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BlazBlue: Continuum Shift II Changes NON-HELPFUL POST = TEMPBAN


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Posted

Hazama. Too lazy to translate.

基本性能

ウロボロスはガードさせて1回復。ヒット時は2回復。

ウロボロスゲージの時間経過回復が遅くなった。

CSではゲージ回復まで2カウントだったが、CSIIではゲージ回復に4カウント掛かるように。

通常技

5B

ガードさせた時の有利F減少。

空中ガード不可に。

5C

空中ガード不可に。

2B

攻撃レベル増加。立ち食らいでも3Cが繋がる。

5Bへのルート追加。2B5B2Bという繋ぎは出来ない。

2C

2C>5Cのルート追加。2C5C2Cという繋ぎは出来ない。

3C

ヒット時に浮き、空中受け身可能に。烈閃牙と蛇刃牙が安定ルート。

CHだと残影牙(青なし)が繋がる。(4DA>4DDまで確認)

6A

空中ヒット時ダウン属性追加。

6C

空中ヒット時にダウン属性付加(地上ヒット時はこれまで同様)

空中ヒットさせると、相手をナイフで地面に縛り付ける。超スタイリッシュ。

ヒット時にゲージ9%回復。

JA

特になし。(ロケテではjc不可だったが、本稼働ではjc可能に修正された。つまり、元通り)

JC

3~5段目がjc不可に。

JC5段目を当てると、横に少し吹き飛ばすように。

6投げ

キャンセル不可、空中受け身不可。

ダメージが1400に増加。

4投げ

ダメージが1400に増加。

キャンセル不可、空中受け身不可。

空中投げ

叩きつけたあとにバウンドする(投げたときと同じ高度まで跳ねる)ように。

J2Dで戻らなくてもコンボ可能。

カウンターアサルト

モーション変更。5Cから5Bに変更。

ドライブ

全体

ダメージ減少。

受け身不能時間減少。

伸びる速度が早くなった。

同方向への同技補正追加。(4DA>4DDと繋ぐとダメージはかなり落ちる)

A派生

硬直減少。

必殺技

蛇刃牙

通常ヒット時に吹っ飛びダウンするように。

画面端では壁バウンドして5B・5Cなどで追撃可能。今作の要。

蛇刹

変更なし。

残影牙

ヒット時にキリモミ回転で引き寄せるように。追撃猶予Fが増えた。

烈閃牙

強化版じゃないと追撃出来なくなった。(通常版しゃがみ食らいでは連続ヒットしない)

空中ヒット時にダウンさせるように。3Cから繋ぐと密着気味+有利Fで択が迫れる。

強化版の移動距離が伸びた?

飛鎌突

変更なし。

蛇咬

有利F減少?

牙砕衝

ヒット時にゲージが5%増加するように。

DD

蛇翼崩天刃

同技補正追加

蛟竜烈華斬

変更なし。

AH

千魂冥烙

変更なし。

Posted (edited)

Drive on guard recovers one, on hit recovers 2.

Over time recovery slower (CS is every 2 count, CS2 is every 4 count.

5B

Less + frames

Air Unblockable

5C

Air Unblockable

2B

level increased, standing hit 2B>3C works

2B>5B gatling added (may be the other way around), cannot 2B>5B>2B

2C

2C>5C gatling added, cannot 2C<5C<2C

3C

hit cause float, can tech in the air. can still ressenga and 蛇刃牙 (I'm guessing that's the low) combo

Counter hit can link into 残影牙 (up to 4DA>4DD confirmed)

6A

Air hit cause knockdown

6C

Air hit cause knockdown/bind (Not sure if there is a difference)

Hit gains 9% meter

JC

cannot jump cancel from hit 3-5

hit 5 has slight horizontal blow back

throw

cannot cancel, cannot air tech

damage increased to 1400

back throw

cannot cancel, cannot air tech

damage increased to 1400

air throw

ground bounce to height where throw occured.

can combo without j2D movement.

CA

5B instead of 5C

Drive

Overall

damage decreased

untech time decreased

extends faster

same direction has same move proration

a cancel has less recovery

special

236D

regular hit cause sliding (I think)

Near corner will wall bounce and can follow with 5B/5C

214D-C

Hit cause draw in (I think), more follow-up frames.

