BlazBlue (Kick A**)

wer boostet, der wrd bestrafft :alt:

ich hab einfach alles so gemacht und es passt auch alles :D


The Big Mess!

ich brauch mal eine entscheidungshilfe:

Ich würde gerne auf Stick umsteigen, aber ich hab gelesen, dass schon der fall vorkommen kann, dass einem das Stickspielen einfach GARNICHT liegt und dann wäre ein teurer stick wirklich rausgeworfenes Geld, aber wenn der Stick nicht eine Mindestqualität hat, dann kann er einem auch nicht das wahre spielgefühl vermitteln (zb nicht drei tasten gleichzeitig drücken können)

dem zu folge hab ich mir 2 kandidaten rausgesucht:
einmal ganz billig für 35euro, aber ich hab keine qualitätsbeweis
oder etwas teurer, aber immernoch unter hundert^^
 
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hiermal die komplette liste mit den nerfs der einzelnen chars
(rachel und noel hat es besonders hart getroffen, arakune wird man nun auch komplett anders spielen da er nicht mehr mit einem schlag cursed)
und die neuen system changes bei Continuum shift

First, the system changes from CT:
  • Bursts are entirely different now. No longer reactable like they were in CT and they no longer cut your defense or deplete your barrier meter. You get two bursts stocked at the start of the match, and you're able to use one in the first round; if you win the first round, you stay with the one burst you have (if you used your burst, you don't get one in the next round) and likewise if you lose the first round, your second burst is unlocked (even if you used your burst in the first round).


  • Offensive bursts no longer Guard Crush, they now launch the opponent. Unlike the Guard Crush off of offensive bursts in CT, it allows you to kill your opponent with a combo started from a burst.


  • Guard Primer system replaces Guard Libra system from CT. Certain moves take off whole Guard Primers on guard, while others take off fractions. Characters like Tager and Hakumen have many Guard Primers, while characters like Carl and Taokaka only have a few. Losing all Guard Primers results in a Guard Crush.


  • Barrier Guard + Throw break option select has been nerfed. In CT you had 13 frames (some sources say up to 17!) to input 1/4 A+B+C but in CS you now only have 5 frames and the window for Throw Reject Misses has been increased as well.


  • Barrier Jump has been removed, meaning you can no longer input 7 A+B and jump while Barrier Guarding. This helps a lot for the ground mixup game, as throws can still be jumped out of (more on that later).


  • Instant blocking in the air now requires you to be Barrier guarding at the same time. This is a change that has stirred some controversy, but there's actually a good reason why they implemented it. Put simply; you always have your barrier meter now that bursts don't deplete it. In order to give players more incentive to both use barrier meter and keep it stocked, they had to do something to make using it a conflicting judgement call. While people may have to get used to it (as it is a rather uncommon mechanic), I think in the long run it'll promote more thinking on defense than had it not been implemented.


  • New Fatal Counter system is a new type of counter hit that gives certain moves 2 extra frames of untechable time as well as all moves in the combo that follow, allowing for combos that wouldn't be possible on a normal counter hit.
  • Tech rolls can no longer be cancelled into special moves.


  • Damage has, for the most part, been significantly nerfed across the board.
All of the changes listed above I think are good. That being said, there's still problems I have with the game. Most notably:

  • Jump startup is still too fast. 4 frames of jump startup makes ground throws (which start up in 7 frames) a risky mixup tool. Of course, people jumping out of throws (and some overheads, too) can be baited, but to me it feels like a forced transition from the ground to air game that ends up being a detriment, since you're forcing the player on offense to guess rather than the player on defense. My ideal solution would be to make ground throws start up quicker than jumps (though not 0 frame), but I guess slowing down jump startup would work as well (though that may cause problems for characters that have to Tiger Knee moves). Still, the majority of BlazBlue is the zoning game, so perhaps this is ArcSys' way of making sure we don't just rush down all the time.


