NEW "Blazblue Continum: Shift" discussion!

That actually makes me not want to play CT. I don’t want easier. It was already too easy to begin with. Aksys just keeps taking more steps backwards from GGAC.

updated my write up with all characters now

Nicely done, I already repped you so uhh… DRD rep him for me :lol:…

You’re asking me to rep the man for writing something up that killed my love for the game?

Too bad slick, cause I already did it. :stuck_out_tongue:

lol thanks, the game was fun as I hope some innovation can be made just most of the “new moves” people got except Lambda, Arakune, and Litchi got don’t seem to create lots of opportunity for new setups which is one of the main problems.

I’m a Noel main.

lol sorry she has maybe the worst damage in the game. watch any vid her damage is MADDDDD low unless they find some seriously funky stuff with her. st. C is pretty dumb though so who knows! Ragna though plays pretty similarly if your interested and seems pretty solid. His damage is kinda dumb the more I think about it, any button into st. D can deal like 3.5k+ lol.
Edit:
http://www.nicovideo.jp/watch/sm8970210 ooo R-1 has a pretty good no meter combo here that works well. The game is still early so new shit’s going to be coming out daily for awhile. Still she’s really unsafe which hurts her cause.

Don’t get caught up on the bang hype once people learn to play bang he’ll lose a lot of his potency. Most players (including japanese) are using his D moves and get free hits cuz people just aren’t playing around them properly. He’ll lose some potency as the game continues and people learn to green guard and anti-air him better. Sadly this is going to be less rushdown and more reactionary answering.

Lambda is who i almost exlusively played and her damage is pretty damn solid off some moves. Her dashes will probably lose some potency but her charges are fast enough to punish some moves on reaction. The lambda mirror is going to be even gayer as random dashes punish everything except st. D : /

C Dash> 6C>2DD>TK j.214D>DD>6DD>2DD>j. DD>j.214D deals like 4k which is awesome no meter

can do same combo off counterhit D but you have to remove DD and go straight to 6DD after the TK crescent

Her 2DD seems to have more hitstun allowing for some pretty gross loops with 6C honestly her biggest weakness is that she can’t get pretty much any damage off random pokes even with meter anymore. CH thoughand mid-range hits do quite a bit. No meter TK j.214D combo’s are kinda gross though. Also lambda’s are going to have to be more effective at zoning and not run as if you get negative you will die to some characters if you get hit. Negative than get CH by Hakumen 4C can lead to like 60% or more which is really bad.

what makes bang so different then how he is now, that people need to fight him differently?

Well not really people need to fight him differently people just never had to respect his D moves in CT. They lost to just attacking them, but now they activate faster and the auto-guard doesn’t lose to attacks. So people don’t throw him out of his D moves nor do they cancel attack moves into throws to counterhit throw him into a combo which is entirely possible. Also his D move followups are FAR from guaranteed but people keep eating them when they should DP, j. Cancel or whatever to escape them.

In essence because most people never have played a good bang they never had to adapt. So most players I’ve seen (in vids and in real life) are getting gimmicked way to easily into things they can avoid. Once Bang loses this he’ll have to work for more of his damage.

I have a good local bang so CS bang didn’t seem that impressive to me. He plays pretty much identically and Lambda can anwser him the same as Nu just his health is a bigger factor now that her damage is so low. Probably 5-5 as lambda can still lock him down and her new C and A dashes are good for escaping his D moves. Also her air throw rapes his air moves so the Bang I played was getting locked out by my throws more than anythings as his D spam wasn’t working. Also his shuriken lockdown wasn’t to great as he left a gap there cuz he didn’t do it fast enough so I could gravity dp out of it.In CT you couldn’t escape it so I assume he wasn’t doing it right.

All the match up charts I’ve seen have Arakune vs. Tager as even, while Lambda vs. Tager is in Tager’s favour :looney. Why do you think your perception of the match ups is different?

You made some really interesting criticisms of the game I haven’t considered before, particularly about everything being less “dangerous.” In CT, one wrong Sledge against Nu or Arakune means I eat a 5000 damage combo for my trouble. Now that Nu can’t punish as hard and Arakune can’t deal damage pre-curse, I can throw that out and hope for the best. Less risk, more reward.

Here’s the deal about the Tager matchup he can’t do ANYTHING without a fireball against lambda. Absolutely nothing unless lambda kills herself by running into a sledge. Honestly by chipping his butt and standing at peak sledge range you’ve effectively negated every option tager has. Just react and punish and you’ll win. If he whiffs an attack to gain magnet meter or does a charge you can punish him. It’s sad. Now if you go trying to rush him you could lose but he still can’t move forward on lambda at all. Once he has fireball just don’t attack unless he’s in the air and do your best to bait it, but if he wastes it he’s lost the round as he has a hard time building meter vs lamda. Nu can punish a bad sledge for 3k-4.5k now so it’s not like your not getting hurt. She just can’t dish out 5-6k anymore. I punished for about 3.8k with backdash 5D CH>C Dash> 6C> 2DD> TK crescent>6DD>2DD>j.DD>Crescent. Also don’t think Tager is much faster he’s pretty much as slow and clunky as ever. Several of his normals and specials are punishable on startup on reaction. Also Lambda has an easy time guardcrushing him as funny as that sounds, lol. He has to eat so many guard primer break moves such as forcefields and ground saws I broke Tager’s guard at least once a match netting a pretty juicy combo.

