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		<title><![CDATA[BlazBlue: Continuum Shift I/II/Extend (Archive) - HardEdge.org - Fighting with style]]></title>
		<link><![CDATA[https://forum.hardedge.org/]]></link>
		<description><![CDATA[deutsches Fighting Game Forum]]></description>
		<language>de</language>
		<pubDate>Mon, 30 Jan 2023 05:26:58 +0000</pubDate>
		<lastBuildDate>Sat, 01 Dec 2012 19:59:25 +0000</lastBuildDate>
		<ttl>60</ttl>
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		<atom:link href="https://forum.hardedge.org/index.php?board-feed/55/" rel="self" type="application/rss+xml" />
		<item>
			<title><![CDATA[[PSN & XBL]Der BlazBlue Continuum Shift Extend Sammel-Thread]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/13387-psn-xbl-der-blazblue-continuum-shift-extend-sammel-thread/]]></link>
			<description><![CDATA[<div style="text-align: center">_thumb.jpg</div>

Altbekannt und gut, linke Seite der Hardedge-Nick, rechte Seite der PSN-/XBL-Gamertag:

<span style="font-size: 12pt"><span style="color: #000099"><b><span style="text-decoration: underline">PSN:</span></b></span></span>
entnervt - entnervt
bonetrim - bonetrim
emjay - emjaymeow
Sakaku - Sakaku- 
Frankenstein - BrunoPanda

k1x_sentinel - DeadaluzX
XxsensenmanxX -…]]></description>
			<pubDate>Sat, 01 Dec 2012 19:59:25 +0000</pubDate>
			<dc:creator><![CDATA[old_man_entnervt]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/13387-psn-xbl-der-blazblue-continuum-shift-extend-sammel-thread/]]></guid>
						<content:encoded><![CDATA[<div style="text-align: center"><img src="http://www.ichspiele.cc/images/gallery/blazblue-continuum-shift-extend/_thumb.jpg" class="jsResizeImage" alt="" /></div><br />
<br />
Altbekannt und gut, linke Seite der Hardedge-Nick, rechte Seite der PSN-/XBL-Gamertag:<br />
<br />
<span style="font-size: 12pt"><span style="color: #000099"><b><span style="text-decoration: underline">PSN:</span></b></span></span><br />
entnervt - entnervt<br />
bonetrim - bonetrim<br />
emjay - emjaymeow<br />
Sakaku - Sakaku- <br />
Frankenstein - BrunoPanda<br />
<br />
k1x_sentinel - DeadaluzX<br />
XxsensenmanxX - XxsensenmanxX<br />
KAStyler - KAStyler<br />
Owner_of_Epic_  - Owner_of_Epic_ <br />
Mik - mik_oro<br />
<br />
Flynn-cruxis - Flynn-cruxis<br />
ollsen - s1lenzzz <br />
wwmajin - wwmajin<br />
LordHelmchen0090 - LordHelmchen0090<br />
Poli - polixorotone <br />
<br />
killerpll - killerpll<br />
Niko - nikogeyer<br />
Super Saiyajin Luffy - SSJ-Luffy<br />
jees144 - Jees_91<br />
<br />
<span style="font-size: 12pt"><span style="color: #ff0000"><b><span style="text-decoration: underline">XBL:</span></b></span></span><br />
DarkRtBOne - DarkRtBOne<br />
Johnny Rainbow - xX SETTRA Xx<br />
Wolf_Reaver - Reaver06<br />
Fish - Fishfuddah<br />
emjay - emjaymeow<br />
<br />
Johnster - thrashpunx13<br />
Mantachen - MantachenLive<br />
Mefistopheles - Nidhoeggr333<br />
Aria Esther - Aria Esther]]></content:encoded>
			<slash:comments><![CDATA[32]]></slash:comments>
		</item>
		<item>
			<title><![CDATA[The Wheel Won`t Stop Turning...BBCSExtend Video Thread]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/13180-the-wheel-won-t-stop-turning-bbcsextend-video-thread/]]></link>
			<description><![CDATA[...wird geöffnet, sobald Material da ist.

<span style="color: #000099">EDIT: VIDEOS ONLY, DISKUSSIONEN BITTE HIER:</span>
<a href="https://forum.hardedge.org/fighting-games/arcsys-fighting-games/blazblue-continuum-shift-i-ii/11789-cs2-der-bbcs2-extend-matchvideo-diskussions-thread/#post227227">[CS2]Der BBCS2/Extend-Matchvideo-Diskussions-Thread</a>]]></description>
			<pubDate>Mon, 29 Oct 2012 21:49:04 +0000</pubDate>
			<dc:creator><![CDATA[old_man_entnervt]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/13180-the-wheel-won-t-stop-turning-bbcsextend-video-thread/]]></guid>
						<content:encoded><![CDATA[...wird geöffnet, sobald Material da ist.<br />
<br />
<span style="color: #000099">EDIT: VIDEOS ONLY, DISKUSSIONEN BITTE HIER:</span><br />
<a href="https://forum.hardedge.org/fighting-games/arcsys-fighting-games/blazblue-continuum-shift-i-ii/11789-cs2-der-bbcs2-extend-matchvideo-diskussions-thread/#post227227">[CS2]Der BBCS2/Extend-Matchvideo-Diskussions-Thread</a>]]></content:encoded>
			<slash:comments><![CDATA[75]]></slash:comments>
		</item>
		<item>
			<title><![CDATA[[CS2/EX]BlazBlue Continuum Shift2/Extend - Die Talkshow (Diskussion, Trashtalk, Mutmaßungen - das kann hier alles rein)]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/12966-cs2-ex-blazblue-continuum-shift2-extend-die-talkshow-diskussion-trashtalk-mutma%C3%9F/]]></link>
			<description><![CDATA[So, hier kann von nun an rund um BlazBlue CS2 debattiert und gemutmaßt werden. So können wir den eigentlichen News &amp; Facts-Thread übersichtlich halten.]]></description>
			<pubDate>Thu, 23 Aug 2012 07:54:30 +0000</pubDate>
			<dc:creator><![CDATA[old_man_entnervt]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/12966-cs2-ex-blazblue-continuum-shift2-extend-die-talkshow-diskussion-trashtalk-mutma%C3%9F/]]></guid>
						<content:encoded><![CDATA[So, hier kann von nun an rund um BlazBlue CS2 debattiert und gemutmaßt werden. So können wir den eigentlichen News &amp; Facts-Thread übersichtlich halten.]]></content:encoded>
			<slash:comments><![CDATA[579]]></slash:comments>
		</item>
		<item>
			<title><![CDATA[BlazBlue Continuum Shift Extend @ FFM-Arcade Fighting-Game-Event in Frankfurt am Main on 27-29th April 2012]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/13723-blazblue-continuum-shift-extend-ffm-arcade-fighting-game-event-in-frankfurt-am-m/]]></link>
			<description><![CDATA[<div style="text-align: center">35lvuog.gif</div>
<div style="text-align: center"><span style="font-size: 36pt"><span style="color: #ff0000">HAKS WANTS YOU!!!</span></span></div>
Falls es evtl. BB-Spieler hier noch nicht mitbekommen haben, auf dem FFM-Arcade Fighting-Game-Event in Frankfurt am Main on 27-29th April 2012 findet ein BBCSEX-Turnier statt. Auf diesem Event ist BB nicht nur irgendein…]]></description>
			<pubDate>Fri, 13 Apr 2012 12:27:07 +0000</pubDate>
			<dc:creator><![CDATA[old_man_entnervt]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/13723-blazblue-continuum-shift-extend-ffm-arcade-fighting-game-event-in-frankfurt-am-m/]]></guid>
						<content:encoded><![CDATA[<div style="text-align: center"><img src="http://i44.tinypic.com/35lvuog.gif" class="jsResizeImage" alt="" /></div><br />
<div style="text-align: center"><span style="font-size: 36pt"><span style="color: #ff0000">HAKS WANTS YOU!!!</span></span></div><br />
Falls es evtl. BB-Spieler hier noch nicht mitbekommen haben, auf dem FFM-Arcade Fighting-Game-Event in Frankfurt am Main on 27-29th April 2012 findet ein BBCSEX-Turnier statt. Auf diesem Event ist BB nicht nur irgendein Side-Event, sondern gleichberechtigtes Turnier-Game (mitsamt Stream und so):<br />
<br />
<a href="https://forum.hardedge.org/organisation-and-information/meetings-matches/13634-ffm-arcade-fighting-game-event-in-frankfurt-am-main-on-27-29th-april-2012/">FFM-Arcade Fighting-Game-Event in Frankfurt am Main on 27-29th April 2012</a>]]></content:encoded>
			<slash:comments><![CDATA[1]]></slash:comments>
		</item>
		<item>
			<title><![CDATA[[BBCP] BlazBlue Matchvideos von HE`lern]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/11677-bbcp-blazblue-matchvideos-von-he-lern/]]></link>
			<description><![CDATA[<span style="color: #000099">Thread mal aus der versenkung geholt, hier kann sich nun über eigene BBCP Matches ausgetauscht werden. Kritik, Anregungen, etc. sollte man suchen und erwarten wenn man hier eigene Vids postet. Jegliches flamen von PG-Salafisten wird gelöscht. Vllt.</span>…]]></description>
			<pubDate>Sun, 08 Apr 2012 16:20:40 +0000</pubDate>
			<dc:creator><![CDATA[Kos]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/11677-bbcp-blazblue-matchvideos-von-he-lern/]]></guid>
						<content:encoded><![CDATA[<span style="color: #000099">Thread mal aus der versenkung geholt, hier kann sich nun über eigene BBCP Matches ausgetauscht werden. Kritik, Anregungen, etc. sollte man suchen und erwarten wenn man hier eigene Vids postet. Jegliches flamen von PG-Salafisten wird gelöscht. Vllt. kann man hier auch die Vids aus den HE STream Archiven verlinken, falls da Interesse dran besteht.</span><br />
<br />
<!-- begin:parser_nonessential -->
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		Hi Leute,<br />
<br />
<br />
ich hab mich mal dran gesetzt und ein paar willkürliche BBCS Onlinematches geuploaded um meinen Videograbber zu testen.<br />
Es werden auch weiter kommen in nächster Zeit.<br />
Aber bitte nehmt es mir nicht über das manche Vids keine OLOLOL GC Potenzial haben da entweder ich mit anderen Chars spiele oder der Gegner nicht so gut gespielt hat.<br />
Musste ja irgendwas zum ausprobieren hochladen. <img src="https://forum.hardedge.org/wcf/images/smilies/smile.png" alt=":)" /> <br />
Natürlich werde ich mir in nächster Zeit mehr Mühe geben potenziell bessere und spannendere Videos hochzuladen. <br />
Kritik und Lob könnt ihr gerne abgeben.<br />
<br />
Hier der Link zu meinen YT Channel: <a href="http://www.youtube.com/user/Kosless" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/user/Kosless</a><br />
<br />
Viel Spass beim anschauen!!!	</div>
</div>

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			<slash:comments><![CDATA[136]]></slash:comments>
		</item>
		<item>
			<title><![CDATA[Warum Blazblue nicht in der CSL gespielt wird]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/13576-warum-blazblue-nicht-in-der-csl-gespielt-wird/]]></link>
			<description><![CDATA[<a href="http://www.consoles.net/de/forum/420/1862/1019421" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">Hab ich gerade gefunden.</a> 
<a href="http://www.dustloop.com/forums/content.php?306-The-BB-Community-EVO-Netplay-and-the-FGC" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">Dazu noch einen englischen Link, welcher sich aber darüber ärgert, dass BBCS:E nicht bei der Evo2012  sein wird.</a>

Eure Meinung dazu? (Ihr könnt ja auch direkt in den Thread posten, um denen bei der CSL Interesse zu zeigen)…]]></description>
			<pubDate>Tue, 06 Mar 2012 23:00:51 +0000</pubDate>
			<dc:creator><![CDATA[utarefson]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/13576-warum-blazblue-nicht-in-der-csl-gespielt-wird/]]></guid>
						<content:encoded><![CDATA[<a href="http://www.consoles.net/de/forum/420/1862/1019421" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">Hab ich gerade gefunden.</a> <br />
<a href="http://www.dustloop.com/forums/content.php?306-The-BB-Community-EVO-Netplay-and-the-FGC" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">Dazu noch einen englischen Link, welcher sich aber darüber ärgert, dass BBCS:E nicht bei der Evo2012  sein wird.</a><br />
<br />
Eure Meinung dazu? (Ihr könnt ja auch direkt in den Thread posten, um denen bei der CSL Interesse zu zeigen) <br />
<br />
<br />
Und wie glaubt ihr könnte man die Beliebtheit von Blazblue am besten noch steigern? <br />
Ich selber versuche das möglichst vielen zu zeigen, aber ich glaube, wenn endlich ein Animé kommen würde, wäre das wirklich eine große Hilfe (Die meisten Spieler scheinen erst an der Geschichte Gefallen zu finden und beschäftigen sich dann später mit dem Spiel, weil es nunmal zum Spiel gehört).]]></content:encoded>
			<slash:comments><![CDATA[12]]></slash:comments>
		</item>
		<item>
			<title><![CDATA[[CS2/EX] Connection-Probleme- und Online Play-Diskussions-Thread]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/12742-cs2-ex-connection-probleme-und-online-play-diskussions-thread/]]></link>
			<description><![CDATA[Ich hoffe ich poste das hier im richtigen Thread... 

