Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

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Jaerdoster
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#126 Message par Jaerdoster »

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
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Shishio
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#127 Message par Shishio »

Hazama, c'est la fusion entre dalshim et lagarfeld... ;D 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...
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....

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RaiKo
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#128 Message par RaiKo »

mikaelk100c 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?
Heu, il n'y en a pas 7 dans le premier BB, mais "juste" 5 :lol:
Et oui , c'est seulement un relooking, enfin je pense..

Jaerdoster 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?
Je trouve aussi :P
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
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ORAORAORAORAORA.........MUDAMUDAMUDAMUDA

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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#129 Message par mikaelk100c »

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!! :wink:
penser c'est facile, agir est difficile. Agir selon sa pensée est la chose la plus difficile au monde.

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Captain Algeria
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#130 Message par Captain Algeria »

Hey, c'est sympa mais il y avait l'air d'y avoir du monde pour le loketest de Blazblue CS!

Image Image

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"

#131 Message par RaiKo »

BlazBlue: Continuum Shift 2nd Location Test Report
The second location test for BlazBlue: Continuum Shift was held at Ikebukuro GIGO arcade last weekend :
Image


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 :
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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

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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
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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 :b: + :c: 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 :6: :b: (24F) ~ :b: + :c: 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
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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
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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
Image
* Hazama's :6: :6: is a short step forward.

Standing :a: : standing poke.
Standing :b: : standing knee, links from :a: and :2: :a:.
Standing :c: : Cross slash, jump cancelable on block, links from :a: and :2: :a:.

:2: :a: : quick crouching jab, even on block.
:2: :b: : crouching kick, low attack.
:2: :c: : quick anti air strike, links from :a: and :2: :a:, jump cancelable on block.

:6: :a: : slow overhead, not cancelable.
:6: :b: : slow low attack.
:6: :c: : staggers, knockdown on counter hit.

:3: :c: : low attack, has a good range, links to standing :b: and :c:.

Jump :a: : quick jumping poke.
Jump :b: : long diagonal kick.
Jump :c: : horizontal multi slash, increases hit count by mashing :c:, short reach.
Jump :2: :c: : short range slashes below.
* All jump attacks are not jump cancelable.

:2: :3: :6: :d: : staggers on counter hit, small disadvantage on block. :2: :1: :4: :d:

-> :a: : hop attack, overhead, links to :2: :a: on crouching hit, small bounce on air hit.
-> :b: : has upper body invincibility.
-> :c: : low attack, juggles opponent, links to standing :b:.
-> :d: : cancel stance.

Jump :2: :1: :4: :b: : Knock down on air hit, not an overhead, has landing recovery.

:2: :3: :6: :c: : command throw, links to standing :b: afterward.

:6: :2: :3: :d: : launches Ouroborus (knife) upward, air unblockable, barrier guard ok, able to pick up opponent off the ground afterward.

:2: :3: :6: :2: :3: :6: :b: motion similar to Johnny's →K, has invunlerable start up, launches opponent to air and untechable, risky on block.

:6: :3: :2: :1: :4: :6: :c: : Similar to Litchi's All Green ( :6: :4: :2: :8: :c: ) 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:
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Standing :d:
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shoots out the knife horizontal forward, links from standing :c:
:2: :d: : shoots directly upward.
:6: :d: : shoots slight upward, similiar to Λ-11's :6: :d:
Jump :d: : shoots horizontal forward, air vs air.
Jump :2: :d: : shoots direction downward.
Jump :6: :d:
Image
shoots downward, similiar to Λ-11's jump :d:
Jump :4: :d: : shoots a bit more downward than jump :6: :d:


Follow ups:
:a: : stops the chain, has long recovery.
:b: : Moving towards opponent in a parabolic arc.
:c: : Moving towards opponent in a parabolic arc.
:d: : Moving directly towards opponent quickly.


Combo List
Starters:
Jump :d: (2 hit or CH) > :d: > land :2: :a: > :b: or :c: or :2: :c: > :3: :c:
:2: :3: :6: :d: , :a: > :2: :a: > :b: or :c: or :2: :c: > :3: :c:
:2: :3: :6: :c: > :2: :a: > :b: or :c: or :2: :c: > :3: :c:

Patch #1:
~ > :3: :c: > :2: :3: :6: :d: , :c: > dash :c: > :2: :c: > :2: :3: :6: :d: > ~
~ > :3: :c: > :2: :3: :6: :d: , :d: > dash :2: :b: > :2: :c: > :2: :3: :6: :d: > ~
~ > :3: :c: > :2: :3: :6: :2: :3: :6: :b: > dash :c: > :2: :3: :6: :d: > ~

Patch #2:
~ > :6: :2: :3: :d: > dash :2: :3: :6: :d: , :c: > dash :c: > :2: :c: > :6: :2: :3: :d: > ~
~ > :6: :2: :3: :d: > J :6: :d: , :d: > land :b: > :2: :c: > :6: :2: :3: :d: > ~
~ > :6: :2: :3: :d: > low air dash J :2: :c: > land :2: :c: > :6: :2: :3: :d: > ~

