BlazBlue Continuum Shift

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Fidoskin
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Re: BlazBlue Continuum Shift

Сообщение Fidoskin » 14 сен 2010, 20:08

Fate
А про "рейтинги" как в СФ4/Т6/ВФ5 там ничего не сказано? :)

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Re: BlazBlue Continuum Shift

Сообщение Fate » 14 сен 2010, 20:34

Fidoskin писал(а):Fate
А про "рейтинги" как в СФ4/Т6/ВФ5 там ничего не сказано? :)
На это моих скиллов японского не хватает, но я думаю, что подразумеваются именно они.
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
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Случайностей нет. Есть только Судьба.

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Re: BlazBlue Continuum Shift

Сообщение Cryingvoid » 18 сен 2010, 15:04

( Не знаю, видели, не видели, но тут намного подробнее про первый локтест расписано )
Ragna (Overall Nerfed):
5D on grounded opponents no longer floats.
3C can be ground teched.
5B>6A gatling is gone.
Inferno Divider no longer wall bounces.
Belial Edge actually bounces higher, making it harder to combo afterward (a fast enough 5D will still combo though).
Belial Edge damage significantly reduced.
Gauntlet Hades causes Ranga to fall to the ground faster after execution. Cannot do follow-up kick low to the ground anymore for combo purposes.
2D is harder to combo from. Cannot be followed up by 2B.

Jin (Overall Buffed):
2C>5C gatling added. (cannot re-gatling into 2C)
B Musou causes knockdown.

Noel (Overall Buffed):
2C>5C gatling added. (cannot re-gatling into 2C)
j4D has been significantly sped up.
5D invincibility frames have been reduced.

Rachel (Overall Buffed):
Overall damage increase.
jA hits high.
5B>2B gatling added.
6A starts up quicker.
6B on counter hit causes slide.
6B hit stun reduced, harder to combo afterward.
6B is now jump cancelable on block.
2C hit stun increased.
5C>C now causes slide.
Mid screen C Lobelia>3D>Sword Iris/Baden Baden Lilly combos.
In corner 5C>C>3C can be looped twice.
J2C hits high.
j2C can be canceled into other attacks on landing.
Lobeilas come out even when hit in the middle of the animation.
George XIII can be repositioned and now operates off of a frog gauge.
Tempest Dhalia removed.
Wind gauge takes longer to recover.

Tager (Overall Buffed):
Atomic Collider has increased same move proration.
6A is now chargeable, with magnetic pull during charge time. Can be charged even when comboed into.

Taokaka (Overall Nerfed):
jB is changed, now does a quick Cat Spirit 2 for 2 hits. Operates like Cat Spirit 2 from Calamity Trigger. Damage is low, but has decent hit stun and proration and a large hit box.
Old jB is now j2B.
Taunts now prorate 30%. Taunt loop no longer useful.
Drives all have increased recovery time when canceled into a followup.
Drives hit stun increased.
Health has been increased.

Arakune (Overall Nerfed):
Overall damage decrease.
Guarded drive moves add very little to curse gauge now.

Litchi (Overall Nerfed):
When not carrying her staff, Litchi will have more viable gatlings.
3C with staff now ground techable.
6A with staff cannot be followed up unless rapid canceled.
6B with or without staff doesn’t wall bounce.
4D slides. Follow ups only possible in the corner.
2C now combos into 4D out of the corner, or 2D and Haku in the corner.
6D’s hit stun decreased. (Not sure on this one)
jC without staff is now techable.
Can’t cancel moves into 41236D.
All green can now be teched on air hit
New Litchi combo in a corner: 2C > Haku > Chuu > Hatsu, A-Reach > Ippatsu > on-staff B, 6B > D > j.C > D-returns > land > 6C > Itsuu-C > aerial finisher.

Bang (Overall Nerfed):
5B starts up slower.
2C starts up slower.
2B>5B gatling added. (cannot re-gatling into 2B)
Heavenly Phoenix no longer wall bounces.
3C is ground techable. 2363214C no longer follows up.
Ashura Distortion Drive now starts up much slower but is invincible until it activates.

