NEW "Blazblue Continum: Shift" discussion!

Well hell, most of the cast felt unpolished in Vanilla BB, but then I guess that seriously goes without saying at this point.

Im just looking on at the CS updates, if they don’t get it right this time Im done with Arc games.

Tager is a grappler there is no doubt about that. He is BBs Zangief for sure.

well what discourages me is he’s the only grappler I recall that can have his command throws teched out. (well within a few frames. that makes me rethink how i handle throwing with him.

either way I still love using him.

I think I have a right to shed a tear for Nu getting nerfed pretty badly too although my sympathy is with the Rachel players.

Also, why is Taokaka’s j236B horizontal? That makes no sense to me.

if no one really knows yet heres some more info
burst DOES NOT affect the barrier gauge anymore.
burst now sends opponent upwards allowing to combo thanks to hakumen player testing it
damage has went down to further increase play time
ps. please stop saying nu in new BB. NU IS NOT IN THE GAME!!!

lambda 11 - Given similar ice car like jins
D combos still works
rumored that she has EDDIE’S 22S

tsubaki - Is HOS style character

Hazuma - looks like johnny but plays pretty cool looking

iron tager ( Bottom tier to top tier)- gained many super armor in his moves. 5D does not send your opponent away so your able to combo. given ragna 22c type move
new move 4D

hakumen - has 4D
when sword cuts projectiles, creates a seal for a certain time and negates any projectiles

litchi- still much the same but i believe she could not combo into tsubame (dp move i think)

bang - from watching videos
all of his D are much faster and has longer guard points

arakune (from dustloop) -
D - gets back about 20% of curse meter
6D - gets back about 35% of curse meter
2D - gets back about 25% of curse meter, longer recovery time, does not work as corner trap anymore
JD - gets back about 20% of curse meter, not an overhead anymore
A bug - huge, fast, almost same as the old A bug, bounds once on the ground and then disappear
J2D - JD in straight vertical direction
B bug - slow, does 3hit and has knockdown property
C bug - slow, has big mouth and bites the opponent, the one on the screenshot of famitsu, position, hit effect is same as the old C bug
D bug - butterfly

ragna -
new move - belial edge j.214c - not considered overhead

Jin - Given new air move
many combos does not combo any more
ice car is much higher now
new super similar to hakumen counter

noel -
A move does not give advantage frames anymore ( hahahahahahaha)
New combos
some old combos dont combo

rachel (most nerf on dustloop)
CURRENT LOKE CHANGES (10/3-10/4):

System Mechanics:
nerf: Wind no longer recharges while otg
kinda un-nerf: Wind recharges faster (still has a pause before it starts regenerating though)
buff: wind starts recovering faster once you have 2 charges

Moves:
nerf: Frog only does 604 dmg (as opposed to 1182 iirc in BB:CT). Still 8 hits.
nerf: j.a is no longer an overhead
nerf: 6c does less damage.
nerf: 236a/b/c projectiles disappear if rachel is hit during them.
partial un-nerf: Pumpkin flies slightly further than first loke
unknown: 4d doesn’t pull the opponent in as much

Combos:
nerf: as far as i can tell, you can no longer combo into 6dc from any of the normal methods (6b CH, 5b on standing opponent…)
un-nerf: Frog combos are back in! Tsubaki is a 3c frog character. (keep in mind you don’t get frog oki and super damage is heavily nerfed. also, thanks to frog gauge you can’t do a frog combo if you already have/recently had a frog out).
buff (to replace old method): j.c xx air BBL is possible now.
still in: Combos to frog after super!
still in: j.3d2c combos on crouching (haven’t seen whether you can 5b after it though if you do)
still in: j.c 2d dj j.c land super still works! I wonder if this means that the j.c hitstun reduction isn’t as much as we thought or that they changed it back for this loke…
still in: (5b) 3d j.a j.a j.b 5b ~
still in: 2c CH 2d 5b air combo (including into j.c 2d dj j.c land super)

New Moves:
Tempest Dalia: (uses one wind to activate along with 50% meter)- 1 wind at start results inrelease of 5 koumori (bats).
2 winds result in 4 koumori + 1 bull
3 winds result in 2 koumori + 2 bulls + 1 pumpkin
4 winds result in 2 bulls + 2 pumpkins + king george.
^thanks ryokoalways for details

First Loke Test (9/26-9/27):

System Mechanics:
nerf:Guard Libra Points: 4 (pretty low, she can’t turtle much at all anymore)
nerf: There is a pause after using wind before it begins recovering again

