Arcade Extreme

BlazBlue - Continuum Shift, Il secondo capitolo - Thread di discussione

« Older   Newer »
  Share  
Wronged
view post Posted on 23/9/2009, 23:36




Yep concordo, anche se non sapevo che il maggiordomo fosse fra i Six Heroes...

.... Porco il clero Ronove, sei 4244 in ranking su BB con 244 vittorie :ph34r:

T'ha preso poco il gioco eh? XD :ehsi:
 
Top
Ronove
view post Posted on 24/9/2009, 00:39




Valkenhayn ha l'aria d'essere lo Slayer di BB, per quello sarebbe fico averlo nel cast. :ehsi:

QUOTE
T'ha preso poco il gioco eh? XD :ehsi:

Poca roba, ne ho approfittato finchè potevo durante le ferie estive visto che stavo in casa con una connessione normale. Ora che sono in collegio l'online diventa quasi impossibile. :[

Tornando IT,
Pare che ElvenShadow (giocatore americano di Guilty Gear che vive in Giappone) andrà al location test ad Akihabara, e probabilmente farà un report anche su Dustloop. :ok:
 
Top
view post Posted on 25/9/2009, 10:36

CODEN

Group:
Administrator
Posts:
17,614
Location:
Milano

Status:


Logo e immagini belle pulite (allargabili):
http://japan.gamespot.com/news/story/0,380...20400513,00.htm
 
Contacts  Top
Ronove
view post Posted on 25/9/2009, 11:46




Il nuovo stage è orgasmico. :ehsi:
 
Top
Ronove
view post Posted on 25/9/2009, 21:07




Altra notizia per quanto riguarda BlazBlue Continuum Shift:

QUOTE
v-13 is no longer in the game.
Long live v-11.

Anyway an explanation of the above link.
The link is a Blaz Blue Location Test impressions survey.
In it you put down what versions of the game you've played/owned, the character you used in the loc test, concerns, etc.

In the character select v-13 does not exist, the name listed is v-11.

V-13 non c'è più, ma a quanto pare ci sarà un /\-11 ("Lambda", anzichè "Nu"). Resta da capire se hanno solo cambiato il nome o se è proprio un personaggio diverso con meccaniche diverse.
 
Top
view post Posted on 25/9/2009, 23:14

CODEN

Group:
Administrator
Posts:
17,614
Location:
Milano

Status:


Ma negli screenshots c'era. WTF?
Comunque se è sempre più o meno lei ma in versione onesta... Va bene :lol:
 
Contacts  Top
Ronove
view post Posted on 25/9/2009, 23:22




Infatti mi sa lo sprite sarà identico (anche se il personaggio è "diverso", pensa a Eddie in GG) ma probabilmente avrà un moveset leggermente diverso e si spera sarà meno sgravata.

Attendiamo i report di chi andrà al primo loke test. :X
 
Top
view post Posted on 26/9/2009, 11:46

CODEN

Group:
Administrator
Posts:
17,614
Location:
Milano

Status:


NB: info prese da 2ch e tradotte su Dustloop

^ (Zwei?):
http://imepita.jp/20090926/514930

- Act Pulsar is no longer 66/44. It's 236X as shown in that pic.

- Moves translated:

Sword Summoner

Spike Chaser
Sickle Storm
Crescent Sabre
Act Pulsar Zwei
Act Pulsar Zwei - Blade
Act Pulsar Zwei - Cavalier

Legacy Edge

- DD>4DD doesn't work (??? :o:)

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

Carl:

The projectile starts off fast.
Even with Neesan all the way on the left side off screen the projectile will still travel in range
8D is untechable.
Kantaata (a move name I assume) has guaranteed hits after start up

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

Ragna:

After the overhead the damage is prorated but no changers were made to the ability to jump cancel
・中段からの火力低下
jcは変更なし
The new attack seems pretty useful but is highly punishable on guard
・新技はめくりに使えるかもしれない+ガード後は不利はないかも
When you BC the JD is smaller
・BC時のJD小さく

TRADUZIONE NON ACCURATA (probabilmente il nuovo attacco NON è cosi' punibile)

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

System:

Heat changes
The heat gage now builds automatically from the start of the round. All chars are simular to hakumen in this way.