Here is :6: :2: :3: :d: loop in the location test:








Tsubaki Yayoi
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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 :d: charge
Standing :a: : regular jab, similar to Ragna's standing :a:, jump cancelable.
Standing :b: : long range sword waving, jump cancelable, links to :6: :c:. Follow up's reach is quite short, jump cancelable and charge cancelable. It's possible for :6: :a: (overhead) or :6: :b: (low) mix up after standing :b:.
Standing :c: : attack range is short than standing :b:, charge cancelable, may do standing :c: > cc (charge cancel) > standing :d: > standing :a: to continue attack string. Follow up knocks down and has a shorter range.

:2: :a: : a low poke similar to Ragna's :2: :a:, probably a bit shorter and slower. (7F start up)
:2: :b: : low attack, follow up is another :2: :b: attack.
:2: :c: : extend wings upwards, Tsubaki advances a bit, similiar to Litchi's :2: :c:, links to standing :c:, probably a good anti air but not jump cancelable. The follow up kicks upward and is jump cancelable.

:6: :a: : quick overhead, follow up can link to standing :c:.
:6: :b: : low attack, follow up is also a low attack.
:6: :c: : like Jin's :6: :c:, an upward swipe with her shield, connects after standing :c: counter hit. :6: :c: follow up is her sword stab, jump cancelable. 9 hit total with follow up.

:3: :c: : a slow sliding kick that doesn't connect from other moves, jump cancelable.

Jump :a: : similiar to Jin's jump A with horizontal hitbox.
Jump :b: : attacks downward with her shield, short range and doesn't link from Jump :a: that well, jump cancelable. Follow up attacks upward with shield.
Jump :c: : Similar to jump :b:, slower start up in the 2nd location test, sword stabs downward, follow up has knockdown effect.

:6: :b: + :c: / :4: :b: + :c: : Normal throws are cancelable to special or super like throw > :2: :3: :6: :a: or :2: :3: :6: :2: :3: :6: :c:
Air :b: + :c: : 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 :d: 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.
:d: : builds up Install meter, the longer you hold :d:, the faster the meter fills. You may cancel it to most normal attacks.
:2: :d: : similar to :d: charge except Tsubaki crouches.
Jump :d: : 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.

:2: :3: :6: + :a: / :b: / :c: / :d: :
Charges forward with her shield. Attack distance wise :a: is the shortest and :c: is the longest. :d: version goes through opponent that you may link this move after standing :b: or :c: as a cross up. May cancel to :2: :1: :4: + :a: / :b: / :c: / :d: or :2: :2: + :a: / :b: / :c: / :d:.

:2: :1: :4: + :a: / :b: / :c: / :d: :
Juggles opponent, A version is the quickest thus a common juggler in combos.

:6: :2: :3: + :a: / :b: / :c: / :d: :
dragon punch that launches opponent, :a: / :b: / :c: 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 :2: :3: :6: + :a: / :b: / :c: / :d:. Links to standing B on counter hit.

:2: :2: + :a: / :b: / :c: / :d: :
Spinning sword, chargeable, attack range is about Jin's standing :c:, has slide down effect except :2: :2: :d:. Charged version alters the untechable duration and takes a guard primer point. :d: version has the longest untechable duration and wall bounces that you can do air combo afterward, or link to :6: :2: :3: :d:


Air :2: :3: :6: + :a: / :b: / :c: / :d: :
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Very short range, not an overhead, may cancel to air :2: :1: :4: + :a: / :b: / :c: / :d:. :d: version has floor bounce effect. For combo mostly.


Air :2: :1: :4: + :a: / :b: / :c: / :d: :
Image
Dive attack, not an overhead.


Distortion Drive
:2: :3: :6: :2: :3: :6: + :c: / :d: : short range attack. (Not a command throw) It has invincible start up you can use it as reversal. :d: 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 :a: > :b: > :c: > :c: follow up > :2: :3: :6: :2: :3: :6: :d: does about 4000pt.

:2: :1: :4: :2: :1: :4: + :d: : Tsubaki Install. Remaining Install meter drains while you can use :d: special attacks as many as you like before it reaches zero. Start up has no invinciblity.


Basic Combo List


:a: > :b: > :c: > :c: follow up > :2: :2: :a:
:a: > :b: > :c: > :c: follow up > :2: :3: :6: :a: > :2: :1: :4: :a: > :2: :2: :a:
:a: > :b: > :c: > :c: follow up > :2: :3: :6: :d: > :a: > :b: > :c: > :c: follow up > :2: :3: :6: :a: > :2: :2: :a:
:a: > :b: > :c: > :c: follow up > :2: :3: :6: :d: > :c: > :c: follow up > :2: :3: :6: :a: > :2: :1: :4: :a: > :2: :2: :a:

:b: > :c: > :2: :3: :6: :d: > rc > :6: :c: > :6: :c: follow up > :b: > ~ [2500pt]
^ combo after the last :b: is still under testing.

