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http://www.blazblue.jp/cf/ac/images /refine_v2.pdf https://d

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Thread replies: 183
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http://www.blazblue.jp/cf/ac/images/refine_v2.pdf
https://docs.google.com/document/d/1sQpDd_HQRLYoVE5pLHDhvKcUzMjdbJtKajc-mV8J_1U/edit

Blazblue: Central Fiction patch notes! Did your main get buffed or nerfed? Translation still in progress.
>>
>unironically caring about blazblue when GG exists
End yourself. No amount of balance will save the game.
>>
I guess the top 8 failed to spark interest again... I'll just post the notes
Ragna
- Air hurtbox increased upwards
- 2D: Now a low.
- 6A: Startup faster
- 6B: Stagger time increased
- 6D: Normal version's startup faster (same as OD ver.); reduced inertia from dashing
- 214B (air/ground): Untechable time increased.
- 214D: Body/Foot/Projectile invul added while in movement; sliding time increased
- j.214C: can't emergency tech its last hit on ground hit anymore, same for both ground and air CH hit
>>
Jin
- 5B: slower startup
- 2B: increased active frames, less recovery; total frames remain the same
- OD C attacks: fixed a bug where the opponent would get hit in a way not intended under certain conditions
- 623B: changed the direction opponent flies to on normal hit; increased untech time; worse prorate; COMBO TIME LEVEL REDUCED
- 623C: increased untech time
- 22C: area of effect (to successfully hit opponent) reduced; JIn won't get knocked back once the move starts (easier to use in corner)
- j.214C: worse prorate
- j.214D: Jin floats upwards before the 2nd hit; because of that change, the move's static difference is worse
- 632146D: hitstop increased on the last hit; minimum damage reduced
Noel
- Standing stagger frontal hurtbox increased
- 5B: can't use 5B twice in the same string
correction: before, 5B and 2B (together) could be used up to two times per string; THEY REMOVED THAT LIMITATION but 5B can only be used once per string
- 2B: can be used up to 2 times per string
- 2C: stagger time and untech time increased
- 6A: jump cancelable on block; floats less on hit
- j.B: added rear hitbox (crossups now?)
- j.2C: hitbox increased upwards
- 4D: body invul now starts from 1f; COMBO TIME LEVEL
REDUCED!!!!!!!!!!!!!!!!
- j.D: the move's trajectory won't change regardless of how you jump; faster startup; has Body invul while it's moving
- 214A: prorate buffed; untech time increased; follow-up time is universal for all characters
>>
Rachel
- Standing stagger frontal hurtbox increased
- 2C: blows opponent farther away on CH
- j.B: not an overhead anymore
- j.2C: landing recovery decreased; only cancelable on hit; COMBO TIME LEVEL INCREASED
- Wind: no matter which direction you use it, it'll add to the negative penalty
- Wind: YOU CAN'T USE WIND DURING ANY KIND OF TECH; OD STARTUP OR DURING EA
- Frog: when hit by a projectile, the frog will get knocked back
- 214B: bats appear faster; they're blown up in a different way by wind; the AoE in which bats deal damage has been increased
-214B: damage increased when touched by a bat, but the max damage has been decreased; Rachel's meter won't increase when they hit
- 214B: when Rachel is damaged the move disappears (won't disappear on block)

Taokaka
- 3C: prorate buffed
- j.B: active frames and recovery increased
- 4D: stagger on ground hit increased; now a Fatal Counter
- 236C~B: less recovery on block and whiff; not a Fatal Counter anymore
- j.236B: hitbox increased up/downwards
>>
Tager
- 5A: less knockback on air hit
- 5B: inwards hitbox increased
- j.B: adjusted how the opponent is blown away on CH
- j.2C: upwards hitbox right after startup increased
- 360B (Wedge): follow-up time is universal for all characters
- 236A: P1 nerfed
- 236B: recovery increased; P1 nerfed; staggers on ground hit; floats higher on air hit
- Sledge follow-up: they're considered different special moves when done from 236A, 236B, or 214D
- 214D follow-up: faster startup

Litchi
- Vertical Staff Launch: 2nd hit won't force CH when the 1st one hits a CH
- Daisharin: can't use it during any kind of tech, during OD activation or EA
- Renchan (projectile part): less hitstop; floats less on air hit
- Renchan B (Litchi part): less recovery; because of the projectile change it's more unsafe on block and worse on hit
- Renchan C (Litchi): slower startup; less recovery; total frames have increased but she moves faster after throwing staff
>>
Azrael
-2D pulls in on hit
-3D/6D adjusted how the opponent is blown away on hit. Also, more time to combo after normal hit.
-Growler: will not be affected by dash intertia (no growler slide). Starter proration decreased
-Valiant/hornet: Proration in combo is worse
-Panzer strike: startup is slower. The rising part blows away further, so the second hit will hit more often. The falling hit ©
blows less far on hit, and will result in a ground bounce. Also, the 2nd hit will not hit opponents behind AZ.


