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The new version of the game is called BBCS Extend




There's also another location test this weekend and I believe it runs for 3 days.

changes will be posted here

In the meantime, here's a list of changes we know so far:
[PRBREAK][/PRBREAK]
There are additional balance changes and system mechanics changes since the first location test.
Those new changes are noted in This color.

CHANGES/NEW STUFF:

System Mechanics:

Gold burst - Duration decreased, less invincibility. Easier to bait and punish
Break burst - 25% Heat mechanic from the last test no longer exists. Now invulnerable to all attacks (will no longer clash with projectiles?). Faster startup
Knockback - When air guarding a ground attack, knockback is increased to make it easier to gain some distance
All glide throws have been removed
Counter assault - Aside from characters that can normally combo from a counter assault (Carl, Arakune), characters can no longer combo from it (such as a counterhit in the corner)
Throw (midscreen) - All characters(?) can now follow up midscreen throws
2A, 5A - All characters with self-gatling A's can only do them up to 3 times now. If there were limits before, they are still in place (like Taokaka A, which was 2)
Wall bound glitch - Fixed

Barrier changes
Barrier gauge - Depletes faster when used to guard moves. Guarding moves with 1 primer depletes less gauge now
Barrier guard - Larger knockback on moves with a higher attack level.
Instant barrier guard - Knockback is even larger, making it easier to get away


Relius Clover:
Drive name: Detonator
His Astral Heat is not usable in the loketest build
SEE POST #2


Tager:
Voltic charge - Gauge gain increased, can chain into sledge hammer if used to guardpoint an attack
New charged sledge hammer combos, involving 5d->5c and j.c->sledge
5B - Attack level increased. 5B > 5C and 5B > 2C now both combo vs ground and air. Is now approx. neutral on block. Now jump cancelable
5A - Attack level increased (?). 5A > 3C combos. No longer cancels into itself (maybe it links instead now, like Hakumen?)
B sledge hammer - Can now be held. The charged version does more damage and drags farther. But, now roughly neutral on block
3C - Now emergency techable, but can now be special canceled. Air untechable time has also been greatly increased
6A - Pull from magnetism slightly weakened, guardpoint ability strengthened
Spark bolt - Amount of wallbounce on normal hit slightly decreased. P1 proration slightly weakened. Air untechable time greatly increased
Volt charge - Day 1 combo from sledge counter if an opponent hits the guard point yields 4000 damage
Atomic Collider -Repeat proration now more severe. Untechable time has been increased


Litchi:
j.c (staffless) - Is now faster
Ryuuisou - Reaches higher
2B (staff) - Added revolver action to 6C, 3C
j.d (staff) - Landing recovery time shortened, making it easier to attack/oki after
6A (staffless) - Can't emergency tech on air hit
Staffless Attacks - Hitstun reduced, attack chain sped up
Mantenbou hassha - Hitstun slightly increased
jB, jC with no staff - Can now only be used once each in the air.
Ikki tsuukan - Now + on guard
San gen kyaku・chun (ground)(followup version) - Changed to be a spinning blowback hit, added corner blowback properties
4d - Now wallbounds near corner
Daisharin - Last hit knocks down instead of launching. Can still follow up, but P2 proration is quite harsh, causing followups to only do up to about 10 damage
Ground Sangenkyaku-Chun(followup vers.) (Three Dragons: Red) - Blowback changed to throw the opponent a large distance sideways
Kokushi - Last hit launches really high, can't follow up
Can no longer do glide throw
Can't follow up normal throw midscreen


Platinum:
5b - Speed increased, forward movement distance increased. Gap after it increased
Magical bomb - can now shoot in 3 directions depending on lever movement
Magical nyanko (cat hammer) - minimum range of hitbox has been improved. Ground bounces fairly high on CH
Magical picohammer - Can now follow up after a hit
Magical bat - Launches opponent on CH.
Excaliborg (powered bat) - Launches opponent on regular hit
Cure Dot Typhoon - Better proration. Harder to tech out of even if used late in a combo
j.c - Landing recovery removed
Throw - Decrease in Platinum's recovery time after a ground throw
Magical bat - Causes blowback to corner on ground hit
Air Persia - Causes fatal counter, ends facing opponent on a rapid cancel. Now projectile invulnerable during the hop
5C - P1 nerfed
Mami Circular - Damage nerf and P1 nerf (5c > mami circular does 1770)
6c - No longer floats otg opponents



Noel:
5D - Invincibility increased, can be used like in CS1
Revolver Blast - Damage increased. Jump action resets when rapid canceled (if you've already jumped, you get another jump)
B, C Flash Haida("Silencer?") - Repeat proration added to starting hit. Can now holding the button for following hits.
Assault through - Causes slide towards corner on normal hit, wall bounce on counter hit allowing follow up midscreen. Untechable time increased
Spring raid - Can now combo after it even from midscreen with j.b. Untechable time decreased.
6C - Second hit cancel window reduced. 6C > (throw whiff cancel) > 6C doesn't work anymore
Chain Revolver - Slower overall, more like CS1
CR5C>214D combos in the corner
Various D moves - Only the starting move can be canceled into specials - 5D>optic works but not 5D>6D>optic (drive specials, distortion drives, and astrals can still be canceled into)
CR 6D - No longer moves her forward
6A > 2B chain removed
Optic Barrel - Startup time increased
5C - Startup time increased
j.d - Untechable time decreased
j.4d - Untechable time decreased
Fenrir (gun super) - Minimum damage down to ~700. Opponent falls faster after, making Double Fenrir no longer possible. No oki after it midscreen