:3: :c: > :3: :c: follow up > J :b: > J :c: > jc > J :b: > J :c: > J :2: :3: :6: :a:
:3: :c: > :3: :c: follow up > J :b: > J :c: > J :2: :3: :6: :a: > J :2: :1: :4: :d: > :2: :c: > :6: :2: :3: :a: > J :2: :3: :6: :a: [3100pt]


:6: :a: > :c: > :c: follow up > :2: :3: :6: :a: > :2: :2: :a:
:6: :a: > :c: > :c: follow up > :2: :3: :6: :a: > J :2: :1: :4: :a: > :b: > hjc > J :b: > J :c: > jc > J :b: > J :c: > J :2: :3: :6: :a: [2500pt]

Throw > :2: :1: :4: :2: :1: :4: :d: (> :b: ) > :6: :2: :3: :d: > J :2: :3: :6: :d: > J :2: :1: :4: :d: > land :2: :3: :6: :2: :3: :6: :d: [5300pt]
^ Max Install meter, character specific, need to dash a bit after :2: :1: :4: :2: :1: :4: :d:.








Ragna the Bloodedge
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^ He is badass in the second location test.

Standing :a: : doesn't hit Tager on crouch.
Standing :c: : shorter range, faster start up and recovery.
Standing :d: : during BloodKain 2nd hit removes a guard primer point.

:6: :a: : start up a bit quicker otherwise no change.
:6: :b: : scales more, less combo damage from this overhead.
:6: :c: : scales more. first part dash cancelable, second part jump and dash cancelable, both parts are NOT special cancelable.

:2: :c: : shorter range, faster start up and recovery, less stun on counter hit, links to :6: :c:.
:3: :c: : hitstop is smaller.
:2: :d: : standing :c: doesn't pick up opponent off the ground afterward normally. removes a guard primer point in BloodKain.

Jump :c: : start up is a bit slower.
Jump :d: : hitbox is smaller during BloodKain.

:2: :1: :4: :a: : follow up removes a guard primer point, less stun on counter hit.
:2: :1: :4: :b: : longer recovery after landing
:6: :2: :3: :c: : damage increased. :2: :1: :4: :c: follow up command change to :2: :1: :4: :d: and drains HP.
:6: :2: :3: :d: : drains more HP. :2: :1: :4: :c: follow up command change to :2: :1: :4: :d: and drains HP.
:2: :1: :4: :d: : quicker start up, a bit bigger hitbox and removes a guard primer point. (including Barrier).
:2: :2: :c: : Damage is fixed to 400.

Berial Edge (Air :2: :1: :4: :c: ):
Image
The new diving attack (4 hit) is not an overhead, small disadvantage on block.

:6: :3: :2: :1: :4: :6: :d: : Still doesn't go through projectile, follow up removes a guard primer point.


Impression: Dead Spike ( :2: :1: :4: :d: ) 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 :2: :c: > :6: :c: link. :6: :c: may sound awful that both hit are no longer special cancelable. However, instead of using jump cancel J :2: :1: :4: :b:, which whiffs on many characters anyway, use jump install :2: :1: :4: :d: instead. The only weakness of this move is the 2nd part of :6: :c: whiffs on croucher, though you should check the status when you hit confirm :2: :c: anyway. Able to dash cancel the first part of :6: :c: makes it much safer. Since you can link to :2: :c: with standing :b:, :2: :a: and :2: :b:, :2: :c: > :6: :c: is a convenient revolver action that leads to further rushdown. Note that standing:d: and :2: :d: 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
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* Dash cancel has counter vulnerable window
Standing :b: : slower start up, 1st hit links to :6: :c: on counter hit though.
Standing :c: : faster start up, links to :6: :c: on crouch opponent.
Standing :d: : faster start up with shorter attack range, longer recovery thus unsafe on whiff, cannot cancel to special moves, does combo to :2: :3: :6: :2: :3: :6: :c: after recovery on counter hit.

:2: :a: : a bit slower
:2: :b: : faster start up and recovery, doesn't link to standing :b:.
:2: :c: : cannot jump cancel on block.
:2: :d: : faster start up.

:6: :b: : faster start up, still neutral on block
:6: :c: : faster than the previous location test thus :c: > :6: :c: combo on crouching opponent.
:6: :d: : faster start up, easier to unfreeze, can still do :6: :d: combo in the corner.

Jump :a: : slower start up, Jump :a: > Jump :c: link confirmed.
Jump :b: : slower start up and smaller hitbox, climbing jump :b: hit standing opponent except Tager.
Jump :c: : new attack motion similar to :2: :1: :4: :d:'s 2nd hit. links to jump :d:, has excellent horizontal reach (better than Taokaka's jump :c: ) thus an important poke in mid screen, you can do landing jump :c: CH > land :2: :d: hit confirm.
Jump :2: :c: : is the old J :c:, links to new jump :c:.
Jump :d: : Quicker start up.

