BBCS Extend(Arcade/PSV/PS3/XBOX360) - News & Facts: Homerelease(Japan) 17/12/2011 (USA) 14/02/2012 (EU) 22/02/2012 (Keine Diskussionen hier!!!)

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    • BBCS Extend(Arcade/PSV/PS3/XBOX360) - News & Facts: Homerelease(Japan) 17/12/2011 (USA) 14/02/2012 (EU) 22/02/2012 (Keine Diskussionen hier!!!)

      Gepostet von Shino:
      “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!
      Relius Clover
      Spoiler anzeigen

      Height: 186 cm
      Weight: 75 kg
      Birthday: June 1
      Blood Type: A
      Birthplace: 2nd Hierarchical City Iwatsuchi (Austria)
      Hobbies: Research
      Likes: Opera
      Dislikes: Unorganized bookshelves
      CV: Junichi Suwabe
      Backstory:
      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.”


      Gepostet von Soniti:
      dustloop.com/forums/showthread…11-UNHELPFUL-POST-TEMPBAN

      Spoiler anzeigen
      Relius Clover
      Guard Primer: 5
      Dash Type Character

      Drive: Detonator
      - Basis
      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).
      After that Ignis follows closely Relius while floating behind him in mid-air.
      By pressing D with a direction an attack command will be issued making Ignis start an attack.
      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.
      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.
      She returns behind Relius back pretty quickly, and if you want to follow with further commands it is obviously necessary to push D again.
      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.

      Ignis Gauge
      When Ignis is summoned, despite apparently being in a standby state, her gauge will slowly start depleting.
      Further more, having her move/attack through a command will cost and consume more gauge.
      While Ignis is on screen in her standby state if 5D or JD are pressed she will disappear and her gauge will gradually recover.
      Also, if Relius is damaged she will falter and disappear and consequently be unoperative for a while.
      Some of Ignis attacks have armor property against projectile attribute moves, and in this case she won't falter back despite being hit.

      Health
      Ignis has her own health bar (the gauge below)
      - if while Ignis is on screen Relius gets hit while she is performing an attack (and interrupting it consequently)
      if one of these two conditions is met her gauge will turn blue and Ignis will temporarily become unoperative.
      Even if Ignis is called back at the time this occurs, her gauge will still slowly recover.
      Moreover, if her whole gauge has been used up or has been depleted by enemy's attacks, she will "break" 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.


      Normals
      5A: typical light attack, can be used as anti-air
      2A: typical light attack
      6A: mantis-like overhead, has a good reach but it's slow
      5B: blue arm punch, even though it cannot be jump-canceled it has a good reach and it's the basic poke
      2B: blue arm crouching punch, it's a low that has a good reach but has slow startup
      6B: mecha high-kick comeing out of Relius' mantle, sends both grounded and airborne opponents in the air though it lacks head attribute invincibility
      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.
      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.
      6C: huge mecha punch, used solely for combos. Causes FC.
      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.
      j.A: cogwheel attack, chains into itself up to 3 times.
      j.B: blue mecha arm striking from above, can be easily used as a strong cross-up jump-in
      j.C: "chainsaw kick" attack, good jump-in tool
      Ground Throw: can be followed in combo either by using Ignis or with a Rapid Cancel
      Air Throw: same as above
      6D: Ignis claws in front of her, costs little in terms of gauge usage and it's easy to use
      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.
      4D: attacks diagonally upward, Ignis' version of Brio. Causes wallbounce on hit.
      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.


      Specials
      Id Lauger (236C/j.236C)
      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.
      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.
      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.
      It has followups.
      Despite having the same proration as the ground version, treat the air one as a different move.

      ->Haas (214A/j.214A, followup of Id Lauger)
      Ignis is summoned, she searches and rushes the opponent in the shape of a chainsaw.
      While striking the opponent she'll also slide down.
      If this followup is executed at the corner it becomes possible to increase damage due to the prolonged chase.
      Also, Ignis position doesn't matter when she starts searching for the opponent.

      ->Naiads (j.214B, followup of Id lauger)
      Ignis is summoned, she searches and knocks the opponent down while being in the form of a drill.
      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.
      It's mainly a useful move that is adopted in Relius basic combo route.
      Just like Haas, Ignis position doesn't matter when she starts searching for the opponent.

      Led Ley (236A)
      Relius spins around while temporarily being in a state of invincibility
      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.
      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)
      It can also be used to taunt the opponent while Ignis is on screen rushing towards him.

      Val Lanto (214A)
      Ignis is summoned, turns into a chainsaw and attacks the opponent
      Though its cost is low, its major restraint is that it makes it easy for the opponent to hit Relius.
      Appears to be safe on block.

      Val Lyra (214B)
      Ignis is summoned behind the opponent and attacks him
      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.
      Against rushdown characters like Ragna this can be a good move.
      It can still be useful against zoners.
      Again, Ignis position doesn't matter when she starts searching for the opponent.

      Val Tus (214C)
      Ignis is summoned and attacks the opponent three times while dancing
      Even though she starts attacking from the very beginning of her rush, the move is still pretty slow
      The prorartion is pretty high, if a combo is started from this move it can surpass 6000 damage.
      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.

      Geara Nose (214D)
      Ignis is summoned behind Relius, she is thrown towards the opponent like a dart and comes back like a yo-yo.
      Though the first part is a low hit, it's slow.
      It's likely going to be used for okizeme purposes.
      Again, Ignis position doesn't matter when she starts searching for the opponent.

      Geara Act (236D)
      Ignis is summoned behind Relius, she floats in the air at once and attacks diagonally downwards (with a 45° angle)
      Overhead move, launches the opponent on hit.
      This move is also useful to lock the opponent down.
      Again, Ignis position doesn't matter when she starts searching for the opponent.

      Bel Lafino (j.214B)
      Ignis is summoned in front of Relius, and she performs a low attack in the shape of a drill.
      Though it knocks the opponent down so far it hasn't been used a lot.
      Again, Ignis position doesn't matter when she starts searching for the opponent.


      Distortion Drives
      Req Vinum (632146C)
      Creates a field below, which traps the opponent and hits him countless times with various cogwheels and gears.
      It's invincible during its startup which makes it useful as a reversal move
      Damage doesn't go beyong 1000 which makes it kind of weak, however it is possible to freely move while it restrains the opponent
      Its strong point is that you can set Ignis up or have her chase the opponent during the move.
      The recovery (on whiff) is pretty awful which makes this move only useful as a reversal

      Vol Tedo (632146D)
      Ignis is summoned behind Relius, creates an aura around the opponent and strikes him.
      On hit confines the opponent inside a ball, an explosion occurs.
      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.
      Again, Ignis position doesn't matter when she starts searching for the opponent.
      Be warned though, the move is not invincible during its startup frames.

      Duo Bios (236236D)
      Exactly the same kind of DD as Carl's Rhapsody
      The only difference is the motion, the rest is identical (included the timing of each move).
      Ignis is summoned in front Relius no matter what was her previous position.


      Combo
      5B > Id > Haas
      Basic combo

      (with Ignis summoned) 5C>hj.B>jC>j.6D>j.B>j.C>Id>Naiads
      Basic aerial segment. It's possible to extend it when Ignis is summoned.