Rachel:
j.2c - Now also air cancelable on hit
6C - Damage increased on multiple hits
Can no longer do the j.236a whiff lvl3 trick
6B - Wallbounds near corner on counterhit. No longer jump-cancelable
2C - Increased P1 proration. 2C 1D 6A BBL does 2100



Carl:
j.2c - Can no cross up even for opponents in the corner
Forward Dash - Improved utility, moves farther during the jump. Can now also cancel into normal attacks in the first 6 frames
Nirvana - Overall gauge costs reduced. Gauge depeletion from repeated uses increased, and the amount of time before recovery starts slightly increased. To sum it up, it's now easier to use in combos but with a longer wait for gauge recovery
3D - Now ground bounces instead of forcing standing
Con Fuoco - Float on air hit adjusted, making it easier to followup with a combo
6C - Added floor bounce property.
6D - Causes corner blowback on air normal hit, wallbound on air counter hit
j.2C - Can now only be used once per jump (no more unblockable)
Cantabile - Now hits even at point-blank range
6A - Head invulnerability frames reduced, can wait and beat out its recovery with air attack
Can no longer do glide throw


Hakumen:
Heat Cooldown after Specials changed from 180 frames to 90 frames
6A - Now head attribute invulnerable
j.b - Air untechable time increased, can now j.2a during the 2nd half(?) of the move
Yukikaze - Faster startup, easier to follow up on hit
4C - Can now be charged. On full charge, does large damage and chains to Renka
Kishuu - Travel distance slightly increased, now projectile and body invulnerable after a certain number of frames
Shippu - Comes out faster, but follow-ups deal less damage
Guren (214A) - Now has repeat proration
6A - Now wall bounds. Can no longer do 5A>6A>5A


Makoto:
Stargazer - Can be followed up on hit (2A/5A > 6A > 2D)
Shooting star - Decreased startup time, increased range (think pilebunker)
Lunatic Upper - Air untechable time slightly increased
Big Bang Smash - Has more hitstun
Air Grab - Has more hitstun
B, C astroid vision - Paths adjusted
Comet Cannon - Slower startup, hitstun increased. lvl3 version does not wallbounce
Infinite Rush - Has more hitstun, cannot followup even in corner
5D - Faster startup. Untechable time partially un-nerfed from last loketest
j.B - CH launches the opponent higher, opponent will tech before they land on the ground
Mars chopper - Removed all D followups. Cannot combo into DD. Proration improved
6B - Slower startup, removed force crouch on hit, decreased hitstun
5cc - No longer combos into 6b against standing opponents
Various D moves - Untechable time decreased
Lightning Arrows - Bound properties removed
Corona Upper (DP) - Can no longer be looped
Parry - Now has a cooldown where you can't parry again.


Valkenhayn:

[*]Nacht Jager - Increased horizontal knockback on air hit. Hitstun on ground hit slightly increased
[*]3c - Is now special cancelable. Can be emergency teched
[*]Mondlicht (j.236b) - Now air blockable without barrier
[*]Wolf form B - Brief head invulnerability before active frames
[*]Rasen wolf - Costs slightly more wolf gauge
[*]2C - Untechable time decreased



Hazama:

[*]B drive movement followup - Can attack sooner after use
[*]Drive movements - Time until you can attack has been reduced
[*]6B - Knocks down on air hit. Can follow up
[*]Gasshoukyaku (214D~B) - Added corner blowback. Horizontal range shortened. Can follow up in corner
[*]Gasaishou (command grab) - Invincibility halfway through the move changed to throw invulnerable from startup
[*]6C - Now either has same move proration or really big proration
[*]Jakou - Hitstun increased (vs first loke test?)
[*]Jayoku Houtenjin - Heat cooldown time on hit increased
[*]Various D moves - Attack level decreased, hitstop seems to be lower



Taokaka:

[*]Combo proration vs CS1 improved. The same combo from 2b yields that did 2900 in CS1 does 3200 here
[*]2B - Now gatlings to 5B
[*]C Neko Makyuu (ball) - Startup slightly sped up, now removes 1 guard primer
[*]Tao Pitan - Leap distance decreased, now only covers roughly half-screen
[*]6B - Now fatal counters
[*]6C - Faster startup. Now combos from a 5C/2C hit on a crounching opponent
[*]j.d - Ground untechable time decreased (TL may actually be faster recovery for Tao?), now wall bounces on counter hit.
[*]6C - Now has at under 19 frames of startup
[*]5C/2C > 6C works on crouchers
[*]5B -> 6A no longer combos. ~5d RC 6a(1?) air combo does ~3200
[*]3C - Knocks back on hit, severe enough that 236a won't reach
[*]j.8d - Untechable time reduced, can only combo 2 loops before they tech now
[*]Hexa Edge - Wall bounce removed



Mu:

[*]Tsunugui - Now also usable in air. Now wall bounds. Usable in corner combos. Hitstun increased
[*]j.2c - Is now a fatal counter
[*]j.b - Active longer
[*]Ame no habakiri - Can be charged. Proration increased
[*]Yata no kagami - Now also usable in air
[*]Furu no Tsurugi (63214C) - Removes guard primers only at level 3+
[*]Guard primers reduced to 4 (from 5)
[*]Habakiri - Damage nerfed
[*]2C - No longer jump-cancelable on block



Jin:

