This thread will be the general dicussion for both of the current Blazblue and the new upcoming Blazblue Continuum Shift.
Blazblue ~Calamity Trigger~ are both released on the Xbox360 and Playstation3 while the upcoming Continuum Shift has been released but only in their local Arcades.
Blazblue ~Continuum Shift~ screenshots can be viewed more at this link - Click
Gameplay/Match videos on Calamity Trigger
Click
Gameplay videos on the upcoming sequel
Game Intro - Courtesy of SilverCrimz
http://www.youtube.com/watch?v=V0W47oECz8M (Litchi vs Jin)
http://www.youtube.com/watch?v=OzKKx0uqZzk (Rachel vs Jin) - Jin's Yukikaze
http://www.youtube.com/watch?v=i69bhVKGYWE (Rachel vs Hakumen) - Hakumen's blackhole
http://www.youtube.com/watch?v=fKSGaQRYhMw rachel vs hazama
http://www.youtube.com/watch?v=vc7HquvHuik tsubaki mirror
http://www.youtube.com/watch?v=etNqbcSy_Ok (41 second clip of hazama tsubaki)
http://www.youtube.com/watch?v=_jJvtP_IBEQ (tsubaki vs taokaka)
http://www.youtube.com/watch?v=fankwBdeM0M (Hazama vs Noel)
http://www.youtube.com/watch?v=tQxRM75x-bk (Jin vs Hakumen)
http://www.youtube.com/watch?v=xK46qk8IKV0 (Noel vs Litchi)
Gameplay Footage(NEW)
http://d.hatena.ne.jp/video/niconico/sm8865753
http://d.hatena.ne.jp/video/niconico/sm8868006
CONTINUUM SHIFT UPDATES BELOW
Additional Character ONLY in the Console version, Mu-12.
Screenshots
Latest News on character changes. Beware wall-o-text in spoiler tag.
» Click to show Spoiler - click again to hide... «
QUOTE(Dustloop)
Note: Some of the information posted here are not certain and can be WRONG
RAGNA
A -
2A -
6A -
JA -
B -
6B - Damage nerfed for the follow-up combo
2B -
JB -
C - shorter and faster, similar to Sol's far S
6C -
2C - shorter and faster, hard to combo after counter hit, new route of 2C>6C is added
3C -
JC -
D - 2nd hit breaks 1 Guard Primer during BK
6D -
2D - breaks 1 Guard Primer during BK
JD - becomes smaller during BK
214A(HF) - During BK 2nd hit breaks 1 Guard Primer, harder to combo after counter hit
214B(GH) - damage nerfed for the follow-up combo
623C/D(ID) - command of knee attack follow up is now 214D
214D(DS) - breaks 1 guard primer, bigger hitbox in horizontal direction
22C - damage is fixed to 400
J214C - New move Belial Edge. Not an overhead, can be used during the combo and for relaunching, does not get advantage frames on block
632146D(CS) - still doesn't go through projectiles, 2nd hit breaks guard primer by 1
214214D(BK) -
214214D during BK -
AH -
Throw -
Air Throw -
CA -
Other - no changes made to jump cancelable moves, all guard break moves penetrate the barrier
JIN
A -
2A -
6A -
JA - JA>JC combos, slower
B - in 3rd loketest, 5B has changed back to CT one, added new link of 5B>2B
6B - bit faster, opponent gets longer stun recovery when hit, easier to combo
2B - cannot link to 5B afterward, faster and lasts shorter
JB - slightly slower(become faster in the 3rd loketest), C>JB does not combo against everybody except Tager, does not work as overhead from the ground against Tager, longer range in the vertical direction and lasts longer, easier to do cross-up
C - much faster and less recovery time
6C - hitbox shrinked, 3C>2B>5C>6C did not work against some characters
2C - cannot jump cancel on block
3C -
JC - new move which looks like 214D's second hit, JC(CH)>land>2D combos, can link into J2C
J2C - old JC, J2C>JC works, slower than old JC but has bigger hitbox in the horizontal direction
D - slower, can be only canceled by dash cancel, no change made to dash cancel
6D - faster, freeze time is shortened
2D - faster
JD - faster
236A - faster
236B -
236C - shoots out 2 projectile (similar to 236A and 236B) at the same time
236D - first hit breaks 1 guard primer
J236A - able to jump before landing (similar to #R, slash Ky's air stunedge)
J236B - able to jump before landing (similar to #R, slash Ky's air stunedge)
J236C - able to jump/dash before landing (similar to #R, slash Ky's air stunedge)
J236D - slower, not able to move until landing
623A - breaks 1 guard primer, longer recovery time
623B - breaks 1 guard primer, a bit faster(?)
623C - breaks 1 guard primer, combo after counter hit is very hard due to increase in recovery time
623D - breaks 1 guard primer, damage nerfed for the follow-up combo
214A - damage nerfed for the follow-up combo, recovery time increases
214B - does not get knockdown for the hit on the ground, opponent can tech immediately after for the air version
214C - jump up a bit before the move starts
214D -
C x n -
632146C -
632146D -
214214D - new DD, Yukikaze, same as Hakumen's one, 3572 damage
AH -
Throw -
Air Throw -
CA - opponent bounds back bigger
Other
- better CG graphics for DPs, supers, freeze effects
- air 214A/B/C moves the same distance
- All freeze moves will automatically unfreeze at the fastest timing, no more mashing required
NOEL
A - slower, longer recovery time, does not get advantage frames on block, can not mash anymore
2A -
6A - does not hit on character's crouch motion except Hakumen, Tager
JA - slower
B - hitbox in vertical direction shrinked, does not hit Litchi's crouch motion, able to jump cancel on block
6B - damage nerfed for follow-up combo
2B -
JB -
C - new motion, can not jump cancel on block
6C - slower, smaller hitbox, easier to tech, second hit breaks 1 guard primer
2C -
3C - bigger damage box
JC - slower(?)
