Blazblue: Calamity Trigger
0
I agree with you about wanting this new stuff to be DLC, it would be kinda like punching their fans in the face to demand we buy another version of the same game we bought that enabled them to be able to pay people to make the new stuff.
0
KawaiianPunch
relic
They aren't simply "Testing" this on arcade markets, it's a legit arcade release.
Arcades sure as hell aren't dead in japan..
It's not surprising at all. Guilty Gear XX went through THREE revisions before they finally got things to near perfection with Accent Core.
It's about time this game got patched. I'm fine with the roster, but there's too many stupid problems as far as balance goes. Nu and Arakune need to be nerfed... BADLY. Wouldn't mind buffs for Bang, Tager and Hakumen either.
DLC or not, I'm hoping for the best when this drops.
Arcades sure as hell aren't dead in japan..
It's not surprising at all. Guilty Gear XX went through THREE revisions before they finally got things to near perfection with Accent Core.
It's about time this game got patched. I'm fine with the roster, but there's too many stupid problems as far as balance goes. Nu and Arakune need to be nerfed... BADLY. Wouldn't mind buffs for Bang, Tager and Hakumen either.
DLC or not, I'm hoping for the best when this drops.
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I like the new health bars.
EDIT: While I agree that Nu and Arakune need nerfs, I don't agree in the case of Tager, Bang, and Hakumen needing upgrades. Bang has crazy pressure capacities, Hakumen, should his counters be utilized, is VERY much a good character. Tager takes more practice, but once his grabs and invulnerabilities are mastered, he is a juggernaut.
EDIT: While I agree that Nu and Arakune need nerfs, I don't agree in the case of Tager, Bang, and Hakumen needing upgrades. Bang has crazy pressure capacities, Hakumen, should his counters be utilized, is VERY much a good character. Tager takes more practice, but once his grabs and invulnerabilities are mastered, he is a juggernaut.
0
KawaiianPunch
relic
Hakumen's lack of meterless combos and lack of solid offensive options (no chain combos) = bad. Dude can't pressure well at all due to that, and you can keep him away all day if you've got someone with solid pokes. It'd be different if he weren't so reliant on counterhits to do solid damage.
Tager's even worse. He's far too easy to counter, and it's retardedly easy for any character to keep away. You can argue about invincibility on command grab, but what decent player is going to fight against Tager at point blank range to begin with?
Give him some solid stuff to work with, not just gimmicks. Would love to see him buffed up to GGAC Potemkin type status.
Tager's even worse. He's far too easy to counter, and it's retardedly easy for any character to keep away. You can argue about invincibility on command grab, but what decent player is going to fight against Tager at point blank range to begin with?
Give him some solid stuff to work with, not just gimmicks. Would love to see him buffed up to GGAC Potemkin type status.
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KawaiianPunch wrote...
Hakumen's lack of meterless combos and lack of solid offensive options (no chain combos) = bad. Dude can't pressure well at all due to that, and you can keep him away all day if you've got someone with solid pokes. It'd be different if he weren't so reliant on counterhits to do solid damage.I have to say, even with Hakumen's lack of combos, the amount of damage that he can deal in his 4hit combos is ridiculous, and I feel that is adequate. His counterhits are easy to utilize, and once you get used to them, it's easy to counter other players. Not to mention that his airgrab is an extremely useful massive damage combo starter. I definetely agree with you on Hakumen's meter usage. Of course, I find it harder to stack up against higher level players with Hakumen, though this is likely my lack of Hakumen skill.
Tager's even worse. He's far too easy to counter, and it's retardedly easy for any character to keep away. You can argue about invincibility on command grab, but what decent player is going to fight against Tager at point blank range to begin with?
Give him some solid stuff to work with, not just gimmicks. Would love to see him buffed up to GGAC Potemkin type status.
Give him some solid stuff to work with, not just gimmicks. Would love to see him buffed up to GGAC Potemkin type status.
