Videos of BB:CS from the loke test.
New screens from the next version of Blazblue.
New system info and changes.
Shamelessly stolen from dustloop. Credit to stunedge for compiling and formatting.
Note: Some of the information posted here are not certain and can be WRONGRAGNAA -
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
3C -
JC -
D - Breaks 1 Guard Primer during BK
6D -
2D - breaks 1 Guard Primer during BK
JD - becomes smaller during BK
Throw -
Air Throw -
CA -
214A(HF) - 2nd hit breaks 1 Guard Primer
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
22C - damage is fixed to 400
J214C - New move Berial Edge. Not an overhead, can not be linked from other moves, slow, 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 -
Other - no changes made to jump cancelable moves
JinA -
2A -
6A -
JA - JA>JC combos(?)
B - slower
6B - bit faster
2B - cannot link to 5B afterward
JB - slower, C>JB does not combo against everybody except Tager, does not work as overhead from the ground against Tager
C - much faster and less recovery time
6C - hitbox shrinked a bit, 3C>2B>5C>6C did not work against some characters
2C - cannot jump cancel
3C -
JC - new move which looks like 214D's second hit
J2C - old JC, J2C>JC works
D - faster but longer recovery time, can be only canceled by dash cancel, no change made to dash cancel
6D - faster, easier to unfreeze
2D - faster
JD - faster
Throw -
Air Throw -
CA - opponent bounds back bigger
236A -
236B -
236C - shoots out 2 projectile (similar to 236A and 236B) at the same time
236D - first hit breaks 1 guard primer
623A - breaks 1 guard primer, longer recovery time
623B - breaks 1 guard primer, a bit faster(?)
623C - combo after counter hit still works
623D - 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 one in the air
214C - jump up a bit before the move starts
214D -
C x n -
632146C -
632146D -
214214D - new DD, Yukikaze, same as Hakumen's one, 3882 damage
AH -
Other - better CG graphics for DPs, supers, freeze effects, air 214A/B/C moves the same distance
NoelA - 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
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 - cannot jump cancel
3C -
JC - slower(?)
J2C -
D - old Chain C motion
6D - faster, low
4D - faster
2D - no more an overhead
JD - causes bounds on hit in air
J6D - searches the opponent, 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
Throw - damage nerfed for the follow-up combo
Air Throw - slower
CA -
236A/B/C - faster
214A -
J236C -
22B -
22C - longer recovery time, combo damage nerfed
Chain 236D -
Chain 214D - breaks guard primer
Chain 28D - longer recovery time after landing, hard to combo in the corner
236236D -
J236236D - not able to move until landing, guaranteed punish on block
AH -
Other - 6C loop is very hard but doable with adding A, new JD loops replaces existing combo
RACHEL
- new projectile DD called Tempest Dalia(テンペスト・ダリア)
- Tempest Dalia will change depends on the number of wind left
- Tempest Dalia summons random projectile into screen including some weird object like Huge King-Frog George with crown
- wind doesnt immediately recover after consumption
- easier to tech after JC
- no frog combo, frog does not activate while opponent knocked down
- 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, J2C can not be cancelled into other special moves
- hitbox of pumpkin will disappear if Rachel gets hit even after pumpkin is activated
- Frog has less life, Taokaka's 2A mashed out it
- 4B is a bit faster
- 236B 236C have longer recovery time
- Wind's recover speed gets faster and faster, once used the speed gets slow again
- Tempest dalia changes to use 1 wind, will change depends on the number of wind left
- pumpkin is slightly better than 1st loketest
TAGER
- new down status throw called Jet Finger which has magnetize property, 22D (the one like Ragna's 22C)
- Jet Finger can be linked after A driver and 3C
- Command throw immediately after 22D will lead to purple throw
- 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
- 2D, A driver's attracts opponent stronger when magnetized
- Magnetized property lasts shorter (lasts around 3sec)
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
- projectile move is faster
- You can only mash 2A 3times in the row
- 236C is faster(?)
LITCHI
- all green slower start up
- easier to tech after DP hits, cannot end the combo with DP setup
- cannot do the combo after DP normal hit
- Stick 5A, 2A links to 5B
- JD will cause slide down
- can setup the stick with 6D or 4D, 6D is the forward movement attack and 4D is jump kick move
- DP is still not RCable
- 3C combo doesn't work
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
- Somebody already found 5000+damage combo
- 2D is no more an overhead move
- Dive can not be canceled into forward step or back step on block, easy to punish
- all bugs can be blocked in the air
BANG
- new command throw DD designed for anti-air 2000 damage, air unblockble(?)
- 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
- added new J2C(?), new JC is old 6C
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
- 8D uses a lot of nirvana meter (4 8D will use up the entire meter)
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 J2A which is old J2C but slower
- Old JC is now J2C
- new JC move looks like second hit of Jin's 214D
- meter is easier to identify
- C 6C is faster
- cannot combo into 5C after 41236C
- JD guarantees knockdown
- Guren's command changed
- 4C is not cancellable
- 6A is slower
- 6B becomes slower, 2 hit and overhead (not a low anymore)
- 5C is shorter than first loketest
Λ-11-
- range got shortened
- No more special voice against Ragna
- 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 close to old Act Parser, not an attack move
- Zwei:Blade is a low move, can be linked from 5DD
- Zwei:Cavalier is similar to Blade but attacks from different direction(?), can link to 2DD
- all Act Parser move about the same distance, shorter than the old Act Parser
- DD>4DD is very hard to combo
- 5D is slower, throw>5D does not combo, easier to recover after 5DD
- 5D and 4D can not be jump canceled
- hard to combo after 214D
- 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
- D attack doesn't combo to 236D in general
- opponent floats higher after gravity seed hits, gravity>6A does not work
- 236236D is shorter
- J214DC cancel is faster
- J214D > 2DD works if combo is short enough
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
- able to do charge cancel like Order-Sol
- there is a super like Haku-men's Mugen which will give infinite charge meter
- 236A~D is the move looks like Order-Sol's Rock-it(236S), speed changes depends on the button
- 22A~D, spin sword move
- 214A~D charge forward with shield, links from 5c.
