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BLAZBLUE -Continuum Shift- System Guide

Text: stunedge

Special Thanks: BLAZBLUE BBS, хов(Kyaku)

Some system guide and pictures are based on BBCT

##New system / Changes in existing system are marked with purple##

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Heat Gauge

Power Meter in this game. Max value = 100

Increases when:

1. Character's moves hit opponent

2. Character blocks opponent's move

3. Character gets hit by opponent's move

4. Instant Block

5. Increases automatically when life bar length is shorter than 20%.

Distortion Drive(DD) Counter Assault(CA) Rapid Cancel(RC) Astral Heat(AH) will consume HG.

Similar to GGXX series, after consuming HG by performing RC, DD and etc, there will be certain amount of time that HG increases slowly.

Unlike GGXX series, walk forward or forward dash will not increase HG. Negative penalty does not affect HG.

Haku-men has the special meter represented by the level from 0 to 8

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Barrier Gauge

Consumed when using barrier.

Meter will regain automatically when not performing barrier.

Consuming all barrier gauge will lead into DANGER status, where all damage taken will be enhanced by factor of 1.5.

DANGER status will last until the barrier auto regain to half of its max value.

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GP = Guard Primer

New system which replaces Guard Libra.

Guard Primer length changes for every character, meter goes down if the character blocks the specific move that has the guard break property.

Breaking all GP will trigger guard crush status. Guard crush on the ground will lead to 120F of unmovable time. Guard crush in the air will cause the huge knock back.

GP will auto regenerate after guard crush.

When there is only 1 GP left, the meter will shine to alarm player.

When there is only 1 GP left, player can use barrier to avoid guard crush but it will cost 1/3 of the barrier gauge.

Auto recover of GP will take 15 sec / 1 primer.

Recover speed also differs depending on character's status.

No recover: Blocking

Very slow: Getting hit

Slow: Doing nothing

Fast: Hitting opponent

Very fast: Making opponent block

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BB = Break Burst

Replaces original Barrier Burst. Command: A+B+C+D

No matter of character's status, player can trigger the burst to counter opponent.

Each character starts with 1 burst at the beginning of the game, character will earn one additional burst if it drops the round.

Each character can at most carry 2 bursts at the same time, and can use at most twice in the game regardless of the round setting.

Burst during the offense is fixed to Gold Burst. It will trigger high bounce and characters are able to combo after it. Combo from Gold Burst DOES kill.

Burst during the defense is fixed to Green Burst. Triggering Green Burst will cost half of the MAX Guard Primer left for the rest of the round.(no effect if there is only 1 GP left) The GP consumed with Burst will not recover during the round.

Green Burst is now totally invincible instead of having Guard Point property.

In BBCS, consuming burst does not have any DANGER penalty.

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D = Drive

Drive attack of each character represents their own play style.

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DD = Distortion Drive

Super moves. Consumes 50% of Heat Gauge.

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RC = Rapid Cancel

Costs 50% HG. Pressing A+B+C will interrupt any current motion and character will be back to neutral motion.

Some moves are not RCable. Moves must at least hit opponent to be RCed.

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AH = Astral Heat

Instant Death move

Conditions for triggering AH:

1. Requires one more round to Win the game (match point)

2. 100% HG

3. Opponent's life is below 35%

4. At least one burst icon left

Character face pictures shines in white if all above conditions are satisfied.

All AH are unlocked in CS.

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Barrier

Command: тЖР or тЖЩ or тЖЦ + A + B

Barrier has following effects:

1. Do not take chip damage

2. Bigger blocking kick back

3. Longer blocking stun

4. Air barrier can block most air unblockable moves

5. Avoid guard crush if there is only 1 GP left with cost of 1/3 of barrier gauge

Barrier can be combined with instant block.

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Instant Block

Input the block command within 8F before the move hits. Character will shine in white on success. Instant block will gain 3% of HG back and has much shorter block stun.

In BBCS, instant block in air can not block air unblockable moves anymore. Instant Blocking some of guard break moves can avoid decrease of GP.

Counter Assault

Command: on defense, тЖТ + A+B with cost of 50% HG

Guard cancel move that can be used for counter purpose. CA differs between characters.

Arakune's CA is throw, Haku-men's CA is counter move, Noel and Taokaka's CA are dodge movement.

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Tech

Under the techable situation:

Air Tech: тЖР or тЖТ or neutral + A or B or C

Emergent Tech: before landing, press A or B or C, totally invincible during the motion

Unlike GGXX series, the number of time of jump or air dash does not reset after each tech.

Which means you can not double jump > get hit > tech > and double jump again in BB

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Wake Up

Command: тЖУ or тЖР or тЖТ + A or B or C

Player can choose direction of wake up.

Character is totally vulnerable during the knock down on the ground.

