doing the tutorials…the rapid cancels holy fuuuuck
So is continuum shift extend the latest blazblu for ps3?
Yeah, it just came out last week over here. Though it’s been out in Japan since I think…November.
ty sir. I was gonna pick it up but was like wtf I dont see any info on it anywhere, then I saw that new clover guy and lost my fucking mind.
Is that good or bad?
it just opened up alot of combo ideas i have in my head.
I can’t really do them though as I still have to up my execution XD manual superjumps after a launch and stick airdashes are fucking me up big. Im just trying to get the hakumen cr.C sjB dA adf dA…a fucking command normal after a manual airdash> wtf lol
Don’t forget that the forward part of up-forward can count as the first forward input for an airdash, so instead of :uf::f::f: you just have to input :uf::f:. And rapid cancels are in fact fantastic when you get used to them, they offer a fair amount of flexibility in what you can do instead of just using Distortions with the meter.
Super jump cancels took me a while to get down, until I realized that when you cancel one move into another you have all damn day to input the sj and it’ll come out as soon as it can. I would sit and gawk at the screen to see if 6A connected then try to sj cancel, now I just do 6A29 as one move.
So i’m extremely disappointed in extend. They just put one new character & 3 short stories and released it. They did absolutely nothing with Multiplayer or online. Everything is exactly the same. I was hoping for 2vs2 or team battle. It’s stale and has nothing to offer. Game developers are terrible at their job.
I was under the impression that there was 2v2 team battles added to online, it was a major note in all of their press releases.
Technically there are also stories for Mu/Valkenhayn/Makoto/Platinum, bringing the “new story count” to 8 (Those 4, Relius, three “shorts”). There are also supposed to be 2v2 and 3v3 network battles. Abyss mode is also new to consoles (as opposed to handhelds) and there’s some sort of Unlimited Mode thing as well.
I tend to agree with you that it’s rather light on content for a $40 disc release if you’d already bought the three DLC characters, but if you were hoping for team battles, then, well, your wish is granted.
Well, there ARE 2v2, 3v3, and 2v4 network battles, Unlimited Mars, balance changes, and a bunch of stuff. It’s not much different than say, going from Guilty Gear XX, to Slash, to Accent Core. Plus, I think there’s supposedly going to be 2 DLC characters for Extend. Which…we can probably guess right now, lol.
So I finally got my copy of Extend and this tutorial is amazing so far. I’m learning a lot of stuff that I never tried before, like cancelling.
After I get through all of it and maybe go through some of the story mode, I’m going to try to pick a main. So far, it’s difficult since there are so many good characters to choose from. I have it down to these three but it might change later on.
- Rachel Alucard (Looks, Challenge and fighting style)
- Makoto (Name and fighting style)
- Platinum the Trinity (Looks and random VA)
o so you can set up 2v2? can someone explain how it works. I feel when they release games like this, they just die off and scare off people.
Is the tutorial different from original flavor CS? Does anyone know?
Not really, I think there’s a couple slight changes here and there. I don’t recall if CS had a note about how to instant airdash in it.
I don’t think it did. But right, thanks.
In a player match. Just go to the top and click right or left depending on which team battle you want to do. After which, go down to your name and tap left or right to pick what team you want to be on.
Just picked this up a few days ago but I haven’t really been playing it all. I have some noob questions.
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Should I always be air and ground teching? Explain when I should do it?
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Why should I use the Shield guard looking thing(Advancing guard type shit)?
And can I get some beginner tips.
#1: Yes, but you should do it intelligently. Not teching in the air lets people continue their combo. Not teching on the ground means your opponent can potentially OTG you into a brand new combo. That said, you shouldn’t roll or quick getup heedlessly - get in the habit of neutral teching (button + no directions) and blocking until you understand when it’s safe to try to quick get up or roll. Air teching is generally safer, so you should do so ASAP, just be wary of mashing - it doesn’t do you any good to air tech, get out of a combo, mash out a jumping attack and get CH’d into a new combo.
#2: Barrier guard has four major applications:
A) It pushes the opponent back far more than normal blocking, so using it will cause your opponent to eventually need to dash in to get close enough to continue attacking, or to risk whiffing an attack due to being out of range. Either of those events will give you an opportunity to counterattack or escape.
B) It’s crucial to blocking in the air - most ground-based attacks cannot be airblocked without using barrier.
C) Barrier guarding can prevent you from being guard broken when you only have one primer left - if you barrier guard the attack that would have broken your last guard primer, you lose ~1/3rd of your barrier gauge, but you don’t get guard broken.
D) Barrier guard prevents chip damage. This is handy when you’re low on life, or just in general when blocking an attack that does a lot of chip damage.
GGs Airk! I really need more practice at this. All the games I’ve been trying to learn are this jumbled up mash of fuckery in my brain lol, was trying to tech throws with SF4 throw buttons and pushblock at times. Also SF4 has utterly ruined my ability to do a clean DP in other games
That move Tsubaki has that punches from the ground but counts as an overhead is nasty, if nothing else she has okay mixups it seems, it took me a bit to figure those strings out, and even then it seems like some of her unsafe moves you can just cancel to other stuff and catch people trying to punish. Her 5B still seems pretty decent too. I’ll try to get some more work in and we’ll play again soon!