Blazblue Cross Tag Battle Season 2 Patch Notes

Blazblue Cross Tag Battle is getting a new season. Season 2 is coming with some new characters and changes. If you want to know what those changes are check out the list below to see what has changed with your favorite character so far.

Universal

Cross Raid

• After landing the final hit of Smart Combo 1, you can switch in your partner with an incoming attack by pressing A.
• Successfully landing the Cross Raid attack will switch in your partner in the Active Switch powered-up state.
• Your partner will have to be at the back to be able to use Cross Raid.
• Using Cross Raid will use up all remaining Cross Gauge. (You will be able to use Cross Raid regardless of the remaining Cross Gauge.)
• Your Resonance level will increase regardless of the amount of Cross Gauge left when used. (Same amount as when activating Cross Combo with 100% Cross Gauge.)

Extra Assault

• A powerful attack that can be unleashed by pressing C during the finish of a 2 person Clash Assault.
• Requires 1 Skill Gauge. A normal Clash Assault will occur if there is not enough Skill Gauge on use.

Rampage Time

• Occurs in matches when the in-game timer reaches 80. This will cause Skill Gauges for both players to increase continuously.
• The amount of Skill Gauge gained increases as the match approaches time-up.

Delayed Down Entrance

• When your first character is defeated, you can hold A, B or C to delay the timing of the second character entering the battle for up to 1 second.

Characters’ Health

• Each characters’ health has been adjusted accordingly as follows:
• Characters with 14,000 health adjusted to 16,000.
• Characters with 16,000 health adjusted to 17,000.
• No adjustment has been made to characters with 18,000 and 20,000 health.

Persona Break

• Reduce the percentage of damage received by half when a Persona Break occurs

Clash Assault

• Increased the damage of the 2 person Clash Assault

Resonance Blaze in air

• Changed the hit invulnerability of the landing recovery to complete invulnerability

Smart Combo 1

• Adjusted the knockback and changed the actions of various characters so that the final hit is easier to connect when hitting an opponent in mid-air.
• The final hit cannot be Cross Burst.

Down Entrance

• Revamp various elements such as the search timing, making the incoming attack harder to avoid with back and forward movement.

Command Throw

• Added throw invulnerability from the startup to the end of the attack active frame for all against ground command grab that uses Skill Gauge.
• Added throw invulnerability from the startup to the end of the attack active frame for all of Tager’s, Waldstein’s and Kanji’s against-ground command grab.
* The throw invulnerability will run out for chargeable attacks such as Tager’s “Gigantic Tager Driver (EX ver.)” after charging it over a certain duration.

Reversal Action (Counter-type)

• Increased the duration of the counter state.
• There is no change in the total amount of frame.

Partner Skill

• Adjusted the recovery for moves that loop by itself during cross combo when it hits an opponent on the ground.

Combo Count

• Added a visual cue effect for the time passed during a combo.
* Changes every second, turning yellow after 6 seconds, and blinking vigorously after 10 seconds.
• A system message will be displayed accordingly to the combo time after the end of the combo

Training Mode Features

• Added a FN1 + Position Reset shortcut that switches your main character and sub-character.
• Added a FN2 + Position Reset shortcut that switches the opponent’s main character and sub-character.
• Have the counterattack for Counterattack Settings to occur after receiving damage.

Ragna

• Soul Eater — Increased the amount of life drained.
• Smart Combo 1 (2nd hit) — Reduced the amount of knockback on hit.
• Smart Combo 1 (4th hit) — Extended the hitbox upwards.

• Smart Combo 2 (2nd hit):
– Changed the proration to be fixed regardless of the number of hits.
– Increased the stun applied to the opponent on the second hit, improving the recovery frame difference

• Smart Combo 1 (3rd hit) — Increased the recovery frames.

• Crouching A:
– Reduced the startup frames.
– Improved the recovery frame difference.

