NEW "Blazblue Continum: Shift" discussion!

Thanks!

It’s also good to know Litchi has the fastest jump in the game of 3 frames. Tager has the slowest jump of 10 frames.

Actually,

Litchi has 3f jump startup.
Arakune forward and back jumps are 3f, and his neutral jump is 4f
Jin has 5f
Tager has 6f
Everybody else has 4f

10f would be murder.

Thanks for the info. Wait wtf, you post here?

In the same vein, nail pressure is almost useless against a good hakumen player. Matchup is evenish if not slightly in bang’s favor.

Refresh my memroy: What is the current CS Tier List?
IIRC it went something like this-
Top: Bang, Litchi
High: Ragna, Carl
Mid: everybody else
Low: Noel, Jin, Tsubaki
LOLi: Rachel

That’s mainly my original thought, 'cept I think Ragna’s top as well but probably negligible.

Here’s a bunch of opinions that I threw together:

S: Litchi Bang
A: Ragna, Carl, Hakumen, Hazama, Arakune
B+: Tao
B: Jin, Lambda
B-: Noel
C: Tager, Tsubaki
Rachel: Rachel

I wouldn’t say Noel should be a B-

Where does Kune fit in?

Arakune was recently moved up to A tier.

I believe Hazama is now above Carl and Haku as well.

These opinions come from the dustloop tier list.

Mu12?

September 21st in Japan. No word yet on NA but chances are we’ll get it same day.

Whoops. Forgot him. Updated.

Also, this is just me throwing together stuff. We haven’t had a “real” tier list from arcadia and folk in a while.

Makoto and Mu haven’t been placed because 1. A matchup chart has yet to be made because 2. Their are no good Mu’s or Maks yet. I wouldn’t expect to see newer characters placed on tier lists for a couple more months. Look at Hazama; he wasn’t “figured out” for at least a month and a half after CS came out in arcades. And that was with the best BB players in the world working on it. Expect Mu and Mak to show up in match up charts in October/November.

My personal opinion is Mu is straight mid tier and Mak is upper mid if only because her damage output is stupidly high.

Oh yeah… Balance patch cones out in December so don’t put too much thought into tiers… They’ll change drastically in a couple months.

BBCS2 changes-
??? AM???

Anyone with good Japanese care to translate? So far it seems that Haku’s Jump D is nerfed, Tager’s Collider was changed, and Hazama’s Oroborus is altered as well.
Oh and on the plus side, seems Rachel is getting some pluses <3

Regarding Noel’s ranking; aren’t her pokes weaker than in CT?

Originally posted by zephyr07 on DLoop.

not too sure on some of them, but this is what i could make out. gonna skip the valk bits.

Ragna:
5D on grounded opponents no longer floats
3C is techable
5B>6A gattling is gone
Inferno Divider no longer has wall bounce
Belial edge doesn’t bounce as high any more (can still follow up with a quick 5D)

Jin:
2C>5C gattling added (cannot re-input 2C)
B musou knocks down again

Noel:
2C>5C gattling added (cannot re-input 2C)
j4D is damn fast. As if you can’t see her falling from the air.
5D reduced invincibility frames

Rachel:
Overall damage increased
5B>2B gattling added
6A activation speed increased
6B on counter slides
6B jump cancel possible on block
2C hit stop increased
5C>C now slides. Mid screen C lobelia>3D> Sword iris/BBL combos. In corner 5C>C>3C can be done for 2 loops.
j2C can be canceled into attacks on landing
Lobeilas come out even when hit
George has been changed (there’s a frog gauge now)
Tempest dahlia? what the heck is that? [i think he means it’s been removed]

Tager:
Nothing known.
something about his collider mechanics being revised

Taokaka:
new jB, cat motion 2’s animation for 2 hits
old jB is now j2B
taunt loop’s been nerfed bad. it’s now a joke.
drives are more stiff(?), increased hit stop.
health increase [i think.]

