mode after burst. You can stock up to 2 bursts. You start with one burst and get one extra burst next round if you lose the round. When regular gold burst hits opponent, opponent will bounce high and able to combo from there (no more Guard break by gold burst) Life bar still goes into DANGER mode if Barrier gauge runs out. In the second location test, using Burst reduces remaining Guard Primer points by half, round up. If the character has less than one Guard Primer point after burst, they have one Guard Primer point instead. In addition, Burst removes a guard primer point on block. And you can kill opponent after Burst now:
Throw Buffer
Remember everytime you input
+
your character will automatically throw escape for the next 11 frames? This buffer shortened quite a bit in the location test. It probably only lasts around 5 frames. Barrier + Throw Escape is not as good as it used to be due to this change, any delaying throw leads to throw counter. In addition, Attack + Throw Escape is much harder to do. For example, assuming you do Ragna's
(24F) ~
+
to throw escape and opponent try to throw (7F) you. Your buffer duration passes then opponent catches you between 6 ~ 24F. Ideally speaking you can delay the buffer but we are talking frames here, which is really difficult to time it right. In general you need anticipation and good input timing to throw escape with buffer now.
Astral Heat
All of them are unlocked. In addition, you can use this move when opponent's health bar is below 20% and you are one round away from winning the match. (Not final round!) Your character icon flashes when you can use this move.
Down Recovery

Remember you could cancel the tech roll to special moves? It's removed in this one that you can no longer cancel the latter motion of tech roll forward and backward to special moves.
Beginner Mode

N = Normal Attack button
H = Heavy Attack button
S = Special Attack button
T = Throw button
Tap Normal Attack multiple times for simple revolver action string. You may add Heavy Attack in between for string variations.
To perform special moves, simply input direction + Special Attack.
To perform Distortion Drive, simply input N + H.
Hazama

* Hazama's
is a short step forward.
Standing
: standing poke.
Standing
: standing knee, links from
and
.
Standing
: Cross slash, jump cancelable on block, links from
and
.
: quick crouching jab, even on block.
: crouching kick, low attack.
: quick anti air strike, links from
and
, jump cancelable on block.
: slow overhead, not cancelable.
: slow low attack.
: staggers, knockdown on counter hit.
: low attack, has a good range, links to standing
and
.
Jump
: quick jumping poke.
Jump
: long diagonal kick.
Jump
: horizontal multi slash, increases hit count by mashing
, short reach.
Jump
: short range slashes below.
* All jump attacks are not jump cancelable.
: staggers on counter hit, small disadvantage on block.

->
: hop attack, overhead, links to
on crouching hit, small bounce on air hit.
->
: has upper body invincibility.
->
: low attack, juggles opponent, links to standing
.
->
: cancel stance.
Jump
: Knock down on air hit, not an overhead, has landing recovery.
: command throw, links to standing
afterward.
: launches Ouroborus (knife) upward, air unblockable, barrier guard ok, able to pick up opponent off the ground afterward.
motion similar to Johnny's →K, has invunlerable start up, launches opponent to air and untechable, risky on block.
: Similar to Litchi's All Green (
) but much slower start up with small hit box.
Drive: Ouroboros
*Extending the chain does two hits, 2nd hit may not occur depends on positioning. After 2nd hit, you may input follow ups to pull yourself towards opponent. Follow ups consumes Ouroboros counts (2 max) that takes a period of time to recover:

Standing

shoots out the knife horizontal forward, links from standing
: shoots directly upward.
: shoots slight upward, similiar to Λ-11's

Jump
: shoots horizontal forward, air vs air.
Jump
: shoots direction downward.
Jump


shoots downward, similiar to Λ-11's jump
Jump
: shoots a bit more downward than jump

Follow ups:
: stops the chain, has long recovery.
: Moving towards opponent in a parabolic arc.
: Moving towards opponent in a parabolic arc.
: Moving directly towards opponent quickly.
Combo List
Starters:
Jump
(2 hit or CH) >
> land
>
or
or
>

,
>
>
or
or
>

>
>
or
or
>

Patch #1:
~ >
>
,
> dash
>
>
> ~
~ >
>
,
> dash
>
>
> ~
~ >
>
> dash
>
> ~
Patch #2:
~ >
> dash
,
> dash
>
>
> ~
~ >
> J
,
> land
>
>
> ~
~ >
> low air dash J
> land
>
> ~
Here is
loop in the location test:
Tsubaki Yayoi

Normal Moves
* Other than A attacks, Tsubaki's normals have follow ups by holding the button.
* cc = Charge Cancel = cancel the attack's recovery with
charge
Standing
: regular jab, similar to Ragna's standing
, jump cancelable.
Standing
: long range sword waving, jump cancelable, links to
. Follow up's reach is quite short, jump cancelable and charge cancelable. It's possible for
(overhead) or
(low) mix up after standing
.
Standing
: attack range is short than standing
, charge cancelable, may do standing
> cc (charge cancel) > standing
> standing
to continue attack string. Follow up knocks down and has a shorter range.
: a low poke similar to Ragna's
, probably a bit shorter and slower. (7F start up)
: low attack, follow up is another
attack.
: extend wings upwards, Tsubaki advances a bit, similiar to Litchi's
, links to standing
, probably a good anti air but not jump cancelable. The follow up kicks upward and is jump cancelable.
: quick overhead, follow up can link to standing
.
: low attack, follow up is also a low attack.
: like Jin's
, an upward swipe with her shield, connects after standing
counter hit.
follow up is her sword stab, jump cancelable. 9 hit total with follow up.
: a slow sliding kick that doesn't connect from other moves, jump cancelable.
Jump
: similiar to Jin's jump A with horizontal hitbox.
Jump
: attacks downward with her shield, short range and doesn't link from Jump
that well, jump cancelable. Follow up attacks upward with shield.
Jump
: Similar to jump
, slower start up in the 2nd location test, sword stabs downward, follow up has knockdown effect.
+
/
+
: Normal throws are cancelable to special or super like throw >
or

Air
+
: throws opponent towards ground, techable.
Drive: Install
*Tsubaki has an Install meter that powers up her specials. (Level 5 max) Install meter goes down a level when a
version of the special moves is used.
* Charging Install meter is much easier in the second location test because charging speed increases gradually. It takes 3.5 seconds to reach maxmium level.
: builds up Install meter, the longer you hold
, the faster the meter fills. You may cancel it to most normal attacks.
: similar to
charge except Tsubaki crouches.
Jump
: charging in the air, you could cancel air dash with this, Tsubaki comes down from the air slowly. Beware the charge has recovery on landing. (You probably should stop charging before she lands) May use this move to bait anti air.
Special Moves
*Special moves can be cancelled by another on hit, and only D special moves on block. D special moves use an Install meter. No move comes out if no meter left.
+
/
/
/
:
Charges forward with her shield. Attack distance wise
is the shortest and
is the longest.
version goes through opponent that you may link this move after standing
or
as a cross up. May cancel to
+
/
/
/
or
+
/
/
/
.
+
/
/
/
:
Juggles opponent, A version is the quickest thus a common juggler in combos.
+
/
/
/
:
dragon punch that launches opponent,
/
/
only no invincibility thus you should use D version for anti air purpose. It is air unblockable but barrier guard ok. It has short recovery and may cancel to air
+
/
/
/
. Links to standing B on counter hit.
+
/
/
/
:
Spinning sword, chargeable, attack range is about Jin's standing
, has slide down effect except
. Charged version alters the untechable duration and takes a guard primer point.
version has the longest untechable duration and wall bounces that you can do air combo afterward, or link to

