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 BlazBlue Discussion

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Vulcan422

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PostSubject: Re: BlazBlue Discussion   Thu Aug 11, 2011 4:15 am

She may feel weird, but I think she's way better than CS1 Lambda.

I, however, still await the day that she regains 5DD into 4DD as a real combo. That's all I want. My old Nu BnB.
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PostSubject: Re: BlazBlue Discussion   Thu Aug 11, 2011 5:10 am

CS2+ Loketest 1 Info

System
-Bursts now function more like Guilty Gear: hitting an opponent with them (doesn't matter if they block or not, regardless of Gold or defensive version) gives you 25% meter.
-Blocking a ground attack in the air gives bigger knockback, allowing characters to breathe easier.
-Barrier Block now has bigger knockback depending on attack level.
-Instant Barrier Blocking now gives HUGE knockback.

Relius Clover
-Drive name: Detonator
-Plays like Eddie (Guilty Gear) mixed with some JoJo elements. Has Eddie's dash and potential corner-rape ability.
-Hitting D summons Ignis like a Stand. She is used in tandem with Relius for combos. If Relius is hit, Ignis disappears.
-His attack names are in either Latin or Italian.
-His theme involves opera like Awakening the Chaos.
-His supers are better versions of Carl's moves. During the gear one he can move around freely. He has Carl's Rhapsody of Memories but with different animations and stuff. His other super is like a Super Volante. He summons Ignis and she makes a large black ball that slowly moves forward and hits multiple times like Venom's Dark Angel or Kain R. Heinlein's Himmelisch Seele.
-Has no Astral yet.

Ragna
-Carnage Scissors is now projectile invincible.
-j.C now has bigger hitbox, making it better as a jump-in.
-6D floats on hit.

Jin
-6A relaunches if you hit an airborne opponent.
-A Icecar now wallbounces in the corner.
-6C can no longer lead into dash cancel combos from midscreen (need to be in corner to continue).

Noel
-Drive attacks are no longer special-cancelable except for Drive-related specials, supers, and Astral.
-Assault Through causes blowback on normal hit, and wallbound on counter.
-Spring Raid can now lead into combos, even from midscreen.
-j.D's untechable time decreased.

Rachel
-6B (fork) causes wallbound on counter.
-2C (cat chair) now weaker, has more proration.
-j.2C is now air cancelable on hit, but not on block.

Taokaka
-6B now causes Fatal Counter
-6C slightly faster on startup
-j.D's ground untechable time decreased, now wall bounces on counter hit.

Tager
-Voltic Charge now has bigger meter gain, can cancel into Sledge on autoguard.
-B Sledge Hammer can now be held.
-6A has weaker magnetism pull, but now has stronger autoguard.
-Spark Bolt has weaker wallbounce without counter.

Litchi
-Mantenbou Hassha's hitstun slightly increased
-j.B, j.C w/o staff can now only be used once each in the air.
-Ikki Tsuukan now has frame advantage on block.
-Three Dragons: Chun, when used on the ground and as a followup, now causes blowback.
-4D now wallbounds near the corner.
-Glide Throw removed.

Arakune
-Added hitbox to Arakune's head on 6D.
-j.C now like Honda's nj.HP from SF4 (can steer after hit).

Bang
-5D causes float on normal hit.
-j.D now has better proration, better in combos apparently.
-C Nail (Sticky) has increased proration but stuns longer.

Carl
-6C now causes floor bounce.
-6D causes corner blowback on air normal hit, wallbound on air counter hit
-j.2C can now only be used once per jump. .
-Cantabile now hits even at point-blank range.
-Glide throw removed.

Hakumen
-6A now has CT head invulnerability.
-4C now chargeable.
-Kishuu is changed, now projectile invincible.

Lambda
-Gravity Seed can now be used twice with 1 gauge.
-5C can now be held down for all 8 sword hits (easier to do combos now).
-5D and 2D can now gatling into 4B and 6C.
-Act Parser: Cavalier's untechable time decreased.

Tsubaki
-2D's charge speed increased.
-6A can now Fatal Counter.
-Tsubaki Install now usable in the air.
-C Shoryuken and 2C have less untechable time.
-5D's charge speed decreased.

Hazama
-You can now attack sooner after doing any D into the B followup.
-Rising Fang now causes blowback in the corner.
-Some D moves have had attack levels decreased.

Mu
-Tsunugui can now be done in the air.
-Ame no Habakiri now chargeable.
-Yata no Kagami can now be done in the air,.

