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 BlazBlue: Continuum Shift

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Iron Patriot
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PostSubject: BlazBlue: Continuum Shift   Fri Sep 25, 2009 10:55 pm

No news yet if this will be a rerelease or DLC.

1 new character coming right up!


Look at the new health meter


New moves anyone?






Tsubaki Yayoi

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PostSubject: Re: BlazBlue: Continuum Shift   Fri Sep 25, 2009 11:08 pm

ha only one character

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PostSubject: Re: BlazBlue: Continuum Shift   Fri Sep 25, 2009 11:12 pm

is it a sequel or a battle game based on blazblue
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PostSubject: Re: BlazBlue: Continuum Shift   Sun Sep 27, 2009 3:24 pm

Note: Some of the information posted here are not certain and can be WRONG

RAGNA
- New Move Berial Edge is not an overhead, can not combo from ground, slow
- Berial Edge does not get advantage frames on block
- Dead Spike breaks guard primer by 1
- Damage from overhead nerfed
- no change to jump cancellable moves
- JD is smaller during Blood Kain
- CS still doesn't go through projectiles
- C 2C are shorter but faster, less recovery time
- 22C's damage is fixed to 400


JIN
-5B is slow
-JB is slow, C>JB does not combo
-added J2C, which is old JC
-new DD Yukikaze 214214D, counter move same as Haku-men's one, 3882 damage
-J236D shoots out 2 projectiles instead of 3
-214B does not guarantee the knock down
-236C shoots out two projectile
-DPs, better CG graphic
-new JC looks like the second hit of 214D
-2B does not link to 5B
-A DP has longer recovery time makes it easier to punish
-A DP breaks guard primer by 1
-air 214A/B/C moves the same distance
-Cannot combo after C DP counter
-JD is faster
-easier to tech after B DP, can not combo into C after B DP
-air 214B does not do knockdown motion
-easier to unfreeze 6D
-better Counter Assault
-C>6C doesn't work on crouch anymore (still works on air)
-first hit of 236D breaks guard primer by 1


NOEL
- 6A doesnt hit on most character's crouch motion
- Change to chain revolver, blueish color is now black
- Combo damage nerfed, combo from 6B does 3100
- You can counter Bullet Rain after Noel lands
- 236A/B/C becomes faster
- 6D becomes faster
- 22C loop nerfed, does only 2700 to Rachel
- new J6D move
- new move which is the 'old JD' directly from the ground
- 5C is shorter but faster
- 6C is slower
- 6C loop combo is still doable, but it is very hard and need to add 5A to do the loop
- 5A is slower
- JA is slower
- 5C can not be jump canceled
- 2D is no more an overhead
- easier to tech after D move hits


RACHEL
- new projectile DD called Tempest Dalia(テンペスト・ダリア)
- Tempest Dalia uses up all winds and will change depends on the number of wind left
- Tempest Dalia summons random projectile into screen including some weird object like Huge King-Frog George with crown
- wind doesnt immediately recover after consumption
- easier to tech after JC
- no frog combo, frog does not activate while opponent knocked down
- sword iris command changes to 214C, has mid-air version
- Can't cancel J2C while recovering from a landing.
- hard to combo after 3C9D
- can not summon new flog immediately after the old one activated
- frog is now also affected by wind, but frog moves very slow without wind
- easier to recover after 6B counter
- J2C can not link to other normals on block, J2C can not be cancelled into other special moves
- hitbox of pumpkin will disappear if Rachel gets hit even after pumpkin is activated
- Frog has less life, Taokaka's 2A mashed out it
- 4B is a bit faster
- 236B 236C have longer recovery time


TAGER
- new down status throw called Jet Finger which has magnetize property, 22D (the one like Ragna's 22C)
- Jet Finger can be linked after A driver and 3C
- Command throw immediately after 22D will lead to purple throw
- double the guard libra of other characters.
- new 4D move, magnetizes
- 623C has invincibility against HEAD attribute move
- Walk faster
- jump faster
- 2D is faster
- 5D has guard point and doesn't hit opponent far away, able to combo after it
- 3C pulls opponent back
- C is faster
- 2D, A driver's attracts opponent stronger when magnetized
- Magnetized property lasts shorter (lasts around 3sec)


TAOKAKA
- J236B changed to only hit in horizontal direction
- 3C>JD6>JC>J236B>J2DB doesnt combo
- 5B counter hit > 6C does not combo
- CD loop and taunt combo remains
- projectile move is faster
- You can only mash 2A 3times in the row
- 236C is faster(?)