  • Instant blocking is still too easy and too good. Instant blocking still has an 8 frame window to input, gives you a 5 frame advantage on the ground and 10 in the air. If the window to input IB's were cut down to 4 frames, I could live with the huge advantage it gives you, but as of now it's really a no brainer to mash 4/1 during your opponent's blockstrings (remember that it gives you meter too).


  • Meter management is still (for most characters) too easy. Jin and Hakumen both have specials that consume their meter (all of Hakumen's specials do, actually), but for everyone else the only things they ever use meter for are Rapid Cancels and supers. If the next version of BB gives every character moves that consume 25% meter, it'll make meter usage a conflicting judgement in more situations.


  • As most characters still have yet to find their optimal damage combos, many rounds as of now are being won through time overs.
In spite of the above, I still think BBCS is a good game and I have high expectations for it.

Part of the reason for that is that this game is already much more interesting and balanced than CT was. While some people have jokingly (and non-jokingly) pointed out that the tiers have taken a 180 from CT, I think many people are missing what really matters; there's no "Top 3" in CS (not yet, at least). Outside of the Top 3, CT was actually for the most part a pretty well balanced game. And even then, the Top 3 really only destroyed the bottom 3, so it's not like B or A tier characters were left in the dust.

Most characters have been well thought out in CS. Giving Hakumen more mid and long range options was a good decision as was giving Tager more mixup tools (Gadget Finger can be downright scary depending on who you're playing) as well as a proper anti-air game. And the rest of the cast has, for the most part, been toned up or down accordingly. The only character really disadvantaged against the rest of the cast as of now is Rachel, who's been nerfed in so many ways it would require an update of it's own to list them all! Noel was thought to be in the same boat for awhile, though people have been slowly but surely finding ways for her to deal damage, as risky or gimmicky as they may be.

Hazama and Tsubaki are both interesting characters, and while I don't expect either of them to climb very far up the tier list, I think they're at least solid enough to hold their own against the current S tiers in the hands of competent players (which is a step in the right direction coming from CT). I won't comment on their specific advantages and flaws just yet (as they need more time to settle in, so to speak), but at this point I think it's safe to assume that both of them will stay around middle tier. However, I think most of the roster at this point is up for debate. Personally, I expect Bang to stay in S tier (perhaps even S+) and for Litchi, Ragna and Hakumen to be A tier. The rest of the cast I think is too uncertain right now, so I'll withhold commenting on them; remember that in CT's Day 1 predictions, Ragna was S tier and Tager was A tier!

One of the biggest questions people's minds right now is if there's going to be any new boss characters in CS or not. I don't know for sure, but allow me to speculate for a moment and point out that on the BBCS official web site, there's two empty slots on the roster page. Don't bet on it just yet, but that may just be an indication of things to come!

RAGNA:
Ouch. 5C and 2C have had their range shortened considerably, and since 5C is considered one of Ragna’s best zoning tools, its a big butthurt. Both moves, however, come out faster. His 22C also got a pretty heavy cut; a drop from the original 800 unscaled to a measly 400. Gauntlet Hades is seeing a heavy reduction in combos as well, and GH is Ragna’s cash cow for huge combos. One of the worst changes is probably his j.D during Blood Kain; the hitbox is smaller than it is in Calamity Trigger, making it either a lot harder to do BK combos or completely impossible altogether.
One improvement is Dead Spike. Startup time is apparently faster now, and it takes out one Guard Primer (explained later) on block. Something that’ll make Dead Spike a lot better than it is now, definitely a welcome addition. Also, Kakato Otoshi a.k.a. knockdown kick after Inferno Divider is now a Soul Eater move, new input is 214D.
Ragna also has a new move Berial Edge, an aerial dive move that doesn’t really seem that good at the moment. However, it seems to open up a new combo of sorts; one video has a player end a BnB air combo with Berial Edge, landing before the opponent hits the ground and relaunching with 6A into Inferno Divider. It doesn’t really do a lot of damage, however. But it looks flashy.