Ressenga

Cannot follow-up unless power-up version

Air hit cause down, from 3C is tight gatling+ advantage frame.

Power-up version has extended distance (character movement I believe)

Jakou

Less additional frames?

236C

hit adds 5 meter

jayoku

same move proration

Edited by ryokoalways
Posted

Hakumen

214214B

1. If you don’t do anything, the super mode lasts about 18 secs. If you use the special moves, it does not instantly consume the meter gauge but it drastically increases the meter consumption speed.

2. Same move proration applies to all special moves so tsubaki loop, hotaru loop, and zantetsu loop all do about 3000 ~ 5000 damage.

3. Shippu always does 4000 damage no matter when you’re using this. Maybe minimum damage is 4000 during the super mode.

4. But once you use Shippu, the gauge consumption speed is extremely fast so you may not be able to use this multiple times.

Posted

Ragna

2A- attack level increased

5A- attack level increased

6A- Reduced reach, reduced recovery (but feels strange), reduced same move proration, start-up much faster?

6B- Knock back increased?

5C- attack level increase (easier hit confirms)

3C- no changes basically

5D- More knock back, so second hit not guaranteed?

6D- start-up slower, descend is slower, good proration.

2D- Better proration?

JA- attack level increased? jA>jC/jD works

JD- start-up slower? Terrible proration

HF- follow-up's meter gain is great

ID- air counter doesn't cause much float, 5B link is harder. May have to resort to 5A link

air ID- better proration is seems, cross-up hitbox still there

GH- worse proration

BE- less recovery? advantage frames unless IB?

DS- hitbox increased?

22C- not sure what they are talking about

BK- HF follow-up recovery reduced, can follow-up combo

Posted

Hazama

Extra things in addition to Zinac’s post:

- Throw: Still unable to cancel to anything but after Throw > 632146C works after you recover.

- 3C > Ressenga > Astral Finish works

- D moves: same move proration only applies to same direction. 6D > 6D > 623 D has same move proration but 4D > 6D > 623 D does not.

- 5A (air hit ) > 5C > 4DD > JB > JCC > jc > JCCCCC > J214B damage is about 1500. If you use 4DA > 4DD instead of 4DD, damage is about 1200.

- 5B > 5C > Jayoku > (back-step) > 6D > Jakou > Dash 3C > Jabaki works. For some circumstance, you may be able to connect 5DD after Jabaki and do additional combo.

Posted (edited)

空投げが結構吸うようになったよ!

やったね!

今回の空中投げかなりヤバイよね

範囲普通になっただけかもだけど

感覚的にはラムダに近いものを感じた

It seems Hakumen's air grab has gotten a range buff, comparable to Lambda's.

edit : Probably is range buff, I misinterpreted the first part. Sorry :v:.

Edited by itsme
Posted

Huh? I don't see damage mentioned anywhere. What I read is that the air throw range is similar to nu (wider than before).

Someone else want to give this a shot?

Posted

ok i've been pretty lenient on this so far, but IF YOUR POST ISN'T RELATED TO POSTING/ORGANIZING CS2 CHANGES, YOU ARE GETTING TEMP BANNED. Take all discussion to your character's respective subforums!

also i think i've banned 5 ppl so far

Posted (edited)

Platinum

o 6B can gatling from 5A, 2A , 5B , 2B , 5C.

5B > 6A > 6C > Falling j.C > 5C > j.B > j.C > dj.B > dj.C > 236AAB (Around 1900 damage)

6A > j.B > j.C > dj.B > dj.C > 236AAB (1633 damage, 15 meter)

Frying Pan combo:

5B > 5C > 236236D > 5D > Dash > 5C > 6A > j.B > j.D > 5C > 236B > (Corner) 3C > 22C (3807 damage, 34 meter)

Hammer combo:

5B > 5C > 236B > 5C > 2C > 214C > j.C > dj.C > dj.D > 5C > Cure Dot Typhoon (Around 5000 damage)

Corner:

Throw > 5C > 2C > 214A > 236B > Cure Dot Typhoon (4053 damage)

Edited by HiagoX
Posted

Rachel

- 6A: it’s now really good anti-air. If you have 50% meter, you can expect 3000 ~ 4000 dmg combo ends up with 3C > pumpkin oki setup.