Valkenhayn
-6A floats lower and closer on hit, untech time increased, recovery decreased
-Wolf Gauge cooldown is now a fixed 120f, regardless of whether you're in the air or on the ground (previously you had to be on the ground).
- Wolf 5C floats higher on hit (easier to combo?)
-Wolf grab recovers 25% wolf gauge on hit.
- In wolf form, landing during j.D active frames will result in Valk changing to human form after landing.
>>
Everyone's favorite
Arakune
- Air hurtbox increased downwards
- D moves' curse gain reduced on block
- j.A: can't repeat on whiff anymore
- Throw/Backthrow: adjusted how the opponent is blown away; both throws are the same; follow-up time is universal to all characters
- Curse bugs: CAN'T BE USED DURING ANY TECH, OD OR EA ACTIVATION
- Curse bugs: fixed a bug where bugs (:thinking:) wouldn't disappear when Arakune got hit under certain circumstances.
- OD: when you don't enter curse right on OD activation, the curse gauge depletion speed won't get slower but it'll still get slower if you activate OD while in curse or you activate curse while in OD
- 236D (in AND out of curse): total recovery reduced; cloud will disappear if Arakune blocks a move
- j.236C: proration adjusted; COMBO TIME LEVEL REDUCED
- 22A/B/C: curse gain reduced on block
- 236236D (ground/air): knockback reduced; the bug comes back faster in OD version
>>
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>>384325658
RIP Rachel, back to the gulags.
>>
>>384325658
>no matter which direction you use it, it'll add to the negative penalty
what the fuck
>>
Bang
- 6A: you can use it up to 2 times during a blockstring; 6A > 5B gatling added
- 6C: now a Fatal Counter
- 3C: floats less on CH; unable to emergency tech; hitbox increased upwards
- D moves: prorate buffed
- 5D: hitbox increased downwards
- 2D: opponent floats the same height as normal hit on CH
- Explosion during Drive: Bang doesn't jump as high after explosion; you can't move while descending but you land faster doesn't hit multiple times on block (only hits once now); fixed a bug where the sprite would last on screen
- j.623B: inwards hitbox increased
- Bumper: the bumper's scarf changes as you use its charges; it'll always set up a bumper on screen when used in the corner
- j.22A: removed height limitation; can be used right after jumping
- 236236D: able to grab opponents who've just started jumping/landing; less recovery on whiff (ground ver. only)

Hiago is working on Carl next.
>>
Carl
- Doll gauge: doll's recovery rate after breaking has been slowed down
- j.A: slower startup
- Doll can't be used during any kind of techs, OD and EA.
- Doll normals now cost more gauge (except 6D)
- 6D: cost reduced; damage reduced
- 3D: combo time level reduced
- j.214C: P1 nerfed
- 236236: Nirvana won't hit behind her
>>
Ive been thinking about picking this up but ill probably bite the bullet since I thought this game wasnt going to get anymore support.
>>
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The only change I care about was Nine getting her dash nerfed to shit. Thank god.
>>
I think the only thing people really want to know are what are the Nine nerfs and Bullet buffs?
>>
Hakumen
Dash: inertia effect for moves when hopping has increased
6A/6B: can be canceled into 632146C
j.C: only cancelable on hit; hitbox increased upwards
Drive: special cancelable when activated against projectiles
Drive: damage reduced, but now special cancelable
5D: emergency untech time reduced
j.D: jump inertia won't be stopped anymore; landing recovery increased; now catches lows
j.D (cont): untech time decreased on successful counter; can use jump normals/specials when descending
j.D (cont): on successful counter your jumps reset (you can jump twice/airdash again)
Backthrow: follow-up time is universal for all characters
236B: visual effect on 2nd hit changed (no changes to hitbox)
j.214C: guard crush time increased
214D: hitbox will activate regardless of actually countering or not; on a successful counter the special you cancel into has invul, spends 2 magatama
>>
Naoto
5B - Startup moves naoto moves farther forward, Bigger hitbox below, hitbox around his head increased
2C - untech time up
6A - Removed hitbox around head
6B - Can be gatling'd from 5B, 2B, 5C
6C - Goes farther, slower start up
6C - lost foot invincibility, can go under, can't hit crouching opponents, can be cancelled into specials and(?) normals.
6C - Can be gatling'd from 5D, 2D, 6D
All D moves -After inputting any D move, if you press and hold D again, charged D won't come out
236B - Bigger hurtbox above him on startup, Floats higher if it hits in the air
236B > 236B- Increased active frames, reduced recovery
236B>236B - Has a bigger hitbox higher up, does not float as high on hit in air, is not in air when doing move
236B>236B>236C - Startup faster, Smaller hitbox lower after initial hitbox, worse proration
623C - longer untech time, increased recovery
Sway - non enhanced version reduced recovery, no changes to enhanced
Phantom Pain - command change 8A (from 28A), bigger hitbox
Phantom Pain - increased time to follow up after hit, counter hit follow up time hasn't changed
Slash Kaid - Does not float as high on air hit,
Enhanced Slash Kaid - On hit from far away, increased stagger time
Enhanced Slash Kaid - When hitting an opponent downed when close, it now staggers like it does on far hit
>>
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>>384325010
See? This shit. This shit is why no one likes you GG niggers. Always coming in to BB threads to shitpost and act snarky when BB players never bother you for shit. You asshats have been pulling this shit for 8 straight years. Just go and enjoy your oh-so-superior fucking GG if you like it so much instead coming in only to shit down on people who play other games.