Neutral wake up: input тЖУ + A or B or C, very short overall frames, does not have any invincibility against regular attack, but has throw invincibility

Back roll: input тЖР + A or B or C, long overall frames, long invincible frames

Forward roll: тЖТ + A or B or C , long overall frames, short invincible frames

The second half of the motion of forward/back roll does not have the invincibility.

In BBCS, character can not cancel forward/back roll with specials. Forward/Back roll can be only canceled with barrier.

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Throw

Command: тЖР or тЖТ or neutral + B + C

Unblockable throw move. Input the command in the air will trigger the air throw.

Unlike most other FTG, player can throw opponent during combo, hit motion and even block stun.

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Throw Reject

Character can reject the throw by inputting B+C regardless of the status

Throw under the normal situation has the short input acceptable time.

Throw during the block motion or combo has the long input acceptable time.

Command throw can be rejected only if it is used during combo or block motion.

There are some special situations that throw can not be rejected:

1. When throw successfully counters opponent's move, it will be counted as Throw Counter which is not breakable.

2. After inputting B+C for breaking throw, there will be short period of time where player can not tech the throw again. Throw during this period of time will be counted as Throw Reject Miss and can not be rejected.

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Negative Penalty

If player constantly plays in a defensive style, Negative Warning will be given, and if the defensive status continues, Negative Penalty will be given to character.

In BBCS, during Negative Penalty, all damage taken will be increased by factor of 1.5.

Effect of negative penalty does overlap with DANGER status.

Negative Penalty status will last until character is no more playing with defensive style.

It is relatively easier to get Negative Penalty in BBCS compared to CT.

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Meaning of Each Exclamation Mark

Green!: Throw under the regular situation

Purple!!: Throw during the combo or block motion, bigger mark compared to others

Yellow!: Hit by low moves during the standing block

Red!: Hit by overhead moves during the crouching block

Blue!: Hit by air unblockable moves during the air block

Basic Combo Proration

Basic combo rate in BlazBlue

1. Base(starter) Rate: combo rate when move is used as the initial move

2. Follow-up(combo) Rate: combo rate when move is used during the combo

Simply speaking, move with low base rate(close to 100%) is suited for initial move of combo, the move with low follow-up rate is suited for using as the connection move during the combo.

Combo damage calculation

B = Base Rate, F = Follow-up Rate, number means number of hits

Nth hit damage = Damage * B_1st * [F_1st * F_2nd * ... * F_(n-1)th] * Character specific rate

Move Attribute

Each move in BlazBlue can be categorized into specific set of attributes.

Most air moves have HEAD attribute

Most ground moves have BODY attribute

Most low moves have FOOT attribute

In addition, each move belongs to either "ATTACK" attribute or "PROJECTILE" attribute.

Some moves also contains more than one attribute.

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BBCS Numerical Data

BBCS Life Length

13000уААTager

12000уААHaku-men

11500уААJin Bang

11000уААNoel Rachel Litchi Tsubaki Hazama

10500уААArakune

10000уААRagna ╬Ы-11-

9500уААTaokaka Carl

BBCS Guard Primer Length

10 Tager

6 Haku-men Bang

5 Ragna Jin Arakune Litchi Tsubaki ╬Ы-11-

4 Noel Rachel Taokaka Carl Hazama

BBCS Character Combo Rate

100% Arakune

90% Ragna Rachel Taokaka Carl

85% Noel Bang ╬Ы-11-

80% Jin Litchi Hakumen Tsubaki Hazama

40% Tager

Posted

Other System Changes in BBCS

Throw Reject

Option select tech throw (A+B+C) still works in BBCS, but Throw Reject Miss time in CS is longer than CT and the input acceptable time for throw reject is also shortened in CS.

Glitch of inputting throw reject during attack motion does not work anymore.

Barrier Jump

Character can not jump from the ground with barrier on.

Fatal Counter

Some moves in CS are classified as Fatal Counter(FC) moves which will trigger FC on counter.

Many FC moves are also Guard break moves, but not all guard break moves are FC moves.

After FC, it will add 2F to untechable frames of all moves during the follow up combo.

e.g. Jin 2C(FC)>2D>5C>6C>~~ 2C(FC)>5C>6C>~ works on standing motion

Some moves such as Rachel's Lv.3 J2C can even cause FC during the combo.

There is no damage buff after FC.

More investigation needed.

New Combo Rate

1. Same move rate

When a move is used more than once during the combo, there will be special combo rate assigned which leads to general damage nerf for loop combos.

Different moves have different rate and not all moves have "same move rate".

Up to this point, some moves confirmed to have such combo rates are Ragna's GH and 5B, Bang's 623B, Carl's 8D and etc.

2. Base Damage for DD

Regardless of combo rate and combo length, DD used in combo is guaranteed to do specific amount of damage.

This lower limit of damage differs between DD.

Thus, in BBCS, ending the combo with DD will generally increase the combo damage.