JIN:
His Drive freeze now breaks at the fastest time possible, meaning no need for rapid stick wiggling; a welcome change for many, I’m sure. His D moves in general are faster now, except for 5D. His DPs, however, are seeing an increase in recovery time, although they all break 1 Guard Primer.
Jin also gains a new DD. OK, technically its not a new DD, its just Haku-men’s Yukikaze. Move along.

NOEL:
Her Chain Revolver moves are faster now, but some of her other normals are slower, like her godlike 5A. Her 6C loop is also harder to do now. Some changes in her hitboxes as well, and her 2D is no longer an overhead. Oh, joy.
Her aerial DD Thor has been changed as well; she cannot move until she hits the floor, so its a guaranteed punish on block. Last hit takes out two Guard Primer, however. Ouch.

RACHEL:
NERF NERF NERF. MUAHAHAHAHAHAHA.
No more crazy 6B stagger into spinny skirt combo, as 6B is now easier to tech out of. Her batrods now have more recovery, and the seed/stone thing disappears if she takes a hit while throwing it out. The bloody frog also sees a nerf; you cannot resummon one immediately after one disappears; there’s a cooldown time now. Baden Baden Lily’s damage has also been reduced. Her pumpkin thing also disappears when she gets hit, even if it was activated. The hitstun is also shorter.
Sword Iris, however, can now be done in the air as well, and the input has changed from 22A to 214A.
One problem for Rachel that might be a problem is the way her wind recharges; it no longer recharges immediately after use. Instead, it regenerates slowly and gets faster, but if wind is used the speed gets reset.

TAGER:
He walks and jumps faster now! The magnetism time has been cut to about 3 seconds though, according to Dustloop. Tager also gets a new move similar to Ragna’s 22C, that “pulls (the) opponent up” and doesn’t do damage. Atomic Collider now has “head attribute” invincibility, but not during attraction. Tager seems to get slightly faster as well in terms of moves.

TAOKAKA:
Drive moves have longer recovery one landing, some moves no longer combo and have their priorities decreased. Berserker Barrage DD’s last hit breaks 2 Guard Primer though. Damn.

LITCHI:
Godlike Tsubame Gaeshi DP has been nerfed \o/

ARAKUNE:

Big change, he no longer curses you instantly with D moves. Instead, his D moves now fill a “Curse Meter” which puts Arakune in “Curse Mode” when filled. Arakune can only summon bugs when Curse Mode is active, and Curse moves will not fill the meter during Curse Mode. This mode will last about 16 seconds and will not end if Arakune takes a hit. The bugs will also not break guard now due to the new Guard system. Slight nerf, but apparently a big combo has already been found. Broke as ever when he has you cursed, but now its harder for him to curse you. Hurray?

BANG:
Grounded D moves are no longer jump-cancellable. His umbrella super doesn’t disappear when he takes a hit now, and he gains a new anti-air throw super.

CARL:
No more 100% clap-trap throw loop. Sad Carl is sad.

HAKU-MEN:
The only character who seems to be getting improvements. Most notable is a new 4C, which has mad range. He also has a new ability; initially he just nullifies projectiles, but now he seals them in a “barrier” that gets larger. It lasts for some time or until the opponent gets hit by it.

LAMBDA:
The new Nu. Her 2C followup combo damage has been reduced. 4DD can no longer be jump-cancelled. Her old Act Parser has been removed and a new move called Act Parser: Zwei has been added. The new Act Parser is nowhere as good as the current one, does not go past the opponent, and has no invincibility.
Also, no more creepy voice against Ragna.
That about sums up the character specific changes. Now, some system changes, taken off Dustloop:
- 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 go 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 certain percentage, character face picture next to life bar shines in white when it is possible to activate AH
- 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)
- many guard break moves go through barrier
- Guard primer will automatically recover but very slowly
- 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



auf dustloop findet man auch die einzelnen moves



http://www.dustloop.com/forums/showthread.php?t=7398



 
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Gibts irgendwo nen Anfängerguide? Ich bekomm das beim besten Willen net gebacken. Gut, mit dem Charakter den ich gewählt hab schaff ich normal oder von mir aus schwer, aba ich hab irgendwie keine Lernkurve.

