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RE: BlazBlue + Fighting Games - Guille100 - 08-02-2012

Hombre, nada es seguro, pero si ves que en todos los torneos los Kuma son apalizados al extremo, además de que los combos que conectan no son muy dolorosos que digamos, pues dá que pensar.

Aunque como he dicho, en este que he puesto un Kuma si que sobresale, será cuestión de echarle sus horas.


RE: BlazBlue + Fighting Games - Zak Undersn - 08-03-2012

(08-02-2012, 06:08 PM)Guille100 escribió: Hombre, nada es seguro, pero si ves que en todos los torneos los Kuma son apalizados al extremo, además de que los combos que conectan no son muy dolorosos que digamos, pues dá que pensar.

Ya, eso pasaba en el Calamity Trigger con Taokaka y Carl. Hasta que vinieron los flipaos de turno con el Tauntloop y el Claploop, respectivamente, y los dos subieron de mierda tier a top tier.

Y eso, que sin tocar el juego (y voy a tardar) me da palo hablar de los personajes xD.


RE: BlazBlue + Fighting Games - Zak Undersn - 08-05-2012

HOYGAN, trailer del nuevo BlazBlue, que se llama BlazBlue: Chrono Phantasma.



Tres personajes nuevos: Amane (que tiene toa la pinta de ser un hombre), Bullet y Azrael. Y poca más información hay. Aparte de que el subtítulo de este me va a causar un tumor cerebral si vuelvo a pronunciarlo.


RE: BlazBlue + Fighting Games - X51 - 08-06-2012

BBCP:
Spoiler: mostrar
[Imagen: tumblr_m8ba6p39N61qe8z9do1_r1_1280.png]

Información general:

Cambios de mecanica:

Cita:overdrive:

New System Overdrive:

-it increases your native strength. It fills up over time, then when its full you can activate it.
- at low health it lasts longer, and will freeze time when used
- each chara has their own overdrive

-New system Crush trigger: during certain moves, press A+B to crush your opponents guard. Won't work on barrier guard though, and costs 25% heat
-No more gold bursts, replaced by new system called overdrive.
-defensive bursts still in though.

Overdrives:

Cita:Ragna: Blood Kain Idea
Jin: Frost End (All attacks involving yukianesa freezes opponents again)
Noel: Chain Quasar (Increases speed of drive moves)
Rachel: Elf Lied (increases speed of slypheed gauge recovery)
Tao: Almost becoming two!
Tager: Voltic Field (forces magnetism on opponent)
Litchi: Daisharin <simplified> (direction+ D causes staff to move in desired direction)
Arakune: Crimson Deeps (extends curse duration)
Bang: Furinkazan
Carl: Syncro High Speed (strengthens Nirvana)
Hakumen: Kishin (increases magatama rate, can cancel D counters into special moves, but cannot perform guard crushes)
Tsubaki: Second Install (install gauge automatically fills up over time)
Hazama: Jormungand (strengthens drive attacks, gets unlimited haz's life steal ring)
Makoto: G (Galaxia).Impact (all impact moves are done at lvl3 )
Valkenhayn: Endlos Wolf (quickly accelerates wolf gauge recovery)
Platinum: Magical Heart Catch (removes limit on number of uses of weapon summoned with drive)
Relius: Maximum Dance (increases Ignis gauge recovery)
Amane: Cyclone (all drive attacks are at highest level)
Bullet: Heat the Beat (always in Heat Up state)
Azrael: Mind Corroseo(?) (all attacks act like they hit weak points)

Nuevos personajes:

Cita:Azrael:

[Imagen: 281588.jpg]

Drive - The Terror

Overdrive - Mind Colosseum

Gustav Buster - 236A
Tiger Magnum - 236C
Cobra Spike - 4~6C (During Tiger Magnum)
Leopard Launcher - 6C (During Cobra Spike)
Growler Field - 214B (Delayable)
Phalanx Cannon - 236B (Can be used after Growler Field)
Sentinel Dump - 623C OR 22C on downed opponent
Valiant Crusher - 236 D (Delayable)
Valiant Charge - 6 (During Valiant Crusher)
Hornet Bunker - 214 D (Delayable)
Hornet Chaser - 8 (During Hornet Bunker)