• Crouching B — Changed the action.
• Carnage Scissors — Adjusted the invulnerability frames to be the same as the enhanced version.
• Changed the Fast Attack of the Counterattack settings to Back + A.

Jin

• Smart Combo 1 (2nd hit) — Improved the recovery frame difference.
• Smart Combo 2 (3rd hit) — Changed to be jump cancellable on block.
• Jump B — Changed the action.
• Smart Combo 4 (2nd hit) — Changed the action.
• Special Attack 2 — Added a new action
• Hirensou — Changed to the new action from “Rehhyou.”
• Musou Senshouzan (B ver.) — Automatically does the follow-up when the attack connects.

Noel

• Standing A — Changed the action.
• Special Attack 1 — Changed the action.
• Smart Combo 1 (2nd hit) — Changed the action.
• Smart Combo 1 (3rd hit) — Changed the action.

• Type XI – Optic Barrel:
– Changed the hit effect to blowback.
– Reduced the startup of the A version. Changed the search range.
– Changed the search range of the B version.

• Neutral + Partner Skill:
– Increased the recovery frame.
– Reduced the bounce-back of the wall bounce.

• Training Mode — Changed the Fast Attack of the Counterattack settings to “Crouching A.”

Rachel

• Sylpheed:
– Increased the max gauge from 1 to 4.
– To accommodate to the change above, added a cooldown to prevent unintentional continuous use.
– Improved wind that blows in the downwards direction.

• Dash — Increased the initial speed of the dash.
• Jump — Increased the initial speed of the jump.
• High Jump — Increased the initial speed of the high jump.
• Weight — Changed the weight, increasing the speed of falling in air.
• Special Attack 1 — Changed the action.
• Smart Combo 1 (3rd hit) — Set a limit of “Sylpheed” usage to 1 during the move.

• Smart Combo 2 (2nd hit):
– Added a new action.
– Changed the names of the subsequent Smart Combos due to the changes in Smart Combo 2.

• Jump A:
– Increased the attack hitbox.
– Increased the stagger time on ground hit.

• Jump C — Increased the stagger time on ground hit.
• Smart Combo 4 (2nd hit) — Increased the stagger time on ground hit.

• Lotus Barrel:
– “Sylpheed” can be used during this move.
– Set a limit of “Sylpheed” usage to 1 during the move.
– Reduced the vertical influence of the wind in the air

• Sword Iris — “Sylpheed” can be used during this move.
• Training Mode — Changed the Fast Attack of the Counterattack settings to “Standing A.”

Tager

• Gigantic Tager Driver (A ver.) — Added throw invulnerability from startup to the end of the attack active frame.
• Gigantic Tager Driver (EX ver.) — Added throw invulnerability from startup to the end of the attack active frame.
• Spark Bolt, Forward and Back + Partner Skill — Does not disappear when it hits a Persona or a “stone clone.”

Hakumen

• Walk — Increased the movement speed.
• Walk Back — Increased the movement speed.

• Smart Combo 1 (2nd hit):
– Added a chain route to “Standing B.”
– Added a chain route to “Crouching B.”

• Jump C — Extended the hitbox downwards.

• Empty Sky Form: Summer’s Advance (Enhanced ver.) — On hit, the opponent cannot be hit by any other attacks until the last hit connects.
• Empty Sky Form: Winter’s Riposte (Enhanced ver.) — On hit, the opponent cannot be hit by any other attacks until the last hit connects.
• Distortion Duo (Enhanced ver.) — On hit, the opponent cannot be hit by any other attacks until the last hit connects.
• Empty Sky Form: Summer’s Advance (Fully charged Enhanced ver.) — Fixed an issue where the minimum damage was decreased.
• Empty Sky Secret Form: Heaven’s Remains — Added a new action.