Throw : throw > :6: :3: :2: :1::4: :6: :d: does about 3000 damage.

:c: mash : main combo patch on ground, smaller knock back.

:6: :2: :3: + :a: / :b: / :c: / :d: : new attack animation.
:6: :2: :3: :a: : has a longer recovery time, scales more, ( :6: :2: :3: :a: CH > :2: :3: :6: :2: :3: :6: :c: ) does about 2500 damage, removes a guard primer point (including Barrier).
:6: :2: :3: :b: : faster start up with longer recovery, able to combo in the corner, removes a guard primer point (including Barrier).
:6: :2: :3: :c: : longer recovery, removes a guard primer point (including Barrier), doesn't combo into :c: on counter hit anymore, so far :6: :2: :3: :c: CH > :6: :2: :3: :a: in mid screen, :6: :2: :3: :c: CH > :b: > :c: works in the corner.
:6: :2: :3: :d: : 1st hit scales more (120% -> 80%) and easier to unfreeze, removes a guard primer point (including Barrier) on 2nd hit.

:2: :3: :6: :a: : quicker start up, neutral on block.
:2: :3: :6: :c: : shoots out 2 projectiles ( :2: :3: :6: :a: + :2: :3: :6: :b: ), quicker start up with longer recovery.
:2: :3: :6: :d: : longer recovery, first hit of the projectile removes a guard primer point.

:2: :1: :4: :b: : 2nd hit doesn't knockdown, small disadvantage on hit.
:2: :1: :4: :d: : removes a guard primer point.

Air :2: :1: :4: + :a: / :b: / :c: moves the same distance.
J :2: :1: :4: :b: : Techable immediately after 2nd hit.
Air :2: :3: :6: :d: : longer landing recovery.

:6: :3: :2: :1: :4: :6: :d: : weaker damage.

Yukikaze ( :2: :1: :4: :2: :1: :4: :d: ) :

Counter move is the same as Hakumen's, 3882 damage.


Combo List
[Standing Opponent] :b: (2 hit) > :c: > :c: mash (8 hit) > dash :6: :c: > :2: :d: > :6: :b: > delay J :2: :1: :4: :c:
[Crouching Opponent] :b: (2 hit) > :c: > :6: :c: > :2: :d: > dash :6: :b: > :c: mash (8 hit) > :6: :c: > :2: :1: :4: :c:



Impression: Jump :c: is a great air vs air from a distance and :2: :d: is a good mid range poke. With :c: > :6: :c: 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 ( :c: mash). It is becoming a main component in his combos. Jin is still an all around character so far.







Noel Vermillion
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Standing :a: : more guard stun = more frame advantage, about even on block now
Standing :b: : horizontal hit box narrowed, scales more.
Standing :c: : motion changed, shoots forward and shorter, quicker start up at 12F, cannot jump cancel on block

:6: :a: : slower start up and doesnt hit on most character's crouch motion (except Hakumen & Tager)
:6: :b: : scales more.
:6: :c: : Nerfed hit stop, untechable time, and start up, second hit removes a guard primer point.

Jump :a: : slower start up.
Jump :c: : slower start up.
Jump :d: : air hit cause ground bounce, untechable time increased.
Jump :6: :d: : not an overhead, searches opponent, able to cancel to chain revolver follow up early.

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

:2: :3: :6: + :a: / :b: / :c: : faster start up, less block stun, you can use this move in combo:


:2: :2: :c: : more recovery and scaling
Air :2: :3: :6: :2: :3: :6: :c: : cannot do anything until landing. Highly punishable on block.



Chain Revolver- initiate
:2: :d: : no longer overhead, feels like it still has good hitbox though.
:4: :d: : faster start up.
:6: :d: : faster start up, still a low attack.


Chain revolver- follow ups
:a: : the old normal C attack but faster.
:c: : the old chain revolver :6: :a: follow up.
:6: :b: : more knockback.
:6: :c: : attack level perhaps decreased, cannot combo from :d:, removes a guard primer point.


Chain revolver- special
:2: :1: :4: :d: : removes a guard primer point.
:2: :8: :d: : more landing recovery, need to rapid cancel to continue combo if not in corner, removes a guard primer point.


Combo List
:a: > :6: :a: > :6: :c: > :2: :3: :6: :a: > :6: :c: > J :d: > :c: > J :d: > :c: > :2: :3: :6: :d:
:a: > :6: :a: > :6: :c: > :2: :3: :6: :a: > :6: :c: > J :d: > :c: > :6: :b: > :c: > :2: :3: :6: :d:
:a: > :6: :a: > [ :6: :c: > :2: :3: :6: :a: >] × n > :6: :c: > J :b: > jc > J :b: > J :c: > J :2: :3: :6: :c:
:3: :c: > :2: :2: :c: > :a: > :6: :c: (stable)
Bloom ( :2: :3: :6: :d: ) combos does about 2800~2900, and 3200~3300 without standing :a:


Impression: Noel's combo damage is still not as good as before. However, climbing jump :6: :d: 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
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* 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. :4: :d: doesn't pull in as much.