Carl (Overall Nerfed):
2B>5B gatling added. (cannot re-input 2B)
Untechable time on Nirvana’s moves have been shortened.
Nirvana’s gauge recovers slower.

Hakumen (Overall Buffed):
jD knockback increased.
jD can be special canceled for follow-ups.
5D damage increased.
Winter’s Riposte damage increased.

Lambda (Overall Nerfed):
5DD starts up slower.
All drive moves have increased time between startup animation and blade summoning.

Tsubaki (Overall Buffed):
5D now instantly charges one stock of the install gauge on startup, but charges very slowly if held down.
2D starts to charge slowly but increases charge speed quickly over time if held down. Has more recovery time at the end.
jD still charges at a flat rate. Charge speed has been increased.
5B damage increased.
2BB>5BB gatlings added. (Cannot re-gatling into 2BB)
236A start up time increased. Cannot be comboed into. Higher proration.
214A and B no longer floats opponents.
Hitstun decreased on 623A counter hit. Can no longer follow up.
22D no longer wall bounces. Can be combos into a 236D mid-screen or into normals in the corner.
j236A has increased startup time. Can’t be comboed into.
j236C has increased landing lag.
Throw now causes slide, and the animation cannot be canceled. 236D follows up after a throw in mid screen and can start a combo. In a corner, she can follow up normally.
It is easier to combo out of an air throw.

Hazama (Overall Nerfed):
Ouroboros start’s up slower and travels slower.
Ouroboros gauge takes longer to recover.
5B’s hit stun reduced. If 5B>3C is not inputted with incredibly fast timing it won’t combo.

Makoto (Overall Nerfed):
Parry cancel/loop removed.
5B starts up faster and can be jump canceled on block.

We will bring you more updates as more balance changes are revealed, and will be on the lookout for a more official translation.

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Re: BlazBlue Continuum Shift

Сообщение 1n0k » 19 сен 2010, 00:14

за хазаму и тао не прощу, радует ап рейчел
©CMN

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Re: BlazBlue Continuum Shift

Сообщение alph » 19 сен 2010, 23:55

Cryingvoid писал(а):
( Не знаю, видели, не видели, но тут намного подробнее про первый локтест расписано )
Ragna (Overall Nerfed):
5D on grounded opponents no longer floats.
3C can be ground teched.
5B>6A gatling is gone.
Inferno Divider no longer wall bounces.
Belial Edge actually bounces higher, making it harder to combo afterward (a fast enough 5D will still combo though).
Belial Edge damage significantly reduced.
Gauntlet Hades causes Ranga to fall to the ground faster after execution. Cannot do follow-up kick low to the ground anymore for combo purposes.
2D is harder to combo from. Cannot be followed up by 2B.

Jin (Overall Buffed):
2C>5C gatling added. (cannot re-gatling into 2C)
B Musou causes knockdown.

Noel (Overall Buffed):
2C>5C gatling added. (cannot re-gatling into 2C)
j4D has been significantly sped up.
5D invincibility frames have been reduced.

Rachel (Overall Buffed):
Overall damage increase.
jA hits high.
5B>2B gatling added.
6A starts up quicker.
6B on counter hit causes slide.
6B hit stun reduced, harder to combo afterward.
6B is now jump cancelable on block.
2C hit stun increased.
5C>C now causes slide.
Mid screen C Lobelia>3D>Sword Iris/Baden Baden Lilly combos.
In corner 5C>C>3C can be looped twice.
J2C hits high.
j2C can be canceled into other attacks on landing.
Lobeilas come out even when hit in the middle of the animation.
George XIII can be repositioned and now operates off of a frog gauge.
Tempest Dhalia removed.
Wind gauge takes longer to recover.

Tager (Overall Buffed):
Atomic Collider has increased same move proration.
6A is now chargeable, with magnetic pull during charge time. Can be charged even when comboed into.