Air
+
/
/
/
:

Very short range, not an overhead, may cancel to air
+
/
/
/
.
version has floor bounce effect. For combo mostly.
Air
+
/
/
/
:

Dive attack, not an overhead.
Distortion Drive
+
/
: short range attack. (Not a command throw) It has invincible start up you can use it as reversal.
version uses up all Install meters. The damage bases on the remaining meters. Level 1 does 1000pt while Level 5 does 5040pt. Use level 5 super in combos like
>
>
>
follow up >
does about 4000pt.
+
: Tsubaki Install. Remaining Install meter drains while you can use
special attacks as many as you like before it reaches zero. Start up has no invinciblity.
Basic Combo List
>
>
>
follow up >

>
>
>
follow up >
>
>

>
>
>
follow up >
>
>
>
>
follow up >
>

>
>
>
follow up >
>
>
follow up >
>
>

>
>
> rc >
>
follow up >
> ~ [2500pt]
^ combo after the last
is still under testing.
>
follow up > J
> J
> jc > J
> J
> J
>
follow up > J
> J
> J
> J
>
>
> J
[3100pt]
>
>
follow up >
>

>
>
follow up >
> J
>
> hjc > J
> J
> jc > J
> J
> J
[2500pt]
Throw >
(>
) >
> J
> J
> land
[5300pt]
^ Max Install meter, character specific, need to dash a bit after
.
Ragna the Bloodedge

^ He is badass in the second location test.
Standing
: doesn't hit Tager on crouch.
Standing
: shorter range, faster start up and recovery.
Standing
: during BloodKain 2nd hit removes a guard primer point.
: start up a bit quicker otherwise no change.
: scales more, less combo damage from this overhead.
: scales more. first part dash cancelable, second part jump and dash cancelable, both parts are NOT special cancelable.
: shorter range, faster start up and recovery, less stun on counter hit, links to
.
: hitstop is smaller.
: standing
doesn't pick up opponent off the ground afterward normally. removes a guard primer point in BloodKain.
Jump
: start up is a bit slower.
Jump
: hitbox is smaller during BloodKain.
: follow up removes a guard primer point, less stun on counter hit.
: longer recovery after landing
: damage increased.
follow up command change to
and drains HP.
: drains more HP.
follow up command change to
and drains HP.
: quicker start up, a bit bigger hitbox and removes a guard primer point. (including Barrier).
: Damage is fixed to 400.
Berial Edge (Air
):

The new diving attack (4 hit) is not an overhead, small disadvantage on block.
: Still doesn't go through projectile, follow up removes a guard primer point.
Impression: Dead Spike (
) is simply brutal when it takes away the guard primer point even on Barrier guard. This move probably is going to be Ragna's signature move if it remains unchanged after official release. Another key change is the new
>
link.
may sound awful that both hit are no longer special cancelable. However, instead of using jump cancel J
, which whiffs on many characters anyway, use jump install
instead. The only weakness of this move is the 2nd part of
whiffs on croucher, though you should check the status when you hit confirm
anyway. Able to dash cancel the first part of
makes it much safer. Since you can link to
with standing
,
and
,
>
is a convenient revolver action that leads to further rushdown. Note that standing:d: and
removes guard primer in BloodKain. If you can bait a burst during BloodKain combo, with only one or two guard primer point left after burst, Ragna should be able to guard crush opponent then win the match from there.
Jin Kisaragi

* Dash cancel has counter vulnerable window
Standing
: slower start up, 1st hit links to
on counter hit though.
Standing
: faster start up, links to
on crouch opponent.
Standing
: faster start up with shorter attack range, longer recovery thus unsafe on whiff, cannot cancel to special moves, does combo to
after recovery on counter hit.
: a bit slower
: faster start up and recovery, doesn't link to standing
.
: cannot jump cancel on block.
: faster start up.
: faster start up, still neutral on block
: faster than the previous location test thus
>
combo on crouching opponent.
: faster start up, easier to unfreeze, can still do
combo in the corner.
Jump
: slower start up, Jump
> Jump
link confirmed.
Jump
: slower start up and smaller hitbox, climbing jump
hit standing opponent except Tager.
Jump
: new attack motion similar to
's 2nd hit. links to jump
, has excellent horizontal reach (better than Taokaka's jump
) thus an important poke in mid screen, you can do landing jump
CH > land
hit confirm.
Jump
: is the old J
, links to new jump
.
Jump
: Quicker start up.
Throw : throw >
:4:
does about 3000 damage.
mash : main combo patch on ground, smaller knock back.
+
/
/
/
: new attack animation.
: has a longer recovery time, scales more, (
CH >
) does about 2500 damage, removes a guard primer point (including Barrier).
: faster start up with longer recovery, able to combo in the corner, removes a guard primer point (including Barrier).
: longer recovery, removes a guard primer point (including Barrier), doesn't combo into
on counter hit anymore, so far
CH >
in mid screen,
CH >
>
works in the corner.
: 1st hit scales more (120% -> 80%) and easier to unfreeze, removes a guard primer point (including Barrier) on 2nd hit.
: quicker start up, neutral on block.
: shoots out 2 projectiles (
+
), quicker start up with longer recovery.
: longer recovery, first hit of the projectile removes a guard primer point.
: 2nd hit doesn't knockdown, small disadvantage on hit.
: removes a guard primer point.
Air
+
/
/
moves the same distance.
J
: Techable immediately after 2nd hit.
Air
: longer landing recovery.
: weaker damage.
Yukikaze (
) :
Counter move is the same as Hakumen's, 3882 damage.
Combo List
[Standing Opponent]
(2 hit) >
>
mash (8 hit) > dash
>
>
> delay J

[Crouching Opponent]
(2 hit) >
>
>
> dash
>
mash (8 hit) >
>
Impression: Jump
is a great air vs air from a distance and
is a good mid range poke. With
>
combo return, Jin is getting better in this location test. Since many of his special moves remove guard primer point regardless barrier guard, he can go for guard crush route especially after opponent bursts. Another noticeable change is the knock back reduction of Sekkajin (
mash). It is becoming a main component in his combos. Jin is still an all around character so far.
Noel Vermillion