I'm so glad that karma came back to bite you faggots in the ass with BB being on EVO Sunday instead of GG and that BB had the better top 8. Sorry that Rev2 is a slow ass boring game compared to BlazBlue.
>>
Nu
- 3C: floats higher on hit
- j.C: faster startup; first 3 hits' up/downwards hitbox increased
- 5D: downwards hitbox increased
- All aerial Ds: up/downwards hitboxes increased
- Backthrow: you change sides with the opponent on damage
- 236D: cancelable into 214A/B/C on block
- 214A/B/C: you can buffer dash cancels now
- EA: startup and active frames now the same as other chars' EA; recovery and static difference are worse than other chars' EA
- OD 632146D: all hits can finish a round now
>>
>>384328436
EAT SHIT RYUSEI

>>384326917
EAT SHIT BRKRDAVE
>>
>>384329827
I don't play BB I just fap to Makoto
>>
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>>384325658
>- Wind: no matter which direction you use it, it'll add to the negative penalty
>>
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>>384330243
>not fapping to Noel
>>
>>384329827
We've been over this, people who raid BB threads about GG don't even play Guilty Gear.
>>
>>384330514
It's usually falseflaggers. If you go to any tourney or local, you'll see that no one really acts like that.
>>
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>>
Tsubaki
- 6B: opponent blows away a lot on air hit, but floats less; can't emergency tech on CH
- 6BB: opponent floats higher on CH
- 2CC: downwards hitbox increased; makes opponent float on ground hit now
- 3CC: fixed a bug where she wouldn't be on CH state
- CT: won't step back after hitting the opponent
- 22B: attack level reduced (prorate worse & more unsafe on block)
- 623C: P1 nerfed; P2 buffed
- 623D: untech time increased
- 236236C/D: min damage reduced
- j.214214D: Fixed a phenomenon where you'd "stagnate" mid-air after using it? (actually don't quite get it but seems like a bugfix)
>>
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>>384331106
God damn!
R.I.P titty witch
>>
>>384325658
>- Wind: no matter which direction you use it, it'll add to the negative penalty

Wait, what? This is a mistranslation, right? There's no way they're pulling this shit, it sounds like they didn't even playtest it.
>>
>>384331412
風の方向に関係なく、使用時にネガティブ判定を受けるようにしました
Looks like it's real.
>>
>>384331571
Her Drive already has a gauge as a form of limitation, why the fuck do they have to connect it to Negative Penalty now?
>>
Makoto
Air hurtbox on hit Increased hurtbox upwards.

6C Increased enemy blowback on hit an reduced their float. Increased untech time.

3C Enemy will float higher on hit.

2D Reduced enemy blowback on hit.

236A Projectile will last less, and lowered speed. Also, shorted distance.

j.623C Is air blockable now.

Infinite Rush Increased hitbox upwards except for the final hit. Reduced recovery. Enemy floats higher on final hit.

Star Gazer Reduced enemy float on hit.

Cosmic Ray Changed hit stop. On guard, less hit stop for opponent only and is worse on block now. (no change for hit)

Sirius Jolt Doesn't clash with projectiles.

Shooting Star Low and Throw invul on startup.
Wall bound on counter hit even on midscreen. Increased wall stick time on corner.
Worsened P1, for the move being the first hit of a combo.
Lowered combo rate.
>>
>>384331412
>>384331571
Chiming in too, translation is spot on.
>>
>>384330756
Don't forget about dubcucks who are still butthurt about not having a dub in a fucking FIGHTING GAME
>>
>>384331691
so that if you do a shitty job at zoning you will now lose all your meter.

For real though, probably to try and force people to not play her defensively after they nerfed her offensive options.
>>
>>384331106
Nine clearly deserves a few nerfs, but that's just a beating.
>>
Izanami
Crouching hurtbox during combo is extended forward

Air hurtbox is extended downward

2B: 1. Before attack comes out, hurtbox extend forward(no longer f1 low profile?)
2. Attack level lowered
3. Recovery frames extended

5C: 1. Attack level lowered
2. Startup is faster but doesn’t move forward as far
3. When hitting an air opponent, they float lower

5CC and 2CC: better scaling

6B: special cancel and gatling limited only on hit now (except when she is in float)

3C: gatling limited only on hit (except when she is in float)
Less blow back on hit

All D attack: proration and scaling adjusted (doesn’t mentioned how)
During OD and air tech, emergency tech, or wake up, you can’t buffer D attacks anymore

4D: bits less active and fly distance shortened (no longer full screen?)

214A: on normal hit, it only wall bounces in the corner (counter hit still wallbounce mid-screen)

Ribcage: Cost barrier on activation now
Last until barrier reaches 0 (in training it’s 10 sec if you set barrier to infinite)
>>
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Bullet
>>
>>384331934
She deserves the Makoto fate of being nerfed even after she becomes bottom tier due to prior nerfs.
>>
Man, they always go overboard. Either overbuff or overnerf, never in the middle.
>>
Hazama
- Aerial D moves: goes into "long-range" version faster
- Drive~A followup: total recovery reduced when used after aerial D moves
- Drive~B followup: projectile invul added while in movement
- Throw: opponent blows away less on successful throw
- Drive~B followup: projectile invul added while in movement
- Throw: opponent blows away less on successful throw
-214B: active frames increased; follow-ups can be done faster (doesn't change anything on hit, but reduces the gap on block)
- 214D~B: landing recovery reduced
- 623D: active frames increased
- 236236B: faster startup (rofl)
- OD 632146C: fixed a bug where you wouldn't get an overdrive finish
>>
Okay, that's cool and all but do we know what Jubei's Drive is yet?
>>
I've debated trying this series out for white a while. The pain pain point is I lack the time to be able to put in hours since I'm a salary man now and also the StreetFighter2+ style of releases has worn thin so it wouldn't surprise me if they do yet another release in 9 months or so.

That said I've played the DS version a decent amount and Makoto and Taokaka are really fun to play and Bang seems great too, I just have a tough time learning him.