Nu

• Special Attack 2 — Added a new action.
• Standing A — Added a new chain route to “Special Attack 2 (Back + B).”
• Special Attack 1 — Added a new chain route to “Special Attack 2 (Back + B).”
• Smart Combo 1 (2nd hit) — Added a new chain route to “Special Attack 2 (Back + B).”
• Smart Combo 1 (3rd hit) — Added a new chain route to “Special Attack 2 (Back + B).”
• Crouching A — Added a new chain route to “Special Attack 2 (Back + B).”

• Smart Combo 1 (4th hit):
– Increased the blowback upwards.
– Changed to slide down on hit.

• Smart Combo 2 (4th hit) — Increased the pull-in effect to be stronger on ground hit.

Hazama

• Standing A — Reduced the startup frames.
• Special Attack 1 — Reduced the startup frames.
• Crouching A — Reduced the startup frames.
• Smart Combo 1 (4th hit) — Changed the action.
• Jump C — Changed the action.

• Falling Fang (A ver. 1st hit):
– Changed the hit effect from stagger to force stand.
– To accommodate to the change above, the ground hit-stun duration has been adjusted to the same as the stagger duration.
– Increased the hit stop on block.

• Devouring Fang (A ver. 1st hit):
– Changed the hit effect from stagger to force stand.
– To accommodate to the change above, the ground hit-stun duration has been adjusted to the same as the stagger duration.
– Increased the hit stop on block.

• Falling Fang — Changed to be able to cancel the movement with Back input while charging.
• Devouring Fang — Changed to be able to cancel the movement with Back input while charging.
• Shadow Serpent — Added a new action.
• Flying Sickle Thrust — Added a new action.
• Flying Sickle Thrust (EX ver.) — Added a new action.
• Hungry Coils — Unable to “Cross Burst” when the first hit connects.
• Neutral + Partner Skill — Changed the action.

Makoto

• Impact Gauge — Have the attack released automatically at max level when fully charged.

• Standing B:
– Changed the hit effect on ground hit from blowback to ground stagger.
– Increased additional proration.

• Smart Combo 2 (2nd hit):
– Changed the hit effect on ground hit from blowback to ground stagger.
– Increased the stagger time on ground hit.

• Smart Combo 1 (4th hit):
– Removed the “Impact Gauge.”
– The startup of the move has been fixed to the level 1 version of the original move.
– The properties (damage, etc.) of the move have been fixed to the level 2 version of the original move.

• Smart Combo 2 (3rd hit):
– Removed the “Impact Gauge.”
– The startup of the move has been fixed to the level 1 version of the original move.
– The properties (damage, etc.) of the move have been fixed to the level 2 version of the original move.

• Clash Assault:
– Increased the startup frame
– Improved the recovery frame difference
– Increased the travel distance.

• Crouching A — Extended the hitbox downwards.
• Break Shot — (During level 2) Changed the hit effect of the strike portion to wall bounce.
• Particle Flare — Changed the input method where charging the move continuously will have the follow-up move performed automatically.

Platinum

• Crouching A — Reduced the startup frames.

• Back + Partner Skill:
– Added a motion with a hitbox where Platinum holds up the staff before using a random item.
– To accommodate to the change above, properties of the move such as the damage has been adjusted.

Izayoi

• Crouching C:
– Reduced the startup frames.
– Improved the recovery frame difference.

• Valkyrie Astraea:
– Increased the hit stop.
– Reduced the blowback distance, and increased the blowback height
– Worsened the recovery frame difference.
– Can be followed up with “Mirage Thruster (EX ver.).”

• Mirage Thruster (EX ver.) — Changed to the new action from “Crusade Seraphim β.”
• Mirage Thruster (EX ver.) — After use, the “Strike Fall” from each “Crusade Seraphim” will be enhanced
• Noir Edge — Changed to the new action from “Aerial Crusade Seraphim α.”
• Aerial Crusade Seraphim γ — Changed to the new action from “Mirage Thruster (A ver.).”
• Aerial Crusade Seraphim α — Changed to the new action from “Mirage Thruster (B ver.).”