Taokaka (Overall Nerfed):
jB is changed, now does a quick Cat Spirit 2 for 2 hits. Operates like Cat Spirit 2 from Calamity Trigger. Damage is low, but has decent hit stun and proration and a large hit box.
Old jB is now j2B.
Taunts now prorate 30%. Taunt loop no longer useful.
Drives all have increased recovery time when canceled into a followup.
Drives hit stun increased.
Health has been increased.

Arakune (Overall Nerfed):
Overall damage decrease.
Guarded drive moves add very little to curse gauge now.

Litchi (Overall Nerfed):
When not carrying her staff, Litchi will have more viable gatlings.
3C with staff now ground techable.
6A with staff cannot be followed up unless rapid canceled.
6B with or without staff doesn’t wall bounce.
4D slides. Follow ups only possible in the corner.
2C now combos into 4D out of the corner, or 2D and Haku in the corner.
6D’s hit stun decreased. (Not sure on this one)
jC without staff is now techable.
Can’t cancel moves into 41236D.
All green can now be teched on air hit
New Litchi combo in a corner: 2C > Haku > Chuu > Hatsu, A-Reach > Ippatsu > on-staff B, 6B > D > j.C > D-returns > land > 6C > Itsuu-C > aerial finisher.

Bang (Overall Nerfed):
5B starts up slower.
2C starts up slower.
2B>5B gatling added. (cannot re-gatling into 2B)
Heavenly Phoenix no longer wall bounces.
3C is ground techable. 2363214C no longer follows up.
Ashura Distortion Drive now starts up much slower but is invincible until it activates.

Carl (Overall Nerfed):
2B>5B gatling added. (cannot re-input 2B)
Untechable time on Nirvana’s moves have been shortened.
Nirvana’s gauge recovers slower.

Hakumen (Overall Buffed):
jD knockback increased.
jD can be special canceled for follow-ups.
5D damage increased.
Winter’s Riposte damage increased.

Lambda (Overall Nerfed):
5DD starts up slower.
All drive moves have increased time between startup animation and blade summoning.

Tsubaki (Overall Buffed):
5D now instantly charges one stock of the install gauge on startup, but charges very slowly if held down.
2D starts to charge slowly but increases charge speed quickly over time if held down. Has more recovery time at the end.
jD still charges at a flat rate. Charge speed has been increased.
5B damage increased.
2BB>5BB gatlings added. (Cannot re-gatling into 2BB)
236A start up time increased. Cannot be comboed into. Higher proration.
214A and B no longer floats opponents.
Hitstun decreased on 623A counter hit. Can no longer follow up.
22D no longer wall bounces. Can be combos into a 236D mid-screen or into normals in the corner.
j236A has increased startup time. Can’t be comboed into.
j236C has increased landing lag.
Throw now causes slide, and the animation cannot be canceled. 236D follows up after a throw in mid screen and can start a combo. In a corner, she can follow up normally.
It is easier to combo out of an air throw.

Hazama (Overall Nerfed):
Ouroboros start’s up slower and travels slower.
Ouroboros gauge takes longer to recover.
5B’s hit stun reduced. If 5B>3C is not inputted with incredibly fast timing it won’t combo.

Makoto (Overall Nerfed):
Parry cancel/loop removed.
5B starts up faster and can be jump canceled on block.

We will bring you more updates as more balance changes are revealed, and will be on the lookout for a more official translation.
cкорее-бы стырили хД

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Re: BlazBlue Continuum Shift

Сообщение BAAL » 20 сен 2010, 00:33

1n0k писал(а):за хазаму и тао не прощу, радует ап рейчел
Ну да хазаму порезали очень сильно, не то что банга или лайчи.
Street fighter 4 - Honda, Yun.
Street fighter 5 - Kolin, R. Mika .
Injustice - Deathstroke, Bane.
Injustice 2 - Wonder Woman, Bane.

