BlazBlue Continuum Shift Extend

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kotokot
ded gaem volvo fix pls
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BlazBlue Continuum Shift Extend

Сообщение kotokot » 30 авг 2011, 17:17

Подтвержден дисковый релиз на зиму для Xbox360 и PS3 одновременно с релизом на PSP Vita

Новые свистоперделки:
Включены выпущенные длц(хз только чары или еще раскраски/анонсеры)
Новый чар - Релиус Кловер
В онлайне появились командные режимы 2х2 3х3 и 2х4
Улучшена запись в тренинге
Добавлен эбисс режим игры из ббкш2 на псп
Добавлен Анлимитед Марс мод с аркад, 10 боев с анлимами
Новые сюжетные повороты

http://www.siliconera.com/2011/08/30/bl ... is-winter/
Последний раз редактировалось kotokot 27 окт 2011, 13:50, всего редактировалось 1 раз.
----- распродажа

Fidoskin
https://discord.gg/Rcurbr
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Blazblue Continuum Shift Extend

Сообщение Fidoskin » 30 авг 2011, 18:21

Отлично! :)
Улучшена запись в тренинге - это как? Теперь можно писать две ситуации и рандомно их прокручивать? Если да, то это супер победа и мне не надо будет в живую играть с Тагером, что бы учится на реакцию трахать его 50-50! :)
И да. Отныне никакого больше анала с ДЛЦ :)

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Cryingvoid
Неожиданный поворот
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Blazblue Continuum Shift Extend

Сообщение Cryingvoid » 30 авг 2011, 19:13

Fidoskin писал(а):Теперь можно писать две ситуации и рандомно их прокручивать? Если да, то это супер победа и мне не надо будет в живую играть с Тагером
)))))))) Эпик вин!

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Blazblue Continuum Shift Extend

Сообщение Alexey Min » 30 авг 2011, 19:35

Relius Clover надеюсь сам как ДЛЦ не будет)

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Fate
私は総てを愛している
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Blazblue Continuum Shift Extend

Сообщение Fate » 30 авг 2011, 21:25

Вообще в оригинальном посте Арков про дисковый релиз ничего не сказано, это домыслы блогеров.

Стоит ли сюда переносить обсуждение локтестов?
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild,
Sollst sanft in meinen Armen schlafen!


Изображение

Случайностей нет. Есть только Судьба.

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kotokot
ded gaem volvo fix pls
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Blazblue Continuum Shift Extend

Сообщение kotokot » 30 авг 2011, 21:37

как раз для этого и делалась тема. Текущие изменения:

CHANGES/NEW STUFF:

System Mechanics:

Gold burst - Duration decreased, less invincibility. Easier to bait and punish
Break burst - 25% Heat mechanic from the last test no longer exists. Now invulnerable to all attacks (will no longer clash with projectiles?). Faster startup
Knockback - When air guarding a ground attack, knockback is increased to make it easier to gain some distance
All glide throws have been removed
Counter assault - Aside from characters that can normally combo from a counter assault (Carl, Arakune), characters can no longer combo from it (such as a counterhit in the corner)
Throw (midscreen) - All characters(?) can now follow up midscreen throws. Thus far, many characters have been observed to be able to special cancel their throws
2A, 5A - All characters with self-gatling A's can only do them up to 3 times now. If there were limits before, they are still in place (like Taokaka A, which was 2)
Wall bound glitch - Fixed

Barrier changes

Barrier gauge - Depletes faster when used to guard moves
Guarding moves with 1 primer depletes less gauge now
Barrier guard - Larger knockback on moves with a higher attack level.
Instant barrier guard - Knockback is even larger, making it easier to get away

Tager:

Character combo rate increased. His combos now do more damage in general (ex: 2b starter combo does 3600dmg)
Voltic charge - Gauge gain increased, can chain into sledge hammer if used to guardpoint an attack
New charged sledge hammer combos, involving 5d->5c and j.c->sledge
5B - Attack level increased. 5B > 5C and 5B > 2C now both combo vs ground and air. Is now approx. neutral on block. Now jump cancelable
5A - Attack level increased (?). 5A > 3C combos. No longer cancels into itself (maybe it links instead now, like Hakumen?)
6B - Now forces crouch
Terra Break - Minimum damage increased to ~1000
B sledge hammer - Can now be held. The charged version does more damage and drags farther. But, now roughly neutral on block
4D - Now pulls about as much as 5D does in CS2
3C - Now emergency techable, but can now be special canceled. Air untechable time has also been greatly increased. For a magnetized opponent in the air, 3C>Collider works.
6A - Pull from magnetism slightly weakened, guardpoint ability strengthened
Spark bolt - Amount of wallbounce on normal hit slightly decreased. P1 proration slightly weakened. Air untechable time greatly increased
Volt charge - Day 1 combo from sledge counter if an opponent hits the guard point yields 4000 damage
Atomic Collider -Repeat proration now more severe. Untechable time has been increased


Litchi:

j.c (staffless) - Is now faster
Ryuuisou - Reaches higher
2B (staff) - Added revolver action to 6C, 3C
j.d (staff) - Landing recovery time shortened, making it easier to attack/oki after
6A (staffless) - Can't emergency tech on air hit
Staff normals are still considered different than staffless normals. Thus, staffless j.b>j.c >staff j.b is possible
2C > 4D gatling has returned
Staffless Attacks - Hitstun reduced, attack chain sped up
Mantenbou hassha - Hitstun (the actual launching of the staff) slightly decreased compared to last loketest (where it was increased)
jB, jC with no staff - Can now only be used once each in the air.
Ikki tsuukan - Both hits now + on guard
Chun (ground haku followup version) - Changed to be a spinning blowback hit, added corner blowback properties
4d - Now wallbounds near corner
Daisharin - Last hit knocks down instead of launching. Can still follow up, but P2 proration is quite harsh, causing followups to only do up to about 10 damage
Ground Sangenkyaku-Chun(followup vers.) (Three Dragons: Red) - Blowback changed to throw the opponent a large distance sideways
Kokushi - Last hit launches really high, can't follow up
Can no longer do glide throw
Can't follow up normal throw midscreen


Platinum:

5b - Speed increased, forward movement distance increased. Gap after it increased
Magical bomb - can now shoot in 3 directions depending on lever movement
Magical nyanko (cat hammer) - minimum range of hitbox has been improved. Ground bounces fairly high on CH
Magical picohammer (super version) - Can now follow up after a hit
Magical bat - Launches opponent on CH.
Excaliborg (powered bat) - Launches opponent on regular hit. Air excaliborg wall bounds, untechable until they hit the ground
Cure Dot Typhoon - Better proration. Harder to tech out of even if used late in a combo
j.c - Landing recovery removed
2C - Lower hitbox is now wider
Throw - Decrease in Platinum's recovery time after a ground throw
Magical bat - Causes blowback to corner on ground hit
Air Persia - Causes fatal counter, ends facing opponent on a rapid cancel. Now projectile invulnerable during the hop
5C - P1 nerfed
Mami Circular - Damage nerf and P1 nerf (5c > mami circular does 1770)
6c - No longer floats otg opponents


Noel:

5D - Invincibility increased, can be used like in CS1
Revolver Blast - Damage increased. Jump action resets when rapid canceled (if you've already jumped, you get another jump)
B, C Flash Haida("Silencer?") - Repeat proration added to starting hit. Can now holding the button for following hits.
Assault through - Causes slide towards corner on normal hit, wall bounce on counter hit allowing follow up midscreen. Untechable time increased
Spring raid - Can now combo after it even from midscreen with j.b. Untechable time decreased.
6C - Second hit cancel window reduced. 6C > (throw whiff cancel) > 6C doesn't work anymore
Chain Revolver - Slower overall, more like CS1
CR5C>214D combos in the corner
Various D moves - Only the starting move can be canceled into specials - 5D>optic works but not 5D>6D>optic (drive specials, distortion drives, and astrals can still be canceled into)
CR 6D - No longer moves her forward
6A > 2B chain removed
Optic Barrel - Startup time increased
5C - Startup time increased
j.d - Untechable time decreased
j.4d - Untechable time decreased
Fenrir (gun super) - Minimum damage down to ~700. Opponent falls faster after, making Double Fenrir no longer possible. No oki after it midscreen