Azrael

• Front Step:
– Changed to stop when getting into a certain range of the opponent’s main character.
– If the Front Step is stopped due to the conditions mentioned above are met, all command inputs will be according to the opponent’s facing direction
– Can be canceled into Skills, Extra Skills, Distortion Skills, and Astral Heat.

• Smart Combo 1 (4th hit):
– Cross Raid cannot be performed when Weak Point is applied.
– To follow up with Cross Raid, press A without applying Weak Point.

Nine

• Element Gauge — The “Element Gauge” will not be displayed when it is empty
• Jump B — Changed to be able to cancel into the various chain and Skills on hit.
• Normal throw — When throwing the opponent to the corner, changed from wall stick to blowback for a distance before wall bounce.
• Back + Partner Skill — Changed the action.

Es

• Standing B:
– Reduced the startup frames
– Improved the recovery frame difference.

• Crouching A — Improved the recovery frame difference.

• Jump B:
– Extended the hitbox downwards.
– Changed to be able to cancel into the various chain and Skills only on hit.

• Aerial Type: Shooter “Breunor” (EX ver.):
– Changed the behavior of the move.
– Changed to blowback on hit when it connects to an opponent on ground.
– Increased the blowback distance and blowback height.
– Increased the untechable time.
– Reduced the hit stop.

Mai

• Standing B — Changed the hit property to low when tossed in the downwards direction.
• Smart Combo 3 (2nd hit) — Fixed an issue where the move cannot be followed up when tossed in the downward direction.
• Crouching C — Increased the forward-moving distance of the first hit
• Himeyuri (EX ver.) — Fixed an issue where the blowback is not enhanced when hit with the tip of the spear.

Jubei

• Smart Combo 1 (3rd hit) — Changed the action.
• Standing B — Increased the input buffer timing for the follow-up moves.
• Smart Combo 2 (2nd hit) — Increased the input buffer timing for the follow-up moves.
• Smart Combo 3 (2nd hit) — Changed the action.
• Smart Combo 3 (3rd hit) — Added a new action.
• Twilight Tiger (A ver.) — Added a new action.
• Twilight Tiger (B ver.) — Added a new action.
• Twilight Tiger (EX ver.) — Added a new action.
• First Form: Shadow Wolf (Follow-up ver.) (EX ver.) — Fixed an issue where the additional proration is not implemented correctly.

Naoto Kurogane

• Standing B:
– Added chip damage.
– Increased the duration of stagger time on ground hit when fully charged.

• Smart Combo 1 (3rd hit) — Fixed an issue where a chain route to normal throw exists.

• Smart Combo 2 (2nd hit):
– Added chip damage.
– Reduced the duration for the move to be fully charged.
– Adjusted the dash cancellable timing to be faster during charge.

• Clash Assault:
– Increased the startup frame.
– Improved the recovery frame difference.
– Increased the distance traveled.

• Jump B — Added chip damage.
• Ground Inferno Crusader (Enhancer Ver.) — Adjusted the speed and inertia of the move to make it easier to hit the opponent that is directly above.

• Overhead Kick:
– Changed to slip down on hit.
– Changed the landing recovery to only occur on hit.

• Phantom Pain:
– On hit, the opponent cannot be hit by any other attacks until the last hit connects.
– Changed the first hit to be unable to be super canceled.

• Banishing Fang — Adjusted all follow-up timing to prevent misinput of unintentional follow-up attacks.
• Divine Reaper — If the first hit hits at close range, the opponent cannot be hit by any other attacks until the last hit connects
• Back + Partner Skill — Reduced the blowback distance, and increased the blowback height.

Yu

• Standing A:
– Changed to be jump cancellable on block.
– Increased the untechable time.
– Reduced the blowback height.

• Standing B — Changed the action.
• Smart Combo 1 (2nd hit) — Changed the action.
• Smart Combo 1 (3rd hit) — Changed the action.
• Smart Combo 3 (2nd hit) — Changed the action.
• Smart Combo 3 (3rd hit) — Added a new action.
• Zio (EX ver.) — Reduced the recovery.
• Swift Strike (EX ver.) — Improved recovery frame difference.