[*]6A - Can relaunch if you hit an air opponent, use 2b/3c
[*]2D - Now hits higher. Easier to combo after 6C
[*]Sekkajin - Now holdable (no need to mash). Untechable time on last hit increased
[*]632146C (ice wave super) - Now has 25% minimum damage (up from 20%)
[*]214A, j.214a - Wall bounces in the corner vs air opponent
[*]2C - No longer gatlings into 6C. Now gatlings into 6B instead
[*]214C - Tech timing is changed a bit, opponent bounces in a slightly different angle
[*]Ice Arrow (super) - Much longer recovery time, opponent flies up much higher, longer untechable time, can combo into 6C still, much less damage after (around 500)
[*]6C - Untechable time increased, near corner you can DC and 2c or 623b
[*]j.2c - Hitbox nerfed
[*]6C - Can no longer follow up midscreen w/ DC 5C. ~>sekkajin > 6C > 2D works



Ragna:

[*]Carnage Scissors - Now projectile invincible
[*]j.C - Bigger vertical hitbox (better as a jump-in)
[*]6B - Causes knockdown vs air opponent. Can relaunch with 5C
[*]6C - Untechable time increased
[*]6D - Floats on hit
[*]Hell's Fang>Followup - Heat gain reduced. Less recovery (or it is hitstun?). Easier to oki after hit
[*]Blood Kain - Heat cooldown increased



Tsubaki:

[*]2D - Charge speed increased
[*]214214D (tsubaki mugen) - Repeat proration for D moves is reduced while this is active. Now also usable in air. Damage increased
[*]j.236d - Faster recovery, can easily follow up with j.214x
[*]236C - Starts up faster, but prorates more (conclusion from JBBS user, not 100% on this)
[*]6A - Now fatal counters
[*]3C - Now fatal counters
[*]6CC - Floats less
[*]5D - Charge speed sped up. 5D charge is now set, it cannot charge more than 3 bars (you charge to 3, then it'll go no further). Charge speed is constant
[*]5A - Increased proration
[*]623C - launches higher, cannot follow up with 2C or 214D anymore. Less untechable time
[*]2C - Less untechable time
[*]22D - Techable after landing on the ground
[*]214D - less priority ?



Bang:

[*]j.b - Better proration
[*]C kunai - Worse P2 proration, hold time on hit increased
[*]Nails - Knocks opponent towards the ground on hit. However, the opponent gets knocked upwards if hit by rising D nails
[*]5D - Causes float on normal hit. No longer causes wallbound on counter-hit
[*]j.d - Better proration, more useful in combos. Slower startup
[*]j.4c - Causes opponent to fly higher on hit, making followups after difficult
[*]6D - Has less untechable time on CH now
[*]Command Grab - Increased proration



Lambda:

[*]Gravity Seed - Faster startup
[*]2C - Now has head attribute invincibility
[*]3C - Can no longer be emergency teched on counter hit
[*]5C - Holding the button causes all hits to come out
[*]2DD - Gatlings into 4B and 6C after the 2nd D
[*]4DD - Gatlings into 4B after the 2nd D
[*]Guard primers reduced to 4 (from 5)
[*]Act Parser: Cavalier (236C) - Untechable time decreased
[*]6C - Untechable time after wallbound decreased (whether this still applies is in question)



Arakune:

[*]6B - Revolver action to 6D added for both normal and followup versions
[*]Zero Vector - Hit zone expanded. Overwriting an old one with a new one will always generate a trajectory different from the old one
[*]j.c - Arakune jumps in the direction of the stick after it hits
[*]6D - Arakune's head now has a hitbox as well, it can launch the opponent into bell bug
[*]5C - Pulls the opponent in. May have lost some head invulnerability(?)
[*]6A > 6D now works
[*]6D > j.c now works in the corner
[*]Bell bug - Now causes ground bounce
[*]6D bug - Falling speed reduced
[*]Air throw - Untechable time reduced
[*]Overall damage decrease



Guest

"Meet Your Mod" Episode 20: NickExtreme1

By Guest, in Home,

This Week: NickExtreme1

Why did you choose that particular handle, is there a story or reference you'd like to explain?

I got my name originally when trying to come up with my first e-mail address when I turned 13. My younger brother suggested adding "Extreme" to my "Nick" name, "1" was required for completion's sake. Buddies always call me Nick when they refer to me though.

What is your background with fighting games...Did you start with BB or are you OG like SFII?

I have been playing fighting games since before I could talk with the SNES version of SFII and have played nearly every major series there is since sans Arcana Heart & King Of Fighters. Sad, I know.

I started playing fighting games more seriously in 2008 when I started my first semester of college and discovered the haven that was the game room lounge area with GGAC on blast. That plus the launch of BlazBlue: Calamity Trigger on consoles in 2009, bodying my college buddies sealed my fate as an Aksys Games/ Arcsystem Works fighting game fanboy.


What competitive scene are you involved with? (Ranbats, Arcades, XBL, PSN, Reload Online etc.) Would you elaborate the benefits of this particular scene?

Since I’m a poverty tier college student, most of my time is spent on Training Mode & Xbox Live whenever I have free time. The best thing about online is gaining match up experience, or at least the basics of it. Thanks to the obvious occurrence of lag and lack of communication against randoms you can never achieve your max potential through online play, which is why I am attending GVN Summer Jam 5 August 27th. I think it is better anyway to witness trash talk and hype in person as well as playing those who share the same passion as I do.

How strong do you feel your nation is as a whole, what is the next step to strengthening it?

I believe America is doing pretty well for itself following EVO 2K11, but honestly, the only way to strengthen our scene further is simple: turnout. The regulars will always do well in tournaments, but if you don't have a scene, new blood to give the regulars a run for their money, you don't have a tournament.

Which player(s) give you the most trouble and why?

Anyone has the capacity to best someone at any given point in time, but it is those who adapt well under pressure and capitalize on bad habits and mistakes that test me to my limits and beyond. General online players lack this (with exceptions, obviously), which is another reason offline play reigns supreme.

What has been the most helpful tool while growing stronger in GG, BB, etc.?

