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Blazblue Continuum shift

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Post by Rozencrutz Tue Sep 14, 2010 6:53 pm

Why's that.
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Post by Rise: The Game Tue Sep 14, 2010 7:07 pm

cuz shes a bitch with 20 second long combos in the corner.
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Post by Kallen Kozuki Wed Sep 15, 2010 6:03 am

Lol Litchi
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Post by Fondos Aquila Thu Sep 16, 2010 2:11 am

http://30ninjas.com/blog/even-more-blazblue-continuum-shift-balance-patch-details

For the lazy, balance Patch.

Ragna (Overall Nerfed):
5D on grounded opponents no longer floats.
3C can be ground teched.
5B>6A gatling is gone.
Inferno Divider no longer wall bounces.
Belial Edge actually bounces higher, making it harder to combo afterward (a fast enough 5D will still combo though).
Belial Edge damage significantly reduced.
Gauntlet Hades causes Ranga to fall to the ground faster after execution. Cannot do follow-up kick low to the ground anymore for combo purposes.
2D is harder to combo from. Cannot be followed up by 2B.

Jin (Overall Buffed):
2C>5C gatling added. (cannot re-gatling into 2C)
B Musou causes knockdown.

Noel (Overall Buffed):
2C>5C gatling added. (cannot re-gatling into 2C)
j4D has been significantly sped up.
5D invincibility frames have been reduced.

Rachel (Overall Buffed):
Overall damage increase.
jA hits high.
5B>2B gatling added.
6A starts up quicker.
6B on counter hit causes slide.
6B hit stun reduced, harder to combo afterward.
6B is now jump cancelable on block.
2C hit stun increased.
5C>C now causes slide.
Mid screen C Lobelia>3D>Sword Iris/Baden Baden Lilly combos.
In corner 5C>C>3C can be looped twice.
J2C hits high.
j2C can be canceled into other attacks on landing.
Lobeilas come out even when hit in the middle of the animation.
George XIII can be repositioned and now operates off of a frog gauge.
Tempest Dhalia removed.
Wind gauge takes longer to recover.

Tager (Overall Buffed):
Atomic Collider has increased same move proration.
6A is now chargeable, with magnetic pull during charge time. Can be charged even when comboed into.

Taokaka (Overall Nerfed):
jB is changed, now does a quick Cat Spirit 2 for 2 hits. Operates like Cat Spirit 2 from Calamity Trigger. Damage is low, but has decent hit stun and proration and a large hit box.
Old jB is now j2B.
Taunts now prorate 30%. Taunt loop no longer useful.
Drives all have increased recovery time when canceled into a followup.
Drives hit stun increased.
Health has been increased.

Arakune (Overall Nerfed):
Overall damage decrease.
Guarded drive moves add very little to curse gauge now.

Litchi (Overall Nerfed):
When not carrying her staff, Litchi will have more viable gatlings.
3C with staff now ground techable.
6A with staff cannot be followed up unless rapid canceled.
6B with or without staff doesn’t wall bounce.
4D slides. Follow ups only possible in the corner.
2C now combos into 4D out of the corner, or 2D and Haku in the corner.
6D’s hit stun decreased. (Not sure on this one)
jC without staff is now techable.
Can’t cancel moves into 41236D.
All green can now be teched on air hit
New Litchi combo in a corner: 2C > Haku > Chuu > Hatsu, A-Reach > Ippatsu > on-staff B, 6B > D > j.C > D-returns > land > 6C > Itsuu-C > aerial finisher.

Bang (Overall Nerfed):
5B starts up slower.
2C starts up slower.
2B>5B gatling added. (cannot re-gatling into 2B)
Heavenly Phoenix no longer wall bounces.
3C is ground techable. 2363214C no longer follows up.
Ashura Distortion Drive now starts up much slower but is invincible until it activates.

Carl (Overall Nerfed):
2B>5B gatling added. (cannot re-input 2B)
Untechable time on Nirvana’s moves have been shortened.
Nirvana’s gauge recovers slower.

Hakumen (Overall Buffed):
jD knockback increased.
jD can be special canceled for follow-ups.
5D damage increased.
Winter’s Riposte damage increased.

Lambda (Overall Nerfed):
5DD starts up slower.
All drive moves have increased time between startup animation and blade summoning.

Tsubaki (Overall Buffed):
5D now instantly charges one stock of the install gauge on startup, but charges very slowly if held down.
2D starts to charge slowly but increases charge speed quickly over time if held down. Has more recovery time at the end.
jD still charges at a flat rate. Charge speed has been increased.
5B damage increased.
2BB>5BB gatlings added. (Cannot re-gatling into 2BB)
236A start up time increased. Cannot be comboed into. Higher proration.
214A and B no longer floats opponents.
Hitstun decreased on 623A counter hit. Can no longer follow up.
22D no longer wall bounces. Can be combos into a 236D mid-screen or into normals in the corner.
j236A has increased startup time. Can’t be comboed into.
j236C has increased landing lag.
Throw now causes slide, and the animation cannot be canceled. 236D follows up after a throw in mid screen and can start a combo. In a corner, she can follow up normally.
It is easier to combo out of an air throw.

Hazama (Overall Nerfed):
Ouroboros start’s up slower and travels slower.
Ouroboros gauge takes longer to recover.
5B’s hit stun reduced. If 5B>3C is not inputted with incredibly fast timing it won’t combo.
Makoto (Overall Nerfed):
Parry cancel/loop removed.
5B starts up faster and can be jump canceled on block.
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Post by Rise: The Game Thu Sep 16, 2010 2:57 am

this is fucking ass.
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Post by Rozencrutz Thu Sep 16, 2010 5:19 am

A fucking mazing....
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Post by Creeping Shadow Sun Oct 03, 2010 12:36 am

Fuck this patch
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Post by Kallen Kozuki Sun Oct 03, 2010 5:11 am

Its so dumb....
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Post by Rise: The Game Thu Dec 09, 2010 12:56 am

Well platinum finally got a release date.

...........spring 2011.

are you fucking kidding me. makoto came out within like, a month of the game's release and valkenhayn came out like 2 months after her. Platinum is coming out nearly a year later, and shes ALREADY MADE. SHES IN CS2 IN THE ARCADES. WTF
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