D - old Chain C motion
6D - faster, low
4D - faster
2D - no more an overhead
JD - causes bounce on hit in air
J4D - new move, J6D in previous loketests, fast, not an overhead
Chain A - old C motion, faster
Chain 6A -
Chain B -
Chain 6B - bigger kickback
Chain C - old Chain A, jump cancelable on hit
Chain 6C - break guard primer, does not combo from D, easier to hit opponent in the air
236A/B/C - faster, does not get advantage frames on block, longer recovery time, unable to do 236A loop anymore
214A -
J236C -
22B -
22C - longer recovery time, combo damage nerfed
Chain 236D -
Chain 214D - breaks guard primer
Chain 623D - old 28D, longer recovery time after landing, hard to combo in the corner, no more invincibility on the start of the move
236236D - command changed
J236236D - not able to move until landing, guaranteed punish on block, last hit breaks 2 guard primer
AH -
Throw - damage nerfed for the follow-up combo
Air Throw - slower
CA - decrease in the invincibility frames
Other
- 6C loop is very hard but doable with adding A, new JD loops replaces current combo
- chain moves are faster in general
RACHEL
A -
2A -
6A -
JA - not an overhead
B -
6B - easier to tech after counter hit, existing 6B couterhit combo does not work
4B - a bit faster(?)
2B -
JB -
C -
6C - damage buffed
2C -
3C - hard to combo after 3C9D
JC - easier to tech
J2C - J2C can not link to other normals on block , J2C can be only canceled by 2C or special move after landing, more knockback on hit, Lv.1 version breaks 1 guard primer, Lv.2 and Lv.3 breaks 2 guard primer
D - wind doesnt immediately recover after consumption, wind recovery speed gets faster and faster, recovery speed will be reset once wind is consumed (similar to how Order-Sol's charge work), wind does not recover during the knockdown
236A - seed disappears if Rachel takes hit during the motion
236B - seed disappears if Rachel takes hit during the motion, longer recovery time
236C - seed disappears if Rachel takes hit during the motion longer recovery time
214C - new command for Sword Iris, also has a mid-air version
214A - frog combo works in 2nd loketest, can not summon new frog immediately after old one, new frog meter tells you the recharge time of the frog, frog walks very slow, frog is also affected by the wind now
214B - disappears when Rachel gets hit even after the pumpkin is activated, less hit stun when get hit by the pumpkin, can be moved by wind for more than 3 times, air version starts up slower
632146C - damage nerfed, breaks 1 guard primer
Tempest Dahlia(テンペスト・ダリア) - new DD, use 1 wind, will change depends on the number of wind left, summons Huge Frog when there's 4 winds left and it breaks 1 guard primer
AH -
Throw -
Air Throw -
CA -
Other -
TAGER
A - can link to B or 2B
2A - B>3C, B>4D, 2A>4D
6A -
JA -
B -
6B -
4B -
2B -
JB -
C - faster, entire motion is much shorter
6C - breaks 1 guard primer
2C -
3C - pulls opponent back
JC -
J2C - breaks 1 guard primer
D - has guard point and doesn't hit opponent far away, able to combo after it
6D -
4D - fast, hit opponent far back on counter hit
2D - faster, hits lower
JD -
A Driver - 2700 damage, able to link to Gadget finger
B Driver - 3600 damage
A Sledge - Sledge loop remains, up to 2loops, follow up move breaks 1 guard primer
B Sledge - harder to use during combo (easier to tech), follow up move breaks 1 guard primer
Atomic Collider - has invincibility against Head attribute move but not during the attraction
Spark Volt - damage nerfed for the follow-up combo (2700~), slower
Charge - Takes about 23sec to fill up automatically, charge move can charge up 1/3 of meter max for the time
Gadget Finger - new move, 22D, works similar to Ragna's 22C, does not do damage and pulls opponent up, gets 1-2 advantage frames
Magnetic Wheel - 2600 damage, breaks 1 guard primer
Tera Break - only does 4000 damage including wheel
GETB -
AH -
Throw -
Air Throw -
CA -
Other
- Magnetized property lasts shorter (lasts around 3sec)
- walk faster, jump faster
TAOKAKA
A - can only mash up to 2 times
2A -
6A -
JA -
B - B(CH)>B does not combo, B(CH)>6C does not combo, Attack level decreased
6B -
2B -
JB - faster
C - C(CH)>6C does not combo, attack level decreased
6C - slower
2C - 2C(CH)>6C does not combo
3C -
JC - hits higher
D -
6D -
2D -
JD -
J2D - J2DB gets advantage frames on block
236A -
236B - motion changed to only hit in the horizontal direction, last hit in the motion does 1500 damage
236C - faster(?), breaks 1 guard primer
214A/B/C - less recovery time, some projectiles break guard primer
214D -
J214D -
22C - breaks 1 guard primer, does a lot of guard damage on block
2charge8D -
236236D - last hit breaks 2 guard primer
214214C -
236236B -
AH -
Throw -
Air Throw -
CA -
Other
- CD loop and taunt combo remains
- D moves have longer recovery time after landing
LITCHI
A -
2A -
6A -
JA -
B -
6B - can combo into 6C
2B -
JB -
C -
6C - able to cancel both hit with special moves
2C -
3C -
JC -
Stick A - links to B
Stick 2A - links to B
Stick 6A - both hand and stick have hitbox
Stick JA -
Stick B -
Stick 6B -
Stick 2B -
Stick JB -
Stick C -
Stick 6C -
Stick 2C -
Stick 3C - existing 3C>release D combo does not work, special cancelable but lost its manten return state
Stick JC -
D -
6D - new motion, 2hit forward movement attack, can be linked from C, punish guaranteed on block, can connect to B on hit, force standing property on hit, can cancel into special moves, first hit breaks 1 guard primer
4D - new motion, jump kick, overhead, able to cancel into specials
2D -
JD - cause slide down
J2D -
Stick 41236D>A -
Stick 41236D>B - second hit will combo even if the first hit is on normal hit
Stick 41236D>C - harder to combo afterwards
623D/421D -
41236D - moves longer distance
236A -
236B -
236C -
63214A -
63214B -
63214C -
Tsubame Gaeshi - easier to tech, can not end the regular combo with DP setup, hard to combo with 6C, not RCable, breaks 1 guard primer, longer recovery time
Great Wheel - last hit breaks 1 guard primer
13 orphans - damage nerfed, full hit only does 1100~, first hit breaks 1 guard primer
All green - starts up slower, breaks 1 guard primer
AH -
Throw -
Air Throw -
CA -
Other
- no change to glide throw
ARAKUNE
A -
A>6B - A>6B>JD combos from the ground hit
2A -
6A -
JA -
B -
6B -
2B - hitbox nerfed, does not work as an anti-air
JB -
C -
6C - first hit breaks 1 guard primer
2C - breaks 1 guard primer
3C - breaks 1 guard primer(?)
