Jump to content
Dustloop Forums
Guest

Valkenhayn Official US Release Date TBA

By Guest, in Home,

"PlayStation ® 3 version of the patch delivery September 20, 2010 September 21, download content delivery (Japan time, respectively) are planned. For Xbox 360 version, because Microsoft's Xbox LIVE events is confirmed the system does not download correctly, you will be now be delivered at a later date. For delivery schedules, Members will be notified later. Xbox 360 version of the user experience for everyone We apologize for the inconvenience you, you for your thank you for your understanding. This patch PlayStation ® Network / Xbox LIVE ® will be applied automatically and will be to start this work in that sign."

Source: http://blazblue.jp/info/BB15CS_Information_100919.html


"The Valkenhayn DLC in North America was originally scheduled to happen like this: The 360 version would be released on the same date in NA and Japan, and the PS3 version would be released on 9/28. Unfortunately, Arc has only recently discovered some complications with the code, and the release has been delayed. Unfortunately this is all we know currently, but I will update this topic with more information as we receive it. "

Source: http://www.aksysgames.com/forums/topic/895


Sept 21st Official release info:
http://blog.us.playstation.com/2010/...re-update-157/
http://marketplace.xbox.com/en-US/ga...&bt=0&sb=1&p=1

Guest

Upcoming BBCS Patch with Valkenhayn and Changes!

By Guest, in Home,

The Valkenhayn patch comes out tomorrow (9/20) for PSN (XBL version has been delayed), and a list of translated changes from the Japanese BBCS website have been provided. Here are the list of supposed changes:

System changes & bug fixes

- Trophy/Acheivement update w/ Valk DLC
- Faster matching speed in Ranked Matches
- Fixed a problem where some effects didn't disappear, which made the game have to process more info.
- On Kagatsuchi Port (Rain) stage, fixed a problem where an environmental sound effect didn't play correctly
- Fixed a problem where under certain circumstances if you choose Makoto in Player Matches the character select screen glitched.
- Fixed a problem in training mode where sound effects may not stop under certain conditions.
- Game now autosaves after completing each mission in challenge mode, you no longer have to go back to the main menu to save progress for that.
- Now when clearing score attack, your final score is displayed (this wasn't done before? never played score attack)
- Fixed the problem where in Legion mode DLC character portrait icons appeared, even though they're unusable in Legion mode.
- In network mode it remembers the last character you chose, and defaults to them.
- On network mode results after matches, "Used character PSR" and "Top PSR" information is displayed.
- Fixed a problem where in Ranked Matches / Quick Match the matching system would lock up and not advance.
- When training in ranked / player matches, on the character select screen you can now hit select/back to return to the room.
- Fixed some typos.

Character adjustments & bug fixes

- Fixed a problem where after George gets hit by Carl's Cantabile special, he started acting oddly.
- Fixed a problem where when using Taokaka's DLC colors, the displayed effects became distorted.
- Fixed a problem where icons sometimes did not display correctly near the health guage when Nirvana dies.
- In challenge mode, when using Λ-11's gravity well, the gauge auto-refills (I guess after dropping the combo, so you no longer have to wait for it to recharge)
- Fixed a problem which caused v-13's ghost merging with Λ-11 during her intro vs. Ragna to display incorrectly.
- Fixed a problem where if you pause during Tsubaki install the sound effect loops (or if you reset in training mode lol)
- Fixed a problem where under certain conditions after using Hazama's Jakou the effects didn't disappear properly after the move executes.
- Fixed a problem where Hazama didn't use the correct voice set vs. certain characters in Network Mode.
- Fixed a problem with V-13's voice set in Network Mode.
- Changes made to how Makoto's Space Counter (Parry) functions. (Probably goodbye parry loop imo)
- Changed something about how holding the D button to charge Makoto's Big Bang Smash and Planet Crusher.
- Changes made to Makoto's beginner mode.
- Fixed a problem where during Makoto's Planet Crusher Astral her crest effect didn't display.
- Fixed the problem where after getting hit by Makoto's Planet Crusher Astral you could still move around sometimes.