LITCHI
- all green slower start up
- easier to tech after DP hits, cannot end the combo with DP setup
- cannot do the combo after DP normal hit
- Stick 5A, 2A links to 5B
- DP is now RCable
- JD will cause slide down
- can setup the stick with 6D or 4D, 6D is the forward movement attack and 4D is jump kick move


ARAKUNE
- Dive move is not overhead anymore, slow, dive cancel only possible at hit
- when curse meter gets full it goes to FEVER mode
- You cannot recurse opponent in the FEVER mode
- All bugs are changed, not as good as old ones (at least observing from the current point
- u can only summon bees while in FEVER mode
- bugs are huge
- once the curse mode starts it wont go away even if Arakune takes hit
- Fog move has no hitbox but if u touch it the curse meter will increase
- Fog adds 40-50% to meter Everything else 20-25%
- YOU CANT GUARD BREAK with bees
- fast and short back step, no change to forward step
- Somebody already found 5000+damage combo
- 2D is no more an overhead move
- Dive can not be canceled into forward step or back step on block, easy to punish
- all bugs can be blocked in the air


BANG
- JC is still an overhead (confirmed), J4C is not an overhead(?)
- new command throw DD designed for anti-air 2000 damage, air unblockble(?)
- Furinkazan comes with consumer version song
- D move in general is faster
- Poison does more damage
- 6C combo works on more characters
- C is a bit slower


CARL
- J2C is no more overhead, slow
- no airthrow loop
- easier to tech after 2C
- 214C cancel remains
- no jump cancel after 5B when blocked
- Nirvana's life goes down fast but recovers fast as well
- 214214D super does more damage
- new projectile is fast and reaches the corner 
- 8D is not air techable
- no change to 2D 4D 6A, glide throw, Gear DD


HAKUMEN
- has new barrier move against projectile (?)
- barrier appears when he cuts the projectile (white circle with 封="Seal" kanji on the center)
- barrier absorbs the projectile and gets bigger
- barrier will last for a certain time and will disappear if opponent gets hit by it
- 2D and 6D lasts longer
- new 4C move, Gatotsu, as long as Litchi's 6B
- new J2A which is old J2C but slower
- Old JC is now J2C
- new JC move looks like second hit of Jin's 214D
- meter is easier to identify
- C 6C is faster
- cannot combo into 5C after 41236C
- JD guarantees knockdown


Λ-11-
- range got shortened
- No more special voice against Ragna
- 2C is slow
- combo damage nerfed (2700-3400)
- new move Act Parser Zwei, Act Parser Zwei: Blade, Act Parser Zwei: Cavalier
- Act Parser Zwei is close to old Act Parser, not an attack move
- Zwei:Blade is a low move, can be linked from 5DD
- Zwei:Cavalier is similar to Blade but attacks from different direction(?), can link to 2DD
- all Act Parser move about the same distance, shorter than the old Act Parser
- DD>4DD is very hard to combo
- 5D is slower, throw>5D does not combo, easier to recover after 5DD
- 5D and 4D can not be jump canceled
- hard to combo after 214D
- opponent can immediately tech after J214D hit (like Jin's 214B)
- 236D changes to the move where appears in the certain range and lasts for about 3-4hits
- D attack doesn't combo to 236D in general
- opponent floats higher after gravity seed hits, gravity>6A does not work
- 236236D is shorter
- J214DC cancel is faster


