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BlazBlue - Continuum Shift, Il secondo capitolo - Thread di discussione

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view post Posted on 20/10/2009, 21:04

CODEN

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Kazikal
view post Posted on 20/10/2009, 21:08




Bene ^^
In fin dei conti mancano solo 2 loc test.
 
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Ronove
view post Posted on 21/10/2009, 01:47




Farei follie per riuscire ad avere almeno due cabinati del gioco *_*
 
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Kazikal
view post Posted on 21/10/2009, 07:35




CITAZIONE (Ronove @ 21/10/2009, 02:47)
Farei follie per riuscire ad avere almeno due cabinati del gioco *_*

Addirittura 2? Ti accontenti di poco ^^'
 
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Jeel
view post Posted on 21/10/2009, 07:59




20 novembre? niente male
 
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Ronove
view post Posted on 21/10/2009, 13:30




CITAZIONE (Kazikal @ 21/10/2009, 08:35)
CITAZIONE (Ronove @ 21/10/2009, 02:47)
Farei follie per riuscire ad avere almeno due cabinati del gioco *_*

Addirittura 2? Ti accontenti di poco ^^'

Uno mica basta per farci i versus. :X
 
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Ronove
view post Posted on 22/10/2009, 16:59




La lista di nuovi tweaks del terzo location test (fonte zetaboards):


System
A couple notable changes were found in the 3rd location test.
1) Astral Heat now requires a Break Burst icon.
2) Guard crush in the air leads to wall bounce.
3) Barrier can prevent the last guard primer point from being removed.
4) You cannot jump or back step during Barrier on the ground.
5) Beginner mode is rather difficult to use because normal moves do not link to special moves. In addition when you character blocks it's always barrier guard no matter you want it or not.

Please read system guide for more info.


Ragna the Bloodedge
Ragna is an almost purely rushdown character, and it remains that way in Continuum Shift. There are a couple key changes in the new version:
Combo Damage Scaling
1) A > B > C > ↓↙←A > ↓↙←D [CT = 1735 | CS = 1702]
2) Air ↓↙←B > ↓↙←D [CT = 2594 | CS = 2200]
3) →A(CH)> B > →A > ↓↙←B > ↓↙←D > B > →A > ↓↙←B > ↓↙←D [CT = 2819 | CS = 2400]
4) C > ↓↙←A > RC > →D > JD > B > ↘C [CT = 2828 | CS = 2300]
5) Throw > ↓↙←B > ↓↙←D > B > →↓↘D > ↓↘→C > ↓↙←D [CT = 3275 | CS = 3098]
6) →B > C > ↓D > C > D (1 hit) > ↓↙←A > ↓↙←D [CT = 3643 | CS = 2921]
7) →B > C > →C [CT = 2226 | CS = 2000]
By comparing the damages, you can see standing C and ↓↙←B are the main factors of less combo damage due to their increased scaling. However, both attacks are much quicker and standing C has shorter recovery with less range. You can use ↓↙←↖B as overhead more often now.

↓C > →C
Damage comparison:
B > ↘C [CT = 1126 | CS = 1126]
C > ↘C [CT = 1350 | CS = 1199]
↓C > ↘C [CT = 1356 | CS = 1356]
Because standing C scales much more in Continuum Shift, replacing C > →C with ↓C > →C as the main punisher is no brainer. Of course you have to hit confirm ↓C that the 2nd hit of →C whiffs on crouch blocker.

Belial Edge
(→A > ↓↙←↖C) x 3 confirmed working in the third location test. Belial Edge is an important combo patch that you can link to relaunch opponent with →A and standing D.



Jin Kisaragi

Jin didn't change much in the third location test. He is still the all around character in this game. His jump B is a bit quicker than the previous location tests but still doesn't connect on standing characters except Tager. Standing B now links to ↓B but not the other way around. Most of his combos can do about 3000 damage. And he has all the tools in every situation as most of his normal moves are faster than in Calamity Trigger.


Noel Vermillion

Noel is almost a new character for players didn't attend the previous location test. ↓↘→ + A/B/C has longer recovery that you cannot do ↓↘→A loop anymore. In addition, Spring Raid command changed to →↓↘D and has no invincibility. Players are shocked by that quite a bit. Then →C doesn't link from standing C. Furthermore, her →A's head invincibility comes slower. More importantly, it is difficult to do a decent combo more than 3000 damage!