Rachel:

j.2c - Now also air cancelable on hit
6C - Damage increased on multiple hits
Can no longer do the j.236a whiff lvl3 trick
6B - Wallbounds near corner on counterhit. No longer jump-cancelable
2C - Increased P1 proration. 2C 1D 6A BBL does 2100



Carl:

Carl can cross up the opponent in the corner. This was previously thought to be j.2c specific. Only Carl can do this
Forward Dash - Improved utility, moves farther during the jump. Can now also cancel into normal attacks in the first 6 frames
Nirvana - Overall gauge costs reduced. Gauge depeletion from repeated uses increased, and the amount of time before recovery starts slightly increased. To sum it up, it's now easier to use in combos but with a longer wait for gauge recovery
3D - Now ground bounces instead of forcing standing
Con Fuoco - Float on air hit adjusted, making it easier to followup with a combo
2D, 4D - Knockback/float trajectories have been slightly altered. The opponent goes slightly more horizontally for 2D and slightly higher for 4D
6C - Added floor bounce property after charging for a certain amount of time. Uncharged, it knocks the opponent to the floor and they can emergency tech.
6D - Causes corner blowback on air normal hit, wallbound on air counter hit
j.2C - Can now only be used once per jump (no more unblockable)
Cantabile - Now hits even at point-blank range
Stagger on 5C CH removed
4D - No longer removes a primer
Rhapsody of Memories - Slower startup. Carl does a very brief pose before the super flash occurs
6B - Cancel to j.c on hit removed
6A - Head invulnerability frames reduced, can wait and beat out its recovery with air attack
Can no longer do glide throw


Hakumen:

Heat Cooldown after Specials changed from 180 frames to 90 frames
6A - Now head attribute invulnerable
j.b - Air untechable time increased, can now j.2a during the 2nd half(?) of the move
Yukikaze - Faster startup, easier to follow up on hit
4C - Can now be charged. On full charge, does large damage and chains to Renka
Kishuu - Travel distance slightly increased, now projectile and body invulnerable after a certain number of frames
Shippu - Comes out faster, but follow-ups deal less damage
Guren (214A) - Now has repeat proration
6A - Now wall bounds. Can no longer do 5A>6A>5A


Makoto:

Stargazer - Can be followed up on hit (2A/5A > 6A > 2D)
Shooting star - Decreased startup time, increased range (think pilebunker)
Lunatic Upper - Air untechable time slightly increased
Big Bang Smash - Has more hitstun
Air Grab - Has more hitstun
B, C astroid vision - Paths adjusted
Comet Cannon - Slower startup, hitstun increased. lvl3 version does not wallbounce
Infinite Rush - Has more hitstun, cannot followup even in corner
5D - Faster startup. Untechable time partially un-nerfed from last loketest
j.B - CH launches the opponent higher, opponent will tech before they land on the ground
Mars chopper - Removed all D followups. Cannot combo into DD. Proration improved
6B - Slower startup, removed force crouch on hit, decreased hitstun
5cc - No longer combos into 6b against standing opponents
Various D moves - Untechable time decreased
Lightning Arrows - Bound properties removed
Corona Upper (DP) - Can no longer be looped
Parry - Now has a cooldown where you can't parry again.