Distortions

Black Hawk Stinger 236236 D
Scud Punishment 214214 D

Amane Nishiki:

[Imagen: 281570.jpg]

Drive: Spiral (Changes the cloth into a drill to attack opoonents)
Overdrive: Cyclone (Causes all attacks to be at the highest level)

Ninbusengeki: Hariken 236D
-> follow up (during hariken press A B or C)
Juukendageki: Gekiren 623C
Choujuurengeki: Raibu 236C
Tensourakugeki: Gosei 236C in air
Choujinkaihi: Zettou 236A or B then 214A or B

Kyouryuutokkou: Seijuurensoukyaku 632146C
Kaizokusenkou: Goukairasenrenpa 632146D


Bullet:

[Imagen: 281586.jpg]

Drive: Lock-on
Overdrive: Hit Zabito

Specials:
D -> D: Wadokatto Engage
236A: Flint Shooter
623B: Katteigushia (no clue)
-> 22D: X-Prod Engage
41236C: Mukuretto Capture
-> 236D: Piercing Engage
623C: Snap hands fist (?) (Available in the air)
-> 623D: Fureshetto Engage
214D: After Banner

Distortions:
2363214C: Rage Aggressor
Something Level 2 -> A: Serpentine Assault
-> D: Furanjipuru Engage
-> Something Level 3 -> D: Blackout

Nuevos movimientos y cambios en el resto de la plantilla:

Cita:Ragna:

- overdrive: Blood Kain Idea
- new command: Blood-scythe 214D (can be done in air)
- he's lost blood kain DD

Jin:

- overdrive: Frost End
- sekkajin is now 22C, had additional follow up (press D, costs 25 heat)
- new command: Hizansen 214C in air
- new command: Hizangeki 214D in air (25 heat)
- getsumei can be done in air now


Noel:

- overdrive: Chain Quasar
- new command: Chamber Shot 236C
- 236C in air now has follow up (2C)
- j.D's inertia has been removed (My own note: I guess this means that doing dashing jump j.D moves Noel a lot further)
- 2D's trajectory is weird. It moves about two characters' worth of spacing. 2D no longer crosses up.
- 6B -> 6C gatling has been removed.
- Dash 6C doesn't come out?
- Corner grab -> B silencer -> Dash Cancel -> 6A bluebeats, Dash Cancel 6C doesn't come out.
- 4D floats on hit.
- A Optic has been removed (My own note: ? Not sure on this.)
- New technique Chamber Shot wallbounces.
- Revolver Blast has acquired a followup.

Rachel:

-Lotus Beruze 22a (available in air)
-barrel Lotus 22B (available in air)
- 6B can be jump cancelled.
- 4B is only special cancellable.
- The 22x moves don't have a clear use. Princess (nickname for Rachel)'s umbrella whirls and whirls around and is cute.
- Frog can be placed after 5CC but it seems that electricity doesn't activate. After placing George, 5B pickup hits them in the air (My note: I'm not sure on the translation for this particular sentence at all).
- 6A doesn't float on hit, if you hit the opponent on the ground he will stay grounded.
- This is something about air A lobelia but I have no clue what he's saying.
- It feels like the trajectory after hitting is slightly different.
- Wow, I have no idea what the hell this sentence is going on about. My best guess is that it after j.B jump cancel, the opponent does not get 'bounded' if he's too high.
- Overdrive feels like wind will recover after a fixed period as though Rachel were grounded. Looking forward to future research. (My own note: I guess this means Rachel can recover wind in OD while in the air.)
- Something about there being no Gold Burst.

Tager:

-Air Driver 360 + 5C
-Guren Punish 63214A
-Spark bolt now is 623D

Taokaka:
- Aerial 236236D (yunizon nyaibu!!)
- Overdrive: AB2
- 236C has a B followup (Cat Spirit 3: Encore!) Sounds like it does the same thing as 236A.