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Re: BlazBlue Continuum Shift

Сообщение A.T » 20 сен 2010, 00:39

Лайчи и Бенга порезали фигня ) Сравните с Рагной )


ХАзаму порезали относительно серьёзно, все зависит от конкретных цифр, но комбить ему теперь должно быть не так вольготно. Разве что с хотенжина.
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Re: BlazBlue Continuum Shift

Сообщение Krotto » 20 сен 2010, 00:42

просто вопрос- зачем настолько кромсать вобщем-то мидтиров, ну да ладно ) з.ы. повторяюсь.. -_-

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Re: BlazBlue Continuum Shift

Сообщение Fidoskin » 20 сен 2010, 01:06

Krotto
Что бы они не стали ОП :)

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Re: BlazBlue Continuum Shift

Сообщение 1n0k » 20 сен 2010, 02:56

про банга:
Heavenly Phoenix единственный фикс который помешает ему комбить
вместо a b 2b и пошел пошел, будет 2a 2b b и пошел пошел
2с медленне стартап? и что 2b 2с как комбилось так и будет комбиться
про хазаму:
b 3c самый юзабельный комбостартер, че делать без него я хз(b c 3c?)
фикс змеи ужасно, негодяи успеют отрекавериться и дать в нос
про рагну:
как выдавал комбы по 3к не сильно парясь, так и будет выдавать
лично меня расстроила отмена b 6а ибо со стрейфом проблемы имею(джост такой)
лайчи играл мало, комбить почти неумею пожтому судить не берусть
это мое сугубо личное и некомпетентное мнение, спс
©CMN

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Re: BlazBlue Continuum Shift

Сообщение Fidoskin » 20 сен 2010, 03:02

>>b 3c самый юзабельный комбостартер, че делать без него я хз

Его не убирали как бы)

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Re: BlazBlue Continuum Shift

Сообщение 1n0k » 20 сен 2010, 03:08

incredibly fast timing почему то пугает фраза
©CMN

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Re: BlazBlue Continuum Shift

Сообщение perfecti » 20 сен 2010, 03:08

я понимаю, что все кому интересно и так читают дл, но все равно, репост, на всякий случай)
PS3 patch - 9/20 Valk - 9/21 (JPN time)
360 patch/Valk - delayed

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.
It's more right to reach for these dreams and fall
Than stand by and
never try to reach them at all ..

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Re: BlazBlue Continuum Shift

Сообщение Cryingvoid » 20 сен 2010, 03:20

- In network mode it remembers the last character you chose, and defaults to them.
Полезная вещь. Достаточно часто по ошибке можно выбрать Рагну/Дзина, когда много боев подряд играешь.

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Re: BlazBlue Continuum Shift

Сообщение A.T » 20 сен 2010, 04:13

про рагну:
как выдавал комбы по 3к не сильно парясь, так и будет выдавать

lol.
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Re: BlazBlue Continuum Shift

Сообщение Plaha » 20 сен 2010, 05:38

То есть если я правильно понимаю у макото убрали это? -
Время есть. А вот для файтингов его пока нет.
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Offtop
And as we wind on down the road
Our shadows taller than our soul.
There walks a lady we all know
Who shines white light and wants to show
How everything still turns to gold.
And if you listen very hard
The tune will come to you at last.
When all are one and one is all
To be a rock and not to roll.

And she's buying a stairway to heaven.

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Re: BlazBlue Continuum Shift

Сообщение A.T » 20 сен 2010, 05:47

Там что-то ужасное в самом начале, короче убррали вот это:
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Re: BlazBlue Continuum Shift

Сообщение Cryingvoid » 20 сен 2010, 20:27

про рагну:
как выдавал комбы по 3к не сильно парясь, так и будет выдавать
Offtop
Покажите мне хоть одного Рагну, который на 3к останавливается Т_Т

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Re: BlazBlue Continuum Shift

Сообщение Fate » 21 сен 2010, 08:42

It seems my body tea is ready.
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild,
Sollst sanft in meinen Armen schlafen!


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Случайностей нет. Есть только Судьба.

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Cryingvoid
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Re: BlazBlue Continuum Shift

Сообщение Cryingvoid » 21 сен 2010, 15:18

Хорош, волчара. Хотелось бы еще, чтобы у него было несколько замороченных техник и комб, над которыми надо сидеть :3

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