The combo of studying offline match videos and Training Mode is epic. Anything weird or amazing I see, of course I try to replicate it, but I also try to improve upon it or seek alternate options given a number of situations. It is pretty good to have several options at your disposal rather than only one which you copy and don’t take the time to study more.

For Valkenhayn, I recommend watching Hima and Masashi.

Hima has without question the best overall Valkenhayn in Japan; it’s always fun watching him play.

Watch Masashi and the way he moves about the screen with human and wolf form and you will be blown away by how well he can control seemingly random movement and hitconfirm off hits resulting from him mindblowing his opponents.

Is there anything you'd like to share regarding your respective character or Dustloop in general?

Valkenhayn in my Top 3 of the most difficult characters to learn (which attracted me to him, besides being a werewolf obviously ). However, when you grasp his attack patterns and movement options, you wield a deadly weapon in your hands. That and it is fun to hear people cry “OP” when they can’t predict wolf mix-up, command grab resets, and fuzzy guards for over half your life bar

Guest
For those of you who missed the largest Blazblue single and team tourneys of the year, don't despair. Thanks to the power of the internet, you can still catch all the action and all the hype. As previously mentioned, top 8 of Blazblue at Evo showed an amazing performance from Spark who bulldozed his way from the loser's bracket to take both sets of Grand Finals in an amazing 6-0 victory over Lord Knight.

To see all the action click the link. Top 8 footage is provided by the official Evolution youtube channel. Evolution 2011 Blazblue Singles Top 8

Also at Evolution 2011, PNWgetserious hosted this year's largest Blazblue 3v3 Teams tourney with an impressive showing of 27 teams from all over America and even two players from Japan (Heartnana and Tokido).

There were a lot of impressive matches and close calls in this massive double elimination tourney. But Heartnana, Jan, and Pozerwolf's team Not Right Now took first place with Heartnana convincingly OCVing Seattle's team Stay Free consisting of w0ki, Spark, and wuku in the second half of Grand Finals. Other top contenders were teams Halt! Witness Our Triangle Attack! which included KidViper, Kensou, and Lord Knight, No Money For You which consisted of DSmooves, Donovan, and Yuushiro, and Spicy Chicken Nuggets which consisted of huey253, Tokido, and zONG_1.

PNWgetserious extends a big thanks to everyone who showed up and to Chun and Johnny for helping us run the tournament. All of top 8 replay is available in HD quality on the PNWgetserious youtube channel. Check it out! Evolution 2011 Teams Top 8

For those of who you missed the stream, BBVlog features a lot of videos from pool play. Big shoutouts to them for being awesome! Evolution 2011 Blazblue Singles Pool Play

Guest

Starlets from Skullgirls Get a Close-up

By Guest, in Home,

If you've been following Skullgirls you know that awhile back, shortly after Peacock's release she received her own vignette trailer highlighting her skills and abilities, Reverge has given IGN two more trailers for two of the previous femme fatales Filia and Cerebella!

Sadly Parasoul wasn't included because her voice work hasn't begun, but below you can see the two previously mention trailers along with the old Peacock one to refresh your memory.

Filia Trailer__________



Cerebella Trailer__________



Peacock Trailer__________



Guest

SBO 2011 Qualified Players

By Guest, in Home,

With the results of the Planet Zero SBO qualifier in, all normal spots for BlazBlue Continuum Shift II have been filled for SBO 2011!

Congratulations to Hsien Chang, who will be representing the US with his Ragna.

Here's the character count for this year:

5: Makoto
4: Lambda
3: Valkenhayn
2: Jin, Noel, Taokaka, Litchi, Bang, Carl, Ragna
1: Tager, Hakumen, Tsubaki, Hazama
0: Rachel, Arakune, Mu, Platinum

Full results:
[PRBREAK][/PRBREAK]
BBCS2 is a 1v1 tournament this year. These are the players qualified thus far. Results are from http://www.tougeki.com/schedule?game_id=bbcs2&result=1. The red labels are block finals, aka the real spots. The only remaining spot(s) are from Last Chance Qualifiers on the day of in Japan, and may involve round 0 matches.

Block-Spot #: Player (Character) [link(s)]

A-1: R-1 (Takahashi) (Noel) [link]
A-2: Dora "Kantou kara jyu-sudai harai ni kita/I came from Kantou to pay for the juice" (Bang) [link]
A-3: F (Lambda) [link]
A-4: Senchou (Valkenhayn) [link]

B-1: Konan (Tsubaki) [link]
B-2: Kyaku (Carl) [link]
B-3: Keita (Makoto) [link]
B-4: A92 (Hakumen) [link]
B-5: Kazuhira (Taokaka) [link]
B-6: Tetsuwo (Jin) [link]
B-7: Goro (Makoto) [link]
B-8: Akira (aka Kawin) (Tager) [link]

C-1: Izayoi Matoi (Taokaka) [link]
C-2: R-2 (Noel) [link]
C-3: Yoshiki "Nao-san Aishiteru" (Lambda) [link]
C-4: Mame "Doritos" (Makoto) [link]
C-5: Nagakura (Carl) [link]

D-1: Nezu (Bang) [link]
D-2: Galileo (Litchi) [link]
D-3: Tsukasa (Lambda) [link]

E-1: Eruo (Jin) [link]
E-2: Aoi (Hazama) [link]
E-3: Kiabui (Lambda) [link]

F-1: Joker (Valkenhayn) [link]
F-2: Wataru (Makoto) [link]
F-3: Ryouta (Makoto [link]
F-4: Mio (Litchi) [link]

Foreign spots:

?-? (France): Skyll (Ragna)
?-? (Hong Kong): SK (Valkenhayn)
?-? (US, PZ): Hsien Chang (Ragna)

Guest
There's a location test for the next 7 days in Japan and reports have been trickling in!
The thread for reporting changes is constantly being updated so keep your eyes on it for details as we get them.
DON'T POST IN HERE UNLESS YOU HAVE NEW INFO


You can DISCUSS THE CHANGES HERE or in your character's suforums.

