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Blazblue

Of course, fun is subjective. I find Tao to be the funnest character, but I'm always hearing people complain that her combos are too hard. I've never thought they were really "hard." I think "sensitive" is a better way to describe them.
 
NOT SHITTY LIST POSTED BELOW.


More from DustLoop
kokonoe ja ca't be held anymore

kokonoe jc, she goes back afterwards (like carls air special)



kagura B dp looks like the old. C dp is one that goes higher, clearly has more recovery.

B appears to be head invuln, C appears to be full invuln.



hazama stock is a meter. it does not recover while he is getting hit.

A follows up use 1 stock.

normal zaneiga is a stagger,

charged zaneiga floats

6C bounds and can then follow up

jc5 sends them flying and even hiren (I think they mean higher).
Hazama gauge:

3 stocks

A followup uses .5 meter

Does not recover on being blocked

does not recover while being hit

other followups use 1 gauge

starts recovering about 2 seconds after use

if it hits, recover 1 gauge
Amane
- 5D special cancellable
- drill move is only 1hit, able to do combo follow up
Valk
- wolf grab does not regain wolf meter
- Wolf j.C is not hitting crouching hurtboxes well?
- Wolf throw > 2B > 2C > 6C is not working.

Platinum
- OD item super gets buffed item for next one as well
- 5B>5C>236C did not combo (he meant 236B)

Jin
- 6C on hit causes spin state, guess no bounce?
- 623D, 2nd hit cause wall bounce
- 236A, knockdown on ch
- OD HIyoku, no visual change
Valk
- wolf 236C goes straight above, wolf air 214C goes straight down

Ragna
- GH follow up, bounce so low, can only link 5A
- 6AGH6ABS is gone
- 5D2 no bounce, no delay HF>5B combo

Litchi
- no normal chain from 6A, can only special cancel
- DP dmg nerf, changed the pole position
- Pole only goes one direction(?)

Platinum
- cat stick cause the slide down
- you can destroy both normal and super treasurebox

Amane
- Lv3 5D got nerfed, a lot
Kokopuffs:

- j.A can't be held anymore.
- You float backwards after j.C (kind of like Carl's Alegretto)
- 6[A] > 22B > 5A doesn't combo anymore
- 6B (1) bounces
- 5B startup slower? - corner j.C > j.D > 236D doesn't work
- Seems to take a while to recover a Graviton stock after 236D.
- ground 236D > 6[A] still connects, after all.
- Graviton bar recovery rate seems reaaaaaally slow.

Kagura:
- B DP is only head invul
- C DP is totally invul but has huge recovery
- Both flash kick versions are hard to follow up on CH.
- 2D~A now bounces on hit.

Carl:
- 3D not a low or overhead anymore.
- 2D has more startup.
- j.C seems to bounce you twice ???????? (I'm reading this wrong right lmao)
- OD Cantata = 2423 damage

Amane:
- 5D special cancellable, omg
- drill move is only 1hit, able to do combo follow up
- 6B FC doesn't blow the opponent away.
- 6B FC > j.C works.
- Lv3 5D got nerfed, a lot

Hazama:
- you do 2B, and try to link to 2C for pressure, opponents does GCOD against 2B, OD JYAYOKU in YOUR FACE
- 214DA cause bounce on hit, hard to combo
- 3C>214DC bounce in weird direction
- can’t really be braindead and fly around
- chain meter only recovers on neutral after about 2sec
- chain does not recover while on hit or blocking
- chain meter changed from 2 to 3
- DA costs 0.5
- DB,DC,DD costs 1
- does not recover chain meter on chain block
- OD Mizuchi does 1800 min guarantee
- OD Jyayoku so op, 5000 from anywhere
- OD Jyayoku > 623D > Mizuchi 6k

Valk:
- wolf grab does not regain wolf meter
- Wolf j.C is not hitting crouching hurtboxes well?
- instant JC does not hit opponent on crouch omg
- Wolf throw > 2B > 2C > 6C is not working.
- Wolf gauge and backstep seem unchanged.
- wolf 236C goes straight above, wolf air 214C goes straight down

Platinum:
- OD item super gets buffed item for next one as well
- 5B > 5C > 236B doesn't work
- 5B > 5C > 3C > 236B route works
- 3C doesn't float the opponent away from you anymore.
- Persia's 2nd hit has some weird brake.
- 3C > Persia route no longer works.
- 6B has less stagger on hit.
- 6C > Swallow is harder to follow up afterwards apparently because Swallow seems to float higher now.
- Both present box and treasure box can be destroyed on enemy hit now.
- Cat now slides opponent on hit

Litchi:
- Seems like staff launch trajectory properties have changed a bit.
- During staff launch, staff doesn't come back if Litchi's hit
- ItsuuA recovery increased
- 4B still bad
- no normal chain from 6A, can only special cancel
- DP dmg nerf, changed the pole position
- Pole only goes one direction(?)

Celica:
- Combo rate seems to be around 70%.

