「BlazBlue: Continuum Shift Extend」 is the next installment in the 2D fighting series from Arc System Works — available for the Playstation Vita handheld console. It was later confirmed for home release on the Playstation 3 and Xbox 360. The game will feature new characters (such as Relius Clover), story scenarios, balance changes, further refined Abyss mode, the ability to share saved data between PS3 and Vita versions, and a Network mode allowing 2on2, 3on3, 2on4 and other variations. Vita version is slated for this Winter season.
You may check out the newly released trailer below.
*CS Extend PV:
*Balance Changes from Loketest (provided by Dustloop forums)
Burst – 25% heat gauge bonus on hit and guard from previous test removed.
- Compared to current versiion, both green and gold bursts have slightly reduced active and invincibility frames, and are now completely invulnerable to all non-burst attacks. Startup for green bursts have been slightly sped up.
- Overall utility hasn’t changed much, but green bursting is now easier to use than in the current version.
Barrier guard – has been changed the most (knockback, gauge recovery speed, etc)
- Now an even better defensive option, but the gauge depletion rate has been increased, so you’ll run out if you depend on it too much.
- Barriering used to add a fixed amount of knockback in CS2; that has been changed to now be affected by attack level and guard type.
- In a nutshell, knockback goes up in increasing order like [IB
- Additionally, barrier guarding an opponent’s attack consumes more gauge than before, and it takes longer for the barrier guage to start recovering after use.
- However, barrier guarding a primer-breaking move while at 1 primer consumes less gauge than in our current version.
Counter assault – Most characters can no longer follow up on a successful CA. Some characters like Arakune are an exception to this. Using a CA reduces your max primer count by 1 (for only that round). It’s a useful tool for turning the flow of the match, but using it too much increases the danger of being guard crushed.
Throw – Throws have been altered so that the whole cast can follow up after them even from midscreen. Depending on the character, following up after with a dash or special cancel may be possible. Compared to the current version, it’s usefulness as a midscreen damage source has been improved.
6A, 2A – Characters that could chain this now have a max limit of 3 chained hits.
- Compared to the current version, this makes it easier for the person on defense to predict the attack timing. Characters that currently have a chain limit of under 3 are unchanged (ex. Bang’s 2A, etc)
Ground, Air A attacks – Damage changed to 300.
- This change raises overall air to air and close range damage.
Character specific changes:
6B – Can no longer emergency tech on air hit. Knockback decreased
Hellsfang->followup – Hitstun slightly reduced, made easier to oki after hit.
Bloodkain – Longer heat cooldown after use. However, since throw is now cancelable, there are more places to use it.
Carnage Scissors – Projectile invulnerable during the dash. Can be used as an anti-projectile.
2C – Revolver action changed: route to 5C removed, route to 6B added. Hitbox area straight above Jin has been enlarged, and it is now head invulnerable during the attack.
2D – Vertical hitbox improved, easier to hit with after 6C
Sekkajin – Multi-hit portion now comes out even with holding the button. When charged, air untechable time increased.
Touga Hyojin – Min damage increased from 20% to 25%
Various chain revolver moves – Only the starting one is special cancelable. Chain revolver followups and enders are not special cancelable.
B, C Flash Haida(sp?)(labeled as “Silencer” in movelist) – Repeat proration added to starting hit. Can now holding the button for following hits.
Assault through – Wallbounds on counterhit, allowing followups even from midscreen.
Revolver Blast – Damage increased. Jump action resets when rapid canceled.
j2C – Can now special cancel in the air on hit. Normal and special cancelable on block after landing.
6B – Wallbounds on counter hit. Using wind after wallbound allows for easy followup.
6C – Damage increased for using wind to land multiple hits.
2C – P1 proration weakened, decreasing combo damage from counter hit.
