Footage of CS2 trailer here!
http://www.youtube.com/watch?v=OcOi2LEp1X0
Come chat with us at IRC! #PAFighting at irc.slashnet.org:6667
Or use this web client:
http://www.slashnet.org/webclient/PAFightingRANBATS
360 Ranbat rules. PM chaoshat for details.
Okay, I have finalized RanBat rules for the new season and I figure I'd post here since I'm not sure if you guys all check the SF thread. Here is what you need to know about RanBat Season 3 and how it pertains to you (and BlazBlue).
RanBats are RANking BATtles. Basically, when the RanBats occur, you will be pitted against a certain group of enemies and then given points based on how well you do which will then be used to rank you. That's the thesis sentence of the whole thing at least.
The BlazBlue RanBat is currently scheduled for Thursday at 9PM Eastern and should be that time every week (unless I decide to change it). You should PM me as far in advance as you can so I can get an idea of who's coming. At the time (or preferably much, much earlier) you should hop into PA irc, since it's where most of the organizing occurs. If you can't be on irc, it's okay (as long as we know) but it's really helpful, so please try. At nine, I'll randomize the entrant list and post it into the forums.
When you see the list, the first thing you should do is find your name on the list. You'll be responsible for playing against the three players above you and the three players below you on that list, for a total of six matches. All matches are best of three games, which are best of three rounds. The winner is not allowed to change characters in between games, the losing player may change if desired.
As the matches get done you need to report them, preferably to me in irc. If you are reporting in irc, use a message so I won't lose it (/msg username message). If you need to, you can probably use a forum PM for this, just send me one big one at the end if you do it that way. You'll win two points per match win. When I get all of the records, I'll find the top four and put them in a single elimination bracket. These players will then get a bonus point for being in the top four, and then two more points per match win after that.
At the end, I'll take all the information and put it in a big google docs spreadsheet that anyone can look at whenever to see their standings throughout the season, which will end whenever I feel like ending it (when I'm winning preferably). When that happens, the top however many players (largely based on how many RanBat participants there are) will be seeded into a double elimination bracket for all the marbles and to be crowned season champion.
That's about as simply as I can put it. Questions?

The characters! Click on the character box. (courtesy of Chaoshat):
Also, 4 more characters for the Console version, with 3 of them being future DLC.
Included in the Console Version

Name: Mu
The transformed and true version of Noel. Her drive move allows her to set up "steins", or crystals, around the screen, which will shoot out lasers and reflect 2 special lasers, one of them being a special and another being one of her supers. They will also detonate on command.
Upcoming DLC characters
Continuum Shift Trailer!
http://www.youtube.com/watch?v=F93nP9PNargXbox live Gamertags/PSN IDs
Chaoshat made a nice list and form. Use it!
http://spreadsheets.google.com/viewform?formkey=dHdGenh5dW9IQnRza0p4YlRacWhDRVE6MAhttp://spreadsheets.google.com/pub?key=twFzxyuoHBtskJxbTZqhCEQ&output=htmlWhat is Blazblue?
Blazblue is a fighting game from Arc System Works, the makers of the famous Guilty Gear. It was originally meant to be set in the same universe, but apparently not? Anyway, to any of you who are familiar with Guilty Gear, you should know what to expect. Which is batshit insane characters, fast-paced gameplay and the best music to ever grace a videogame.
So what's this Continuum Shift thingy?
It's the next iteration of Blazblue, which not only features 3 new characters with 3 more coming as DLC, but also wide-ranging system changes as well as changes and balance tweaks for every character, with some of them going through a significant change, playing almost nothing alike their Calamity Trigger version.
But how does it play?
The game uses an 8-directional lever, common to most fighting games, and 4 attack buttons: A, B, C and Drive, the latter of which activates unique special abilities for each character. Throws and throw cancels are performed by pressing B and C at the same time. In addition to basic dashing and jumping, there are also double-jumps and aerial dashes.
Heat Gauge: An energy gauge used for the Distortion Drive and Rapid Cancel.
Distortion Drive: Special attacks unique to each character that consume 50% of the heat gauge. Performed with some arrows motion plus the drive button.
Barrier Gauge: A gauge that regenerates over time, used for Barrier and Barrier Burst. The defense capability of a character is lowered for a set period of time when this gauge reaches zero.
Barrier: Pushes back the enemy and prevents guard damage. Performed by pressing weak attack and medium attack at the same time while guarding.
