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Re: BlazBlue Continuum Shift

Добавлено: 09 окт 2010, 12:05
perfecti
Hazama 5B 3C 214D~C doesn't connect anymore. Might be replaced with 5B 3C 214D~B since 3C lifts higher now?
what's the point? =/

Re: BlazBlue Continuum Shift

Добавлено: 09 окт 2010, 14:53
maitrecarotte
Интересно, что неиграбельность рагны осталась неисправленной )

Re: BlazBlue Continuum Shift

Добавлено: 09 окт 2010, 18:35
NekoJet
Ноел кошмарно обрезали, Хазаму кошмарно обрезали, Хакумена кошмарно обрезали, oh god WHY?! Не понимаю смысла так сильно резать чаров, которые и так не ОП.
Такими темпами год-таерами станут Рейчел, Тсубаки и Тагер

Re: BlazBlue Continuum Shift

Добавлено: 09 окт 2010, 19:12
maitrecarotte
Тайгер похоже станет ы таером в мире и мидом в японии. Поскольку японцы могут отзонить его даже нынешней рейчел и не дать подойти, а вот европецы\американцы - ни за что.

алсо у Рейчел видимо судьба быть топ таером. Если не самой по себе, так хоть на фоне кастрированных рагн, бангов, хакуменов и то ли еще будет.

Re: BlazBlue Continuum Shift

Добавлено: 09 окт 2010, 21:09
A.T
what's the point? =/
Всем подножки режут. У Рагны например 3С - 5Д не комба уже с первого лока.

Re: BlazBlue Continuum Shift

Добавлено: 09 окт 2010, 21:54
Fate
Ещё немного копипасты с Дастлупа:
Ragna
- 5B -> 6A is back.
- 5C, 2C -> 6A added.
- Ground Gauntlet can be followed up.
- Blood Kain -> 6D 6D possible.
- 6A weaker (less range, etc.).
- 2C slower.
- 2D doesn't break primers.
Jin
- 5D much faster, comboable from 5C.
Noel
- C Silencer lifts higher, easier to combo from longer distances, harder for longer combos. Added in same-move proration.
- Barrel even faster.
- 6A hits crouchers.
- 5C jump cancelable on block.
- Some Chain Revolver parts faster.
- Hitting with Bloom Trigger on standing opponent will slide them.
- 5D slower.
- Spring Raid hits to edge of screen, can't follow up unless in corner. Does less damage overall.
Rachel
- Pumpkin much faster, can head to edge of screen in an instant. Still disappears on hit.
- Tempest Lobelia buffed, much faster. Can actually combo from 5B.
- 5CC sliding has more untech time.
- Wind recovery starts out extremely slow, but once it starts, will recover fast.
- 6A back to CS version (as opposed to the CT version they switched back on the previous loctest. NOPE).
Tao
- 6B slower, but will combo into 5B on all crouching characters.
- Cat Spirit 2 causes sliding.
- New jB hits mid instead of overhead now (old jB is now j2B).
- Can't cancel into Cat Spirit 2 from jD moves.
- 6C causes slide, can't combo unless in corner (Seems fatal 2C 6C will still wallbounce? No tauntloops either way.)
- You must change up which jDs you use or you'll stop and fall in the middle of your combo.
- j2D stronger, heads downwards more, harder to combo with.
- No 6C to Almost Becoming Two combos.
Tager
- Charge changed to 214D.
- Magnetism pull stronger.
- 6[A] pulls in during hold.
- A Driver combos into Gadget.
- Sledge followup faster and moves him forward.
Arakune
- dunnolol
Bang
- Furinkazan ground movement is shorter.
Karuru
- Anima has super armor, flashes red when hit.
- 3C hits downed enemy towards you. Can combo afterwards.
- 8D breaks primer, air blockable, interruptable.
Lambchops
- 4B faster, less recovery.
- Sinker faster, less recovery, hits 6 times.
- 214 moves changed to stun instead. CH is pretty long.
- Throw throws higher, harder to combo.
Hazama
- 5B 3C 214D~C doesn't connect anymore. Might be replaced with 5B 3C 214D~B since 3C lifts higher now?
- Chain doesn't replenish gauge on block.
Tsubaki
- Grab no longer followable by 6C or 214D.
- Charge puts her in CH-able state.
- j236A faster, knocks upwards, actually usuable in combos.

Guesswork on google translation for some of Hakumen's changes:

Can't follow up after JD, 5D, 6D
Renka input change 236B, wallbounces, can connect 6C
3C 3C out or damage reduced
Enma floats higher
Tsubaki gives slide knockdown
А я пока создам тему по Платине, чтобы сваливать весь новый хлам туда.