I'll provide a list of changes that we know of so far, but it will most likely become outdated very quickly.

In the meantime here's 3 shakeycam videos we've been able to get:
[PRBREAK][/PRBREAK]
This game is set to be released in Aracades this fall. No word on when/if this will reach consoles.
http://www.youtube.com/watch?v=s0KsQc-Tt0s
http://www.youtube.com/watch?v=tLOMAE22xmc
http://www.youtube.com/watch?v=8PqMQqsyIEE

There is also no word if there will be any more location tests.

System Mechanics:
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

Tager:
Voltic charge - Gauge gain increased, can chain into sledge hammer if used to guardpoint an attack
B sledge hammer - Can now be held
5B -> 5C now combos against an airborne opponent
6A - Pull from magnetism slightly weakened, guardpoint ability strengthened
Spark bolt - Amount of wallbounce on normal hit slightly decreased
Volt charge - Day 1 combo from sledge counter if an opponent hits the guard point yields 4000 damage

Litchi:
Mantenbou hassha - hitstun slightly increased
jB, jC with no staff - can now only be used once each in the air.
Ikki tsuukan - Now + on guard
San gen kyaku・chun (ground)(followup version) - Changed to be a spinning blowback hit, added corner blowback properties
j.c (staffless) - May be faster(?)
4d - Now wallbounds near corner
Can no longer do glide throw
Can't follow up normal throw midscreen

Platinum:
5b - Speed increased
Magical bomb - can now shoot in 3 directions depending on lever movement
Magical nyanko (cat hammer) - minimum range of hitbox has been improved. Ground bounces fairly high on CH
Magical picohammer - Can now follow up after a hit
Magical bat - Causes blowback to corner on ground hit
Air Persia - Causes fatal counter, ends facing opponent on a rapid cancel
Back Throw - Now properly wallbounds everyone (bug fix yay!)
Mami Circular - Damage nerf (5c > mami circular does 1770)
6c - No longer floats otg opponents

Noel:
Assault through - Causes corner blowback on normal hit, wallbound on counter hit
Spring raid - Can now combo after it even from midscreen with j.b. Untechable time decreased.
6C - Second hit cancel window reduced. 6C > (throw whiff cancel) > 6C doesn't work anymore
Chain Revolver - Slower overall, more like CS1
CR5C>214D combos in the corner
Various D moves - Can no longer be canceled into specials (drive specials, distortion drives, and astrals can still be canceled into)
CR 6D - No longer moves her forward
6A > 2B chain removed
Optic Barrel - Startup time increased
5C - Startup time increased
j.d - Untechable time decreased
j.4d - Untechable time decreased
Fenrir (reversal super) - Minimum damage down to ~700

Rachel:
6B - Wallbounds on counterhit
j.2c - Now also air cancelable on hit! NOT cancelable at all on block
Can no longer do the j.236a whiff lvl3 trick
2C - Increased proration(?), slightly weakened


Carl:
6C - Added floor bounce property.
6D - Causes corner blowback on air normal hit, wallbound on air counter hit
j2C - Can now only be used once per jump (no more unblockable)
Cantabile - Now hits even at point-blank range
Can no longer do glide throw

Hakumen:
6A - Now head attribute invulnerable
4C - Can now be charged. On full charge, does large damage and chains to Renka
Kishuu - Travel distance slightly increased, now projectile invulnerable
6A - Now wall bounds. Can no longer do 5A>6A>5A

Makoto:
Stargazer - Can be followed up on hit (2A/5A > 6A > 2D)
B, C astroid vision - Paths adjusted
Shooting star - Decreased startup time
Mars chopper - removed some D followups
5D - Untechable time decreased such that 5D(3) -> 2D(3) doesn't work in the corner. Can combo 2A/2B
6B - Slower startup, removed force crouch on hit, decreased hitstun
5cc - No longer combos into 6b against standing opponents
Various D moves - Untechable time decreased
Lightning Arrows - Bound properties removed
Corona Upper (DP) - Can no longer be looped
Parry - Now has a cooldown where you can't parry again.

Valkenhayn:
Nacht Jager - Increased knockback on air hit
3c - Is now special cancelable. Can be emergency teched
Wolf form B - Removed head attribute invincibility
Rasen wolf - Wolf gauge depletion increased
2C - Untechable time decreased

Hazama:
B drive movement followup - Can attack sooner after use
Gasshoukyaku (214D~B) - Added corner blowback. Horizontal range shortened. Can follow up in corner
6C - Now either has same move proration or really big proration
Various D moves - Attack level decreased, hitstop seems to be lower

Taokaka:
6B - Now fatal counters
6C - Slightly increased startup speed
j.d - Ground untechable time decreased (TL may actually be faster recovery for Tao?), now wall bounces on counter hit.
3C - Knocks back on hit, severe enough that 236a won't reach
j.8d - Untechable time reduced, can only combo 2 loops before they tech now
Hexa Edge - Wall bounce removed

Mu:
Tsunugui - Now also usable in air. Now wall bounds. Usable in corner combos
j.2c - Is now a fatal counter
Ame no habakiri - Can be charged
Yata no kagami - Now also usable in air
Habakiri - Damage nerfed