Actually, I find Tager an amazing character(I side him). His magnetism, though I'm not sure if that's the "gimmick" you refer to, is highly convenient, as it works through guard, and I find it flows well into his grab combos, especially his atomic collider. As for the point-blank, you have to realize that the majority of characters are not ranged. His backstep invul is amazingly useful, and quite often my lead into grab or DD, especially after they think that a tap+sledgehammer+grab pressure has ended. Though, I do have to complain that Tager is at the VERY mercy of Arakune and Nu, the two that should be nerfed.
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KawaiianPunch
relic
The problem with haku lies in his straightforwardness. When you're looking at the potential mixup and pressure ability that the majority of the cast has, his lack in variety is what hurts him. There is absolutely no problem with his damage, the problem lies in forcing a hit confirm.
The problem with a lot of Tager stuff is that it can be teched, if done correctly. Damage and magnetism tricks, along with invincible backdash (mainly due to the recovery) does not forgive the fact that tager driver and his normals are slow as hell, and he has no way to advance on the opponent when magnetism isn't working. Granted, situational stuff does make a difference (hello spark volt), but it's still terrible when the majority of the cast can pressure him easily with no way to counter.
It'd be kinda nice if he had some FB style super armor things to break out of things, and have the distance for sledge lengthened and to come out a bit faster.. kinda like hammerfall.
I really wish he was a lot more effective than he is. Coolest grappler in any game ever.
The problem with a lot of Tager stuff is that it can be teched, if done correctly. Damage and magnetism tricks, along with invincible backdash (mainly due to the recovery) does not forgive the fact that tager driver and his normals are slow as hell, and he has no way to advance on the opponent when magnetism isn't working. Granted, situational stuff does make a difference (hello spark volt), but it's still terrible when the majority of the cast can pressure him easily with no way to counter.
It'd be kinda nice if he had some FB style super armor things to break out of things, and have the distance for sledge lengthened and to come out a bit faster.. kinda like hammerfall.
I really wish he was a lot more effective than he is. Coolest grappler in any game ever.
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KawaiianPunch wrote...
When you're looking at the potential mixup and pressure ability that the majority of the cast has, his lack in variety is what hurts him.Can't argue this. Essentially, very true, he lacks a repertoire of moves that can be used to catch the opponent off guard.
...tager driver and his normals are slow as hell
Of course, for this to be true, you need to disclude his down A (or was it B?)poke, which is decently fast, and works well with a sledgehammer follow up. But you're correct, the majority of his attacks are slow.
...and he has no way to advance on the opponent when magnetism isn't working. Granted, situational stuff does make a difference (hello spark volt), but it's still terrible when the majority of the cast can pressure him easily with no way to counter.
This all really matters on the opponent you're fighting, which you've stated. The primary advance, which I find very useful is a combination of high jump and sledgehammers. However, in the middle of the opponent's pressure (found most useful for Jin, Ragna, Hakumen, and Rachel), the backstep grab or simply the down tap is really useful, I've found.
...and have the distance for sledge lengthened and to come out a bit faster.. kinda like hammerfall.
Well, in conjunction with the rest of his moveset, increasing the speed and distance of the sledgehammer would make Tager potentially unstoppable, but I understand. I wish that Tager had that kind of ability as well.
I really wish he was a lot more effective than he is. Coolest grappler in any game ever.
I actually like him the way he is, though. This isn't arguing anything, it's just my personal preference :3
I completely agree that Tager is one of the coolest grapplers I've seen in a fighting game for a while.
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Updates! As usual, I got this from the Tales forum, who likely got it from Dustloop.
Pics of in-game:
I am loving the new healthbar interface.
Here is a higherres picture of Tsubaki:

Here is a list of confirmed nerfs/upgrades (also, v13 was taken out, replaced by a a11[same person pretty much, though]). I WILL POST ALL THE CHANGES WHEN ALL ARE DISCOVERED.