PS3 Specific fix

- Fixed a problem where after clearing score attack and uploading your score, it wasn't registered.

360 Specific fix

- Fixed a problem where PSR was added during Player Matches.

Guest

BlazBlue & Guilty Gear SBO 2010 Results!

By Guest, in Home,

Day 1 of SBO has ended, and here are the top 4 for the two ArcSys games:

SBO 2010 BlazBlue Continuum Shift 2v2 Champions:

Tsujikawa (Taokaka) & Chou (Litchi)!



2nd - Satoshi (Bang) & Hiroshi (Jin)

3rd - Goro (Lambda) & Fumo (Arakune) / Dora (Bang) & Hima (Arakune)

Tsujikawa's Tao was VERY impressive throughout the tournament, so congratulations to them for winning it all.


SBO 2010 Guilty Gear XX: Accent Core 3v3 Champions:

Ogawa (Eddie) & Shounen (Testament) & RF (Faust)!



2nd - FAB (Potemkin) & Machaboo (Testament) & Inoue (Order Sol)

3rd - Ina (Millia) & Nage (Faust) & Mitsurugi (Zappa) / LOX (Jam) & Roi (Sol) & Isamu (Venom)

VERY close match in the grand finals between Ogawa's team and Inoue's team, so congrats to Ogawa's team for winning it.

Stay tuned to this thread for more SBO results from Day 1 and Day 2 when they occur!

Guest

Blazblue SBO 2010 Preview Part 2

By Guest, in Home,

Moving on to the next section of beasts:
[PRBREAK][/PRBREAK]
Tsujikawa (Taokaka)/Chou (Litchi)

Tsujikawa is considered the strongest Tao by most players, as well as one of the best BB players period. Chou and Tsujikawa are both former GG players.

http://www.youtube.com/watch?v=CsX2_O5oLw8

Masutani (Bang)/Len (Jin)

Masutani, old man Bang. Len, easily one of the top Jin's. Jin is really strong in single elimantion, so look for a lot of hype resets. From Bang? Expect the unexpected - everything he can do is good.

Himajin (Litchi)/ANG (Bang)

Yes, a Bang/Litchi team. Himajin's Litchi is really stylish - if you're a Litchi player, keep a pen and paper out because he'll pull out some sweet combos and hitconfirms. ANG's Bang is solid and safe (USA netplay Bang players - take notes!)

Buppa (Hazama)Dio (Carl)

If you've watched Carl being on the team automatically puts this team a step forward, and a lot of characters (most importantly, Litchi) have a bit of trouble getting in on Hazama. You'll start to think you really underestimated Hazama after SBO.

http://www.nicovideo.jp/watch/sm11138062

Guest

Guilty Gear XX: Accent Core SBO 2010 Preview

By Guest, in Home,

While there may only be 16 teams in this year's SBO, there are still a number of notable teams among them, and a lot of them have a shot at winning it all. If you haven't been keeping up with the Japanese Guilty Gear scene or are interested in watching the GGAC portion of SBO, here are the noteworthy teams to look out for:
[PRBREAK][/PRBREAK]
Tsubu (ABA) / Samitto (Chipp) / MINT (Testament) -

Tsubu is a solid ABA and MINT is a pretty good Testament, but the shining star of this team is Samitto, arguably the best Chipp in Japan. His Chipp is fun to watch, except for the part where he dies in one combo.

Rozu (Ky) / Kazu (Jam) / Osaka B (Faust) -

Another solid team; Rozu's Ky is no slouch and Kazu's Jam isn't a pushover. Osaka B's Faust, however, stands out the most as his style is really unorthodox compared to other Faust players in which he uses Faust's Pogo Mode a lot to the point where no one can tell if it's a trollling attempt or brilliant strategy.

Ina (Millia) / Nage (Faust) / Mitsurugi (Zappa) -

The best Zappa in Japan, Mitsurugi, is a huge factor in this team's fortunes as many Japanese players consider him on the same level as N-O and Ogawa in terms of player skill, so don't be surprised if you see this team make it as far as the top 4.