Well, actually there are two confirmed combos that does over 3000 pts:
1) corner throw > ↓B > →C > ↓↓C > →C > JD > C > →B > C > ↓↘→D [3700]
2) J←D > →C > ↓↙←A > ↓B > →C > JB > JC > ↓↘→C [3500]
But they are really not that practical. Stable combo such as →A > →C > JD > C > →B > C > →B > ↓↘→D only does 2800 pts.

One improved move is standing B being jump cancelable. Noel simply got worse in every location test. Most Noel players' speculate that developers are just toying with her moves before making final adjustment. She probably will get better in the next location test since she is one of the worst already.


Rachel Alucard
1) Cannon Ball has no guaranteed execution - No big deal H.H said. It's a not a fast move that you can use in close range, so opponent shouldn't be able to hit you far away. In addition, able to cancel it to lightning before landing adds more damage and other possibility.
2) Pumpkin has no guaranteed execution - Another no big deal for H.H. Pumpkin should hit opponent before you get hit. However, he didn't mention it takes more time to summon pumpkin. It clashes with other projectile and active frames are decreased.
3) Frog is still nerfed. It does less damage and takes about 2 seconds to recover. Can move faster with wind but doesn't jump.
4) Jump A is no longer an overhead. It scales a lot and requires 2 wind for decent combo. Not an optimal overhead any in H.H's opinion.
5) Counter Hit →B still does less stun than Calamity Trigger. It's really difficult to do combo afterward.
6) Jump ↓C still not normal and jump cancelable.
7) ↓↘→↓↘→C does less damage.

Losing the strong mix ups, especially the mighty jump ↓C, is reasonable because she is meant to be a keep away character. Jump ↓C's best follow up is land ↓↘→A. ←B is becoming Rachel's main overhead. So far top Rachel players accept the changes except lacking real threat to fight far range is quite problematic. She needs something that matters in mid~far disntance. Hopefully Rachel will get some defining changes in the coming test.


Taokaka
Three main changes:
1) Standing B and C doesn't link to →C on counter hit. Thus it is difficult to do combo above 4000 pts.

2) Air ↓↘→B's last hit causes wall bounce and does about 1500 pts. So try to finish air combo with the final strike:
B > 6A(1) > J↓D,B > taunt > ↓↙←D > J↓D,B > taunt > ↓↘→A(2) > ↓D > JC > jc > JC > jc > JC > J↓↘→B(5)
The combo does 3702 pts but only 3200 with J↓↘→B(4).

3) ↓↙← + A/B is quite annoying due to the much quicker start up and recovery, Taokaka can throw random object one after another. Most character cannot fight Taokaka from far distance with baseballs, pillows, fishbones and hammers coming to you.


Iron Tager
Damage reduction progress steadily in the location test: ↓↘→B and ↓C scales a lot. Perhaps Tager is never meant to be a combo character? Talking about combo, Collider Gadget (not a new move) might be a good combo ender created by Kyaku: →↓↘C > jump C whiff > jump ↓C > ↓↓D. This could be useful when →C > D / ↓D doesn't connect after →↓↘C. Furthermore, →↓↘C's invincibility comes a bit slower than the last location test but it is still good at anti air. Another tidbit is that ↘C forces untechable knockdown on air hit.


Litchi Faye Ling

Combos
(↓A >) B > C > →D(1 hit) > ←↙↓↘→D~B > ↓C > →C(1 hit) > →↓↘D > dash > →C(1 hit) > →↓↘D > dash > →C > ↘C
↓A does 1600 pts. Standing B does 2300 pts. You may jump cancel ↘C or cancel to →↓↘D for further pressure.

↓B > →D(1 hit) > ←↙↓↘→D~B > ↓C > →C(1 hit) > →↓↘D > dash > →C(1 hit) > →↓↘D > dash > →C > ↘C
Low attack combo.

←D > J→↓↘D > JB > ↓B > ↓C > →C(1 hit) > →↓↘D > dash > →C(1 hit) > →↓↘D > dash > →C > ↘C
Overhead, close distance.