The competition though is Guilty Gear which looks gorgeous and seems a bit more balanced except Raven. It also has Leo and Venom who I really like visually as well as their play styles.

Which should I pick up next sale?
>>
>>384332075
Look at Es then, she basically had none of her problems addressed and is still going to be a worse Jin.
>>
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JUST
>>
>>384331106
REEEEEEEEEEEEEEEEEEEEEEEEE
>>384328436
>>384326917
HOW THE FUCK COME THESE TWO DIDN'T GET SHAT ON MORE
>>
>>384332276
Refers to>>384331754
>>
>>384332336
idk about carl but arakune seems fine now
>>
>>384331754
>>384325919
>Tag and Makoto still kind of shitty
I don't know what I was expecting.
>>
>>384332009
Why do they bother nerfing anything on Bullet's kit? She's been pure trash since her inception and she'll always be trash because her gimmick is trash.
>>
>>384332336
Ah the bitchtears of a tierwhore whos other butt buddies didn't get quite the same beating he did
>>
>>384332054
No one deserves the hell Makoto is in. NO ONE.

Except Azrael
>>
>>384332054
>>384332569
Well at least she sort of got something this time... sort of... it hurts
>>384331754
>>
Mu
- Standing stagger frontal hurtbox increased
- 5B: attack level reduced (untech time remains the same)
- 6B: 1st hit untech time increased
- 236D: faster startup; recovered increased; total frames in ground ver. unchanged; air ver. takes longer for Mu to start descending
- 6C: P2 nerfed
>>
>>384332075
I don't know, it's looking like a bunch of "We considered trying, but it was too hard" with quite a few characters to me.

I do agree with you on the most part, they have no fucking clue how to balance.
>>
>>384332437
At least Tager is still a respectable scrub buster, its more than what Makoto has
>>
>>384332336
Carl is nerfed pretty well, since the only thing annoying about him is his nee-san.
>>
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Things are looking k
>>
>>384325658
>Tao's Fatal is now 4D instead of 236C
I don't want this. I don't want this at all. Worse drive movement for actually hitting someone is now her Fatal? When it was already struggling to get any real damage off of her? I don't even think they are boosting her damage values? Like fuck. Fuck. This is why no one like's CF.
>>
>>384333096
I WANT TO IMPREGNATE BULLET AND NOT TAKE RESPONSIBILITY
>>
>>384333218
We need Pachi back.
>>
>>384333295
pachi never left
>>
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>>384327834
>6A: you can use it up to 2 times during a blockstring; 6A > 5B gatling added
>j.22A: removed height limitation; can be used right after jumping
>236236D: able to grab opponents who've just started jumping/landing; less recovery on whiff (ground ver. only)

ᵗʰᵃᵗ'ˢ ˢᵒᵐᵉ ᵍᵒᵒᵒᵈ ˢʰᶦᵗ
>>
>>384333219
Bullet is for marrying fuck off. Also I'm thankful for her D changes.
>>
>>384333001
>see makoto on stage at evo
>oh shit he must have some tech
>bodied for free
True. I don't even know what she would need now to make her even semi viable I havnt touched her in so long.

Maybe she'll fare better in that crossover we game I'd she's in. That roster better be huge.
>>
Platinum
- Standing stagger frontal hurtbox increased
- Powered-up Items now have bonus proration
- Hammer (powerup included): faster startup
- Cat (power-up): P2 nerfed
- Bomb, Missile (power-up included): changed P2 (doesn't specify better or worse)
- Box: removed bonus proration
- Box (power-up): P1 on 2nd hit nerfed
- 236A (movement): no longer invul to things like Nine's normals, only projectiles; moves faster horizontally
- 236B/C: P2 buffed
>>
>>384333448
He left Team Blue to work on the balance for GG over at Team Red, didn't he?
>>
>>384333634
afaik they brought a different guy (Kain) to balance GG while pachi remains on BB
>>
https://twitter.com/GREATFERNMAN/status/887158250537439232
System changes
>>
>>384333218
This is pretty much why I stopped with BB, they have no clue how to balance, Shit out new additions, and don't give any good looks to characters who need it or actively make them worse.
I suspect they punish "low to mid tiers" so they can focus on having to do less balancing as the roster grows by effectively removing characters.
>>
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>>384329403
>Phantom Pain - command change 8A (from 28A), bigger hitbox
>Phantom Pain - increased time to follow up after hit

AHAHAHAHAHAHA

CAN'T WAIT TO KICK MORE JUMPBACK SHITTERS
>>
>>384333537
It has no reason not to be huge, since the only new assets are going to be RWBY, I'm sure...I expect MVC2 hugeness, though balancing a roster that large would suck.
>>
>>384333001
Scrub buster isn't enough, I want him to be the scrub obliterater he used to be.
>>
>>384333931
This is honestly why GG is better. They balance for competitive play while they balance BB for """fun""". I still can't fathom why a non competitive game like BB is still at EVO and on Sunday too.
>>
Izayoi
- Gain Art dash/airdash: landing recovery increased
- 6A: forces crouch on ground hit
- 6[B]: trans-am's bits will attack now
- 623B~A: once it starts you lose the invul immediately
- OD Astraea: only does all hits if you successfully hit (otherwise it's only the 1st one); adjusted damage
- Strike Fall: min damage removed
Trans-Am: only invul during superflash; fixed malfunction where bits wouldn't move properly
>>
>>384328436
>- Doll can't be used during any kind of techs, OD and EA

That shouldn't have been a thing in the first place.
>>
>>384333830
>EA has minimum damage

Wait, what?