Wie sehen eure erfahrungen mit dem Netcode aus? Ich bin maßlos enttäuscht; sowas labiles wie den CS2 Netcode hab ich noch nicht gesehen. Ich komme gerade von nem Match mit Ultima und obwohl wir ne…]]></description>
			<pubDate>Wed, 15 Feb 2012 22:02:56 +0000</pubDate>
			<dc:creator><![CDATA[Dixxhead]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/12742-cs2-ex-connection-probleme-und-online-play-diskussions-thread/]]></guid>
						<content:encoded><![CDATA[Ich hoffe ich poste das hier im richtigen Thread... <br />
<br />
Wie sehen eure erfahrungen mit dem Netcode aus? Ich bin maßlos enttäuscht; sowas labiles wie den CS2 Netcode hab ich noch nicht gesehen. Ich komme gerade von nem Match mit Ultima und obwohl wir ne 3er verbindung hatten (Graz&lt;-&gt;Wien) war stets ein Delay da; aber noch viel schlimmer: Es gab die ganze zeit so kurze Lagsspikes die im letzten Match mitunter sekunden gedauert haben O_o<br />
<br />
Die meisten Leute, mit denen ich früher spielen konnte obwohl's ne 1er Verbindung war, haben jetzt gefühlte 8+ frames delay im Spiel (wenngleich die verbindung dafür &quot;stabiler&quot; scheint)...<br />
<br />
Ich hatte bisher nur sehr wenige matches mit 2er bzw. einem 4er wo ich wirklich sagen könnte das Spiel lief sauber... Könnt ihr das bestätigen? Vorallem wäre interessant zu wissen auf welcher Platform...<br />
<br />
Mein ranting war jetzt grade über die PS3 version, hat die 360er version das selbe Problem? Ich hätte die zwar auch, aber momentan keinen stick für die Konsole... <img src="https://forum.hardedge.org/wcf/images/smilies/crying.png" alt=";(" /><br />
<br />
<span style="color: #000099"><b>Es war nicht unbedingt im falschen Thread, aber imo einen eigenen Wert. </b></span>]]></content:encoded>
			<slash:comments><![CDATA[40]]></slash:comments>
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			<title><![CDATA[BBCS Extend(Arcade/PSV/PS3/XBOX360) - News & Facts: Homerelease(Japan) 17/12/2011 (USA) 14/02/2012 (EU) 22/02/2012 (Keine Diskussionen hier!!!)]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/11784-bbcs-extend-arcade-psv-ps3-xbox360-news-facts-homerelease-japan-17-12-2011-usa-1/]]></link>
			<description><![CDATA[<b>Gepostet von Shino:</b>
Zitat: „“Relius Clover will be added to the Arcade version of CS2 via an update this Winter, and it mentions possible plans for a DLC update for the console versions as well. His gameplay will be similar to Carl’s, as he will…]]></description>
			<pubDate>Fri, 10 Feb 2012 11:39:18 +0000</pubDate>
			<dc:creator><![CDATA[old_man_entnervt]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/11784-bbcs-extend-arcade-psv-ps3-xbox360-news-facts-homerelease-japan-17-12-2011-usa-1/]]></guid>
						<content:encoded><![CDATA[<b>Gepostet von Shino:</b><br />
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			“Relius Clover will be added to the Arcade version of CS2 via an update this Winter, and it mentions possible plans for a DLC update for the console versions as well. His gameplay will be similar to Carl’s, as he will fight by controlling his battle puppet, Ignis. A loketest is scheduled for August 11 at Akihabara Hey!<br />
Relius Clover<!-- begin:parser_nonessential -->
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		<br />
Height: 186 cm<br />
Weight: 75 kg<br />
Birthday: June 1<br />
Blood Type: A<br />
Birthplace: 2nd Hierarchical City Iwatsuchi (Austria)<br />
Hobbies: Research<br />
Likes: Opera<br />
Dislikes: Unorganized bookshelves<br />
CV: Junichi Suwabe<br />
Backstory:<br />
Showing interest in nothing but research, Relius is a man utterly devoid of affection, even towards his own son, Carl. He has a methodical disposition and hates bookshelves that are in disarray. He arrived in the 13th Hierarchical City Kagutsuchi under orders from a high-ranking member of the massive world government, the Novus Orbis Librarium, to observe the activities of Hazama, a member the very same organization’s Intelligence Department.”	</div>
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		<br />
<br />
<img src="http://www.famitsu.com/news/201107/images/00047534/eklezSTsigFJemS2OlXjK77o9U65O52e.jpg" class="jsResizeImage" alt="" /><br />
<img src="http://www.famitsu.com/news/201107/images/00047534/xZry6p11U5YIKSTHp27566Jl8WV521B6.jpg" class="jsResizeImage" alt="" /><br />
<img src="http://www.famitsu.com/news/201107/images/00047534/vkg9zt1mhG948657t75Jg56WY9La6p85.jpg" class="jsResizeImage" alt="" /><br />
<img src="http://www.famitsu.com/news/201107/images/00047534/swBl8jOX6gOrj4wXgN3I6B4HIqA5jY7V.jpg" class="jsResizeImage" alt="" /><br />
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<br />
Gepostet von Soniti:<br />
<a href="http://www.dustloop.com/forums/showthread.php?12216-BBCS2-new-version-loketest-8-11-11-UNHELPFUL-POST-TEMPBAN" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">dustloop.com/forums/showthread…11-UNHELPFUL-POST-TEMPBAN</a><br />
<br />
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		Relius Clover<br />
Guard Primer: 5<br />
Dash Type Character<br />
<br />
Drive: Detonator<br />
- Basis<br />
By pressing 5D or jD it will issue the command to summon Ignis and make her appear behind Relius (while summoning Ignis it is still possible to attack).<br />
After that Ignis follows closely Relius while floating behind him in mid-air.<br />
By pressing D with a direction an attack command will be issued making Ignis start an attack.<br />
The only exception for this command is when the attack+direction is input when Ignis is already in the area indicated by the direction, she will attack from there.<br />
For example, when you input the command to have Ignis rush towards the opponent, if you issue an other support command before she returns behind Relius back she will execute that attack from her current position.<br />
She returns behind Relius back pretty quickly, and if you want to follow with further commands it is obviously necessary to push D again.<br />
Furthermore, while it is possible to use the D+lever command to have Ignis attack while Relius is performing his own attack, it is impossible to have her attack with the same directional input as Relius.<br />
<br />
Ignis Gauge<br />
When Ignis is summoned, despite apparently being in a standby state, her gauge will slowly start depleting.<br />
Further more, having her move/attack through a command will cost and consume more gauge.<br />
While Ignis is on screen in her standby state if 5D or JD are pressed she will disappear and her gauge will gradually recover.<br />
Also, if Relius is damaged she will falter and disappear and consequently be unoperative for a while.<br />
Some of Ignis attacks have armor property against projectile attribute moves, and in this case she won't falter back despite being hit.<br />
<br />
Health<br />
Ignis has her own health bar (the gauge below)<br />
- if while Ignis is on screen Relius gets hit while she is performing an attack (and interrupting it consequently)<br />
if one of these two conditions is met her gauge will turn blue and Ignis will temporarily become unoperative.<br />
Even if Ignis is called back at the time this occurs, her gauge will still slowly recover.<br />
Moreover, if her whole gauge has been used up or has been depleted by enemy's attacks, she will &quot;break&quot; in the same fashion as Ada, and just like Ada once that happens it will also take a couple of seconds before she can recover.<br />
<br />
<br />
Normals<br />
5A: typical light attack, can be used as anti-air<br />
2A: typical light attack<br />
6A: mantis-like overhead, has a good reach but it's slow<br />
5B: blue arm punch, even though it cannot be jump-canceled it has a good reach and it's the basic poke<br />
2B: blue arm crouching punch, it's a low that has a good reach but has slow startup<br />
6B: mecha high-kick comeing out of Relius' mantle, sends both grounded and airborne opponents in the air though it lacks head attribute invincibility<br />
5C: mecha plier-like attack. It has short reach making it difficult to use as a poke but it's pretty powerful. It is jump-cancelable and on CH it causes staggering on the opponent.<br />
2C: low anti-air mecha punch. Has head invincibility attribute during its active frames. It causes Fatal Counter, and if the FC occurs on a grounded opponent it'll cause staggering.<br />
6C: huge mecha punch, used solely for combos. Causes FC.<br />
3C: steel hand attack, it has a short range but it can be followed with Id Lauger, it can also be jump-canceled on block.<br />
j.A: cogwheel attack, chains into itself up to 3 times.<br />
j.B: blue mecha arm striking from above, can be easily used as a strong cross-up jump-in<br />
j.C: &quot;chainsaw kick&quot; attack, good jump-in tool<br />
Ground Throw: can be followed in combo either by using Ignis or with a Rapid Cancel<br />
Air Throw: same as above<br />
6D: Ignis claws in front of her, costs little in terms of gauge usage and it's easy to use<br />
2D: spin move that hits twice one when she goes forward and the second time when she draws back. This move is easy to use but costs a lot. It has no same move proration.<br />
4D: attacks diagonally upward, Ignis' version of Brio. Causes wallbounce on hit.<br />
j.2D, j.6D, j.8D: they respectively makes Ignis rush towards the opponent diagonally downward, horizontally, and diagonally upward. To be used in combination with Relius jump-in attacks.<br />
<br />
<br />
Specials<br />
Id Lauger (236C/j.236C)<br />
A huge mechanical hand is summoned from the ground and blows the opponent away. For the air version the hand comes out of Relius' mantle.<br />
Depending on the combo proration it is possible to follow with other moves for the ground version, however it is impossible for the air version.<br />
The move has huge recovery and if there's not Ignis to support or if you are not sure to hit the opponent it's better to avoid using it on neutral.<br />
It has followups.<br />
Despite having the same proration as the ground version, treat the air one as a different move.<br />
<br />
-&gt;Haas (214A/j.214A, followup of Id Lauger)<br />
Ignis is summoned, she searches and rushes the opponent in the shape of a chainsaw.<br />
While striking the opponent she'll also slide down.<br />
If this followup is executed at the corner it becomes possible to increase damage due to the prolonged chase.<br />
Also, Ignis position doesn't matter when she starts searching for the opponent.<br />
<br />
-&gt;Naiads (j.214B, followup of Id lauger)<br />
Ignis is summoned, she searches and knocks the opponent down while being in the form of a drill.<br />
Multi-hit move. Be sure to confirm all the way to the 6th hit, since ending before the 6th will let the opponent perform his ukemi before hitting the ground.<br />
It's mainly a useful move that is adopted in Relius basic combo route.<br />
Just like Haas, Ignis position doesn't matter when she starts searching for the opponent.<br />
<br />
Led Ley (236A)<br />
Relius spins around while temporarily being in a state of invincibility<br />
Though it is completely invincible during its active frame it also has a long startup which makes it unconvenient to use as a reversal. It can also dodge projectiles.<br />
No matter if you can't predict whether Relius will be hit or if he'll evade the opponent's attack, the move makes him look like a matador (in a taunt-like way)<br />
It can also be used to taunt the opponent while Ignis is on screen rushing towards him.<br />
<br />
Val Lanto (214A)<br />
Ignis is summoned, turns into a chainsaw and attacks the opponent<br />
Though its cost is low, its major restraint is that it makes it easy for the opponent to hit Relius.<br />
Appears to be safe on block.<br />
<br />
Val Lyra (214B)<br />
Ignis is summoned behind the opponent and attacks him<br />
Though it is particularly useful against all kind of zoning type characters standing on ground, if the move is yomi'd in time the opponent can dash in towards Relius making it a bit dangerous.<br />
Against rushdown characters like Ragna this can be a good move.<br />
It can still be useful against zoners.<br />
Again, Ignis position doesn't matter when she starts searching for the opponent.<br />
<br />
Val Tus (214C)<br />
Ignis is summoned and attacks the opponent three times while dancing<br />
Even though she starts attacking from the very beginning of her rush, the move is still pretty slow<br />
The prorartion is pretty high, if a combo is started from this move it can surpass 6000 damage.<br />
Just like Val Lyra if this move is read by the opponent it can leave Relius open for quite a while so be careful when using it.<br />
<br />
Geara Nose (214D)<br />
Ignis is summoned behind Relius, she is thrown towards the opponent like a dart and comes back like a yo-yo.<br />
Though the first part is a low hit, it's slow.<br />
It's likely going to be used for okizeme purposes.<br />
Again, Ignis position doesn't matter when she starts searching for the opponent.<br />
<br />
Geara Act (236D)<br />
Ignis is summoned behind Relius, she floats in the air at once and attacks diagonally downwards (with a 45° angle)<br />
Overhead move, launches the opponent on hit.<br />
This move is also useful to lock the opponent down.<br />
Again, Ignis position doesn't matter when she starts searching for the opponent.<br />
<br />
Bel Lafino (j.214B)<br />
Ignis is summoned in front of Relius, and she performs a low attack in the shape of a drill.<br />
Though it knocks the opponent down so far it hasn't been used a lot.<br />
Again, Ignis position doesn't matter when she starts searching for the opponent.<br />
<br />
<br />
Distortion Drives<br />
Req Vinum (632146C)<br />
Creates a field below, which traps the opponent and hits him countless times with various cogwheels and gears.<br />
It's invincible during its startup which makes it useful as a reversal move<br />
Damage doesn't go beyong 1000 which makes it kind of weak, however it is possible to freely move while it restrains the opponent<br />
Its strong point is that you can set Ignis up or have her chase the opponent during the move.<br />
The recovery (on whiff) is pretty awful which makes this move only useful as a reversal<br />
<br />
Vol Tedo (632146D)<br />
Ignis is summoned behind Relius, creates an aura around the opponent and strikes him.<br />
On hit confines the opponent inside a ball, an explosion occurs.<br />
Causes 2600 damage which is pretty high, and it's also terribly fast and can be used both in Relius BnB route combos and as a reversal.<br />
Again, Ignis position doesn't matter when she starts searching for the opponent.<br />
Be warned though, the move is not invincible during its startup frames.<br />
<br />
Duo Bios (236236D)<br />
Exactly the same kind of DD as Carl's Rhapsody<br />
The only difference is the motion, the rest is identical (included the timing of each move).<br />
Ignis is summoned in front Relius no matter what was her previous position.<br />
<br />
<br />
Combo<br />
5B &gt; Id &gt; Haas<br />
Basic combo<br />
<br />
(with Ignis summoned) 5C&gt;hj.B&gt;jC&gt;j.6D&gt;j.B&gt;j.C&gt;Id&gt;Naiads<br />
Basic aerial segment. It's possible to extend it when Ignis is summoned.<br />
<br />
(with Ignis summoned) 5B&gt;2D&gt;5B&gt;5C&gt;2D&gt;5B&gt;5C&gt;Id&gt;Haas<br />
2D loop which carries the opponent to the corner. Causes around 3100 damage, though it costs a whole lot in terms of gauge usage.<br />
<br />
Air Throw&gt;j.C&gt;land 5C&gt;j.B&gt;j.B&gt;j.C&gt;Id&gt;Naiads<br />
Basic midscreen air throw combo. Relius doesn't seem to excel in air-to-air combat so this will often prove to be useful.<br />
<br />
(corner only)Air Throw&gt;j.C&gt;2C&gt;Id&gt;Haas&gt;5C&gt;2C&gt;6C&gt;4D&gt;j.B&gt;j.C&gt;Id&gt;Naiads<br />
Extended air-throw combo, possible only at the corner.<br />
<br />
(corner)5B&gt;5C&gt;Id&gt;Haas&gt;5C&gt;2C&gt;4D&gt;5Cjc&gt;j.Bjc&gt;j.B&gt;j.C&gt; Id&gt;Naiads<br />
Basic corner combo, does around 4200-4400 damage. Can pick a different route at the second 5C by ending with Vol Ted for 4500 damage.<br />
<br />
(corner, with Ignis summoned) 6A&gt;2D&gt;5B&gt;5C&gt;Id&gt;Haas&gt;5C&gt;2C&gt;4D&gt;j.B&gt;j.C&gt;Id&gt;Naiads<br />
combo from overhead, around 3400 damage<br />
<br />
(corner)Val Tus&gt;5C&gt;Ido&gt;Haas&gt;5C&gt;2C&gt;6C&gt;4D&gt;TK Id&gt;Haas&gt;5C&gt;2C&gt;Vol Ted<br />
6200 damage<br />
<br />
Further notes coming from other people who used Relius at the Loke Test:<br />
1. While Val Lanto is guarded it is possible to approach the opponent with a dash or airdash.<br />
2. It is possible to attack simultaneosly with Ignis<br />
3. Once Ignis' attack has ended it is possible to approach from either ground or air<br />
4. While 3C is blocked it is possible to buffer 2D, and given that the move can also be jump canceled this means you have hi/low mixup on your following approach. If you are near the corner you can also perform a cross-up which makes it a three-way mixup<br />
	</div>
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<br />
<b>ASTRAL HEAT: <a href="http://www.youtube.com/watch?v=_4Az3axxZA0#t=3m25s" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=_4Az3axxZA0#t=3m25s</a></b><br />
<br />
<b>Allgemeine Changes:</b><br />
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			System Mechanics:<br />
<br />
    Gold burst - Duration decreased, less invincibility. Easier to bait and punish<br />
    Break burst - 25% Heat mechanic from the last test no longer exists. Now invulnerable to all attacks (will no longer clash with projectiles?). Faster startup<br />
    Knockback - When air guarding a ground attack, knockback is increased to make it easier to gain some distance<br />
    All glide throws have been removed<br />
    Counter assault - Aside from characters that can normally combo from a counter assault (Carl, Arakune), characters can no longer combo from it (such as a counterhit in the corner)<br />