←D > J→↓↘D > JB > ↓B > ↓C > ↘C > →↓↘D >↓B > ↓C > jc > JB > Jc > JB > JC > ↓↘→B > ↓↘→C
Overhead, far distance.

Corner ~ > →↓↘D[m] > →C(1 hit) > →↓↘D > [→C > ↘C] or [JC > J→↓↘D]
→B or JC counter hit > ↓C> ←↙↓↘→D~A > {dash > →C(1 hit) > →↓↘D}×2 > dash > →C > ↘C
Back throw > ←↙↓↘→D~A > {dash > →C(1 hit) > →↓↘D}×2 > dash > →C > ↘C
Air throw > JB > land > B > ←↙↓↘→D~A > {dash > →C(1 hit) > →↓↘D}×2 > dash > →C > ↘C

Tidbits
* Normal moves other than →A, →B, →C, and ↘C links to →D / ←D.
* →D leaves Litchi at disadvantage.
* ↓↘→B is punishable by jabs. ↓↘→C is not punishable.
* ←↙↓↘→D~C has longer recovery.
* In the corner you can do ↘C[m] > ←↙↓↘→D~B > C or ↓C


Arakune
Those bugs improved a bit from the previous location test. They generally comes out quicker and back to Calamity Trigger. D bug is significantly better that the diving portion does more hit and ground untechable. Thus it links to 2nd part that the butterfly shoot up and launches opponent, which is also untechable for more combo possibilities. Futhermore, ↓↘→↓↘→C scales less much so combo afterward is quite damaging. A simple combo such as throw > ↓↘→↓↘→C > D > JA > JC > JD does 4820 pts. On the other hand, some of Arakune's moves are nerfed. Most notable ones are C dive no longer has backstep or dash follow up. A > →B has less untechable time than the previous location test.


Bang Shishigami

Bang is still on his road to become a real hero. A > B > ↓↘→↓↘→C does 4000 pts damage. Bang definitely knows how to punish evil doers! On top of that, bad guys now have nowhere to hide because standing A hit all crouchers. Bang can easily trap opponent in the corner with the jab. Talking about traps, Bang's umbrella (↓↙←↓↙←B) doesn't go away even after Bang gets hit. You can throw opponent once they stuck in the raining nails. If they throw escape nails will strike into their head. Bang's D moves are quicker but no longer jump cancelable and scales a lot.


Carl
Not much changes since the previous location test. So far →C, ↓D, jump A/B/C are still overheads. Jump A seems to have a bit more recovery. Volente does 560 pts you can do combos afterward:
1) ↓A > ↓B > ↘C > jump ↓C > C > air combo
2) ↓A > ↓B > →B > →↓↘C > B > air combo

Also, after air throw you can do combo such as:
Air throw > input Volente command > land, standing C > air combo


Hakumen
Combos
Jump D > J↓↙←B > jc > J↓↙←C > landing JB or JC or J↓C > land ↓↙←A > →C (charge a bit)
Landing JB = 4969 pts, landing jC = 5234 pts, Jump D > J↓↙←B doesn't work on Carl, J↓↙←B > J↓↙←C doesn't work on Rachel.
Jump D (close to the ground) > C > ↓↙←B > ←↙↓↘→C > →↓↘A > ↓C > JB > jc > J↓A [5000 pts]
Throw > ↓↙←B (1 hit) > ↓↙←A > →C (Max) > →↘↓↙←→C [5700 pts]
Throw > ↓↙←B (1 hit) > ↓↙←A > →C (Max) > →↘↓↙←→C > →↓↘A > →C [6000 pts]
Standing B > →↓↘A,A > J↓C > ↓C > hjc > J↓A > air dash > J↓A [3700 pts]

Tidbits
* →A Hakumen moves forward a bit. Still have frame advantage on block.
* →B now has floor bounce effect and not special cancelable. However, you can cancel to D > A > air combo.
* Throw > ↓↙←A works on Carl now.
* Jump D has more whiff recovery.


Λ-11
She did not change that much. Lack of informating may due to less Λ-11 players in the location test this time.
* Standing D and →D have slower start up, although attack distance did not change.
* Air ↓↙←D may have height limit. Players have varied opinions on this one.


