NEW "Blazblue Continum: Shift" discussion!

Fix’d

Either way that color edit is awesome.

I played Hakumen before he was cool!

But seriously, complete shame about Rachel. Out of the top 3 she definitely wasn’t the one that needed nerfing. Glad to see Arakune and Nu knocked down a couple pegs. Kinda angry that Jin stole my Hakus super counter but I guess he got nerfed too? So that’s cool.

Shame Taokaka didn’t get anything new. I’m very seriously afraid of Bang now though. But he’s pretty manly, so he deserves it.

Hakumen has always been cool. he wasn’t always top tier. :3

But i’m pretty sure that the developers just buffed the shit out of the bottom tiers so they could see what the bottom 3 need to be good. I doubt it’s final. Same goes with everything else. To me all these changes are super drastic just to test the waters of what needs to be changed and what doesn’t.

So in the past, how much have games like this changed between these tests and release?

I think the general system changes are the most retarded part of this revision. I hate Guilty Gear, and I hate that they’re trying to make Blaz Blue more like it. Guard Primer sounds absolutely retarded, and so does auto-charging meter.

Character-wise, though, Lambda sounds like she’s almost as good as Nu with the command Act Pulsr that can now hit you. I am a bit curious how her 5D works now, though. And it also sounds like she lost her Divine Shield, which I hardly use anyway. Oh well.

As far as system changes, the new burst system is better than the current one. Current one makes bursts easy to bait. Considering the penalty you get from bursting, bursting is more or less reserved for when one has low heath (or not used AT ALL) because at that point the damage penalty isn’t that big a deal. Because of this, it makes it relatively easy bait a burst and just proceed to kill them when they are low on health. If you opt to burst early, you better not get touched, because you’re as good as dead if you get touched again.

The Guard Primer system I’m kinda of iffy on myself. As for the auto-charging meter, that was ONLY for the loke test and won’t be added in the final game (aside from Haku-men).

Lambda doesn’t get her stupid free 5DD into combo or pressure string when the opponent techs off the ground. Reason being 5DD isn’t jump cancel-able so you can’t jump into more swords > cresent cancel > more swords and 5DD > 4DD doesn’t combo anymore. Her Act Pulsr mix-ups are weaker because she can no longer do whatever she wants from them and the one that doesn’t have an attack attached to it has longer recovery.

I see your point about the Burst system. One thing I don’t like about GG (and to a lesser extent BB) is that, at high level, it basically becomes a turn-based combo exhibition. I suppose the new Burst system would help with that.

Regarding Lambda, I’m just saying that I don’t have much to complain about, it looks like. Rachel and Arakune players got boned.

At first I hated Jin’s changes, but reading the more in depth impression, especially with the dash cancel property change, he seems to play in a way I’m more comfortable with since I often tried to bait the CH off of 6C anyway, now I can either dash in and Barrier cancel in addition to the option of punishing the counter with 623 C.

True, but I’ve always assumed Tager was Kokonoe’s medium, so if she says she’s gonna kill him herself, I’d assume that she meant she’s gonna send Tager after him and torture him to death once Tager brings him back.
But who knows, you’d think that the daughter of Jubei and Nine would have SOME combat ability, you know?

So wait, do you still go in to danger when you burst in CS?

Nope. AND you get one per round!

You only get an extra burst if you lose though, from what i’ve heard.

I could kinda do without burst and negative penalty.

what is this I don’t even

It doesn’t sound as bad as it first looks…

From what I understand, you can still do 5B > 5C > ItsuuC > etc., Throw > ItsuuA cancel > 6C > etc., and, like you said, her 3C combos, amongst others I’ve missed. I never really did use her 5B > ItsuuC combos much meself (if that was what was lost) so I’ll adapt…

Yeah, her corner game has been toned down, mainly with the changes to Tsubame… I wonder when they’ll be able to tech out of it? After the first hit and before the second one? I must say though, if you can still combo from counter hit, then it shouldn’t be too bad - after all, one rarely lands a Tsubame as a normal hit, more likely on counter hit…

I wish I could try her out with these new changes. I definitely want to try her new D command normals, the Flying Kick of Doom sounds really good as an overhead. Then again, they are still in loketests, and so they can still improve/nerf her further.

Best to sit back and wait, methinks…

O-O~

yeah, next loketest is this weekend correct? will have alot of good reading to look forward to after work.

I just wanna see those new Litchi moves in action :china:

Im just waiting for the word on my boy hazama <3

I can’t wait to promptly spam lazers with my robo-sibling (who also happens to be the female version of THE BIG O)

Also can’t wait to choose a sub

It’s too bad about Rachel. I expected some kind of nerf, but figured it would be mostly in the way of damage and guard break. But they removed pretty much every good tool she has. And it isn’t like she’s a pick up and play character by any means. If they don’t give her some of her pressure game back, I don’t really see the point in folks bothering with her.

And as of now it looks like it’s just a revolving door for balance issues. Knock the top to the bottom, swing the bottom to the top. Mix the middle around a little. It’s all subject to change, of course, but I hope they do a better job of making everyone viable instead of just mixing things up.