Standing
: more guard stun = more frame advantage, about even on block now
Standing
: horizontal hit box narrowed, scales more.
Standing
: motion changed, shoots forward and shorter, quicker start up at 12F, cannot jump cancel on block
: slower start up and doesnt hit on most character's crouch motion (except Hakumen & Tager)
: scales more.
: Nerfed hit stop, untechable time, and start up, second hit removes a guard primer point.
Jump
: slower start up.
Jump
: slower start up.
Jump
: air hit cause ground bounce, untechable time increased.
Jump
: not an overhead, searches opponent, able to cancel to chain revolver follow up early.
Throw: scales more.
Air throw: more start up and recovery.
+
/
/
: faster start up, less block stun, you can use this move in combo:
: more recovery and scaling
Air
: cannot do anything until landing. Highly punishable on block.
Chain Revolver- initiate
: no longer overhead, feels like it still has good hitbox though.
: faster start up.
: faster start up, still a low attack.
Chain revolver- follow ups
: the old normal C attack but faster.
: the old chain revolver
follow up.
: more knockback.
: attack level perhaps decreased, cannot combo from
, removes a guard primer point.
Chain revolver- special
: removes a guard primer point.
: more landing recovery, need to rapid cancel to continue combo if not in corner, removes a guard primer point.
Combo List
>
>
>
>
> J
>
> J
>
>

>
>
>
>
> J
>
>
>
>

>
> [
>
>] × n >
> J
> jc > J
> J
> J

>
>
>
(stable)
Bloom (
) combos does about 2800~2900, and 3200~3300 without standing 
Impression: Noel's combo damage is still not as good as before. However, climbing jump
is tricky that if you does it late it is a cross up. Her drive follow ups are much faster overall. Therefore it's harder to interrupt her revolver chains and has more combo possibilities.
Rachel Alucard

* Wind gauge doesn't recover immediately after consumption, recovering speed increases over time, can be even faster than in Calamity Trigger once it recovers more than 2 stocks.
doesn't pull in as much.
: Less stun on counter hit that
doesn't combo afterward.
: Less damage.
: faster start up
: longer recovery, thus much harder to combo with
now.
Jump
: not an overhead.
Jump
: less untechable time.
Jump
: does not link to other normals on block and cannot be cancelled into other special moves.
/
/
: seed disappears if Rachel takes hit during the motion, longer recovery time for B and C versions.
(George XIII): a lot of changes to the frog!
1) It has its own life meter and less HP.
2) Shorter activation range.
3) Does activate while opponent knocked down.
4) It moves faster than the 1st location test, but slower than in Calamity Trigger.
5) Affected by the wind.
6) 2 seconds time meter show up when it is gone.
7) Cannot summon a new frog unless its time meter runs out.
(Impish Gypsophil): also changed quite a bit!
1) Pumpkin deactivate immediately if Rachel gets hit.
2) Has almost no hit stun
3) Small advantage on block
4) Trades with other projectiles.
5) Flies further in the second location test, but not as far as in Calamity Trigger.
(Sword Iris): new command of the old
, you can use this move in the air now.
: less damage.
Tempest Dalia:
Tempest Dalia requires minimum 1 wind stock & 50% heat gauge, uses up all winds. Rachel is totally invincible and Gii releases different objects base on the remaining wind stocks:
1 wind stock = 5 bats
2 wind stocks = 4 bats + 1 bull
3 wind stocks = 2 bats + 2 bulls + 1 pumpkin
4 wind stocks = 2 bulls + 2 pumpkins + king George.
Best use of this move is to secure your victory when time is almost up and you have a life lead.
Impression: Rachel is a bit better in the second location test, but far from being good. Due to the changes, Rachel probably has to rely on
instead of jump
for over head. Both frog and pumpkin can be easily taken out, although able to use wind to sneak a frog towards opponent is quite nice. With significant damage reduction, Rachel still has a difficult time to compete with others. Let's hope she gets more boosts in the next location test!
Iron Tager

*Tager walks faster and jumps faster.
Standing
: links to standing
and
.
Standing
: links to
and
.
Standing
: faster start up.
Standing
: faster start up, has guard point, doesn't blast opponent away and able to combo afterward, removes a guard primer point.
: links to standing
.
: removes a guard primer point.
Jump
: removes a guard primer point.
: faster start up, removes a guard primer point and attracts opponent stronger when magnetized.
(Gadget Finger): new down status throw which has magnetize property, does zero damage, links from
and 360
.
: removes a guard primer point.
: has vacuum effect .
Magnetized effect lasts shorter (about 3 seconds)
Charge Gauge take 23 seconds to fill up automatically.
: new move, a short range body blow, magnetizes.
: charges 1/3 of the meter at max.
: scales more.
: has head attribute invincibility.
360
: 2700 damage, attracts opponent stronger when magnetized, first 4 frames are invulnerable to attacks, much better versus jabs.
360
: 3600 damage.
: 1700 damage, removes a guard primer point.
=>
: 4000 damage total.
Impression: 360
and
guess game is strong. ~ >
>
>
> ~ >
>
is still a good pressure string. However, Tager does much less damage in the second location test. A player did Jump
CH >
>
>
>
>
on Taokaka and Jin. The damage is 3020, which does 5300 in Calamity Trigger. In return of getting better mix up and speed, Tager loses high damage combo. Not sure if it is a fair trade but that's the current change to Tager.
Taokaka

* Air dash is slower
Standing
: on counter hit does not link to standing
or

Standing
: on counter hit does not link to
, vertical hitbox is narrower.
Standing
: drive attacks have less untechable time.
: Can only repeat itself 3 times max.
: on counter hit does not link to

: does not combo after standing
/
counter hit
Jump
: faster start up.
Jump
: hits higher.
Jump
~
: frame advantage on block.
/
/
: faster start up, new random items, less recovery time.
Air
:
motion change, only hit in horizontal direction, wall bounce on counter hit.
: faster start up, removes a guard primer point.
: removes a guard primer point.
: Last hit removes two guard primer point, damage 3042 > 3039
Impression: Like her
, Taokaka does a bit less damage in her combos. Other than that she didn't change that much overall.
Litchi Faye Ling

^ Litchi players love her new art too!
Standing
[M] /
[M]: Links to standing
.
Standing B[M]: doesn't link to
~ anymore.
>
>
is still a combo, does about 2500pt.
: less untechable time,
[m]: jump & special cancelable, cannot be cancelled with
anymore, thus
[m] >
setup & combos are gone.
Jump
: causes slide down.
: a new stick setup move, 2 hit attack that is even on block and special move cancelable, links from standing C or ↓C, links into B on hit, frame advantage on block, forced standing, juggles on air hit.
: another new stick setup move, a quick overhead jump kick, you can do
> J
> J
for a 1500pt combo.
[M]: less untechable time, no combo afterward on normal hit, cannot end the combo with
setup, and it is not rapid cancelable.
>
>
confirmed working.
(All Green): slower start up
Impression: Finally more Litchi players reporting on the new changes. New
is a very important tool for combo and presssure string. Even though it is not special cancelable anymore, it gives frame advantage and links to standing
on hit:
[M] still has a rather long recovery. You can link it into
in combos though it is difficult:
[m] >
>
~
> J
>
> J
> J
>
> air dash J
> Staff hit >
>
>
. Furthermore,
[m] has some new development. As a combo starter
[m] >
~ confirmed (Though you cannot use that in combo such as
>
[m] >
~) In addition,
>
loop x3 confirmed on Rachel and Tager. Interesting enough that location test players aren't that frustrated by the nerfed
[m] at all. They are rather happy with the good but not broke dragon punch. The new properties of
[m] gave them more headache instead. Anyway, with that mighty
, Litchi players can still put lots of pressure on others.
Arakune