    Throw (midscreen) - All characters(?) can now follow up midscreen throws. Thus far, many characters have been observed to be able to special cancel their throws<br />
    2A, 5A - All characters with self-gatling A's can only do them up to 3 times now. If there were limits before, they are still in place (like Taokaka A, which was 2)<br />
    Wall bound glitch - Fixed<br />
<br />
Barrier changes<br />
<br />
    Barrier gauge - Depletes faster when used to guard moves<br />
    Guarding moves with 1 primer depletes less gauge now<br />
    Barrier guard - Larger knockback on moves with a higher attack level.<br />
    Instant barrier guard - Knockback is even larger, making it easier to get away<br />
<br />
<br />
Relius Clover:<br />
<br />
    Drive name: Detonator<br />
    His Astral Heat is not usable in the loketest build<br />
    SEE POST #2<br />
<br />
<br />
Tager:<br />
<br />
    Character combo rate increased. His combos now do more damage in general (ex: 2b starter combo does 3600dmg)<br />
    Voltic charge - Gauge gain increased, can chain into sledge hammer if used to guardpoint an attack<br />
    New charged sledge hammer combos, involving 5d-&gt;5c and j.c-&gt;sledge<br />
    5B - Attack level increased. 5B &gt; 5C and 5B &gt; 2C now both combo vs ground and air. Is now approx. neutral on block. Now jump cancelable<br />
    5A - Attack level increased (?). 5A &gt; 3C combos. No longer cancels into itself (maybe it links instead now, like Hakumen?)<br />
    6B - Now forces crouch<br />
    Terra Break - Minimum damage increased to ~1000<br />
    B sledge hammer - Can now be held. The charged version does more damage and drags farther. But, now roughly neutral on block<br />
    4D - Now pulls about as much as 5D does in CS2<br />
    3C - Now emergency techable, but can now be special canceled. Air untechable time has also been greatly increased. For a magnetized opponent in the air, 3C&gt;Collider works.<br />
    6A - Pull from magnetism slightly weakened, guardpoint ability strengthened<br />
    Spark bolt - Amount of wallbounce on normal hit slightly decreased. P1 proration slightly weakened. Air untechable time greatly increased<br />
    Volt charge - Day 1 combo from sledge counter if an opponent hits the guard point yields 4000 damage<br />
    Atomic Collider -Repeat proration now more severe. Untechable time has been increased<br />
<br />
<br />
Litchi:<br />
<br />
    j.c (staffless) - Is now faster<br />
    Ryuuisou - Reaches higher<br />
    2B (staff) - Added revolver action to 6C, 3C<br />
    j.d (staff) - Landing recovery time shortened, making it easier to attack/oki after<br />
    6A (staffless) - Can't emergency tech on air hit<br />
    Staff normals are still considered different than staffless normals. Thus, staffless j.b&gt;j.c &gt;staff j.b is possible<br />
    2C &gt; 4D gatling has returned<br />
    Staffless Attacks - Hitstun reduced, attack chain sped up<br />
    Mantenbou hassha - Hitstun (the actual launching of the staff) slightly decreased compared to last loketest (where it was increased)<br />
    jB, jC with no staff - Can now only be used once each in the air.<br />
    Ikki tsuukan - Both hits now + on guard<br />
    Chun (ground haku followup version) - Changed to be a spinning blowback hit, added corner blowback properties<br />
    4d - Now wallbounds near corner<br />
    Daisharin - Last hit knocks down instead of launching. Can still follow up, but P2 proration is quite harsh, causing followups to only do up to about 10 damage<br />
    6D - No longer breaks a primer<br />
    Ground Sangenkyaku-Chun(followup vers.) (Three Dragons: Red) - Blowback changed to throw the opponent a large distance sideways<br />
    Kokushi - Last hit launches really high, can't follow up<br />
    Can no longer do glide throw<br />
    Can't follow up normal throw midscreen<br />
<br />
<br />
Platinum:<br />
<br />
    5b - Speed increased, forward movement distance increased. Gap after it increased<br />
    Magical bomb - can now shoot in 3 directions depending on lever movement<br />
    Magical nyanko (cat hammer) - minimum range of hitbox has been improved. Ground bounces fairly high on CH. On normal hit, untech time increased but emergency techable when they hit ground<br />
    Magical picohammer (super version) - Can now follow up after a hit<br />
    Magical bat - Launches opponent on CH.<br />
    Excaliborg (powered bat) - Launches opponent on regular hit. Air excaliborg wall bounds, untechable until they hit the ground<br />
    Cure Dot Typhoon - Better proration. Harder to tech out of even if used late in a combo<br />
    j.c - Landing recovery removed<br />
    2C - Lower hitbox is now wider<br />
    Throw - Decrease in Platinum's recovery time after a ground throw<br />
    Magical bat - Causes blowback to corner on ground hit<br />
    Air Persia - Causes fatal counter, ends facing opponent on a rapid cancel. Now projectile invulnerable during the hop<br />
    6A - Slower startup<br />
    5C - P1 nerfed<br />
    Mami Circular - Damage nerf and P1 nerf (5c &gt; mami circular does 1770)<br />
    6c - No longer floats otg opponents<br />
<br />
<br />
Noel:<br />
<br />
    5D - Invincibility increased, can be used like in CS1<br />
    Revolver Blast - Damage increased. Jump action resets when rapid canceled (if you've already jumped, you get another jump)<br />
    B, C Flash Haida(&quot;Silencer?&quot;) - Repeat proration added to starting hit. Can now holding the button for following hits.<br />
    Assault through - Causes slide towards corner on normal hit, wall bounce on counter hit allowing follow up midscreen. Untechable time increased<br />
    Spring raid - Can now combo after it even from midscreen with j.b. Untechable time decreased.<br />
    6C - Second hit cancel window reduced. 6C &gt; (throw whiff cancel) &gt; 6C doesn't work anymore<br />
    Chain Revolver - Slower overall, more like CS1<br />
    CR5C&gt;214D combos in the corner<br />
    Various D moves - Only the starting move can be canceled into specials - 5D&gt;optic works but not 5D&gt;6D&gt;optic (drive specials, distortion drives, and astrals can still be canceled into)<br />
    CR 6D - No longer moves her forward<br />
    6A &gt; 2B chain removed<br />
    Optic Barrel - Startup time increased<br />
    5C - Startup time increased<br />
    j.d - Untechable time decreased<br />
    j.4d - Untechable time decreased<br />
    Fenrir (gun super) - Minimum damage down to ~700. Opponent falls faster after, making Double Fenrir no longer possible. No oki after it midscreen<br />
<br />
<br />
Rachel:<br />
<br />
    j.2c - Now also air cancelable on hit<br />
    6C - Damage increased on multiple hits<br />
    Can no longer do the j.236a whiff lvl3 trick<br />
    5CC - No longer breaks a primer<br />
    6B - Wallbounds near corner on counterhit. No longer jump-cancelable<br />
    2C - Increased P1 proration. 2C 1D 6A BBL does 2100<br />
<br />
<br />
<br />
Carl:<br />
<br />
    Carl can cross up the opponent in the corner. This was previously thought to be j.2c specific. Only Carl can do this<br />
    Forward Dash - Improved utility, moves farther during the jump. Can now also cancel into normal attacks in the first 6 frames<br />
    Nirvana - Overall gauge costs reduced. Gauge depeletion from repeated uses increased, and the amount of time before recovery starts slightly increased. To sum it up, it's now easier to use in combos but with a longer wait for gauge recovery<br />
    3D - Now ground bounces instead of forcing standing<br />
    Con Fuoco - Float on air hit adjusted, making it easier to followup with a combo<br />
    2D, 4D - Knockback/float trajectories have been slightly altered. The opponent goes slightly more horizontally for 2D and slightly higher for 4D<br />
    6C - Added floor bounce property after charging for a certain amount of time. Uncharged, it knocks the opponent to the floor and they can emergency tech.<br />
    6D - Causes corner blowback on air normal hit, wallbound on air counter hit<br />
    j.2C - Can now only be used once per jump (no more unblockable)<br />
    Cantabile - Now hits even at point-blank range<br />
    Stagger on 5C CH removed<br />
    4D - No longer removes a primer<br />
    Rhapsody of Memories - Slower startup. Carl does a very brief pose before the super flash occurs<br />
    6B - Jump cancel on hit removed<br />
    6A - Head invulnerability frames reduced, can wait and beat out its recovery with air attack<br />
    Can no longer do glide throw<br />
<br />
<br />
Hakumen:<br />
<br />
    Heat Cooldown after Specials changed from 180 frames to 90 frames<br />
    6A - Now head attribute invulnerable<br />
    j.b - Air untechable time increased, can now j.2a during the 2nd half(?) of the move<br />
    Yukikaze - Faster startup, easier to follow up on hit<br />
    4C - Can now be charged. On full charge, does large damage and chains to Renka<br />
    Kishuu - Travel distance slightly increased, now projectile and body invulnerable after a certain number of frames<br />
    Shippu - Comes out faster, but follow-ups deal less damage<br />
    6B - No longer breaks a primer<br />
    Guren (214A) - Now has repeat proration<br />
    6A - Now wall bounds. Can no longer do 5A&gt;6A&gt;5A<br />
<br />
<br />
Makoto:<br />
<br />
    Stargazer - Can be followed up on hit (2A/5A &gt; 6A &gt; 2D)<br />
    Shooting star - Decreased startup time, increased range (think pilebunker)<br />
    Lunatic Upper - Air untechable time slightly increased<br />
    Big Bang Smash - Has more hitstun<br />
    Air Grab - Has more hitstun<br />
    B, C astroid vision - Paths adjusted<br />
    Comet Cannon - Slower startup, hitstun increased. lvl3 version does not wallbounce<br />
    Infinite Rush - Has more hitstun, cannot followup even in corner<br />
    5D - Faster startup. Untechable time partially un-nerfed from last loketest<br />
    j.B - CH launches the opponent higher, opponent will tech before they land on the ground<br />
    Mars chopper - Removed all D followups. Cannot combo into DD. Proration improved<br />
    6B - Slower startup, removed force crouch on hit, decreased hitstun<br />
    5cc - No longer combos into 6b against standing opponents<br />
    Various D moves - Untechable time decreased<br />
    Lightning Arrows - Bound properties removed<br />
    Corona Upper (DP) - Can no longer be looped<br />
    Parry - Now has a cooldown where you can't parry again.<br />
<br />
<br />
Valkenhayn:<br />
<br />
    Weiss Jagd - P2 proration improved<br />
    236A - Can now combo from this<br />
    Nacht Jager - Increased horizontal knockback on air hit. Hitstun on ground hit slightly increased. Proration now slightly worse<br />
    3c - Is now special cancelable. Can be emergency teched<br />
    Mondlicht (j.236b) - Now air blockable without barrier<br />
    Command Grab - Longer recovery<br />
    Wolf form B - Brief head invulnerability before active frames<br />
    Rasen wolf - Costs slightly more wolf gauge<br />
    2C - Untechable time decreased more. 2C &gt; 6C no longer possible off low proration starters<br />
    Eisen (wolf j.214A/B) - Proration now worse<br />
<br />
<br />
Hazama:<br />
<br />
    B drive movement followup - Can attack sooner after use<br />
    Drive movements - Time until you can attack has been reduced<br />
    6B - Knocks down on air hit. Can follow up<br />
    Gasshoukyaku (214D~B) - Added corner blowback. Horizontal range shortened. Can follow up in corner<br />
    Gasaishou (command grab) - Invincibility halfway through the move changed to throw invulnerable from startup<br />
    6C - Now either has same move proration or really big proration<br />
    Jakou - Hitstun increased (vs first loke test?)<br />
    Jayoku Houtenjin - Heat cooldown time on hit increased<br />
    Various D moves - Attack level decreased, hitstop seems to be lower<br />
<br />
<br />
Taokaka:<br />
<br />
    Combo proration vs CS1 improved. The same combo from 2b yields that did 2900 in CS1 does 3200 here<br />
    2B - Now gatlings to 5B<br />
    C Neko Makyuu (ball) - Startup slightly sped up, now removes 1 guard primer<br />
    Tao Pitan - Leap distance decreased, now only covers roughly half-screen<br />
    6B - Now fatal counters<br />
    6C - Faster startup. Now combos from a 5C/2C hit on a crounching opponent<br />
    j.d - Ground untechable time decreased (TL may actually be faster recovery for Tao?), now wall bounces on counter hit.<br />
    6C - Now has at under 19 frames of startup<br />
    5C/2C &gt; 6C works on crouchers<br />
    5B -&gt; 6A no longer combos. ~5d RC 6a(1?) air combo does ~3200<br />
    3C - Knocks back on hit, severe enough that 236a won't reach<br />
    j.8d - Untechable time reduced, can only combo 2 loops before they tech now<br />
    Hexa Edge - Wall bounce removed<br />
<br />
<br />
Mu:<br />
<br />
    Tsunugui - Now also usable in air. Now wall bounds. Usable in corner combos. Hitstun increased<br />
    j.2c - Is now a fatal counter<br />
    j.b - Active longer<br />
    Ame no habakiri - Can be charged. Proration increased<br />
    Yata no kagami - Now also usable in air<br />
    Furu no Tsurugi (63214C) - Removes guard primers only at level 3+<br />
    Guard primers reduced to 4 (from 5)<br />
    Habakiri - Damage nerfed<br />
    2C - No longer jump-cancelable on block<br />
<br />
<br />
Jin:<br />
<br />
    6A - Can relaunch if you hit an air opponent, use 2b/3c. Proration now less strict. Frame advantage reduced<br />
    2D - Now hits higher. Easier to combo after 6C<br />
    Sekkajin - Now holdable (no need to mash). Untechable time on last hit increased<br />
    632146C (ice wave super) - Now has 25% minimum damage (up from 20%)<br />
    214A, j.214a - Wall bounces in the corner vs air opponent<br />
    2C - No longer gatlings into 5C. Now gatlings into 6B instead<br />
    214C - Tech timing is changed a bit, opponent bounces in a slightly different angle<br />
    Ice Arrow (super) - Much longer recovery time, opponent flies up much higher, longer untechable time, can combo into 6C still, much less damage after (around 500)<br />
    6C - Untechable time increased, near corner you can DC and 2c or 623b<br />
    Untechable time and hit stun from jump attacks reduced<br />
    j.2c - Hitbox nerfed<br />
    6C - Can no longer follow up midscreen w/ DC 5C. ~&gt;sekkajin &gt; 6C &gt; 2D works<br />
<br />
<br />
Ragna:<br />
<br />
    Carnage Scissors - Now projectile invincible<br />
    j.C - Bigger vertical hitbox (better as a jump-in)<br />
    6B - Less knockback. Causes knockdown vs air opponent. Can relaunch with 5C<br />
    5B, 5C - Now do more damage<br />
    6C - Untechable time increased<br />
    6D - Floats on hit<br />
    Hell's Fang&gt;Followup - Heat gain reduced. Less recovery (or it is hitstun?). Easier to oki after hit<br />
    Blood Kain - Heat cooldown increased<br />
<br />
<br />
Tsubaki:<br />
<br />
    2D - Charge speed increased. Max charge of 3 bars<br />
    214214D (tsubaki mugen) - Repeat proration for D moves is reduced while this is active. Now also usable in air. Damage increased<br />
    j.236d - Faster recovery, can easily follow up with j.214x<br />
    236C - Starts up faster, but prorates more (conclusion from JBBS user, not 100% on this)<br />
    6A - Now fatal counters<br />
    3C - Now fatal counters<br />
    6CC - Floats less<br />
    5D - Charge speed faster than first loketest. 5D charge is now set, it cannot charge more than 1 bar (you charge to 1, then it'll go no further). Charge speed is constant<br />
    22D - Now downs again (first loketest change reverted)<br />
    5A - Increased proration<br />
    623C - launches higher, cannot follow up with 2C or 214D anymore. Less untechable time<br />
    2C - Less untechable time<br />
    214D - less priority ?<br />
<br />
<br />
Bang:<br />
<br />
    j.b - Better proration<br />
    C kunai - Worse P2 proration, hold time on hit increased<br />
    Nails - Knocks opponent towards the ground on hit. However, the opponent gets knocked upwards if hit by rising D nails<br />
    5D - Causes float on normal hit. No longer causes wallbound on counter-hit<br />
    j.d - Better proration, more useful in combos. Slower startup<br />
    j.4c - Causes opponent to fly higher on hit, making followups after difficult<br />
    6D - Has less untechable time on CH now<br />
    Command Grab - Increased proration<br />
<br />
<br />
Lambda:<br />
<br />
    Gravity Seed - Faster startup<br />
    3C - Can no longer be emergency teched on counter hit<br />
    2C - Now has head attribute invincibility, but P1 proration nerfed<br />
    5C - Holding the button causes all hits to come out<br />
    2DD - Gatlings into 4B and 6C after the 2nd D<br />
    4DD - Gatlings into 4B after the 2nd D<br />
    Guard primers reduced to 4 (from 5)<br />
    Act Parser: Cavalier (236C) - Untechable time decreased<br />
    6C - Untechable time after wallbound decreased (whether this still applies is in question)<br />
<br />
<br />
Arakune:<br />
<br />
    6B - Revolver action to 6D added for both normal and followup versions<br />
    Zero Vector - Hit zone expanded. Overwriting an old one with a new one will always generate a trajectory different from the old one<br />
    j.c - Arakune jumps in the direction of the stick after it hits<br />
    6D - Arakune's head now has a hitbox as well, it can launch the opponent into bell bug<br />
    5C - Pulls the opponent in. May have lost some head invulnerability(?)<br />
    6A &gt; 6D now works<br />
    6D &gt; j.c now works in the corner<br />
    Bell bug - Now causes ground bounce<br />
    6D bug - Falling speed reduced<br />
    Air throw - Untechable time reduced<br />
    Overall damage decrease<br />
<br />
 		</div>
	</blockquote>
	</div>
</div>