      (with Ignis summoned) 5B>2D>5B>5C>2D>5B>5C>Id>Haas
      2D loop which carries the opponent to the corner. Causes around 3100 damage, though it costs a whole lot in terms of gauge usage.

      Air Throw>j.C>land 5C>j.B>j.B>j.C>Id>Naiads
      Basic midscreen air throw combo. Relius doesn't seem to excel in air-to-air combat so this will often prove to be useful.

      (corner only)Air Throw>j.C>2C>Id>Haas>5C>2C>6C>4D>j.B>j.C>Id>Naiads
      Extended air-throw combo, possible only at the corner.

      (corner)5B>5C>Id>Haas>5C>2C>4D>5Cjc>j.Bjc>j.B>j.C> Id>Naiads
      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.

      (corner, with Ignis summoned) 6A>2D>5B>5C>Id>Haas>5C>2C>4D>j.B>j.C>Id>Naiads
      combo from overhead, around 3400 damage

      (corner)Val Tus>5C>Ido>Haas>5C>2C>6C>4D>TK Id>Haas>5C>2C>Vol Ted
      6200 damage

      Further notes coming from other people who used Relius at the Loke Test:
      1. While Val Lanto is guarded it is possible to approach the opponent with a dash or airdash.
      2. It is possible to attack simultaneosly with Ignis
      3. Once Ignis' attack has ended it is possible to approach from either ground or air
      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


      ASTRAL HEAT: youtube.com/watch?v=_4Az3axxZA0#t=3m25s

      Allgemeine Changes:
      Spoiler anzeigen
      System Mechanics:

      Gold burst - Duration decreased, less invincibility. Easier to bait and punish
      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
      Knockback - When air guarding a ground attack, knockback is increased to make it easier to gain some distance
      All glide throws have been removed
      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)
      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
      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)
      Wall bound glitch - Fixed

      Barrier changes

      Barrier gauge - Depletes faster when used to guard moves
      Guarding moves with 1 primer depletes less gauge now
      Barrier guard - Larger knockback on moves with a higher attack level.
      Instant barrier guard - Knockback is even larger, making it easier to get away


      Relius Clover:

      Drive name: Detonator
      His Astral Heat is not usable in the loketest build
      SEE POST #2


      Tager:

      Character combo rate increased. His combos now do more damage in general (ex: 2b starter combo does 3600dmg)
      Voltic charge - Gauge gain increased, can chain into sledge hammer if used to guardpoint an attack
      New charged sledge hammer combos, involving 5d->5c and j.c->sledge
      5B - Attack level increased. 5B > 5C and 5B > 2C now both combo vs ground and air. Is now approx. neutral on block. Now jump cancelable
      5A - Attack level increased (?). 5A > 3C combos. No longer cancels into itself (maybe it links instead now, like Hakumen?)
      6B - Now forces crouch
      Terra Break - Minimum damage increased to ~1000
      B sledge hammer - Can now be held. The charged version does more damage and drags farther. But, now roughly neutral on block
      4D - Now pulls about as much as 5D does in CS2
      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>Collider works.
      6A - Pull from magnetism slightly weakened, guardpoint ability strengthened
      Spark bolt - Amount of wallbounce on normal hit slightly decreased. P1 proration slightly weakened. Air untechable time greatly increased
      Volt charge - Day 1 combo from sledge counter if an opponent hits the guard point yields 4000 damage
      Atomic Collider -Repeat proration now more severe. Untechable time has been increased


      Litchi:

      j.c (staffless) - Is now faster
      Ryuuisou - Reaches higher
      2B (staff) - Added revolver action to 6C, 3C
      j.d (staff) - Landing recovery time shortened, making it easier to attack/oki after
      6A (staffless) - Can't emergency tech on air hit
      Staff normals are still considered different than staffless normals. Thus, staffless j.b>j.c >staff j.b is possible
      2C > 4D gatling has returned
      Staffless Attacks - Hitstun reduced, attack chain sped up
      Mantenbou hassha - Hitstun (the actual launching of the staff) slightly decreased compared to last loketest (where it was increased)
      jB, jC with no staff - Can now only be used once each in the air.
      Ikki tsuukan - Both hits now + on guard
      Chun (ground haku followup version) - Changed to be a spinning blowback hit, added corner blowback properties
      4d - Now wallbounds near corner
      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
      6D - No longer breaks a primer
      Ground Sangenkyaku-Chun(followup vers.) (Three Dragons: Red) - Blowback changed to throw the opponent a large distance sideways
      Kokushi - Last hit launches really high, can't follow up
      Can no longer do glide throw
      Can't follow up normal throw midscreen


      Platinum:

      5b - Speed increased, forward movement distance increased. Gap after it increased
      Magical bomb - can now shoot in 3 directions depending on lever movement
      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
      Magical picohammer (super version) - Can now follow up after a hit
      Magical bat - Launches opponent on CH.
      Excaliborg (powered bat) - Launches opponent on regular hit. Air excaliborg wall bounds, untechable until they hit the ground
      Cure Dot Typhoon - Better proration. Harder to tech out of even if used late in a combo
      j.c - Landing recovery removed
      2C - Lower hitbox is now wider
      Throw - Decrease in Platinum's recovery time after a ground throw
      Magical bat - Causes blowback to corner on ground hit
      Air Persia - Causes fatal counter, ends facing opponent on a rapid cancel. Now projectile invulnerable during the hop
      6A - Slower startup
      5C - P1 nerfed
      Mami Circular - Damage nerf and P1 nerf (5c > mami circular does 1770)
      6c - No longer floats otg opponents


      Noel:

      5D - Invincibility increased, can be used like in CS1
      Revolver Blast - Damage increased. Jump action resets when rapid canceled (if you've already jumped, you get another jump)
      B, C Flash Haida("Silencer?") - Repeat proration added to starting hit. Can now holding the button for following hits.
      Assault through - Causes slide towards corner on normal hit, wall bounce on counter hit allowing follow up midscreen. Untechable time increased
      Spring raid - Can now combo after it even from midscreen with j.b. Untechable time decreased.
      6C - Second hit cancel window reduced. 6C > (throw whiff cancel) > 6C doesn't work anymore
      Chain Revolver - Slower overall, more like CS1
      CR5C>214D combos in the corner
      Various D moves - Only the starting move can be canceled into specials - 5D>optic works but not 5D>6D>optic (drive specials, distortion drives, and astrals can still be canceled into)
      CR 6D - No longer moves her forward
      6A > 2B chain removed
      Optic Barrel - Startup time increased
      5C - Startup time increased
      j.d - Untechable time decreased
      j.4d - Untechable time decreased
      Fenrir (gun super) - Minimum damage down to ~700. Opponent falls faster after, making Double Fenrir no longer possible. No oki after it midscreen


      Rachel:

      j.2c - Now also air cancelable on hit
      6C - Damage increased on multiple hits
      Can no longer do the j.236a whiff lvl3 trick
      5CC - No longer breaks a primer
      6B - Wallbounds near corner on counterhit. No longer jump-cancelable
      2C - Increased P1 proration. 2C 1D 6A BBL does 2100