3. Limitation on Positive Combo Rate

Some moves with positive combo rate such as Taokaka's taunt, Noel's 22C, these moves' combo rate will be only counted once during the combo damage calculation.

Only the positive rate of the first move used in the combo will be counted in the damage calculation.

This limit only applies to those move with positive combo rates.

4. Change in decrease of untechable frames

In BBCS, untechable time decreases every time when combo point exceeds some specific value.

Compared to BBCT, untechable time DOES NOT decrease by time now.

Change in Wake up System

Time after knock down that follow-up move will inherit the previous combo status: 17F -> 10F

Overall Frames of Forward/Back Roll: 39F -> 30F, able to cancel with Barrier from 18F, can not be canceled with specials

Guard Bonus

Constantly blocking opponent's move for more than 6-7sec will get a guard bonus. Character will auto instant block all follow-up moves in the block strings.

Limit on Back Dash

Character can not back dash during the 5F after landing(from jump)

CPU Fight

Press taunt in CPU fight will get 100% HG

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Update History:

01/05/10

Updated character specific combo rate

damage calculation formula, barrier and guard primer

12/04/09

Updated Guard Primer, Break Burst

Added explanation of Guard Bonus, Limit on backdash

11/28/09

Basic Update

Posted

Negative Penalty

During Negative Penalty, all damage taken will be doubled.

Damage increase from negative penalty in CS is actually 1.5x.

Observed from: http://www.nicovideo.jp/watch/sm8880189

7:03 - the grounded Inferno Divider plus its followups (4 hits total) that hit Litchi while negative penalty was active did 1570.

7:25 - grounded Inferno Divide plus followups (again, the same 4 hits) without negative penalty did 1046.

1570 is pretty much exactly 1.5x 1046 rounded up.

I don't know if this is already known, or if this portion of the guide that was copy & pasted from the CT guide simply hasn't been updated yet, but just thought I'd point this out in case nobody has already.

Posted

Triggering Green Burst will also cost half of the remaining Guard Primer(no effect if there are only 2 GP left or even less).

This here is wrong as I've brought up before in the general thread. You lose half (rounded down) of your MAX primers for the rest of the round, which can't be regenerated. Your current primers aren't touched, though you can lose some if you had more than your new max of course.

Bursting a second time in the round will so the same thing again.

Posted

It takes ~28 seconds to restore a guard primer over time. Nice work. Much appreciated.

Posted

Is that effected by attacking/blocking/being hit/jumping/etc or is it just a flat 28 seconds before one comes back?

You can't recover while blocking I believe.

You recover faster when doing a block string and your opponent is blocking.

Neutral is 28 seconds I believe.

Not sure about attacking.

Ryoko posted it I remember. I'll try to find the post for confirmation, my memory might be spotty.

I'm not sure if this is correct, but here is how primer recovery works.

Guarding: no recovery

Getting comboed: slight recovery

Neutral: regular recovery (takes 15 seconds to recover 1 in this stage I believe)

comboing:decent recovery

block string: Good recovery.

Unconfirmed, but I'll just throw this out there.

Edit: fixed mistakes.

Found it.

Unconfirmed, my bad. Hopefully someone could confirm it? (maybe inaccurate, seeing as he said 15 seconds for neutral)

Posted

- Airblock->land->backdash bug is removed.

- If you tech roll and then Barrier, it is impossible to cancel out of that Barrier with ANYTHING before the roll would have been finished. (Using CT frame data, roll is 17f total, can Barrier on 10f, which would mean 7f you are stuck in Barrier). Not only that, you are forced to crouch during that time. It probably won't come up much, but is good to know.

Posted

- Airblock->land->backdash bug is removed.

- If you tech roll and then Barrier, it is impossible to cancel out of that Barrier with ANYTHING before the roll would have been finished. (Using CT frame data, roll is 17f total, can Barrier on 10f, which would mean 7f you are stuck in Barrier). Not only that, you are forced to crouch during that time. It probably won't come up much, but is good to know.

I was actually wondering whether cancelling from barrier into a special or DD would work, so it's definitely nice to know it won't. Thanks for that.

Posted

two things I noticed while playing recently. 1) if a move would break the last guard primer and the opponent counter assualts at the exact time they get guard broken, they still counter attack and are at half guard primer. Worked in CT too but has wierd timing. 2) Fatal counter: some fatal counters (Carl's j.B) cause wall bounce or cause a sustained juggle state (Rachel's lvl 3 j.2DC) where they fly into the air slower and a bit longer.

Posted

Guard Bonus

Constantly blocking opponent's move for more than 6-7sec will get a guard bonus. Character will auto instant block all follow-up moves in the block strings.

From another thread:

Is this guard bonus "auto-(instant block)" or "(auto-instant) block"? In other words, does it treat continued successful blocking as all IBs, or does it make you just start instant-blocking everything?

It's currently phrased sort of ambiguously in the guide.
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