TSUBAKI
- fast, run in the same speed as Noel does
- Order-Sol style character
- charge with 5D, 2D and JD
- charge meter goes down when charged-special move is used
- charge Lv.1 command throw does 1800 damage, whereas charge Lv.5 command throw does 5000 damage
- charge speed is very slow, nothing compared to Order-Sol
- able to do charge cancel like Order-Sol
- there is a super like Haku-men's Mugen which will give infinite charge meter
- 236A~D is the move looks like Order-Sol's Rock-it(236S), speed changes depends on the button
- 22A~D, spin sword move
- 214A~D charge forward with shield, links from 5c.
- 623A~D DP, probably has invincibility
- J236A~D dive move in the screenshot
- J214A~D move from screenshot
- 236236C~D, C version doesn't spend meter and just shoot out the magic circle, D version spends the meter and shoot projectiles towards the magic circle shot out by C version
- 5A standing punch, probably can't hit crouching
- 5B wings come out of shield. Probably the longest attack of 5b class.
- 5C has follow up, reach seems really short.
- 2B a low, links into 5b
- 2C extend wings upwards, probably anti-air
- 6A overhead
- 6B low
- 6C slam forward with shield, looks like tager's sledge。
- JC sword stab downward, seems to have good hitbox

----------------------------------------------------------------------------------------------------

System

- You can stock up to 2 bursts
- Burst no longer have damage penalty
- You start with one burst and get one extra burst next round if you lose the round
- When regular gold burst hits opponent, opponent will bounce high and able to combo from there (no more Guard break by gold burst)
- Life bar still goes into DANGER if barrier meter is running out

- All AH unlocked
- You can use AH when you need one more round to win (not the final round of the match) with 100% meter and opponent's life is below certain percentage, character shines in white when it is possible to activate AH

- Guard Primer(? ガードプライマー) system replaces Guard Libra
- Guard Primer length changes for every characters, meter goes down if the character blocks the specific move that breaks the guard (e.g. blocking Λ-11-'s 214D will let meter go down by 2)
- Guard Primer length
11 Tager
06 Hakumen Bang
05 Jin Noel Litchi Tsubaki
04 Ragna Rachel Arakune Taokaka Carl
03 Λ-11-

- option select tech throw still works
- Heat Gauge goes up automatically from the beginning of the round (I think this is just for loketest to make people can try supers easier)



Appearance
- Projectile such as Arakune's Bee and Rachel's flog has a circle around them, easier to identify
- better animation
- new effect, new voice
- life bar turns red when it is extremely low
- New pictures for character select screen





- Λ-11- Lambda


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PostSubject: Re: BlazBlue: Continuum Shift   Sun Sep 27, 2009 5:26 pm

yep this is an entirely new game the animation on character select prooves it , they say it coming out next year, I will still buy it if its a new game or Downloadable content cant wait.
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PostSubject: Re: BlazBlue: Continuum Shift   Sun Sep 27, 2009 5:46 pm

If its an entirely new game it better damn well be $10 cuz i aint forking over $60 for an expansion. It better be a $10-$15 DLC.

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PostSubject: Re: BlazBlue: Continuum Shift   Sun Sep 27, 2009 5:50 pm

unless you have another different storyline,etc. its worth 60 but if its not and just an expansion it better be 15 dollars but I bet it will be at least 30 dollars.
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PostSubject: Re: BlazBlue: Continuum Shift   Sun Sep 27, 2009 6:03 pm

Even if it did include a new story (which it will) it wouldnt be $60 since we'll only going to play through at least once or twice, Fallout 3 expansions include a new story, weapons and levels; all that for only $10. Id say its $10-$20 minimun. im sure Aksys is listening to their fans right now.


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PostSubject: Re: BlazBlue: Continuum Shift   Sun Sep 27, 2009 6:05 pm

they should and lets hope the price ranges to at least $20.
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PostSubject: Re: BlazBlue: Continuum Shift   Mon Sep 28, 2009 6:08 pm

After watching an interview for SUPER Street Fighter 4, i am convinced that this will be a rerelease and not as DLC

Haku-Men's new attack?


Terimu/Hazama is a playable character now



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Drive: Ouroborus - Summons chains which can hang in the air, be launched at enemies, or be used for transportation by swinging from an axis. It might also be able to ensnare his opponent.

He wields knives and will apparantly be a speed-based character.