:6: :b: : Less stun on counter hit that :6: :c: doesn't combo afterward.
:6: :c: : Less damage.

:4: :b: : faster start up

:3: :c: : longer recovery, thus much harder to combo with :3: :c: :9: :d: now.

Jump :a: : not an overhead.
Jump :c: : less untechable time.
Jump :2: :c: : does not link to other normals on block and cannot be cancelled into other special moves.

:2: :3: :6: :a: / :b: / :c: : seed disappears if Rachel takes hit during the motion, longer recovery time for B and C versions.

:2: :1: :4: :a: (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.
:2: :1: :4: :b: (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.

:2: :1: :4: :c: (Sword Iris): new command of the old :2: :2: :a: , you can use this move in the air now.

:2: :3: :6: :2: :3: :6: :c: : 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 :4: :b: instead of jump :2: :c: 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
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*Tager walks faster and jumps faster.

Standing :a: : links to standing :b: and :2: :c:.
Standing :b: : links to :3: :c: and :4: :d:.
Standing :c: : faster start up.
Standing :d: : faster start up, has guard point, doesn't blast opponent away and able to combo afterward, removes a guard primer point.

:2: :a: : links to standing :b:.
:2: :c: : removes a guard primer point.
Jump :2: :c: : removes a guard primer point.
:2: :d: : faster start up, removes a guard primer point and attracts opponent stronger when magnetized.
:2: :2: :d: (Gadget Finger): new down status throw which has magnetize property, does zero damage, links from :3: :c: and 360 :a:.

:6: :c: : removes a guard primer point.

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

:4: :d: : new move, a short range body blow, magnetizes.

:4: :2: :1: :b: : charges 1/3 of the meter at max.

:4: :1: :2: :3: :6: :d: : scales more.

:6: :2: :3: :c: : has head attribute invincibility.

360 :a: : 2700 damage, attracts opponent stronger when magnetized, first 4 frames are invulnerable to attacks, much better versus jabs.
360 :b: : 3600 damage.

:2: :3: :6: :2: :3: :6: :b: : 1700 damage, removes a guard primer point.
=> :2: :3: :6: :2: :3: :6: :b: : 4000 damage total.



Impression: 360 :a: and :6: :2: :3: :c: guess game is strong. ~ > :d: > :2: :3: :6: :b: > :a: > ~ > :d: > :2: :3: :6: :b: is still a good pressure string. However, Tager does much less damage in the second location test. A player did Jump :d: CH > :c: > :6: :a: > :6: :2: :3: :c: > :6: :c: > :6: :2: :3: :c: 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
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* Air dash is slower

Standing :b: : on counter hit does not link to standing :b: or :6: :c:
Standing :c: : on counter hit does not link to :6: :c:, vertical hitbox is narrower.

Standing :d: : drive attacks have less untechable time.

:2: :a: : Can only repeat itself 3 times max.
:2: :c: : on counter hit does not link to :6: :c:

:6: :c: : does not combo after standing :b: / :c: counter hit

Jump :b: : faster start up.
Jump :c: : hits higher.
Jump :2: :d: ~ :b: : frame advantage on block.


:2: :1: :4: :a: / :b: / :c: : faster start up, new random items, less recovery time.

Air :2: :3: :6: :b: :

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

:2: :3: :6: :c: : faster start up, removes a guard primer point.
:2: :2: :c: : removes a guard primer point.
:2: :3: :6: :2: :3: :6: :d: : Last hit removes two guard primer point, damage 3042 > 3039


Impression: Like her :2: :3: :6: :2: :3: :6: :d:, Taokaka does a bit less damage in her combos. Other than that she didn't change that much overall.







Litchi Faye Ling
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^ Litchi players love her new art too!

Standing :a: [M] / :2: :a: [M]: Links to standing :b:.
Standing B[M]: doesn't link to :4: :1: :2: :3: :6: :d: ~ anymore. :b: > :c: > :3: :c: is still a combo, does about 2500pt.

:6: :c: : less untechable time,

:3: :c: [m]: jump & special cancelable, cannot be cancelled with :d: anymore, thus :3: :c: [m] > :d: setup & combos are gone.

Jump :d: : causes slide down.

:6: :d: : 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.

:4: :d: : another new stick setup move, a quick overhead jump kick, you can do :4: :d: > J :2: :3: :6: :b: > J :2: :3: :6: :c: for a 1500pt combo.