Barrier Burst: Pushes the opponent away, either when guarding or receiving damage, thus cancelling the enemy's combo in the latter case. Uses 100% of the barrier gauge and leaves it to zero for a set period of time. Performed by pressing all four buttons at the same time.
Guard Points: Each character has a set amount of guard points, and they'll deplete when they are hit with a guard crush move while blocking. When a character loses all of his guard points, they will be in a guard crush state, and they'll be unable to block or move for a certain period.
Is there going to be online?
Yep! Blazblue has one of the better online experiences available for fighting games, with one of the best netcode which enables for smooth plays online. It features ranked matches and player matches, and in player matches you can set up a lobby for up to 6 people. Continuum Shift also allows you to turn on online match requests for training mode, which is definitely an awesome addition, as it allows you to train while waiting for an opponent to fight.
SCREENS
Gameplay vidjas.
Posts
Quoted these over for the new thread, fresh car smell.
COME AT ME BRO!!
"...only mights and maybes."
tumblr | instagram | twitter | steam
???
Platinum FC: 2880 3245 5111
Platinum is awesoooooooooome!!! xD
Looking at the details of the vid, it appears she summons things randomly (just like Faust from GG?). I mean because she does the same animation move when she throws "a giant bottle?" and when she throws the giant kitty missilies.
Also all the hearts when she activates her DD
Btw, the second vid at the 1st post "BBCS trailer" is no longer available.
Edit: I forgot to mention the little wings she got on her waist grow in her intro, maybe she can use them to fly or something.
Or the training mode will stuck to 1.01, while online and everything else will be 2.0.
Training mode combo are pretty useless overall anyway. Most of them only work on Bang's stupid hit box.
I play Blazblue, Soul Calibur 4, Street Fighter 4 and soon Tekken 6... yeah... so add me if you want to play any of those.
and unless I'm mistaken, they also nerfed his 5D -> dash-cancel -> 6A, which was definitely uncalled for (it would seem you can only now do it after 3C or 6C)
GT: HitoriLionheart or dailydro
i use 5B 3C 5D belial combo, seems to work fine and doesn't look like it will be affected
"...only mights and maybes."
oh
Same here. All that particular change does is force people to use his harder combos, I guess.
Copied over from Dustloop
5D no longer floats on ground hit
3C is techable
5B>6A gattling is gone
Inferno Divider no longer has wall bounce
Berial Edge bounds higher, difficult to pick up a combo after. In the corner, 5D will combo, but it's strict, does less damage
Fall after Gauntlet Hades is faster, cannot follow up
2D>2B does not connect
Dead Spike makes makes the opponent fly straight up on air hit
6B+C wallbounds
Carnage Scissors sends your opponent spinning away. Proration got worse, techable
JIN
2C>5C possible (can't input 2C twice)
B musou knocks down again
2C>5C>6C>5C>6C>j.C>j.2C>j.2C>JD>j214D>6C>214C = 4000
NOEL
2C>5C gattling added (can't input 2C twice)
j4D is damn fast. Crosses up on low height, it's low.
5D reduced invincibility frames
22B has reduced range
22C has more recovery
RACHEL
Overall damage increased
jA is an overhead again
5B>2B possible
6A is CT status
6B on counter slides, untech time decreased, jump cancellable on block
2C hit stop increased
5C>C now slides. Mid screen C lobelia>3D> Sword iris/BBL combos. In corner 5C>C>3C can be done for 2 loops.
j.A > j.2C won't connect, but j.B > j.2C does.
j2C can be canceled into attacks on landing, jump cancellable, both on hit and block
Lobeilas come out even when hit, slower recovery.
George has been changed (there's a frog gauge now)
Wind has longer recovery.
Wind increases the speed of her air dashes
Tempest dahlia? what the heck is that? [i think he means it's been removed]
TAGER
Possible hitbox adjustment (Litchi's jB, immediately done from a straight jump up, won't hit)
6A faster start up, super armor, chargeable(won't pull in mid-charge), no longer jump cancellable (needs more insight)
5D has a stronger pull
TAOKAKA
New jB, cat motion 2's animation for 2 hits
Old jB is now j2B
Taunt loop's been nerfed bad. it's now a joke.
Drives are more stiff(?), increased hit stop, more recovery.
Health increase [i think.]