Curse System:
1) When curse meter gets full opponent enters curse condition
2) Curse condition lasts about 10 seconds
3) Arakune can summon bugs when opponent is under curse condition
4) Curse condition doesn't go away even Arakune gets hit
Arakune gets Negative Penalty really quick, two back dash gets the penalty warning.
Back dash is quicker and shorter.
Standing
>
: much longer untechable time, you can do J
>
>
> J
>
>
> J
around the corner.
: scales more.
: shrinked vertical hitbox, cannot use it to anti air at all.
: takes away a guard primer point
>
>
First part takes away a guard primer point. Damage reduced to 2200 in 3 hit combo. (even less with bugs)
Standing
: increases curse meter by 20% on hit.
: increases curse meter by 25% on hit.
: increases curse meter by 35% on hit.
Jump
+
/
/
: slower start up and no longer overhead, Dive can not be canceled into forward step or back step on block, dive cancel only possible on hit.
Jump
: not a low attack anymore, increases curse meter by 20% on hit.
Jump
(y.two-dash): takes away a guard primer point
Jump
: Fog adds 40-50% to cursemeter, everything else is 20-25%
Jump
(f of g): Adds 100% to curse meter
: damage increased.
Bugs
* All bugs are redrawn and air blockable now, and they are generally slower and not as good as the previous ones.
Bug : hit effect is similar to the old one,
bounces opponent higher,
bounces lower, and the bug comes out faster
Bug : takes 20 frames to come out after releasing the button, 3rd hit knock down but air techable.
Bug :

appears 30 frames after releasing the button, hit effect is the same as the old one
Bug :

a butterfly dive into the ground after releasing the button one second, then shoots up 20 frames later. Diving motion is a 4 hit knockdown attack but opponent can tech on the ground. 2nd part is only single hit but launches opponent.
Current Combo list:
1) J
> cancel
> J
> J
> J 
^ 1700pt, increases curse meter by 20%
2) J
> cancel
> J
×2 > J
> J
> cancel
> J
> J
> J 
^ 2000pt, increases curse meter by 40%, for the last part you have to do J
> jc > J
or hj
> J
> J
instead on some characters)
3) J
>
>
> J
>
>
> J 
^ Corner only, character specific, increases curse meter by 40%
Impression: Almost no change in the 2nd location test.
Bang Shishigami

Standing
: slower start up and smaller hitbox.
: links to

: faster start up.
: works on more standing characters, such as for Noel you can do
>
>
>
> J
> J
> 
: jump cancelable
Jump
: old Jump

Jump
:
motion, doesn't link to jump 
Jump
: old jump 
Standing
: faster start up, has longer Guard Point duration and not jump cancelable on block.
: faster start up.
: faster start up.
Jump
: faster start up, hits lower. Scales much more than the 1st location test. Proration changed from 100% to about 60%.
: longer untechable time.
:A: / :B: / :C: /
: : slower start up.
J
: more poison damage.
J
: retains momentum after throwing the nail.
: faster start up, removes a guard primer point
: wider hitbox.
Ashura Buster! (nicknamed by Dora : http://www.youtube.com/watch?v=2L3TnpNFsa8 )
New anti air distortion drive hit throw (not command throw) does 2000pt, does 3000pt after crouching
.
Impression: Dora said he can still do
> four seals combo in the 2nd location test. Jump
works better in combo but ironically its scaling increased almost half. Double Jump
combo does 4400 in Hey but only about 2600 in GIGO. Not much change from the previous location test besides that.
Carl Clover

has longer recovery is air special move cancelable (J
)
Standing
: links to

Standing
: cannot jump cancel on block, has to rely on
in attack string.
: less untechable time, about 5 frames.
Jump
: great downward hitbox, wall bounces on counter, links to JA
Jump
: no more an overhead, slower start up and still can cancel to J
.
: longer recovery time.
: longer range.
* Nirvana has much less life point, only about 4000 points. It recovers much quicker when deactivated and same speed as in Calamity Trigger after broke down. Nirvana stops after opponent throw escaped.
: longer hitstun, you can do {J
> J
>
>
> jc >
} loop.
: has guard point and barrier guard blockable in the air, advantage on block.
: doesn't throw opponent far away, untechable.
: removes a guard primer point on first hit.
: does more damage (3000pt), removes two guard primer points on block.
Vorante:

New projectile is a quick laser beam that travels across the screen.
Impression: The key change so far is the Nirvana HP reduction. It has a tremendous effect on Carl's gameplay. You can only do
/
five times before Nirvana stops. With less meter, Nirvana can be broken down easily. In the location test a Tager destroyed Nirvana with one simple combo:
>
>
>
>
>
follow up. Furthermore, performing combos especially loops is difficult due to extra consumption on repeating moves. On a brighter note, Carl's Volante is picking by the players. They said it helps to fight from a distance quite a bit. Even though jump ↓C is not an overhead, you can use it as a cross up. ~ >
>
+
is still a good pseudo unblockable. In addition, players are trying to incorporate
> J
into
combo such as : air combo > J
> J
>
>
> J
>
> ~
Hakumen

Hakumen has a new shield system that absorbs projectile. To activate the shield Hakumen has to auto guard a projectile with his
attacks. Then a shield appears in front of him that nullifies other projectiles. The shield disappears after a while or it touches opponent.
* :A: &
normal attacks are now cancelable to
counters.
*
&
steps are quicker but travel shorter distance.
Standing
has a bigger hit box.
Standing
is a bit quicker (about 2 to 3 frames)
: slower start up, doesn't link into

:

much slower start up, about 24F, becomes a 2 hit attack, first part is overhead, links to
on hit.
is faster as well (about 2 frames), shorter recovery and takes away one guard libra point on block.
:

a new normal move, Hakumen does a long range stab that is a bit shorter than
, no longer special cancelable, quick start up and recovery.
: less recovery, doesn't link to standing
in the second location test.
Jump
= old jump
, slower start up, less untechable time, guard point last a bit longer, cannot air dash cancel on whiff, and J
> air dash > J
combo works in the second location test.
Jump
is a new attack that has a great horizontal hitbox, quick start up, and long untechable time.
Jump
= old jump
, slower start up.
Jump attack speed ranking: J
> J
> J
> J
> J

/
: both duration last about 2 frames longer. (9 frames)
Jump D is untechable now, thus it is possible to do combos without spending heat gauge.
: old

: old

: has a greater knockback, does less damage, doesn't link to standing
normally, and takes away one guard primer point on block.
Air
: untechable duration increased a bit.
: also counters low attack now.
: takes away two guard libra points on block.
720
: Astral Heat's counter duration decreased a bit.
Combo List:
Jump
>
>
[3000pt]
(2 hit) >
>
(2 hit) >
>