Inoue (Order Sol) / Machaboo (Testament) / FAB (Potemkin) -

This team has the best Order Sol player and one of the best (if not THE best) Potemkin players in all of Japan, so expect bright things from this team. The only question is Machaboo; will his switch to Testament throw him off after being considered the best Ky in years past?

Ten (I-no) / Satou (Johnny) / Maruken (Baiken) -

A dark horse team that has arguably the best players of their respective characters, it would be interesting to see if they can overcome the so-called tier list wall and win it all...

Shounen (Testament) / RF (Faust) / Ogawa (Eddie) -

On paper, this is the most broken team in all of SBO history as you have multiple SBO winners in each member. However, the game isn't meant to be played on paper, so anything can happen especially when there are several teams with as much star power as them.

Koichi (Millia) / KA2 (Jam) / Haaken (Potemkin) -

Another strong team that can definitely go far in the tournament as each member is capable of catching fire at the right time. The question is, will they be able to ride the momentum over the other monster teams?

Woshige (Millia) / N-O (Venom) / Dogura (Robo-Ky) -

And here we have another broken team that is capable of winning it all; you have the best Millia player in Woshige, the best player in general in N-O, and the best Robo-Ky in Dogura. Not to mention N-O is currently a two-time SBO champion and he clearly has his eyes set on a threepeat.

So will we see an expected epic finals in Shounen/RF/Ogawa vs. Woshige/N-O/Dogura? Will Koichi/KA2/Haaken throw a wrench into their plans? Will we see a surprise from Ten/Satou/Maruken? Or will we see a one-man bracket buster in Mitsurugi? Find out this weekend when SBO kicks off!

Guest

Blazblue SBO 2010 Preview Part 1

By Guest, in Home,

SBO is this weekend! This tournament puts Japan's (and some foreign countries) elite fighting game players against each other, and the level of competition for BlazBlue is no exception. Here's some teams to look out for during the tournament:
[PRBREAK][/PRBREAK]
Shounen (Litchi)/Eesuke (Carl)

If you're a Guilty Gear player, just seeing Shounen's name should be enough to raise hype levels. You'll definitely think Litchi is broken after seeing him play, and his partner Eesuke is no slouch either - they won their qualifier in a dominating fashion, even with Galileo (Tager) and Tenchi (Hakumen) in the mix.

http://www.youtube.com/watch?v=xsdtobaeUsk

Akuto (Bang)/Hiroshi (Jin)

Bang mashers might know Akuto better as Satoshi, the Bang from Tokyo that destroyed Chiba (Team Gamechariot) in the 14 on 14 eariler this year. His partner Hiroshi "never enters tournies", but his Jin was on point at the qualifier they won. Satoshi won multiple events throughout the year, so he's a clear favorite for top 8.

http://www.nicovideo.jp/watch/sm10769366

Nezu (Bang)/Ranrebo (Carl)

If you've been keeping up with A-cho's Youtube account, you've definitely seen Nezu's bang play. He's won several A-cho BB ranbats (always with fierce competition) and in an ear destroying way (BANG☆BANG☆BANG☆BANG☆). Just by having Carl as a partner, this team is way more dangerous.

Souji (Arakune)/Kyaku (Carl)

Kyaku was last years runner up for CT. Souji, another player that's won many tournaments throughout the year. These two together = a huge threat. Saying that being touched by them leads to death is an understatement.

Guest

BBCS2 Loketest 1 Change List

By Guest, in Home,

Thanks to the people who have compiled info from various sources, we now have a somewhat comprehensive list of changes from the first loketest (out of many) at AOU. While the majority changes may possibly not be in the final build, we can at least see what direction ArcSys is taking with those characters after considering their issues in the latest arcade and console patch.

