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BlazBlue + Fighting Games - Versión para impresión

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+--- Tema: BlazBlue + Fighting Games (/showthread.php?tid=1674)

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

Es lo mismo, solo que le cambiaron el nombre a extend.


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

No, no es lo mismo. En consolas de sobremesa el CS lo fueron actualizando con parches y se convirtió en CSII, pero para portátiles el CSII salió como un juego aparte.
El Extend salió después; es un juego en sí mismo para el que se re-equilibró a todos los personajes, con Mu-12 desbloqueada de base (antes era un personaje secreto), con un personaje nuevo, con modo historia para los personajes que eran DLC, añade un resumen de la historia del Calamity Trigger, cambia (y añade) varios modos de juego, cambia los desafíos y añade chorraditas (voces de sistema nuevas, ilustraciones, etc). Ah, e incluye la segunda tabla de paletas de colores como desbloqueable, en vez de DLCs.


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

BBCS tuvo un par de parches y el último es el CSII que sí es un juego nuevo de cara a rebalanceo y mecánicas de combos y salió gratis al contrario de capcom que te cobra un juego nuevo por cada rerotura que hace. BBEX es otro juego nuevo con otro rebalanceo respecto a los anteriores.

El listado de juegos "diferentes" sería:
-BBCT
-BBCS (la versión "final" es la actualización 2)
-BBCSII (actualización 3)
-BBEX
-BBCP

Así que ya hay 5 juegos diferentes con sus cambios entre sí.

Y más cosicas:

Spoiler: mostrar
Cita:Mas cambios, cortesía de Eni.

Imagen de la command list: http://25.media.tumblr.com/tumblr_m8ba6p39N61qe8z9do1_r1_1280.png

Fotos del Loktest: http://www.4gamer.net/games/178/G017851/20120807066/

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.

CHARACTER CHANGES

- Ragna -

- Overdrive: Blood Kain with no health loss. I think Devour by Darkness does double damage.

- New Move: Blood Scythe: 214D, also in air. Overhead
- Changed Move: Dead Spike: Input is now 236D.
- Ragna's Dead Spike now spawns from the sword and moves forward, instead of appearing from the ground. It looks ridicolous and it seems to miss opponent in corner combos, but its range is longer.
- It's not over yet doesn't give stagger anymore! It throws opponent far away. I think it still is possible to rapid to dash 5C. It corner bounces, so I guess it i still useful in corner.
- You don't need Blood Kain for Devour by Darkness, but it does "only" 2200 damage (but double damage in Blood Kain).

- Jin -

- Overdrive: Frost End (All attacks involving yukianesa freezes opponents again)

- Changed Move: Sekkajin: Input is now 22C, has followups. hits four times very quickly, but only for 664 by itself. Follow-ups for 25% with yukikaze animation.
- New Move: Hizansen: j.214C. basically a air version of Fubuki, slashing downward. C version cannot be followed up, but D version can be.
- New Move: Hizangeki: j.214D
- Changed Move: Hiyoku Getsumei: Can be performed in the air. shoots more diagonally downwards than you might think, probably only usable in combos.
- 236B and 236C removed
- 214A removed
- 623A removed
- The ice on frozen opponents is MUCH smaller.
- Musou Senshouzan fly much lower

- Noel -

- Overdrive: Chain Quasar (Increases speed of drive moves)

- New Move: XVII: Chamber Shot: 236C. causes corner bounce
- New Move: Revolver Blast > Additional Attack: j.2C after Revolver Blast. she fires diagonally downward with her pistols, with so much hitstop it looks weird. Revolver Blasts chains to this
- Flash Hider seems uncomboable
- 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 -

- Elf Lied(?) (increases speed of slypheed gauge recovery)

- New Move: Beelze Lotus (ベルゼ similar to ベルゼブブ or Beelzebub ): 22A/j.22A.
- New Move: Barel Lotus (uncertain kana): 22B/j.22B

- Taokaka -

- Overdrive: Almost becoming two!

- New Move: Cat Spirit Encore!: B after 236A/C
- New Move: Unison "Nyaibu" (uncertain kana ニャいぶ): j.236236D
- Looked like she could do Hexa-Edge mid-air (or something alike, the attacked missed and didn't continue).