- 5B: damage increased. 5B > 6B already does more than 1000 dmg.

- 6B: 6B (counter hit) > 9jB connects. 6B > 6C connects.

- 2B: has shorter reach now.

- 3C: has wider vertical hitbox

- 2C: has shorter guard point frame. Has more higstop now. You can connect to JC even if you don’t use the wind.

- 6C: Forces standing once hit. Has more proration now. 5B > 6CD > jB > 5B > 6CD > jC > 5B > 3C does about 2000 damage. 5B > 6CD > JC > 5B > jc > J3BD > J2C > 5C > 3C does about 2700 damage.

- 5CC: slides you down once ground hit instead of the stun impact. Can connect other moves (frog, 2b, 5b) only at the corner. People don’t want to use this at the field. They rather just use 5C > 3C> frog setup.

- JA: overhead now. JA > J2C doesn’t work.

- JB: JB > J2C works

- JC : has more untechable time.

- J2C: No longer overhead

- All Lobelias: The hitbox disappears once Rachel gets hit, but the seed itself still remains and sets up the pole. So only pole setup is guaranteed.

- A Lobelia: now has more recovery than CS1. You can’t throw 2 cannons while BBL hits.

- Frog: now you can setup frog again even if there is already frog out. Has wider attack range and hit box. Has less life now.

- BBL: body lily has more damage. Pole lily has less damage.

- Air Throw: When you do air throw at the low enough air, you can do follow up combo without 2D.

- Wind’s effect is now stronger than CS1

- Wind recovery speed is slower than CS1. But wind recovery ‘acceleration’ speed way faster than CS1. Even if you have no wind, you can get full wind back while Body Lily hits. Overall, most people on thread were happy with wind regeneration..

- Throw > Lily > Lily > 6C 8D > JC > jc > JC does about 5000 damage.

- 5B > 2B > 5B chain is possible. but due to the knockback impact and 2B’s short reach, 5B > 2B > 5B > 2B doesn’t work. Maybe you can do 5B > 2B > 5BD > 2B (x N)

- Tempest Dahlia: does not spend a wind gauge anymore. Lvl 3 and 4 startup is faster now. Has less recovery now. When you’re using lvl 4 version, you can move even before the King George comes out.

- JC (ch) > (land) 5B > jc > JC > jc > 2D > J2C (lvl 2) > B Lobelia > JC > Air iris > HJC > JC does about 3100 damage.

- (corner) 5B > 5CD > C > B Lobelia > 6A > Double Lily does about 4500 damage.

Posted
- 5CC: slides you down once ground hit instead of the stun impact. Can connect other moves (frog, 2b, 5b) only at the corner. People don’t want to use this at the field. They rather just use 5C > 3C> frog setup.

Need clarification on the last part. Is that a typo? Is it supposed to be 5B 3C > Frog, or can you actually combo after 5C with 3C?

Posted
Need clarification on the last part. Is that a typo? Is it supposed to be 5B 3C > Frog, or can you actually combo after 5C with 3C?

You could go into 3C from 5C even in CS1, so it's probably right.

Posted
Need clarification on the last part. Is that a typo? Is it supposed to be 5B 3C > Frog, or can you actually combo after 5C with 3C?

it's not a typo. 5C > 3C > Frog instead of 5CC > blah blah. Or 5A > 5B > 5CD > 3C > Frog. this looks pretty lame but it's what they prefer to do rather than 5CC. Like the other chars, Rachel's ground field combo is pretty weak unless you have frog or pole.

Posted

Valkenhayn

° Mondlicht makes the opponent float higher now (?)

° In corner, you can do Mondlicht > Land > 5D > 236A. Midscreen, you can do Mondlicht > j.236A etc (Nothing's changed?

+ The time for his wolf cancel did not change (it was slower in 5th loke)

+CH 6A > Dash > 5B seems to be possible, but strict. Easier to just do 5C (Still un-airtechable?)

- His Wolf C Dash is slower.

- His transformation (Wolf C > 5D) is slower.