>Some Astral animations changed
Jubei doesn't appear in Tao's Astral anymore, then.
>>
>>384333830
System changes
- Special hurtboxes during hitstop like spin and slide are standardized
- More hitstun on crouching opponents
- Standardized wallsplat hurtboxes (other than tager and susanoo)
- Fixed some negative penalty bug idk
- Amount of barrier consumed when activating it reduced
- Cooldown on barrier gauge regen is shortened
- Uhhh amount of meter gain on IB increased
- Unchanged crush trigger shorter window to combo charged version is uncharged
- Active flow now only triggers on the following:
When an attack hits (not on block)
Activating overdrive
Hitting with EA
When Opponent gets negative penalty
- When overdrive is being activated, the player is unaffected by outside influence (like magnetism and wind)
- EA is now minus on block
- EA as minimum damage
- Throws and ground* throws changed so you can’t throw people behind you
- Air throw ranges all standardized (other than tager)
- Some EAs and astral animations changed
>>
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>>384329403
Seems nice

>>384333971
Can't wait
>>
>>384334024
I suspect we'll get some new attacks and switch in animations to make use of the team element. When you're mixing assets and engines it's always go ing to be a shitshow to balance. And you can't throw in everyone. Gotta still get them download bux from the other games.
>>
>>384334339
Probably because of proration?

Relius
- 6B: faster startup; less float on hit; air untech time increased; added bonus proration
- Throw/Backthrow: blows away less on hit
- Doll normals: can't be used during any kind of tech, OD or EA
- 236A: invul to burst added while moving
- j.236C: height restriction lessened; can TK it now
- j.214B: summons doll closer; P1 nerfed; can't emergency tech on ground hit; can emergency tech on CH air hit (OD ver. not included)
>>
>>384334178
Not looking very "Ez" yoi there now huh Tsubaki?
>>
>>384334178
SKD ON SUICIDE WATCH LET'S GO
>>
Amane
- standing hurtbox while being hit has been extended forward
- stand C, crouch C, 6C, damage reduced
- all Ds except 6D do more chip damage, combo correction adjusted
- 6D no longer has its combo correction changed by your Spiral Level
and its combo correction has been changed
- 214C projectile will now move to the outer edges of the screen
>>
>>384324641
Lots of nerfs for Arakune and not a single buff, woah. I mean he is very strong, but it's kind of weird to see only nerfs, they always throw a buff or two even if the character is OP.
Anyways I'm glad, even if I main him I think he's too strong right now, the change to bugs buffering while teching/OD/Burst might make him that autopilot.
>>
Bang changes look good.
Where the fuck are the Kagura and Susano'o buffs?
>>
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>>384331754
NOOOOOOOOOOOOOOOOOOOOOOO
>>
>>384328516
The official gov supported league picked up blazblue
>>
So i havent played bb with /v/ since whenever the fuck continuum shift came out with bang raping everyones face.
How are my main hakumen and hazama now?
>>
>>384332336
Because Nine is a bullshit braindead character?
>MUH ROCKS
>>
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>>384331754
>Cosmic Ray Changed hit stop. On guard, less hit stop for opponent only and is worse on block now. (no change for hit)

I want to murder Mori.
>>
Is my girl Bullet saved?
>>
獣兵衛

>>
Kind reminder that this is a loketest, some, or even none of these changes might stick, so calm your tits.
>>
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>>384335139
LMAO I'm not in charge of balance nigga, whatchugondo?
>>
Kagura
- Aerial spinning hurtbox increased downwards
- 2C: hitbox increased downwards
- 6B: faster startup; more active frames; less recovery; hitbox increased downwards; Drive cancelable
- 6C: floats less on hit
- 3C: P2 nerfed
- j.B: opponent's hitstun motion on air hit has changed
- j.C: faster startup; landing recovery removed; opponent falls faster on air hit
- Drive stances can follow-up into moves faster
- 2D~B: 1st hit float reduced; increased emergency untech time; 2nd hit attack level and recovery reduced, 2nd hit blows farther away and floats more
- 6D~C: untech time increased
- 2D~C: slower startup, however because of the stance change, if you do it asap the total startup is faster than before
- [2]8B: P2 nerfed
- [2]8C: P2 adjusted
- [8]2C (follow-up ver.): damage increased; can't emergency tech; landing recovery reduced
- EA: fixed a bug where its reach would change depending on the situation
>>
Mai
- 5x[b]~8a/c - Behavior on CH now the same as normal hit. Now also comes out with ~9a/c input.
- 5x[b]~6a/c - Bigger wallbounce on normal hit. Fatal counters.
- 5cc - Doesn't hit opponents behind her.
- 236a - Better p1, worse p2. Upper hurtbox expanded. Pulls in airborne opponent on tip hit. Damage decreased on followup hits of OD version.
- 236b - Better p1, worse p2. Upper hurtbox expanded. Damage decreased on followup hits of OD version.
- 236c - Better p1, worse p2. Damage decreased on followup hits of OD version.
- 214a - p2 applied on both the dive and the shockwave.
- 214b - p2 applied on both the dive and the shockwave. Less blowback on the dive when hitting airborne opponent.
- 214c - p2 applied on both the dive and the shockwave. Less blowback on the dive when hitting airborne opponent.
>>
>>384324641
Looking at the Main changes. What does it mean by p1 and p2?
>>
WHERE THE FUCK ARE MY DASH?
>>
>>384335410
Is it really a loketest? It says the version update comes out in 2 weeks.
>>384336104
Proration
>>
>>384336104
Fuck I meant to say Mai, not Main.
>>
>>384336104
Proration. It's related to damage scaling. It's complicated.
>>
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>>384331754
>Makoto was already average at best
>make her worse
>>
ES @iw2ma
Crouch block Increased hurtbox upwards