Arakune I think beats tager because he deals honestly as much damage as Tager with his new D bug loop combo’s and he has great mixup once he gets curse. Arakune is very mobile and can safely build meter against tager using D moves and cloud. Tager’s mobility, anti-air, and air to air game are just lacking and arakune can take full advantage. He can at least deal with IAD and sloppy jumps better but the problem is far from answered. Again he tends to have to rely on sledge which gets him punished. The problems aren’t to evident now imo cuz arakune players haven’t adapted properly to the new character.

Basically Tager is easy with new tools so people are having problems off the bat, but as answers are found and people come to a more competitive knowledge of matchups Tager will start having problems about people simply doing nothing but running and putting stuff in his path. Also right now their are a huge number of Tagers, but lambda is the least represented character supposedly right now so their is probably more skill base in Tager than lambda’s right now.

Tager will have 4/6 against only 2 or so characters imo, he still seems tourney viable cuz 1 or 2 right guesses can just win. However, zoning is still an issue with him and Carl definately rapes him (I know I said I thought it was more even, but talked to a friend of mine in Texas and he was laughing at how I thought that saying it is as unbalanced as ever. Just Tager can luck a bit easier since he has an offense now. He plays a good carl so I assume he knows better than me.)

Lamda though I could see losing to Ragna, Tsubaki, and Litchi but Tager absolutely not lol.

Man I wanted Hakumen to be better but not top tier. I don’t want all the scrubs to flock to him and then be judged for being a Hakumen main. :shake:

Still, there is a bit more to find about the game and I like to think Aksys (or Arksys or whatever) has enough sense to change the game for the better than for the worse (balance wise anyway).

lol, I’m kinda curious if Hakumen’s are eventually going to just turtle till they have full meter to whore huge damage than turtle again. His meter builds really quickly in this game. Also his normals cancel into counter so baiting burst is a lot easier now and all his combo’s use either air normals or j. Cancellable specials for the most part. He’s really going to be dangerous. Some of what I think about Hakumen is still mainly theory as besides 4C being stupid I haven’t witnessed a competent CS hakumen yet. His dash cancel Tsubaki also can be setup without mugen for pretty high damage as Zantets seems to not allow good followups on all characters or so I heard.

Just wanted to say 4c is horrible damage and is just a zoning tool…_(and awesome one :D)

4c-6c-shippu is 2.7k Dx

Well, horrible proration…

And turtling thing is probably a good strategy, even moreso now. Hakumen gets a LOT more meter when getting hit/blocking and 8 stars comes very fast even in CT with decent IB. Activating mugen as a last ditch probably isn’t a bad idea, since he can kill with ~4 stars of mugen meter (and if he lands a hit he’ll usually get a burst out, which is great)

2.7k sounds about right figured it was about 3k. Really good for less than like 6 or so seconds of meter and using a highly spammable move : / working around that move is going to be one of the first things I do when I get home version lol. Problem with that is getting negative makes the damage what 1.5x? so 2.7x1.5=4.1k ish +? A hakumen hit me with 4C CH into his dash uppercut into a corner combo for slightly over 50% when I was in negative penalty from backdashing like twice, lol. Could be why I think it’s so stupid, lol. Getting negative penalty with lambda is a bit to easy imho.

Blargh, I so wanna play this.
Also, that’s a typo in the title. Clearly, this is the game’s name:
http://i6.photobucket.com/albums/y217/DarklordMf/VELLYSHIT.png

Seriously, what the hell, Japan.

Turtling was standard Haku play in CT…

His meter actually builds slower in CS… Well, it builds on it’s own slower. But yes his meter gain is overall much faster.

You haven’t witnessed a competant CS hakumen?

[media=youtube]283Q7fE0SoU[/media]

[media=youtube]rZigU2-MPPI[/media]

[media=youtube]Ms_ajjm4y3U[/media]

[media=youtube]UUPM127lxxI[/media]

Competant as in knows in and out for matches and has his overall game plan down executed solidly while taking advantage of every opportunity. Most players drop combo’s, don’t maximize damage, or just aren’t conducting themselves very intelligently at times. The game is new so this is pretty standard as people have to learn all the character specifics.

Those vids have lots of messed up hit confirms and so on. Kaqn is a good player, but right now his play just isn’t spot on with hakumen. Not bad, but use of meter especially was really bad. Wasted 2 supers and the 2 kick special when he had no ability to followup as that was all of his meter. Meter usage is one of the biggest things CS hakumen’s haven’t seemed to gotten down so far.

Hakumen didn’t really turtle 100% of the matches in CT imo, he kinda played passive aggressive but not just standing their and spamming 1 keep out move like CS hakumen has large chance of becoming. Well I guess 2 cuz he’ll have to occassionally jC.

he does miss a few 6C shippus. But overall, kaqn was playing superb and solid.

Here’s vids from another Hakumen player that won that early tournament on day of release:

[media=youtube]OOnJN6lqmm0[/media]

[media=youtube]eGtgtb1TXdA[/media]

So Europe is getting ONLY continum shift?