Jin:
- 6C on hit causes spin state, guess no bounce?
- 623D, 2nd hit cause wall bounce
- 236A, knockdown on ch
- OD HIyoku, no visual change

Makoto:
- 5D has less untechable time
- 2D combos can't be done like before
- j.2C is cancelable now
- 214A~D no follow up still
- 6C > 214A~C > 236D doesn't work
- j.D now wallbounds? Not sure if can be followed up.

Ragna
- GH follow up, bounce so low, can only link 5A
- 6AGH6ABS is gone
- 5D2 no bounce, no delay HF>5B combo

Arakune:
- raw OD- Only 50% of the curse gauge gets filled.
Amane
- the leg part when Amane does 236D has hitbox now and does pretty good dmg starter and plus on block

Relius 3C no longer jump cancellable.
Tao
- 2C slower
- no charge 5C and 2C
- 2B moves longer dist
- 22 move does knockdown
- 6C>236C combos
Celica:
- D can be pressed 3 times. Until 2 times pressed it's special cancelable. After 3rd time pressed it's not.
- 6A and 6D are overheads
- Seems like on 2nd and 3rd drive button presses 6D is not an overhead?


Bullet:
- D Frame Advantage reduced.
- If you hit D, the opponent floats and can Air Ukemi.
- Heat 1 Piercing Engage doesn't really wall bounce anymore, it seems?

Tao:
- 2C slower
- no charge 5C and 2C
- 2B moves longer dist
- 22 move does knockdown
- 6C>236C combos
- j.8D moves up higher than before.

Tsubaki:
- 6C no longer jump cancels.
- 22[D] not a unblockable.
 
Last edited:
Okay, information is coming very quickly from many sources. That list is a fucking mess and I'll wait for a list of everything and post that tomorrow.
 
Alright a nice, complete (at time of posting this. I'll update it tomorrow) list.

Kokopuffs:

- j.A can't be held anymore.
- You float backwards after j.C (kind of like Carl's Alegretto)
- 6[A] > 22B > 5A doesn't combo anymore
- 6B (1) bounces
- 5B startup slower? - corner j.C > j.D > 236D doesn't work
- Seems to take a while to recover a Graviton stock after 236D.
- ground 236D > 6[A] still connects, after all.
- Graviton bar recovery rate seems reaaaaaally slow.

Kagura:
- B DP is only head invul
- C DP is totally invul but has huge recovery
- Both flash kick versions are hard to follow up on CH.
- 2D~A now bounces on hit.

Carl:
- 3D not a low or overhead anymore.
- 2D has more startup.
- j.C seems to bounce you twice ???????? (I'm reading this wrong right lmao)
- OD Cantata = 2423 damage

Amane:
- 5D special cancellable, omg
- drill move is only 1hit, able to do combo follow up
- 6B FC doesn't blow the opponent away.
- 6B FC > j.C works.
- Lv3 5D got nerfed, a lot
- the leg part when Amane does 236D has hitbox now and does pretty good dmg starter and plus on block

Hazama:
- you do 2B, and try to link to 2C for pressure, opponents does GCOD against 2B, OD JYAYOKU in YOUR FACE
- 214DA cause bounce on hit, hard to combo
- 3C>214DC bounce in weird direction
- can’t really be braindead and fly around
- chain meter only recovers on neutral after about 2sec
- chain does not recover while on hit or blocking
- chain meter changed from 2 to 3
- DA costs 0.5
- DB,DC,DD costs 1
- does not recover chain meter on chain block
- OD Mizuchi does 1800 min guarantee
- OD Jyayoku so op, 5000 from anywhere
- OD Jyayoku > 623D > Mizuchi 6k

Valk:
- wolf grab does not regain wolf meter
- Wolf j.C is not hitting crouching hurtboxes well?
- instant JC does not hit opponent on crouch omg
- Wolf throw > 2B > 2C > 6C is not working.
- Wolf gauge and backstep seem unchanged.
- wolf 236C goes straight above, wolf air 214C goes straight down

Platinum:
- OD item super gets buffed item for next one as well
- 5B > 5C > 236B doesn't work
- 5B > 5C > 3C > 236B route works
- 3C doesn't float the opponent away from you anymore.
- Persia's 2nd hit has some weird brake.
- 3C > Persia route no longer works.
- 6B has less stagger on hit.
- 6C > Swallow is harder to follow up afterwards apparently because Swallow seems to float higher now.
- Both present box and treasure box can be destroyed on enemy hit now.
- Cat now slides opponent on hit

Litchi:
- Seems like staff launch trajectory properties have changed a bit.
- During staff launch, staff doesn't come back if Litchi's hit
- ItsuuA recovery increased
- 4B still bad
- no normal chain from 6A, can only special cancel
- DP dmg nerf, changed the pole position
- Pole only goes one direction(?)

Celica:
- Combo rate seems to be around 70%.
- D can be pressed 3 times. Until 2 times pressed it's special cancelable. After 3rd time pressed it's not.
- 6A and 6D are overheads
- Seems like on 2nd and 3rd drive button presses 6D is not an overhead?