[PRBREAK][/PRBREAK]
List taken from this thread: http://www.dustloop.com/forums/showthread.php?9993-BBCS-II-Loctest-Discussion-not-quot-Complaining-quot



5D no longer floats on ground hit
3C is techable
5B>6A gattling is gone
Inferno Divider no longer has wall bounce
Berial Edge bounds higher, difficult to pick up a combo after. In the corner, 5D will combo, but it's strict, does less damage
Fall after Gauntlet Hades is faster, cannot follow up
2D>2B does not connect
Dead Spike makes makes the opponent fly straight up on air hit
6B+C wallbounds
Carnage Scissors sends your opponent spinning away. Proration got worse, techable


2C>5C possible (can't input 2C twice)
B musou knocks down again
2C>5C>6C>5C>6C>j.C>j.2C>j.2C>JD>j214D>6C>214C = 4000


2C>5C gattling added (can't input 2C twice)
j4D is damn fast. Crosses up on low height, it's low.
5D reduced invincibility frames
22B has reduced range
22C has more recovery


Overall damage increased
jA is an overhead again
5B>2B possible
6A is CT status
6B on counter slides, untech time decreased, jump cancellable on block
2C hit stop increased
5C>C now slides. Mid screen C lobelia>3D> Sword iris/BBL combos. In corner 5C>C>3C can be done for 2 loops.
j.A > j.2C won't connect, but j.B > j.2C does.
j2C can be canceled into attacks on landing, jump cancellable, both on hit and block
Lobeilas come out even when hit, slower recovery.
George has been changed (there's a frog gauge now)
Wind has longer recovery.
Wind increases the speed of her air dashes
Tempest dahlia? what the heck is that? [i think he means it's been removed]


Possible hitbox adjustment (Litchi's jB, immediately done from a straight jump up, won't hit)
6A faster start up, super armor, chargeable(won't pull in mid-charge), no longer jump cancellable (needs more insight)
5D has a stronger pull


New jB, cat motion 2's animation for 2 hits
Old jB is now j2B
Taunt loop's been nerfed bad. it's now a joke.
Drives are more stiff(?), increased hit stop, more recovery.
Health increase [i think.]


Overall damage decreased
Guarded drive moves give less curse meter


Overall damage decreased
Can't cancel into 41236D
More gattlings without staff
2B>5B possible (can't input 2B twice)
4D slides. follow up possible in corner, cannot cancel
6D's level decreased, cannot cancel
jC is now techable
jcc combos seem to be gone. It may be that jcc's are just gone
6A[m] must be RC otherwise no followups available
3C[m] is now techable
6B[m] and j.C[m] doesn't wall bounce even on counter-hit
All-Green is techable on air hit
4D>2D possible. If she's near the wall, she can pick them up with 6C, and 6C[m]'s spin can just barely follow it up if you're in a corner
4D>2D>66C possible, but strict
2C>4D possible. If she's somewhat close to the wall, 2D will follow-up, and if she's at the corner, Haku (3-Dragons: white) will connect
2C > Haku > Chuu > Hatsu, A-Reach > Ippatsu > on-staff B, 6B > D > j.C > D-returns > land > 6C > Itsuu-C > aerial finisher (3700 dmg)
6C[m]'s spin staggers, can just barely combo afterwards in the corner.
Pulling the Mantenbou back during a dash is faster
Tsubame Gaishi's falling staff is faster, cannot link into 6C if it connects



5B slower start up
2C slower start up, reduced a level, techable on ground hit
FRKZ 2C knocks down
2B>5B gattling added. (cannot reinput 2B)
Heavenly phoenix thrust no longer wall bounces for both air and ground, slight wall bounce in/near corner
3C is techable
6B is techable on ground hit
Ashura slower start up, invincibility lasts until just before startup, has become a joke DD



[*]2B>5B gattling added cannot re-input 2B)
[*]Ada's gauge recovers slower
[*]Untechable time on moves have changed, combos that work in v1.x does not work anymore
[*]j.B has less untechable time (will confirm later)




[*]jD special cancellable
[*]5D increased damage
[*]Added Snowflake/dim light animation added to Yukikaze




[*]5DD activation slowed
[*]No changes to 5D
[*]Gravity combos are easier, slightly longer charge (15 seconds)
[*]236B has slower start up