JC -
J6A/B/C - hitbox nerfed
J2A/B/C - slow, no more an overhead move, can only cancel to other dive move on hit(which means dive cancel is possible only when first dive hits), not able to cancel to back dash & forward dash after landing, not able to combo into B without dive cancel, guaranteed punish on block for A dive and B dive, a bit faster in the 3rd loketest
D - gets back about 20% of curse meter
6D - gets back about 35% of curse meter
2D - gets back about 25% of curse meter, longer recovery time, does not work as corner trap anymore
JD - gets back about 20% of curse meter, not an low anymore, slower and longer recovery time, disappears if Arakune takes hit during the motion
J2D - JD in straight vertical direction
A bug - huge, almost same as the old A bug, bounds once on the ground and then disappear
B bug - fast, does 3hit and has knockdown property
C bug - has big mouth and bites the opponent, the one on the screenshot of famitsu, position, hit effect is same as the old C bug, very long hitstop
D bug - butterfly, moves similar to old D bug, air unblockable when flying up, untechable, breaks 1 guard primer
J236C - breaks 1 guard primer
J236D - fog does not have a hitbox and damage anymore(similar to Johnny's fog), thus it will not be absorbed or eliminated, gets back about 40% of curse meter, the touch box of fog itself shrinked
236B -
214A -
214B -
214C -
J214214D - gets back 100% of curse meter
236236C - damage buffed(?)
AH -
Throw -
Air Throw -
CA -
Other
- all bugs can be only summoned during CURSE mode
- when curse meter gets full it goes to CURSE mode
- You cannot recurse opponent in the CURSE mode
- bugs are huge but slow, can not re-summon the bug one after another
- once the curse mode starts it wont go away even if Arakune takes hit
- different D moves get back different portion of curse meter, if opponent blocks these move the amount of meter gets back will also decrease
- YOU CANT GUARD BREAK with bees
- fast and short back step, no change to forward step
- A/B/C bugs can be blocked in the air
- Somebody already found 5000+damage combo
- all bugs are slightly faster in 3rd loketest
- jump slower
- CURSE mode lasts about 16secs
BANG
A - hits all characters' crouch motion
2A - able to link to 2A
6A -
JA -
B -
6B -
2B -
JB -
J4B - old J4C motion
C -
6C - 6C combo works on more characters, longer range
2C - easier to combo after 2C (decrease in the combo time point), much less disadvantage frames on block
3C - not able to jump cancel (previous info was wrong)
JC - old 6C motion, unlike normal 6C it is not possible to combo JD after
J2C - old JC motion
D - faster, Guard point lasts longer, not able to jump cancel on block
6D - faster, breaks one guard primer, not able to jump cancel on block
2D - faster, not able to jump cancel on block
JD - hits lower, faster
623B - longer untechable time, breaks 1 guard primer
J623B - longer untechable time
623C -
J623C -
J236A - poison does more damage, not able to shoot nails during dash in FuRinKazan
J236B - retains momentum of previous motion like current A nail
J236C -
J236D -
214A/B/C/D -
632146B - old 214214B move (umbrella), does not disappear once activated even if Bang takes hit
2363214C -
236236D - new DD, Bang AshuraMusouKen, 2530 damage, anti-air move, throw
FuRinKaZan - uses 50% meter in 3rd loketest, comes with consumer version song, command changed to 632146
AH - only possible during FuRinKaZan
Throw -
Air Throw -
CA -
Other
- number of nails did not change
- 4 seals combo is slightly harder in 3rd loketest
- teleport move after D guard point can activate another teleport
- all D moves can not be jump canceled on block, punish guaranteed
CARL
A - able to link to 2A, up to 2 loops
2A -
6A -
JA -
B - not able to jump cancel on block
6B -
2B -
JB - more hit box in vertical direction, hit opponent far back on CH
C -
6C -
2C - easier to tech
3C -
JC - jump cancelable
J2C - not an overhead, speed decreases
D -
6D - existing 6D loop can be done up to 2 loops
2D - breaks 1 guard primer
4D -
3D -
8D -
JD -
236A -
236B - longer recovery time
623C - bigger hitbox in the front, able to RC the 1st hit
J214C - 214C cancel remains
Volante - new move, nirvana shoots out the projectile, fast, unlimited range, lasts even Carl blocks opponent's moves
41236D -
63214D - untechable, bounce up in the vertical direction
623D - able to block with air barrier, armor property of nirvana takes up to 2 hits
236236D - 1st hit breaks 1 guard primer
214214D - breaks 2 guard primers
AH -
Throw -
Air Throw -
CA -
Other
- forward step has longer recovery time
- forward step can be canceled by J214C
- all D moves use a lot of nirvana meter
- recovery speed of nirvana after broken is same as current version
- recovery speed when stopping nirvana is very fast
- current air throw loop does not work, similar one can be done using different way, but not able to do 100% combo
- nirvana will stop if opponent does throw break
- no change to glide throw
HAKUMEN
A - able to cancel into D moves
2A - able to cancel into D moves
6A - slower, able to cancel into D moves, moves forward during the motion, gets advantage frames on block, harder to use as anti-air, unable to cancel with specials
JA -
J2A - old J2C, slower
B - hits on most characters' crouch motion, able to cancel into D moves
6B - slower, becomes 2hits move, 1st hit is an overhead, able to cancel into D moves, not RCable, unable to do further combo after hit
2B - able to cancel into D moves
JB -
C - faster
4C - thrust move, fast, long range, not cancelable
6C - faster, breaks 1 guard primer
2C -
3C -
JC - new motion looks like Jin's 214D's second hit, same as Jin's new JC, longer recovery time compared to previous loketests
J2C - old JC
D -
6D -
2D -
JD - not able to tech after hit
Guren - command changed to 214A
623A -
623A>A -
41236C - 1st hit breaks 1 guard primer, easier to react due to the new effect, cannot combo into 5C after
J214B -
J214C - longer knockdown time
632146C - breaks 2 guard primer
236236D - also takes low moves
AH -
Throw -
Air Throw -
CA -
Other
- added new barrier move against projectiles
- barrier appears when Hakumen cuts the projectile (blackhole with 封="Seal" kanji)