Burst no longer have damage penalty
You start with 1 burst in round 1, and get 1 more burst per round, can stock two. So if you don't use your burst round one, you end up with 2 in round 2, but you can not stack anymore after that. Lose to gain burst +1.
RAGNA
- New Move (Dual Edge?) is not an overhead, can not combo from ground
- Dead Spike seems like still suck pretty bad
JIN
-5B is slow
-JB is slow, C>JB does not combo
-new J2C
-new DD Yukikaze 214214D, counter move same as Haku-men's one, 3882 damage
-J236D shoots out 2 projectiles instead of 3
-214B does not guarantee the knock down
NOEL
- 6A doesnt hit on Jin's crouch
- Change to chain revolver, blueish color is now black
- Combo damage nerfed, combo from 6B does 3100
- u can counter Bullet Rain after Noel lands
- 236A/B/C becomes faster
- 6D becomes faster
- 22C loop nerfed, does only 2700 to Rachel
- new J6D move
- new move which is the 'old JD' directly from the ground
RACHEL
- new projectile DD
- new DD uses up all winds and will change depends on the number of wind left
- wind doesnt immediately recover after consumption
- easier to tech after JC
- no flog combo, flog does not activate during the combo
- sword iris command changes to 214C, has mid-air version
- Can't cancel J2C while recovering from a landing.
- hard to combo after 3C9D
- can not summon new flog immediately after the old one activated
- flog is now also affected by wind
TAGER
- new down status throw? (the one like Ragna's 22C)
- double the guard libra of other characters.
- Tager has a new move: 4D. Very quick.
- Tager can combo from 3c into new move (rocket finger. I don't think this is the legit name, but wtf?)
TAOKAKA
- J236B changed to only hit in horizontal direction
- 3C>JD6>JC>J236B>J2DB doesnt combo
- 5B counter hit > 6C does not combo
LITCHI
- she still has huge boobs
ARAKUNE
- Dive move is not overhead anymore, slow, dive cancel only possible at hit
- when curse meter gets full it goes to FEVER mode
- You cannot recurse opponent in the FEVER mode
- All bugs are changed, not as good as old ones (at least observing from the current point
- u can only summon bees while in FEVER mode
- bugs are huge
- once the curse mode starts it wont go away even if Arakune takes hit
- Fog move has no hitbox but if u touch it the curse meter will increase
- Fog adds 40-50% to meter Everything else 20-25%
- YOU CANT GUARD BREAK with bees
- fast and short back step, no change to forward step
BANG
- 3C can be jump canceled on hit (not on block confirmed by somebody in bbs
- both JC and J4C are no more overheads(?)
- new command throw DD
- Furinkazan comes with consumer version song
CARL
- J2C is no more overhead, slow
- no airthrow loop
- easier to tech after 2C
- 214C cancel remains
- no jump cancel after 5B when blocked
- Nirvana's life goes down fast but recovers fast as well
- 214214D super does more damage
- new projectile is fast and reaches the corner 
- 8D is not air techable
- no change to 2D 4D 6A, glide throw
HAKUMEN
- has new barrier move against projectile (?)
- barrier appears when he cuts the projectile (white circle with å°="Seal" kanji on the center)
- barrier absorbs the projectile and gets bigger
- barrier will last for a certain time and will disappear if opponent gets hit by it
- 2D and 6D lasts longer
- new 4C move, Gatotsu
- new J4C which is old J2C but slower
- meter is easier to identify
- many normal move is faster
Λ-11-
- range got shortened
- new move Act Pulser Zwai, Act Pulsar Zwei Blade, Act Pulsar Zwei Cavalier
- DD>4DD>236D doesn't combo
- No more special voice against Ragna
- No more raping Tager and Hakumen
Thank god for Arakune nerf; I hate Aksys for nerfing Noel. Thank god for Tager having more guard libra AND lol at possible finger flick?. Thank god even more for Carl's clap loop being taken out. BIG Hakumen upgrade.