Bang:
-41236A
-22A
-236236D (new distortion)
-Lost Furinkazan

Tsubaki

- 214A/C are gone
- 22A/C are gone
- 623A/B are gone
- j.236B/C are gone
- Gained two new specials, [4]6C/D and 63214B.
- And a new distortion 632146B

Hazama:

-new distortion (632146D) is called "Orochi Burensou".
-It also looks like he has a forward dash and backdash off 214D.

Valkenhayn:

-Rasenwolf command changed to direction + D
-2C>6B does not connect on a grounded opponent.
-Nacht rosen>[JB>JA]>2C does not work or its really tight.
-JC>air DD is difficult to connect.
-w.5B does not launch.
-w.5C is a sweep.
-w.JC is a diagonal kick.

Información general:

Cita:- Voices: Barret= Toa Yukinari (Berserk anime series' Casca), Azrael= Hiroki Yasumoto (Bleach's Chad), Amane=Akira Ishida (Namco Tales series' Rid Hershel)
- The BGMs seems to be different as well
- There's reportedly a lot that's been changed in the game. The neutral poses have been redrawn for all the characters, and their costumes are even different. Of course they also have new moves.

Loktest hasta el 12 de Agosto en Akihabara

FUENTE: http://aswfighters.47.forumer.com/anunciado-blazblue-chrono-phantasma-t2277803.html

El último capítulo. Ya después se apañarán para que sea ++, reload o lo que se invente.


RE: BlazBlue + Fighting Games - Guille100 - 08-06-2012

Se presenta un mal año para mis pulgares.


RE: BlazBlue + Fighting Games - Zak Undersn - 08-06-2012

Yo lo único que puedo decir es que Bullet me parece sacada de un hentai cutrísimo y Azrael tiene un diseño que podría ser el malo de cualquier shonen cutre de artes marciales. Y el nombre del propio juego es FEO.

Pero todos los cambios del juego me parecen acojonantes y el juego en sí tiene pintaza.


EDIT: Ah, cierto. Anteayer estaba pensando si me compensaría ponerme con Hazama (porque usar mal a dos personajes no es suficiente para mí). Ayer vi esto en el vídeo:
[Imagen: iACsAuMylWF7F.gif]
SOLD


RE: BlazBlue + Fighting Games - X51 - 08-07-2012

Más del BBCP:

Spoiler: mostrar
Cita:Parece que el rebote en pared se parecerá mas al Accent Core. A ver si sacan algún video como lo fué en el GGXXAC+R.

MAS INFO
System
  • Overdrive: Lasts about 5 seconds on full health, last about 15 seconds with almost no health.
  • Corner bounce: Instead of bouncing off the wall, they instead seem to be stuck to the wall for a little while and then fall straight to the ground. Seemed like it was harder to combo because of this.
  • Menu: Menu is completely redesigned. Characters are positioned like asfaik they are in GG. When you select colour, you get to see in-game sprite instead of just rough colour selection.
  • Design: Heat Guage is light blue 1~24, green 25~49, red 50~99 and yellow at 100. Rapid cancel looks like a red Faultless Defence.

Overdrives
  • Ragna: Blood Kain with no health loss. I think Devour by Darkness does double damage.
  • Hakumen: Unbelievably fast magatama gain. I think it would neutralize Mugen drain.
  • Tsubaki: Some Install gain, but compared to Hakumen very slow.