Das fängt schon damit an, dass ich keine richtigen Kombos hinbekomm, da ich es nie schaffe schnell genug zum Gegner zu laufen/springen/whatever wenn der wegfliegt, und die somit wieder abbricht. Ich weiß net ob die paar mal wo Dash funktioniert einfach Glück sind oder sonstwas, da ich die Tastenkiombi net weiß ...

Das gleiche gilt für die Supermoves, ich bekomm die net hin, immer nur den einen der 50% verbraucht, den mit 100 hab ich noch kein einziges mal hinbekommen, obwohl ich die Tastenkombi kenne (unten aufladen + hoch + whatever ?!)
 
den für 100% ist wohl nen astral finisher


den kannste nur machen wenns die letzte runde (bei 2 wins für sieg --> 3te runde) ist und der gegner weniger als 20% life hat
 
heyho ashari bei BB kann man auch ohne uberkombos gewinnen, was wohl daran liegt, dass man da sehr viel zoning macht und immer recht vorsichtig zuschläg, aber den astral bekomme ich auch nicht hin (im übungsmodus gegner auf 10lp, aber es geht nur mit easy specials, nicht jedoch mit den normalen tasten und bei specials ist meine execution eigentlich gut aber ich mach immer nen big jump mit strong attack, statt astral^^ )

und schau mal hier: http://wiki.hardedge.org/index.php/BlazBlue:_Calamity_Trigger ansonsten dustloop.com, aber die waren gerade noch down :>


€dit:
was ist denn das?: immer wenn die jins am verlieren sind, dann haben sie kein bock mehr und spammen ihre eisbolts >_< und das matchmaking gibt mir 6mal hintereinander jin spieler <_<

€dit2: yay, geil gerade nen Hakumen geplättet mit straight victory und einer angriffsserie, die ihm 70% energie stohlen und gekillt hat^^ nachdem ich selber bei 20% war xD
und das allerbeste: RAGEQUIT!!! xD
 
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heyho ashari bei BB kann man auch ohne uberkombos gewinnen, was wohl daran liegt, dass man da sehr viel zoning macht und immer recht vorsichtig zuschläg, aber den astral bekomme ich auch nicht hin (im übungsmodus gegner auf 10lp, aber es geht nur mit easy specials, nicht jedoch mit den normalen tasten und bei specials ist meine execution eigentlich gut aber ich mach immer nen big jump mit strong attack, statt astral^^ )

und schau mal hier: http://wiki.hardedge.org/index.php/BlazBlue:_Calamity_Trigger ansonsten dustloop.com, aber die waren gerade noch down :>


€dit:
was ist denn das?: immer wenn die jins am verlieren sind, dann haben sie kein bock mehr und spammen ihre eisbolts >_< und das matchmaking gibt mir 6mal hintereinander jin spieler <_<

€dit2: yay, geil gerade nen Hakumen geplättet mit straight victory und einer angriffsserie, die ihm 70% energie stohlen und gekillt hat^^ nachdem ich selber bei 20% war xD
und das allerbeste: RAGEQUIT!!! xD

deshalb spiel ich aus prinzip nicht gegen fremde leute die auf ihrer code card jin als main oder sub char haben :)
gegen taokaka kämpfe ich gerne da ihr damage output wirklich sehr low ist :v:
 
deshalb spiel ich aus prinzip nicht gegen fremde leute die auf ihrer code card jin als main oder sub char haben :)
gegen taokaka kämpfe ich gerne da ihr damage output wirklich sehr low ist :v:


naja, auch wenn es mich frustet, so versuche ich es immer wieder um irgendwann einen gescheiten weg zu finden, wie ich sie doch plätten kann, aber solange mein kontroller mir einfach die schnellen dashes wie 96 verwehrt oder einfach 66 manchmal nicht so liest, dann wird das schwierig :>
 