Pics of in-game:
Spoiler:
I am loving the new healthbar interface.
Here is a higherres picture of Tsubaki:

Here is a list of confirmed nerfs/upgrades (also, v13 was taken out, replaced by a a11[same person pretty much, though]). I WILL POST ALL THE CHANGES WHEN ALL ARE DISCOVERED.
Burst no longer have damage penalty
You start with 1 burst in round 1, and get 1 more burst per round, can stock two. So if you don't use your burst round one, you end up with 2 in round 2, but you can not stack anymore after that. Lose to gain burst +1.
RAGNA
- New Move (Dual Edge?) is not an overhead, can not combo from ground
- Dead Spike seems like still suck pretty bad
JIN
-5B is slow
-JB is slow, C>JB does not combo
-new J2C
-new DD Yukikaze 214214D, counter move same as Haku-men's one, 3882 damage
-J236D shoots out 2 projectiles instead of 3
-214B does not guarantee the knock down
NOEL
- 6A doesnt hit on Jin's crouch
- Change to chain revolver, blueish color is now black
- Combo damage nerfed, combo from 6B does 3100
- u can counter Bullet Rain after Noel lands
- 236A/B/C becomes faster
- 6D becomes faster
- 22C loop nerfed, does only 2700 to Rachel
- new J6D move
- new move which is the 'old JD' directly from the ground
RACHEL
- new projectile DD
- new DD uses up all winds and will change depends on the number of wind left
- wind doesnt immediately recover after consumption
- easier to tech after JC
- no flog combo, flog does not activate during the combo
- sword iris command changes to 214C, has mid-air version
- Can't cancel J2C while recovering from a landing.
- hard to combo after 3C9D
- can not summon new flog immediately after the old one activated
- flog is now also affected by wind
TAGER
- new down status throw? (the one like Ragna's 22C)
- double the guard libra of other characters.
- Tager has a new move: 4D. Very quick.
- Tager can combo from 3c into new move (rocket finger. I don't think this is the legit name, but wtf?)
TAOKAKA
- J236B changed to only hit in horizontal direction
- 3C>JD6>JC>J236B>J2DB doesnt combo
- 5B counter hit > 6C does not combo
LITCHI
- she still has huge boobs
ARAKUNE
- Dive move is not overhead anymore, slow, dive cancel only possible at hit
- when curse meter gets full it goes to FEVER mode
- You cannot recurse opponent in the FEVER mode
- All bugs are changed, not as good as old ones (at least observing from the current point
- u can only summon bees while in FEVER mode
- bugs are huge
- once the curse mode starts it wont go away even if Arakune takes hit
- Fog move has no hitbox but if u touch it the curse meter will increase
- Fog adds 40-50% to meter Everything else 20-25%
- YOU CANT GUARD BREAK with bees
- fast and short back step, no change to forward step
BANG
- 3C can be jump canceled on hit (not on block confirmed by somebody in bbs
- both JC and J4C are no more overheads(?)
- new command throw DD
- Furinkazan comes with consumer version song
CARL
- J2C is no more overhead, slow
- no airthrow loop
- easier to tech after 2C
- 214C cancel remains
- no jump cancel after 5B when blocked
- Nirvana's life goes down fast but recovers fast as well
- 214214D super does more damage
- new projectile is fast and reaches the corner 
- 8D is not air techable
- no change to 2D 4D 6A, glide throw
HAKUMEN
- has new barrier move against projectile (?)