Jin:
- 6C on hit causes spin state, guess no bounce?
- 623D, 2nd hit cause wall bounce
- 236A, knockdown on ch
- OD HIyoku, no visual change

Makoto:
- 5D has less untechable time
- 2D combos can't be done like before
- j.2C is cancelable now
- 214A~D no follow up still
- j.D now wallbounds? Not sure if can be followed up.
- 2D lv2 > 5B doesn't work.
- Lv2 special moves CAN'T be special canceled
- 6C > 214A~C > 236D only works on corner

Ragna
- GH follow up, bounce so low, can only link 5A
- 6AGH6ABS is gone
- 5D2 no bounce, no delay HF>5B combo

Arakune:
- raw OD- Only 50% of the curse gauge gets filled.
- 6B>JD does not link

Relius:
- 3C no longer jump cancelable
- j.B attack level reduced.

Bullet:
- D Frame Advantage reduced.
- If you hit D, the opponent floats and can Air Ukemi.
- Heat 1 Piercing Engage doesn't really wall bounce anymore, it seems?
- Bullet's Capture's Brake only registers in the last half. Looks like it has recovery.
- Capture's changed so picking it up off a 5B is tough now.
- Bullet's Snap Hands Fist damage reduced
- D gets blocked and you bounce up and back.
- In addition to confirming You can't really combo off Piercing engage anymore and D being a small bound (so folks can Air Ukemi it) instead of a down

Tao:
- 2C slower
- no charge 5C and 2C
- 2B moves longer dist
- 22 move does knockdown
- 6C>236C combos
- j.8D moves up higher than before.

Tsubaki:
- 6C no longer jump cancels.
- 22[D] not a unblockable.
- j.214D overhead now.

Tager:
- 5A still Moment starter level.
- 6B not overhead anymore.
- 6C still overhead.
- 623C doesn't bounce anymore??
- 6A magnetic pull on airborne opponent STRONG.

Nu:
- None of her ground drive moves can be jump canceled on block; still jump cancelable on hit.

Hakumen:
- Enma NOT jump cancelable anymore.

Mu:
- 5C > 6C doesn't work at all anymore.
- 6B is a mid on first hit; overhead on second hit.
- 6B > 6C not a gatling anymore
- 6C > 5D can't be done anymore.

Noel:
- 236D doesn't wallbound anymore
- 236C works different on hit now
- You lose air inertia as soon as you press j.D
- 236A harder to follow up afterwards.

We'll see what sticks after this loketest.
 
hahahaha, yea they keep nerfing Tsubaki. Its as if they're telling all Tsu players "Look, she's fucking useless, just stop playing her. We dun goofed hard."

Seriously why do I keep holding out hope they're gonna actually make my main viable?
 
Seriously I think I might have to switch back to Tao, despite the fact that I haven't played her since CT. Gonna be a long hard road ahead for me...
 
Arakune's OD actually starts his curse from wherever his Crimson gauge is upon activation. WE IN THERE CP2 BOOTY TIER EDITION.
 
Hakumen can't jump cancel after Enma. If that stays in and Hakumen doesn't have legit method of starting a combo that doesn't require a minimum 3 stars, Mori can eat a bag of dicks. I'm quitting this series. I could accept not being able to jump cancel Enma on block since what Haku could do was like Agito and dash to safety but on hit? Nope. Unacceptable.
 
Wow they're making Noel better? Makes me want to stop playing her.

Speaking of useless characters we like... Makoto.
 
bbcp_009_cs1w1_720x405.jpg

Now where is the Relius Astral on her?
 
Seems like we might find out. Joking aside though, even though this is the first loketest, what are any of these changes accomplishing? Taking away everyone's tools is the worst way to balance a game. Why bother making changes that no one will like and won't be in the game unless you want an intense amount of people to drop it? They wasted this first loketest.
 
Seems like we might find out. Joking aside though, even though this is the first loketest, what are any of these changes accomplishing? Taking away everyone's tools is the worst way to balance a game. Why bother making changes that no one will like and won't be in the game unless you want an intense amount of people to drop it? They wasted this first loketest.
thats the thing, they want people to stop playing BB to advertise for GG it is all a conspiracy
 
For some reason, I will not be surprised if half of that stuff winds up in the actual game, because Mori's a troll like that.
 
For some reason, I will not be surprised if half of that stuff winds up in the actual game, because Mori's a troll like that.
yeah he sure memed us hard by making his game unenjoyable
clearly we've been taken for a ride on his ruse cruise
 
oh my god, I was not excited for Celica because I thought she was gonna be another puppet character but now I can see she's barely one at all.

her puppet follows you!
 
Translated interview on Dengeki from DL that explains the balancing approach on this loctest
Katou: "Balance change" might be the wrong word to describe it... Instead of averaging the strengths and weaknesses of each character, we aimed to expand the individuality of each character and how it feels to play with the characters.
... What?
 
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