NEW BLAZBLUE: CONTINUUM SHIFT SCREENSHOTS OF MU-12


http://iplaywinner.com/news/2010/3/...nuum-shift-screenshots-of-mu-12.html#comments


Some new screenshots appeared today on Famitsu of BlazBlue: Continuum Shift featuring newcomer mu-12 which as I understand it, is the true form of Noel Vermillion. BlazBlue: Continuum Shift is scheduled to be released on July 21st 2010 and is said to be developed with rebalancing via DLC in mind. So, even if this new character ends up being a little overpowered, ARC System Works can address these issues with downloadable updates.




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Damn, warum dauert der Versand aus England in letzter Zeit immer so lange...=/ Vielleicht habe ich ja morgen Glück.

Wieviel neue Charas sind eigentlich für CS bereits bestätigt?
 
wooot? was war denn? war die verbindung wegen mir schlecht Oo?
normaler weise läuft alles flüssig und das erste spiel (arakune vs rachel) mit mir als zuschauer lief doch auch >_>

mmmh ich hab gerade kein zugriff auf den router, weil nur mein wg kollege das passwort kennt und nicht da ist :-\


warum hab ich gute leitung mit leuten von anderswo, aber nie mit leuten mit denen ich reden kann :>
 
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Am 20. Juli wird dann die US Version von Continuum Shift importiert :aargh: . CT hab ich nicht so lange gezockt, das Game hatte einfach keine gute Balance. Das Kampfsystem gefällt mir aber sehr :)
 
sooo nachdem ich mehrer duell verloren habe, weil das xbox pad nen optical barrel übergibt und ich dann mega frame disadvantage habe :>

hab ich jetzt nen stick zum testen gekauft :D
 
So nach 103 Online-Matches mit der 360-Version:

- Ich bin so schlecht wie eh und je.
- Ist mein Gegner Litchi, kann ich gleich aufgeben. Online habe ich noch nie gegen Litchi gewonnen.
- mit den Charakteren mit denen es mir Spaß macht zu kämpfen bekomme ich grundätzlich nix auf die Reihe. :D

Unterschiede zur (US) PS3-Version:

- der Netcode der PS3-Version ist besser. Tatsächlich habe ich oft extreme Eingabeverzögerungen bei der 360-Version die mir bei der PS3-Version nicht aufgefallen sind. Hinzu kommen unerklärliche Slowdowns. BB ist übrigens der erste Fall bei dem mir sowas aufgefallen ist.
- die Online-Erfolge funktionieren nicht. Ich habe weder 'Ruler of Kagutsuchi' noch '100 Trials' erhalten.

Hätte ich mal besser die PS3-Version behalten.
 
- Ich bin so schlecht wie eh und je.
- Ist mein Gegner Litchi, kann ich gleich aufgeben. Online habe ich noch nie gegen Litchi gewonnen.
- mit den Charakteren mit denen es mir Spaß macht zu kämpfen bekomme ich grundätzlich nix auf die Reihe. :D
- Tatsächlich habe ich oft extreme Eingabeverzögerungen bei der 360-Version die mir bei der PS3-Version nicht aufgefallen sind. Hinzu kommen unerklärliche Slowdowns. BB ist übrigens der erste Fall bei dem mir sowas aufgefallen ist.
- die Online-Erfolge funktionieren nicht. Ich habe weder 'Ruler of Kagutsuchi' noch '100 Trials' erhalten.

hast du auch extra alle ports für die 360 geöffnet??
bei mir und kami hats auch gelagt und wir konnten nichtmal einen raum aufmachen und uns einladen , nachdem wir die ports geöffnet haben läufts lagfrei und wir können uns endlich gegenseitig in die lobby einladen

100trials funktioniert nur bei ranked matches , player matches zählen nicht
kami und ich haben den erfolg nach dem 100.ten rank match sofort bekommen ich weiß also nicht wo dein problem ist

zu litchi sag ich mal gar nichts :awesome:
 
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