      Carl:

      Carl can cross up the opponent in the corner. This was previously thought to be j.2c specific. Only Carl can do this
      Forward Dash - Improved utility, moves farther during the jump. Can now also cancel into normal attacks in the first 6 frames
      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
      3D - Now ground bounces instead of forcing standing
      Con Fuoco - Float on air hit adjusted, making it easier to followup with a combo
      2D, 4D - Knockback/float trajectories have been slightly altered. The opponent goes slightly more horizontally for 2D and slightly higher for 4D
      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.
      6D - Causes corner blowback on air normal hit, wallbound on air counter hit
      j.2C - Can now only be used once per jump (no more unblockable)
      Cantabile - Now hits even at point-blank range
      Stagger on 5C CH removed
      4D - No longer removes a primer
      Rhapsody of Memories - Slower startup. Carl does a very brief pose before the super flash occurs
      6B - Jump cancel on hit removed
      6A - Head invulnerability frames reduced, can wait and beat out its recovery with air attack
      Can no longer do glide throw


      Hakumen:

      Heat Cooldown after Specials changed from 180 frames to 90 frames
      6A - Now head attribute invulnerable
      j.b - Air untechable time increased, can now j.2a during the 2nd half(?) of the move
      Yukikaze - Faster startup, easier to follow up on hit
      4C - Can now be charged. On full charge, does large damage and chains to Renka
      Kishuu - Travel distance slightly increased, now projectile and body invulnerable after a certain number of frames
      Shippu - Comes out faster, but follow-ups deal less damage
      6B - No longer breaks a primer
      Guren (214A) - Now has repeat proration
      6A - Now wall bounds. Can no longer do 5A>6A>5A


      Makoto:

      Stargazer - Can be followed up on hit (2A/5A > 6A > 2D)
      Shooting star - Decreased startup time, increased range (think pilebunker)
      Lunatic Upper - Air untechable time slightly increased
      Big Bang Smash - Has more hitstun
      Air Grab - Has more hitstun
      B, C astroid vision - Paths adjusted
      Comet Cannon - Slower startup, hitstun increased. lvl3 version does not wallbounce
      Infinite Rush - Has more hitstun, cannot followup even in corner
      5D - Faster startup. Untechable time partially un-nerfed from last loketest
      j.B - CH launches the opponent higher, opponent will tech before they land on the ground
      Mars chopper - Removed all D followups. Cannot combo into DD. Proration improved
      6B - Slower startup, removed force crouch on hit, decreased hitstun
      5cc - No longer combos into 6b against standing opponents
      Various D moves - Untechable time decreased
      Lightning Arrows - Bound properties removed
      Corona Upper (DP) - Can no longer be looped
      Parry - Now has a cooldown where you can't parry again.


      Valkenhayn:

      Weiss Jagd - P2 proration improved
      236A - Can now combo from this
      Nacht Jager - Increased horizontal knockback on air hit. Hitstun on ground hit slightly increased. Proration now slightly worse
      3c - Is now special cancelable. Can be emergency teched
      Mondlicht (j.236b) - Now air blockable without barrier
      Command Grab - Longer recovery
      Wolf form B - Brief head invulnerability before active frames
      Rasen wolf - Costs slightly more wolf gauge
      2C - Untechable time decreased more. 2C > 6C no longer possible off low proration starters
      Eisen (wolf j.214A/B) - Proration now worse


      Hazama:

      B drive movement followup - Can attack sooner after use
      Drive movements - Time until you can attack has been reduced
      6B - Knocks down on air hit. Can follow up
      Gasshoukyaku (214D~B) - Added corner blowback. Horizontal range shortened. Can follow up in corner
      Gasaishou (command grab) - Invincibility halfway through the move changed to throw invulnerable from startup
      6C - Now either has same move proration or really big proration
      Jakou - Hitstun increased (vs first loke test?)
      Jayoku Houtenjin - Heat cooldown time on hit increased
      Various D moves - Attack level decreased, hitstop seems to be lower


      Taokaka:

      Combo proration vs CS1 improved. The same combo from 2b yields that did 2900 in CS1 does 3200 here
      2B - Now gatlings to 5B
      C Neko Makyuu (ball) - Startup slightly sped up, now removes 1 guard primer
      Tao Pitan - Leap distance decreased, now only covers roughly half-screen
      6B - Now fatal counters
      6C - Faster startup. Now combos from a 5C/2C hit on a crounching opponent
      j.d - Ground untechable time decreased (TL may actually be faster recovery for Tao?), now wall bounces on counter hit.
      6C - Now has at under 19 frames of startup
      5C/2C > 6C works on crouchers
      5B -> 6A no longer combos. ~5d RC 6a(1?) air combo does ~3200
      3C - Knocks back on hit, severe enough that 236a won't reach
      j.8d - Untechable time reduced, can only combo 2 loops before they tech now
      Hexa Edge - Wall bounce removed


      Mu:

      Tsunugui - Now also usable in air. Now wall bounds. Usable in corner combos. Hitstun increased
      j.2c - Is now a fatal counter
      j.b - Active longer
      Ame no habakiri - Can be charged. Proration increased
      Yata no kagami - Now also usable in air
      Furu no Tsurugi (63214C) - Removes guard primers only at level 3+
      Guard primers reduced to 4 (from 5)
      Habakiri - Damage nerfed
      2C - No longer jump-cancelable on block


      Jin:

      6A - Can relaunch if you hit an air opponent, use 2b/3c. Proration now less strict. Frame advantage reduced
      2D - Now hits higher. Easier to combo after 6C
      Sekkajin - Now holdable (no need to mash). Untechable time on last hit increased
      632146C (ice wave super) - Now has 25% minimum damage (up from 20%)
      214A, j.214a - Wall bounces in the corner vs air opponent
      2C - No longer gatlings into 5C. Now gatlings into 6B instead
      214C - Tech timing is changed a bit, opponent bounces in a slightly different angle
      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)
      6C - Untechable time increased, near corner you can DC and 2c or 623b
      Untechable time and hit stun from jump attacks reduced
      j.2c - Hitbox nerfed
      6C - Can no longer follow up midscreen w/ DC 5C. ~>sekkajin > 6C > 2D works


      Ragna:

      Carnage Scissors - Now projectile invincible
      j.C - Bigger vertical hitbox (better as a jump-in)
      6B - Less knockback. Causes knockdown vs air opponent. Can relaunch with 5C
      5B, 5C - Now do more damage
      6C - Untechable time increased
      6D - Floats on hit
      Hell's Fang>Followup - Heat gain reduced. Less recovery (or it is hitstun?). Easier to oki after hit
      Blood Kain - Heat cooldown increased


      Tsubaki:

      2D - Charge speed increased. Max charge of 3 bars
      214214D (tsubaki mugen) - Repeat proration for D moves is reduced while this is active. Now also usable in air. Damage increased
      j.236d - Faster recovery, can easily follow up with j.214x
      236C - Starts up faster, but prorates more (conclusion from JBBS user, not 100% on this)
      6A - Now fatal counters
      3C - Now fatal counters
      6CC - Floats less
      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
      22D - Now downs again (first loketest change reverted)
      5A - Increased proration
      623C - launches higher, cannot follow up with 2C or 214D anymore. Less untechable time
      2C - Less untechable time
      214D - less priority ?