:6: :2: :3: :c: [M]: less untechable time, no combo afterward on normal hit, cannot end the combo with :6: :2: :3: :d: setup, and it is not rapid cancelable. :6: :2: :3: :d: > :6: :c: > :3: :c: confirmed working.

:6: :4: :2: :8: :c: (All Green): slower start up

Impression: Finally more Litchi players reporting on the new changes. New :6: :d: 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 :b: on hit:


:6: :2: :3: :d: [M] still has a rather long recovery. You can link it into :6: :c: in combos though it is difficult: :b: [m] > :c: > :4: :1: :2: :3: :6: :d: ~ :c: > J :2: :3: :6: :c: > :b: > J :b: > J :c: > :d: > air dash J :c: > Staff hit > :6: :c: > :6: :2: :3: :d: > :6: :c:. Furthermore, :3: :c: [m] has some new development. As a combo starter :3: :c: [m] > :4: :1: :2: :3: :6: :d: ~ confirmed (Though you cannot use that in combo such as :c: > :3: :c: [m] > :4: :1: :2: :3: :6: :d: ~) In addition, :2: :c: > :6: :c: loop x3 confirmed on Rachel and Tager. Interesting enough that location test players aren't that frustrated by the nerfed :6: :2: :3: :d: [m] at all. They are rather happy with the good but not broke dragon punch. The new properties of :3: :c: [m] gave them more headache instead. Anyway, with that mighty :6: :d:, Litchi players can still put lots of pressure on others.








Arakune
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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 :a: > :6: :b: : much longer untechable time, you can do J :4: :b: > :a: > :6: :b: > J :d: > :a: > :6: :b: > J :d: around the corner.
:2: :a: : scales more.
:2: :b: : shrinked vertical hitbox, cannot use it to anti air at all.
:2: :c: : takes away a guard primer point
:6: :c: > :c: > :2: :c: First part takes away a guard primer point. Damage reduced to 2200 in 3 hit combo. (even less with bugs)

Standing :d: : increases curse meter by 20% on hit.
:2: :d: : increases curse meter by 25% on hit.
:6: :d: : increases curse meter by 35% on hit.

Jump :2: + :a: / :b: / :c: : 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 :d: : not a low attack anymore, increases curse meter by 20% on hit.
Jump :2: :3: :6: :c: (y.two-dash): takes away a guard primer point
Jump :2: :3: :6: :d: : Fog adds 40-50% to cursemeter, everything else is 20-25%
Jump :2: :1: :4: :2: :1: :4: :d: (f of g): Adds 100% to curse meter

:2: :3: :6: :2: :3: :6: :c: : damage increased.


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

:a: Bug : hit effect is similar to the old one, :4: :a: bounces opponent higher, :6: :a: bounces lower, and the bug comes out faster

:b: Bug : takes 20 frames to come out after releasing the button, 3rd hit knock down but air techable.

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

:d: Bug :
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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 :2: :a: > cancel :b: > J :a: > J :c: > J :d:
^ 1700pt, increases curse meter by 20%
2) J :2: :a: > cancel :b: > J :a: ×2 > J :c: > J :2: :a: > cancel :d: > J :a: > J :c: > J :d:
^ 2000pt, increases curse meter by 40%, for the last part you have to do J :a: > jc > J :a: or hj :c: > J :a: > J :c: instead on some characters)
3) J :4: :b: > :a: > :6: :b: > J :d: > :a: > :6: :b: > J :d:
^ Corner only, character specific, increases curse meter by 40%


Impression: Almost no change in the 2nd location test.







Bang Shishigami
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Standing :c: : slower start up and smaller hitbox.

:2: :a: : links to :2: :a:
:2: :b: : faster start up.

:6: :c: : works on more standing characters, such as for Noel you can do :a: > :b: > :2: :b: > :6: :c: > J :d: > J :2: :3: :6: :c: > :d:

:3: :c: : jump cancelable

Jump :4: :b: : old Jump :4: :c:
Jump :c: : :6: :c: motion, doesn't link to jump :d:
Jump :4: :c: : old jump :c:
Standing :d: : faster start up, has longer Guard Point duration and not jump cancelable on block.
:2: :d: : faster start up.
:6: :d: : faster start up.
Jump :d: : faster start up, hits lower. Scales much more than the 1st location test. Proration changed from 100% to about 60%.


:6: :2: :3: :b: : longer untechable time.

:2: :3: :4: :A: / :B: / :C: / :D: : slower start up.

J :2: :3: :6: :a: : more poison damage.
J :2: :3: :6: :b: : retains momentum after throwing the nail.

:2: :3: :6: :3: :2: :1: :4: :c: : faster start up, removes a guard primer point
:2: :1: :4: :2: :1: :4: :c: : 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 :c:.


Impression: Dora said he can still do :2: :c: > four seals combo in the 2nd location test. Jump :d: works better in combo but ironically its scaling increased almost half. Double Jump :d: combo does 4400 in Hey but only about 2600 in GIGO. Not much change from the previous location test besides that.