Downed state Increased hurtbox upwards

2A Increased hitbox inwards

5C Reduces recovery. Reduced upwards float on hit

3C Increased hitbox and hurtbox upwards

2D Reduced recovery

OD ver. 2D Reduced recovery. 2nd part of Crest activation is now same as other D moves

Forward throw Reduced enemy blowback

Air projectiles Knockback is now same as grounded projectiles. (reduced knockback)

214C Will now hit enemy towards the direction she's facing even with back part of 214C hit

214A The moment where she can move out of 214A is now same against every character

632146D Increased effectiveness time
>>
>>384331106
>Husbando get in
>get THESE nerfs
Sad witch
>>
Kokonoe
- Graviton gauge recovers faster
Fixed a bug where the magnetic pull for left/right side differed
- 236D: You can press D to activate previously set up gravitons during special moves; they disappear faster once activated
- 236B: fixed a bug where the opponent would blow away in a different direction if a graviton or 236D was in effect during it
- 214214X: normal ver.'s P1 now the same as OD ver.; combo time level reduced
>>
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>>384324641
I'm actually loving most of the changes. My character was nerfed a bit but really overall it's great, I do think Rachel and Makoto got hit too hard though. Rachel at least still seems to be decent, which is nice since I decided to pick her up after EVO.
>>
>>384334463
>- 236A: invul to burst added while moving
>- j.236C: height restriction lessened; can TK it now

That's all I wanted.
>>
Susanoo @orochifame96
*susanoo p2 is now correspondent to attack level
overall he got increased p2
-this basically addresses his questionable damage output. He could possibly be hitting MUCH harder now off of each of the stray hits.
*6b has bigger hitbox above
6b(1) has bigger hitbox below
less blockstun
damage reduced
- Pressure nerfed :( but the hitbox changes will most likely make his optimized routes universal. Increasing his damage further.
*5c less blockstun
- pretty much a throw dart change. I'm not too sure why they did this one. Going into drives got riskier.
*2c(1) jump cancellable
- quality of life change. Nice to have.
*3c worse p2
- considering that he got overall buffed p2, this does not matter that much.
*forward throw has less hitstop and less launch
- this could make certain routes easier to pull off, but we may also lose some too.
*DP has longer invuln
active frame hitboxes are all-around bigger
- T H A N K F U C K I N G G O D
*oshiyaku zanka faster startup
bigger hitbox downwards
I believe this is orb? he'll get a better abare option but the input makes it questionable.
*tachikiru senjin bigger hitbox backwards
- This should be sword? basically consistent backwards sword routes.
*uchikuruu kishin no sengeki higher minimum damage
fixed a bug where certain attacks during animation wouldn't hit
*they actually made the damage not fucking ass. Good shit.
Overall: They pretty much greatly increased his damage potential and made his routes consistent. Very questionable pressure nerfs and no buffs to his lows kinda leave me disappointed. We'll have to wait and see if they add more. Also keep in mind that his bad matchups got nerfed considerably as well as the system got changed abit, so bear that in mind when looking at these.
>>
>>384335032
>Hakumen and Hazama
You're in luck, those two got buffed hard
>>
>>384336220
>>384336173
So when does p1 apply and when does p2 apply?
>>
Terumi
*terumi negative penalty resistance increased
- I never really had a problem with negative penalty but i'll take it.
*2d has greater pull effect
- this is good, but i really wanted that startup reduction lol.
*4d hitbox moved downwards
od 4d less untech
- Universal OD routes maybe? Also potential damage nerf.
*jagaku 1st hit range adjusted
cannot hit opponents far away or opponents too high
jagaku will now do followup animation even at low opponent heights
jagaku higher blockstun, so has better frame advantage
- basically a pressure buff. Safer alternative to 6C when frame trapping at certain points. Sweet spot for blowback was adjusted. You can get the full animations at lower heights which is good for ending combos while scoring more meter.
*tsuishouga has faster startup but less blockstun
lower damage but forces crouch
less knockback
hitbox is slightly reduced from above
- Overall buffed. You can keep pressure much better after a successful hit during pressure. May be able to followup on CH with combos. Since it is faster, it can frame trap even better than it did before from 5B, making it harder to disrespect. Hitbox nerf hopefully shouldn't affect corner routes due to startup reduction/character hurtbox changes.
*garengeki now pulls in the opponent during attacks
only wallbounces in corner
- basically fixes an issue where getting followups could be inconsistent depending on how far you were from your opponent when you hit them with 22C. Wall bounce means his corner routes have most likely changed.
Overall: Slight pressure buffs, probably lower OD damage, new routes. Overall mostly the same character. I'm pretty satisfied with it although i really wanted that 2D startup reduction. His bad matchups got touched considerably, so that will also help alot for him.
>>
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>No more BlazBlue at EVO
>BlazBlue is the last ever sprite fighting game to be featured in EVO

Suffering.
>>
>The Snake Trio got buffed
>Naoto got buffed
>Izzy got nerfed
Guess I'm still playing this game
>>
>>384336529
Quick, someone tell me if this is good or bad
>>
>>384337191
If you play Es you should know better than me, but that's pretty certainly mostly buffs.
>>
>Nine is kill