- Litchi -

- Overdrive: Daisharin <simplified> (direction+ D causes staff to move in desired direction)

- New Move: Kanchan: 421C[e]
- New Move: Chankan: 41236A > D
- New Move: Chinroutou: 632146A

- Arakune -

- Overdrive: Crimson Deeps (extends curse duration)

- New Move: Permutation,n,r: 22A/B/C, j.22A/B/C
- New Move: a±b: 41236A, j.41236A in curse
- 5d no longer jump cancellable
- 5b and 6b no longer jump cancellable on block
- 2b > 2a gatling gone
- 2b > 5b gatling added
- j.c > j.d gatling gone

- Bang -

- Overdrive: Furinkazan

- Changed Move: Steel Rain: 41236A, no longer a distortion
- New Move: Retsu Sora Musasabi no Jutsu (rough translation: Splitting Flying Squirrel Technique): j.22A
- New Move: Shishigami Ninpou no Gekiougi: Gekiman Ku Shippu Geki (rough translation: Shishigami-style Absolute Technique: blah blah blah i'll come up with something later): 236236D with 4 seals
- 623B no longer wall bounces.
- j.623B wall stick is shortened
- 5D is not jump cancelable and doesn't combo into 623B either
- 6C > j.B > j.4C > j.C > 5A still works on Ragna
- For all 4 seals you need to get one of each move (!?)
- As for 22A、 Works the same way as Rachel's float with the umbrella.

- Hakumen -

- Overdrive: Kishin (increases magatama rate, can cancel D counters into special moves, but cannot perform guard crushes)

- New Move: Agito: j.214A, takes up 1 mag. 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 -

- Overdrive: Second Install (install gauge automatically fills up over time)

- Changed Move: Sanctus Veritas (214X): Only B and D versions can be performed
- Changed Move: Sanctum Decus (22X): Only B and D versions can be performed
- Changed Move: Benedictus Rex (623X): Only C and D versions can be performed
- Changed Move: Aequum Eleison (j.236X): Only A and D versions can be performed
- New Move: Shingi: Yami wo Ugatsu Agari: [4]6C/D
- New Move: Shinsa: Mu he Izanau Kusari: 63214C
- New Move: Shinpatsu: Chi wo Hofuru Yaiba: 632146B. 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.
- Forward throw screen bounces.

- Hazama -

- Overdrive: Jormungand (strengthens drive attacks, gets unlimited haz's life steal ring)

- New Move: Jakatsu: 214D >> 66/44 (dash)
- New Move: Orochi Burensou: 632146D after Jasetsu (214D) or Jakatsu (214D >> 66/44)
- Did not see any Hirentotsu-loops.
- Possibly 2C floats higher.
- Chains have new metallic sound effect.

- Makoto -

- Overdrive: G (Galaxia).Impact (all impact moves are done at lvl3 )

- New Move: Cosmic Ray: 214A > D, able to charge. A short Mappa that covers some distance. It doesn't give a knockdown on hit, but on CH it blows the opponent away and can wallstick on corner.
- New Move: Lander Blow: 214A > C > D, able to charge. A fast startup body blow. Has slight disadvantage on block; staggers on CH.
- Changed Move: Shooting Star: Able to perform standalone using 236D
- Can't follow up back throw with 2B any longer.
- 3C untechable time decreased; can't follow up with 2D(3) any longer.
- 5D untechable time increased; you can follow up 5D(3) with 2C again even after 2A.
- 236D (Shooting Star) level 3 wallsticks. 2C > 236D > 6A > 2D (3) > j.B > j.D (3) works.
- 14A~C~B startup increased; can't follow-up on a crouching opponent from Lunatic Upper (214A~C).
- 2D(3)'s vector was changed so that 2C no longer links from 2D(3). 5B and 5CC are still ok.
- Similar vector change for PF. Doesn't feel like you can follow up with 2D(3) after two hits.
- Parry hit (not to be confused w/ Space Counter) staggers backwards.

- Relius -

- New Move: Gad Leis: 41236B

- Changed Move: Id Naiads: Can perform off of ground Id Lauger
- New Move: Geara Lugia: 22A/B/C. Pulls a lever and projectile appears from the floor, at different places. Kinda like a Optic Barrel with less height. The projectile is in fact low, but has slow start-up.
- Id Naiads is no longer Air Only.
- 6B>6C gatling removed

- Platinum -

- Overdrive: Magical Heart Catch (removes limit on number of uses of weapon summoned with drive)

- New Move: Happy Magicka: 41236C. Is a counter move. If hit, she will teleport above the opponent
- I'm not sure what it's formally called, but there should probably be mention of Platinum's new item, the present. It's shown in the trailer at 2:16 here. It's also worth noting that Platinum has three presents left when there's one on the ground, which probably implies she gains four to use whenever she loads the item.