- barrier absorbs the projectile and gets bigger
- barrier will last for a certain time and will disappear if opponent gets hit by it
Λ-No.11-
A -
2A -
6A -
JA -
B -
6B -
2B -
JB - slower
C - does not change the direction automatically
6C -
2C - slower, combo damage nerfed
3C - slower, last hit lifts up opponent a bit, range shortened
JC -
J2C -
D - slightly slower, second hit does not cause special hit status, can only combo into 4D on crouch hit
6D - much longer recovery time
4D - not able to jump cancel
2D -
JD -
J2D -
236D - changes to the move where appears in the certain range and lasts for about 3-4hits
214D - hard to combo after normal hit, charge version breaks 2 guard primer
214A/B/C - added gravity meter, can not use another gravity field until the meter fills up, meter recovers very slow (more than 10sec), opponent floats higher after gravity seed hits, gravity>6A does not work, able to link into 6C on counter hit, has invincibility before the move starts, breaks 1 guard primer
J214D - cause the bound on hit, opponent can tech after, J214D>2DD will combo at the fastest timing, slightly slower,exists the min height limit(move can be only used above the certain height)
236A - Act Parser Zwei, moves forward, similar to old Act Parser, longer recovery time on stop, no invincibility, does not go through the opponent
236B - Act Parser Zwei:Blade, forward movement attack, low, can be linked from 3C, 6C, able to link to B in the corner after hit
236C - Act Parser Zwei:Cavalier, forward movement attack, attacks upper direction, air unblockable, able to link to D moves on hit
236236D -
632146D - sword appears in the farther position
AH -
Throw -
Air Throw -
CA - slower
Other
- No more special voice against Ragna
- old Act Parser deleted
- shorter backdash, less invincibility frames
- airdash is slower and shorter
TSUBAKI
- Drive: Install, charge the meter and uses the charge stock to level up special moves
- move very fast, run in the same speed as Noel does
- Order-Sol style character
- charge with 5D, 2D and JD
- JD during airdash will immediately stop the airdash
- JD can be only used once during one jump
- can stock up to 5 charge stocks
- able to charge cancel (similar to Order-Sol's)
- charge speed is very fast (at 2nd loketest)
- charge meter will go back while not charging (e.g. stopping charge when meter is half full will bring the meter back to the previous state, which means repeating charge cancel does not increase the number of stocks)
- using special moves with D button will cost 1 charge stock to perform level-up version of the move (similar to how Jam's special move works)
- able to cancel from special moves to other special moves up to 3 times on hit
- can also cancel from special moves to the same special moves if the first move used was level-up version
- can cancel from level-up special moves to other level-up special moves even if it is on block
- one of the DD will use up all the remaining charge stocks, damage will change depend on the number of stocks left
- one of the DD works similar to Hakumen's mugen, during the effect time there will be no limit on using level-up moves.
HAZAMA
- Drive: Ouroboros, Press D to launch Ouroboros, and D again to pull yourself to its location (with a ducking/sliding movement). The maximum Drive Guage is 2, and it recovers over a set time when you're on the ground.
- no dash, moves with special ducking step, step can be canceled by other moves and barrier, can not be canceled by jump
- in general moves very slow
- super moves are in general very good
- does not have a long range attack in general
- Hazama's voice turns into Terumi when he uses moves which activate Ouroboros
Source : Link
RAGNA
A -
2A -
6A -
JA -
B -
6B - Damage nerfed for the follow-up combo
2B -
JB -
C - shorter and faster, similar to Sol's far S
6C -
2C - shorter and faster, hard to combo after counter hit, new route of 2C>6C is added
3C -
JC -
D - 2nd hit breaks 1 Guard Primer during BK
6D -
2D - breaks 1 Guard Primer during BK
JD - becomes smaller during BK
214A(HF) - During BK 2nd hit breaks 1 Guard Primer, harder to combo after counter hit
214B(GH) - damage nerfed for the follow-up combo
623C/D(ID) - command of knee attack follow up is now 214D
214D(DS) - breaks 1 guard primer, bigger hitbox in horizontal direction
22C - damage is fixed to 400
J214C - New move Belial Edge. Not an overhead, can be used during the combo and for relaunching, does not get advantage frames on block
632146D(CS) - still doesn't go through projectiles, 2nd hit breaks guard primer by 1
214214D(BK) -
214214D during BK -
AH -
Throw -
Air Throw -
CA -
Other - no changes made to jump cancelable moves, all guard break moves penetrate the barrier
JIN
A -
2A -
6A -
JA - JA>JC combos, slower
B - in 3rd loketest, 5B has changed back to CT one, added new link of 5B>2B
6B - bit faster, opponent gets longer stun recovery when hit, easier to combo
2B - cannot link to 5B afterward, faster and lasts shorter
JB - slightly slower(become faster in the 3rd loketest), C>JB does not combo against everybody except Tager, does not work as overhead from the ground against Tager, longer range in the vertical direction and lasts longer, easier to do cross-up
C - much faster and less recovery time
6C - hitbox shrinked, 3C>2B>5C>6C did not work against some characters
2C - cannot jump cancel on block
3C -
JC - new move which looks like 214D's second hit, JC(CH)>land>2D combos, can link into J2C
J2C - old JC, J2C>JC works, slower than old JC but has bigger hitbox in the horizontal direction
D - slower, can be only canceled by dash cancel, no change made to dash cancel
6D - faster, freeze time is shortened
2D - faster
JD - faster
236A - faster
236B -
236C - shoots out 2 projectile (similar to 236A and 236B) at the same time
236D - first hit breaks 1 guard primer
J236A - able to jump before landing (similar to #R, slash Ky's air stunedge)
J236B - able to jump before landing (similar to #R, slash Ky's air stunedge)
J236C - able to jump/dash before landing (similar to #R, slash Ky's air stunedge)
J236D - slower, not able to move until landing
623A - breaks 1 guard primer, longer recovery time
623B - breaks 1 guard primer, a bit faster(?)