Makoto
-Stargazer can now be followed up on hit.
-B and C Asteroid Vision have had their arcs changed.
-Shooting Star has decreased startup.
-Some D followups after Mars Chopper are no longer possible.
-6B has slower startup, decreased hitstun, and no longer forces opponent into crouch state.
-5CC no longer combos into 6B on standing opponents.
-Untechable time on many D moves has been decreased.
-Lightning Arrows have had bound properties removed.

Valkenhayn
-Nacht Jager now has increased knockback on air hit.
-3C now special-cancelable, can be emergency teched.
-(w)B no longer has head invincibility.
-Rasen Wolf's meter loss increased.
-2C's untechable time decreased.

Platinum
-5B's speed increased.
-Bombs can now move in 3 directions depending on stick direction.
-Cat Hammer's hitbox range improved.
-Piko Hammer can now be followed up.
-Bat causes blowback to corner on ground hit.
-Air Persia causes fatal counter, ends facing opponent on a rapid cancel.
-Backthrow now causes proper wallbound.
-6C no longer floats opponent.
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Satsuki Yumizuka

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PostSubject: Re: BlazBlue Discussion   Thu Aug 11, 2011 3:59 pm

I'm ok with lambda changes for the most part. And I was able to keep the loop up for a looong time...and QCF+C not ALWAYS wallbouncing hurts me a bit more, adjusting fine so far though even after taking a break.
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PostSubject: Re: BlazBlue Discussion   Thu Aug 11, 2011 5:32 pm

Gameplay of Relius.

http://www.youtube.com/watch?v=s0KsQc-Tt0s&
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GF202020
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PostSubject: Re: BlazBlue Discussion   Thu Aug 11, 2011 5:33 pm

So I'm guessing the patch that includes Relius will also change up the entire roster....again.
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PostSubject: Re: BlazBlue Discussion   Thu Aug 11, 2011 5:37 pm

I'm more concerned at the fact the system will be updated once more, just when I was getting use to 11's new gameplay.

Quote :
Lambda
-Gravity Seed can now be used twice with 1 gauge.
-5C can now be held down for all 8 sword hits (easier to do combos now).
5C turbo now? Fasciniting. Liking the Gravity Seed boost, though I still miss the old invincibility startup. More harder to deal with rushdowns (or that's just me not even putting effort) but I'll work it around somehow.

Quote :
I, however, still await the day that she regains 5DD into 4DD as a real combo. That's all I want.
Yes please take away most of her existing combos but please bring this back PLEASE.

Relius' moveset, from Dustloop.

Quote :
General info:

5 Guard Primers
Has a dash like that of Eddie (GG)
Relius' theme is an opera.


His Drive, Detonator:

Use it to invoke Ignis, who follows Relius. If Relius jumps, Ignis floats
Can perform blows with Ignis with direction+D. You may then press D again to call her back
Relius can attack while Ignis attacks
Ignis disappears when Relius is attacked
j.2D, j.6D, j.8D cause Ignis to appear and rush in the direction that D is inputted.


Normals:

5B: blow with the mantle that appeared in Famitsu
6A: overhead
5C: two arms out of his mantle; cause 2 hits
2C: leaves a gear (?), Anti-air


Command Moves:

214B: Ignis spins around
236C: The punch that appeared in Famitsu
Follow-ups of the 236C (or 214A j.214B), they call Ignis to attack
J.214B: Ignis makes a coup similar to the Carl j.2C
236D: Ignis appears behind the opponent and attacks at a 45 degree angle


Distortion Drives:

632146C: a gear appears holding the opponent. Invincible on startup. Relius can move during this. Minimum dmg: 1000(?)
632146D: Ignis attacks with an aura similar to "Volante" (Carl). Raw hit dmg: 2600
236236D: The same super as "Rhapsody of Memories" (Carl)


Location Test Combos:

Midscreen: 6A> 2D> 5B> 5C> 236C > 214A > 5C> JB> JB> JC> 236C > 214A. Deals 3300 damage
Corner: 5C> 236C > 214A> 5C> 2C> 4D> 5C> JB> JB> JC> 236C > 214A
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Satsuki Yumizuka

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PostSubject: Re: BlazBlue Discussion   Thu Aug 11, 2011 9:32 pm

I don't miss 5DD into 4DD. And I was a nu player for the longest time. Then again, I adapt fast since now i mostly either do 5DD, QCF+B if the 5DD's hit someone on the ground or 5DD QCF+C if it hits an airborne target. The only thing that hurt me was higher TK air QCB+D.