Valkenhayn:

Weiss Jagd - P2 proration improved
236A - Can now combo from this
Nacht Jager - Increased horizontal knockback on air hit. Hitstun on ground hit slightly increased. Proration now slightly worse
3c - Is now special cancelable. Can be emergency teched
Mondlicht (j.236b) - Now air blockable without barrier
Command Grab - Longer recovery
Wolf form B - Brief head invulnerability before active frames
Rasen wolf - Costs slightly more wolf gauge
2C - Untechable time decreased more. 2C > 6C no longer possible off low proration starters
Eisen (wolf j.214A/B) - Proration now worse


Hazama:

B drive movement followup - Can attack sooner after use
Drive movements - Time until you can attack has been reduced
6B - Knocks down on air hit. Can follow up
Gasshoukyaku (214D~B) - Added corner blowback. Horizontal range shortened. Can follow up in corner
Gasaishou (command grab) - Invincibility halfway through the move changed to throw invulnerable from startup
6C - Now either has same move proration or really big proration
Jakou - Hitstun increased (vs first loke test?)
Jayoku Houtenjin - Heat cooldown time on hit increased
Various D moves - Attack level decreased, hitstop seems to be lower


Taokaka:

Combo proration vs CS1 improved. The same combo from 2b yields that did 2900 in CS1 does 3200 here
2B - Now gatlings to 5B
C Neko Makyuu (ball) - Startup slightly sped up, now removes 1 guard primer
Tao Pitan - Leap distance decreased, now only covers roughly half-screen
6B - Now fatal counters
6C - Faster startup. Now combos from a 5C/2C hit on a crounching opponent
j.d - Ground untechable time decreased (TL may actually be faster recovery for Tao?), now wall bounces on counter hit.
6C - Now has at under 19 frames of startup
5C/2C > 6C works on crouchers
5B -> 6A no longer combos. ~5d RC 6a(1?) air combo does ~3200
3C - Knocks back on hit, severe enough that 236a won't reach
j.8d - Untechable time reduced, can only combo 2 loops before they tech now
Hexa Edge - Wall bounce removed


Mu:

Tsunugui - Now also usable in air. Now wall bounds. Usable in corner combos. Hitstun increased
j.2c - Is now a fatal counter
j.b - Active longer
Ame no habakiri - Can be charged. Proration increased
Yata no kagami - Now also usable in air
Furu no Tsurugi (63214C) - Removes guard primers only at level 3+
Guard primers reduced to 4 (from 5)
Habakiri - Damage nerfed
2C - No longer jump-cancelable on block


Jin:

6A - Can relaunch if you hit an air opponent, use 2b/3c. Proration now less strict. Frame advantage reduced
2D - Now hits higher. Easier to combo after 6C
Sekkajin - Now holdable (no need to mash). Untechable time on last hit increased
632146C (ice wave super) - Now has 25% minimum damage (up from 20%)
214A, j.214a - Wall bounces in the corner vs air opponent
2C - No longer gatlings into 5C. Now gatlings into 6B instead
214C - Tech timing is changed a bit, opponent bounces in a slightly different angle
Ice Arrow (super) - Much longer recovery time, opponent flies up much higher, longer untechable time, can combo into 6C still, much less damage after (around 500)
6C - Untechable time increased, near corner you can DC and 2c or 623b
Untechable time and hit stun from jump attacks reduced
j.2c - Hitbox nerfed
6C - Can no longer follow up midscreen w/ DC 5C. ~>sekkajin > 6C > 2D works


Ragna:

Carnage Scissors - Now projectile invincible
j.C - Bigger vertical hitbox (better as a jump-in)
6B - Less knockback. Causes knockdown vs air opponent. Can relaunch with 5C
5B, 5C - Now have better proration
6C - Untechable time increased
6D - Floats on hit
Hell's Fang>Followup - Heat gain reduced. Less recovery (or it is hitstun?). Easier to oki after hit
Blood Kain - Heat cooldown increased


Tsubaki:

2D - Charge speed increased. Max charge of 3 bars
214214D (tsubaki mugen) - Repeat proration for D moves is reduced while this is active. Now also usable in air. Damage increased
j.236d - Faster recovery, can easily follow up with j.214x
236C - Starts up faster, but prorates more (conclusion from JBBS user, not 100% on this)
6A - Now fatal counters
3C - Now fatal counters
6CC - Floats less
5D - Charge speed faster than first loketest. 5D charge is now set, it cannot charge more than 1 bar (you charge to 1, then it'll go no further). Charge speed is constant
22D - Now downs again (first loketest change reverted)
5A - Increased proration
623C - launches higher, cannot follow up with 2C or 214D anymore. Less untechable time
2C - Less untechable time
214D - less priority ?