623C - breaks 1 guard primer, combo after counter hit is very hard due to increase in recovery time
623D - breaks 1 guard primer, damage nerfed for the follow-up combo
214A - damage nerfed for the follow-up combo, recovery time increases
214B - does not get knockdown for the hit on the ground, opponent can tech immediately after for the air version
214C - jump up a bit before the move starts
214D -
C x n -
632146C -
632146D -
214214D - new DD, Yukikaze, same as Hakumen's one, 3572 damage
AH -
Throw -
Air Throw -
CA - opponent bounds back bigger
Other
- better CG graphics for DPs, supers, freeze effects
- air 214A/B/C moves the same distance
- All freeze moves will automatically unfreeze at the fastest timing, no more mashing required
NOEL
A - slower, longer recovery time, does not get advantage frames on block, can not mash anymore
2A -
6A - does not hit on character's crouch motion except Hakumen, Tager
JA - slower
B - hitbox in vertical direction shrinked, does not hit Litchi's crouch motion, able to jump cancel on block
6B - damage nerfed for follow-up combo
2B -
JB -
C - new motion, can not jump cancel on block
6C - slower, smaller hitbox, easier to tech, second hit breaks 1 guard primer
2C -
3C - bigger damage box
JC - slower(?)
D - old Chain C motion
6D - faster, low
4D - faster
2D - no more an overhead
JD - causes bounce on hit in air
J4D - new move, J6D in previous loketests, fast, not an overhead
Chain A - old C motion, faster
Chain 6A -
Chain B -
Chain 6B - bigger kickback
Chain C - old Chain A, jump cancelable on hit
Chain 6C - break guard primer, does not combo from D, easier to hit opponent in the air
236A/B/C - faster, does not get advantage frames on block, longer recovery time, unable to do 236A loop anymore
214A -
J236C -
22B -
22C - longer recovery time, combo damage nerfed
Chain 236D -
Chain 214D - breaks guard primer
Chain 623D - old 28D, longer recovery time after landing, hard to combo in the corner, no more invincibility on the start of the move
236236D - command changed
J236236D - not able to move until landing, guaranteed punish on block, last hit breaks 2 guard primer
AH -
Throw - damage nerfed for the follow-up combo
Air Throw - slower
CA - decrease in the invincibility frames
Other
- 6C loop is very hard but doable with adding A, new JD loops replaces current combo
- chain moves are faster in general
RACHEL
A -
2A -
6A -
JA - not an overhead
B -
6B - easier to tech after counter hit, existing 6B couterhit combo does not work
4B - a bit faster(?)
2B -
JB -
C -
6C - damage buffed
2C -
3C - hard to combo after 3C9D
JC - easier to tech
J2C - J2C can not link to other normals on block , J2C can be only canceled by 2C or special move after landing, more knockback on hit, Lv.1 version breaks 1 guard primer, Lv.2 and Lv.3 breaks 2 guard primer
D - wind doesnt immediately recover after consumption, wind recovery speed gets faster and faster, recovery speed will be reset once wind is consumed (similar to how Order-Sol's charge work), wind does not recover during the knockdown
236A - seed disappears if Rachel takes hit during the motion
236B - seed disappears if Rachel takes hit during the motion, longer recovery time
236C - seed disappears if Rachel takes hit during the motion longer recovery time
214C - new command for Sword Iris, also has a mid-air version
214A - frog combo works in 2nd loketest, can not summon new frog immediately after old one, new frog meter tells you the recharge time of the frog, frog walks very slow, frog is also affected by the wind now
214B - disappears when Rachel gets hit even after the pumpkin is activated, less hit stun when get hit by the pumpkin, can be moved by wind for more than 3 times, air version starts up slower
632146C - damage nerfed, breaks 1 guard primer
Tempest Dahlia(テンペスト・ダリア) - new DD, use 1 wind, will change depends on the number of wind left, summons Huge Frog when there's 4 winds left and it breaks 1 guard primer
AH -
Throw -
Air Throw -
CA -
Other -
TAGER
A - can link to B or 2B
2A - B>3C, B>4D, 2A>4D
6A -
JA -
B -
6B -
4B -
2B -
JB -
C - faster, entire motion is much shorter
6C - breaks 1 guard primer
2C -
3C - pulls opponent back
JC -
J2C - breaks 1 guard primer
D - has guard point and doesn't hit opponent far away, able to combo after it
6D -
4D - fast, hit opponent far back on counter hit
2D - faster, hits lower
JD -
A Driver - 2700 damage, able to link to Gadget finger
B Driver - 3600 damage
A Sledge - Sledge loop remains, up to 2loops, follow up move breaks 1 guard primer