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PostSubject: Re: BlazBlue: Continuum Shift   Mon Sep 28, 2009 9:00 pm

hmmmm I knew he would be in the game I actually want to start playing this now.
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PostSubject: Re: BlazBlue: Continuum Shift   Wed Sep 30, 2009 12:21 pm

Sexy new screens with some redesigned stages and life bars






Look at that! He has chains shooting out of his crotch!


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PostSubject: Re: BlazBlue: Continuum Shift   Wed Sep 30, 2009 5:24 pm

damn it does look way better in design than the last one I am buying this but they should also include jubei as a playable character that would be awesome. Nice character select screen dough.
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PostSubject: Re: BlazBlue: Continuum Shift   Fri Oct 02, 2009 7:11 pm

Character Update
Tager is much smaller and moves faster than before (walks faster).
Rachel is changed severely. She is almost unplayable in this version. Definitely the worst character changed.
Jin's dash cancel is now a regular dash. Most of his attacks are now slower than before (i.e. the spamming attacks)
Arakune gets Negative Penalty really quick, two back dash gets the penalty warning. Back dash is quicker and shorter.
Carl's air throw infinite is gone.
Hakumen just has 2 new moves. Most of attacks does less damage than before (YESH!)
Lambda's attacks are a bit slower than before. They are also a bit weaker. Λ-11 gets negative penalty much faster now, 3 ~ 4 backdashes she gets the warning.

-------------------------------------------------------
Ill post all the details once we get to the second page
-------------------------------------------------------

System
Guard Libra is replaced by Guard Primer

Guard Primer points total varies by characters. Blocking specific moves takes away Guard Primer points. When the character has no more points they get guard breaked.
Guard Primer points count:
11 Tager
06 Hakumen Bang
05 Jin Noel Litchi Tsubaki
04 Ragna Rachel Arakune Taokaka Carl
03 Λ-11

New Burst System

Burst system is separated from Barrier gauge. You don't lose your Barrier gauge and enter DANGER mode after burst. You can stock up to 2 bursts. You start with one burst and get one extra burst next round if you lose the round. When regular gold burst hits opponent, opponent will bounce high and able to combo from there (no more Guard break by gold burst) Life bar still goes into DANGER mode if Barrier gauge runs out.

Astral Heat

All of them are unlocked. In addition, you can use this move when opponent's health bar is below 20% and you are one round away from winning the match. (Not final round!)

Down Recovery

Remember you could cancel the tech roll to special moves? It's removed in this one that you can no longer cancel the latter motion of tech roll forward and backward to special moves.

Beginner Mode

N = Normal Attack button
H = Heavy Attack button
S = Special Attack button
T = Throw button
Tap Normal Attack multiple times for simple revolver action string. You may add Heavy Attack in between for string variations.
To perform special moves, simply input direction + Special Attack.
To perform Distortion Drive, simply input N + H.

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PostSubject: Re: BlazBlue: Continuum Shift   Sun Oct 04, 2009 3:00 pm

Hazama vs Tsubaki


Here are some more Hazama matches
http://www.youtube.com/watch?v=1HVjclRE4uk

http://www.youtube.com/watch?v=QHHOylOYEq8

http://www.youtube.com/watch?v=_ksBccC9sXE

So i guess he's officially named Hazama and not Terumi

Lambda vs Bang
http://www.youtube.com/watch?v=VQYNufpyaHI

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PostSubject: Re: BlazBlue: Continuum Shift   Sun Oct 04, 2009 7:42 pm

ue signature can make ppl fap iron patriot

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PostSubject: Re: BlazBlue: Continuum Shift   Mon Oct 05, 2009 10:13 am

Well im glad its working lol

INB4 Smooth Criminal jokes
Hazama vs (Fixed) Rachel

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PostSubject: Re: BlazBlue: Continuum Shift   Mon Oct 05, 2009 6:52 pm

A slightly slower(?) Jin vs Rachel Plus a look at their new Attacks

Watch the Hazama vs Rachel match above if you haven't already

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PostSubject: Re: BlazBlue: Continuum Shift   Mon Oct 05, 2009 8:43 pm

yea i saw u rate those vids =/
hmmmmmmmmmmmmmmmmm

this game shall be in the games to get list if i ever get a ps3

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PostSubject: Re: BlazBlue: Continuum Shift   Tue Oct 06, 2009 8:26 pm

it should and you should at least get the PS3 when Christmas hits.
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PostSubject: Re: BlazBlue: Continuum Shift   Wed Oct 07, 2009 7:08 pm