[*]5D instantly gives 1 stock, but holding down D gives a slightly slower charge speed
[*]2D starts out slow but the charge speed rapidly increases. More recovery
[*]jD charge speed increased
[*]5B more strong
[*]6BB has more range
[*]2BB>5BB possible (can't input 2BB twice)
[*]2C is jump cancellable on guard
[*]2CC doesn't float much
[*]3C is ground techable
[*]22D wallbounces on only on CH, on normal hit you must follow up with 236D midscreen, in the corner, you can use normals.
[*]236A start up time increased, higher proration
[*]214A, B doesn't float opponent even when done by itself
[*]214x has increased untechable time? (2A>5BB>2BB>5CC>214A>22C>3C possible)
[*]623A on counter hit, untechable time decreased so cannot follow up
[*]j236A has more startup, and can't be used in combos.
[*]j236C has some lag when you land.
[*]j214x all are overheads
[*]Cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner can follow up with normal combos or 6C
[*]Air throw bounds the opponent, you can follow up pretty easily
[*]j.CC>j236D>j214D: The light orb from j236D will hit
[*]236236C has more invincibility




[*]Ouroboros start up and move speed slowed (although it really feel like there's no difference)
[*]Ouroboros gauge takes longer to recover
[*]5B level reduced. If 5B>3C is not inputted with the fastest timing it won't combo
[*]3C floats



None listed




[*]Parry cancel gone
[*]5B faster start-up, can jump cancel even on block.
[*]jcc combos seem to be gone. It may be that jcc's are just gone


:Valkenhayn:

[*]Health - 10k
[*]Guard Primers - 4
[*]Moves that take Guard Primer - 6C, 236C, j.214B
[*]Fatal Counter - 6B, 6C
[*]Drive: Wehrwolf. Switches between human and wolf form. The Wolf Gauge drains while in wolf form and refills while in human form. Wolf form cannot be used if the Wolf Gauge is empty.
[*]doesn't dash, hops forward like Hakumen.
[*]good at Wolf mode follow-up combos
[*]cannot crouch or block in Wolf mode
[*]does not automatically turn around in Wolf mode - must hit left or right to change direction. Since he can't block, hitting back just keeps him moving while away from the opponent
[*]cannot throw, so he relies on command throw. May be unable to throw-reject as well. [note: video suggests otherwise]
[*]Moves done during wolf mode are marked with a [w]
[*]5A, 2A - small punches
[*]5B - kick
[*]2B - low kick
[*]6A - does a knee kick while posing his arm. Startup is considerably fast, but there's a pretty big gap. Feels like it should be used for anti-air.
[*]6B - not a mid. has vaccuum effect, hits twice. Forces opponent to crouch on FC.
[*]5C - ridiculously long kick; reaches far
[*]6C - flying kick; hits mid ; feet invincible; takes a guard primer; no disadvantages even on guard; Fatal Counter; on FC, he can transform to cancel it and go into a wolf-mode combo. Strong fundamental element of Valkenhayn's game. This move beats characters who don't have reversals all by itself.
[*]2C - anti-air kick; fast startup; this is a bullshit good move.
[*]3C - knockdown kick
[*]j.A, j.B - par for the course, fairly ordinary.
[*]j.C - foot/leg transforms into its wolf form and kicks directly downward; range is ridiculous; even Slayer would be surprised how good this is.
[*]A[w] - low hit, claw swipe
[*]B[w] - stabs upward; head invincible
[*]j.A[w] - claw swipe
[*]j.B[w] - tail attack; knocks opponent toward ground on air hit
[*]backstep (backdash) - long distance; excellent
[*]counter assault - reach is quite long; excellent
[*]Nacht Jäger - Night Hunter (236A) - Tackle. Long duration on hit [author remarks that it feels like 5 minutes]
[*]Nacht Rosen - Night Roses (236C) - Upper[cut]. Hits mid. Can combo after 5C on crouching opponents.
[*]Schwarz Jagd - Black Hunt (236B) - Low kick. Hits low.
[*]Weiß Jagd - White Hunt (236B) - follow-up to Black Hunt. Strong kick that knocks opponent away. Can follow up with a combo.
[*]Mondlicht - Moonlight (j.214B) - High kick. Kicks opponent straight up. Untechable time is considerably long. Can do Aerial > moonlight > 5C > aerial, etc. This move is bullshit strong.
[*]Rasen Wolf - Rushing Wolf (C[w]) - Wolf rush. Can choose direction using joystick. Wolf gauge decreases quickly while using. Can cancel during charge with other moves, hitting C returns Valk to neutral, hitting D transforms him back to human form. Run away, run away! lololol
[*]Geschwind Wolf - Quick Wolf - (D during a human form attack) - cancels into transformation. Uses a considerable amount of gauge.
[*]König Wolf - King Wolf (236/A/B[w]) - Wolf assault charge. A attacks horizontally, B charges diagonally upward. Cancels into itself - can do three in a row.
[*]Eisen Wolf - Iron Wolf (j.214A/B[w]) - Wolf raid. Rushes diagonally down-forward and lands. Angle differs slightly between A and B versions.
[*]Himmel Wolf - Sky Wolf (236D[w]) - Wolf bite. Scary 1-hit command throw, 2300 damage. Can be followed up.
[*]Sturm Wolf - Storm Wolf (632146D) - Like Chipp's Zanseirouga. Does all hits even on guard. Every hit is an overhead.
[*]König Flug - King Flight (j.236236C) - Slayer's Chokkagata Dandy. Transforms at the end. For combos that work even on downed opponents.
[*]Astral Heat [no name] (214214214D) - launches opponent, transforms, and slashes repeatedly with the moon in the background.