- Valkenhayn -

- Overdrive: Endlos(?) Wolf (quickly accelerates wolf gauge recovery)

- Changed Move: Rasen Wolf: Now performed with lever direction + D. With this,the wolf break system has been eliminated apparently.
- 2C>6B does not connect on a grounded opponent.
- Nacht rosen>[JB>JA]>2C does not work or its really tight.
Seems like they end up being too low for the 2C to hit.
- JC>air DD is difficult to connect.
- w.5B does not cause float on air hit.
- w.5C is a sweep.
- w.JC is a diagonal kick.

- Carl -

- Overdrive: Syncro High Speed (strengthens Nirvana)

- New Move: Con Tenerezza: 46]D[
- Fermata minimum damage buffed from 900=>1.2k

- Tager -

- Overdrive: Voltic Field (forces magnetism on opponent)

- New Move: Air Driver: j.360C
- New Move: Grand Punish: j.63214A
- Changed Move: Spark Bolt: Can be performed with 623D

NEW CHARACTERS

- Amane -

- Drive: Spiral: Amane's drive attacks turn his cloth into a drill, into which he can use to attack his opponent. Heavily implied in the command list that there is a level system with it. 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.

- Overdrive: Cyclone: Amane's drive attacks are upgraded to their final level.

- Special Moves

- Ninpu Sengeki: Hariken: 236D
- Ninpu Sengeki: Hariken > Additional Attack: A/B/C after Hariken
- Juken Dageki: Gekiren: 623C
- Choujuu Rengeki: Raibu: 236C
- Tensou Rakugeki: Gosei: j.236C
- Choujin Kaihii: Zettou: 236A/B or 214A/B

- Distortion Drives

- Kyouryuu Tokkou: Seijuu Rensoukyaku: 632146C
- Kaizoku Senkou: Goukai Rasen Renpa: 632146D

- He probably replaces Lambda as the spacer character.

- Bullet -

- Drive: Lockon: Bullet's drive attacks allow her to quickly rush at her opponent and grab them, provided that she is close enough to the opponent. A "heat" system is implied with the drive attacks. Generates a ring around Bullet. The ring follows the enemy and hits them when they get into it. If it hits the enemy, Bullet enters the Heat-Up state. It makes the ring bigger and changes some of the moves’ properties. There seems to be 2 or 3 levels of Heat-Up.

- Overdrive: Heat the Beat: Bullet is temporarily in an infinite "Heat Up" state.

- Normals

- 5A, 2A – the usual jabs
- 6A – an overhead, similar to Bang’s 5C
- 2B – the usual low-hitting kick
- 5B – a kick, similar to P4U Naoto’s 5B
- 6B – a kick upwards
- 5C – a fiery strike forward, may be FC
- 2C – a long-reaching kick, probably hits low
- 6C – an ankle strike
- 3C – a kick after a short delay, hits low
- jA – the usual punch
- jB – a kick, similar to Hazama’s jB
- jC – a strike with both legs, floor-bounces on counter-hit
- 5D – hits mid, but the start-up is very fast
- 2D – hits low
- 6D – an overhead
- jD – a dive kick, Bullet falls to the ground along with the enemy

- Special Moves

- Wadcut: Engage: 236D. Restricted in "Heat Up". A follow-up for the D attacks, blows the enemy away with fire. If it hits, it raises the Heat-Up level. Wall-bounces on counter-hit.
- Flint Shooter: 236A, able to charge. Spinning fireball shot. It charges for a moment, and then explodes.
- Cutting Shear: 623B. A command grab. Seems to have some start-up invul.
- Explode: Engage: 623B > 22D. Restricted in "Heat Up"
- Miquelet Capture: 63214C. A running grab. Covers about half a screen.
- Piercing: Engage: 63214C > 236D. Restricted in "Heat Up"
- Snaphance Fist: 623C, j.623C. Bullet makes a low jump and grabs the enemy in midair.
- Flechette: Engage: 623C/j.236C > 623D. Restricted in "Heat Up"
- Afterburner: 214D, able to charge. Bullet wraps herself in flames and gains the Heat-Up state.