Carl Clover
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:6: :6: has longer recovery is air special move cancelable (J :2: :1: :4: :c: )

Standing :a: : links to :2: :a:
Standing :b: : cannot jump cancel on block, has to rely on :2: :b: in attack string.

:2: :c: : less untechable time, about 5 frames.

Jump :b: : great downward hitbox, wall bounces on counter, links to JA
Jump :2: :c: : no more an overhead, slower start up and still can cancel to J :2: :1: :4: :c:.

:2: :3: :6: :b: : longer recovery time.

:6: :2: :3: :c: : 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.
:6: :d: : longer hitstun, you can do {J :2: :c: > J :2: :1: :4: :c: > :b: > :c: > jc > :6: :d:} loop.
:6: :2: :3: :d: : has guard point and barrier guard blockable in the air, advantage on block.
:6: :3: :2: :1: :4: :d: : doesn't throw opponent far away, untechable.
:2: :3: :6: :2: :3: :6: :d: : removes a guard primer point on first hit.
:2: :1: :4: :2: :1: :4: :d: : does more damage (3000pt), removes two guard primer points on block.

Vorante:
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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 :6: :d: / :8: :d: 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: :a: > :b: > :c: > :d: > :2: :3: :6: :a: > :2: :3: :6: :a: 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. ~ > :2: :b: > :3: :c: + :2: :d: is still a good pseudo unblockable. In addition, players are trying to incorporate :6: :6: > J :2: :1: :4: :c: into :8: :d: combo such as : air combo > J :b: > J :2: :1: :4: :c: > :8: :d: > :6: :6: > J :2: :1: :4: :c: > :8: :d: > ~







Hakumen
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Hakumen has a new shield system that absorbs projectile. To activate the shield Hakumen has to auto guard a projectile with his :c: attacks. Then a shield appears in front of him that nullifies other projectiles. The shield disappears after a while or it touches opponent.


* :A: & :b: normal attacks are now cancelable to :d: counters.
* :6: :6: & :4: :4: steps are quicker but travel shorter distance.


Standing :b: has a bigger hit box.
Standing :c: is a bit quicker (about 2 to 3 frames)

:6: :a: : slower start up, doesn't link into :6: :b:
:6: :b: :
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much slower start up, about 24F, becomes a 2 hit attack, first part is overhead, links to :2: :a: on hit.

:6: :c: is faster as well (about 2 frames), shorter recovery and takes away one guard libra point on block.
:4: :c: :
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a new normal move, Hakumen does a long range stab that is a bit shorter than :6: :c: , no longer special cancelable, quick start up and recovery.

:3: :c: : less recovery, doesn't link to standing :b: in the second location test.

Jump :2: :a: = old jump :2: :c:, slower start up, less untechable time, guard point last a bit longer, cannot air dash cancel on whiff, and J :2: :a: > air dash > J :2: :a: combo works in the second location test.
Jump :c: is a new attack that has a great horizontal hitbox, quick start up, and long untechable time.
Jump :2: :c: = old jump :c:, slower start up.
Jump attack speed ranking: J :a: > J :b: > J :c: > J :2: :c: > J :2: :a:

:6: :d: / :2: :d: : 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.

:2: :1: :4: :a: : old :2: :3: :6: :a:
:2: :1: :4: :2: :1: :4: :c: : old :2: :1: :4: :2: :1: :4: :b:

:4: :1: :2: :3: :6: :c: : has a greater knockback, does less damage, doesn't link to standing :c: normally, and takes away one guard primer point on block.

Air :2: :1: :4: : untechable duration increased a bit.

:2: :3: :6: :2: :3: :6: :d: : also counters low attack now.

:6: :3: :2: :1: :4: :6: :c: : takes away two guard libra points on block.

720 :d: : Astral Heat's counter duration decreased a bit.


Combo List:
Jump :d: > :c: > :6: :3: :2: :1: :4: :6: :c: [3000pt]
:6: :b: (2 hit) > :2: :a: > :2: :1: :4: :b: (2 hit) > :2: :1: :4: :a: > :6: :c:
:6: :b: (2 hit) > :2: :a: > :2: :1: :4: :b: (1 hit) > :4: :1: :2: :3: :6: :c: > :c: > :6: :2: :3: :a: , :a: > J :c: [5000pt]


Impression: Nerfed Hakumen finally feels about right. No more :4: :c: > :2: :3: :6: :a: madness. :3: :c: > :b: is gone for good too. Shorter barrier duration. With :6: :b: becomes an overhead and J :2: :a: is back to Calamity Trigger speed, Hakumen has better mix ups and combo damage. Jump :c: 's speed is actually a bit slower though. He is no longer be able to do climbing J :c: > falling J :c: combo in the previous location test. In addition, his crouching size seems a bit shorter that some standing :a: whiff on him. Hopefully he can stay at this level through out the location test.