B Sledge - harder to use during combo (easier to tech), follow up move breaks 1 guard primer
Atomic Collider - has invincibility against Head attribute move but not during the attraction
Spark Volt - damage nerfed for the follow-up combo (2700~), slower
Charge - Takes about 23sec to fill up automatically, charge move can charge up 1/3 of meter max for the time
Gadget Finger - new move, 22D, works similar to Ragna's 22C, does not do damage and pulls opponent up, gets 1-2 advantage frames
Magnetic Wheel - 2600 damage, breaks 1 guard primer
Tera Break - only does 4000 damage including wheel
GETB -
AH -
Throw -
Air Throw -
CA -
Other
- Magnetized property lasts shorter (lasts around 3sec)
- walk faster, jump faster
TAOKAKA
A - can only mash up to 2 times
2A -
6A -
JA -
B - B(CH)>B does not combo, B(CH)>6C does not combo, Attack level decreased
6B -
2B -
JB - faster
C - C(CH)>6C does not combo, attack level decreased
6C - slower
2C - 2C(CH)>6C does not combo
3C -
JC - hits higher
D -
6D -
2D -
JD -
J2D - J2DB gets advantage frames on block
236A -
236B - motion changed to only hit in the horizontal direction, last hit in the motion does 1500 damage
236C - faster(?), breaks 1 guard primer
214A/B/C - less recovery time, some projectiles break guard primer
214D -
J214D -
22C - breaks 1 guard primer, does a lot of guard damage on block
2charge8D -
236236D - last hit breaks 2 guard primer
214214C -
236236B -
AH -
Throw -
Air Throw -
CA -
Other
- CD loop and taunt combo remains
- D moves have longer recovery time after landing
LITCHI
A -
2A -
6A -
JA -
B -
6B - can combo into 6C
2B -
JB -
C -
6C - able to cancel both hit with special moves
2C -
3C -
JC -
Stick A - links to B
Stick 2A - links to B
Stick 6A - both hand and stick have hitbox
Stick JA -
Stick B -
Stick 6B -
Stick 2B -
Stick JB -
Stick C -
Stick 6C -
Stick 2C -
Stick 3C - existing 3C>release D combo does not work, special cancelable but lost its manten return state
Stick JC -
D -
6D - new motion, 2hit forward movement attack, can be linked from C, punish guaranteed on block, can connect to B on hit, force standing property on hit, can cancel into special moves, first hit breaks 1 guard primer
4D - new motion, jump kick, overhead, able to cancel into specials
2D -
JD - cause slide down
J2D -
Stick 41236D>A -
Stick 41236D>B - second hit will combo even if the first hit is on normal hit
Stick 41236D>C - harder to combo afterwards
623D/421D -
41236D - moves longer distance
236A -
236B -
236C -
63214A -
63214B -
63214C -
Tsubame Gaeshi - easier to tech, can not end the regular combo with DP setup, hard to combo with 6C, not RCable, breaks 1 guard primer, longer recovery time
Great Wheel - last hit breaks 1 guard primer
13 orphans - damage nerfed, full hit only does 1100~, first hit breaks 1 guard primer
All green - starts up slower, breaks 1 guard primer
AH -
Throw -
Air Throw -
CA -
Other
- no change to glide throw
ARAKUNE
A -
A>6B - A>6B>JD combos from the ground hit
2A -
6A -
JA -
B -
6B -
2B - hitbox nerfed, does not work as an anti-air
JB -
C -
6C - first hit breaks 1 guard primer
2C - breaks 1 guard primer
3C - breaks 1 guard primer(?)
JC -
J6A/B/C - hitbox nerfed
J2A/B/C - slow, no more an overhead move, can only cancel to other dive move on hit(which means dive cancel is possible only when first dive hits), not able to cancel to back dash & forward dash after landing, not able to combo into B without dive cancel, guaranteed punish on block for A dive and B dive, a bit faster in the 3rd loketest
D - gets back about 20% of curse meter
6D - gets back about 35% of curse meter
2D - gets back about 25% of curse meter, longer recovery time, does not work as corner trap anymore
JD - gets back about 20% of curse meter, not an low anymore, slower and longer recovery time, disappears if Arakune takes hit during the motion
J2D - JD in straight vertical direction
A bug - huge, almost same as the old A bug, bounds once on the ground and then disappear
B bug - fast, does 3hit and has knockdown property
C bug - has big mouth and bites the opponent, the one on the screenshot of famitsu, position, hit effect is same as the old C bug, very long hitstop
D bug - butterfly, moves similar to old D bug, air unblockable when flying up, untechable, breaks 1 guard primer
J236C - breaks 1 guard primer
J236D - fog does not have a hitbox and damage anymore(similar to Johnny's fog), thus it will not be absorbed or eliminated, gets back about 40% of curse meter, the touch box of fog itself shrinked
236B -
214A -
214B -
214C -
J214214D - gets back 100% of curse meter
236236C - damage buffed(?)