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<br />
<b><span style="text-decoration: underline">24/08/2011</span></b><br />
Nächster Location Test am kommenden Wochenende (27/08/2011):<br />
<a href="http://generalnantoka.blog35.fc2.com/blog-entry-539.html" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">generalnantoka.blog35.fc2.com/blog-entry-539.html</a><br />
<b>(gepostet von KayEff auf Dustloop) </b><br />
<br />
<b>Gepostet von Ekusu:</b><br />
<a href="http://www.andriasang.com/e/blog/2011/08/24/blazblue_extend_ps360/" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">andriasang.com/e/blog/2011/08/24/blazblue_extend_ps360/</a><br />
<br />
BBCS Extend für PS3 und Xbox360 angekündigt, noch keine Informationen darüber, ob als Disc oder DLC.<br />
<br />
<b><span style="text-decoration: underline">26/08/2011</span></b><br />
<b>gepostet von Shino:</b><br />
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		<iframe style="max-width:100%;" width="560" height="315" src="https://www.youtube.com/embed/s5jEA2kSemk?wmode=transparent&amp;start={$start}" allowfullscreen></iframe>	</div>
</div>

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<br />
<b><span style="text-decoration: underline">30/08/2011</span></b><br />
<b>gepostet von emjay:</b><br />
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		<a href="http://www.siliconera.com/2011/08/30/blazblue-continuum-shift-extend-hitting-vita-xbox-360-and-ps3-this-winter/" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">siliconera.com/2011/08/30/blaz…-360-and-ps3-this-winter/</a><br />
<b>BlazBlue Continuum Shift Extend Hitting Vita, <span style="color: #ff0000">Xbox 360, And PS3</span> This Winter</b><br />
<ul style="list-style-type: disc" class="nativeList"><li><b><span style="color: #ff0000">Includes all of the previous downloadable content + Relius on disc</span> </b><br /></li><li><b>Online mode has new rule options such as 2-on-2, 3-on-3, and even 2-on-4</b><br /></li><li><b><span style="color: #ff0000">Enhanced the key recording function in training</span></b><br /></li><li><b>Added new scenarios</b><br /></li><li><b>The game is slated for release in <span style="color: #ff0000">Japan this winter</span> and will be playable at Tokyo Game Show</b><br /></li></ul>	</div>
</div>

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<br />
<b><span style="text-decoration: underline">01/09/2011</span></b><br />
Die offizielle Seite:<br />
<a href="http://blazblue.jp/bb_ex/" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">blazblue.jp/bb_ex/</a><br />
<br />
<b><span style="text-decoration: underline">15/09/2011</span></b><br />
Als Release-Datum (Home-Ports) wird auf der offiziellen Seite der 17/12/2011 angegeben.<br />
<br />
<b><span style="text-decoration: underline">19/09/2011</span></b><br />
<b>gepostet von emjay:</b><br />
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		<b>BlazBlue Continuum Shift Extend Hitting Arcades This Month</b>	<blockquote class="quoteBox container containerPadding quoteBoxSimple">
				
		<div>
			During an Arc System Works stage event yesterday on the final day of the Tokyo Game Show, series producer Toshimichi Mori revealed that an arcade version of the game is due to begin operations some time this month. The home versions are, as previously announced, due on 12/17, opposite the Vita's hardware release.		</div>
	</blockquote>
<br />
LOLmori:<br />
	<blockquote class="quoteBox container containerPadding quoteBoxSimple">
				
		<div>
			The stage was attended by Asami Imai, who works on both BlazBlue and on the Idolmaster series with Namco Bandai. She'd actually just come from an Idolmaster stage. Mori joked that it would be interesting to see a fighting game that pits the Idolmaster idols against one another.		</div>
	</blockquote>
<br />
<a href="http://andriasang.com/comy8t/" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">SOURCE</a>	</div>
</div>

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<br />
<b><span style="text-decoration: underline">28/09/2011</span></b><br />
<b>gepostet von emjay:</b><br />
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			<b>Continuum Shift Extend Will Not Be Released As A DLC Upgrade</b><br />
<br />
You won’t be able to purchase downloadable content to turn Continuum Shift into Continuum Shift Extend.<br />
BlazBlue: Continuum Shift Extend will come out for PlayStation Vita, PlayStation 3, and Xbox 360 on December 17.		</div>
	</blockquote>
<a href="http://www.siliconera.com/2011/09/27/sorry-blazblue-fans-continuum-shift-extend-will-not-be-released-as-a-dlc-upgrade/" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">SOURCE</a>	</div>
</div>

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<br />
<b><span style="text-decoration: underline">29/09/2011</span></b><br />
<b>gepostet von emjay:</b><br />
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		<b>BBCS2 Ver1.1 kommt am 5. Oktober in die Arcades.</b> (Update entspricht BBC<b>Sex</b>)<br />
<br />
	<blockquote class="quoteBox container containerPadding quoteBoxSimple">
				
		<div>
			ブレイブルーCS２（Ver１．１）の稼働は１０月５日となります。		</div>
	</blockquote>
<a href="http://twitter.com/#!/zatuyoP/status/119291862065496064" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">SOURCE-Twitter</a><br />
<a href="http://blazblue.jp/topics.html#topics261" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">SOURCE-OFFICIAL HP</a><br />
<br />
EDIT:<br />
<b>Änderungen in Ver1.1 sind:</b><br />
<ul style="list-style-type: disc" class="nativeList"><li>Relius Clover wird hinzugefügt<br /></li><li>Survival Mode wird hinzgefügt<br /></li><li>Balance Änderungen<br /></li><li>Beginner Mode wurde in STYLISH-Mode überarbeitet<br /></li><li>Änderung der Announcer/System Voice<br /></li><li>PSR Reset und Änderungen an dessen Berechung<br /></li><li>Neue BGMs hinzugefügt(Relius, Carl vs Relius, Jin vs Tsubaki)<br /></li><li>Neue Medals und Titel hinzugefügt<br /></li></ul><br />
<a href="http://blazblue.jp/bbcs2_update.html" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">SOURCE-OFFICIAL HP</a>	</div>
</div>