Well I should have expected it, but I'm still disappointed. I hope Jubei isn't that hard to play, I'll play him even if he's low tier.
>>
Hibiki @onizato_1
- Hibiki’s lying-face-down hurtbox has been raised
- J.2D and OD J.2D had their movement changed
- OD J.2D will no longer get counter hit
- His counter assault keeps counterhit state the entire way through now
- 236A can now be done in the air, and you can still do A followup.
- Ground version of 236A spends more time airborne and moves farther horizontally
- 236A, A follow-up has slower startup, only hits grounded opponents, and you can cancel into jump attacks or air specials on the way down
- 236A, B follow-up behaves differently now, it doesn't keep as much momentum from the 236a and has less pushback on block
- 236A, C follow-up does more damage when you hit higher up on the screen
- 236A, D follow-up is no longer projectile invulnerable
- j.214A can be done after j.236A, moves faster than regular j.214A
- 214A/B have collision on both hibiki and the bunshin.
- 214A has less recovery, movement speed adjusted, reduced overall frames, easier to hit crouching opponents but it will blow them back further, making it harder to combo off.
- 623C air ok, has less invuln.
>>
>>384337035
BBCTB will probably be there desu
>>
>>384336915
P1 Applied only when the first hit of a combo
P2 Applied to every hit of a combo
Damage = (Base Damage of the attack) * (Character Combo Rate) * (P1 of the first hit) * (P2 of all the preceeding hits in a combo) * (any special prorations)
>>
>>384337073
Hazama looks like he's going to be pretty insane. Got nerfed for 1 game before he went back to being strong.
>>
>>384335729
YES
>>
>>384337461
Cool, thanks.
>>
>>384337441
DBFZ replacing GGRev2 while BBX replacing BBCF would be the expected outcome.
>>
>>384336529
Why did they buff this gorilla? Are they *that* retarded?

I can't even say it's to please the waifu fags because nerfing Makoto is like a damn ritual when doing a balance update.
>>
>>384324641
Jubei is finally here after 9 years of blue balling.

>Cat has nine lives
>Jubei's waifu is "Nine"
>Added to the game 9 years after the franchise launch

Fucking Mori.
>>
>>384337767
She's been in the very middle of mid tier for forever anon. Give her a break.
>>
Celica
Added an visual effect for when she has gray health?
Airdash now shorter (travels less AND doesn't last as much)
Standing stagger frontal hurtbox increased
3C: upwards hitbox increased
D moves: the amount of gray health you get increases the more D moves you use; gray health gain in OD now same as normally doesn't get gray health on blocked D moves but you can special cancel them; can't cancel moves on late recovery
2D/6D: P2 nerfed
D moves (2nd hit): P1 nerfed, P2 buffed
2D (2nd hit): now a 2-hit move - a front and a rear hit (?)
j.214A: travel speed and landing recovery decreased
214B: opponent doesn't blow away as far and floats less
214C: won't hit behind (backfire not included)
214C (backfire): won't hit forward; vacuum effect added
>>
Is Lambda better than Nu now?
>>
Last character
Lambda
236B~6A: opponent now blows away in the opposite direction as Lambda; landing recovery reduced. she now slips through the opponent on both hit and block
aerial D moves: up/downwards hitbox increased; longer window for gatling cancels
Backthrow: you change sides with the opponent
j.C: faster startup; up/downwards hitbox increased in the first 3 hits
5D: downwards hitbox increased
>>
>>384324641
Anything on Tsubaki?
>>
>>384337931
The point is that she's "fine". She has some great tools, speed, and hitboxes. What annoys me are her easy ass confirms from far reaching lows, giant anti airs that are special cancellable on block, j.C's hitbox, and whiff cancelling j.Bs. People don't need to use her drive at all, which is a failure of designing a BB character.
>>
>>384338884
ctrl+f Tsubaki.
>>
>>384329345
>6A/6B: can be canceled into 632146C

Terrifying. I don't even need to read the rest of that list.
>>
>>384339138
zea
>>
Do you think Trinity will become playable?
>>
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>>384335245
Basically Bullet has more pressure and mixup options, she gains heat mid-combo, her drive is overall improved (6D and 2D are faster and safer) and 5D is back to not being shit again. She can dash cancel some of her normals when she has heat up, namely 6B so have fun with that.

But Hakumen got buffs so that's a problem in itself.
>>
>>384339357
I haven't read the LNs but i think she's a punch-mage
Would be fun
>>
>>384339357
>Do you think Trinity will become playable?
There really isn't demand for her like jubei, beside she sorta was with platinum.
>>
Who's the zoning character
>>
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>There are people in this thread who are not okay with dying because they pressed the wrong button
>>384339579
Nu.
>>
>>384338387
Probably not, but both got buffed so it's hard to say
>>
Who are the most honest characters in BlazBlue?
>>
>>384339432
Hakumen getting buffs is balanced by Nine getting fucked.

