BlazBlue: Continuum Shift 1st Location Test Report
A location test for BlazBlue: Continuum Shift was held at Akihabara HEY arcade last weekend:
It takes many hours and three floors of long waiting line to actually get there:

All that hard work for a couple minutes gameplay? I am very thankful for all those players who shared their experience because they saved us lots of time to catch up the latest development.
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.
Guard Primer points count:
11 Tager
06 Hakumen Bang
05 Jin Noel Litchi Tsubaki
04 Ragna Rachel Arakune Taokaka Carl
03 Λ-11
New Burst System

Burst system 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.
Astral Heat
All of them are unlocked.
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.
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

: regular jab, similar to Ragna's standing

, jump cancelable.

: a low poke similar to Ragna's

, probably a bit shorter and slower. (7F start up)

: quick overhead, follow up can link to standing

.

long range sword waving, jump cancelable. Follow up's reach is quite short, jump cancelable and charge cancelable. It's possible for

(overhead) or

(low) mix up after standing

.

: low attack, follow up is another

attack.

: low attack, follow up is also a low attack.

: attack range is similar to standing

, follow up knocks down and has a shorter range. Charge cancelable, may do standing

> cc (charge cancel) > standing

> standing

to continue attack string.

: extend wings upwards, similiar to Litchi's

, probably a good anti air but not jump cancelable. The follow up kicks upward and is jump cancelable.

: 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. No information on the follow up.
Jump

: Similar to jump

, 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.

: 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

+

/

/

/

:
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.

+

/

/

/

:
Invincible dragon punch that launches opponent, short recovery and invunlerable duration. Links to standing

on counter hit.

version has longer invulnerable frames thus you can use it like regular dragon punch. May cancel to Air

+

/

/

/

.

+

/

/

/

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

. 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.
Air

+

/

/

/

:

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

+

/

/

/

.

version has knockdown 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. 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

>

>

>

follow up >

does about 4000pt.

+

: Tsubaki Install. 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 >

>

> slightly charged

>

>

>

follow up >

>

>

>

>

follow up >

> slightly charged

>

>

>

follow up >

>

>

follow up >

>

> slightly charged

>

follow up > J

> J

> jc > J

> J

> J

+

/

/

/

>

>

follow up >

>

>

>

> hjc > J

> J

> jc > J

> J

> J:2:

+

/

/

/

or J:2:

+

/

/

/

>

>

follow up >

>

>

> hjc > J

> J

> jc > J

> J

> J

+

/

/

/
Ragna the Bloodedge

Standing

: doesn't hit Tager on crouch.
Standing

and

are shorter but faster, less recovery time.

: start up a bit quicker otherwise no change.

: scales more, less combo damage from this overhead.

: scales more.

: less stun on counter hit.

: hitstop is smaller.

: standing

doesn't pick up opponent off the ground afterward normally.
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.

: drains more HP.

: quicker start up, a bit bigger hitbox and removes a guard primer point.

: Damage is fixed to 400.
Berial Edge (Air

):
The new diving attack (4 hit) is not an overhead, small disadvantage on block.
Impression: Due to the change in guard libra system, the enhanced Dead Spike (
) seems to be key move to remove guard primer points. Using it properly can guard break opponent rather quick. New diving attack doesn't have much impact in gameplay especially it lacks damage without any combo potential afterward. It may change in the next location test though. In general Ragna is still an agressive rush down character with greater potential in guard crushing his foes.
Jin Kisaragi

* Dash Cancel is a
normal dash! (meaning you can cancel initial dash motion with barrier guard & normal attacks)
Standing

: slower start up, links to

on counter hit though.
Standing

: doesn't link to

on crouch (still works on air)
Standing

: faster but Shorter attack range, longer recovery, unsafe on whiff, cannot cancel to special moves.

: a bit slower

: doesn't link to standing

.

: cannot jump cancel on block.

: faster start up.

: faster start up, still neutral on block

: faster start up, easier to unfreeze, can still do

combo in the corner.
Jump

: slower start up and smaller hitbox, climbing jump

hit standing opponent anymore.
Jump

: new attack motion similar to

's 2nd hit.
Jump

: is the old J

, links to new jump

.
Jump

: Quicker start up.
Throw: motion change

+

/

/

/

: new attack animation.

: has a longer recovery time, scales more, removes a guard primer point.

: easier to tech, removes a guard primer point, doesn't combo into

anymore.

: easier to tech, removes a guard primer point, doesn't combo into

on counter hit anymore, so far

CH >

is confirmed.