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<br />
<b><span style="text-decoration: underline">05/10/2011</span></b><br />
<b>Bekannte Changes </b><br />
(Quelle: <a href="http://www.dustloop.com/forums/showthread.php?12560-Blazblue-Continuum-Shift-Extend-Actual-Changes" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">dustloop.com/forums/showthread…ift-Extend-Actual-Changes</a> )<br />
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			Hakumen<br />
Courtesy of the haku forums<br />
<br />
+ Kishuu head(?) attribute invul from frame 5 onwards<br />
+ shippu minimal damage 800→1000<br />
+ 4C can be charged, charged 4C is plus on block<br />
+ Midscreen renka can be followed by dash 2C or iad j.a j.b<br />
+ JD has better damage<br />
- Charged 4C can't be canceled<br />
+ 6A CH can be followed up with 5C<br />
+ Throw seems to be special cancellable<br />
+ J.b&gt;j.2a gatling/link seems to work.<br />
<br />
<br />
Hazama<br />
<br />
Chain hitstun seems to be slightly reduced<br />
214D-B mid combo can be followed up in corner<br />
<br />
Iron Tager<br />
Translated by hakimiru<br />
<br />
+ B sledge chargeable, charging increases travel distance and maybe hitstun.<br />
+ Charge speed of voltiac increased, can counter with hammer if it guardpoints.<br />
+ 5B leads to combo off both air and ground hits<br />
+ 3C special cancelable, can be teched<br />
+ Change in character trajectory off spark bolt hit. Untechable time increased<br />
+ Increase in collider untechable time<br />
+ Can combo after forward throw(meaning it's probably special cancelable)<br />
+ Magnetic pull of D moves improved<br />
- 2C, 3C no longer remove primer<br />
- 5A doesn't cancel into 5A anymore<br />
+ 5B jump cancelable<br />
- Harsher repeat proration on collider (immediately techable after 2)<br />
<br />
Makoto<br />
<br />
Rough translation from the Makoto boards:<br />
<br />
* Corner combo starting from 2A and into DD gives 40% back and does about 4400.<br />
- Midscreen 2D only able to follow up with air combo<br />
+ Forward Grab is special cancellable<br />
- 2D has same move proration regardless of level. 2C also has same move prorate of 70%.<br />
- 6B doesn't force crouch anymore<br />
- 5CC&gt;6B doesn't work on standing<br />
+ j.D has greater untech time, can combo into comet cannon.<br />
+ D has longer slide time.<br />
* You can still 5D &gt; 2C, but its timing is strict.<br />
- You can't Comet oki anymore.(?)<br />
- &quot;Particle Flare's minimal damage decreased to 200/200/840 from 200/200/1.120.&quot;<br />
- Her hitbox got bigger, forcing some universal combos that didn't work on her to now work<br />
<br />
{5CC, 5D, 5B, 6A, 2D, j.D, 214A~A, 5CC, 236236D~D~D} - 4.526 Damage&quot;<br />
&quot;{5B, 5CC, 5D, 5B, 6A, 2D, j.D, 236A~D, 5B, aerial}&quot;<br />
&quot;{5B, 5CC, 5D, Lunatic Upper, Stargazer, 5B, 6A, 2D, j.D, 2C, 236A~D, aerial/Particle} ~4k (aerial) ~5k (Particle Flare)<br />
Noel Vermillion<br />
<br />
+D.214D Wall bounces in corner<br />
+Still does retarded damage in corner<br />
<br />
Corner 3C&gt;22B(xN)C&gt;666C&gt;4D&gt;D.6C&gt;214D&gt;6C&gt;5D&gt;236D&gt;6C(2)&gt;6C&gt; J.D&gt;D.6D&gt;D.5D&gt;D.5C&gt;D.6B&gt;Fenrir - 6.2k damage<br />
Platinum<br />
<br />
Changes courtesy of the plat boards<br />
<br />
+ Jump cat hammer's hitbox reaches to Platinum's foot area<br />
+ JC hitbox might be wider (reaches behind her?)<br />
+ 6A feels like it has less recovery<br />
- 2C has repeat proration<br />
+ 6C repeat proration removed<br />
- Swallow Moon has more recovery<br />
+ batCH&gt;mami works, confirmed with Jin and Litchi<br />
-(?) Missile special has lower proration<br />
-(?) frying pan damage now 500<br />
* bomb special still equips 6<br />
+ CDT won't drop even after two mamis<br />
- CDT minimum damage nerfed to about 950<br />
+ TK cat hammer (special?) CH&gt;5C&gt;mami works<br />
+ With regular missile, 5C&gt; 5D&gt; JC&gt; JD&gt; DJ JC&gt; something<br />
+ 5A can only be chained 3 times , of course, and they say it has &quot;compensation&quot;?<br />
+ Cat hammer is stronger and has more minimum range<br />
+ Also launches on CH now. .<br />
+ She can combo off the Super Bat in the corner. At least one person didn't seem to find this worth the meter still iirc.<br />
+ More importantly, her regular bat launches on CH, just like in the loketest (or something. Correct me if I read that wrong)<br />
+ Sounds like she can do a Hammer Loop with the Super Hammer at any height (as opposed to only after a Lvl 3 superjump). So no more bootleg delays in the air.<br />
+ With Special Hammer Mami&gt; 5C&gt; J.C&gt; J.D&gt; 5C&gt; J.C&gt; J.D&quot;<br />
+ At least two people said that they felt 5B was a superior poke to 5A now, seems like 5B got buffed<br />
<br />
* 2B&gt;5C&gt;Mami&gt;5C&gt;5D (bat)&gt;2C&gt;22C&gt;6A&gt;22C&gt;5C(6A Mami)&gt;j.D (bat)&gt;2C&gt;Mami for 3700<br />
* Bat or Cat Hammer CH&gt;Mami&gt;6C&gt;(Swallow Moon) j.C&gt;22C&gt;5C&gt;6A&gt;Mami dmg. ?<br />
* j.D (pan)＞Airdash j.C＞22C＞5C＞Mami＞6C＞22C&gt;5D (pan)＞2C＞22C＞5C＞6A＞Mami for 3700. the guy who wrote it thinks that the Fan might put the dmg to 5000<br />
* 5C＞Mami＞5C＞2C＞214C＞6C＞22C＞6A＞6C＞22C＞5C＞Air Combo for 4700<br />
* 6C FC＞j.C＞5C＞Mami＞6C＞Swallow Moon j.C＞22C＞（6A＞6C＞22C）×2＞5C＞Air Combo for around 5600<br />
<br />
Ragna<br />
<br />
From the ragna boards<br />
<br />
+ Seems mostly unchanged from CS2<br />
+ New distortion drive for unlimited Ragna<br />
+ Carnage Scissors now has projectile invincibility<br />
+ Forward Throw and back(?) is now special cancellable<br />
- 22C frame advantage decreased. Dash 5a follow up only possible on FC<br />
+ Back throw wallbounds<br />
- Back throw pushes them further away and can only be followed up with a special cancel midscreen<br />
+ 6B airborne hit can be picked up and can now be used in combos<br />
+ J.C has a better hitbox below it<br />
+ 6D floats on hit now<br />
- The amount of frames you can delay the Hades followup is decreased<br />
+ Deadspike might have had a horizontal range increase<br />
<br />
Rachel<br />
<br />
From the rachel boards<br />
<br />
+ 6C damage increased<br />
+ j.2C is special cancellable on air hit<br />
<br />
- 6B jump cancel is gone<br />
-2C guard point comes out later<br />
- Level 2 j.2C no longer breaks a primer<br />
- 4B can only be used once in a gatling<br />
- BBL and TD damage decreased<br />
* Hitboxes of normal attacks changed<br />
- Harder to combo off of Tiny Lobelia counterhits<br />
- Character Combo Rate decreased<br />
- 6B is now quite negative on block<br />
* No change in A lobelia blockstun<br />
* No change in 2A startup<br />
+ (A lobelia loop confirmed)<br />
- Damage from corner throw to full combo decreased (about 700 decrease, might be because of Lily's changes)<br />
- 2C proration is worse<br />
- BBL seems to have gotten a damage nerf<br />
- Frog seems to have worse proration or less damage<br />
- Pumpkin appears to have a level decrease(not confirmed)<br />
- Pumpkin has worse proration<br />
* Wind regeneration is unchanged<br />
- 6B has worse proration<br />
<br />
Jin<br />
<br />
+ 2D breaks a primer<br />
- 2D is slower<br />
- J.2C and J.C level decreased<br />
+ New gatling, 2C&gt;6B<br />
- Increased recovery on Ice Arrow<br />
- Double Ice Arrow still works but damage decrease<br />
+ Yukikaze proration improved<br />
+ Forward and Back throw special cancellable<br />
+ 6A proration improved<br />
+ 623B is a lot faster<br />
+ Throw {, 214A whiff, 5C, Sekkajin, 6C, 214C} - 2523 Damage&quot;<br />
+ Throw, 623B, 6C, 623C, 5B, 5C, 2C, 623C} – ~3.100 Damage”<br />
+ Throw&gt; Astral seems to work<br />
+ 2C seems to have head invincibility, was able to hit arakune J.B with it<br />
+ 6A on airborne opponent can be OTG'd<br />
<br />
Tsubaki Yayoi<br />
<br />
+Charges may be canceled&quot; (UFA)<br />
- &quot;Charge 5D is slower, as expected&quot;<br />
- &quot;After the 623C {,} j.214A whiff, you can not hit a 2C. You can only follow with aerial, but the timing is restricted &quot;<br />
+ &quot;CH 22D causes wall bounce&quot;<br />
+ &quot;3C {CH} 5CC works, goes to IAD combos&quot;<br />
* &quot;{22D, 6C} still combo&quot;<br />
* &quot;{22D, 236D} still works midscreen&quot;<br />
- &quot;Dash feels slower<br />
- &quot;5B is clearly slower<br />
+ &quot;5C is faster&quot;<br />
+ &quot;Cancel Charge has been improved&quot; (huh?)<br />
- &quot;236236C had minimal damage reduced to 650&quot; (was 840)<br />
- &quot;6C FC lost&quot;<br />
- &quot;The 22X has more recovery and worse proration as a starter<br />
-/+? &quot;All the blows with D gained greater prorate(not sure if this means proration is better or worse)&quot;<br />
- &quot;5B hitbox seems better<br />
+ &quot;J.D seems to charge more. 2.8 bars filled from a double jump &quot;<br />
* &quot;Spamming 5D/2D, you need to fill 10 charges for 1 bar&quot;<br />
* &quot;2D charges very slowly until complete 1 bar. From this it is quicker to fill the remaning bars &quot;<br />
+ &quot;{Double jump, j.236D, airdash} seems to work&quot;<br />
+ &quot;5C hitbox is a lot better. You can hit it after a 22C in the corner with no dash &quot;<br />
* &quot;5C seems to put the opponent higher&quot;		</div>
	</blockquote>
	</div>
</div>