Arakune:
overall damage decreased
guarded drive moves give less curse meter

Litchi:
more gattlings without staff
6A with staff must be RC otherwise no followups available
4D slides. follow up possible in corner
6D’s level(?) decreased. [maybe priority?]
jC without staff is now techable

Bang:
5B slower start up
2B slower start up
2B>5B gattling added. (cannot reinput 2B)
heavenly phoenix thrust no longer wall bounces for both air and ground
3C is techable
ashura slower start up, no more invincibility frames, has become a joke DD

Carl:
2B>5B gattling added cannot re-input 2B)
ada’s gauge recovers slower

hakumen:
jD cannot be followed up
5D increased damage
[something about his yukikaze.]
other than that don’t know much

Lambda:
5DD activation slowed
blade summonings are slower

Tsubaki:
5D instantly gives 1 stock, but holding down D gives a slightly slower charge speed
2D starts out slow but the charge speed rapidly increases. Also more stiff now.
jD charge speed increased
5B more strong
2BB>5BB gattlings added (Cannot re-input 2BB)
236A start up time increased, if comboed into cannot be follow up [i think.]
214A, B doesn’t float opponent even when done by itself
623A on counter hit, untechable time decreased so cannot follow up
cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner can follow up with normal combos.
after air throw timing for follow up attacks more strict

Hazama:
Ouroboros start up and move speed slowed (although it really feel like there’s no difference)
Ouroboros gauge takes longer to recover
5B level reduced. If 5B>3C is not inputted with the fastest timing it won’t combo.

Makoto:
parry cancel gone
5B faster start-up, can jump cancel even on block.

Valkenhayn:
cannot block or crouch in wolf form. cannot switch directions.

Posted by Jewdo on DLoop (?)

Originally Posted by Jewdo
Rush-translation of Valkenhayn’s section and the notes at the bottom. Not perfect, but better than the Google Translate one. I may touch it up later, feel free to correct me in the meantime.

Valkenhayn

“Step Character” - has reasonable range. Good at follow-ups while doing damage.

cannot crouch/block in beast mode/ [something odd about walking left and right based on attack/throw? direction]

5A, 2A - small punches
5B - kick
2B - low kick
6A - some kind of knee kick
6B - some kind of mid attack
5C - ridiculously long kick; reaches far
6C - flying kick; hits mid ; feet invincible; no disadvantages even on guard; crushing attack
2C - anti-air kick; fast startup; crushing attack
3C - knockdown kick
j.A, j.B - par for the course
j.C - downward kick; even Slayer would be surprised how good this is.
236A - called “Hell’s Fang” - slight advantage on hit
236B - has B-follow-up; low rush
236C - “Upper”-type rush; hits mid
Beast A - low clawing motion
Beast B - stabs upward; head invincible
Beast j.A - clawing motion
Beast j.B - rages about in mid-air
Beast C - goes airborne quickly
Beast 236A, 236B - wolf charge; A moves horizontally, B moves diagonally upward
Beast 236D - command throw, 2300 damage
632146D - like Chipp’s FujiyamaGeisha super; left defenseless if all hits are guarded
j.236236C - Chokkagata Dandy
214214214D - Astral Heat ; launches opponent, transforms, [something happens involving moon]

Impressions: Valkenhayn is too strong as he is now.
Runners up are Rachel, Arakune; goodbye to Ragna, Bang, and Litchi!

Valkenhayn has lots of options; I’ll confirm tomorrow some things I may have forgotten.
The other characters felt a little strange/suspicious, so I’ll test more tomorrow.

Is this not enough notes? People are saying that more and more!
Individual accounts of Lambda have suspicious information. Will test tomorrow.

urgh those changes sounds fuckin lame, i barely got the hang of Litchi and Makoto and now theyre getting nerfed <_>
the Taunt loop nerf and Lambda’s DD getting EVEN slower sucks too, and wtf is up with the “techable” 3C attacks? i thought the whole point of that move is to get an untechable knockdown…

they shouldve went the other way around things imo and buff the lacking characters instead of nerfing the good ones. Hopefully it wont end up like SSF4 where everyone was nerfed down so that all the characters are mediocre at best.

Keep in mind that this is the first loketest for CS2. Things will change with each one.