Guard libra
All characters have a new guard libra system and moves like Tagers 2C, j2C, or Lamba's (nu) system shidou remove one block from the libra when blocked.

Number of libra points.

11 - Tager
6 - Hakumen, Bang
5 - Jin, Noel, Lychee (unsure), Tsubaki (also unsure)
4 - Ragna, Rachel, Arakune, Taokaka, Carl
3 - Lamba

Burst Related
Losing a round still stocks one burst.
DANGER status for bursting removed.
Gold burst added when it hits an opponent it pops them up in the air which is followable (possibly only on counter hit)

Astral heat
Characters can use their Astrals when they only need one more round to win (regardless of opponent wins) have 100% heat and the opponents life below a certain point. Characters give off a slightly whitish glow when they can use their astral.

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

Rachel:

6B Counter hit stun time reduced. Dashing 6C made impossible.
You can no longer open the umbrella when J2C is blocked ( he said ガト不可 so no gattling combos)
The frog no longer jumps it now crawls at a snails pace (but slides like crazy when you use wind)
You may now use sword ares in the air.

Her new distrortion summons a ton of pumpkins (and stuff like animals / wierd stuff) from off screen that blow in and hit the enemy. did about 2.5 k damage (uncertain of how much wind he had)

One other thing he noticed there is a balloon style mark around arakunes bugs to make them easier to see. Convenient but stupid looking.

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

Tager:

The movement seems overall smarter and more prompt.

4D is a small bodyblow move that magnetizes.
On a throw down there is a move similar to "Crimson arm" that picks them up it seems to be 0 damage and so people are wondering if there is an unknown expansion move.

Gonna step out and get a bit to eat. might do more later.

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

Taokaka:

Cat spirit 2 motion changes - It now only has hit frames in a horizontal way similar to jC.
You can still split up the air finishes with neko2 > neko2 . neko2 like you have been able to in the past.
CD loop taunt combos are still alive and well.

Edited by LUN - 26/9/2009, 12:57
 
Contacts  Top
Ronove
view post Posted on 26/9/2009, 12:02




Se nerfano Act Pulsar sarebbe già una cosa buona.

Altra info su Tao:

- 3C>JD6>JC>J236B>J2DB doesnt combo
- 5B counter hit > 6C does not combo

MA PORCA TROIA
Cioè, la prima è l'UNICA stringa universale che consente di fare qualcosa contro i fottuti personaggi con hitbox piccoli, e l'altra è l'UNICA cosa che consente a Tao di fare una combo veramente dannosa.

Vaffanculo ArcSys. :|
Mi auguro che per giustificare questi inutili nerf daranno altra roba a Tao.

Se non le danno altro passerà da mid-tier a shit-tier, e mi sa che mi toccherà migrare su qualcun'altro (Tsubaki?)
 
Top
Ronove
view post Posted on 26/9/2009, 12:28




Info prese da 2chan/Dustloop:

PLEASE READ THROUGH THIS POST BEFORE YOU POST SOMETHING

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
- Dead Spike seems like still suck pretty bad
- Damage from overhead nerfed
- no change to jump cancellable moves
- JD is smaller during Blood Kain
- CS still doesn't go through projectiles
- C is shorter but faster
- 22C's damage nerfed during combo


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
-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 (it totally doesn't work if opponent is on the ground)



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



RACHEL
- new projectile DD
- new DD uses up all winds and will change depends on the number of wind left
- wind doesnt immediately recover after consumption
- easier to tech after JC
- no frog combo, frog does not activate during the combo
- 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
- new frog meter




TAGER
- new down status throw called Rocket Finger which has magnetize property, 22D (the one like Ragna's 22C)
- Rocket Finger can be linked after A driver and 3C
- 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





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




LITCHI
- all green slower start up
- easier to tech after DP hits, cannot end the combo with DP setup
- Stick 5A, 2A links to 5B
- DP is now RCable