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<br />
<b><span style="text-decoration: underline">06/10/2011</span></b><br />
<b>Bekannte Changes </b><br />
(Quelle: <a href="http://www.dustloop.com/forums/showthread.php?12560-Blazblue-Continuum-Shift-Extend-Actual-Changes" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">dustloop.com/forums/showthread…ift-Extend-Actual-Changes</a> )<br />
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		Arakune<br />
<br />
<br />
Bang<br />
+ Ground throw is not special cancellable but is airdash cancellable, so throw airdash J.4C is possible<br />
+ 5D gives float on normal hit<br />
+ jD has better proration (no idea p1 or p2 though, I can't tell from the term)<br />
+ All nails give knockdown on hit on the way down, but D nails will cause opponent to rise up if they are also rising up.<br />
- C nails have weakened proration<br />
+ C nail hitsun improved<br />
+ Ground grab gives 1000 damage, has wallbound.<br />
* I'm not so sure here, but it seems like it's saying you need to jump cancel to hit some characters with 6C j.D. My guess is they put in a 6C j.D gatling maybe?? 6C seems to have higher vertical knockback.<br />
- Command grab prorates a lot worse<br />
<br />
Current combos<br />
・2A&gt;5B&gt;6C&gt;JD&gt;2B&gt;6C&gt;J4C&gt;JC<br />
・2A&gt;2A&gt;5B&gt;2B&gt;6C&gt;JD&gt;2B&gt;6C&gt;J4C&gt;JC<br />
・JD&gt;2A&gt;5B&gt;JA&gt;JB&gt;J4C&gt;J4C&gt;JC 1800<br />
・Command grab rc&gt;5C&gt;6D&gt; firepunch &gt;5B&gt;6C&gt;J4C&gt; air firepunch &gt;5A&gt;5B&gt;JA&gt;JB&gt;J4C&gt;J4C&gt;JC bluebeats at some point in the combo apparently. 【4000]<br />
・2D&gt;JD&gt;C nail&gt;JD&gt;C nail&gt;5D<br />
・5A&gt;5B&gt;2B&gt;6C&gt;JD&gt;C nail&gt;JD&gt;C nail&gt;5D<br />
・Throw&gt; airdash &gt;J4C&gt;C nail&gt;JD&gt;5C&gt;6D<br />
・5A&gt;5B&gt;2B&gt;6C&gt;JD&gt;2B&gt;6C&gt;J4C&gt;JC【around 2340】<br />
・Midscreen throw&gt; airdash&gt; J4C&gt;C nail&gt;5C&gt;6D&gt;Daifunka【around 2940】<br />
・5B&gt;2B&gt;6C&gt;JD&gt;2B&gt;6C&gt;J4C&gt;JC【around 2700】<br />
・Midscreen throw＞J4C&gt;C nail＞JD＞C nail＞JD＞C nail＞５D (Personal note: wtf is this combo)<br />
・2D(ch)&gt;5C&gt;6D&gt;Daifunka【3972】previously 4632<br />
<br />
Carl<br />
<br />
<br />
Hakumen<br />
Courtesy of the haku forums<br />
<br />
+ Kishuu head(?) attribute invul from frame 5 onwards<br />
+ shippu minimal damage 800→1000<br />
+ 4C can be charged, charged 4C is plus on block<br />
+ Midscreen renka can be followed by dash 2C or iad j.a j.b<br />
+ JD has better damage<br />
- Charged 4C can't be canceled<br />
+ 6A CH can be followed up with 5C<br />
+ Throw seems to be special cancellable<br />
+ J.b&gt;j.2a gatling/link seems to work.<br />
<br />
<br />
Hazama<br />
<br />
Chain hitstun seems to be slightly reduced<br />
214D-B mid combo can be followed up in corner<br />
<br />
Iron Tager<br />
Translated by hakimiru<br />
<br />
+ B sledge chargeable, charging increases travel distance and maybe hitstun.<br />
+ Charge speed of voltiac increased, can counter with hammer if it guardpoints.<br />
+ 5B leads to combo off both air and ground hits<br />
+ 3C special cancelable, can be teched<br />
+ Change in character trajectory off spark bolt hit. Untechable time increased<br />
+ Increase in collider untechable time<br />
+ Can combo after forward throw(meaning it's probably special cancelable)<br />
+ Magnetic pull of D moves improved<br />
- 2C, 3C no longer remove primer<br />
- 5A doesn't cancel into 5A anymore<br />
+ 5B jump cancelable<br />
- Harsher repeat proration on collider (immediately techable after 2)<br />
+ Forward throw damage increased to 1900<br />
+ 6B forces crouching<br />
+ 4D hitbox improved<br />
- Spark bolt can only be followed up with normals in the corner. Collider follow up available anywhere. CH spark bolt has same properties as CS2 spark bolt<br />
<br />
<br />
<br />
<br />
Jin<br />
<br />
+ 2D breaks a primer<br />
- 2D is slower<br />
- J.2C and J.C level decreased<br />
+ New gatling, 2C&gt;6B<br />
- Increased recovery on Ice Arrow<br />
- Double Ice Arrow still works but damage decrease<br />
+ Yukikaze proration improved<br />
+ Forward and Back throw special cancellable<br />
+ 6A proration improved<br />
+ 623B is a lot faster<br />
+ Throw {, 214A whiff, 5C, Sekkajin, 6C, 214C} - 2523 Damage&quot;<br />
+ Throw, 623B, 6C, 623C, 5B, 5C, 2C, 623C} – ~3.100 Damage”<br />
+ Throw&gt; Astral seems to work<br />
+ 2C seems to have head invincibility, was able to hit arakune J.B with it<br />
+ 6A on airborne opponent can be OTG'd<br />
- 623 loop seems harder<br />
+ 623D lifts opponents less<br />
+ 214A properties from loctest seem to have stayed. 3C&gt;214A corner combo deals 4K, and apparently 214A&gt;623B works<br />
- 6C&gt;2D doesn't work on everyone<br />
- 6C hitbox worsened<br />
+ 6D longer freeze time<br />
<br />
Litchi<br />
<br />
* Her forward throw launches them up and slightly forward, same as her back throw.<br />
+ All Green launches the opponent straight up and causes an aerial spinning state.<br />
* Haku &gt; Chun makes the opponent fly backwards in a arial spinning state. (Think Hazama's 214D~C)<br />
+ 4D wallbounds in the corner.<br />
- 4D cannot be followed up mid-screen.<br />
+ Shinshin in 5D set travels further.<br />
* j.B &gt; j.C &gt; Hatsu &gt; Haku &gt; Chun works in the corner.<br />
+ The final hit of Kokushi causes a spin state. (Like a Gold Burst)<br />
* (Corner) 5B[m] &gt; 2C &gt; 6D &gt; Hatsu &gt; Haku &gt; Chun &gt; 5B &gt; 6C(1) &gt; 4Kote &gt; j.B &gt; dj.C &gt; j.D &gt; j.C &gt; Staff 2 &gt; 6C(2) works.<br />
- Sending the staff out has more recovery(D moves)<br />
* New J.D<br />
+ Forward throw combos with [m]6D<br />
- Daisharin is the same as in loctests(last hit knockdowns and has terrible proration values),<br />
- 6C no longer removes a primer<br />
* Four winds is apparently better<br />
<br />
<br />
Makoto<br />
<br />
Rough translation from the Makoto boards:<br />
<br />
* Corner combo starting from 2A and into DD gives 40% back and does about 4400.<br />
- Midscreen 2D only able to follow up with air combo<br />
+ Forward Grab is special cancellable<br />
- 2D has same move proration regardless of level. 2C also has same move prorate of 70%.<br />
- 6B doesn't force crouch anymore<br />
- 5CC&gt;6B doesn't work on standing<br />
+ j.D has greater untech time, can combo into comet cannon.<br />
+ D has longer slide time.<br />
* You can still 5D &gt; 2C, but its timing is strict.<br />
- You can't Comet oki anymore.(?)<br />
- &quot;Particle Flare's minimal damage decreased to 200/200/840 from 200/200/1.120.&quot;<br />
- Her hitbox got bigger, forcing some universal combos that didn't work on her to now work<br />
- &quot;Particle Flare's invicibility vanished, it seems&quot;(i find it hard to believe)<br />
* Trajectory on 214B and C changed<br />
<br />
<br />
{5CC, 5D, 5B, 6A, 2D, j.D, 214A~A, 5CC, 236236D~D~D} - 4.526 Damage&quot;<br />
&quot;{5B, 5CC, 5D, 5B, 6A, 2D, j.D, 236A~D, 5B, aerial}&quot;<br />
&quot;{5B, 5CC, 5D, Lunatic Upper, Stargazer, 5B, 6A, 2D, j.D, 2C, 236A~D, aerial/Particle} ~4k (aerial) ~5k (Particle Flare)<br />
Noel Vermillion<br />
<br />
+D.214D Wall bounces in corner<br />
+Still does retarded damage in corner<br />
<br />
Corner 3C&gt;22B(xN)C&gt;666C&gt;4D&gt;D.6C&gt;214D&gt;6C&gt;5D&gt;236D&gt;6C(2)&gt;6C&gt; J.D&gt;D.6D&gt;D.5D&gt;D.5C&gt;D.6B&gt;Fenrir - 6.2k damage<br />
Platinum<br />
<br />
Changes courtesy of the plat boards<br />
<br />
+ Jump cat hammer's hitbox reaches to Platinum's foot area<br />
+ JC hitbox might be wider (reaches behind her?)<br />
+ 6A feels like it has less recovery<br />
- 2C has repeat proration<br />
+ 6C repeat proration removed<br />
- Swallow Moon has more recovery<br />
+ batCH&gt;mami works, confirmed with Jin and Litchi<br />
-(?) Missile special has lower proration<br />
-(?) frying pan damage now 500<br />
* bomb special still equips 6<br />
+ CDT won't drop even after two mamis<br />
- CDT minimum damage nerfed to about 950<br />
+ TK cat hammer (special?) CH&gt;5C&gt;mami works<br />
+ With regular missile, 5C&gt; 5D&gt; JC&gt; JD&gt; DJ JC&gt; something<br />
+ 5A can only be chained 3 times , of course, and they say it has &quot;compensation&quot;?<br />
+ Cat hammer is stronger and has more minimum range<br />
+ Also launches on CH now. .<br />
+ She can combo off the Super Bat in the corner. At least one person didn't seem to find this worth the meter still iirc.<br />
+ More importantly, her regular bat launches on CH, just like in the loketest (or something. Correct me if I read that wrong)<br />
+ Sounds like she can do a Hammer Loop with the Super Hammer at any height (as opposed to only after a Lvl 3 superjump). So no more bootleg delays in the air.<br />
+ With Special Hammer Mami&gt; 5C&gt; J.C&gt; J.D&gt; 5C&gt; J.C&gt; J.D&quot;<br />
+ At least two people said that they felt 5B was a superior poke to 5A now, seems like 5B got buffed<br />
+ Missile and bomb CH have more untechable time<br />
+ Powered up Cat and Bat have better proration<br />
<br />
* 2B&gt;5C&gt;Mami&gt;5C&gt;5D (bat)&gt;2C&gt;22C&gt;6A&gt;22C&gt;5C(6A Mami)&gt;j.D (bat)&gt;2C&gt;Mami for 3700<br />
* Bat or Cat Hammer CH&gt;Mami&gt;6C&gt;(Swallow Moon) j.C&gt;22C&gt;5C&gt;6A&gt;Mami dmg. ?<br />
* j.D (pan)＞Airdash j.C＞22C＞5C＞Mami＞6C＞22C&gt;5D (pan)＞2C＞22C＞5C＞6A＞Mami for 3700. the guy who wrote it thinks that the Fan might put the dmg to 5000<br />
* 5C＞Mami＞5C＞2C＞214C＞6C＞22C＞6A＞6C＞22C＞5C＞Air Combo for 4700<br />
* 6C FC＞j.C＞5C＞Mami＞6C＞Swallow Moon j.C＞22C＞（6A＞6C＞22C）×2＞5C＞Air Combo for around 5600<br />
<br />
Ragna<br />
<br />
From the ragna boards<br />
<br />
+ Seems mostly unchanged from CS2<br />
+ New distortion drive for unlimited Ragna<br />
+ Carnage Scissors now has projectile invincibility<br />
+ Forward Throw and back(?) is now special cancellable<br />
- 22C frame advantage decreased. Dash 5a follow up only possible on FC<br />
+ Back throw wallbounds<br />
- Back throw pushes them further away and can only be followed up with a special cancel midscreen<br />
+ 6B airborne hit can be picked up and can now be used in combos<br />
+ J.C has a better hitbox below it<br />
+ 6D floats on hit now<br />
- The amount of frames you can delay the Hades followup is decreased<br />
+ Deadspike might have had a horizontal range increase<br />
+ Hell's fang proration improved. 5B&gt;5C&gt;HF&gt; RC&gt; follow up is like 4k+<br />
Rachel<br />
<br />
From the rachel boards<br />
<br />
+ 6C damage increased<br />
+ j.2C is special cancellable on air hit<br />
<br />
- 6B jump cancel is gone<br />
-2C guard point comes out later<br />
- Level 2 j.2C no longer breaks a primer<br />
- 4B can only be used once in a gatling<br />
- BBL and TD damage decreased<br />
* Hitboxes of normal attacks changed<br />
- Harder to combo off of Tiny Lobelia counterhits<br />
- Character Combo Rate decreased<br />
- 6B is now quite negative on block<br />
* No change in A lobelia blockstun<br />
* No change in 2A startup<br />
+ (A lobelia loop confirmed)<br />
- Damage from corner throw to full combo decreased (about 700 decrease, might be because of Lily's changes)<br />
- 2C proration is worse<br />
- BBL seems to have gotten a damage nerf<br />
- Frog seems to have worse proration or less damage<br />
- Pumpkin appears to have a level decrease(not confirmed)<br />
- Pumpkin has worse proration<br />
* Wind regeneration is unchanged<br />
- 6B has worse proration<br />
<br />
Taokaka<br />
<br />
- 5B/2B&gt;6A only combos on crouch<br />
+ 6B fatal counters allowing legit combos on CH<br />
- Counter assault nerfed, was whiffing against Hazama's 5A<br />
Taskmaster Tsubaki Yayoi<br />
<br />
+Charges may be canceled&quot; (UFA)<br />
- &quot;Charge 5D is slower, as expected&quot;<br />
- &quot;After the 623C {,} j.214A whiff, you can not hit a 2C. You can only follow with aerial, but the timing is restricted &quot;<br />
+ &quot;CH 22D causes wall bounce&quot;<br />
+ &quot;3C {CH} 5CC works, goes to IAD combos&quot;<br />
* &quot;{22D, 6C} still combo&quot;<br />
* &quot;{22D, 236D} still works midscreen&quot;<br />
- &quot;Dash feels slower<br />
- &quot;5B is clearly slower<br />
+ &quot;5C is faster&quot;<br />
+ &quot;Cancel Charge has been improved&quot; (huh?)<br />
- &quot;236236C had minimal damage reduced to 650&quot; (was 840)<br />
- &quot;6C FC lost&quot;<br />
- &quot;The 22X has more recovery and worse proration as a starter<br />
-/+? &quot;All the blows with D gained greater prorate(not sure if this means proration is better or worse)&quot;<br />
- &quot;5B hitbox seems better<br />
+ &quot;J.D seems to charge more. 2.8 bars filled from a double jump &quot;<br />
* &quot;Spamming 5D/2D, you need to fill 10 charges for 1 bar&quot;<br />
* &quot;2D charges very slowly until complete 1 bar. From this it is quicker to fill the remaning bars &quot;<br />
+ &quot;{Double jump, j.236D, airdash} seems to work&quot;<br />
+ &quot;5C hitbox is a lot better. You can hit it after a 22C in the corner with no dash &quot;<br />
* &quot;5C seems to put the opponent higher&quot;<br />
- 2C has worse repeat proration<br />
<br />
Valkenhayn:<br />
<br />
Here's Valk's current list of changes. Credits to Nokita for getting this for us.<br />
<br />
<br />
Finally some extend info.<br />
<br />
* [Wolf A&gt;B&gt; air dash JB&gt;J3C&gt;JA&gt;5D] &gt;2C&gt;6C works.Apparently no change in damage.<br />
* 3C&gt;Jaeger&gt;2C&gt;6C&gt;2C&gt;6B&gt;2C&gt;mondlicht&gt;1D&gt;2 beast cannons does 3,7k<br />
* 6C starter can go into 4 beast cannon stuff for about 4,8k<br />
* mid screen 3C&gt;jaeger&gt;Sturm wolf connects.<br />
* No change to wolf break stuff.<br />
* 3C&gt; schwarz doesn't work on a grounded hit.<br />
* 3C on air hit might give you enough time to cancel into rosen or schwarz. (3C&gt;jaeger&gt;3C works so far)<br />
* Schwarze jagd&gt;Weiss jagd&gt;5D&lt;2C&gt;......&lt;4 beast cannons&lt;Sturmwolf does 5.3 k<br />
* JC: less landing recovery.<br />
* 2B: less recovery.<br />
* Wolf B:less head attribute invincibility.works well enough as an AA.(day 1 impression)<br />
* Wolf JB: less untech time.[JB&gt;JB&gt;5B] is difficult to pick up,if done high in the air.<br />
* Jaeger: Untech time is &quot;scary&quot; and long.Also has worse proration.<br />
* 6B&gt;2A (opponent barriers this)&gt; 2C (is out of range)<br />
<br />
<br />
<br />
* mid screen throw&gt;nachtrosen doesn't work anymore? character specific it seems<br />
You can do throw&gt;jaeger(miss)&gt;5C if you are close enough to the corner.<br />
* 6A: A buff?faster guard point?<br />
<br />
EDIT:<br />
<br />
*Eisen wolf: bad on block.You are at a disadvantage,even if you force them to block it in the air. (around jump height)<br />
can only be followed up with 5A, even on CH.(maybe 3C&gt;C~A. see below)<br />
the landing recovery can be canceled with rasen? (needs more testing)<br />
*Cmd grab (ground): 1K.<br />
Cmd grab (air): 1,5k.<br />
*Sturm wolf&gt;koenig works like cs2<br />
*3C&gt;jaeger can be looped up to 3 times in the corner.Insignificant due to repeat move proration.<br />
*Rasen:increased gauge drain on 7C/4C. Its nothing serious once you get used to it.(cs2: 7C/4C x 5----&gt;cse: 7C/4C x 4)<br />
*W 5B: on a trade you can follow up with nachtrosen.It seems possible to squeeze in a 2C/6C depending on the circumstances.<br />
<br />
<br />
Damage changes:<br />
<br />
5A: 200-&gt;300<br />
2A: 150-&gt;300<br />
jA: 180-&gt;300<br />
throw 1500-&gt;1000<br />
<br />
Proration changes:<br />
<br />
3C: P1 90%-&gt;75%<br />
Weiss jagd: P2 50%-&gt;60%? (maybe more)<br />
Eisen: P2 92%-&gt;89%<br />
Nacht jaeger: P2 89%-&gt;80%<br />
Nacht jaeger repeat proration: 30%<br />
<br />
*6C&gt;2C&gt;6B&gt;2C&gt;mond licht&gt;[4 beast cannons&gt;7C]&gt;D&gt;JC&gt;5B&gt;2C&gt;JB&gt;JB&gt;JC<br />
dmg: about 5.1k<br />
<br />
The human JC after the 7C is a replacement for JB&gt;JB&gt;5B.<br />
You can replace the human 5B with 2A for less damage and easier execution. <br />
<br />
<br />
V-13/A-11<br />
<br />
+2DD&gt;4B combos<br />
-3C proration worsened<br />
-overall damage decreased<br />
<br />
<br />
<br />
<br />
Mu-12	</div>
</div>

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<br />
<b><span style="text-decoration: underline">12/10/2011</span></b><br />
<b>gepostet von Shino:</b><br />
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		US Release für PS3/Xbox360 bestätigt, wird gleichzeitig mit Playstation Vita US Release kommen (wann immer das auch sein mag), da Extend ein Vita Launch Titel ist:<br />
<br />
<a href="http://www.siliconera.com/2011/10/11/aksys-confirms-blazblue-continuum-shift-extend-for-ps3-xbox-360/" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">siliconera.com/2011/10/11/aksy…-extend-for-ps3-xbox-360/</a>	</div>
</div>

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<br />
<b><span style="text-decoration: underline">14/10/2011</span></b><br />
<b>gepostet von Ekusu:</b><br />
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		<iframe style="max-width:100%;" width="560" height="315" src="https://www.youtube.com/embed/56npMBAq0w4?wmode=transparent&amp;start={$start}" allowfullscreen></iframe>	</div>
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<br />
<b><span style="text-decoration: underline">23/10/2011</span></b><br />
<b>gepostet von Shino:</b><br />
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<br />
<b>gepostet von Banker KingAlo</b><br />
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<br />
<b><span style="text-decoration: underline">gepostet von Ekusu:</span></b><br />
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			<slash:comments><![CDATA[370]]></slash:comments>
		</item>
		<item>
			<title><![CDATA[Beginner Mode - Videos für Anfänger]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/13233-beginner-mode-videos-f%C3%BCr-anf%C3%A4nger/]]></link>
			<description><![CDATA[Xie hat ein Videoprojekt gestartet, in dem er versucht, blutigen Anfängern BlazBlue und Fighting Games generell näher zu bringen. Die Videos sind in der Art ähnlich zu Day[9] Dailies(Dailys) aus der Starcraft Szene mit Diagrammen, Videobeispelen,…]]></description>
			<pubDate>Mon, 06 Feb 2012 19:58:57 +0000</pubDate>
			<dc:creator><![CDATA[Shino]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/13233-beginner-mode-videos-f%C3%BCr-anf%C3%A4nger/]]></guid>
						<content:encoded><![CDATA[Xie hat ein Videoprojekt gestartet, in dem er versucht, blutigen Anfängern BlazBlue und Fighting Games generell näher zu bringen. Die Videos sind in der Art ähnlich zu Day[9] Dailies(Dailys) aus der Starcraft Szene mit Diagrammen, Videobeispelen, random Talk zwischendurch etc.<br />
Die Videos sind (im Moment) an komplette Anfänger gerichtet, die zum ersten Mal ein Fighting Game (BlazBlue) anfassen und besser werden möchten, aber nicht genau wissen, wie sie es anstellen sollen. <br />
<br />
Ich muss ehrlich sagen, dass ich die Idee toll finde. So etwas wie die Day[9] Dailies für Fighting Games wollte ich schon immer haben. (Bei Day[9] lernt man wirklich viel)<br />
Mit Folge 0 und 1 war ich nicht ganz zufrieden, aber Folge 2 scheint schon viel besser zu werden. Hoffentlich wird was Großes daraus.<br />
<br />
<b>Episode 0 : The Pilot</b> - <a href="http://www.youtube.com/watch?v=W-b0iNBjim8&amp;" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=W-b0iNBjim8&amp;</a> <br />
<b>Episode 1 : The Kitchen Sink</b> - <a href="http://www.youtube.com/watch?v=F9-3gQep5_k" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=F9-3gQep5_k</a> <br />
<b>Episode 2 : Fundamental Fundamentals</b> - <a href="http://www.youtube.com/watch?v=8fuf155RyJM" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=8fuf155RyJM</a><br />
<b>Episode 3 : I DID IT!</b> - <a href="http://www.youtube.com/watch?v=Qy8DBPnoKE4" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=Qy8DBPnoKE4</a><br />
<b>Episode 4 : Pressing Forward</b> - <a href="http://www.youtube.com/watch?v=FtYCdcsLRr8" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=FtYCdcsLRr8</a><br />
<b>Episode 5 : Constructing Blockstrings</b> - <a href="http://www.youtube.com/watch?v=FVpCuBMU8Zs" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=FVpCuBMU8Zs</a><br />
<b>Episode 6 : Constructing Blockstrings Part 2</b> - <a href="http://www.youtube.com/watch?v=HL8ZFjHuELQ&amp;feature=related" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=HL8ZFjHuELQ&amp;feature=related</a><br />
<b>Episode 7 :  What's Next</b> - <a href="http://www.youtube.com/watch?v=1tGeZivbeag&amp;feature=related" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=1tGeZivbeag&amp;feature=related</a><br />
<b>Episode 8 : Aerial Pursuit</b> - <a href="http://www.youtube.com/watch?v=CbdjmkGzuqk&amp;feature=related" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=CbdjmkGzuqk&amp;feature=related</a><br />
<b>Episode 9 : Emergency Teching</b> - <a href="http://www.youtube.com/watch?v=IzIxEGFtjPw&amp;feature=related" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=IzIxEGFtjPw&amp;feature=related</a><br />
<b>Episode 10 : Ground Teching</b> - <a href="http://www.youtube.com/watch?v=hFBVsf25qqM&amp;feature=related" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=hFBVsf25qqM&amp;feature=related</a><br />
<b>Episode 11: Getting Hit</b> - <a href="http://www.youtube.com/watch?v=tc-YQjIfufU&amp;feature=plcp" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=tc-YQjIfufU&amp;feature=plcp</a><br />
<b>Episode 12: Basic Defense</b> - <a href="http://www.youtube.com/watch?v=SI708t26ODo&amp;feature=plcp" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=SI708t26ODo&amp;feature=plcp</a>]]></content:encoded>
			<slash:comments><![CDATA[3]]></slash:comments>
		</item>
		<item>
			<title><![CDATA[Der BlazBlue Continuum Shift II - Sammelthread (XBL & PSN)]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/12674-der-blazblue-continuum-shift-ii-sammelthread-xbl-psn/]]></link>
			<description><![CDATA[<div style="text-align: center">blazblue-continuum-shift-2-arcade-logo.jpg</div>

