NEW "Blazblue Continum: Shift" discussion!

This game needs Axl from GG, that’s the charge character I’m lookin’ for.

Yes, because Tager totally needs a nerf.

My demands

Throws/Throw Breaking

I want the choice to pushback or stay near throw range after breaking a grounded throw. Like a 4B+C break and a 6B+C break.

I want to either be at +8 after breaking a grounded throw or gain 5% meter for breaking ! throws and gain 2% meter for breaking !! throws.

Put a universal law in that limits how many times you can even attempt an airthrow midcombo (to remove Carl’s infinite, but keep the threat of being throwed multiple times).

Character specific changes

Tager: Remove his ability to jump, give him a normal foward dash (though somewhat slower than the smaller character dashes), keep his backdash invincibility, give him a better antiair or multiple antiairs.

Arakune: Remove the anti-gravity effect on his airdash. Remove his ‘feint’ motions. Keep curse on block.

Rachel: Should start with only 50% Silpheed gauge.

Hakumen: Should start with 3 Stars. I don’t have much experience fighting against haku, so this is all I can suggest for him.

Jin: Either remove the 60 or so frames that you’re required to stay frozen and keep the ‘shake out’ (meaning that potentially, if you’re fast enough, you could break out instantly), or remove the concept of breaking out of the ice and keep the required frozen frames (meaning that Jin with only be able to get Red beat combos after freezes). Honestly, I think the 2nd one makes more sense.

Nu: Some sort of meter. All I can think of.

Bang: Increase Nail count. Require j.D to be guarded standing.

Carl: Place a limit on how many airthrows can be done midcombo. Increase Nirvana damage by 10%. Increase Nirvana health from 8000 to 9000.

Guarding

Change the IB requirement from ‘within 8 frames’ to ‘within 5 frames’.

Everyone should have their own version of Ice Car.

There.

Game balanced.

I normally don’t like putting in balancing suggestions as it’s been done to death already and everyone has their ideas on tweaking. Personally, it’s incredibly hard to think up of the right tweaks because you essentially have to weigh how much it impacts their game overall.

No, having an infinite of any sort is not healthy for any fighting game. That clap loop needs to go and it needs to go real fast. In exchange he needs to be given better tools so he can cope without the need of an infinite. Removing an infinite will always be a nerf considering you go from sure kill combo to relying on something else but that’s better in the end. He could easily still be a viable character given that his new tools are good.

Jin does require balancing in the end and he’s probably getting nerfed whether I like it or not. For one I think they need to remove the shake mechanic altogether it’s a poor gimmick and should really just be a preset time to when the freeze releases. I think that alone would reduce the hate he has considerably and reduce some of his reset potential. Probably need to tweak his priorities on his normals or reduce his health/guard libra a bit. He gains Heat way too quickly so that should probably be tweaked. I don’t think it’s fair I can go from 0 to 25 heat off of CH 5C, 6C, DC, 5C, 6C, DC, j.B, j.C, j.B, j.C that puts you close to the corner then use that 25 heat to do 214D and follow up with anything I want for 4k dmg. If they keep all of his tools and priorities then probably just decrease his damage output a bit. He only needs slight tweaks rather than an overhaul, imo.

Bang’s j.D should be an overhead and he does require more nails but it needs to be in multiples of 3’s. Probably 3-6 (I think 6 is pushing it though) more nails would help him considerably. They need to tweak some of the autoguard properties of his drive or at least how they interact with certain moves of other characters. I mean the fact that he can’t teleport towards Arakune when he autoguards a bug is pretty stupid or the fact that Arakune’s j.B clashes and can potential beat out 2D also seems stupid. I almost want to say give Bang higher damage output but considering his speed and mix up games I don’t think that’s necessary.

Arakune needs to lose that corner trap altogether. I think removing the 2nd hit off of 2D would probably be a good start. His j.B needs some tweaks to it as it is far too good against a lot of characters. It clashes with Bang’s Daifuka which is retarded. The reports say he’s getting more ways to curse so depending on how they are they should remove his ability to curse on block or each character has a specific move that can dispell a curse cloud (like Haku’s C or Tager’s Sledge) but it’s a slow move that leaves them open. If they opt to do that Arakune can try to bait out those attempts and then punish accordingly. This means he wouldn’t be able to throw a cloud and sit on it as the person can dispell from far away but at the same time it would be risky to dispell if they are too close as it leaves them open momentarily. I’m hesistant in removing his ability to air teleport to the other corner as it’s a good escaping/zoning tool for Arakune.