2B – Added revolver action to 5B
6C – Faster startup, now combos from a 5C/2C hit on a crounching opponent
C Neko Makyuu (C Kitty Litter Special – Ball) – Startup slightly sped up, now removes 1 guard primer
Tao Pitan (“Imma Beat The Crap Outta You” according to frame data >w>) – Leap distance decreased, now only covers roughly half-screen
5B – Attack level increased, now jump cancelable
3C – Changed to be emergency techable, but can now be special canceled. Air untechable time has also been greatly increased
Spark Bolt – Bounce on wallbound decreased, P1 proration slightly weakened. However, air untechable time is greatly increased.
B Sledgehammer – Now roughly neutral on block, but can be charged, making it harder to IB.
Atomic Collider – Big change in proration, repeat proration added. However, untechable time has been increased.
Staffless Attacks – Hitstun reduced, attack chain sped up
2B with staff – Added revolver action to 6C, 3C
jD with staff – Landing recovery time shortened, making it easier to attack after
Staffless 6A – Can’t emergency tech on air hit
Ground Sangenkyaku-Chun(followup vers.) (Three Dragons: Red) – Blowback changed to throw the opponent a large distance sideways
Air Grab – Untechable time decreased
6B – Revolver action to 6D added for both normal and followup versions
jC – Moves in lever direction on hit
Zero Vector – Hit zone expanded. Overwriting an old one with a new one will always generate a trajectory different from the old one.
5D – Floats on normal hit
jD – P2 proration improved, now more useful in combos
Various Shuriken Moves (even though they’re really nails >w>) – Knocks opponent towards the ground on hit. However, the opponent gets knocked upwards if hit by rising D nails.
C Shuriken – P2 proration weakened, hold time increased
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.
Step (forward dash) – Improved utility, moves farther during the jump. Can now also cancel into normal attacks in the first 6 frames.
3D – Changed from force standing to ground bound
Con Fuoco – Float on air hit adjusted, making it easier to followup with a combo
Heat Cooldown after Specials – Changed from 180 frames to 90 frames
jB – Air untechable time increased, can now j2A during the 2nd half of the move
Kishuu – Becomes head and body projectile invulnerable after a certain amount of frames
Yukikaze – Faster startup, easier to follow up on hit
Guard Primer Count – Changed to 4
2C – Added head invincibility
3C – Can no longer emergency tech on counter hit
2nd hit of 2D, 4D – Added revolver actions to 4B, 6C(only for 2D)
5D, 2D – 5D gauge fill rate sped up, max of 1 bar. 2D gauge fill rate changed to be slower at start, faster later on, with a max of 3 bars.
623C (I think) – Floats higher on hit
j236D (I think) – Can now act sooner after this move, making a j214 followup on hit easier
214214D (I think) – Usable in the air. While active, damage is increased and proration is improved
D Moves – Decreased blockstun. Hitstun when charged is slightly less than current version.
Drive Movements – Time until you can attack has been shortened
6B – Can followup after a ground counter hit. Emergency untechable on air hit.
Gasaishou – Invincibility halfway through the move changed to throw invulnerable from startup.
Jayoku Houtenjin – Cooldown time on hit increased
Guard Primer Count – Changed to 4
jB – Hitbox stays out longer
j2C – Fatal counters
Furu no Tsurugi (Sword of Decimation) – Removes guard primers at level 3+
Ame no Habakiri (not sure which one this is) – Can be charged
5D – Startup on level 3 sped up. Untechable time slightly reduced compared to current version.
Lunatic Upper – Air untechable time slightly increased
Mars Chopper – Proration improved
Star Gazer – Can followup on hit
Shooting Star – Travels farther
3C – Opponent can now emergency tech from it, but it’s now special cancelable
Nacht Jager – Now knocks away horizontally on air hit. Hitstun on ground hit slightly increased.
Mondlicht – Now air blockable
5B in Wolf Form – Brief head invulnerability before active frames
Rasen Wolf – Costs slightly more Wolf gauge than in current version
Magical Weapons – Improved all around
5B – Zoning ability slightly improved
jC – Removed landing recovery
Air Persia – Projectile invulnerable during the hop
Cure Dot Typhoon – Proration adjusted, harder to tech out of even if used late in a combo
*Relis Clover Screenshots: