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Posted (edited)

Lambda-11 BlazBlue Continuum Shift Extend Loketest Changes Discussion Thread

BBCSE Loketest Changes Thread

This thread is to discuss Lambda's known changes from the BlazBlue Continuum Shift Extend loketests

I'll do my best to update the thread but if anyone wants to post some changes I missed go ahead and I'll update the first post

mods can totally take over if they want

[+] buffs

[x] not determined

[-] nerfs

Loketest 2 - [8/26/2011 - 8/28/2011]

[+] 2C - Added head invulnerability

[+] 3C - No longer emergency techable on counter hit

[-] 2C - P1 proration nerf

[-] Primers - Reduced to 4 (from 5)

[system Changes]

[Global]

- All glide throws removed

- Wallbound glitch completely fixed

[burst]

- No longer has the 25% heat mechanic

- Green and Gold bursts have slightly reduced active and invincibility frames, and are now completely invulnerable to all non-burst attacks.

- Green bursts have faster startup

[barrier Guard]

- Gauge depletion rate has been increased

- Barrier gauge usage when only 1 primer left has been lowered

[Counter Assault]

- Most characters can no longer follow up on a successful CA. Some characters like Arakune are an exception to this.

- Using a counter assault permanently reduces your Guard Primers by 1

[Throws] - All characters can follow up a throw midscreen now

[5A, 2A attacks] - All characters with self-gatling A attacks can only do it up to 3 times now. If there were limits before, they are still in place (like Taokaka A, which was 2)

[Grounded, Jump A's] - Damage changed to 300.

Loketest 1 - [8/11/2011 - 8/17/2011]

[+] 5C - Holding the button causes all hits to come out

[x] 4DD/2DD - Added revolver action into 4B / 6C(only for 2D)

[-] Act Parser: Cavalier - Untechable time decreased

[-] Gravity Seed - Shorter duration

[+] Gravity seed - can be used twice with 1 gauge (speculation, waiting for confirmation)

[x] 5D - Added revolver action into 4B/6C

[-] 6C - Untechable time after wallbound decreased

[system Changes]

[Gold burst] - Duration decreased, less invincibility. Easier to bait and punish

[break burst] - Hitting the opponent with burst or making the opponent block it gives 25% meter to you

[Knockback] - When air guarding a ground attack, knockback is increased to make it easier to gain some distance

[barrier guard] - Larger knockback on moves with a higher attack level

[instant barrier guard] - Knockback is even larger, making it easier to get away

Edited by HexaNoid
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Posted

Question(s) about her 5C

Do we know the speed at which they shoot out? How much control do we have of the move/ can we still mash CCCCCCCC?

Posted
Question(s) about her 5C

Do we know the speed at which they shoot out? How much control do we have of the move/ can we still mash CCCCCCCC?

I was wondering the same thing as well

but I haven't found anything about it

we will more than likely be allowed to mash it (and time it for 4B combos)

well at least I hope so

Posted

The gravity seed stuff looks nice, it makes the move actually pretty useful to do outside of combos and such. What worries me is that they're considering nerfing some of Lambda's key moves, like Cavalier and corner wallbounce 6C. :(

To be honest, Lambda is already a good character and pretty well-balanced as well, but I wouldn't mind some fancy gatlings or jump cancels. :3

Posted (edited)

The blocking mechanic changes are a welcome addition as well. I keep getting stuck blocking pressure for usually 10 to 15 seconds.

Also, maybe 5CxN> 4B/3C will work better now.