Λ-11
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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 :c: : doesn't hit opponent from behind, everything else is the same
:2: :b: : shorter range.
:2: :c: : slower start up, changed from 10 to 11 frames, more scaling
:3: :c: : slower start up, shorter range, last hit juggles opponent a bit higher.

Standing :d: : slower start up, attack distance shorten, :d: :d: only links to :4: :d: :d: on crouching hit, and not jump cancelable anymore.

:4: :d: : not jump cancelable anymore
:6: :d: : much longer recovery time.

Jump :b: : slower start up.
Jump :2: :d: : not jump cancalable.


Act Parser: replaced by the following moves.

:2: :3: :6: :a: (Act Parser Zwei): travels forward and doesn't attack, has a longer recovery, has no invinicibility and doesn't go through opponent.

:2: :3: :6: :b: (Act Parser Zwei: Blade):

travels forward then does a low attack that blasts opponent away, can link from :3: :c: and :6: :c:

:2: :3: :6: :c: (Act Parser Zwei: Cavalier):
:2: :3: :6: :c: bloked :


:2: :3: :6: :c: hit :

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

:2: :1: :4: :a: / :b: / :c: : 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 :6: :a:

:2: :1: :4: :d: : travels further in horizontal direction, takes away a guard point primer on block.

:2: :3: :6: :d: : 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.

:2: :3: :6: :d: :c: : 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.
:2: :3: :6: :d: :c: :

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 :2: :1: :4: :d: ( :c: ): techable now and still an overhead.


Combo List
Throw > dash :b: > :2: :c: > ~
Throw > :d: :d: > 2 :d: :d: > :6: :c: > :2: :3: :6: :c: > ~
:6: :b: > :c: xn > :6: :c: > :2: :3: :6: :c: > ~
:3: :c: > :2: :1: :4: :a: > :2: :c: > J :c: > J :2: :c: > J :2: :1: :4: :d: > land :2: :d: :d: > J :d: :d: > J :2: :d: :d: > J :2: :1: :4: :d: [2600pt]
:2: :c: CH > :6: :c: > :2: :d: :d: > J :2: :c: > J :c: > J2 :c: > J :2: :1: :4: :d: [2400pt]


Impression: :3: :c: and J :2: :1: :4: :d: are much better in the second location test but damage nerf got further as well. You can't abuse Gravity Seed ( :2: :1: :4: :a: / :b: / :c: ) as before with the 10 seconds restriction. :2: :3: :6: :c: 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
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#132 Message par DarthNova »

Bon Raiko je crois que t'es chaud pour te faire le dojo de ce BB nouvel version ;D
Thx pour les infos :wink:

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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#133 Message par Agalnarok »

Nice...encore merci Raiko 8)
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#134 Message par Jaerdoster »

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.
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maohi98
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#135 Message par maohi98 »

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 ;)
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"

#136 Message par RaiKo »

DarthNova a écrit :Bon Raiko je crois que t'es chaud pour te faire le dojo de ce BB nouvel version ;D
Avec un peu de courage, ça devrait le faire :lol:
maohi98 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 ;)
Il y aura forcement une version Euro de Shift vu que Calamity Trigger arrive chez nous en février ;)
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 :wink:


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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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#137 Message par The Pavémaster »

PUTAIN D'ORDI DE MERDE FAUT QUE JE M'AMUSE A REECRIRE MON MESAGE :evil:

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 :mrd: 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
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#138 Message par Caem »

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. :)

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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#139 Message par RaiKo »

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 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)


Caem a écrit :j'espère alors que quand cette version sortira sur console on pourra, nous petits européens, en profiter. ^^
Il y a pas de souci à se faire là-dessus, nous aurons le jeu compatible et traduit en français :wink:
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#140 Message par Captain Algeria »

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!

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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#141 Message par RaiKo »

Quand il éclate le mec dans le mur, suprême bang-bang-bang BANG !! :)
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#142 Message par Agalnarok »

Ralalalalala juste énorme quoi!!!!!
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#143 Message par RaiKo »

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 :aime:




~ 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.. ;D
http://i297.photobucket.com/albums/mm23 ... G_0479.jpg
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#144 Message par Caem »

RaiKo a écrit :Allez, encore une fournée de vidéos :
Tu sais que je t'aime toi ? ;D

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 Oo
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"

#145 Message par RaiKo »

C'est vrai que le Hazama Hellsing est plutôt violent aussi :P

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 :

Image

et

Image
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#146 Message par Caem »

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. ;D

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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#147 Message par maohi98 »

mer ci beaucoup pour les videos, vraiment terrible !

quand au art pour la pochette, j'aime bien le deuxième moi ;)
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#148 Message par jeax »

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
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#149 Message par maohi98 »

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 ...
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Re: Blazblue Continuum Shift : Appelez-le "Bureiburū Chi-eSsu"

#150 Message par Agalnarok »

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
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