- Distortion Drives

- Rage Aggressor: 2363214C. May lack invul frames, since it got interrupted with a jab. Probably can’t follow it up with a combo?
- Serpentine Assault: 720A
- Frangible: Engage: 720A > 720D. Restricted in "Heat Up"
- Blackout: 720A > 720D > 1080D. Uses another 50 heat

- Her regular throws can’t be combo’ed from, but you can follow it up with 5B in the Heat-Up state.
- She can charge up to three levels of Heat Up.
- Her Heat Up dissappears when she presumably uses a drive attack/special.

- Azrael -

- Drive: The Terra: Azrael's drive attacks reveal weak points on the opponent when they hit the opponent. 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.

- Overdrive: Mind Colosseo: Azrael's drive attacks now reveal weak points even on block.

- Special Moves

- Gustaf Buster: 236A
- Tiger Magnum: 236C
- Cobra Spike: 236C > 46C
- Leopard Launcher: 236C > 46C > 6C
- Growler Field: 214B, able to charge
- Phalanx Cannon: 214B (hit) > 236B
- Sentinel Dump: 623C or 22C on downed opponent
- Valiant Crush: 236D, able to charge
- Valiant Charger: 236D (hit weak point) > 6 (hold right)
- Hornet Bunker: 214D, able to charge
- Hornet Chaser: 214D (hit weak point) > 8 (hold up)

- Distortion Drives

- Blackhawk Stinger: 236236D
- Scud Punishment: 214214D

Más arakunidades.

2c multihits now
5D has repeat move proration, now dash cancellable (?)
f.g knocks down (?)
j.a can pick up from j.d (???)
3c has an altered hitbox

Y ya se ha anunciado la versión PS3 y por ahora no han dicho nada de la versión 360.



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

Pero preguntaba por el CSII plus, no por el CSII.


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

Y aquí (el primer post) están los mismos cambios (creo que no hay nada nuevo) traducidos por Eni Tongue. Haría copypaste pero me parecería hacer tochoposts redundantes.

¿Continuum Shift II Plus? Ni me suena el nombre xD. Mea culpa entonces.

EDIT:

Lista de reproducción con vídeos "robados" del Loketest con una calidad bastante mala. Creo que hay tres subiéndose aún. Disfrutadlos.


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

Es que iba a llamarse así, y lo cambiaron a Extend cuando fueron a sacarlo.


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

Oh, pues debo haberme olvidado :/

¡Pero eso ahora no importa, mirad los vídeos de mi anterior post, penes!


EDIT: Famitsu dice cosas sobre el juego (en japo, cómo no) y tiene foticos. No se menciona nada de una versión de 360. La gente opina que, o bien la van a hacer más tarde, o bien es multiplataforma sólo fuera de Japón (porque en Japón nadie tiene 360), o bien en Arc System Works están locos y no lo sacan para 360.


RE: BlazBlue + Fighting Games - X51 - 08-09-2012

Lo de la 360 lo habrías sabido de haber leído mi último post Tongue

Al final le voy a tener que dar una oportunidad a la machorra porque me parece que los command-grabs valen para terminar combos y eso, no sé por qué, me gusta.

EDIT: Uh, uh. Se me olvidaba. Según twitter el GG saldrá el 20 de Septiembre.


RE: BlazBlue + Fighting Games - Zak Undersn - 08-12-2012

Sí, lo leí en tu post, pero era por ampliar con las opiniones.

Mañana empieza el Loketest con la segunda versión del juego. El tío que está subiendo los vídeos dice que si no está muerto después del Comiket (o whatever) se pasará por allí a grabar para que podamos ver los cambios. Puto amo.


EDIT: Oigan, señores del Melty: ¿Hay algún sitio donde pueda encontrar la información básica sobre el juego (diferencias entre las Lunas, sistema de combos básico, etecé) recopilada? Escarbando por meltybread encuentro poca info y desperdigada y quería, al menos, aparentar que sé qué hago en el juego.

EDIT2: DERPITYDERPITYDERP, Estaba todo en un hilo que no había visto aún.


RE: BlazBlue + Fighting Games - X51 - 08-14-2012

Decidido, cambio de main a Tsubaki por Pinky Pie:



Por cierto, he leído por ahí (sin fuente ni nada) que no será el último BlazBlue, que habrá otro centrado en la historia de los 6 héroes y toda esa mandanga.