(2 hit) >
>
(1 hit) >
>
>
,
> J
[5000pt]
Impression: Nerfed Hakumen finally feels about right. No more
>
madness.
>
is gone for good too. Shorter barrier duration. With
becomes an overhead and J
is back to Calamity Trigger speed, Hakumen has better mix ups and combo damage. Jump
's speed is actually a bit slower though. He is no longer be able to do climbing J
> falling J
combo in the previous location test. In addition, his crouching size seems a bit shorter that some standing
whiff on him. Hopefully he can stay at this level through out the location test.
Λ-11

Λ-11 (Lambda 11) is v-13 with a new CPU brain.
* Λ-11 gets negative penalty much faster now, 3 ~ 4 backdashes she gets the warning.
* Air dash and back dash are slower and travel less distance.
Standing
: doesn't hit opponent from behind, everything else is the same
: shorter range.
: slower start up, changed from 10 to 11 frames, more scaling
: slower start up, shorter range, last hit juggles opponent a bit higher.
Standing
: slower start up, attack distance shorten,
only links to
on crouching hit, and not jump cancelable anymore.
: not jump cancelable anymore
: much longer recovery time.
Jump
: slower start up.
Jump
: not jump cancalable.
Act Parser: replaced by the following moves.
(Act Parser Zwei): travels forward and doesn't attack, has a longer recovery, has no invinicibility and doesn't go through opponent.
(Act Parser Zwei: Blade):
travels forward then does a low attack that blasts opponent away, can link from
and

(Act Parser Zwei: Cavalier):
bloked :
hit :
travels forward then does a launching attack, removes a guard primer point, an important combo patch.
/
/
: added gravity meter, can not use another gravity field until the meter fills up, meter recovers very slow (more than 10sec), opponent floats higher after gravity seed hits thus it doesn't link into

: travels further in horizontal direction, takes away a guard point primer on block.
: 4~5 hit attack appears in front of Λ-11, advantage on block and able to do combo on hit. Besides the initial hit, the rest are not low attacks.
: hit attack appears in front of Λ-11, advantage on block and able to do combo on hit. Besides the initial hit, the rest are not low attacks.
:
4~5 hit attack appears 3~4 characters away from Λ-11, advantage on block and able to do combo on hit. Besides the initial hit, the rest are not low attacks.
Air
(
): techable now and still an overhead.
Combo List
Throw > dash
>
> ~
Throw >
> 2
>
>
> ~
>
xn >
>
> ~
>
>
> J
> J
> J
> land
> J
> J
> J
[2600pt]
CH >
>
> J
> J
> J2
> J
[2400pt]
Impression:
and J
are much better in the second location test but damage nerf got further as well. You can't abuse Gravity Seed (
/
/
) as before with the 10 seconds restriction.
still plays an important part of Λ-11's combo. We will have to wait for the players to find out the possible follow up in this weekend.
Conclusion
Sorry for late report, I caught up with a lot of things this week. At any rate, with Bang, Tager and Hakumen tuned down in the 2nd location test, it is getting more balance. There is another location test this weekend in Tokyo. I will cover the new changes next week.
Sources: ドラ (Dora), ヒマ (Hima), 取扱注意 (Toriatsukai-chuui), テツ (Tetsu), H.H, 客 (Kyaku), R-1, 紅也 (Takuya), ラブレス (Loveless), 格闘美神 (Kakutoubishin), Stunedge, jbbs, and many other players
The second location test for BlazBlue: Continuum Shift was held at Ikebukuro GIGO arcade last weekend :

The waiting time was not as dramatic as last time with two cabinets instead of one, but players still had to be on a long line for hours :

If you read the first location test report before, any new changes and info were not included previously are in bold italic letters. Otherwise, read on!
System
Guard Libra is replaced by Guard Primer

Guard Primer points total varies by characters. Blocking specific moves takes away Guard Primer points. When the character has no more points they get guard breaked. Note that some attacks remove Guard Primer points regardless using Barrier or not. Furthermore, Guard Primer regenerate overtime.
Guard Primer points count:
10 Tager
06 Hakumen Bang Tsubaki Hazama
05 Ragna Jin Noel Litchi
04 Rachel Arakune Taokaka Carl
03 Λ-11
New Burst System

Break Burst is separated from Barrier gauge. You don't lose your Barrier gauge and enter DANGER mode after burst. You can stock up to 2 bursts. You start with one burst and get one extra burst next round if you lose the round. When regular gold burst hits opponent, opponent will bounce high and able to combo from there (no more Guard break by gold burst) Life bar still goes into DANGER mode if Barrier gauge runs out. In the second location test, using Burst reduces remaining Guard Primer points by half, round up. If the character has less than one Guard Primer point after burst, they have one Guard Primer point instead. In addition, Burst removes a guard primer point on block. And you can kill opponent after Burst now:
Throw Buffer
Remember everytime you input






Astral Heat
All of them are unlocked. In addition, you can use this move when opponent's health bar is below 20% and you are one round away from winning the match. (Not final round!) Your character icon flashes when you can use this move.
Down Recovery

Remember you could cancel the tech roll to special moves? It's removed in this one that you can no longer cancel the latter motion of tech roll forward and backward to special moves.
Beginner Mode

N = Normal Attack button
H = Heavy Attack button
S = Special Attack button
T = Throw button
Tap Normal Attack multiple times for simple revolver action string. You may add Heavy Attack in between for string variations.
To perform special moves, simply input direction + Special Attack.
To perform Distortion Drive, simply input N + H.
Hazama

* Hazama's


Standing

Standing




Standing























Jump

Jump

Jump


Jump


* All jump attacks are not jump cancelable.








->



->

->


->

Jump
































Drive: Ouroboros
*Extending the chain does two hits, 2nd hit may not occur depends on positioning. After 2nd hit, you may input follow ups to pull yourself towards opponent. Follow ups consumes Ouroboros counts (2 max) that takes a period of time to recover:

Standing


shoots out the knife horizontal forward, links from standing







Jump

Jump


Jump



shoots downward, similiar to Λ-11's jump

Jump




Follow ups:




Combo List
Starters:
Jump



































Patch #1:
~ >














~ >















~ >














Patch #2:
~ >
















~ >














~ >












Here is




Tsubaki Yayoi

Normal Moves
* Other than A attacks, Tsubaki's normals have follow ups by holding the button.
* cc = Charge Cancel = cancel the attack's recovery with

Standing


Standing








Standing
































Jump

Jump


Jump



















Air


Drive: Install
*Tsubaki has an Install meter that powers up her specials. (Level 5 max) Install meter goes down a level when a

* Charging Install meter is much easier in the second location test because charging speed increases gradually. It takes 3.5 seconds to reach maxmium level.





Jump

Special Moves
*Special moves can be cancelled by another on hit, and only D special moves on block. D special moves use an Install meter. No move comes out if no meter left.