Tsubaki Yayoi

She has a new ↓B > →C link for move mix up option. Now air ↓↙← + A/B/C/D causes slide effect. D version becomes an overhead. ↓↘→↓↘→D does less damage, but Tsubaki Install (↓↙←↓↙←D) is much better. Not only that it has invincible start up. Tsubaki also move earlier than her opponent afterward. As players begin to understand this move, doing over 5k combo is not that difficult with max Install meters. Another interersting discovery is that D, ↓D and jump D charges at different speed. In the third location the charging speed ranking is: D > ↓D > jump D. Please check out the quick start guide to learn more about this character.


Hazama
→A and →B buffed as they links to distortion drive and removes a guard primer point. His distortion drive →↘↓↙←→C is much quicker (about 10F) and quite invincible that you can catch a lot of moves such as:
1) Hazama's Standing D
2) Rachel's cannon
3) Arakune's cloud recovery
4) Tsubaki charging D
5) Tager's ↓↘→A/B whiffs and ←↙↓↘→D
 
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view post Posted on 22/10/2009, 18:38

CODEN

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Aggiungiamo anche il tuo ottimo resoconto:
http://blazblueitalia.blogspot.com/2009/10...on-test_22.html

Buoni commenti e videos a corredo <3

Sta cominciando a piacermi Tsubaki il giusto. Ho letto cose belle. Proprio simpatico essere a soli 23 anni dalla possibilità di toccarla con mano!
 
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Ronove
view post Posted on 22/10/2009, 21:13




Sono tutte e due abbastanza interessanti. Tsubaki ha il vantaggio di poter fare parecchio male se riesce a caricare in fretta la sua Install, ma d'altro canto è costretta a fare dei knockdown per avere il tempo effettivo di caricare (anche se indubbiamente ci saranno matchup dove sarà più facile per lei caricare da lontano, sto pensando tipo nel matchup vs Tager). Hazama mi piace perchè il suo drive viene usato sia come combo fodder, sia per reset/frame traps, o semplicemente per spostarsi o fare zoning. D'altronde, serve per compensare la sua scarsa mobilità con il suo movimento "normale". Mi viene da pensare, che a meno che non abbia delle mosse rapide che hanno tanta priorità (qualche normal?) forse potrebbe soffrire il rushdown, contando il suo modo per "scappare" sarebbe l'utilizzare Ouroboros (il suo drive).

Edited by Ronove - 23/10/2009, 17:37
 
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view post Posted on 27/10/2009, 17:27

CODEN

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Ma è Noel a 1:10?
 
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Ronove
view post Posted on 27/10/2009, 20:01




Possibile. Oppure è Nu.
 
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Kazikal
view post Posted on 27/10/2009, 21:08




CITAZIONE (LUN @ 27/10/2009, 17:27)
Ma è Noel a 1:10?

Se dici la ragazzina alla quale viene inquadrato il petto, è un'immagine che si vede durante la storia di Calamity Trigger (all'inizio).
È Noel col simbolo di Nu, dopo viene inquadrata sul viso ed ha i capelli biondi ed occhi verdi.

PS: Comunque riguardo al video... fap fap fap :look:

Ah, ho appena visto questa versione: https://www.youtube.com/watch?v=NIEK24uCO0c

Non è in HD, ma la qualità è nettamente superiore all'altro video ^^
 
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Ronove
view post Posted on 28/10/2009, 01:27




Per la versione coin-op, ci saranno le seguenti modalità:

- the old Arcade Mode
- Score Attack Mode: A+B then hit Start
- Sparring Mode: C+D then hit Start

Sparring mode:
throw in coin, press C+D, then press start.

Can play vs CPU for up to 7 minutes, can set level of CPU, HP of CPU will regenerate during given time.

Bella l'aggiunta del training mode.

Peccato che il cabinato e la scheda del gioco costino uno sfracello, voglio giocarci asap ;_;

Edited by Ronove - 28/10/2009, 02:17
 
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Kazikal
view post Posted on 28/10/2009, 08:40




Questa trovata delle modalità, fra cui il training, è geniale :o
È la prima volta che la sento.
 
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