ARAKUNE
Overall damage decreased
Guarded drive moves give less curse meter
LITCHI
Overall damage decreased
Can't cancel into 41236D
More gattlings without staff
2B>5B possible (can't input 2B twice)
4D slides. follow up possible in corner, cannot cancel
6D's level decreased, cannot cancel
jC is now techable
jcc combos seem to be gone. It may be that jcc's are just gone
6A[m] must be RC otherwise no followups available
3C[m] is now techable
6B[m] and j.C[m] doesn't wall bounce even on counter-hit
All-Green is techable on air hit
4D>2D possible. If she's near the wall, she can pick them up with 6C, and 6C[m]'s spin can just barely follow it up if you're in a corner
4D>2D>66C possible, but strict
2C>4D possible. If she's somewhat close to the wall, 2D will follow-up, and if she's at the corner, Haku (3-Dragons: white) will connect
2C > Haku > Chuu > Hatsu, A-Reach > Ippatsu > on-staff B, 6B > D > j.C > D-returns > land > 6C > Itsuu-C > aerial finisher (3700 dmg)
6C[m]'s spin staggers, can just barely combo afterwards in the corner.
Pulling the Mantenbou back during a dash is faster
Tsubame Gaishi's falling staff is faster, cannot link into 6C if it connects
BANG
5B slower start up
2C slower start up, reduced a level, techable on ground hit
FRKZ 2C knocks down
2B>5B gattling added. (cannot reinput 2B)
Heavenly phoenix thrust no longer wall bounces for both air and ground, slight wall bounce in/near corner
3C is techable
6B is techable on ground hit
Ashura slower start up, invincibility lasts until just before startup, has become a joke DD
CARL
2B>5B gattling added cannot re-input 2B)
Ada's gauge recovers slower
Untechable time on moves have changed, combos that work in v1.x does not work anymore
j.B has less untechable time (will confirm later)
HAKU-MEN
jD special cancellable
5D increased damage
Added Snowflake/dim light animation added to Yukikaze
LAMBDA
Blade summonings are slower
5DD activation slowed
No changes to 5D
6A has faster start up (no chance to invincibility)
Gravity combos are easier, slightly longer charge (15 seconds)
6B CH > 236C
Calamity Sword (632146D) has slower start up
236B has slower start up
TSUBAKI
5D instantly gives 1 stock, but holding down D gives a slightly slower charge speed
2D starts out slow but the charge speed rapidly increases. More recovery
jD charge speed increased
5B more strong
6BB has more range
2BB>5BB possible (can't input 2BB twice)
2C is jump cancellable on guard
2CC doesn't float much
3C is ground techable
22D wallbounces on only on CH, on normal hit you must follow up with 236D midscreen, in the corner, you can use normals.
236A start up time increased, higher proration
214A, B doesn't float opponent even when done by itself
214x has increased untechable time? (2A>5BB>2BB>5CC>214A>22C>3C possible)
623A on counter hit, untechable time decreased so cannot follow up
j236A has more startup, and can't be used in combos.
j236C has some lag when you land.
j214x all are overheads
Cannot cancel into any move from throw, throw slides. mid screen do 236D to follow up, in corner can follow up with normal combos or 6C
Air throw bounds the opponent, you can follow up pretty easily
j.CC>j236D>j214D: The light orb from j236D will hit
236236C has more invincibility
HAZAMA
Ouroboros start up and move speed slowed (although it really feel like there's no difference)
Ouroboros gauge takes longer to recover
5B level reduced. If 5B>3C is not inputted with the fastest timing it won't combo
3C floats
MU
None listed
MAKOTO
Parry cancel gone
5B faster start-up, can jump cancel even on block.
jcc combos seem to be gone. It may be that jcc's are just gone
VALKENHAYN
Health - 10k
Guard Primers - 4
Moves that take Guard Primer - 6C, 236C, j.214B
Fatal Counter - 6B, 6C
Drive: Wehrwolf. Switches between human and wolf form. The Wolf Gauge drains while in wolf form and refills while in human form. Wolf form cannot be used if the Wolf Gauge is empty.
doesn't dash, hops forward like Hakumen.
good at Wolf mode follow-up combos
cannot crouch or block in Wolf mode
does not automatically turn around in Wolf mode - must hit left or right to change direction. Since he can't block, hitting back just keeps him moving while away from the opponent
cannot throw, so he relies on command throw. May be unable to throw-reject as well. [note: video suggests otherwise]
Moves done during wolf mode are marked with a [w]
5A, 2A - small punches
5B - kick
2B - low kick
6A - does a knee kick while posing his arm. Startup is considerably fast, but there's a pretty big gap. Feels like it should be used for anti-air.