Jin:
6A - Can relaunch if you hit an air opponent, use 2b/3c
214A, j.214a - Wall bounces in the corner vs air opponent
Can no longer do 2C > 5C
214C - Tech timing is changed a bit, opponent bounces in a slightly different angle
Ice Arrow (super) - Much longer recovery time, opponent flies up much higher, longer untechable time, can combo into 6C still, much less damage after (around 500)
6C - Untechable time increased, near corner you can DC and 2c or 623b
6C - Can no longer follow up midscreen w/ DC 5C. ~>sekkajin > 6C > 2D works

Ragna:
Carnage Scissors - Now projectile invincible
j.C - Bigger vertical hitbox (better as a jump-in)
6D - Floats on hit

Tsubaki:
2D - Charge speed increased
6A - Now fatal counters
214214D (tsubaki mugen) - Now also usable in air
623C - launches higher, cannot follow up with 2C or 214D anymore. Less untechable time
2C - Less untechable time
5D - Charge speed decreased. 5D charge is now set, it cannot charge more than 1.5 bars (you charge to 1.5, then it'll go no further)
22D - Techable after landing on the ground
214D - less priority ?

Bang:
5D - Causes float on normal hit
j.d - Increased proration (TL in question. maybe "better in combos?)
C kunai - Increased proration, hold time on hit increased

Lambda:
Gravity seed can be used twice with 1 gauge
5C - Holding the button causes all hits to come out
5D, 2D - Added revolver action into 4B, 6C
Act Parser: Cavalier - Untechable time decreased
6C - Untechable time after wallbound decreased

Arakune:
j.c - Arakune jumps in the direction of the stick after it hits
6D - Arakune's head now has a hitbox as well (it can hit the opponent?)
Overall damage decrease

Relius:

General info:
5 Guard Primers
Has a dash like that of Eddie (GG)
Relius' theme is an opera. Described as "boss-like"
Drive name: Detonator
His Astral Heat is not usable in the loketest build

His Drive, Detonator:
Use it to invoke Ignis, who follows Relius. If Relius jumps, Ignis floats
Can perform blows with Ignis with direction+D. You may then press D again to call her back
Relius can attack while Ignis attacks
Ignis disappears when Relius is attacked
j.2D, j.6D, j.8D cause Ignis to appear and rush in the direction that D is inputted.

Drawings of his moves (Japanese): http://generalnantoka.blog35.fc2.com/blog-entry-534.html

Normals:
5B: blow with the mantle that appeared in Famitsu
6A: overhead
5C: two arms out of his mantle; cause 2 hits
2C: leaves a gear (?), Anti-air

Command Moves:
214B: Ignis spins around
236C: The punch that appeared in Famitsu
Follow-ups of the 236C (or 214A j.214B), they call Ignis to attack
J.214B: Ignis makes a coup similar to the Carl j.2C
236D: Ignis appears above Relius and attacks the opponent at a 45 degree angle

Distortion Drives:
632146C: a gear appears holding the opponent. Invincible on startup. Relius can move during this. Minimum dmg: 1000(?)
632146D: Ignis attacks with an aura similar to "Volante" (Carl). Raw hit dmg: 2600
236236D: The same super as "Rhapsody of Memories" (Carl)

Location Test Combos:
Midscreen: 6A> 2D> 5B> 5C> 236C > 214A > 5C> JB> JB> JC> 236C > 214A. 3300 damage
Corner: 5B > 5C > 236C > 214A > 5C> 2C> 4D > 5Cjc > JBjc > JB> JC> 236C> 214B. 4400 damage
Corner, Ignis already summoned: 6A > 2D > 5B > 5C > 236C > 214A > 5C > 2C > 4D > JB> JC > 236C > 214B. 3400 damage

Guest

BlazBlue SBO 2011 Qualifier Tournament

By Guest, in Home,

Missed your chance to prove your skill at Evo?
Worry not, because just around the corner lies a second chance:



August 20th, Planet Zero is running an official SBO Qualifier tournament for BlazBlue: Continuum Shift II and Super Street Fighter IV: Arcade Edition.
Pack your bags and head to Texas for a chance to earn your place in Super Battle Opera 2011.
BlazBlue is 1v1, and SF4 is 2v2, so find a partner if you're planning to enter SF4 as well.
Entry for either tournament is $30 per person.

For more information, check the official announcement on MashHarder, or our mirror here on Dustloop.
Best of luck to this year's representatives!

Guest

"Meet Your Mod" Episode 19: SolxBaiken

By Guest, in Home,

This Week: SolxBaiken


Why did you choose that particular handle, is there a story or reference you'd like to explain?
Hehe, I think my name is rather self explanatory, throughout it's entire decade plus run I've always played the same two characters in each iteration of Guilty Gear; Sol Badguy and Baiken. Baiken is always my main while Sol is my sub, the name order comes from simple preference (I thought it sounded better) and people often misinterpret the “X” as a pairing. While I'm not opposed to it that was never and has never been the purpose of the X, it was just a cool way to combine the two is all.

Although admittedly ever since Slash I play a lot more Order-Sol, maybe I should update my name, haha.

What is your background with fighting games...Did you start with BB or are you OG like SFII?
Uwa~ Don't hate me but...I've had very little (almost none actually) experience with SFII until they released HD Remix...

I've always enjoyed fighting games, just never Street Fighter, so I usually tended to avoid them. My first earnest try at the Street Fighter games didn't come until Alpha 2, instead I spent my time playing around with various other fighters. My first actual fighter was Samurai Shodown, I've been playing Tekken since 1, I'm really into the King of Fighters series (XI is my favorite! But it lacks May Lee...), and the original Guilty Gear is what started making me think of fighters as more than just games. While I played many fighters before GG, it was GG that really got me into the genre.