<b>Wird geöffnet, sobald es auf den &quot;großen&quot; Konsolen spielbar ist. Ich habe keine Lust, den BBCS-Sammel-Thread neu zu editieren.</b>

<b>Linke Seite der Hardedge-Nick, rechte Seite der PSN-/XBL-Nick</b>
<span style="text-decoration: underline"><b><span style="color: #0000ff">PSN:</span></b></span>
entnervt -…]]></description>
			<pubDate>Tue, 27 Dec 2011 21:05:34 +0000</pubDate>
			<dc:creator><![CDATA[old_man_entnervt]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/12674-der-blazblue-continuum-shift-ii-sammelthread-xbl-psn/]]></guid>
						<content:encoded><![CDATA[<div style="text-align: center"><img src="http://gamers-core.de/wp-content/uploads/2011/04/blazblue-continuum-shift-2-arcade-logo.jpg" class="jsResizeImage" alt="" /></div><br />
<br />
<b>Wird geöffnet, sobald es auf den &quot;großen&quot; Konsolen spielbar ist. Ich habe keine Lust, den BBCS-Sammel-Thread neu zu editieren.</b><br />
<br />
<b>Linke Seite der Hardedge-Nick, rechte Seite der PSN-/XBL-Nick</b><br />
<span style="text-decoration: underline"><b><span style="color: #0000ff">PSN:</span></b></span><br />
entnervt - entnervt<br />
XxsensenmanxX - XxsensenmanxX<br />
EkusuKariba - EkusuKaribaFTW <br />
Mik - mik_oro <br />
emjay - emjaymeow<br />
<br />
xXSvenisXx - xXSvenisXx<br />
Senser - Sensispark<br />
backbone - der_dellinho<br />
Sakaku - vieh63 <br />
Poli - polixorotone<br />
<br />
bonetrim - bonetrim<br />
Flynn-cruxis  - Flynn-cruxis <br />
Dixxhead - Dixxhead<br />
dino - dino_srk<br />
Syndicate - Syndicate696<br />
<br />
Toki` - naruto_is_kawai<br />
Ultima - ultimaer<br />
Emerald - greatsoul111 <br />
Knoblauchknolle - Knoblauchknolle<br />
2nd Face - x_2ndFace_x<br />
<br />
HellspawnJack - HellspawnJack <br />
Seikoi - PSN : Redking_Seikoi <br />
ollsen - s1lenzzz<br />
Animatiker - GabbaBasti<br />
F42425 - f42425<br />
<br />
Dakota - Kosimosi<br />
killerpll - killerpll <br />
<br />
<span style="text-decoration: underline"><b><span style="color: #ff0000">XBL:</span></b></span><br />
Kuronomaru - Kuronomaru<br />
Mik - m1kr0s<br />
emjay - emjaymeow<br />
WaterSeven - WaterSeven87<br />
k1x_sentinel - Beld Dragon<br />
<br />
N3v4n - I Nevan I<br />
daehxxiD<br />
Helly - hellz0r <br />
Hakuma87 - Hakuma87<br />
Ultima - ultimaer<br />
<br />
Aria Esther - Aria Esther<br />
Feckless - KingFeckless<br />
Kurogambit- Gorobe<br />
Seikoi - Syco the Tenshu<br />
beatemupgamer - beatemupgamer<br />
<br />
bonetrim - bonetrim<br />
DarkRtBOne - DarkRtBOne<br />
darkshadow - darkshadow3890<br />
Frankenstein - Bigfrank1986b und Frankenstein8b]]></content:encoded>
			<slash:comments><![CDATA[40]]></slash:comments>
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		<item>
			<title><![CDATA[[CS2]Der BBCS2/Extend-Matchvideo-Diskussions-Thread]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/11789-cs2-der-bbcs2-extend-matchvideo-diskussions-thread/]]></link>
			<description><![CDATA[Auch wenn bisher ja so gut wie gar nicht über Matchvideos diskutiert wird, dachte ich mir, inspiriert von kurokos KOF13-Thread mit dem selben Thema, so könnte man mal die BBCS-Spieler dazu bringen, sich auch mehr über Matches auszutauschen. So können…]]></description>
			<pubDate>Wed, 23 Nov 2011 08:30:47 +0000</pubDate>
			<dc:creator><![CDATA[old_man_entnervt]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/11789-cs2-der-bbcs2-extend-matchvideo-diskussions-thread/]]></guid>
						<content:encoded><![CDATA[Auch wenn bisher ja so gut wie gar nicht über Matchvideos diskutiert wird, dachte ich mir, inspiriert von kurokos KOF13-Thread mit dem selben Thema, so könnte man mal die BBCS-Spieler dazu bringen, sich auch mehr über Matches auszutauschen. So können vllt. viele Fragen, die sich einem beim Anschauen der Vids stellen, geklärt werden. Außerdem erhoffe ich mir so, wenn auch die Matchvideos der HE`ler hier behandelt werden, einen regen Austausch, was uns allen evtl. die Möglichkeit bietet, die eigenen Schwächen zu bearbeiten und auszumerzen.<br />
<br />
Also, diskutiert und stellt die Fragen, die Euch beschäftigen bzgl. einzelner Matchvids. Egal, ob Vids aus dem Matchvid- oder dem HE`ler-Matchvid-Thread.]]></content:encoded>
			<slash:comments><![CDATA[60]]></slash:comments>
		</item>
		<item>
			<title><![CDATA[BBCS online liga?]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/12477-bbcs-online-liga/]]></link>
			<description><![CDATA[Hi
ich habe eine verrückte idee
Ich hab mal das internet nach BBCS turnieren in deutschland durchforstet (oder zumindestens turniere wo BBCS eines der spiele ist) und muss sagen das meine ausbeute ziemlich mager war
ich habe mir überlegt, was der…]]></description>
			<pubDate>Fri, 07 Oct 2011 10:58:37 +0000</pubDate>
			<dc:creator><![CDATA[Lotsa_Spaghetti]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/12477-bbcs-online-liga/]]></guid>
						<content:encoded><![CDATA[Hi<br />
ich habe eine verrückte idee<br />
Ich hab mal das internet nach BBCS turnieren in deutschland durchforstet (oder zumindestens turniere wo BBCS eines der spiele ist) und muss sagen das meine ausbeute ziemlich mager war<br />
ich habe mir überlegt, was der unterschied zu anderen &quot;eSports&quot; im allerweitesten sinne (wenn man fighter in den zusammenhang mal so bezeichnen darf) ist und mir ist aufgefallen das andere communities sich organisiert haben zu ladders oder ligen<br />
ok, bbcs hat auch n online ranking system aber mal ehrlich.........<br />
<br />
also meine idee, warum nicht aus spaß mal sone art selbstorganisierte liga auf die beine stellen? jeder der will kann sich einschreiben und man stellt dann sone art spielplan auf, wer wann gegen wen spielt<br />
zum abschluss könnte man n großes offline event machen, wo alle sich mal kennen lernen können und zocken und spaß<br />
<br />
kann sein das sowas an der organisation scheitert und im sande verläuft<br />
aber ich fänd es eigentlich ganz cool und würde bei sowas mithelfen<br />
was meint ihr denn dazu?]]></content:encoded>
			<slash:comments><![CDATA[23]]></slash:comments>
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		<item>
			<title><![CDATA[BB:CS2 Match- und Combo-Videos]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/12097-bb-cs2-match-und-combo-videos/]]></link>
			<description><![CDATA[BBCS2 Videos.

<a href="http://www.youtube.com/watch?v=AS9C47xoIeE" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=AS9C47xoIeE</a>
<a href="http://www.youtube.com/watch?v=gLaVQ0tXdgc" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=gLaVQ0tXdgc</a>
<a href="http://www.youtube.com/watch?v=ykXTAj7hgz4" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=ykXTAj7hgz4</a>
<a href="http://www.youtube.com/watch?v=8cO0lXr3pd0" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=8cO0lXr3pd0</a>
<a href="http://www.youtube.com/watch?v=XUCKGEoD6tw" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=XUCKGEoD6tw</a>
<a href="http://www.youtube.com/watch?v=-bc7rzHawc0" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=-bc7rzHawc0</a>
<a href="http://www.youtube.com/watch?v=OfnOkTD2oTg" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=OfnOkTD2oTg</a>

<span style="font-size: 14pt"><span style="color: #000099"></span></span>…]]></description>
			<pubDate>Tue, 04 Oct 2011 15:09:07 +0000</pubDate>
			<dc:creator><![CDATA[Mik]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/12097-bb-cs2-match-und-combo-videos/]]></guid>
						<content:encoded><![CDATA[BBCS2 Videos.<br />
<br />
<a href="http://www.youtube.com/watch?v=AS9C47xoIeE" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=AS9C47xoIeE</a><br />
<a href="http://www.youtube.com/watch?v=gLaVQ0tXdgc" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=gLaVQ0tXdgc</a><br />
<a href="http://www.youtube.com/watch?v=ykXTAj7hgz4" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=ykXTAj7hgz4</a><br />
<a href="http://www.youtube.com/watch?v=8cO0lXr3pd0" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=8cO0lXr3pd0</a><br />
<a href="http://www.youtube.com/watch?v=XUCKGEoD6tw" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=XUCKGEoD6tw</a><br />
<a href="http://www.youtube.com/watch?v=-bc7rzHawc0" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=-bc7rzHawc0</a><br />
<a href="http://www.youtube.com/watch?v=OfnOkTD2oTg" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/watch?v=OfnOkTD2oTg</a><br />
<br />
<span style="font-size: 14pt"><span style="color: #000099">BBCS2-Matcharchiv(thx to emjay):</span><br />
<span style="color: #000099"><a href="http://wiki.hardedge.org/index.php/BlazBlue:_Continuum_Shift_II_Matcharchiv" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">BlazBlue Continuum Shift II Matcharchiv Hardedge Wiki</a> &lt;--KLICK!!</span></span>]]></content:encoded>
			<slash:comments><![CDATA[136]]></slash:comments>
		</item>
		<item>
			<title><![CDATA[[CS2]Tierlist-Diskussion]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/12906-cs2-tierlist-diskussion/]]></link>
			<description><![CDATA[Diskussionen über Tierlisten können hier fortgesetzt/geführt werden. Der Hauptthread sollte tatsächlich für News vorbehalten sein.]]></description>
			<pubDate>Sun, 10 Jul 2011 23:23:18 +0000</pubDate>
			<dc:creator><![CDATA[old_man_entnervt]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/12906-cs2-tierlist-diskussion/]]></guid>
						<content:encoded><![CDATA[Diskussionen über Tierlisten können hier fortgesetzt/geführt werden. Der Hauptthread sollte tatsächlich für News vorbehalten sein.]]></content:encoded>
			<slash:comments><![CDATA[53]]></slash:comments>
		</item>
		<item>
			<title><![CDATA[[CS2/CSEX]Wichtige Links (Immer her mit Infos)]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/12760-cs2-csex-wichtige-links-immer-her-mit-infos/]]></link>
			<description><![CDATA[Hier können Kanäle, die Eurer Meinung nach ein Muß für an BB-Begeisterte Spieler sind, verlinkt werden. Wenn Ihr welche kennt, die hier noch nicht sind, immer her damit, ich editiere diese dann in den Eröffnungspost. Kein rumgejammer hier von wegen…]]></description>
			<pubDate>Sun, 29 May 2011 11:20:41 +0000</pubDate>
			<dc:creator><![CDATA[old_man_entnervt]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/12760-cs2-csex-wichtige-links-immer-her-mit-infos/]]></guid>
						<content:encoded><![CDATA[Hier können Kanäle, die Eurer Meinung nach ein Muß für an BB-Begeisterte Spieler sind, verlinkt werden. Wenn Ihr welche kennt, die hier noch nicht sind, immer her damit, ich editiere diese dann in den Eröffnungspost. Kein rumgejammer hier von wegen &quot;Öh, weiß man doch&quot; und so (wird sofort und kommentarlos gelöscht). ICH bin halt der Meinung, dass jemand, der sich noch nicht so mit BB und Infoquellen bzgl. BB auskennt, froh ist, eine umfassende Linksammlung zu finden. Also immer her mit den Infos.<br />
<br />
imo die wichtigste Seite, für alle der japanischen Sprache nicht mächtigen User:<br />
<a href="http://www.dustloop.com/forums/forumdisplay.php?67-BlazBlue&amp;s=5f6fde0c48a29e0f50f082433d81cd0a" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">dustloop.com/forums/forumdispl…c48a29e0f50f082433d81cd0a</a><br />
<br />
YouTube-Channel (bei einigen gibt es weit mehr zu entdecken als BB)l:<br />
<a href="http://www.youtube.com/user/jourdal" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/user/jourdal</a><br />
<a href="http://www.youtube.com/user/pktazn1213" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/user/pktazn1213</a><br />
<a href="http://www.youtube.com/user/pktazn" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/user/pktazn</a> &lt;-- alter Channel, eher als Archiv zu sehen<br />
<a href="http://www.youtube.com/user/GAMEacho" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/user/GAMEacho</a><br />
<a href="http://www.youtube.com/user/kouhatsu" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/user/kouhatsu</a> &lt;-- seit einem Monat wohl nix mehr geupped<br />
<a href="http://www.youtube.com/user/TheBBVlog" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/user/TheBBVlog</a><br />
<a href="http://www.youtube.com/user/zero3japan" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">youtube.com/user/zero3japan</a><br />
<br />
Von hier stammen viele der YT-Vids:<br />
<a href="http://de.nicovideo.jp/#" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">de.nicovideo.jp/#</a><br />
<br />
Lol, wie konnte ich das vergessen (Thx Ekusu)!! Das geniale Matcharchiv:<br />
<a href="http://wiki.hardedge.org/index.php/BlazBlue:_Continuum_Shift_II_Matcharchiv" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">wiki.hardedge.org/index.php/Bl…nuum_Shift_II_Matcharchiv</a>]]></content:encoded>
			<slash:comments><![CDATA[3]]></slash:comments>
		</item>
		<item>
			<title><![CDATA[The Wheel of Fate is Turning again - BB:CS Matchvideos]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/10400-the-wheel-of-fate-is-turning-again-bb-cs-matchvideos/]]></link>
			<description><![CDATA[Da es noch kein BB CS Match vid thread gibt mach ich mal einen. 