Bang:

j.b - Better proration
C kunai - Worse P2 proration, hold time on hit increased
Nails - Knocks opponent towards the ground on hit. However, the opponent gets knocked upwards if hit by rising D nails
5D - Causes float on normal hit. No longer causes wallbound on counter-hit
j.d - Better proration, more useful in combos. Slower startup
j.4c - Causes opponent to fly higher on hit, making followups after difficult
6D - Has less untechable time on CH now
Command Grab - Increased proration


Lambda:

Gravity Seed - Faster startup
3C - Can no longer be emergency teched on counter hit
2C - Now has head attribute invincibility, but P1 proration nerfed
5C - Holding the button causes all hits to come out
2DD - Gatlings into 4B and 6C after the 2nd D
4DD - Gatlings into 4B after the 2nd D
Guard primers reduced to 4 (from 5)
Act Parser: Cavalier (236C) - Untechable time decreased
6C - Untechable time after wallbound decreased (whether this still applies is in question)


Arakune:

6B - Revolver action to 6D added for both normal and followup versions
Zero Vector - Hit zone expanded. Overwriting an old one with a new one will always generate a trajectory different from the old one
j.c - Arakune jumps in the direction of the stick after it hits
6D - Arakune's head now has a hitbox as well, it can launch the opponent into bell bug
5C - Pulls the opponent in. May have lost some head invulnerability(?)
6A > 6D now works
6D > j.c now works in the corner
Bell bug - Now causes ground bounce
6D bug - Falling speed reduced
Air throw - Untechable time reduced
Overall damage decrease
----- распродажа

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kotokot
ded gaem volvo fix pls
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Blazblue Continuum Shift Extend

Сообщение kotokot » 30 авг 2011, 21:40

+Релиус

Relius Clover
Guard Primer: 5
Dash Type Character

Drive: Detonator
- Basis
By pressing 5D or jD it will issue the command to summon Ignis and make her appear behind Relius (while summoning Ignis it is still possible to attack).
After that Ignis follows closely Relius while floating behind him in mid-air.
By pressing D with a direction an attack command will be issued making Ignis start an attack.
The only exception for this command is when the attack+direction is input when Ignis is already in the area indicated by the direction, she will attack from there.
For example, when you input the command to have Ignis rush towards the opponent, if you issue an other support command before she returns behind Relius back she will execute that attack from her current position.
She returns behind Relius back pretty quickly, and if you want to follow with further commands it is obviously necessary to push D again.
Furthermore, while it is possible to use the D+lever command to have Ignis attack while Relius is performing his own attack, it is impossible to have her attack with the same directional input as Relius.

Ignis Gauge
When Ignis is summoned, despite apparently being in a standby state, her gauge will slowly start depleting.
Further more, having her move/attack through a command will cost and consume more gauge.
While Ignis is on screen in her standby state if 5D or JD are pressed she will disappear and her gauge will gradually recover.
Also, if Relius is damaged she will falter and disappear and consequently be unoperative for a while.
Some of Ignis attacks have armor property against projectile attribute moves, and in this case she won't falter back despite being hit.

Health
Ignis has her own health bar (the gauge below)
- if while Ignis is on screen Relius gets hit while she is performing an attack (and interrupting it consequently)
if one of these two conditions is met her gauge will turn blue and Ignis will temporarily become unoperative.
Even if Ignis is called back at the time this occurs, her gauge will still slowly recover.
Moreover, if her whole gauge has been used up or has been depleted by enemy's attacks, she will "break" in the same fashion as Ada, and just like Ada once that happens it will also take a couple of seconds before she can recover.