What competitive scene are you involved with? (Ranbats, Arcades, XBL, PSN, Reload Online etc.) Would you elaborate the benefits of this particular scene?
Sadly I'd probably be categorized as a “casual” player as I never really had much interest (let alone ability) to really branch out to scenes, which is why I've been thankful for netplay with the turn of this generation. In fact I'm thinking of participating in the Danisen League, which is a PSN weekly meet up ran by another Dustloop member, Zeth07.

I think that being involved in anything no matter how big or small is important for community unity and just generally “keeping the faith alive”. I would love to see more local and online regular meetups organized (like the casuals LunaKage has for the MI scene), not only for BlazBlue but also Guilty Gear, Vampire Savior, and Skullgirls (when it releases of course). A lot of people feel Dustloop is a bit divided and the first thing to do to keep the walls down is to just get together!

How strong do you feel your nation is as a whole, what is the next step to strengthening it?
Hmmm, I'm probably not the best one to ask about this subject as I've only recently started to pay attention to events and stuff, but America definitely has some heart. I think the biggest thing separating America from other countries (especially those in Asia) is just an overall lack of dedication. We just generally view the importance and likely hood of improvement in fighting games differently from other regions, but that's not to say there aren't some seriously dedicated US players. Each time I tune into a stream for some big event (most recently being Evo of course) I'm impressed to see the play and hear the crowds.

I think a “next step” has to come naturally, but the revitalization of fighters in both main stream and indie (doujin) scenes will definitely help.

Which player(s) give you the most trouble and why?
HAHA! Well there's a bit of a joke that states my matchup against Dustloop in 10:0 in DL's favor, haha.

Hmm a lot of people give me trouble in a lot of games, this is probably because I am rather formulaic, I always adhere to a limited amount of patterns which I try to apply to every scenario (note: DO NOT DO THIS!). I have trouble adapting immediately and often nudge back on my path, but fight me enough and I'll start learning...eventually, hehe.

What has been the most helpful tool while growing stronger in BB?
Definitely the tutorial DVD that was included in the Limited Edition of Calamity Trigger, that was such a godsend for me and was the main reason I jumped on that version of CT. Having a visual aide I could constantly reference was nice and made jumping into any character that much easier knowing when and how things had to be done.

The built in tutorial for CS were nice but not perfect; the overall tutorial with commentary by Rachel really turned me off cause of all her backhanded compliments and general “you are filth” attitude, the challenge modes for specific characters were nice because they were essentially interactive combos like the ones shown on the CT DVD, however I liked the fact the DVD hid the commands for the final and more tricky combos. Made it feel sorta like a test, also the breakdown for each character was the reason I preferred the DVD over what was offered in CS.

Is there anything you'd like to share regarding your respective character or Dustloop in general?
Hmmm well I play Tsubaki in BB who, thanks to CSII, has shaped up to be a more worthy spiritual successor to Order-Sol. This makes me happy, however I still feel BB hasn't made a character that really appeals to me yet, and I'm hoping that the next entry (be it a 3 rd title or CSII+) brings me a Baiken-esque character, I'd really like BB if I could play another Baiken, but I say that for every fighter, haha!

Hmm as for the community in general all I have to say is;

STOP COMPLAINING! There are people who are trying their hardest to keep older titles alive and that if you feel your game is “dead” and you still love it than do anything and everything to try and wake people up to your feelings!

I was very pleased to have the GG side tourney at this year's Evo and I hope this will not be the last time I see it, even if it wasn't included in the lime light.

Guest

"Meet Your Mod" Episode 18: Bohemian Polka

By Guest, in Home,

This Week: Bohemian Polka


Why did you choose that particular handle, is there a story or reference you'd like to explain?
I kind of wanted a cool name, so I tried to sign up on another forum as Bohemian Rhapsody which is my favorite song from Queen. However, that was taken, so I decided to sign up as the Weird Al parody of the song- Bohemian Polka.

This turned out for the better as Bohemian Polka is a much more convenient name.

What is your background with fighting games...Did you start with BB or are your OG like SFII?
My older cousin was into anime/videogames, so I probably picked up the interest from him. I used to go to his house and play SNES a lot. One of those games was SFII. I played Chun Li, but mostly I was just mashing medium lighting legs. While it was enough to empty the pockets of other kids who also had no idea of what they were doing, it wasn't anything impressive.

I picked up more of an interest my college freshman year when a friend of mine had Guilty Gear XX. My friends and I played a lot, but still had no idea of what we were doing (mostly we tried to see who could mash out Instant Kill first). However... since we were all equally bad, there was no motivation to try to get better.

Blazblue CT was the first fighting game where I actually learned how to play and was interested in a competitive community outside of beating up my friends. I hung around on Gamefaqs for a bit and then eventually decided to try DL. Everything else is kind of self-explanatory from there.

What competitive scene are you involved with? (Ranbats, Arcades, XBL, PSN, Reload Online etc.) Would you elaborate the benefits of this particular scene?
I am involved in the (fabled/mystical) Pacific Northwest. It's a pretty safe bet to say that if I did not join this particular scene, I probably would not have stuck around.

One of my biggest worries in being new to a competitive scene was running into a harsh and unfriendly environment and/or hanging out with a bunch of obnoxious and loud people. A friend of mine was into the Smash community, so my experience mostly came from that.

However, when I went to my first meet I was really surprised. Everyone seemed really normal and they were friendly despite my very horrendous skill.

A benefit that I did not realize right away is that the skill level of PNW is very high and it is a very active scene. Because of this, as long as you play regularly, you will improve. On the other hand, it it sometimes difficult to not be discouraged when you get stomped in the face over and over.