Posted
it's not a typo. 5C > 3C > Frog instead of 5CC > blah blah. Or 5A > 5B > 5CD > 3C > Frog. this looks pretty lame but it's what they prefer to do rather than 5CC. Like the other chars, Rachel's ground field combo is pretty weak unless you have frog or pole.

I recall reading someone did something like

5B > 5CDC > 236C > Delay 3D > j.214C > follow up combo? Maybe it doesn't work or people haven't caught on?

Posted

Update on what I've translated for Platinum so far:

o 6B can gatling from 5A, 2A , 5B , 2B , 5C.

o After 6B, you can't do anything else (I don't know if that includes special cancels as well). You can rapid it, though.

o CH 6B > 5B works, but you barely have any chance to hit a CH 6B.

5B > 6A > 6C > Falling j.C > 5C > j.B > j.C > dj.B > dj.C > 236AAB (Around 1900 damage)

6A > j.B > j.C > dj.B > dj.C > 236AAB (1633 damage, 15 meter)

5A > 5B > 6A > 6C > Swallow > j.C > Dash > (6A > Mami) or (5C > sj.C > dj.B > dj.C > Hopping)

Frying Pan combo:

5B > 5C > 236236D > 5D > Dash > 5C > 6A > j.B > j.D > 5C > 236B > (Corner) 3C > 22C (3807 damage, 34 meter)

Hammer combo:

5B > 5C > 236B > 5C > 2C > 214C > j.C > dj.C > dj.D > 5C > Cure Dot Typhoon (Around 5000 damage)

Corner:

Throw > 5C > 2C > 214A > 236B > Cure Dot Typhoon (4053 damage)

Blockstring you can use on tall characters:

2B > 5C > j.C > Swallow > j.C...

Posted

Platinum stuff:

Midscreen :

5A > 5B > 5C > 236B > 5D

5D gives you an item.

5A > 2A > 5B > 2B > 5C > 236B (1621 damage)

This combo forces crouch

2A > 2B > 5B > 5C > 236B

2A > (2A) > 2B > 5B > 5C > 3C > 22C

6A > 6C > j.C > dj.C > 236A

5B > 5C > 236B (1899 damage)

3C > 22C > RC 2C > 214A > Air Combo

Corner:

5A > 5B > 5C > 236B > 5C > 6A > Air Combo

2A > 2B > 5B > 5C > 236B > 5C > 2C > 214C > sj.C > dj.B > dj.C > j.236AAA

5B > 5C > 236B > 2B > 5C > j.B > j.C > dj.B > dj.C > j.236AAC

5B > 5C > 236B > 5C > 2C > 5C > sj.C > dj.C > j.236A (Around 3600 damage)

5B > 5C > 236B > 5C > 2C > 214A > Air Combo (or 236B for Okizeme)

Counter Hit:

CH 6B > 5B > 5C > 236B (> Air Combo)

If you are in the corner, you can do air combo.

CH 2C > Dash > 5C > 236B > Air Combo

Corner Only

CH 2C > Dash > 5C > j.B > j.C > dj.B > dj.C > j.236A (Above 2500 damage)

Throw:

Throw > 5C > 236B > 6C > Delayed j.C > 6A > sj.C > dj.B > dj.C > j.236AAA

Airthrow > 5C > j.B > j.C > dj.B > dj.C > j.236A

Frying Pan:

5B > 5C > 236B > 5C > 2C > 5C > sj.C > dj.C > dj.D > dj.C > j.236A (Around 4000 damage)

Corner Only

5B > 5C > 5D > 5B > 5C > 236B > 5C > 6A > sj.B > sj.C > dj.B > dj.C > j.236AAC (Around 3800 damage)

Corner Only

Throw > 5C > 5D > 5B > 5C > 236B > 5C > 2C > 214A > j.B > j.C > dj.B > dj.C > j.236A (Around 4300 damage)

Corner Only

5B > 5C > 236236D > 5D > Dash > 5B > 5C > 236B (> if you are in the corner, Air Combo)

Little explanation about Frying Pan (I may be translating this wrong, so don't get at me):

When you get Frying Pan, if you hit a j.D, the enemy will bounce on the ground. Summing it up, when you are doing your aerial combo, you can go for j.B > j.C > dj.B > dj.C > dj.D > Falling j.C > j.236A.