Edited by kenja0
Posted

as for the 4D > 6C/4B gatling, is it just 4D, or does this include 4DD as well? i mean, depending on the distance, hit-confirming 4D into either is pretty useless unless it's an air hit as far as i can tell.... and even on air hit, 4DD combos into 236C.. i dont really see the applications YET....

the only use i can see for this is if Tager is sledging the 4D... with B Sledge

i agree with No Limitz, double gravity seed on a full charge is very abstract... if they keep it, double gravity combos will be killer tho, and super hype :3 also, faster startup (its 13 frames in CS2) is too good

lastly, the nerf in her corner combos (CS2 is essentially corner combos the game herp derp) with the decreased untechable time on 6C and 236C is kinda off putting and strange, since thats what the game pretty much devolved into. i mean, you cant just corner combo into 6C > 236D whenever lol you have to be a certain distance and they have to be at a certain height.

lol loketests, how you play with my emotions so D:

Posted (edited)
Current Lambda changes:

+ Holding down C auto inputs 5c

+ 4D gatlings into 4B/6C

- 236C has less untech time

- Gravity has shorter start up? (unsure of my own translation here, I would assume that would be a buff but it's listed as a nerf on Nantoka's blog. Unless hassei jikan ga mijikaku means something else)

Anything not listed from previous lokete are assumed null.

Edit: drive gatlings are assumed to work on the 2nd D as well. (atleast according to bbs)

Edited by No Limitz
Posted
Anything not listed from previous lokete are assumed null.

Edit: drive gatlings are assumed to work on the 2nd D as well. (atleast according to bbs)

what about 6C losing untechable time?

Posted
so now we are waiting for confirmation on the Gravity Seed start up right?

That change was listed as a nerf... so it may not have been translated correctly.

Posted

I know this wasn't mentioned in the list of changes, but does anyone know if her 236A was/will be changed? Mainly referring to how close you are to an opponent so you can pass by them

Posted

I wish we had a new distortion. That would be awesome. :3

I'm also pleased with where Lambda is now. I've been putting those CS2 combos to work lately. :P

Posted
I know this wasn't mentioned in the list of changes, but does anyone know if her 236A was/will be changed? Mainly referring to how close you are to an opponent so you can pass by them

There's some discussion among the guys on BBS but the verdict is that it's still the same as far as we know.

Any "discussion" from BBS i'd take with a grain of salt.

Posted

so the loketest ends today right? if this means Lambda is stuck with those changes I'm okay with it

Posted

I wonder with the holding 5C thing, if you have to press C again to make the 6c come out, or if you just have to move from 5 to 6

Posted
I wonder with the holding 5C thing, if you have to press C again to make the 6c come out, or if you just have to move from 5 to 6

you'd have to press C again.

Posted (edited)

The 2DD > 4B gatling is still in! (I'm also assuming 6C is as well) 4B can only be cancelled from the second D in 2DD/4DD. 2DD > 4B > 2DD > 4B > 2DD > 4B is possible lol

The 5D was apparently just a typo for 4D.

Apparently the 5C change is a decent buff since it makes hitting combos easier and more consistent. The hits come out as fast as possible too.

Due to the Cavalier nerf, it doesn't look like the 5DD > 236C loop works anymore and that it might be harder to hit 5C if 236C hits too high, so we might need to resort to 236C > 2DD > 214A > etc.

The gravity nerf seems to be that the gravity doesn't last as long. Not 100% sure.

Also the 6C nerf was gone a while ago.

Edited by No Limitz
Posted
The 2DD > 4B gatling is still in! (I'm also assuming 6C is as well) 4B can only be cancelled from the second D in 2DD/4DD

Apparently the 5C change is a decent buff since it makes hitting combos easier and more consistent. The hits come out as fast as possible too.

Due to the Cavalier nerf, it doesn't look like the 5DD > 236C loop works anymore and that it might be harder to hit 5C if 236C hits too high, so we might need to resort to 236C > 2DD > 214A > etc.

The gravity nerf seems to be that the gravity doesn't last as long. Not 100% sure.

Also the 6C nerf was gone a while ago.

should I update the first post to this? or keep what's up now?

and did 5DD keep the 4B/6C gatling?

Posted

Sorry I was editing my post while adding stuff.

5D was a typo for 4D, so no.

The gravity not lasting as long seems to fit more since it was listed as a nerf on Nantoka and there was discussion about different combos needed for gravity.

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