      Bang:

      j.b - Better proration
      C kunai - Worse P2 proration, hold time on hit increased
      Nails - Knocks opponent towards the ground on hit. However, the opponent gets knocked upwards if hit by rising D nails
      5D - Causes float on normal hit. No longer causes wallbound on counter-hit
      j.d - Better proration, more useful in combos. Slower startup
      j.4c - Causes opponent to fly higher on hit, making followups after difficult
      6D - Has less untechable time on CH now
      Command Grab - Increased proration


      Lambda:

      Gravity Seed - Faster startup
      3C - Can no longer be emergency teched on counter hit
      2C - Now has head attribute invincibility, but P1 proration nerfed
      5C - Holding the button causes all hits to come out
      2DD - Gatlings into 4B and 6C after the 2nd D
      4DD - Gatlings into 4B after the 2nd D
      Guard primers reduced to 4 (from 5)
      Act Parser: Cavalier (236C) - Untechable time decreased
      6C - Untechable time after wallbound decreased (whether this still applies is in question)


      Arakune:

      6B - Revolver action to 6D added for both normal and followup versions
      Zero Vector - Hit zone expanded. Overwriting an old one with a new one will always generate a trajectory different from the old one
      j.c - Arakune jumps in the direction of the stick after it hits
      6D - Arakune's head now has a hitbox as well, it can launch the opponent into bell bug
      5C - Pulls the opponent in. May have lost some head invulnerability(?)
      6A > 6D now works
      6D > j.c now works in the corner
      Bell bug - Now causes ground bounce
      6D bug - Falling speed reduced
      Air throw - Untechable time reduced
      Overall damage decrease



      24/08/2011
      Nächster Location Test am kommenden Wochenende (27/08/2011):
      generalnantoka.blog35.fc2.com/blog-entry-539.html
      (gepostet von KayEff auf Dustloop)

      Gepostet von Ekusu:
      andriasang.com/e/blog/2011/08/24/blazblue_extend_ps360/

      BBCS Extend für PS3 und Xbox360 angekündigt, noch keine Informationen darüber, ob als Disc oder DLC.

      26/08/2011
      gepostet von Shino:


      30/08/2011
      gepostet von emjay:
      Spoiler anzeigen
      siliconera.com/2011/08/30/blaz…-360-and-ps3-this-winter/
      BlazBlue Continuum Shift Extend Hitting Vita, Xbox 360, And PS3 This Winter
      • Includes all of the previous downloadable content + Relius on disc
      • Online mode has new rule options such as 2-on-2, 3-on-3, and even 2-on-4
      • Enhanced the key recording function in training
      • Added new scenarios
      • The game is slated for release in Japan this winter and will be playable at Tokyo Game Show


      01/09/2011
      Die offizielle Seite:
      blazblue.jp/bb_ex/

      15/09/2011
      Als Release-Datum (Home-Ports) wird auf der offiziellen Seite der 17/12/2011 angegeben.

      19/09/2011
      gepostet von emjay:
      Spoiler anzeigen
      BlazBlue Continuum Shift Extend Hitting Arcades This Month
      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.

      LOLmori:
      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.

      SOURCE


      28/09/2011
      gepostet von emjay:
      Spoiler anzeigen
      Continuum Shift Extend Will Not Be Released As A DLC Upgrade

      You won’t be able to purchase downloadable content to turn Continuum Shift into Continuum Shift Extend.
      BlazBlue: Continuum Shift Extend will come out for PlayStation Vita, PlayStation 3, and Xbox 360 on December 17.
      SOURCE


      29/09/2011
      gepostet von emjay:
      Spoiler anzeigen
      BBCS2 Ver1.1 kommt am 5. Oktober in die Arcades. (Update entspricht BBCSex)

      ブレイブルーCS2(Ver1.1)の稼働は10月5日となります。
      SOURCE-Twitter
      SOURCE-OFFICIAL HP

      EDIT:
      Änderungen in Ver1.1 sind:
      • Relius Clover wird hinzugefügt
      • Survival Mode wird hinzgefügt
      • Balance Änderungen
      • Beginner Mode wurde in STYLISH-Mode überarbeitet
      • Änderung der Announcer/System Voice
      • PSR Reset und Änderungen an dessen Berechung
      • Neue BGMs hinzugefügt(Relius, Carl vs Relius, Jin vs Tsubaki)
      • Neue Medals und Titel hinzugefügt

      SOURCE-OFFICIAL HP


      05/10/2011
      Bekannte Changes
      (Quelle: dustloop.com/forums/showthread…ift-Extend-Actual-Changes )
      Spoiler anzeigen
      Hakumen
      Courtesy of the haku forums

      + Kishuu head(?) attribute invul from frame 5 onwards
      + shippu minimal damage 800→1000
      + 4C can be charged, charged 4C is plus on block
      + Midscreen renka can be followed by dash 2C or iad j.a j.b
      + JD has better damage
      - Charged 4C can't be canceled
      + 6A CH can be followed up with 5C
      + Throw seems to be special cancellable
      + J.b>j.2a gatling/link seems to work.


      Hazama

      Chain hitstun seems to be slightly reduced
      214D-B mid combo can be followed up in corner

      Iron Tager
      Translated by hakimiru

      + B sledge chargeable, charging increases travel distance and maybe hitstun.
      + Charge speed of voltiac increased, can counter with hammer if it guardpoints.
      + 5B leads to combo off both air and ground hits
      + 3C special cancelable, can be teched
      + Change in character trajectory off spark bolt hit. Untechable time increased
      + Increase in collider untechable time
      + Can combo after forward throw(meaning it's probably special cancelable)
      + Magnetic pull of D moves improved
      - 2C, 3C no longer remove primer
      - 5A doesn't cancel into 5A anymore
      + 5B jump cancelable
      - Harsher repeat proration on collider (immediately techable after 2)

      Makoto

      Rough translation from the Makoto boards:

      * Corner combo starting from 2A and into DD gives 40% back and does about 4400.
      - Midscreen 2D only able to follow up with air combo
      + Forward Grab is special cancellable
      - 2D has same move proration regardless of level. 2C also has same move prorate of 70%.
      - 6B doesn't force crouch anymore
      - 5CC>6B doesn't work on standing
      + j.D has greater untech time, can combo into comet cannon.
      + D has longer slide time.
      * You can still 5D > 2C, but its timing is strict.
      - You can't Comet oki anymore.(?)
      - "Particle Flare's minimal damage decreased to 200/200/840 from 200/200/1.120."
      - Her hitbox got bigger, forcing some universal combos that didn't work on her to now work

      {5CC, 5D, 5B, 6A, 2D, j.D, 214A~A, 5CC, 236236D~D~D} - 4.526 Damage"
      "{5B, 5CC, 5D, 5B, 6A, 2D, j.D, 236A~D, 5B, aerial}"
      "{5B, 5CC, 5D, Lunatic Upper, Stargazer, 5B, 6A, 2D, j.D, 2C, 236A~D, aerial/Particle} ~4k (aerial) ~5k (Particle Flare)
      Noel Vermillion