Bomb:

5B > 5C > 236B > 5C > 2C > 214A > 214D (3561 damage)

5B > 5C > 236B > 5C > 2C > 214A > 214D > sj.C > dj.C > j.236A (Around 4036)

Posted (edited)

Hakumen

蓮華(一段目)→鬼蹴→5Cor2Cが繋がるのを確認。

蓮華(一段目)→鬼蹴→5Cor2Cが繋がるのを確認。

8玉消費、画面中央

5C→蓮華(一段目)→鬼蹴→5C→残鉄→5C→閻魔→J2C→2C→J2A→J2A→JC

ダメ6102を確認しました。

5C→蓮華(一段目)→鬼蹴→5C→閻魔→J2C→2C→J2A→J2A→JC

ダメ4000以上

5C→蓮華(一段目)→鬼蹴→2C→JA→JB→J2A→JC

ダメ3000以上

プラチナの泡は通常攻撃で潰せる…が、陣は出ないぞ

さっき試したけど泡が出た瞬間なら陣が出た。

一回しかできてないから詳しい検証もとむ

朝一番で見知らぬプラチナ使いの人と話ながら長いこと対戦してたけど、J2Aで泡を切って陣が出る時と出ない時があったよ。

仕組みはよくわかんないけど、出る時は確かに出たから修正は無いんじゃないかと

Renka (1) > Kishuu (623A) > 5C or 2C connection confirmed.

8 Star combo, midscreen

5C > 236B (1) > 623A > 5C > 41236C > 5C > 623AA > falling j2C > 2C >j2A > air dash > j2A > jC 6102 damage

- (not sure if for Zantetsu (41236C) it is for first hit or with second hit. It is mentioned as if it will work with the second hit but I'm not sure if that really will connect.)

5C > 236B (1) > 623A > 5C > 623AA > falling j2C > 2C >j2A > air dash > j2A > jC 4000~ damage

5C > 236B (1) > 623A > 2C > jA > jB > jc > j2A > jC 3000~ damage

Translated into combo format. Pretty sure it will come out into something like this.

Also according to the BBS, Platinum's bubble special is cut-able with Hakumen's sword, but according to the posters :

- bubble special is break-able by normal moves

- one poster seems to point out it does create a void during the time when Platinum summons the bubble.

- there are times when it will make a void, and times when it may not.

Another poster within said it may just be an issue with people not hitting the bubbles with the specific projectile guard point from Hakumen's sword.

edit : Oh okay, never knew that Platinum's bubble popped from normals.

Edited by itsme
Posted

Also according to the BBS, Platinum's bubble special is cut-able with Hakumen's sword, but according to the posters :

- bubble special is break-able by normal moves (not sure if this post was pointing out his normal sword moves, or just his normals.)

- one poster seems to point out it does create a void during the time when Platinum summons the bubble.

- there are times when it will make a void, and times when it may not.

Another poster within said it may just be an issue with people not hitting the bubbles with the specific projectile guard point from Hakumen's sword.

I'm pretty sure he referred to any normal. It was like that during all the loketests.

Posted

Some more Arakune stuff, *excuse my bad translating skills.

5A ダメージ159(笑) 初段80乗算85

-5A does 159, 80 p1, 85 p2 (1 less damage point from CS1)

5C補正かわらず、同技補正60

-I think it says 5C had a repeat move proration of 60%

2C補正かわらず、同技補正60

-Same for 2C, but who uses that more than once in a combo.

6C一段目ダメージ1000補正かわらず同技わかんない

*6C (first hit) does 1000, has same repeat move proration, not really sure.

5C>JA>JC>Aダイブ>ダイキャン6B>f。Gで一発烙印、知ってたらごめん

5C > j.a > j.c > j.2a > dive cancel 6bxxj.214214d

JCからでよくね?

コンボに組み込むべき技

<※必須>

車輪 200*8 乗算90 実質的ダメ1460 同技あり

6C1 1000 乗算89同技ありなのか?

6C2 1000 乗算92同技ありなのか?

6C3 1000 乗算?同技ありなのか?