Charges forward with her shield. Attack distance wise

























Juggles opponent, A version is the quickest thus a common juggler in combos.







dragon punch that launches opponent,
















Spinning sword, chargeable, attack range is about Jin's standing









Air








Very short range, not an overhead, may cancel to air








Air








Dive attack, not an overhead.
Distortion Drive




























Basic Combo List









































































^ combo after the last





































































Throw >



























^ Max Install meter, character specific, need to dash a bit after







Ragna the Bloodedge

^ He is badass in the second location test.
Standing

Standing

Standing
















Jump

Jump








































Berial Edge (Air





The new diving attack (4 hit) is not an overhead, small disadvantage on block.







Impression: Dead Spike (





































Jin Kisaragi

* Dash cancel has counter vulnerable window
Standing



Standing



Standing




























Jump



Jump


Jump










Jump




Jump

Throw : throw >




















































































Air






J




Air











Yukikaze (







Counter move is the same as Hakumen's, 3882 damage.
Combo List
[Standing Opponent]













[Crouching Opponent]















Impression: Jump







Noel Vermillion

Standing

Standing

Standing







Jump

Jump

Jump

Jump


Throw: scales more.
Air throw: more start up and recovery.









Air







Chain Revolver- initiate






Chain revolver- follow ups









Chain revolver- special







Combo List

































































Bloom (





Impression: Noel's combo damage is still not as good as before. However, climbing jump


Rachel Alucard

* Wind gauge doesn't recover immediately after consumption, recovering speed increases over time, can be even faster than in Calamity Trigger once it recovers more than 2 stocks.
















Jump

Jump

Jump












1) It has its own life meter and less HP.
2) Shorter activation range.
3) Does activate while opponent knocked down.
4) It moves faster than the 1st location test, but slower than in Calamity Trigger.
5) Affected by the wind.
6) 2 seconds time meter show up when it is gone.
7) Cannot summon a new frog unless its time meter runs out.




1) Pumpkin deactivate immediately if Rachel gets hit.
2) Has almost no hit stun
3) Small advantage on block
4) Trades with other projectiles.
5) Flies further in the second location test, but not as far as in Calamity Trigger.














Tempest Dalia:
Tempest Dalia requires minimum 1 wind stock & 50% heat gauge, uses up all winds. Rachel is totally invincible and Gii releases different objects base on the remaining wind stocks:
1 wind stock = 5 bats
2 wind stocks = 4 bats + 1 bull
3 wind stocks = 2 bats + 2 bulls + 1 pumpkin
4 wind stocks = 2 bulls + 2 pumpkins + king George.
Best use of this move is to secure your victory when time is almost up and you have a life lead.
Impression: Rachel is a bit better in the second location test, but far from being good. Due to the changes, Rachel probably has to rely on




Iron Tager

*Tager walks faster and jumps faster.
Standing




Standing





Standing

Standing






Jump














Magnetized effect lasts shorter (about 3 seconds)
Charge Gauge take 23 seconds to fill up automatically.
















360

360








=>







Impression: 360






























Taokaka

* Air dash is slower
Standing




Standing



Standing











Jump

Jump

Jump









Air




motion change, only hit in horizontal direction, wall bounce on counter hit.














Impression: Like her







Litchi Faye Ling

^ Litchi players love her new art too!
Standing




Standing B[M]: doesn't link to


















Jump




































Impression: Finally more Litchi players reporting on the new changes. New


































































Arakune

Curse System:
1) When curse meter gets full opponent enters curse condition
2) Curse condition lasts about 10 seconds
3) Arakune can summon bugs when opponent is under curse condition
4) Curse condition doesn't go away even Arakune gets hit
Arakune gets Negative Penalty really quick, two back dash gets the penalty warning.
Back dash is quicker and shorter.
Standing
























Standing





Jump




Jump

Jump




Jump




Jump














Bugs
* All bugs are redrawn and air blockable now, and they are generally slower and not as good as the previous ones.








appears 30 frames after releasing the button, hit effect is the same as the old one


a butterfly dive into the ground after releasing the button one second, then shoots up 20 frames later. Diving motion is a 4 hit knockdown attack but opponent can tech on the ground. 2nd part is only single hit but launches opponent.
Current Combo list:
1) J






^ 1700pt, increases curse meter by 20%
2) J











^ 2000pt, increases curse meter by 40%, for the last part you have to do J





3) J










^ Corner only, character specific, increases curse meter by 40%
Impression: Almost no change in the 2nd location test.
Bang Shishigami

Standing























Jump




Jump




Jump



Standing





Jump









J




J



















Ashura Buster! (nicknamed by Dora : http://www.youtube.com/watch?v=2L3TnpNFsa8 )
New anti air distortion drive hit throw (not command throw) does 2000pt, does 3000pt after crouching

Impression: Dora said he can still do




Carl Clover







Standing



Standing





Jump

Jump














* Nirvana has much less life point, only about 4000 points. It recovers much quicker when deactivated and same speed as in Calamity Trigger after broke down. Nirvana stops after opponent throw escaped.




































Vorante:

New projectile is a quick laser beam that travels across the screen.
Impression: The key change so far is the Nirvana HP reduction. It has a tremendous effect on Carl's gameplay. You can only do













































Hakumen

Hakumen has a new shield system that absorbs projectile. To activate the shield Hakumen has to auto guard a projectile with his

* :A: &


*




Standing

Standing









much slower start up, about 24F, becomes a 2 hit attack, first part is overhead, links to







a new normal move, Hakumen does a long range stab that is a bit shorter than





Jump








Jump

Jump



Jump attack speed ranking: J











Jump D is untechable now, thus it is possible to do combos without spending heat gauge.





























Air

















720

Combo List:
Jump












































Impression: Nerfed Hakumen finally feels about right. No more

















Λ-11

Λ-11 (Lambda 11) is v-13 with a new CPU brain.
* Λ-11 gets negative penalty much faster now, 3 ~ 4 backdashes she gets the warning.
* Air dash and back dash are slower and travel less distance.
Standing







Standing










Jump

Jump


Act Parser: replaced by the following moves.








travels forward then does a low attack that blasts opponent away, can link from
















travels forward then does a launching attack, removes a guard primer point, an important combo patch.


