Guest

BBCS2 Announced + Platinum Gameplay Screenshots!

By Guest, in Home,

Today, ArcSys has announced BlazBlue:Continuum Shift II for arcades. BBCS2 will add the existing DLC characters from the console version of BBCS (Mu-12, Makoto, Valkenhayn, and Platinum Trinity), as well as balance tweaks via net connection downloads. The game will also have a card system much like other popular fighting games that utilize them, but no word on the specifics were released yet.

BBCS2 News Source: http://www.andriasang.com/e/blog/2010/09/09/blazblue_cs2_announced/

Gameplay screenshots of the 3rd DLC character Platinum have surfaced from today's AM show. Expect vids of her in action to come out sometime soon, as well as some Valkenhayn hands-on info from the attendees.

Screenshots: http://www.4gamer.net/games/118/G011877/20100909019/screenshot.html?num=002

  • Upcoming Events

    No upcoming events found
  • Posts

    • Oh man, that’s the infamous Darkside Judgment stage isn’t it!  He had infinite tension, too!
    • thanks! but i put most of creative energy into editing Dustloop and TOing these days
    • For anyone searching for anime locals in the Netherlands: https://dutchfgc.nl/ (general purpose website for the local communities: not for anime specifically! You find the invite to the DutchFGC discord here.)   Zero Fundamentals (Utrecht) Main games: - BBCF Cycling: - UNI2 - GGST - XRD THE main local for anime FGs in the Netherlands. While the game you specifically play might not be being hosted, players of all games (+R, MBAACC, MVC3, various kusoge) will always be down to play casuals at the local, so dont be afraid to come on down! No venue fee for first time visitors! Venue is a 5-8 minute walk from Utrecht Centraal. Send a DM to them on twitter for the invite link to the discord. https://x.com/ZeroFundies   Project Lucia (Arnhem) Main games: - GGST - SF6 Cycling: - Mugen - Random kusoge A local in Arnhem for Strive. Fun vibes! Join the DutchFGC discord to find their events.   FGCafe (Haarlem) Main games: - GGST - SF6 - Mystery game Biweekly tournament in Haarlem that hosts both SF6, Strive and a mystery game every edition. Fun local and very easy to reach from the station (literal sub minute walk from Haarlem Station)! Find their events in DutchFGC.   Strike Zone (Eindhoven) Main games: - GGST - SF6 - Random anime game Another GGST event, this time hosted in Eindhoven. Join the DutchFGC for more info.   If you have any questions feel free to shoot your questions under this post
    • Tried making a favicon for the forum, 48x48 Thunderseal pixel art?
×
×
  • Create New...