AH -
Throw -
Air Throw -
CA -
Other
- all bugs can be only summoned during CURSE mode
- when curse meter gets full it goes to CURSE mode
- You cannot recurse opponent in the CURSE mode
- bugs are huge but slow, can not re-summon the bug one after another
- once the curse mode starts it wont go away even if Arakune takes hit
- different D moves get back different portion of curse meter, if opponent blocks these move the amount of meter gets back will also decrease
- YOU CANT GUARD BREAK with bees
- fast and short back step, no change to forward step
- A/B/C bugs can be blocked in the air
- Somebody already found 5000+damage combo
- all bugs are slightly faster in 3rd loketest
- jump slower
- CURSE mode lasts about 16secs
BANG
A - hits all characters' crouch motion
2A - able to link to 2A
6A -
JA -
B -
6B -
2B -
JB -
J4B - old J4C motion
C -
6C - 6C combo works on more characters, longer range
2C - easier to combo after 2C (decrease in the combo time point), much less disadvantage frames on block
3C - not able to jump cancel (previous info was wrong)
JC - old 6C motion, unlike normal 6C it is not possible to combo JD after
J2C - old JC motion
D - faster, Guard point lasts longer, not able to jump cancel on block
6D - faster, breaks one guard primer, not able to jump cancel on block
2D - faster, not able to jump cancel on block
JD - hits lower, faster
623B - longer untechable time, breaks 1 guard primer
J623B - longer untechable time
623C -
J623C -
J236A - poison does more damage, not able to shoot nails during dash in FuRinKazan
J236B - retains momentum of previous motion like current A nail
J236C -
J236D -
214A/B/C/D -
632146B - old 214214B move (umbrella), does not disappear once activated even if Bang takes hit
2363214C -
236236D - new DD, Bang AshuraMusouKen, 2530 damage, anti-air move, throw
FuRinKaZan - uses 50% meter in 3rd loketest, comes with consumer version song, command changed to 632146
AH - only possible during FuRinKaZan
Throw -
Air Throw -
CA -
Other
- number of nails did not change
- 4 seals combo is slightly harder in 3rd loketest
- teleport move after D guard point can activate another teleport
- all D moves can not be jump canceled on block, punish guaranteed
CARL
A - able to link to 2A, up to 2 loops
2A -
6A -
JA -
B - not able to jump cancel on block
6B -
2B -
JB - more hit box in vertical direction, hit opponent far back on CH
C -
6C -
2C - easier to tech
3C -
JC - jump cancelable
J2C - not an overhead, speed decreases
D -
6D - existing 6D loop can be done up to 2 loops
2D - breaks 1 guard primer
4D -
3D -
8D -
JD -
236A -
236B - longer recovery time
623C - bigger hitbox in the front, able to RC the 1st hit
J214C - 214C cancel remains
Volante - new move, nirvana shoots out the projectile, fast, unlimited range, lasts even Carl blocks opponent's moves
41236D -
63214D - untechable, bounce up in the vertical direction
623D - able to block with air barrier, armor property of nirvana takes up to 2 hits
236236D - 1st hit breaks 1 guard primer
214214D - breaks 2 guard primers
AH -
Throw -
Air Throw -
CA -
Other
- forward step has longer recovery time
- forward step can be canceled by J214C
- all D moves use a lot of nirvana meter
- recovery speed of nirvana after broken is same as current version
- recovery speed when stopping nirvana is very fast
- current air throw loop does not work, similar one can be done using different way, but not able to do 100% combo
- nirvana will stop if opponent does throw break
- no change to glide throw
HAKUMEN
A - able to cancel into D moves
2A - able to cancel into D moves
6A - slower, able to cancel into D moves, moves forward during the motion, gets advantage frames on block, harder to use as anti-air, unable to cancel with specials
JA -
J2A - old J2C, slower
B - hits on most characters' crouch motion, able to cancel into D moves
6B - slower, becomes 2hits move, 1st hit is an overhead, able to cancel into D moves, not RCable, unable to do further combo after hit
2B - able to cancel into D moves
JB -
C - faster
4C - thrust move, fast, long range, not cancelable
6C - faster, breaks 1 guard primer
2C -
3C -
JC - new motion looks like Jin's 214D's second hit, same as Jin's new JC, longer recovery time compared to previous loketests
J2C - old JC
D -
6D -
2D -
JD - not able to tech after hit
Guren - command changed to 214A
623A -
623A>A -
41236C - 1st hit breaks 1 guard primer, easier to react due to the new effect, cannot combo into 5C after
J214B -
J214C - longer knockdown time
632146C - breaks 2 guard primer
236236D - also takes low moves
AH -
Throw -
Air Throw -
CA -
Other
- added new barrier move against projectiles
- barrier appears when Hakumen cuts the projectile (blackhole with 封="Seal" kanji)
- barrier absorbs the projectile and gets bigger
- barrier will last for a certain time and will disappear if opponent gets hit by it
Λ-No.11-
A -
2A -
6A -
JA -
B -
6B -
2B -
JB - slower
C - does not change the direction automatically
6C -
2C - slower, combo damage nerfed
3C - slower, last hit lifts up opponent a bit, range shortened
JC -
J2C -
D - slightly slower, second hit does not cause special hit status, can only combo into 4D on crouch hit
6D - much longer recovery time
4D - not able to jump cancel
2D -
JD -
J2D -
236D - changes to the move where appears in the certain range and lasts for about 3-4hits
214D - hard to combo after normal hit, charge version breaks 2 guard primer
214A/B/C - added gravity meter, can not use another gravity field until the meter fills up, meter recovers very slow (more than 10sec), opponent floats higher after gravity seed hits, gravity>6A does not work, able to link into 6C on counter hit, has invincibility before the move starts, breaks 1 guard primer
J214D - cause the bound on hit, opponent can tech after, J214D>2DD will combo at the fastest timing, slightly slower,exists the min height limit(move can be only used above the certain height)
236A - Act Parser Zwei, moves forward, similar to old Act Parser, longer recovery time on stop, no invincibility, does not go through the opponent
236B - Act Parser Zwei:Blade, forward movement attack, low, can be linked from 3C, 6C, able to link to B in the corner after hit
236C - Act Parser Zwei:Cavalier, forward movement attack, attacks upper direction, air unblockable, able to link to D moves on hit
236236D -
632146D - sword appears in the farther position
AH -
Throw -
Air Throw -
CA - slower
Other
- No more special voice against Ragna
- old Act Parser deleted
- shorter backdash, less invincibility frames
- airdash is slower and shorter
TSUBAKI
- Drive: Install, charge the meter and uses the charge stock to level up special moves
- move very fast, run in the same speed as Noel does
- Order-Sol style character
- charge with 5D, 2D and JD
- JD during airdash will immediately stop the airdash
- JD can be only used once during one jump
- can stock up to 5 charge stocks
- able to charge cancel (similar to Order-Sol's)
- charge speed is very fast (at 2nd loketest)
- charge meter will go back while not charging (e.g. stopping charge when meter is half full will bring the meter back to the previous state, which means repeating charge cancel does not increase the number of stocks)
- using special moves with D button will cost 1 charge stock to perform level-up version of the move (similar to how Jam's special move works)
- able to cancel from special moves to other special moves up to 3 times on hit
- can also cancel from special moves to the same special moves if the first move used was level-up version
- can cancel from level-up special moves to other level-up special moves even if it is on block
- one of the DD will use up all the remaining charge stocks, damage will change depend on the number of stocks left
- one of the DD works similar to Hakumen's mugen, during the effect time there will be no limit on using level-up moves.