6B - not a mid. has vaccuum effect, hits twice. Forces opponent to crouch on FC.
5C - ridiculously long kick; reaches far
6C - flying kick; hits mid ; feet invincible; takes a guard primer; no disadvantages even on guard; Fatal Counter; on FC, he can transform to cancel it and go into a wolf-mode combo. Strong fundamental element of Valkenhayn's game. This move beats characters who don't have reversals all by itself.
2C - anti-air kick; fast startup; this is a bullshit good move.
3C - knockdown kick
j.A, j.B - par for the course, fairly ordinary.
j.C - foot/leg transforms into its wolf form and kicks directly downward; range is ridiculous; even Slayer would be surprised how good this is.
A[w] - low hit, claw swipe
B[w] - stabs upward; head invincible
j.A[w] - claw swipe
j.B[w] - tail attack; knocks opponent toward ground on air hit
backstep (backdash) - long distance; excellent
counter assault - reach is quite long; excellent
Nacht Jäger - Night Hunter (236A) - Tackle. Long duration on hit [author remarks that it feels like 5 minutes]
Nacht Rosen - Night Roses (236C) - Upper[cut]. Hits mid. Can combo after 5C on crouching opponents.
Schwarz Jagd - Black Hunt (236B) - Low kick. Hits low.
Weiß Jagd - White Hunt (236B) - follow-up to Black Hunt. Strong kick that knocks opponent away. Can follow up with a combo.
Mondlicht - Moonlight (j.214B) - High kick. Kicks opponent straight up. Untechable time is considerably long. Can do Aerial > moonlight > 5C > aerial, etc. This move is bullshit strong.
Rasen Wolf - Rushing Wolf (C[w]) - Wolf rush. Can choose direction using joystick. Wolf gauge decreases quickly while using. Can cancel during charge with other moves, hitting C returns Valk to neutral, hitting D transforms him back to human form. Run away, run away! lololol
Geschwind Wolf - Quick Wolf - (D during a human form attack) - cancels into transformation. Uses a considerable amount of gauge.
König Wolf - King Wolf (236/A/B[w]) - Wolf assault charge. A attacks horizontally, B charges diagonally upward. Cancels into itself - can do three in a row.
Eisen Wolf - Iron Wolf (j.214A/B[w]) - Wolf raid. Rushes diagonally down-forward and lands. Angle differs slightly between A and B versions.
Himmel Wolf - Sky Wolf (236D[w]) - Wolf bite. Scary 1-hit command throw, 2300 damage. Can be followed up.
Sturm Wolf - Storm Wolf (632146D) - Like Chipp's Zanseirouga. Does all hits even on guard. Every hit is an overhead.
König Flug - King Flight (j.236236C) - Slayer's Chokkagata Dandy. Transforms at the end. For combos that work even on downed opponents.
Astral Heat [no name] (214214214D) - launches opponent, transforms, and slashes repeatedly with the moon in the background.
And unless I miss my guess, they're nerfing freaking everybody
GT: HitoriLionheart or dailydro
But it seems to me like they're just messing around with Ragna's wallbounces.
That being said it isn't like it matters, CS was a waste of meter more times than not anyway.
but that's about it. It'd be great if it served a specific purpose other than punishing long range don't-count-as-projectiles moves.
nope!
it whiffs if they're doing the air snakes, but ragna completely ignores any ground-based snake spam when he's CSing.
I'm not that good, so I occasionally use it.
Have to pretty much guess now.
does anyone spam ground snakes against ragna.
THe Answer: NO.
Unlimited Valkenhayn and Platinum
My god....
mein gott
"...only mights and maybes."
fuck that i'm all JABAKI JABAKI and then i win the match
http://www.nicovideo.jp/watch/1284463522
Again, if you don't have a nico account, use this.
http://mmcafe.com/nico.html
i can shit out a 4200 damage combo no problem
why is she so strong. is it the thighs or the breasts?
Almost all the top tier characters in this game are the ones that have real pokes and don't fight like they have t-rex arms.
"...only mights and maybes."
Platinum or Valkenhayn? Either way, remember that this is an Arc System Works fighting game; the characters are supposed to have batshit crazy design.
that's kind of the point
I live in Sweden though, and I'm not too read up on this; the only Continuum Shift available at the store is an import from USA, can I play it on my European PS3? I suspect the answer is yes, but is there anything else I need to know then? Unable to buy DLC, can only play with american players, etc? Anything?
i think you can still buy dlc (people with japanese copies in non japan can still buy dlc i think)