4~5 hit attack appears 3~4 characters away from Λ-11, advantage on block and able to do combo on hit. Besides the initial hit, the rest are not low attacks.
Air





Combo List
Throw > dash



Throw >





























































Impression:
















Conclusion
Sorry for late report, I caught up with a lot of things this week. At any rate, with Bang, Tager and Hakumen tuned down in the 2nd location test, it is getting more balance. There is another location test this weekend in Tokyo. I will cover the new changes next week.
Sources: ドラ (Dora), ヒマ (Hima), 取扱注意 (Toriatsukai-chuui), テツ (Tetsu), H.H, 客 (Kyaku), R-1, 紅也 (Takuya), ラブレス (Loveless), 格闘美神 (Kakutoubishin), Stunedge, jbbs, and many other players




/\________________________________________/\
ORAORAORAORAORA.........MUDAMUDAMUDAMUDA
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Bon Raiko je crois que t'es chaud pour te faire le dojo de ce BB nouvel version
Thx pour les infos

Thx pour les infos

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- Messages : 546
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Ca a l'air tout bonnement monstrueux, Jin a l'air devenu vachement sympa a jouer, et j'attends de voir plus de report sur Litchy.
Blazblue: 
PSN ID: Jaerdoster
XBL: Sir Jaerdoster

PSN ID: Jaerdoster
XBL: Sir Jaerdoster
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- stick de platine
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
ah oui pour donné envie ça donne envie !
juste énorme quoi, j'ai juste joué 15 minutes au premier donc mon avis reste tres subjectif mais ce qui est sur c'est qu'on peut remercier arcsys pour le boulot et pour ne pas prendre les joueurs pour des billes. contrairement à d'autre qui m ' on bien blasé récemment ( cf sstreetIV et capcom)
j'espere vraiment qu'une version console verra le jour par la suite, et une version console zone free ou euro, j'espere j'y crois alors ne cassé pas mon reve please
juste énorme quoi, j'ai juste joué 15 minutes au premier donc mon avis reste tres subjectif mais ce qui est sur c'est qu'on peut remercier arcsys pour le boulot et pour ne pas prendre les joueurs pour des billes. contrairement à d'autre qui m ' on bien blasé récemment ( cf sstreetIV et capcom)
j'espere vraiment qu'une version console verra le jour par la suite, et une version console zone free ou euro, j'espere j'y crois alors ne cassé pas mon reve please

Ils doivent trouver cela difficile. Ceux qui ont accepté l'autorité en tant que vérité au lieu de la vérité en tant qu'autorité
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Avec un peu de courage, ça devrait le faireDarthNova a écrit :Bon Raiko je crois que t'es chaud pour te faire le dojo de ce BB nouvel version

Il y aura forcement une version Euro de Shift vu que Calamity Trigger arrive chez nous en févriermaohi98 a écrit :j'espere vraiment qu'une version console verra le jour par la suite, et une version console zone free ou euro, j'espere j'y crois alors ne cassé pas mon reve please

Le problème c'est surtout l'attente, est-ce que Pqube (l'éditeur Euro) va attendre ou nous sortir directement le Shift seulement 6 mois (supposition) après la sortie Calamity Trigger Euro?
Le prix rentre lui aussi en ligne de compte, car s'ils proposent CT en Europe à 70€, ils ne vont pas sortir CShift au même prix 6 mois plus tard

Enfin bref, voici encore une tonne de vidéos !!
Attention cette fois il y a des vidéos avec une très bonne qualité, alors autant ouvrir la fenêtre via Youtube qui est beaucoup plus grande

Rachel vs Noel ~ Litchi vs Noel
Hazama vs Hazama ~ Hazama vs Carl
Ragna vs Noel ~ Ragna vs Bang
Tager vs Bang ~ Ragna vs Bang
5:59 et 8:18 = combo de Ragna avec son nouveau coup
~ Ragna vs Bang ~
~ Λ-11 vs Jin ~
Arakune vs Rachel ~ Arakune vs Arakune
Taokaka vs Jin ~ Litchi vs Jin
Tsubaki vs Hazama ~ Tsubaki vs Jin
Λ-11 vs Carl ~ Jin vs Carl
~ Taokaka vs Tsubaki ~
Litchi vs Hazama ~ Noel vs Hazama
Hakumen vs Tsubaki ~ Taokaka vs Tsubaki
~ Tsubaki vs Tsubaki ~




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ORAORAORAORAORA.........MUDAMUDAMUDAMUDA
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
PUTAIN D'ORDI DE MERDE FAUT QUE JE M'AMUSE A REECRIRE MON MESAGE
bien sur qui sortira sur console quand et a quel prix je sais pas mais il sortira un jour ou l'autre et domage que mon ragnagna a pas le droit à une vidéo de nouveauté
Heuresement que le jeu ne s'appelle pas Super Blazbluesky Continuum Shift XX accent core plus motherfucker in the street ex alpha version 3.2.1 DECOLLAGEEE .....
Bref je sui bien parti en freestyle là
tout ça pour dire que les noms de arc systeme ont toujour été un calvaire (ainsi que tous les autre titre des jeux de combat) mais ce n'est qu'un détail ça ne les empeche pas d'etre bien
SURTOUT celui qui a les nouveaux OST qui les post sur le champ ! envoyez les moi meme sur mon mesage privé si posible

bien sur qui sortira sur console quand et a quel prix je sais pas mais il sortira un jour ou l'autre et domage que mon ragnagna a pas le droit à une vidéo de nouveauté

Heuresement que le jeu ne s'appelle pas Super Blazbluesky Continuum Shift XX accent core plus motherfucker in the street ex alpha version 3.2.1 DECOLLAGEEE .....
Bref je sui bien parti en freestyle là

SURTOUT celui qui a les nouveaux OST qui les post sur le champ ! envoyez les moi meme sur mon mesage privé si posible
Le juste milieu,toujours le juste milieu
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Ha merci Raiko pour ces vidéos !
Halala que j'aime ce jeu !
J'étais déçu de voir que le 1er était pas free zone sur xbox 360 j'espère alors que quand cette version sortira sur console on pourra, nous petits européens, en profiter.
Les nouveaux perso ont bien la classe avec des combos sympathiques ça fait plaisir.
Halala que j'aime ce jeu !
J'étais déçu de voir que le 1er était pas free zone sur xbox 360 j'espère alors que quand cette version sortira sur console on pourra, nous petits européens, en profiter.

Les nouveaux perso ont bien la classe avec des combos sympathiques ça fait plaisir.

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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Il y a pourtant 3 vidéos avec du Ragna, dont une ou il utilise son nouveau coup en combo (je l'ai dit en dessous de la vidéo)Shinken le survivant a écrit :bien sur qui sortira sur console quand et a quel prix je sais pas mais il sortira un jour ou l'autre et domage que mon ragnagna a pas le droit à une vidéo de nouveauté
Il y a pas de souci à se faire là-dessus, nous aurons le jeu compatible et traduit en françaisCaem a écrit :j'espère alors que quand cette version sortira sur console on pourra, nous petits européens, en profiter.





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ORAORAORAORAORA.........MUDAMUDAMUDAMUDA
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Putain, les coups Fu-Rin-Ka-Zan de Bang comment ils sortent trop facilement maintenant! Sa furie Steel Rain a enfin l'air d'être utile à quelque chose et son mode Fu-Rin-Ka-Zan a l'air d'être plus violent qu'avant pour les pressings et les combos.
Hazama a l'air aussi de démonter avec des combos qui ont du style et qui ont l'air d'être facile à sortir (je kiffe son pursue attack à la chaine alors que l'adversaire rebondi au sol au loin).
Ces mecs veulent vraiment que je touche pas à Super Street Fighter IV.
Note : Putain, je viens juste de voir que Bang avait une nouvelle Distortion Finish!
Hazama a l'air aussi de démonter avec des combos qui ont du style et qui ont l'air d'être facile à sortir (je kiffe son pursue attack à la chaine alors que l'adversaire rebondi au sol au loin).
Ces mecs veulent vraiment que je touche pas à Super Street Fighter IV.
Note : Putain, je viens juste de voir que Bang avait une nouvelle Distortion Finish!
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Quand il éclate le mec dans le mur, suprême bang-bang-bang BANG !! 