: shoots out 2 projectiles, quicker start up with longer blockstun.

: 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.
Air

: shoots out 2 projectiles instead of 3.

: weaker damage.
Yukikaze (

) :

Counter move is the same as Hakumen's, 3882 damage.
Impression: Jin got nerfed a lot. The most important change is the dash cancel property. Now it is much more useful that you may cancel it with barrier guard to bait abare opponents and is capable to rush down with normal cancels. Although standing
doesn't hit as far as it used to be, faster
becomes the valuable tool to fight mid distance battle. In addition projectiles have greater blockstun. Jin is more complicate to use now. You have to know what exactly moves you should do in different distances and situations rather than spamming with a couple moves like the previous one.
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

: air version of

, not an overhead, able to cancel to chain revolver follow up early.
Throw: scales more.
Air throw: more start up and recovery.
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.

: the old chain revolver

follow up, jump cancelable on hit.

: 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.

+

/

/

: faster start up, less block stun.

: more recovery and scaling
Air

: cannot do anything until landing. Highly punishable on block.
Impression: Combo damage is nerfed significantly. Combos/loops are much harder to perform and more character specific. Other than that her gameplay is not changed that much.
Rachel Alucard

* Wind gauge doesn't recover immediately after consumption

: doesn't have guard point anymore. (May has head attribute invulnerable instead)

: Less stun on counter hit that

doesn't combo afterward.

: faster start up

: longer recovery, thus much harder to combo with

now.
Jump

: less untechable time.
Jump

: does not link to other normals on block and cannot be cancelled into other special moves.

+

/

: longer recovery time.

(George XIII): a lot of changes to the frog!
1) It has its own life meter and less HP.
2) Shorter activation range.
3) Doesn't activate while opponent knocked down.
4) It moves much slower.
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) 2 seconds time meter show up when it is gone
5) Cannot summon another one unless the its time meter runs out.

(Sword Iris): new command of the old

, you can use this move in the air now.
Tempest Dalia:

Tempest Dalia uses up all winds and changes base on the amount of wind left. Rachel is totally invincible and summons larger version of her minions such as Gii, Nago, Pumpkin or King frog 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 simply the worst character in the location test. She nerfed so bad it seems almost unusable to the players. She probably will get improved in the next location test.
Iron Tager

*Tager's character size is smaller, he walks faster and jumps faster.
Standing

: faster start up.

: removes a guard primer point.
Jump

: removes a guard primer point.

: removes a guard primer point.

: has vacuum effect .
Magnetized effect lasts shorter (about 3 seconds)
Standing

: faster start up, has guard point, doesn't blast opponent away and able to combo afterward, removes a guard primer point.

: faster start up, removes a guard primer point and attracts opponent stronger when magnetized.

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

(Rocket Finger): new down status throw which has magnetize property, does zero damage, links from

and 360

.

: has head attribute invincibility.
360

: attracts opponent stronger when magnetized, first 4 frames are invulnerable to attacks, much better versus jabs.
Impression: much improved 360
and
forces solid guess games between guard or jump. Standing
is really powerful in attack string. ~ >
>
>
> ~ >
>
removes guard primer points quickly while opponent has to gamble whenever they want to jump (loses to
) or interrupt with jabs (loses to 360
).
adds more guessing elements. Combos like
>
>
>
or 360
>
can set it up easily. You can then force opponent to guess between 360
and
. With attacks are generally faster, Tager is one of the best characters in the location test.
Taokaka
Air dash is slower
Standing

drive attacks have less untechable time.

: Can only repeat itself 3 times max.

: does not combo after standing

/

counter hit
Jump

: less horizontal hitbox.

+

/

: faster start up, new random items.
Air

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

: faster start up.

: Removes a guard primer point
Impression: Didn't change much base on the players' feedback. Taokaka doesn't even a new move!
loops & taunt combos are still in this game. Maybe she will have new moves in next location test?
Litchi Faye Ling

Standing

[M] /

[M]: Links to standing

.
Standing B[M]: doesn't link to

~ anymore.

>

>

is still a combo, does about 2500pt.

: less untechable time,
Jump

: causes slide down.

: a new stick setup move, 2 hit attack that is even on block and special move cancelable.

: another new stick setup move, a quick overhead jump kick, you can do

> J

> J

for a 1600pt combo.

[M]: less untechable time, no combo afterward on normal hit, cannot end the combo with

setup, and it is now rapid cancelable.