Characters
  • Ragna: You don't need Blood Kain for Devour by Darkness, but it does "only" 2200 damage (but double damage in Blood Kain). He has a new overhead-like attack when he transforms his hand like Devour, and hits opponent from above. Maybe this is Blood Schythe on ground. Dead Spike was changed to 236D.
  • Jin: The ice on frozen opponents is MUCH smaller. New Sekkajin hits four times very quickly, but only for 664 by itself. Follow-ups for 25% with yukikaze animation. Musou Senshouzan fly much lower. New J214C is basically a air version of Fubuki, slashing downward. C version cannot be followed up, but D version can be. Air Hiyoku Getsumei shoots more diagonally downwards than you might think, probably only usable in combos.
  • Noel: New sexy look. Can transform her pistols into a shotgun that causes corner bounce. Did not see any A Optic Barrels. Flash Hider seems uncomboable. New air attack, she fires diagonally downward with her pistols, with so much hitstop it looks weird. Revolver Blasts chains to this. 2D is completely changed: It has much slower start-up but flies much longer. In fact, it will cross-over close opponents completely. Sometimes 6C>2D works.
  • Rachel: Can transform rods into homing cat bats with a propeller in their belly. Seems like they work like the pumpkin in that way that they only have hitboxes while affected by Silpheed.
  • Taokaka: Looked like she could do Hexa-Edge mid-air (or something alike, the attacked missed and didn't continue).
  • Litchi: Has a special move that moves her across more-than-half-screen and through opponent, which is also an attack at the end.
  • Arakune: Can call down a big spider, that hangs on a string and then goes back up. Can be done in front of him, on him or behind him. Also, it seems like he can spit some other type of cloud both on ground and in air.
  • Hakumen: Agito quickly kicks downwards. Can be used in the end of his new air combo, as the his old is dead. J2A no longer resets gravity meaning that Hakumen falls very quickly after it. Opponent floats higher when hit by it. JB > J2A > jc JB > J2A is possible, but whether JC hits after that seems unstable. J2A doesn't chain to itself even in corner. Tsubaki doesn't cause slide. Forward throw causes stagger. Shield animation for 6D is much later, makes it look weird. Seems like there is greater hitstop on zanshin guard.
  • Tsubaki: Dark Tsubaki is standard colour. Forward throw screen bounces. Seems to have a command throw that does about 960 damage and you can combo of. New super calls upon 8 blades to home in on opponent, but is not guaranteed to come out. If all 8 blades hit it is slightly less than 1600 damage. If all blades are blocked it gives long hitstun as they hit one after one other.
  • Hazama: Did not see any Hirentotsu-loops. Possibly 2C floats higher. Chains have new metallic sound effect.
  • Makoto: New move seems to bring her forward, like Hell's Fang.
  • Relius: Pulls a lever and projectile appears from the floor, at different places. Kinda like a Optic Barrel with less height.
  • Amane: Seems to be the most popular of the new charater. Has many attacks with minimum range, so (s)he probably replaces Lambda as the spacer character. Drill gauge seem to increase every time a drill attack is used, even if it misses. On level 3, the special that causes a drill to come out of the ground hits about 30 times and deals over 2000 damage. One super moves her forward and through opponent while attacking. The other is like Spike Chaser but with drills. Seems to be able to charge her drill as well, similar to Tsubaki charging Install.
  • Bullet: I could not stop thinking of Bang and Makoto when watching this character, at least if you think of the design. She can charge up to three levels of Heat Up. Her Heat Up dissappears when she presumably uses a drive attack/special. Has an super that brings opponent to corner, the follow-up then returns the middle of the level.

  • Azrael: Charges a red arua. Charging it seems to be an attack as well. Gets markers on opponent, either on the upper body or lower body or both. The marker is either white or gold. Not sure how this system works, but I think it changes the look of his super.

Hazama es muy divertido de ver pero me saca de quicio jugarlo.
Ahora mismo estoy que solamente juego con µ-12 ya que ni ella (Unhappy) ni /\-11 (Happy) estarán. También estoy pasando de Tsubaki muy mucho por los cambios que va a tener y prefiero "olvidar" lo poco que sé.


RE: BlazBlue + Fighting Games - Guille100 - 08-08-2012

A ver si al final me he confundido con los juegos de BB...

¿Después del Continuum Shift Extend sacaron el Coontinuum Shift II(aunque después de buscar pone que solo es para portables) y está por salir el Continuum Shift II Plus y luego el Chrono Phantasma?


RE: BlazBlue + Fighting Games - Are_ - 08-08-2012

No.
http://blazblue.wikia.com/wiki/BlazBlue_Wiki:Game_Series


RE: BlazBlue + Fighting Games - Guille100 - 08-08-2012

Pues que jodidamente mal lo tienen en IGN.

¿Y el supuesto Continuum Shift II Plus está antes del Extend o son el mismo?