Moves
nerf: j.2c no longer chains to j.c on block
nerf: j.2c is no longer jump-cancelable on block
nerf: j.2c is no longer special move cancelable (no more canceling to pumpkin – bye bye oki)
unknown: j.2c can be canceled to one of her supers (dunno which one) during first half of recovery (not sure if this only applies to hit, or block too)
MAJOR NERF: j.2c is no longer cancelable on landing frames (JP BBS notes that if your opponent blocks j.2c, they can begin counterattacking – Rachel loses momentum entirely. Unsure about how it works on hit.)
nerf: j.c hitstun reduced (no more relaunch combos or air combos to super? or maybe just no more iad combos)
nerf: 6b counterhit stun reduced (this means no more comboing directly into 6dc and no more dash super)
nerf: 236b/c have longer recovery time
nerf: Baden Baden Lily damage significantly reduced (JP BBS cites 2200 for melee super, 3800 for melee + 1 pole).
nerf: 6a loses to more attacks than it used to. Not sure exactly why yet.
nerf: 6a is no longer a guard point. possibly still heat attribute invulnerable? (can no longer eat projectiles)
nerf: more recovery on 3c

pumpkin changes (MAJOR NERF)
Pumpkin hitbox disappears if Rachel gets hit after it is activated
Almost no hitstun
Doesn’t fly very far
+frames on block much less
Cannot summon another pumpkin while one is active. when the pumpkin disappears, a timer with 2 seconds appears. until that timer runes out, you cannot summon another pumpkin.

frog changes (MAJOR NERF)
Now has it’s own life meter
Shorter activation range
No longer activates while the opponent is down
The frog no longer jumps – it now crawls at a snails pace (but it is now affected by wind and slides like crazy if you use it)
Cannot summon another frog while one is active. when the frog disappears, a timer with 2 seconds appears. until that timer runs out, you cannot summon another frog.

buff: sword iris now usable in the air (command changed to 214c). it supposedly has very little landing recovery
buff: 4b is a bit faster
new move: New distortion drive called Tempest Dalia – uses up all winds and will change depends on the number of wind left. Summons random projectiles and stuff onto the screen.

Combos
nerf: can no longer combo into frog, it literally won’t attack an opponent during a combo and moves too slowly (this is bad, means less ability to regen wind during combos, and probably worse/no okizeme)
nerf: 3c9d combos became more strict (aka probably no more linking 6c from this. in combination with j.c untechable time this probably means the only way to super will be spending 2 wind to 3c9d 5b 4d super… IF that’s even possible.)

IMO i don’t think tager is like hugo or zangief. Just because tager is a grappler doesnt relate him to them. I would say he is similar to potemkin due to his style of gameplay. I have been picking up potemkin and tager around the same time and notice very similar combos and style.

this is awesome news… it’s like astaroth going from sc2 mid-tier to sc3 top-tier… now i can finally learn tager and wait for CS…

I’ll just leave this here.

His command throws can only be teched if they’re combo’d into. There’s no tech window for his Tager busters. You need to jump when you see his arm raise.

November 20th, eh?
That’s pretty vague, is that an arcade release date, or console? Japanese or NA?
I’m assuming that’s the Japanese arcade release date, seeing as you got that date from an arcade operator in Kensai

I know it’d be nie to have a simultaneous console release (Isn’t that part of a Red Hot Chili Pepper’s Song?)

But I’d rather bet on Detroit winning the Super Bowl than that happening. We won’t see BB:CS at least until feb of 2010

Was an official trailer released for the game?

And Potemkin is the Zangief of GG, being the main grappler of the series (which is what I referring to with that reference in the first place).

To add Potemkin and Zangief both shit on Tager as far as viability in their respective games.

Hopefully CS changes that and makes Tager a viable character.

From dustloop, Nov 20 is the arcade release date. BBCT was released in arcades at a similar date last year.

So I predict the console release coming June 2010 or so, if they follow the same pattern.

On the bright side, at least you won a game this season, which is more than I can say for quite a few teams this year lol

I’m thinking/hoping more of a spring release to help revitalize the community since it has almost died down since the announcement of CS and the large amount of changes that will come with it. Not to mention a lot of the things they had to deal with in port CT to console have already been dealt with since this is suppose to be an expansion and not a completely new release, once again “hopefully.”

[media=youtube]gMRqwj4l3rs"[/media]

sniff I miss the lolis…

Ahem. Er… anywho. Here’s the opening for Continuum Shift. I don’t have a NicoVideo account, so this doesn’t do me a lick of good, but I figured someone here would enjoy it.

edit:

GODDAMMIT! >.<

I j/k. Thanks for uploading that!

Oh, I think what bboyatom was talking about in Tager not being like Gief and Hugo, is that he is much more of a hybrid grappler in move set, like Alex from SF3 or Ralf in in the earlier KOF games.

Edit:

Flipping beautiful!!

Lol, dude, your Avi had me fucking dying
xD