- 623A~D DP, probably has invincibility
- J236A~D dive move in the screenshot
- J214A~D move from screenshot
- 236236C~D, C version doesn't spend meter and just shoot out the magic circle, D version spends the meter and shoot projectiles towards the magic circle shot out by C version
- 5A standing punch, probably can't hit crouching
- 5B wings come out of shield. Probably the longest attack of 5b class.
- 5C has follow up, reach seems really short.
- 2B a low, links into 5b
- 2C extend wings upwards, probably anti-air
- 6A overhead
- 6B low
- 6C slam forward with shield, looks like tager's sledge。
- JC sword stab downward, seems to have good hitbox
- charge speed is very fast
HAZAMA
Movelist:
-Jyabagi- 236d
-jyasetsu- 214d
→ ressenga A
→ gassyokyaku B
→ zaneiga C
→ 構え中断 D cancel move
-hirentotsu- air 214b
-gasaisyou- 236c
-jyakou- 623d
-jyayokuhoutenjin- 236236B
-mizuchirekkazan- 632146c
- 6A is overhead
- 6B is a overhead feint into a low
- 2C is AA
- jc can be mashed for more hits I think
- Time up lose pose is clapping like slayer (lawlz)
- Win pose is spinning his hat on his finger.
-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.
-Hazama's voice turns into Terumi when he uses moves which activate Ouroboros
Posts
http://www.youtube.com/watch?v=ex30DYwQlHU
Tsubaki really looks nothing like I expected, but that's probably a good thing seeing as I expected her to look almost like Noel.
THEY WILL MAKE EVERYTHING METAL! BLACKER THAN THE BLACKEST BLACK, TIMES INFINITY!
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And apparently no more wiggle for jin's freezes, it just wears off a set amount of time.
THANK YOU.
Probably going to be somewhere inbetween so I don't mind. All I need is a few frames to set a combo up.
I don't mind freezing as some sort of stun/combo extender gimmick, but the wiggling gets really annoying after the first few times.
That is true. I have a friend who simply refuses to wiggle Jins freezes and I grimace whenever he fights someone online and they just do whatever they want.
King George!
http://www.youtube.com/watch?v=oYsG0gKjQTY
http://www.youtube.com/watch?v=1HVjclRE4uk
http://www.youtube.com/watch?v=QHHOylOYEq8
http://www.youtube.com/watch?v=_ksBccC9sXE
http://www.youtube.com/watch?v=VQYNufpyaHI
Also, I will play Smooth Criminal whenever my opponent uses Hazama.
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Me on Twitch!
Yeah, his drive looks pretty amusing in particular. Pretty awesome how it just launches him around at high speeds. Can't wait until this is actually out in arcades and people begin to get down combos for him.
I choose to believe this is because they added the awesome power up music to the Arcade version and she was simply wowed by it.
What broke that cycle was that this time, Jin didn't kill Noel as he usually did, so she was there to save Ragna from being absorbed by Nu.
Rachel is one of the few people who knows about the cycle(Terumi and Hakumen being some of the others) and her family seems to be in charge of overseeing everything. Though I'm guessing she got tired of it and when the chance to break the cycle appeared, she took it. She activated that Satellite to seal Nu into the edge(forgot what it is called) so she couldn't get back out.
Now, the cycle is broken and we can move forward. However, Terumi's motives and to what extent it was an antagonist has yet to be seen.
Ah
How could I have missed the
Well, that still leaves plenty of room for plot development in continuum shift.
Wouldn't count on any higher quality footage for awhile. From what I understand people aren't even supposed to have cameras at the location test, so people were just sneaking out their cell phones to record it. Unless Arc Systems releases a video than it's unlikely we'll see anything better until it's released in Arcades.
I hope not...her engrish was a thing of beauty.
Jin win has become a running gag in my circle of friends, i would be devastated if it was re dubbed for the sequel.
I disagree about Rachel...
That's what I said...>_>
Carl's clap loop wasn't removed entirely though it was balanced. The clap was air unblockable and it still is. What they did to fix it was the puppet will actually die after about 5 claps and carl's dash/hop has a bit more recovery so if you tech his throw, he shouldn't be able to relaunch you.
Nice as they left Carl with a air unblockable clap, pretty scary though that you can only use it a few times before you're puppet dies....
When it ends and the clapee realizes he isn't dead yet he's gonna be piiiissssed
"...only mights and maybes."
Although I've heard with Rachel it's easier to get out of.
edit-
Can someone add me to the GT list in the OP, I didn't see my name there.
GT is Blaze Zero XX
Awesome videos. Lambda's change isn't that drastic from first looks.
I haven't played in month(story mode that is) but I thought she was the one who activated it. You may be right though.
Well it seems like a good solution so far. I'm interested to see how the new Nu act parser plays out.
Rachel VS Hazama
Tsubaki vs Tsubaki
A 41 Second clip of Tsubaki vs Hazama
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