Nu, there are so many things wrong with her. There are things I want to do but it would change what she’s about too much that I think it wouldn’t be the same Nu anymore. Sword meter seems kind of silly as it pretty much nerfs her character altogether. I would probably decrease her high damage output and up her health. Remove the ability to act pulsr off of certain normals so she’s not completely safe. Decrease the invincibilty frames off of her back dash. Reduce her fast meter gain so that she can’t just dead angle when you do get close to her. Her million sword super needs to have more recovery time to it and should be more punishable if it whiffs. I wouldn’t remove the ability to rush your opponent after using it since the super is pretty trashy without that follow up. 5B should not autotrack your opponent and 2C shouldn’t be air unblockable or at least give it longer startup frames to it. Wall bounce on 6C should only occur when you land it as a CH. Even longer recovery from whiffed swords would be a good start I think. I’m not saying do all of these things to Nu as this would nerf her into oblivion but pick and choose certain nerfs and then give her different tools in exchange.

Rachel’s needs a lot of changes to her as well. The wind mechanic needs to be altered and that pumpkin is far too safe for her and needs some properties to make Rachel less safe. Her guard break abilities are too good and need to be toned down slightly. I don’t think I should be guard broken within 2 strings when I perfectly IB the entire thing though granted I should be able to sneak in a counter somewhere but still certain characters like Tao would get raped when put on the defensive.

Tager needs a double jump and a reliable anti-air for starters. I don’t want to mess around with him too much as I think he’s a good character as is just needs minor tweaks to better his odds against the top 3.

Ragna either needs more health or his health regain from his Drive needs to be better. Overall his rushdown game and priorities are really good

Damage output is a reasonable nerf. Her health is already low, so I’m assuming you want to make her have EVEN less health. Act puslr isn’t even that good of a move, it’s just like following a normal with a fireball. Altering the backdash is reasonable. It’s a big back dash, that makes her keepaway what it is. 2C isn’t even the greatest anti-air, it’s pretty freakin’ slow and will lose to most air-to-ground attacks. 6A works better than 2C. The only time you get scammed by 2C is if you already bursted.

6C only naturally wall bounces off CH. The only time it doesn’t work on CH is during some sort of rapid cancel combo. More recovery on whiffed swords is bad. There is already recovery on the swords. The major kicker in Nu sword pressure, what people don’t understand (because they don’t play her or play her well) is the TK 214D~C which allows her to pull all sorts of shenanigans. As a Nu player, not being able to continue a guard string with this move would be a signficant nerf.

I don’t know these new characters. Maybe I should actually play story mode.

I do some suggestions since I am bored. Kinda repetitive tho with others though.

I don’t like the fact that Arakune can curse on block. They need to get rid of cursing on block. Or maybe shorten the curse bar when they are cursed while blocking.

Rachel is fine.

Nu need damage toning the damage to her swords and perhaps a slight delay on the swords. A meter wouldn’t work.
I say just toned the damage to her swords or possibly something else as well.

When I read online that Hakumen turns out to be cyborg Jin from the future, I never touched story mode. I refuse to believe super badass Cyborg Samurai is actually Emo kid icecar.

Yeah, nu’s 6C wallbounces only from CH, and you’ll have to be pretty stupid to be CH by that though.

What you should be talking about is 2C CH > 6C wallbounce. I’d be okay with 2C not lifting on CH.

I’m actually okay with Nu’s Cs. I find them rather predictable and it’s free IB meter food.

The only time a Nu is going to close distance is for mixup. Which means either 2C, or a grab. You can easily react to both.

Anyone that thinks Tager should lose something/nerf is a moron and has no idea what they are talking about[stop posting about him]. For what I’ve gotten from other Tager players he mainly needs better lows and/or have Spark Bolt go up-wards might help as well. Tager is a very good char. just needs more ways to attack up close and away to get them from full screen. I also think a better AA would help, but he not the only one that needs better AA. Then again, Tager doesn’t really need a better AA.

As a Tao player I hope they add a good AA to her or MORE reversal options[besides for her Berserker Barrage 50% heat, OMG!]. No duh her gaurd libra rating sucks, I hope they can change that or have it so she can hurt other gaurd libra a bit more. One of the things I hate about Almost Becoming Two! is it doesn’t hurt gaurd libra at all[I believe that should be change]. Maybe a DP? A TAO TAO TAO install? lawl!