Hier ein 2on2 Turnier von Mikado glaub ich vom 7.12. 

<a href="http://de.nicovideo.jp/watch/sm9063229" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">de.nicovideo.jp/watch/sm9063229</a> - Hier is ne ganz gute Rachel dabei die nich nur wegrennt. 2 mal Astral Finish is auch dabei. 
<a href="http://de.nicovideo.jp/watch/sm9063548" class="externalURL" rel="nofollow noopener noreferrer" target="_blank"></a>…]]></description>
			<pubDate>Mon, 07 Mar 2011 21:37:48 +0000</pubDate>
			<dc:creator><![CDATA[Dizlord]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/10400-the-wheel-of-fate-is-turning-again-bb-cs-matchvideos/]]></guid>
						<content:encoded><![CDATA[Da es noch kein BB CS Match vid thread gibt mach ich mal einen. <br />
<br />
Hier ein 2on2 Turnier von Mikado glaub ich vom 7.12. <br />
<br />
<a href="http://de.nicovideo.jp/watch/sm9063229" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">de.nicovideo.jp/watch/sm9063229</a> - Hier is ne ganz gute Rachel dabei die nich nur wegrennt. 2 mal Astral Finish is auch dabei. <br />
<a href="http://de.nicovideo.jp/watch/sm9063548" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">de.nicovideo.jp/watch/sm9063548</a> <br />
<a href="http://de.nicovideo.jp/watch/sm9063723" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">de.nicovideo.jp/watch/sm9063723</a> <br />
<a href="http://de.nicovideo.jp/watch/sm9063910" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">de.nicovideo.jp/watch/sm9063910</a> <br />
<a href="http://de.nicovideo.jp/watch/sm9062898" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">de.nicovideo.jp/watch/sm9062898</a> <br />
<a href="http://de.nicovideo.jp/watch/sm9064145" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">de.nicovideo.jp/watch/sm9064145</a> <br />
<br />
Da sind die üblichen verdächtigen dabei: Bang, Litchi, Hakumen aber auch Tager, Tsubaki, Lambda, Noel, Taokaka, Rachel und ein Ragna. Ich glaub das waren alle.]]></content:encoded>
			<slash:comments><![CDATA[179]]></slash:comments>
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		<item>
			<title><![CDATA[Toshimichi Mori and Daisuke Ishiwatari coming to the UK]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/12370-toshimichi-mori-and-daisuke-ishiwatari-coming-to-the-uk/]]></link>
			<description><![CDATA[Quelle:<a href="http://www.neoempire.com/?p=6559" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">neoempire.com/?p=6559</a>
Zitat: „February 11th, 2011 at 6:04 pm -

BlazBlue creator Toshimichi Mori and Guilty Gear creator Daisuke Ishiwatari will be coming to the UK on the 5th March 2011 to visit the fighting games…]]></description>
			<pubDate>Mon, 07 Mar 2011 20:37:14 +0000</pubDate>
			<dc:creator><![CDATA[old_man_entnervt]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/12370-toshimichi-mori-and-daisuke-ishiwatari-coming-to-the-uk/]]></guid>
						<content:encoded><![CDATA[Quelle:<a href="http://www.neoempire.com/?p=6559" class="externalURL" rel="nofollow noopener noreferrer" target="_blank">neoempire.com/?p=6559</a><br />
	<blockquote class="quoteBox container containerPadding quoteBoxSimple">
				
		<div>
			February 11th, 2011 at 6:04 pm -<br />
<br />
BlazBlue creator Toshimichi Mori and Guilty Gear creator Daisuke Ishiwatari will be coming to the UK on the 5th March 2011 to visit the fighting games community.<br />
ArcSystemWorks/Zen-United will be holding an OFFICIAL event at Gamerbase London in Trocadero on the 5th of March 2011, so make sure you keep that day free. We might never get the chance again.<br />
The event will be called (In true NeoEmpire fashion) “ArcSystem Clash” <img src="https://forum.hardedge.org/wcf/images/smilies/smile.png" alt=":)" /><br />
<br />
Both Toshimichi Mori and Daisuke Ishiwatari will be visiting France for the WorldGameCup, and since most of you won’t be able to go there and see them, its great that they will be coming here to the UK.<br />
<br />
There will be Q&amp;A’s, signings, discussions and a few SPECIAL events.<br />
<br />
Zen-United Marketing Manager Geraint Evans passed on this message:<br />
<br />
“Saturday 5th of March 3:00pm<br />
HMV Gamerbase, Trocadero, London.<br />
<br />
BlazBlue Creator Toshimichi Mori and Guilty Gear creator Daisuke Ishiwatari invite BlazBlue, Guilty Gear and Arcana Heart fans to come to Gamerbase for a very special event.<br />
<br />
Mori and Ishiwatari will be there to give a presentation.<br />
Have your questions answered in an open Q&amp;A session.<br />
Meet both developers at a signing session.<br />
Mori and Ishiwatari go head to head in some exhibition matches to kick off a BlazBlue tournament – where the winners will be able to pick up some super-rare BlazBlue and Guilty Gear prizes.<br />
<br />
Arc Sytem Works have been so happy with the support BlazBlue received last year – and were really keen to give something back to the community. From NeoEmpire’s work at Super vs Battle last year and the year before, to tournaments like Stunfest and the World Game Cup in France, Arc take a real interest in the fighting game scene in the UK and Europe and want a chance to come and say thanks to their fans.”<br />
		</div>
	</blockquote>]]></content:encoded>
			<slash:comments><![CDATA[7]]></slash:comments>
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			<title><![CDATA[Blazblue: Continuum Shift [TaitoTypeX²/XBOX360/PS3]]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/9955-blazblue-continuum-shift-taitotypex%C2%B2-xbox360-ps3/]]></link>
			<description><![CDATA[location test in den japanischen arcades schon am 26. und 27. september!!!


125369134718.jpg<b> &lt;-- neuer Chara, Tsubaki. Drive: Install.</b>
125369134818.jpg
125369134918.jpg<b> &lt;-- Arakune mit neuem Move? Vermutlich wurde er überarbeitet.</b>
125369159601.jpg &lt;--…]]></description>
			<pubDate>Tue, 01 Feb 2011 11:40:58 +0000</pubDate>
			<dc:creator><![CDATA[AtTheGates]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/9955-blazblue-continuum-shift-taitotypex%C2%B2-xbox360-ps3/]]></guid>
						<content:encoded><![CDATA[location test in den japanischen arcades schon am 26. und 27. september!!!<br />
<br />
<br />
<img src="http://img198.imageshack.us/img198/4796/125369134718.jpg" class="jsResizeImage" alt="" /><b> &lt;-- neuer Chara, Tsubaki. Drive: Install.</b><br />
<img src="http://img269.imageshack.us/img269/1456/125369134818.jpg" class="jsResizeImage" alt="" /><br />
<img src="http://img198.imageshack.us/img198/3629/125369134918.jpg" class="jsResizeImage" alt="" /><b> &lt;-- Arakune mit neuem Move? Vermutlich wurde er überarbeitet.</b><br />
<img src="http://img198.imageshack.us/img198/5230/125369159601.jpg" class="jsResizeImage" alt="" /> &lt;-- Rachel mit neuem Super?<br />
<img src="http://img198.imageshack.us/img198/879/125369159801.jpg" class="jsResizeImage" alt="" /><br />
<img src="http://img196.imageshack.us/img196/364/125369159701.jpg" class="jsResizeImage" alt="" /><b> &lt;- geht um dir Drives, da steht was von Battle Style, Energy und Variation.</b><br />
<br />
<br />
	<blockquote class="quoteBox container containerPadding quoteBoxSimple">
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											9Tnine schrieb:
									</h3>
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		<div>
			Apparently they are 70% done (System is 90% done?), and 1 more character left. Will be out this year.		</div>
	</blockquote>]]></content:encoded>
			<slash:comments><![CDATA[650]]></slash:comments>
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			<title><![CDATA[BBCS @ Tougeki 2010 - Schedule, Ergebnisse, Diskussion]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/11666-bbcs-tougeki-2010-schedule-ergebnisse-diskussion/]]></link>
			<description><![CDATA[Zitat von Dustloop: „BBCS 2v2 Qualifiers (32 Spots)

A-1 Block - To-i (Lambda) / Noze (Hazama)
A-2 Block - Nao (Litchi) / Tokiwa (Arakune)

B-1 Block - Kyaku (Carl) / Souji (Arakune)
B-2 Block - Blacky (Litchi) / Kouya (Noel)
B-3 Block - Buppa (Hazama)…]]></description>
			<pubDate>Sat, 18 Sep 2010 09:41:10 +0000</pubDate>
			<dc:creator><![CDATA[AtTheGates]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/11666-bbcs-tougeki-2010-schedule-ergebnisse-diskussion/]]></guid>
						<content:encoded><![CDATA[<blockquote class="quoteBox container containerPadding quoteBoxSimple">
					<header>
				<h3>
											Dustloop schrieb:
									</h3>
			</header>
				
		<div>
			BBCS 2v2 Qualifiers (32 Spots)<br />
<br />
A-1 Block - To-i (Lambda) / Noze (Hazama)<br />
A-2 Block - Nao (Litchi) / Tokiwa (Arakune)<br />
<br />
B-1 Block - Kyaku (Carl) / Souji (Arakune)<br />
B-2 Block - Blacky (Litchi) / Kouya (Noel)<br />
B-3 Block - Buppa (Hazama) / Dio (Carl)<br />
B-4 Block - Masutani (Bang) / Len (Jin)<br />
B-5 Block - Hima (Arakune) / Dora (Bang)<br />
B-6 Block - Jin (Bang) / Furan (Litchi)<br />
B-7 Block - Akihabara Eddie Akira (Litchi) / Inoue (Arakune)<br />
B-8 Block - Satoshi &quot;Akuto&quot; (Bang) / Hiroshi (Jin)<br />
B-9 Block - Hekisamecharen (Litchi) / Kasumi (Bang)<br />
B-10 Block - Kaqn (Ragna) / Dennou (Bang)<br />
B-11 Block - Goro (Lambda) / Fumo (Arakune)<br />
B-12 Block - Kya Ro Barieeru (Litchi) / Hayate (Hazama)<br />
<br />
C-1 Block - Uisura (Taokaka) / Mame (Ragna)<br />
C-2 Block - Tsujikawa (Taokaka) / Chou (Litchi)<br />
C-3 Block - Himajin (Litchi) / ANG (Bang)<br />
C-4 Block - SUB (Tager) / Donchan (Litchi)<br />
<br />
D-1 Block - Shounen (Litchi) / Eesuke (Carl)<br />
D-2 Block - Nezu (Bang) / Ranrebo (Carl)<br />
<br />
E-1 Block - Eru (Bang) / Kogatan (Jin)<br />
E-2 Block - Keshigomu (Noel) / Gucchi (Arakune)<br />
E-3 Block - Nosuke (Arakune) / Gakusei (Hakumen)<br />
<br />
F-1 Block - Gekiwa (Bang) / Mikami (Litchi)<br />
F-2 Block - Shirapi (Litchi) / Shingo (Bang)<br />
F-3 Block - Makoto (Bang) / Naoya (Litchi)<br />
<br />
Hong Kong Block - stunedge (Jin) / jiang (Bang)<br />
PZ Block - Kensou (Bang) / Kid Viper (Hazama)<br />
Arcade UFO Block - GMMA_Jan (Tager) / Hsien Chang (Ragna)<br />
<br />
Last Chance Qualifier - TBD on day of event.		</div>
	</blockquote>
<br />
<br />
kyaku &amp; souji = lol team<br />
dora &amp; hima = rofl lol team<br />
buppa &amp; dio = freu ich mich drauf, geile chars und gute spieler (beide gg veteranen)<br />
hexamethylen = ein hokuto no ken (heart) und sf4 (sagat afaik) veteran (!). litchi bang team = mal schauen, könnte weit kommen.]]></content:encoded>
			<slash:comments><![CDATA[12]]></slash:comments>
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			<title><![CDATA[BlazBlue CS für PC?]]></title>
			<link><![CDATA[https://forum.hardedge.org/index.php?thread/11154-blazblue-cs-f%C3%BCr-pc/]]></link>
			<description><![CDATA[Bin über eine angebliche PC Version von BB:CS im Internet gestolpert

9r1sif.jpg 


v6n9yr.jpg 
habe sie mir mal besorgt und getestet und wirkt auf mich mehr wie ein Arcade emu.

weiß einer ob es eine PC Version geben soll?]]></description>
			<pubDate>Wed, 07 Jul 2010 21:18:30 +0000</pubDate>
			<dc:creator><![CDATA[d0n4r]]></dc:creator>
			<guid><![CDATA[https://forum.hardedge.org/index.php?thread/11154-blazblue-cs-f%C3%BCr-pc/]]></guid>
						<content:encoded><![CDATA[Bin über eine angebliche PC Version von BB:CS im Internet gestolpert<br />
<br />
<img src="http://i48.tinypic.com/9r1sif.jpg" class="jsResizeImage" alt="" /> <br />
<br />
<br />
<img src="http://i48.tinypic.com/v6n9yr.jpg" class="jsResizeImage" alt="" /> <br />
habe sie mir mal besorgt und getestet und wirkt auf mich mehr wie ein Arcade emu.<br />
<br />
weiß einer ob es eine PC Version geben soll?]]></content:encoded>
			<slash:comments><![CDATA[6]]></slash:comments>
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