(All Green): slower start up
Impression: Not enough information on her. Nerfed
[M] hurts her okizeme setup a lot, on counter hit you can still do combos afterward (how often opponent is going to stand there and get a normal hit anyway?) New moves are useful though.
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
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: Arakune is much more balanced for now it seems. Since the character's moves and drive changed a lot, it's difficult to tell how good he is going to be.
Bang Shishigami

Standing C: slower start up and smaller hitbox.

: faster start up.

: works on more standing characters, such as for Noel you can do

>

>

>

> J

> J

>

: jump cancelable
Jump

: is not an overhead (heard from Dora, really?)
Jump

: is not an overhead

/

/

/J

all of them have faster start up.

: longer untechable time.

:A: / :B: / :C: /

: : slower start up.
J

: the nail adds poison now.
* All nails travels faster, poison does more damage.

: faster start up, removes a guard primer point

: wider hitbox.
New anti air distortion drive hit throw (not command throw) does 2000pt, does 3000pt after crouching

.
Impression: based on Dora's post,
rapid cancel leads to four seals combo, standing
in the mid screen leads to four seals combo,
hit a standing opponent leads to four seals combo, anything standing B punishable leads to four seals combo. Bang is the best in the location test, period!
Carl Clover

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 range.
* Nirvana's life goes down fast but recovers fast as well

: 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: Even though air throw infinite is gone, the principle of Carl's gameplay didn't change. With enhanced standing
and jump
, Carl's attack strings are quite good. He has to rely more on the interaction with Nirvana rather high damage combos.
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.
Standing

has a bigger hit box.
Standing

is a bit quicker (about 2 to 3 frames)

is faster as well (about 2 frames), shorter recovery and takes away one guard libra point on block.

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

, special and super moves cancelable, start up speed is like the old standing

but the recovery is quite short. You can poke with it just like Ragna's standing

.

: less recovery, links to standing

!
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

doesn't combo anymore
Jump

is a new attack that has a great horizontal hitbox, quick start up, and long untechable time.
Jump

= old jump

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.

: 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.

: takes away two guard libra points on block.
720

: Astral Heat's counter duration decreased a bit.
Impression: You can play Hakumen the way you play in Calamity Trigger, with the almighty new
. Many players had a hard time to deal with it because it's long and quick and special cancelable.
also enhances Hakumen's combo damage: a simple combo like
counter hit >
>
does more than 3000pt! With the nerfed J
(old J
), Hakumen relies on new jump
for combo. For example, in the corner Hakumen can do
>
> hjc > J
> J
> land
>
>
. Improved
also opens up new combo/attack string possibilities such as J
>
>
> J
> ~ Plus the new shield system to deal with projectiles Hakumen is definitely one of best characters in this 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.
Standing C: doesn't hit opponent from behind, everything else is the same

: slower start up, changed from 10 to 11 frames, damage & scaling didn't change

: techable now
Standing

: slower start up, attack distance shorten,

doesn't link to

and not jump cancelable anymore

: not jump cancelable anymore
Act Parser: replaced by the following moves.

(Act Parser Zwei): function as the same as Act Parser, travels forward and doesn't attack, has a longer recovery.

(Act Parser Zwei: Blade): similar to the old Act Parser travels forward then does a low attack, can link from DD but it's not easy to do combo afterward.

(Act Parser Zwei: Cavalier): similar to the old Act Parser travels forward then does a launching attack, removes a guard primer point, an important combo patch.

: 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.

: 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.
Impression: Λ-11 does less damage? Yeah sure:
> dash
>
>
>
> J
> jc> J
> J
[5300pt]
backthrow >
>
>
>
> J
> jc> J
> J
[4000pt]
Λ-11's combo damage got nerfed due to property changes in
/ J
,
is used to bring back some of the damage so she is still capable to do 4~5k combo. Most of her attacks are slower but only by a frame or two. Actually her new sickle storm works simliar to Eddie's
S/HS so it has a lot of potential with frame advantage on block and more combo friendly. You just can't spam her
>
that's all.
Conclusion
Many players had a good time in the location tests (except some frustrated Rachel players and the long waiting line). Most changes are reasonable though more tuning are needed to balance the game. With another new character (Hazama) revealed and new location test in Japan this weekend, expect more changes coming soon. I want to thank those BlazBlue players sharing their infos. Hopefully I can do another report after next location test.
Sources: ドラ (Dora), ヒマ (Hima), 取扱注意 (Toriatsukai-chuui), H.H, 客 (Kyaku), R-1, 紅也 (Takuya), Loveless, 格闘美神 (Kakutoubishin), Stunedge, jbbs, and many other players I forgot to mention!