<できればいれたい>

2C 800 乗算92同技60

5C 799 乗算90同技60

6D 880 乗算89

<多分いらない>

鳥とかダイブ、JCはいれない方が伸びる気がするよ

y-two-dash (wheel j.236c) does 200 * 8, same "wazaari"? (No clue how this is used in this context, maybe "it's the same").

+6C does 1000, 89 p1 (more damage, scales more)

+>> 5C does 1000, 92 p1 (more damage, scales more)

+>> 2C does 1000, p1 unknown for now. (more damage)

-2C does 800 92 p1, 60 p1 (scales more as a starter, much more in mid-combo)

-5C does 799, 90 p1, 60 p1 (scales much more mid-combo)

<下段候補>初段×乗算

2A 150 初段×乗算68

2B 400 72

2C 800 92

4B 600 72

従来通り4Bですかね

<中段候補>初段×乗算

6A 600 71.2

6C 1000 81.6

JC 700 80

6Cが一番伸びそうだけどまあJCがいい。

<めくり虫候補>初段×乗算A虫 220 66.6?

B虫 実質440くらい? 55.5?

C虫 650 65.7?

D虫 ? ?

うーん

-2A does 150, 68 p1 (scales much more)

-2B does 400, 72 p1 (scales more)

-4B (CS1 6b) does 600, 72 p1 (scales more)

-6A does 600, 71 p1 (scales more)

???Here it says 6C has 81 p1, maybe I'm reading something wrong?

-j.c does 700, 80 p1 (scales more)

It's late, gonna stop embarrassing myself with my terrible translations, but the other stuff looks like some interesting mumbo jumbo, so I'll leave this here to the pros.

空中ヒットで2A>5B赤確認

ダッシュにfgしたらヒットした。相手のミスだと思うけど

烙印ゲージ切れ際にD虫召喚して崩しからfgか、無難に50回収するかどっちが良いんだろうか

今日も対戦してきた~

軽く各キャラ対戦感想。かなり主観的なものだから突っ込み、修正大歓迎。

みんなで対策しましょう。

今プリン食いながら思い出したんだけど6Bって確か前ステップキャンセルできたよな?

そんで前ダッシュが速くなってるってのを考慮してみたんだけど、

画面端近くの距離限で2Cfc>5A>6B>前ステ>5D>JA>JC>Aダイブ>ダイキャン5D>JA>JC>JDってのはできないだろうか?

5Cからもヒット確信なら5Cfc>J4A>5A>6B~ってできそうな気がしないでもない

あとコンボに困ってる人多いみたいだけどあんなもんパーツさえ把握しとけば色々できるぜ

・車輪(6CD押し離し)>6CD蟲

・6C三段(三段目当たった瞬間5ABD押し離し)>5ABD蟲

・3Aダイブ(めくって当てない)>2Cダイブ(5Dずらし押し離し)>A蟲>CD蟲

・6A>A蟲>5C(5Dずらし押し離し)>C蟲>D蟲

・鳥>鳥>車輪>6Dずらし押し離し>D蟲

・(画面端)2C>3CD押し離し>C蟲>D蟲

上でも書かれてるけど補正の関係上、順番は車輪→ダイブ→6C三段が一番減る

CTとかのパーツも使ってみると案外通るもんだし、色々やってみるといいよ

俺、火竜の逆鱗が2枚出たら、ゲーセン行って色々検証するんだ・・・

Posted

Tager's attack damage for CS2:

A:210

2A:280

6A:700

B:480

2B:600

6B:960

C:910

2C:1020

6C:1100

3C:760

D:1040

2D:1200

4D:800

JA:250

JB:700

JC:1050

JD:1080

J2C:1100

前投げ:1900

後投げ:1200

空投げ:1900

Aスレ:980

Bスレ:1100

ハンマ:1200

Aドラ:2700

Bドラ:3700

スパーク:1100

コレダー:1600

ガジェ:固定100

ホイール:2579

->ブレイク:4303

ジェネ:5620

Posted (edited)

After watching the videos, its seems that the barrier guage takes longer to regenerate. I'm not 100% sure on this, but the regeneration rates seems a lot slower than CS1. Can someone who has played CS2 plz confirm.

EDIT

It also looks like it drains a bit faster.

Confirmation is needed.

Edited by soujiro seta
Guest
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