      +D.214D Wall bounces in corner
      +Still does retarded damage in corner

      Corner 3C>22B(xN)C>666C>4D>D.6C>214D>6C>5D>236D>6C(2)>6C> J.D>D.6D>D.5D>D.5C>D.6B>Fenrir - 6.2k damage
      Platinum

      Changes courtesy of the plat boards

      + Jump cat hammer's hitbox reaches to Platinum's foot area
      + JC hitbox might be wider (reaches behind her?)
      + 6A feels like it has less recovery
      - 2C has repeat proration
      + 6C repeat proration removed
      - Swallow Moon has more recovery
      + batCH>mami works, confirmed with Jin and Litchi
      -(?) Missile special has lower proration
      -(?) frying pan damage now 500
      * bomb special still equips 6
      + CDT won't drop even after two mamis
      - CDT minimum damage nerfed to about 950
      + TK cat hammer (special?) CH>5C>mami works
      + With regular missile, 5C> 5D> JC> JD> DJ JC> something
      + 5A can only be chained 3 times , of course, and they say it has "compensation"?
      + Cat hammer is stronger and has more minimum range
      + Also launches on CH now. .
      + 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.
      + More importantly, her regular bat launches on CH, just like in the loketest (or something. Correct me if I read that wrong)
      + 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.
      + With Special Hammer Mami> 5C> J.C> J.D> 5C> J.C> J.D"
      + At least two people said that they felt 5B was a superior poke to 5A now, seems like 5B got buffed

      * 2B>5C>Mami>5C>5D (bat)>2C>22C>6A>22C>5C(6A Mami)>j.D (bat)>2C>Mami for 3700
      * Bat or Cat Hammer CH>Mami>6C>(Swallow Moon) j.C>22C>5C>6A>Mami dmg. ?
      * j.D (pan)>Airdash j.C>22C>5C>Mami>6C>22C>5D (pan)>2C>22C>5C>6A>Mami for 3700. the guy who wrote it thinks that the Fan might put the dmg to 5000
      * 5C>Mami>5C>2C>214C>6C>22C>6A>6C>22C>5C>Air Combo for 4700
      * 6C FC>j.C>5C>Mami>6C>Swallow Moon j.C>22C>(6A>6C>22C)×2>5C>Air Combo for around 5600

      Ragna

      From the ragna boards

      + Seems mostly unchanged from CS2
      + New distortion drive for unlimited Ragna
      + Carnage Scissors now has projectile invincibility
      + Forward Throw and back(?) is now special cancellable
      - 22C frame advantage decreased. Dash 5a follow up only possible on FC
      + Back throw wallbounds
      - Back throw pushes them further away and can only be followed up with a special cancel midscreen
      + 6B airborne hit can be picked up and can now be used in combos
      + J.C has a better hitbox below it
      + 6D floats on hit now
      - The amount of frames you can delay the Hades followup is decreased
      + Deadspike might have had a horizontal range increase

      Rachel

      From the rachel boards

      + 6C damage increased
      + j.2C is special cancellable on air hit

      - 6B jump cancel is gone
      -2C guard point comes out later
      - Level 2 j.2C no longer breaks a primer
      - 4B can only be used once in a gatling
      - BBL and TD damage decreased
      * Hitboxes of normal attacks changed
      - Harder to combo off of Tiny Lobelia counterhits
      - Character Combo Rate decreased
      - 6B is now quite negative on block
      * No change in A lobelia blockstun
      * No change in 2A startup
      + (A lobelia loop confirmed)
      - Damage from corner throw to full combo decreased (about 700 decrease, might be because of Lily's changes)
      - 2C proration is worse
      - BBL seems to have gotten a damage nerf
      - Frog seems to have worse proration or less damage
      - Pumpkin appears to have a level decrease(not confirmed)
      - Pumpkin has worse proration
      * Wind regeneration is unchanged
      - 6B has worse proration

      Jin

      + 2D breaks a primer
      - 2D is slower
      - J.2C and J.C level decreased
      + New gatling, 2C>6B
      - Increased recovery on Ice Arrow
      - Double Ice Arrow still works but damage decrease
      + Yukikaze proration improved
      + Forward and Back throw special cancellable
      + 6A proration improved
      + 623B is a lot faster
      + Throw {, 214A whiff, 5C, Sekkajin, 6C, 214C} - 2523 Damage"
      + Throw, 623B, 6C, 623C, 5B, 5C, 2C, 623C} – ~3.100 Damage”
      + Throw> Astral seems to work
      + 2C seems to have head invincibility, was able to hit arakune J.B with it
      + 6A on airborne opponent can be OTG'd

      Tsubaki Yayoi

      +Charges may be canceled" (UFA)
      - "Charge 5D is slower, as expected"
      - "After the 623C {,} j.214A whiff, you can not hit a 2C. You can only follow with aerial, but the timing is restricted "
      + "CH 22D causes wall bounce"
      + "3C {CH} 5CC works, goes to IAD combos"
      * "{22D, 6C} still combo"
      * "{22D, 236D} still works midscreen"
      - "Dash feels slower
      - "5B is clearly slower
      + "5C is faster"
      + "Cancel Charge has been improved" (huh?)
      - "236236C had minimal damage reduced to 650" (was 840)
      - "6C FC lost"
      - "The 22X has more recovery and worse proration as a starter
      -/+? "All the blows with D gained greater prorate(not sure if this means proration is better or worse)"
      - "5B hitbox seems better
      + "J.D seems to charge more. 2.8 bars filled from a double jump "
      * "Spamming 5D/2D, you need to fill 10 charges for 1 bar"
      * "2D charges very slowly until complete 1 bar. From this it is quicker to fill the remaning bars "
      + "{Double jump, j.236D, airdash} seems to work"
      + "5C hitbox is a lot better. You can hit it after a 22C in the corner with no dash "
      * "5C seems to put the opponent higher"


      06/10/2011
      Bekannte Changes
      (Quelle: dustloop.com/forums/showthread…ift-Extend-Actual-Changes )
      Spoiler anzeigen
      Arakune


      Bang
      + Ground throw is not special cancellable but is airdash cancellable, so throw airdash J.4C is possible
      + 5D gives float on normal hit
      + jD has better proration (no idea p1 or p2 though, I can't tell from the term)
      + 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.
      - C nails have weakened proration
      + C nail hitsun improved
      + Ground grab gives 1000 damage, has wallbound.
      * 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.
      - Command grab prorates a lot worse

      Current combos
      ・2A>5B>6C>JD>2B>6C>J4C>JC
      ・2A>2A>5B>2B>6C>JD>2B>6C>J4C>JC
      ・JD>2A>5B>JA>JB>J4C>J4C>JC 1800
      ・Command grab rc>5C>6D> firepunch >5B>6C>J4C> air firepunch >5A>5B>JA>JB>J4C>J4C>JC bluebeats at some point in the combo apparently. 【4000]
      ・2D>JD>C nail>JD>C nail>5D
      ・5A>5B>2B>6C>JD>C nail>JD>C nail>5D
      ・Throw> airdash >J4C>C nail>JD>5C>6D
      ・5A>5B>2B>6C>JD>2B>6C>J4C>JC【around 2340】
      ・Midscreen throw> airdash> J4C>C nail>5C>6D>Daifunka【around 2940】
      ・5B>2B>6C>JD>2B>6C>J4C>JC【around 2700】
      ・Midscreen throw>J4C>C nail>JD>C nail>JD>C nail>5D (Personal note: wtf is this combo)
      ・2D(ch)>5C>6D>Daifunka【3972】previously 4632

      Carl


      Hakumen
      Courtesy of the haku forums

      + Kishuu head(?) attribute invul from frame 5 onwards
      + shippu minimal damage 800→1000
      + 4C can be charged, charged 4C is plus on block
      + Midscreen renka can be followed by dash 2C or iad j.a j.b
      + JD has better damage
      - Charged 4C can't be canceled
      + 6A CH can be followed up with 5C
      + Throw seems to be special cancellable
      + J.b>j.2a gatling/link seems to work.