HAZAMA
- Drive: Ouroboros, Press D to launch Ouroboros, and D again to pull yourself to its location (with a ducking/sliding movement). The maximum Drive Guage is 2, and it recovers over a set time when you're on the ground.
- no dash, moves with special ducking step, step can be canceled by other moves and barrier, can not be canceled by jump
- in general moves very slow
- super moves are in general very good
- does not have a long range attack in general
- Hazama's voice turns into Terumi when he uses moves which activate Ouroboros
Source : Link
System Changes
» Click to show Spoiler - click again to hide... «
QUOTE(Dustloop)
System
- Barrier burst is now replaced with Break Burst
- You can stock up to 2 bursts
- Burst no longer have damage penalty
- every character starts with 1 burst stock, character gains an additional burst after losing a round (only once)
- Using Burst when hit or block (not regular burst) will consume half of the Guard Primer (e.g Ragna uses the burst will make his current Guard Primer goes down from 4 to 2)
- Regular burst automatically becomes Gold Burst, able to kill from the follow up combo
- burst during hit or block is Green burst, similar to CT version
- 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, more than 1 burst left and opponent's life is below 35%, character face picture next to life bar 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 character, 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)
- many guard break moves go through barrier
- Guard primer will automatically recover but very slow
- Guard Primer length
10 Tager
06 Hakumen Bang Tsubaki Hazama
05 Jin Noel Litchi Arakune
04 Ragna Rachel Taokaka Carl Λ-11-
- option select tech throw during guard motion still works, but harder
- Unable to cancel forward and back roll with specials or supers
- tech throw glitch during counter hit motion and recovery time does not work
- Unable to tech with pressing ABC at the same time, not able to option select tech throw and regular tech
- Unable to jump during the barrier on the ground, you can not jump with barrier on, jump has bigger risk now
- movable time after winning shortened.
- general decrease in the combo damage, either there is a change in the damage calculation equation or big changes have made to combo rate of almost all moves
- Change in the counter hit system. For moves with multiple hits, all hits during the move will retain the counter hit property if 1st hit is a counter. i.e Jin's B(1hit counter)>6C works in CT version but B(2hit)>6C does not work, in CS B(1st hit counter, 2hit)>6C works
- Easier to get negative penalty
Appearance
- Special projectile such as Arakune's Bug and Rachel's frog has a circle around them, easier to identify (deleted in 2nd loketest ?)
- better animation, more motion frames
- new graphic effects, new voice
- All special meters appear above the Heat Gauge
- Jin's meter is separated into 4 parts, other characters' are separated into 2 parts
- Bigger graphical effect when offset happens
- Barrier burst is now replaced with Break Burst
- You can stock up to 2 bursts
- Burst no longer have damage penalty
- every character starts with 1 burst stock, character gains an additional burst after losing a round (only once)
- Using Burst when hit or block (not regular burst) will consume half of the Guard Primer (e.g Ragna uses the burst will make his current Guard Primer goes down from 4 to 2)
- Regular burst automatically becomes Gold Burst, able to kill from the follow up combo
- burst during hit or block is Green burst, similar to CT version
- 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, more than 1 burst left and opponent's life is below 35%, character face picture next to life bar 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 character, 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)
- many guard break moves go through barrier
- Guard primer will automatically recover but very slow
- Guard Primer length
10 Tager
06 Hakumen Bang Tsubaki Hazama
05 Jin Noel Litchi Arakune
04 Ragna Rachel Taokaka Carl Λ-11-
- option select tech throw during guard motion still works, but harder
- Unable to cancel forward and back roll with specials or supers
- tech throw glitch during counter hit motion and recovery time does not work
- Unable to tech with pressing ABC at the same time, not able to option select tech throw and regular tech
- Unable to jump during the barrier on the ground, you can not jump with barrier on, jump has bigger risk now
- movable time after winning shortened.
- general decrease in the combo damage, either there is a change in the damage calculation equation or big changes have made to combo rate of almost all moves
- Change in the counter hit system. For moves with multiple hits, all hits during the move will retain the counter hit property if 1st hit is a counter. i.e Jin's B(1hit counter)>6C works in CT version but B(2hit)>6C does not work, in CS B(1st hit counter, 2hit)>6C works
- Easier to get negative penalty
Appearance
- Special projectile such as Arakune's Bug and Rachel's frog has a circle around them, easier to identify (deleted in 2nd loketest ?)
- better animation, more motion frames
- new graphic effects, new voice
- All special meters appear above the Heat Gauge
- Jin's meter is separated into 4 parts, other characters' are separated into 2 parts
- Bigger graphical effect when offset happens
GORILLA FATE IS TURNING !
LowYat.NET BlazBlue Players List
LYN Nick | PSNID | Main Character(s) :-
1. Sora | Katayoku_US | Bang/Hazama
2. SWATwolf | swatwolfMY | Tager
3. SilverCrimz | Crevlis | Litchi/Jin
4. incx | INcX | Hakumen
5. susanoo | S-U-S-A-N-O-O | Rachel/Taokaka
6. edmundsiew | edmundsiew | Ragna
7. Sairenji | SairenjiMcKay | Ragna/Noel
8. Reis | Reis2418 | Rachel/Ragna
9. franstormer | franstormer | Taokaka/Carl
10. onlooker | onlooker | Random
11. sora_world07 | Aliffz | Noel, I think lol
12. Quazacolt | QuazacoltxHoro | Hakumen
13. Sichiri | SichirixMiku | Tager
This post has been edited by Sora: Apr 14 2010, 09:47 AM