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




BANG
(old information posted was fake proven by somebody from JBBS)
- new command throw DD
- 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 J4C which is old J2C but slower
- meter is easier to identify
- C 6C is faster
- new JC move looks like second hit of Jin's 214D



Λ-11-
- range got shortened
- 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 basically Jin's 214 move
- DD>4DD>236D doesn't combo, even DD>4DD doesn't combo
- No more special voice against Ragna
- No more raping Tager and Hakumen
- 5D is slower, throw>5D does not combo
- 214D goes further in the horizontal direction
- 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





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


System
- Burst becomes GG style, stock up to 2 bursts
- Burst no longer have damage penalty
- You start with 1 burst in round 1, and get 1 more burst per round, can stock two. So if you don't use your burst round one, you end up with 2 in round 2, but you can not stack anymore after that.
- You 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
- Guard Libra retains from round to round
- 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
- Heat Gauge goes up automatically from the beginning of the round (Yes, Everybody is like Haku-men now)
- Guard Primer(?) 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 number
11 Tager
06 Hakumen Bang
05 Jin Noel Litchi Tsubaki
04 Ragna Rachel Arakune Taokaka Carl
03 Λ-11-



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 face pictures for character select screen
 
Top
view post Posted on 26/9/2009, 14:02

CODEN

Group:
Administrator
Posts:
17,614
Location:
Milano

Status:


Tanta roba, non credo di voler più toccare BB liscio finchè non arriva questo :P
Di tutte le cose, avrei voluto lasciassero intoccati il 2C antiair magico/brainless di nu e il sistema di Burst. Ma su quest'ultimo magari mi sbaglio, e la prima cosa era obbiettivamente una sgravata.

... Mhmm boh, direi che ora scopriremo se tutti apprezzavano realmente NU o se la giocavano perchè era bravissima :lol:
 
Contacts  Top
Ronove
view post Posted on 26/9/2009, 14:31




La seconda che hai detto, secondo me. :D

Per il resto finchè non esce il nuovo BB io continuo a giocarci lo stesso, per ora Tao ha ricevuto "poche" modifiche e quindi posso tranquillamente continuare a fare pratica con quasi tutta la sua roba, almeno arrivo già rodato in occasione di Continuum Shift e non dovrò partire da zero.
 
Top
mitsu
view post Posted on 27/9/2009, 16:45




Rachel ha diverse cose modificate, tutto sarà da provare direttamente il gioco per ora alcune cose fanno storcere il naso, tipo la rana che non si attiva durante una combo è un downgrade del personaggio visto che il pressing che fa in quella situazione è micidiale.

Però... e sottolineo però... far slittare l'anfibio con il vento risulta molto utile, più di una volta ho pensato:" peccato che la rana non venga influenzata dal vento come per la zucca".

La forchettata stunnava decisamente molto (e il semplice follow up wind+avanti e C era dannosissimo), però certamente non ha il range di certi drive che ti beccano a 15km di distanza oltre al fatto che il recovery del colpo era lentino.

Spero di beccare prossimamente dei filmati sul suo nuovo DD, ah poi Sword Ares è decisamente gustoso, questo potrebbe essere decisamente il cambiamento più bastardo, poichè presumo che ora sia possibile attivare la tecnica anche durante un backdash (mid air).
 
Top
Mazinkaiser
view post Posted on 28/9/2009, 00:34




certo che c'è proprio da dire una cosa, si sbattono un macello quelli della ArcSystem e non stanno con le mani in mano come altra gente merda che conosco io -.-, bravi.
 
Top
AlexARandom
view post Posted on 28/9/2009, 02:21




CITAZIONE (Mazinkaiser @ 28/9/2009, 01:34)
[...] e non stanno con le mani in mano come altra gente merda che conosco io -.-, bravi.

No, non li conosci, almeno dal vivo... altrimenti li avresti già riempiti di mazzate... :P :D
 
Top
2521 replies since 23/9/2009, 08:59   41146 views
  Share