>>384339579
Nu, Rachel, and Amane are good zoners. Lambda and Mu can also play that sort of game.
>>
>>384340247
Ragna
>>
>>384340247
Ragna and high school Ragna
>>
>>384340247
Naoto
>>
>>384340247
Jin
>>
>>384340668
>Implying
>>
>>384334094
GG is boring as fuck; I'd rather have a fun game than a hyper competitive one.
>>
>>384334094
>I still can't fathom why a non competitive game like BB is still at EVO

we're talking about tournament that hosts two smash brothers games
>>
>>384341270
TWO
>>
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>>384332131
still worthless I see at least give him back his real reversal ;_;
>>
>>384341452
>worthless
Hazama got mad buffs, and Houtenjin is amazing now. It's literally as fast as 5A, meaning he can get a full combo off a trade with it. Check out Chickzama on Twitter if you want to see an explanation of what the buffs do.
>>
>>384341270
That Sm4sh Grand Final was hype as fuck tho.
>>
>>384341452
I haven't really played BB much since CS days. Did they really take that away as reversal? When? Why?
>>
>>384334094
Rev2 is a slow ass boring shit with a top 8 that got outclassed by BB's. Stop riding that high horse while being salty that BB cucked GG out of Sunday. Fuck's sake, GG niggers just can't stop with their "HURRR GG IS BETTER GG IS BETTER, I HAVE TO KEEP BRINGING THIS UP WHENEVER THERE'S BLAZBLUE TALK" like one giant broken record.

Got more views too compared to GG.
>>
>>384340247
Tager.
>>
>>384341638
Grapplers in any game are always honest, though.
>>
Bros, i want play the full BlazBlue story. What games need i play? Extend adds story or only characters/balance?
>>
>>384341770
What's honest about pressing one button and getting 40% gorilla damage off?
>>
>>384341590
It only works as a reversal in OD in CF which basically made his defensive options shit. However, the patch makes it so that it's the second fastest Distortion in the game, and since he can combo off it, opens up alot of options for him.
>>
>>384341876
Git gud, muthafucka.
>>
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>>384341832
CT, CSE, CPE, and CF. The games are pretty long and for CT I recommend using a guide to make sure you actually know what options to take because honestly they can be flat-out stupid at some points (like supposed-to-lose fights where you have to throw the match, or matches that you HAVE to win with Distortion Drive or you get the wrong ending), but it's a worthwhile experience.
>>
>>384341832
Play them in release order, always get the Extend versions. Extend versions do add story.
Continuum Shift has a remade story mode for Calamity Trigger, that puts everything into one route and somewhat easier to understand. Still it leaves some stuff out, so playing CT story mode isn't entirely pointless. The decision is up to you about that.
>>
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>>384341558
projectile invuln on b pull is nice, but nothing else really seems to stand out. Maybe I'm retarded?

Also I can't find that explination, but would love to read it.

>>384341558
Yeah they took it away in CF I think.
>>
>>384341990
Jokes on you, I'm gud already. But grapplers are anything but honest.
>>
>>384342105
https://twitter.com/Chickzama
Scroll down here
>>
>>384341876
With pre-nerf Nine everything is honest
>>
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>>384342206
>look for patch news
>find out more Under Night stuff
>Character leaks
That was more informative than I imagined
>>
>>384341623
Rev2 is anything but slow though but maybe you should stop giving those kinds of posters attention.

>>384329345
>6A/B to Shippu
Disgusting. The rest are all qol buffs but this one takes the cake.
>>
>>384342419
More like Azrael+Baiken
>>
>>384342584
Somehow people already got into the Trophy details for the newest game.
>>
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>>384342010
>>384342016

Ty guys! Then that's what I'll do. CT-CSE-CPE and CF. Thanks again!
>>
>>384325558
>Jin nerfs
Now he's even more honest. I'm fine with these changes.
>>
Where does everybody play? PS4 or PC?
>>
>>384342705
Trophy/achievement data is required to be up on PSN/XBL's servers before a game launches, and sites like exophase scrape that information.
>>
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https://twitter.com/EX_Shiki_
The Kagura buffs actually seem pretty useful

>>384343169
PC has an ok sized playerbase, but the primary platform is PS3/PS4
>>
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>>384342206
Again, nothing really noteworthy.

>a pullback is quicker
Depends on how much quicker, most chars can still punish at midrange due to how awful the blockstun is.

>aerial d enters 'far' quicker
Depends on how much quicker, but if it goes back to CS range it'll definitely be a worthy buff.

>214b's faster followup
Again depends on how much quicker, but unless the answer is 'very', then it doesn't change the fundamental fuckup that is the rps stance. Seriously, just give us back 5c(1) jc instead.
>>
>>384343209
I see thanks.
>>
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>>384343209
Whoops, wrong link. Meant to link the Twitlonger. Kagura players can now rejoice about him being back.
http://www.twitlonger.com/show/n_1sq1nig
>>
BB has an official twitter account now.

https://twitter.com/BLAZBLUE_PR
>>
>>384342719

That's a good plan, you'll do absolutely fine with that and nothing else is required.

However if you're crazy and want to experience absolutely everything supplementary:

Play Calamity Trigger
Read CT Material Collections short stories
Read Chimelical Complex (Really not necessary.)
Play Continuum Shift (Extend) original characters' and True End stories
Listen to Continuum Shift Drama CD
Listen to Wheel of Fortune
Read Phase 0
Play Continuum Shift Extend DLC content/characters (including CT Reconstruction)
Read Phase Shift 1-4 (Only translated up to 2 at this time)
Read Remix Heart
Play XBlaze - Code: Embryo
Play Chronophantasma (Extend)
Read Bloodedge Experience 1-2 (Not translated)
Play XBlaze: Lost Memories
Read Variable Heart (Translation discontinued)
Play Central Fiction
Read Spiral Shift (Not translated)

There are also the Calamity Trigger and Continuum Shift novel adaptions, but they're just retellings and the games take precedence. There's also the Bururaji radio show, which started in-between CT and CS, but it very rarely has anything about the story, a few gags will just make a bit more sense in the games. Good luck.
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