However, as I mentioned earlier- everyone is friendly and they are more than willing to help you out if you are struggling. We also hang out regularly outside of fighting games, so it's been a lot of fun being part of the scene.

How strong do you feel your nation is as a whole, what is the next step to strengthening it?
Japan's level is very high compared to the US, but I do not think that Japanese level is unreachable for the non-Japan Blazblue community.

Distance is a huge factor when it comes to the level and skill of players. Unfortunately, the US is very large and the Blazblue community is spread far apart. Even in a scene like ours, we cannot cover every character and therefore we have large gaps in match up experience when it comes to certain characters. And even if we did have every character covered, everyone plays their character differently. It's very important to go out and play against as many people as possible.

I am glad that our scene takes an active role to travel to other scenes in order to play (though it would be more convenient if people would visit us), since that helps bridge some of that gap. However, not everyone can do that as life obligations as well as finances are always a factor.

I do hope in the future that communities are more active in reaching out to their neighboring scenes. And I also hope that Japan will take more of an interest in traveling to the US to play here. Both will help strengthen the Blazblue community as a whole.

Which player(s) give you the most trouble and why?
A lot of people give me trouble. As someone relatively new to fighting games, there's still a lot that I have to learn. Getting beat up points me in the right direction so I know what I have to focus on to improve.

What has been the most helpful tool while growing stronger in BB?
The most helpful tool is definitely the community. Both offline and the online community are important for improvement.

I am really happy to be part of the Rachel board as well as Dustloop. Reading information and having to answer questions has helped me learn a lot about the game.

Playing offline and being with people has also helped me tremendously. Whenever I don't know something, there's always someone I can ask. And playing is really the best way to get experience.

Is there anything you'd like to share regarding your respective character or Dustloop in general?
In a nutshell- Rachel is an odd character.

My first choice for Blazblue was actually Jin. However, after seeing how Rachel played I became much more interested in choosing her as a main. Still, it was difficult for me because Rachel is conceptually a much more difficult character than most of the cast. Even now I still have to work on resource management as it's very easy to use Rachel's tools poorly.

One thing I definitely like about Rachel though is her options. Rachel can always do a lot of different things which makes playing her very complex, but also very fun. This was true even in CS1 when she sucked.

Another reason why I play her is that being able to use Rachel's tools and resources correctly feels very rewarding compared to playing other characters. When I get a setup or trap to work correctly, I feel more motivated to continue playing.

A downside to her abundance of options is that since she can be complex to manage, it is very easy to mess up when playing Rachel. You always have to be aware of a lot of things when it comes to both yourself and the opponent. I think that this is the reason that even though she is now strong in CS2, she has not been doing very well in Japan.

Despite all of this, I have faith in Rachel as a character and the Rachel community to continue to develop and contribute to Blazblue.

Guest

Spark wins BBCS2 @ Evolution 2011!

By Guest, in Home,

Congratulations to Spark for winning BBCS2 at Evolution 2011! He put on a VERY impressive showing, coming all the way back from losers to take it all! Rest of the results for top 8 are below:

1st - Spark (Hakumen), PNW
2nd - Lord Knight (Litchi, Makoto), NJ
3rd - Tokido (Noel), Japan
4th - Zong_1 (Carl), SoCal
5th - Severin (Lambda), Socal / HeartNana (Makoto), Japan/Chicago
7th - Wuku (Hazama, Rachel), PNW / DSmoove (Noel), SoCal

Brackets:

Winners Semifinals

- Lord Knight sends Zong-1 to losers
- Tokido sends HeartNana to losers

Winners Final

- Lord Knight sends Tokido to losers

Losers Final 8

- Severin eliminates Wuku!
- Spark eliminates DSmoove!

Losers Quarterfinals

- Zong_1 eliminates Severin!
- Spark eliminates HeartNana!

Losers Semifnals

- Spark eliminates Zong_1!

Losers Finals

- Spark eliminates Tokido!

Grand Finals

- Spark comes back from Losers and defeats Lord Knight, 3-0, 3-0!

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    • Join us April 26th in Kensington, MD (one mile outside the beltway) for anime + more :>   https://start.gg/dash // https://nyxiadash.net/discord // https://locals.nyxiadash.net (our other events) 12:00: Venue Opens 1:30: GBVSR, SF6 2:15: ACPR 2:45: Xrd 3:15: 2XKO 3:30: BBCF 4:15: UNI2 5:30: GGST  
    • Opinions on Fate haven't changed much it seems... still no one gives a shit about PSP aside from it having netplay and the tiers basically look the same except with Gil only sharing his tier with ZL now that the latter has his full potential properly documented.   The most maintained Fate wiki is now on Mizuumi and is basically a compilation of everything from the wikidot and Japanese atwiki, plus newer developments in recent years: https://mizuumi.wiki/w/Fate_Unlimited_Codes   The Big One 2nd Arcade channels are also the most consistent place to find footage of high level Fate gameplay.  
    • There are people who have been playing CS1/2 with emulators. I've yet to try it myself, but it's easy to setup I've been told.
    • Wrote an article compiling the patch notes about Ranked into one page. It should explain some of the more stupid parts of the mode... probably... https://www.dustloop.com/w/User:Frogster88/GBVSR/Ranked
    • Went and tried it on Ky, Axl, Millia, Potemkin after this. Seems like sjiad jP goes right over Millia's head unless I'm messing something up. Combo works the same on the other three. Thought Potemkin would get launched low enough for 4D9 > sjK to connect but doesn't seem like it.   Combo as-is is cS 6H(2) sjiad jPSH cS 2H (mash to 14 hits) > 4DX if you wanna mess with it.
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