      Hazama

      Chain hitstun seems to be slightly reduced
      214D-B mid combo can be followed up in corner

      Iron Tager
      Translated by hakimiru

      + B sledge chargeable, charging increases travel distance and maybe hitstun.
      + Charge speed of voltiac increased, can counter with hammer if it guardpoints.
      + 5B leads to combo off both air and ground hits
      + 3C special cancelable, can be teched
      + Change in character trajectory off spark bolt hit. Untechable time increased
      + Increase in collider untechable time
      + Can combo after forward throw(meaning it's probably special cancelable)
      + Magnetic pull of D moves improved
      - 2C, 3C no longer remove primer
      - 5A doesn't cancel into 5A anymore
      + 5B jump cancelable
      - Harsher repeat proration on collider (immediately techable after 2)
      + Forward throw damage increased to 1900
      + 6B forces crouching
      + 4D hitbox improved
      - 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




      Jin

      + 2D breaks a primer
      - 2D is slower
      - J.2C and J.C level decreased
      + New gatling, 2C>6B
      - Increased recovery on Ice Arrow
      - Double Ice Arrow still works but damage decrease
      + Yukikaze proration improved
      + Forward and Back throw special cancellable
      + 6A proration improved
      + 623B is a lot faster
      + Throw {, 214A whiff, 5C, Sekkajin, 6C, 214C} - 2523 Damage"
      + Throw, 623B, 6C, 623C, 5B, 5C, 2C, 623C} – ~3.100 Damage”
      + Throw> Astral seems to work
      + 2C seems to have head invincibility, was able to hit arakune J.B with it
      + 6A on airborne opponent can be OTG'd
      - 623 loop seems harder
      + 623D lifts opponents less
      + 214A properties from loctest seem to have stayed. 3C>214A corner combo deals 4K, and apparently 214A>623B works
      - 6C>2D doesn't work on everyone
      - 6C hitbox worsened
      + 6D longer freeze time

      Litchi

      * Her forward throw launches them up and slightly forward, same as her back throw.
      + All Green launches the opponent straight up and causes an aerial spinning state.
      * Haku > Chun makes the opponent fly backwards in a arial spinning state. (Think Hazama's 214D~C)
      + 4D wallbounds in the corner.
      - 4D cannot be followed up mid-screen.
      + Shinshin in 5D set travels further.
      * j.B > j.C > Hatsu > Haku > Chun works in the corner.
      + The final hit of Kokushi causes a spin state. (Like a Gold Burst)
      * (Corner) 5B[m] > 2C > 6D > Hatsu > Haku > Chun > 5B > 6C(1) > 4Kote > j.B > dj.C > j.D > j.C > Staff 2 > 6C(2) works.
      - Sending the staff out has more recovery(D moves)
      * New J.D
      + Forward throw combos with [m]6D
      - Daisharin is the same as in loctests(last hit knockdowns and has terrible proration values),
      - 6C no longer removes a primer
      * Four winds is apparently better


      Makoto

      Rough translation from the Makoto boards:

      * Corner combo starting from 2A and into DD gives 40% back and does about 4400.
      - Midscreen 2D only able to follow up with air combo
      + Forward Grab is special cancellable
      - 2D has same move proration regardless of level. 2C also has same move prorate of 70%.
      - 6B doesn't force crouch anymore
      - 5CC>6B doesn't work on standing
      + j.D has greater untech time, can combo into comet cannon.
      + D has longer slide time.
      * You can still 5D > 2C, but its timing is strict.
      - You can't Comet oki anymore.(?)
      - "Particle Flare's minimal damage decreased to 200/200/840 from 200/200/1.120."
      - Her hitbox got bigger, forcing some universal combos that didn't work on her to now work
      - "Particle Flare's invicibility vanished, it seems"(i find it hard to believe)
      * Trajectory on 214B and C changed


      {5CC, 5D, 5B, 6A, 2D, j.D, 214A~A, 5CC, 236236D~D~D} - 4.526 Damage"
      "{5B, 5CC, 5D, 5B, 6A, 2D, j.D, 236A~D, 5B, aerial}"
      "{5B, 5CC, 5D, Lunatic Upper, Stargazer, 5B, 6A, 2D, j.D, 2C, 236A~D, aerial/Particle} ~4k (aerial) ~5k (Particle Flare)
      Noel Vermillion

      +D.214D Wall bounces in corner
      +Still does retarded damage in corner

      Corner 3C>22B(xN)C>666C>4D>D.6C>214D>6C>5D>236D>6C(2)>6C> J.D>D.6D>D.5D>D.5C>D.6B>Fenrir - 6.2k damage
      Platinum

      Changes courtesy of the plat boards

      + Jump cat hammer's hitbox reaches to Platinum's foot area
      + JC hitbox might be wider (reaches behind her?)
      + 6A feels like it has less recovery
      - 2C has repeat proration
      + 6C repeat proration removed
      - Swallow Moon has more recovery
      + batCH>mami works, confirmed with Jin and Litchi
      -(?) Missile special has lower proration
      -(?) frying pan damage now 500
      * bomb special still equips 6
      + CDT won't drop even after two mamis
      - CDT minimum damage nerfed to about 950
      + TK cat hammer (special?) CH>5C>mami works
      + With regular missile, 5C> 5D> JC> JD> DJ JC> something
      + 5A can only be chained 3 times , of course, and they say it has "compensation"?
      + Cat hammer is stronger and has more minimum range
      + Also launches on CH now. .
      + 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.
      + More importantly, her regular bat launches on CH, just like in the loketest (or something. Correct me if I read that wrong)
      + 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.
      + With Special Hammer Mami> 5C> J.C> J.D> 5C> J.C> J.D"
      + At least two people said that they felt 5B was a superior poke to 5A now, seems like 5B got buffed
      + Missile and bomb CH have more untechable time
      + Powered up Cat and Bat have better proration

      * 2B>5C>Mami>5C>5D (bat)>2C>22C>6A>22C>5C(6A Mami)>j.D (bat)>2C>Mami for 3700
      * Bat or Cat Hammer CH>Mami>6C>(Swallow Moon) j.C>22C>5C>6A>Mami dmg. ?
      * j.D (pan)>Airdash j.C>22C>5C>Mami>6C>22C>5D (pan)>2C>22C>5C>6A>Mami for 3700. the guy who wrote it thinks that the Fan might put the dmg to 5000
      * 5C>Mami>5C>2C>214C>6C>22C>6A>6C>22C>5C>Air Combo for 4700
      * 6C FC>j.C>5C>Mami>6C>Swallow Moon j.C>22C>(6A>6C>22C)×2>5C>Air Combo for around 5600