Also Relius has me hopeful.
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◆蜜爆弾◆

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PostSubject: Re: BlazBlue Discussion   Fri Aug 12, 2011 11:43 am

5DD - 4DD can still be done on counterhit anyways. I can get out a TK Crescent Saber immediately and she'll be just an inch above ground for an overhead while on my primer breaking rampage. It helps to be able to pull one after a forward dash when they are stuck blocking Sickle Storm.
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GF202020
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PostSubject: Re: BlazBlue Discussion   Fri Aug 12, 2011 12:31 pm

I wonder if Tager buffs will actually make him not last in low tier for once. XD
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PostSubject: Re: BlazBlue Discussion   Fri Aug 12, 2011 12:53 pm

GF202020 wrote:
I wonder if Tager buffs will actually make him not last in low tier for once. XD

What does that word mean? It seems to be absent from my vocabulary.
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PostSubject: Re: BlazBlue Discussion   Fri Aug 12, 2011 12:56 pm

..there is no denying that tiers exist, Ciel.

...just like there is no denying Makoto is SSS-Tier.
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PostSubject: Re: BlazBlue Discussion   Fri Aug 12, 2011 1:05 pm

GF202020 wrote:
..there is no denying that tiers exist, Ciel.

...just like there is no denying Makoto is SSS-Tier.

Okay but . . . 3AM this morning I was on CS2 with friends , one of which is Riot_Squad_SB24 who is a monster at fighters. He only picked Makoto tearing up everyone and when it finally was my turn to fight , I ended his 15 win streak. I chose Tager. For me at least tiers ARE nonexistent when it comes to matchups. I just pick and play , クリス.
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PostSubject: Re: BlazBlue Discussion   Fri Aug 12, 2011 1:07 pm

>3AM in morning

Maybe he was drowzy. XD
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PostSubject: Re: BlazBlue Discussion   Fri Aug 12, 2011 1:16 pm

GF202020 wrote:
>3AM in morning

Maybe he was drowzy. XD

. . . . . . . . .
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PostSubject: Re: BlazBlue Discussion   Fri Aug 12, 2011 1:19 pm

Just saying, I would be too if I was playing at 3AM.

...and I did not mean you only won because of that.

Just saying it's easier for a Makoto to mess up a Tager then it is a Tager to mess up a Makoto.
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Blackmore

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PostSubject: Re: BlazBlue Discussion   Fri Aug 12, 2011 2:02 pm

Oh God, I love it.

I am currently decimating with Tsubaki right now. I never had this many wins in my life.

Feels good man.

Also, I'm really interested in Relius, now that I see what he looks like, and how he plays.
He's got a pretty sweet stance, too.
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Vulcan422

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PostSubject: Re: BlazBlue Discussion   Fri Aug 12, 2011 5:12 pm

Fun Fact: His winpose in round 1 is a facepalm.
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PostSubject: Re: BlazBlue Discussion   Fri Aug 26, 2011 10:52 am


Trailer for PSVita
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PostSubject: Re: BlazBlue Discussion   Fri Aug 26, 2011 1:18 pm

Playable Relius? DLC story modes for purchased characters? BUFFED TAOKAKA??
Sign me up Cool
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PostSubject: Re: BlazBlue Discussion   Fri Aug 26, 2011 1:41 pm

DLC Story Mode for DLC Characters?

... Does this count Mu-12 Too?
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PostSubject: Re: BlazBlue Discussion   Fri Aug 26, 2011 6:22 pm

◆◇マスターRies◇◆ wrote:
GF202020 wrote:
I wonder if Tager buffs will actually make him not last in low tier for once. XD

What does that word mean? It seems to be absent from my vocabulary.
Sagat, Magneto, and Eddie would like a word with you.
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Vulcan422

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PostSubject: Re: BlazBlue Discussion   Sat Sep 17, 2011 6:55 pm

Relius Astral

http://www.youtube.com/watch?v=_4Az3axxZA0
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PostSubject: Re: BlazBlue Discussion   Sun Sep 18, 2011 11:44 am

Best astral ever.
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PostSubject: Re: BlazBlue Discussion   Sun Sep 18, 2011 7:00 pm

I think I'll just wait for the super edition for this with a color edit mode.

I do like how I don't have to buy the characters to play them.
I can just look up videos to learn to fight and them. I do say that they got that right unlike AE where I can't play with anyone who has AE.
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PostSubject: Re: BlazBlue Discussion   Sun Sep 18, 2011 7:16 pm

Did Relius just crucify Ragna or something? D:
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