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ORAORAORAORAORA.........MUDAMUDAMUDAMUDA
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Allez, encore une fournée de vidéos :
~ Tager vs Tager ~
~ Jin vs Tager ~
~ Tager vs Jin ~
Terrible ce Jin rouge, il est dans d'autres vidéos aussi
~ Hazama vs Tsubaki ~
~ Hakumen vs Hazama ~
~ Arakune vs Hazama ~
~ Noel vs Rachel ~
Noel vs Hazama ~ Noel vs Noel
Jin vs Taokaka ~ Hazama vs Taokaka
Jin vs Ragna ~ Litchi vs Ragna
Ragna vs Tsubaki ~ Hazama vs Tsubaki
Et en petit bonus, des scans du magnifique Artbook : BlazBlue Material Collection
http://i297.photobucket.com/albums/mm23 ... G_0467.jpg
http://i297.photobucket.com/albums/mm23 ... G_0468.jpg
http://i297.photobucket.com/albums/mm23 ... G_0470.jpg
http://i297.photobucket.com/albums/mm23 ... G_0471.jpg
http://i297.photobucket.com/albums/mm23 ... G_0473.jpg
http://i297.photobucket.com/albums/mm23 ... G_0477.jpg
http://i297.photobucket.com/albums/mm23 ... G_0472.jpg
http://i297.photobucket.com/albums/mm23 ... G_0478.jpg
http://i297.photobucket.com/albums/mm23 ... G_0475.jpg
http://i297.photobucket.com/albums/mm23 ... G_0474.jpg
http://i297.photobucket.com/albums/mm23 ... G_0476.jpg
http://i297.photobucket.com/albums/mm23 ... G_0480.jpg
http://i297.photobucket.com/albums/mm23 ... G_0469.jpg
Est-ce que des personnages plairont à Shishio sur ce dernier scan ? Telle est la question..
http://i297.photobucket.com/albums/mm23 ... G_0479.jpg
~ Tager vs Tager ~
~ Jin vs Tager ~
~ Tager vs Jin ~
Terrible ce Jin rouge, il est dans d'autres vidéos aussi

~ Hazama vs Tsubaki ~
~ Hakumen vs Hazama ~
~ Arakune vs Hazama ~
~ Noel vs Rachel ~
Noel vs Hazama ~ Noel vs Noel
Jin vs Taokaka ~ Hazama vs Taokaka
Jin vs Ragna ~ Litchi vs Ragna
Ragna vs Tsubaki ~ Hazama vs Tsubaki
Et en petit bonus, des scans du magnifique Artbook : BlazBlue Material Collection
http://i297.photobucket.com/albums/mm23 ... G_0467.jpg
http://i297.photobucket.com/albums/mm23 ... G_0468.jpg
http://i297.photobucket.com/albums/mm23 ... G_0470.jpg
http://i297.photobucket.com/albums/mm23 ... G_0471.jpg
http://i297.photobucket.com/albums/mm23 ... G_0473.jpg
http://i297.photobucket.com/albums/mm23 ... G_0477.jpg
http://i297.photobucket.com/albums/mm23 ... G_0472.jpg
http://i297.photobucket.com/albums/mm23 ... G_0478.jpg
http://i297.photobucket.com/albums/mm23 ... G_0475.jpg
http://i297.photobucket.com/albums/mm23 ... G_0474.jpg
http://i297.photobucket.com/albums/mm23 ... G_0476.jpg
http://i297.photobucket.com/albums/mm23 ... G_0480.jpg
http://i297.photobucket.com/albums/mm23 ... G_0469.jpg
Est-ce que des personnages plairont à Shishio sur ce dernier scan ? Telle est la question..

http://i297.photobucket.com/albums/mm23 ... G_0479.jpg




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ORAORAORAORAORA.........MUDAMUDAMUDAMUDA
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Tu sais que je t'aime toi ?RaiKo a écrit :Allez, encore une fournée de vidéos :

Plus ça va et plus je suis intéresse par ce jeu.

Tu parlais du Jin rouge qui est terrible mais y'a aussi le Hazama rouge qui se débrouille pas mal

Y'a pas a dire ce perso c'est un tueur, le match contre Arakune est horrible il peut rien faire, dés qu'il se met à distance pour lancer ses malédictions tu as le Hazama qui lui tombe dessus.
Et un truc que j'avais pas vu avant : le combo avec en finish sa fury, il le place plusieurs fois dans les vidéos ça pique.

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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
C'est vrai que le Hazama Hellsing est plutôt violent aussi
Ah oui, comme je le disais précédemment, il y a des votes sur Neogaf pour la covers Euro de BlazBlue et les deux qui s'en sortent plutôt très bien dans les votes pour le moment sont :

et


Ah oui, comme je le disais précédemment, il y a des votes sur Neogaf pour la covers Euro de BlazBlue et les deux qui s'en sortent plutôt très bien dans les votes pour le moment sont :

et





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ORAORAORAORAORA.........MUDAMUDAMUDAMUDA
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Hum ... le deuxième je le trouve particulièrement laid.
Par contre le premier est vraiment sympa, ça fait un peu pochette d'album.
Mais ça manque tout de même d'un peu de Jin sur ces dessins.
Par contre le premier est vraiment sympa, ça fait un peu pochette d'album.

Mais ça manque tout de même d'un peu de Jin sur ces dessins.

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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
mer ci beaucoup pour les videos, vraiment terrible !
quand au art pour la pochette, j'aime bien le deuxième moi
quand au art pour la pochette, j'aime bien le deuxième moi

Ils doivent trouver cela difficile. Ceux qui ont accepté l'autorité en tant que vérité au lieu de la vérité en tant qu'autorité
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Je comprends plus rien moi.
La version Euro c etait pas censé être continuum shift ? Alors que sur la pochette on voit bien calamity trigger .
Sinon j aime bien la 2e pochette
La version Euro c etait pas censé être continuum shift ? Alors que sur la pochette on voit bien calamity trigger .
Sinon j aime bien la 2e pochette



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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
au depart la rumeur disait que ce serais le deuxième mais en fait y parait que le premier va sortir et qu'ensuite le deuxième arriverait plus tard... enfin c'est encore que de la rumeur je crois , en tout cas j'ai pas vue de confirmation ...
Ils doivent trouver cela difficile. Ceux qui ont accepté l'autorité en tant que vérité au lieu de la vérité en tant qu'autorité
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"
Les deux sont très sympa avec une préférence pour la première pour moi 
Non c'est bien Calamity Trigger qui sort chez nous (et les persos bonus sont les versions unlimited XD

Non c'est bien Calamity Trigger qui sort chez nous (et les persos bonus sont les versions unlimited XD