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PostSubject: Re: BlazBlue: Continuum Shift   Wed Oct 07, 2009 7:30 pm

LMFAO, LMFAO, LOL...... i like how Noel is complaining about Rachael being overpowered at the same time showing her panties while being on the ground.
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PostSubject: Re: BlazBlue: Continuum Shift   Thu Oct 08, 2009 10:19 pm

Hazama's basic moves and combos


* Hazama's →→ is a short step forward.
Standing A: standing poke.
Standing B: standing knee, links from A and ↓A.
Standing C: Cross slash, jump cancelable on block, links from A and ↓A.
↓A: quick crouching jab, even on block.
↓B: crouching kick, low attack.
↓C: quick anti air strike, links from A and ↓A, jump cancelable on block.
→A: slow overhead, not cancelable.
→B: slow low attack.
→C: staggers, knockdown on counter hit.
↘C: low attack, has a good range, links to standing B and C.
Jump A: quick jumping poke.
Jump B: long diagonal kick.
Jump C: horizontal multi slash, increases hit count by mashing C, short reach.
Jump ↓C: short range slashes below.
* All jump attacks are not jump cancelable.
↓↘→D: staggers on counter hit, small disadvantage on block.↓↙←D
-> A: hop attack, overhead, links to ↓A on crouching hit, small bounce on air hit.
-> B: has upper body invincibility.
-> C: low attack, juggles opponent, links to standing B.
-> D: cancel stance.
Jump ↓↙←B: Knock down on air hit, not an overhead, has landing recovery.
↓↘→C: command throw, links to standing B afterward.
→↓↘D: launches Ouroborus (knife) upward, air unblockable, barrier guard ok, able to pick up opponent off the ground afterward.
↓↘→↓↘→B: motion similar to Johnny's →K, has invunlerable start up, launches opponent to air and untechable, risky on block.
→↘↓↙←→C: Similar to Litchi's All Green (→←↓↑C) but much slower start up with small hit box.

Drive: Ouroboros
*Extending the chain does two hits, 2nd hit may not occur depends on positioning. After 2nd hit, you may input follow ups to pull yourself towards opponent. Follow ups consumes Ouroboros counts (2 max) that takes a period of time to recover:


Standing D

shoots out the knife horizontal forward, links from standing C.
↓D: shoots directly upward.
→D: shoots slight upward, similiar to Λ-11's →D.
Jump D: shoots horizontal forward, air vs air.
Jump ↓D: shoots direction downward.
Jump →D

shoots downward, similiar to Λ-11's jump D.
Jump ←D: shoots a bit more downward than jump →D.

Follow ups:
A: stops the chain, has long recovery.
B: Moving towards opponent in a parabolic arc.
C: Moving towards opponent in a parabolic arc.
D: Moving directly towards opponent quickly.

Combo List
Starters:
Jump D (2 hit or CH) > D > land ↓A > B or C or ↓C > ↘C
↓↘→D, A > ↓A > B or C or ↓C > ↘C
↓↘→C > ↓A > B or C or ↓C > ↘C

Patch #1:
~ > ↘C > ↓↘→D, C > dash C > ↓C > →↓↘D > ~
~ > ↘C > ↓↘→D, D > dash ↓B > ↓C > →↓↘D > ~
~ > ↘C > ↓↘→↓↘→B > dash C > →↓↘D > ~

Patch #2:
~ > →↓↘D > dash ↓↘→D, C > dash C > ↓C > →↓↘D > ~
~ > →↓↘D > J→D, D > land B > ↓C > →↓↘D > ~
~ > →↓↘D > low air dash J↓C > land ↓C > →↓↘D > ~

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PostSubject: Re: BlazBlue: Continuum Shift   Mon Oct 12, 2009 7:12 pm


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PostSubject: Re: BlazBlue: Continuum Shift   Mon Oct 12, 2009 7:42 pm

this Hazama kind of looks like Johnny

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