Top 3? Nu less damage on block w/ her Ds? Make the D attacks harder to do? At lest make it so the Nu players have to think a little more! Ara is curse on block or FD them instead? Same deal, make them have to think more to there attacks w/ curse. Rachel? Fix her normals? Pumpkin to GOOOOOOOOOOOOOOOOOOOD? PS I am scared of that frog!

Take all this w/ salt but I believe they are needed[only less they[Arc] come up w/ better ideas.]

Wait what really?

taken from wikipedia:

I’d just make it so if you throw escape in air against Carl, both of you get thrown to either side of the screen.

I said up her health not lower it to balance out a decrease damage output.

Act Pulsr not good? Act Pulsr gives Nu up close offensive capabilities with mix ups that lead into 4k+ combos.

I’ve baited out 2C and beat it with Jin’s j.B for good damage but I think that move comes out in 9f and is air unblockable and someone who’s already bursted and gets stuck blocking the sword super in the air is eating 2C unless they IB it. Granted you can go to autopilot with IB’s once you get one going but it’s still a good tool for Nu to finish you off. Though I’m not particularly offended with 2C being air unblockable there are other things about 2C that bother me and it being air unblockable is just the icing on the shit cake that is Nu.

I know 6C wall bounces on CH but I want it to be the only wall bounce property it has. I don’t think it should be allowed to wall bounce in a RC combo that leads into 6k+ dmg combos and favorable position for Nu. Again it would be less bothersome if Nu’s damage output got reduced.

Ugh…don’t get me started on TK feint pressure/mix ups that thing is retarded as is. Removing that would be a hit to her pressure strings for sure but she would still have a ton of tools left over as well. I don’t want to nerf everything out of Nu just a few things here and there and I don’t think we should remove every useful tool she has. Just have to rework some tools she has.

Anyone who thinks Rachel is perfectly fine needs to play against a high level Rachel player and/or watch high level Rachel players. You will not be saying the same thing afterwards once you see how much damage she deals, her priority, and overall safety.

She’s got multiple normal moves that hit in front and behind her making a lot of those approaches safe especially in combination with the pumpkin. Bang players can’t autoguard teleport behind Rachel because they will still eat the hit due to the fact those normals have hit boxes behind her. It’s completely stupid to think that’s perfectly fine.

Her 6A is probably the best damn normal in the entire game. It hits in front and behind Rachel, is air unblockable, combos into at LEAST 3k dmg, and has armor properties so it can eat a single projectile. The move is utterly stupid and they need to remove some of its properties.

George stays out far too long and can take some damage. I think one potential fix is to make it so that it dies from a single hit. It takes 700dmg to kill that thing and it has small hitboxes so it’s annoying to take it out as is. It can also help take hits for Rachel. I know I’ve tried to punish a careless grounded lobeli with D Ice Car but as I made the approach the Frog jumps up takes the hit for Rachel and my Ice Car finishes where I hit the frog allowing for Rachel to punish for the win.

That wouldn’t balance the game at all, he’d go back to being worthless. At least with a limit (for instance, a 2 throw limit), he wouldn’t be useless and he wouldn’t have an infinite, either.

Besides, that ‘solution’ would only favor the long-ranged characters

leaving this here

I don’t know about removing it, but as for hard hard it is, the first tournament for BB I went to the first and second place finishers were both carl players, and they had that shit down pat. Seriously, it took them all of 3 moves to put you into it…and then you were fucked.

I don’t know how to fix it, but with a character like carl there has to be some sort of looping attack string, or unblockable (ala zappa w/ dog).

and fucking LOL at people crying for a tager nerf. The guy’s got limited tools as it is comapred to the rest of the cast, and most of his shit requires you to be gimmicky or completely outsmart and anticipate everything your opponent will do. Why do you think everyone wants to see the big guy win?

2A’s a decent anti-air, but he really just needs a less gimmicky rushdown, the standard ABCD -> QCF B can be anticipated (and DP’d like a mofo) and he really doesn’t have many other options for strings, save for some j.b mixup shit.

possibly a potemkin style air FB attack would be nice, where he has an air command grab, it makes sense since his jump is pretty low and unless you super jump -> C you can’t really be mobile in the air. So have the option to control the air otherwise.

Hakumen should get one of two things.

A.) An make air 214B, 421B and allow it to be done in the air and on the ground.

or

B.) Some kind of move that closes this distance while repeling projectiles.

LOL, why does Tager need nerfs? This guy needs some buffs. Give he smaller hit box or freaking double jump or something.
edit. give him a aerial 360 move or aerial collider. that should do the trick