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Blazblue Continuum Shift II


someonewhodied
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13 members have voted

  1. 1. Main(s)?

    • Ragna
      5
    • Jin
      3
    • Noel
      4
    • Rachel
      2
    • Taokaka
      0
    • Carl
      2
    • Litchi
      1
    • Arakune
      1
    • Tager
      1
    • Bang
      1
    • Lambda
      3
    • Hakumen
      1
    • Hazama
      2
    • Tsubaki
      0
    • Makoto
      1
    • Valkenhayn
      0
    • Platinum
      2


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Well it's out.

I figured it needed its own topic.

I'm keeping Lambda♥, Picking up trollzama again, and I'm still busting my ass off to learn Carl. Should be easier now.

Edited by someonewhodied
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Oh man, it's out already? Well, I voted anyway since who I play as won't change.

Bah, non-public polls

Edited by Royal Ludroth
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Its not there anymore.

Because you voted, when someone votes you can't change the poll type. You have to delete the poll now if you want it pubic.

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I guess, but I really don't want to wait for someone to ask, 'Hey, Em, who'dya main?'. But eh, your topic.

Alsooooo, Mr. Remembering Frame Data, could you like, send me basic combo strings for Tager, Litchi, Lambda and Jin?

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I guess, but I really don't want to wait for someone to ask, 'Hey, Em, who'dya main?'. But eh, your topic.

Alsooooo, Mr. Remembering Frame Data, could you like, send me basic combo strings for Tager, Litchi, Lambda and Jin?

I only know CS1 frame data.

A majority of attacks in CS2 are slightly different. (Like Lambda's 236D is a whoppin 6 hitter now)

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It was a bit weird having no meterless damage midscreen (off non-ch normals anyway) but I got over it after figuring out that CS2 Haz still has stupid high damage. Houtenjin was nerfed, (proration is lame) but the new chains are pretty beast.

As for everyone else, I haven't looked into them too in-depth but from what I've seen and heard, this game is better balanced than CS1. General consensus is -dealing with CS2 Makoto>-dealing with CS1 bang/litchi.

Now I haven't got any actual vs experience yet, seeing as I've just been playing it on the PSP, but hey even if PSN was on I wouldn't call netplay experience yeah

also here is your CS2 frame data whoever is interested

Edited by Pride
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I play as Hakumen and Jin but I might try Platinum if I like her.

Also I'm actually liking CS2 Hakumen better.

Edited by Dagron
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Oh man. I just played BBCS2 a bit and I am so out of practice it's not even funny.

I'm going to have to sit down for a few hours and play Ragna in Training mode and the do the same with Platinum.

When I was using Platinum I thought Luna was Sena at first... Luna sure does love to swear a lot.

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I had to play with my little brother who gets mad at me whenever I do anything resembling a combo. Really annoying.

Also, I actually remembered to send you a friend request today.

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Anyways...I main Noel and sub Bang, Ragna, Tager, and Hazama and some of the changes I notice

Pros:

.5D is now air unblockable.

.6A has range again.

.6C wall Bounces

.Drive 623D wall bounces.

.Optic Barrel is faster.

.Fenrir distortion now has a minimum damage.

.Fenrir distortion shoots more if landed at far range.

.22C Launches higher.

.Midscreen combo exists just weaker.

.Standing 5B can cancel into 2B for mixups.

Cons

.Drive attacks move slower/startup slower and cannot cancel drive C into jump anymore.

.Old 22B/22C loop isn't applicable.

.Throw cannot be canceled into anything.

.Old corner combo isn't applicable anymore.

Bang (I haven't tested Bang much yet.)

Pros:

.5B is now air unblockable.

.6D is a lot faster and viable for some combos.

.j.6D on counter hit is a ground bounce.

.Fu-Rin-Ka-Zan doesn't move in a predictable pattern anymore.

Cons:

.5A nerfed.

.623B no longer wall bounces.

.Damage nerf overall.

Edited by Generic Officer
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What I noticed about lambda. (Because I need my main in any game to be unique, I am not using dustloop)

6A>2B>6B>2C>5CxN>2C>6C>236B>(RC)>5DD>236C>214D>6DD>2DD>j.5DD>j.2DD>j.214D~C>j.5DD>j.2DD>dj.5DD>j.2DD>j.214D>236D~C>236C>5CxN>2C>j.5DD>j.2DD>dj.5DD>j.2DD>j.214D is now possible.

That pretty much is all that changed. Other than 2DD unable to be comboed into 6C (Eh, its worth it for the buffs I get) and 6C doesn't wall bounce anymore. Those two changes ruined my Trademark combo but now I got an awesome one that does ~5K-8K dmg depending on where I screw up.

Also, 236C can be comboed into a 4B combo at the wall.

236C>4B>2DD>(HJC)>j.5C>j.2C>dj.5C>j.2C>j.214D is possible for a quick 3.5K damage.

Edited by someonewhodied
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.Throw cannot be canceled into anything.

Pretty much a valid con for everyone. Except when you're in the corner.

IIRC, someone said that the air throw grabboxes are bigger now.

So you guys with Xbox 360's already have it?

Edited by shadowofchaos
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PS3 FTL

I actually don't have any interest in any of the 360's games other than Blazblue. So there's really no point in me getting one.

Besides, I got other crap to do over the summer anyways. XD

Anyways, from what I remember from my PSP version of CS2, there's a weird "wall bounce" type mechanic that ONLY occurs when you're at the corner. Like how Noel's 6C can combo into itself and into a corner DRIVE SPAM combo. I guess that's what someone meant by "wall bounce" on her drive 623D.

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Actually it's "wall bound" that is untechable.

OH MAN! The new Ragna is gonna take some getting used to. I haven't even touched Platinum yet and she utilizes instant overheads. @_@

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So I gave Platinum a try might sub her since her drive makes her pretty versatile imo. New Noel combos is pretty fun so far just have to get used to it.

So tested Tager a little bit yesterday

Pros:

.2A is now chargeable and gives superarmor.

.421C changed to 214D.

.Sparkbolt changed to 236D.

.Some old midscreens still work

.Hitbox might've reduced a bit.

.Forward throw can combo if magnetized some possible mind games?

Cons:

TBL

Edited by Generic Officer
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