      Ragna

      From the ragna boards

      + Seems mostly unchanged from CS2
      + New distortion drive for unlimited Ragna
      + Carnage Scissors now has projectile invincibility
      + Forward Throw and back(?) is now special cancellable
      - 22C frame advantage decreased. Dash 5a follow up only possible on FC
      + Back throw wallbounds
      - Back throw pushes them further away and can only be followed up with a special cancel midscreen
      + 6B airborne hit can be picked up and can now be used in combos
      + J.C has a better hitbox below it
      + 6D floats on hit now
      - The amount of frames you can delay the Hades followup is decreased
      + Deadspike might have had a horizontal range increase
      + Hell's fang proration improved. 5B>5C>HF> RC> follow up is like 4k+
      Rachel

      From the rachel boards

      + 6C damage increased
      + j.2C is special cancellable on air hit

      - 6B jump cancel is gone
      -2C guard point comes out later
      - Level 2 j.2C no longer breaks a primer
      - 4B can only be used once in a gatling
      - BBL and TD damage decreased
      * Hitboxes of normal attacks changed
      - Harder to combo off of Tiny Lobelia counterhits
      - Character Combo Rate decreased
      - 6B is now quite negative on block
      * No change in A lobelia blockstun
      * No change in 2A startup
      + (A lobelia loop confirmed)
      - Damage from corner throw to full combo decreased (about 700 decrease, might be because of Lily's changes)
      - 2C proration is worse
      - BBL seems to have gotten a damage nerf
      - Frog seems to have worse proration or less damage
      - Pumpkin appears to have a level decrease(not confirmed)
      - Pumpkin has worse proration
      * Wind regeneration is unchanged
      - 6B has worse proration

      Taokaka

      - 5B/2B>6A only combos on crouch
      + 6B fatal counters allowing legit combos on CH
      - Counter assault nerfed, was whiffing against Hazama's 5A
      Taskmaster Tsubaki Yayoi

      +Charges may be canceled" (UFA)
      - "Charge 5D is slower, as expected"
      - "After the 623C {,} j.214A whiff, you can not hit a 2C. You can only follow with aerial, but the timing is restricted "
      + "CH 22D causes wall bounce"
      + "3C {CH} 5CC works, goes to IAD combos"
      * "{22D, 6C} still combo"
      * "{22D, 236D} still works midscreen"
      - "Dash feels slower
      - "5B is clearly slower
      + "5C is faster"
      + "Cancel Charge has been improved" (huh?)
      - "236236C had minimal damage reduced to 650" (was 840)
      - "6C FC lost"
      - "The 22X has more recovery and worse proration as a starter
      -/+? "All the blows with D gained greater prorate(not sure if this means proration is better or worse)"
      - "5B hitbox seems better
      + "J.D seems to charge more. 2.8 bars filled from a double jump "
      * "Spamming 5D/2D, you need to fill 10 charges for 1 bar"
      * "2D charges very slowly until complete 1 bar. From this it is quicker to fill the remaning bars "
      + "{Double jump, j.236D, airdash} seems to work"
      + "5C hitbox is a lot better. You can hit it after a 22C in the corner with no dash "
      * "5C seems to put the opponent higher"
      - 2C has worse repeat proration

      Valkenhayn:

      Here's Valk's current list of changes. Credits to Nokita for getting this for us.


      Finally some extend info.

      * [Wolf A>B> air dash JB>J3C>JA>5D] >2C>6C works.Apparently no change in damage.
      * 3C>Jaeger>2C>6C>2C>6B>2C>mondlicht>1D>2 beast cannons does 3,7k
      * 6C starter can go into 4 beast cannon stuff for about 4,8k
      * mid screen 3C>jaeger>Sturm wolf connects.
      * No change to wolf break stuff.
      * 3C> schwarz doesn't work on a grounded hit.
      * 3C on air hit might give you enough time to cancel into rosen or schwarz. (3C>jaeger>3C works so far)
      * Schwarze jagd>Weiss jagd>5D<2C>......<4 beast cannons<Sturmwolf does 5.3 k
      * JC: less landing recovery.
      * 2B: less recovery.
      * Wolf B:less head attribute invincibility.works well enough as an AA.(day 1 impression)
      * Wolf JB: less untech time.[JB>JB>5B] is difficult to pick up,if done high in the air.
      * Jaeger: Untech time is "scary" and long.Also has worse proration.
      * 6B>2A (opponent barriers this)> 2C (is out of range)



      * mid screen throw>nachtrosen doesn't work anymore? character specific it seems
      You can do throw>jaeger(miss)>5C if you are close enough to the corner.
      * 6A: A buff?faster guard point?

      EDIT:

      *Eisen wolf: bad on block.You are at a disadvantage,even if you force them to block it in the air. (around jump height)
      can only be followed up with 5A, even on CH.(maybe 3C>C~A. see below)
      the landing recovery can be canceled with rasen? (needs more testing)
      *Cmd grab (ground): 1K.
      Cmd grab (air): 1,5k.
      *Sturm wolf>koenig works like cs2
      *3C>jaeger can be looped up to 3 times in the corner.Insignificant due to repeat move proration.
      *Rasen:increased gauge drain on 7C/4C. Its nothing serious once you get used to it.(cs2: 7C/4C x 5---->cse: 7C/4C x 4)
      *W 5B: on a trade you can follow up with nachtrosen.It seems possible to squeeze in a 2C/6C depending on the circumstances.


      Damage changes:

      5A: 200->300
      2A: 150->300
      jA: 180->300
      throw 1500->1000

      Proration changes:

      3C: P1 90%->75%
      Weiss jagd: P2 50%->60%? (maybe more)
      Eisen: P2 92%->89%
      Nacht jaeger: P2 89%->80%
      Nacht jaeger repeat proration: 30%

      *6C>2C>6B>2C>mond licht>[4 beast cannons>7C]>D>JC>5B>2C>JB>JB>JC
      dmg: about 5.1k

      The human JC after the 7C is a replacement for JB>JB>5B.
      You can replace the human 5B with 2A for less damage and easier execution.


      V-13/A-11

      +2DD>4B combos
      -3C proration worsened
      -overall damage decreased




      Mu-12


      12/10/2011
      gepostet von Shino:
      Spoiler anzeigen
      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:

      siliconera.com/2011/10/11/aksy…-extend-for-ps3-xbox-360/


      14/10/2011
      gepostet von Ekusu:


      23/10/2011
      gepostet von Shino:


      gepostet von Banker KingAlo


      gepostet von Ekusu:

      Strategy? Spacing? I just keep punching until I hit something.