Normals
5A: typical light attack, can be used as anti-air
2A: typical light attack
6A: mantis-like overhead, has a good reach but it's slow
5B: blue arm punch, even though it cannot be jump-canceled it has a good reach and it's the basic poke
2B: blue arm crouching punch, it's a low that has a good reach but has slow startup
6B: mecha high-kick comeing out of Relius' mantle, sends both grounded and airborne opponents in the air though it lacks head attribute invincibility
5C: mecha plier-like attack. It has short reach making it difficult to use as a poke but it's pretty powerful. It is jump-cancelable and on CH it causes staggering on the opponent.
2C: low anti-air mecha punch. Has head invincibility attribute during its active frames. It causes Fatal Counter, and if the FC occurs on a grounded opponent it'll cause staggering.
6C: huge mecha punch, used solely for combos. Causes FC.
3C: steel hand attack, it has a short range but it can be followed with Id Lauger, it can also be jump-canceled on block.
j.A: cogwheel attack, chains into itself up to 3 times.
j.B: blue mecha arm striking from above, can be easily used as a strong cross-up jump-in
j.C: "chainsaw kick" attack, good jump-in tool
Ground Throw: can be followed in combo either by using Ignis or with a Rapid Cancel
Air Throw: same as above
6D: Ignis claws in front of her, costs little in terms of gauge usage and it's easy to use
2D: spin move that hits twice one when she goes forward and the second time when she draws back. This move is easy to use but costs a lot. It has no same move proration.
4D: attacks diagonally upward, Ignis' version of Brio. Causes wallbounce on hit.
j.2D, j.6D, j.8D: they respectively makes Ignis rush towards the opponent diagonally downward, horizontally, and diagonally upward. To be used in combination with Relius jump-in attacks.


Specials
Id Lauger (236C/j.236C)
A huge mechanical hand is summoned from the ground and blows the opponent away. For the air version the hand comes out of Relius' mantle.
Depending on the combo proration it is possible to follow with other moves for the ground version, however it is impossible for the air version.
The move has huge recovery and if there's not Ignis to support or if you are not sure to hit the opponent it's better to avoid using it on neutral.
It has followups.
Despite having the same proration as the ground version, treat the air one as a different move.

->Haas (214A/j.214A, followup of Id Lauger)
Ignis is summoned, she searches and rushes the opponent in the shape of a chainsaw.
While striking the opponent she'll also slide down.
If this followup is executed at the corner it becomes possible to increase damage due to the prolonged chase.
Also, Ignis position doesn't matter when she starts searching for the opponent.

->Naiads (j.214B, followup of Id lauger)
Ignis is summoned, she searches and knocks the opponent down while being in the form of a drill.
Multi-hit move. Be sure to confirm all the way to the 6th hit, since ending before the 6th will let the opponent perform his ukemi before hitting the ground.
It's mainly a useful move that is adopted in Relius basic combo route.
Just like Haas, Ignis position doesn't matter when she starts searching for the opponent.

Led Ley (236A)
Relius spins around while temporarily being in a state of invincibility
Though it is completely invincible during its active frame it also has a long startup which makes it unconvenient to use as a reversal. It can also dodge projectiles.
No matter if you can't predict whether Relius will be hit or if he'll evade the opponent's attack, the move makes him look like a matador (in a taunt-like way)
It can also be used to taunt the opponent while Ignis is on screen rushing towards him.

Val Lanto (214A)
Ignis is summoned, turns into a chainsaw and attacks the opponent
Though its cost is low, its major restraint is that it makes it easy for the opponent to hit Relius.
Appears to be safe on block.

Val Lyra (214B)
Ignis is summoned behind the opponent and attacks him
Though it is particularly useful against all kind of zoning type characters standing on ground, if the move is yomi'd in time the opponent can dash in towards Relius making it a bit dangerous.
Against rushdown characters like Ragna this can be a good move.
It can still be useful against zoners.
Again, Ignis position doesn't matter when she starts searching for the opponent.