Re: BlazBlue Continuum Shift

Добавлено: 10 окт 2010, 12:43
Sombre
Любопытно.. Если мы весь этот "хентайный" "ребаланс" увидим на консолях в виде патча (увидем ведь?), то что они будут делать с челлендж модом, например?

Re: BlazBlue Continuum Shift

Добавлено: 10 окт 2010, 13:29
SLiC
Изменят.

Re: BlazBlue Continuum Shift

Добавлено: 10 окт 2010, 13:41
Script
Jin
- 5D much faster, comboable from 5C.
Что творят...
5B 5C 2C 5C 5D DC 623D, а там уже и угол.
В принципе, и без угла хорошо, халявная заморозка в каждой комбе.

Re: BlazBlue Continuum Shift

Добавлено: 10 окт 2010, 13:47
SLiC
5c два раза нельзя юзать, вроде как. Т.е. либо 5с, 2с, либо 2с, 5с.

Re: BlazBlue Continuum Shift

Добавлено: 10 окт 2010, 13:50
Script
Нельзя кэнселить 2С в 5С второй раз.

Re: BlazBlue Continuum Shift

Добавлено: 11 окт 2010, 22:00
yoman
Может они сразу хакуменовскй драйв уберут?

Re: BlazBlue Continuum Shift

Добавлено: 16 окт 2010, 16:30
Krotto
иии... 3й локтест !
http://www.dustloop.com/forums/showthre ... Discussion
(следите за обновлениями))

Re: BlazBlue Continuum Shift

Добавлено: 16 окт 2010, 22:01
Fate

Re: BlazBlue Continuum Shift

Добавлено: 17 окт 2010, 09:38
maitrecarotte
( Изменения в 3 локтесте, на английском )
Originally Posted by Karuru
- 3C launches higher, techable. Can combo into jB if close enough.
+ 8D air-unblockable again (barrier works).

Originally Posted by Valkenhayn
- 6C doesn't wallbounce.
- Mondlicht has more proration, much less untech time.
- 2C slower, upper body invincibility starts later.
- Weiss Jägd only wallbounces in corner.
+ 5C air unblockable (barrier guard works).
+ Wolf jA has less proration.
+ Weiss has less proration.
- 3C knocks opponent down further away, hard to follow up.
- Less untech time on Wolf jB. (welp byebye jB jB combos)
- Throw wallbounces, harder to combo.
- König Wolf cancel point is later.
- Sturm Wolf does less damage.
- Damage generally decreased.

Originally Posted by Makoto
- Level 3 drive moves have less untech time. 2C connects from L3 5D in the corner. Small window. Pretty much nothing else does. It's very hard to combo off L3 drives outside the corner.
- Were you ever able to barrier guard cancel Makoto's Astral Vision move? Because I think he's saying they took that out.
- Makoto Dempsey Roll has less untech time.
- Opponent falls faster after Corona Upper.
- Can't cancel from neutral throw.
- 2C slower.
- Comet is slower.
- C Asteroid vision angle has been changed. Lightning Arrow combos gone.
+ 5B air unblockable (barrier guard works).
- Parry spins on hit now.
- Shooting Star wall bounce removed.
- Big Bang damage has been reduced.

Originally Posted by Jin
+ 5C air unblockable (barrier guard works).
- 3C techable now.
- 6A forces crouch, can't special cancel. ( ≖‿≖)
- 5D slower, freeze still as short.
+ 5B > 6A gatling added. Of course, it doesn't combo.
+ 2B > 5B gatling added.

Originally Posted by Tager
- Sledge followup slower than in the previous loketest.
+ Sledge followup has Fatal property.
+ 5C air unblockable (can be barrier guarded).

Originally Posted by Tao
+ Throw range increased. Still not at CT range, though.
+ He's wondering if Tao ever had 2C -> 3C gatling? Well she has it now.

Originally Posted by Tsubaki
+ Corner throw connects to 6C. Again. Might work with 214D too? 214B doesn't work.
+ C-Tsubasa (214C) can be charge-cancelled after the move. If she has a jump cancel left, she can do C-wings > j.D > air combo.
* Post-landing recoveries on aerial charge cancels and JDs are unchanged.
* 3C > D-sword (214D) connects as usual.
- Instant charge is gone? Seems like 5D just charges as CS1.
+ 2D/5D/j.D all charge faster, though. 2 stocks off 22C finisher midscreen seems reasonable.
+ 5D seems to recover faster, too
- 2D feels a lot slower to recover, was worried doing CC's.
- Charge counter-hit state is through the startup, move and recovery.
* 214A still doesn't launch or combo into anything making it kind of pointless (I'm probably missing something)
+ 236D seems to have longer hit-stun/level upgrade.
* Super is still a projectile (but it would be), not sure about her DP (was trying to get a Hakumen to cut it).