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      Dieser Beitrag wurde bereits 60 mal editiert, zuletzt von old_man_entnervt ()

    • Hier mal die ersten* Balance-Changes die bei der Präsentation von Continuum Shift 2 aufgefallen sind:
      Spoiler anzeigen
      Ragna:
      5D on grounded opponents no longer floats
      3C is techable
      5B>6A gattling is gone
      Inferno Divider no longer has wall bounce
      Belial edge doesn't bounce as high any more (can still follow up with a quick 5D)

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

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

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

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

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

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

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

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

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

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

      Lambda:
      5DD activation slowed
      blade summonings are slower

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

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

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

      Valkenhayn:
      cannot block or crouch in wolf form. cannot switch directions.
      Quelle: Dustloop / Jap.Original

      EDIT: Anmerkung: ich will vorweg sagen, das dies eben Änderungen sind, die noch von einer nicht fertigen Version stammen, es kann (und da bin ich mir sicher) sich bei den nächsten Loke-Tests noch einiges ändern von daher haltet bitte das Geweine auf einem zivilisierten NIevau okay? :)

      Anmerkung 2: der Punkt bei Hakumen bezüglich Yukikaze wurde bei mir in etwa so übersetzt, das der Move jetzt bei Hit den gegner ins Stagger versetzt, ich sag aber gleich das es sich evtl um einen Übersetzungsfehler handeln kann. (habs nur mit ner Übersetzungsmaschine gecheckt)
      Auf meinem Grab soll stehn:
      "Naja, immerhin hat ers versucht"

      Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von old_man_entnervt ()

    • jC without staff is now techable

      Yeah neue Combos lernen :D

      Wenn wir schon mal dabei sind

      Spoiler anzeigen
      Valkenhayn

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

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

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

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

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

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


      dustloop.com/forums/showthread…147&viewfull=1#post749147
      I am the hurricane.

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von old_man_entnervt ()

    • Jungs, erstmal abwarten, ob wirklich alles so kommt, wie es jetzt beschrieben wird. Wenn ich an die ersten Loke-Tests denke, da war Hakumen noch monströser, der 4C war z.B. specialcancelbar und so Scherze. Da wird sich noch einiges tun, bis es wirklich fertig ist.

      Btw, Hakus j.D die Follow Ups zu nehmen ist lächerlich.

      Strategy? Spacing? I just keep punching until I hit something.


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    • als ich die änderungen gelesen habe musste ich erstmal laut lachen
      die "heilige dreifaltigkeit" wird (selbst wenn ein paar nerfs wieder zurückgenommen werden) wieder runter geholt von ihrem imbalance-ross.
      ein paar changes scheinen mir aber ein wenig weit zu gehen (Bangs 623B ohne wallbounce?? lol)
      aber wenigstens scheint arc sys einsichtig bei vielen dingen zu sein und auf die community zu hören. Ich hab das gefühl manche dinge haben die vor dem release gar nicht vorraus gesehen dass es sie gibt (taunt-loop) oder haben die einwirkung aufs meta-game unterschätzt. sonen patch müsste man eigentlich mal ein paar wochen von der community testen lassen weil sich manchmal erst nach einiger zeit ein wirkliches gesamtbild vom metagame ergibt, so ein paar lok-tests sind vielleicht gut für einen ersten eindruck, aber wenn man schonmal die chance hat, das ganze metagame neu zu balancen sollte man es auch gleich am besten "richtig" machen (irgendwer beschwert sich ja am ende doch immer ;)
      この俺も悲しみを背負う事が出来た。

      Study eSports - A Journey into the World of The Japanese Fighting Game Community
    • um ehrlich zu sein find ich die dinger alle ganz gut. sogar hakus j.D nerf find ich gut.
      makotos loop is auch kein verlust, genau wie der taunt-loop.
      litchi und bang haben ordentlich einen ausgewischt bekommen. keine combos in daifunka mehr:)
      valkenhayn scheint allerdings ziemlich stark, hoffe mal die ham es nich übertrieben.
    • entnervt schrieb:

      Erinnert sich hier noch jemand an BBCT?


      wollen wir mal hoffen das arc sys sich noch dran erinnert. einerseits haben sie ja einige sachen daraus gelernt und das overall balancing schon deutlich verbessert (top tier ist zwar noch immer top aber nicht so verdammt überlegen wie in CT wo schon mid tier charakter an der grenze zur benutzbarkeit waren (wenn man gewinnen wollte)). sie haben die top charaktere aus CT auch relativ gut gebalanced (bis auf rachel, diesmal in die andere richtung), jedenfalls sind sie wirklich nicht mehr unschlagbar, man muss sich keinesfalls mehr schämen sie zu benutzen.
      auf der anderen seite gibt es aber wieder charaktere die einfach herausstechen... ich weiß nicht, ich finde das muss doch nicht sein. ein bisschen mehr testen vorher und es macht das spielerlebnis für alle besser und nimmt den aufwand jedes mal in frickelarbeit ein paar patches rauszubringen (macht arc sys ja nicht, sondern machts in einem großen abwasch... naja)
      wenn der balance patch jetz auch wieder nur die top charaktere nerft und vielleicht auch gut balanced, aber hinterher wieder jemand anderes an der spitze steht und heraus sticht hat arc sys selber nicht wirklich aus der ganzen sache gelernt. die zeiten und die technischen möglichkeiten haben sich doch seit guilty gear deutlich verändert und schaffen möglichkeiten, die community mehr miteinzubeziehen. wie wärs mit einer art open beta oder so?
      この俺も悲しみを背負う事が出来た。

      Study eSports - A Journey into the World of The Japanese Fighting Game Community
    • Ist auf jeden Fall affig sich schon jetzt da irgendwo rein zu steigern. Ich mein wtf das sind die ersten Infos zu den Charänderungen. Wie ganze Communities (spielübergreifend) immer über erste Infos heulen und schon über zukünftige Tierlisten mutmaßen ...

      @Lotsa Spaghetti:

      Entspann dich und warte ab wie die nächsten Infos nach den ersten Lokatests aussehen. Veränderungen ist doch auch ok, denn das Grundgameplay wird trotzdem das gleiche sein oder glaubst du Litchi wird jetzt ein krass schwacher Char nur weil einige Combos auf einmal anders gehen und weniger Schaden machen (naja so wie CT halt).
    • oder glaubst du Litchi wird jetzt ein krass schwacher Char nur weil einige Combos auf einmal anders gehen und weniger Schaden machen (naja so wie CT halt).

      Dustloop schrieb:

      ・nothing will cancel into ittsu.)
      ・stuffless JC is ground techable.
      Nix geht mehr into itsuu? Dann dürften alle Combos auf einmal anders gehen. Und dieser j.C nerf ist schon echt krass.
      Aber naja. 1st Loketest :P
      Für's erste ist sie auf jedenfall mal plötzlich Schrott.
    • Ragnas Nerf ist schon ein bisschen zuviel. Ragna war zwar gut, aber jetzt nicht so krass wie z.B. Litchi oder Bang.
      Jins 2C>5C klingt sehr gut, eröffnet viele Möglichkeiten. Ice Car B knockdown begrüße ich auch wieder.
      Bang dick nerf, musste aber sein.
      An Hazama wird noch mehr verändert, vermute ich mal.

      Aber mal abwarten, wie entnervt schon sagt.
      Insert Game - Retro & Arcade Gaming Community
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