- barrier appears when he cuts the projectile (white circle with å°="Seal" kanji on the center)
- barrier absorbs the projectile and gets bigger
- barrier will last for a certain time and will disappear if opponent gets hit by it
- 2D and 6D lasts longer
- new 4C move, Gatotsu
- new J4C which is old J2C but slower
- meter is easier to identify
- many normal move is faster
Λ-11-
- range got shortened
- new move Act Pulser Zwai, Act Pulsar Zwei Blade, Act Pulsar Zwei Cavalier
- DD>4DD>236D doesn't combo
- No more special voice against Ragna
- No more raping Tager and Hakumen
Thank god for Arakune nerf; I hate Aksys for nerfing Noel. Thank god for Tager having more guard libra AND lol at possible finger flick?. Thank god even more for Carl's clap loop being taken out. BIG Hakumen upgrade.
0
KawaiianPunch
relic
Love how Carl was considered to be the worst in the game prior to the clap loop being discovered, then they take that from him.
I feel sorry for all the Jin players who actually sat down and learned how to actually play the character rather than spam icecar. There has to be something he has that makes up for that huge list of nerfs...
Then again, most of these changes seem to be that...
I feel sorry for all the Jin players who actually sat down and learned how to actually play the character rather than spam icecar. There has to be something he has that makes up for that huge list of nerfs...
Then again, most of these changes seem to be that...
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KawaiianPunch wrote...
Love how Carl was considered to be the worst in the game prior to the clap loop being discovered, then they take that from him.Well, I assume to make up for that they'll probably be changing his moveset drastically.
I feel sorry for all the Jin players who actually sat down and learned how to actually play the character rather than spam icecar. There has to be something he has that makes up for that huge list of nerfs...
You can't imagine how much my brother raged when I called him last night and told him the list of Jin nerfs. He's one of the few that actually learned to use combos and integrate icecars into high damage combos, unlike all the icecar spammers. Luckily, I got his spirits up by telling the list of Hakumen upgrades.
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Catcher wrote...
Apparently, they're trying to add new characters and slightly remaking the game for another console release. They are testing it on the arcade markets first. Guilty Gear Slash, anyone? (credits to the Tales forums).
Spoiler:
So... I hope this content is entered as DLC once testing is finished, or no words will be able to describe my indignation at having to pay another 60 dollars.
This is the version i will buy on january when the game arrives Europe (this is the first european version, not the actually japanese/american version) ^-^
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KawaiianPunch
relic
Hazama confirmed...
http://i36.tinypic.com/2lc63ow.jpg
http://i34.tinypic.com/30ij6fr.jpg
Now give me Jubei and we're set..
http://i36.tinypic.com/2lc63ow.jpg
http://i34.tinypic.com/30ij6fr.jpg
Now give me Jubei and we're set..
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KawaiianPunch
relic
hazama doesn't really look or play like johnny by the sounds of it...
plus, nobody is johnny 2.0. NOT WITHOUT NORIO WAKAMOTO.
plus, nobody is johnny 2.0. NOT WITHOUT NORIO WAKAMOTO.
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KawaiianPunch wrote...
hazama doesn't really look or play like johnny by the sounds of it...Oh... I was talking about his clothes.
Anyways, profile:
Hazama character profile wrote...
HazamaProfile
Height: 183 cm
Weight: 61 kg
Birthday: April 29
Blood Type: AB
Birthplace: Unknown
Hobbies: Collecting silver accessories
Likes: Boiled eggs
Dislikes: Cats
CV: Yuichi Nakamura
General Information:
Drive: Ouroborus - Summons chains which can hang in the air, be launched at enemies, or be used for transportation by swinging from an axis. It might also be able to ensnare his opponent.
He wields knives and will apparantly be a speed-based character.
Hm... chains. I wonder if he'll be able to do Testament-like attacks with those?
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Kuri wrote...
Um...just wondering. Is the "Continuum Shift" going to be a DLC?Most likely a dsic release. And remember people, they're still doing location test so alot of these nerfs may go away. Hoping for the Rachel ones especially, jesus I play Tager and even I think those were unneeded.
0
KawaiianPunch
relic
It'll probably be a reduced price stand-alone game like Super SF4.. Too much for simple DLC to add and fix.