Originally Posted by Arakune
- jC has more proration.
+ f○g can be comboed into, easier to tack on curses with meter.
+ f○g autoaims on the opponent.

Originally Posted by Lambchops
- Cresent bounces higher, loop easier. More proration. Longer untechable time, much easier to combo.
+ Act Parser A goes through opponent if close enough. Puts Lambchops in counter state. Can be used to escape the corner easily.
+ C moves have less proration, C>6C loop does more damage.
+ Gravity is actually better than it was in CS.
+ 5D, 6D, 4D have more... something. Startup? Active frames? I don't know, I don't have the source.
+ 6A buffed a lot.
- Throw only combos into dash 2D.

Originally Posted by Ragna
+ 5B air unblockable (barrier guard works).
+ 2C -> 5C gatling added.
- Overall damage tweaked (I'm gonna say nerfed, since this is listed in red).

Originally Posted by Mu- 3C techable.

Originally Posted by Rachel
+ 6A has been buffed.
+ Tempest Dahlia has no wind consumption. Speed is good.
+ 6B -> 6C gatling added.

Originally Posted by Litchi
+ ItsuuA/B/C's 2nd hit will come out even on block (loses staff).
+ 2nd hit of Itsuu breaks 1 primer.
+ Can do Four Winds, 5D or 2D after the 2nd hit of Itsuu. He's not sure if it works on block.

Originally Posted by Bangu
6B causes stun. No followup without RC.

Originally Posted by Others
* No changes/nothing found out yet.

Originally Posted by General
Throws/command throws are unbreakable after a guard crush. This was in the last loketest, wasn't it?


Отмечу, что просмотрел все 30 страниц треда на дастлупе, так что эти изменения последние из там приведенных.

Для Ноель плееров - ничего не изменилось, 3с оставлено таким же. Для Хаку тоже, видимо фантазия на нерфы кончилась.

Впрочем на следующей неделе следующий локтест, так что Мю, Валкенхайны, Макото и Хаку плееры могут пока что совсем не огорчаться, а Джины, Цу и Лямбды пока особенно не радоваться.

Update
Mu:
+ 2C > 6C combos on standing.

Makoto:
- Shooting Star D cancel was removed.

Moar update
Ragna:
+ Able to combo off 3C
+ 2C > 5C gatling added
- Fine-tuning all of his damage. (?) I think it has been lowered.

Noel:
- 5C no longer moves her forward.

Arakune:
- F of g now leads to a combo

Hell moar
Noel
- 5C doesn't move her forward.

Arakune
+ f○g gives you 100% curse, probably can't use it to recurse afterwards.

Tsubaki
+ 214C confirmed after corner throw.

Hazama
+ Ouroboros gauge goes up one if guarded. (This is listed as a nerf, aka in red. I have no idea why. Wasn't the gauge gain on block completely removed last loketest? And doesn't this change revert it to CS1?)
+ 6A/6C downs opponent on hit.
* Zaneiga>6C>2B>5C>JC>Snake>2D>5B>JCx2>JC>Hirentotsu

This is your new BnB, learn it, love it. 3800 damage. I assume Snake is j214B?

Carl
+ 5C CH proration still same, 8D has different same-move proration on the clap and wave, so it does more damage.

Ragna
+ 3C combos into 22C.
* Apparently Dead Spike combos are the way to go now?

Re: BlazBlue Continuum Shift

Добавлено: 23 окт 2010, 09:56
Fate
Четвёртый локтест уже идёт, но инфа по нему только набирается. Зато уже известно, что
все, ВООБЩЕ ВСЕ наземные B и C-нормалы в воздухе блокируются только барьером.

:psyduck:

Re: BlazBlue Continuum Shift

Добавлено: 23 окт 2010, 10:59
Horo
Fate писал(а):все, ВООБЩЕ ВСЕ наземные B и C-нормалы в воздухе блокируются только барьером.

:psyduck:
ГГ стайл

Re: BlazBlue Continuum Shift

Добавлено: 23 окт 2010, 11:02
Broken
Тсубаки крутая? есть видосы с толковыми? и пользуются ли спешалами вне комб?

И когда удовольствие ожидается на консолях?

Re: BlazBlue Continuum Shift

Добавлено: 23 окт 2010, 11:24
SLiC
Fate
Это же хорошо =)

Re: BlazBlue Continuum Shift

Добавлено: 23 окт 2010, 17:26
Fate
Broken_Angel писал(а):Тсубаки крутая? есть видосы с толковыми? и пользуются ли спешалами вне комб?

И когда удовольствие ожидается на консолях?
Думаю, это лучше спрашивать в теме по Тсубаки. Релиз патча на консолях ожидается где-то в ноябре.

SLiC, я не то чтобы спорю, просто это самое глобальное изменение в механике со времён релиза CS. Неожиданно.