Val Tus (214C)
Ignis is summoned and attacks the opponent three times while dancing
Even though she starts attacking from the very beginning of her rush, the move is still pretty slow
The prorartion is pretty high, if a combo is started from this move it can surpass 6000 damage.
Just like Val Lyra if this move is read by the opponent it can leave Relius open for quite a while so be careful when using it.

Geara Nose (214D)
Ignis is summoned behind Relius, she is thrown towards the opponent like a dart and comes back like a yo-yo.
Though the first part is a low hit, it's slow.
It's likely going to be used for okizeme purposes.
Again, Ignis position doesn't matter when she starts searching for the opponent.

Geara Act (236D)
Ignis is summoned behind Relius, she floats in the air at once and attacks diagonally downwards (with a 45° angle)
Overhead move, launches the opponent on hit.
This move is also useful to lock the opponent down.
Again, Ignis position doesn't matter when she starts searching for the opponent.

Bel Lafino (j.214B)
Ignis is summoned in front of Relius, and she performs a low attack in the shape of a drill.
Though it knocks the opponent down so far it hasn't been used a lot.
Again, Ignis position doesn't matter when she starts searching for the opponent.


Distortion Drives
Req Vinum (632146C)
Creates a field below, which traps the opponent and hits him countless times with various cogwheels and gears.
It's invincible during its startup which makes it useful as a reversal move
Damage doesn't go beyong 1000 which makes it kind of weak, however it is possible to freely move while it restrains the opponent
Its strong point is that you can set Ignis up or have her chase the opponent during the move.
The recovery (on whiff) is pretty awful which makes this move only useful as a reversal

Vol Tedo (632146D)
Ignis is summoned behind Relius, creates an aura around the opponent and strikes him.
On hit confines the opponent inside a ball, an explosion occurs.
Causes 2600 damage which is pretty high, and it's also terribly fast and can be used both in Relius BnB route combos and as a reversal.
Again, Ignis position doesn't matter when she starts searching for the opponent.
Be warned though, the move is not invincible during its startup frames.

Duo Bios (236236D)
Exactly the same kind of DD as Carl's Rhapsody
The only difference is the motion, the rest is identical (included the timing of each move).
Ignis is summoned in front Relius no matter what was her previous position.


Combo
5B > Id > Haas
Basic combo

(with Ignis summoned) 5C>hj.B>jC>j.6D>j.B>j.C>Id>Naiads
Basic aerial segment. It's possible to extend it when Ignis is summoned.

(with Ignis summoned) 5B>2D>5B>5C>2D>5B>5C>Id>Haas
2D loop which carries the opponent to the corner. Causes around 3100 damage, though it costs a whole lot in terms of gauge usage.

Air Throw>j.C>land 5C>j.B>j.B>j.C>Id>Naiads
Basic midscreen air throw combo. Relius doesn't seem to excel in air-to-air combat so this will often prove to be useful.

(corner only)Air Throw>j.C>2C>Id>Haas>5C>2C>6C>4D>j.B>j.C>Id>Naiads
Extended air-throw combo, possible only at the corner.

(corner)5B>5C>Id>Haas>5C>2C>4D>5Cjc>j.Bjc>j.B>j.C> Id>Naiads
Basic corner combo, does around 4200-4400 damage. Can pick a different route at the second 5C by ending with Vol Ted for 4500 damage.

(corner, with Ignis summoned) 6A>2D>5B>5C>Id>Haas>5C>2C>4D>j.B>j.C>Id>Naiads
combo from overhead, around 3400 damage

(corner)Val Tus>5C>Ido>Haas>5C>2C>6C>4D>TK Id>Haas>5C>2C>Vol Ted
6200 damage

Further notes coming from other people who used Relius at the Loke Test:
1. While Val Lanto is guarded it is possible to approach the opponent with a dash or airdash.
2. It is possible to attack simultaneosly with Ignis
3. Once Ignis' attack has ended it is possible to approach from either ground or air
4. While 3C is blocked it is possible to buffer 2D, and given that the move can also be jump canceled this means you have hi/low mixup on your following approach. If you are near the corner you can also perform a cross-up which makes it a three-way mixup
Misc additional info:

Has a dash like that of Eddie (GG)
HP: Around 10500~11000
Relius' theme is an opera. Described as "boss-like"
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Blazblue Continuum Shift Extend

Сообщение Tapik » 31 авг 2011, 21:14

интересно а в псн апдейт будет? или придется новый диск покупать? :( я только неделю назад свой купил

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Blazblue Continuum Shift Extend

Сообщение Antary » 31 авг 2011, 22:45

Я надеюсь будет, потому что это откровенное имелово тех, кто затарился ДЛЦ.
BBCSEX: Изображение
Ike! Ike!
Melty Blood - Current Code: Sion Eltnam Atlasia, Arima Miyako.
Naruto: Ultimate Ninja Storm 2: Naruto (Sennin Mode).
Naruto: Ultimate Ninja Storm: Generations: Naruto (Sennin Mode), Naruto (Five Kage Summit), Sasuke (Susanoo), Obito.

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Blazblue Continuum Shift Extend

Сообщение Fidoskin » 31 авг 2011, 22:49

Я надеюсь, что они выпустят диск :Х
А лучше, что бы выпустили как АЕ. И длц, и диск.

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Сообщение Tapik » 01 сен 2011, 01:20

да, как в АЕ было бы лучше всего
и места лишнего в квартире не занимает :)

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Blazblue Continuum Shift Extend

Сообщение Rancour » 01 сен 2011, 11:49

Fidoskin писал(а): Улучшена запись в тренинге - это как? Теперь можно писать две ситуации и рандомно их прокручивать? Если да, то это супер победа
согласен, это была бы супер победа) такая штука может очень сильно уровень поднять (не для ленивых, конечно xD)
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Сообщение kotokot » 01 сен 2011, 14:22

Стори мод для Платины, Белки, Волка и Релиуса обещают + стори из кт с новой озвучкой.
насчет тренинга: ЗАПИСЬ НЕСКОЛЬКИХ ПОСЛЕДОВАТЕЛЬНОСТЕЙ И ВОЗМОЖНОСТЬ РАНДОМНОГО ВОСПРОИЗВЕДЕНИЯ!
сейвы у виты и пс3 переносимы между собой.
соус: http://blazblue.jp/topics.html
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Blazblue Continuum Shift Extend

Сообщение Cryingvoid » 01 сен 2011, 14:52

Что бы значила стори из КТ? Или ини имеют в виду тупо скомплектованную полную историю с самого начала?

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Blazblue Continuum Shift Extend

Сообщение Alexey Min » 01 сен 2011, 16:16

а я КТ стори не проходил, мне будет интересно ))

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Blazblue Continuum Shift Extend

Сообщение TsubasaKnight » 01 сен 2011, 19:43

minlexx писал(а):а я КТ стори не проходил
Чтож так?

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Сообщение Fidoskin » 01 сен 2011, 19:48

Как я рад новому тренингу. До свидания меши в Москве ! :3

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Blazblue Continuum Shift Extend

Сообщение Alexey Min » 01 сен 2011, 19:55

TsubasaKnight писал(а):
minlexx писал(а):а я КТ стори не проходил
Чтож так?
ау, лямбда из перми, почему у вас на ближайшем аниме эвенте в перми нету ББ?) я бы мб приехал :slon:

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Blazblue Continuum Shift Extend

Сообщение TsubasaKnight » 03 сен 2011, 22:52

Offtop
minlexx писал(а):
TsubasaKnight писал(а):
minlexx писал(а):а я КТ стори не проходил
Чтож так?
ау, лямбда из перми, почему у вас на ближайшем аниме эвенте в перми нету ББ?) я бы мб приехал :slon:
Ответил в ЛС.

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Сообщение BioLogIn » 05 сен 2011, 19:12

не знаю, куда это положить, но:
Toshimichi Mori is has a big announcement to make next week at the Tokyo Games Show under the name, BlueRevolution2012.
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Between the sinners and the saints
It takes and it takes and it takes
And history obliterates
In every picture it paints
It paints me and all my mistakes
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