Yosuke

• Standing A — Reduced the blowback height.
• Standing B — Persona will now not go out of the screen during the move.
• Jump A — Added a chain route to “Special Attack 2 (Down + A in air).”
• Smart Combo 4 (2nd hit) — Added a chain route to “Special Attack 2 (Down + A in air).”
• Jump C — Increased the hurt box size after landing.
• Special Attack 2 — Added a new action

• Dash Spring (B ver.):
– Increased the movement speed.
– Reduced the active attack frames.

• Dash Spring (EX ver.):
– Increased the movement speed.
– Reduced the active attack frames.

Chie

• Dragon Kick (EX ver.) — Changed to be able to take other actions after the move.

• Aerial Dragon Kick (EX ver.):
– Changed to be able to take other actions after the move.
– Added a limit of being able to use “Aerial Dragon Kick (EX ver.)” only once in the air.

• Agneyastra — Changed to be able to take other actions after the move.

Yukiko

• Standing A — Persona will now not go out of the screen during the move.

• Crouching B:
– Increased the number of fans thrown to 2.
– Changed to be jump cancellable on block.

• Smart Combo 3 (2nd hit) — Adjusted the height of the fan thrown to be the same as “Standing B.”
• Back + Partner Skill — Added a hitbox.

• Dash — Changed the start of the acceleration to be faster.
• Smart Combo 3 (2nd hit) — Increased the pull-in effect to be stronger on ground hit.
• Crouching B — Increased the untechable time.
• Crouching C — Increased the untechable time.
• Normal Throw — Changed the fastest active portion to be the same as other characters.
• This’ll Hurt — Added throw invulnerability from startup to the end of the attack active frame.

• Gotcha:
– Increased the startup frame.
– Added a charge version of the move.

• Added Cruel Attack — Partner skill is now usable during the move.
• Aerial Cruel Attack (EX ver.) — Will now lock into the opponent’s position before moving.
• Ass Whoopin’, Tatsumi-Style (Enhanced ver.) — Changed the motion of the move.
• Distortion Duo (Enhanced ver.) — Changed the motion of the move.
• Burn to a Crisp — Improved the recovery frame difference on hit.
• Burn to a Crisp (Enhanced ver.) — Improved the recovery frame difference on hit.
• Back + Partner Skill — Increased the recovery frame.

Naoto Shirogane

• Smart Combo 1 (2nd hit) — Changed the action.
• Smart Combo 1 (3rd hit) — Changed the action.
• Smart Combo 3 (2nd hit) — Changed the action.
• Smart Combo 3 (3rd hit) — Added a new action.
• Crouching B — If the Persona is already out and is within a certain distance, it will attack on the spot.

• Jump C:
– Increased the untechable time.
– If the Persona is already out and is within a certain distance, it will attack on the spot.
– Changed the timing for the Persona to disappear to be faster.

• Shield of Justice — Changed the counter move to activate immediately when successfully countering a move at far-range.

• Hair-Trigger Megido:
– Changed the properties of the projectile created by “Hair-Trigger Megido” as below:
– The projectile turns bright when the opponent enters a certain range from the projectile.
– The projectile cannot be destroyed by attacks unless it is in the state mentioned above.

Mitsuru

• Crouching A — Decreased the maximum number of times this move can be used during a chain from 3 to 2.
• Crouching B — “Smart Combo 3 (2nd hit) (Crouching B・B)” can only be performed when it hits the opponent’s main character.
• Jump B — Changed to be able to cancel into the various chain and Skills only on hit.
• Myriad Arrows — Changed the move to not hit unless the opponent’s character is within a certain range.

Akihiko

• Special Attack 1 — Prioritize Smart Combo instead of the same move cancel on hit
• Crouching A — Extended the hitbox downwards.
• Corkscrew (B ver.) — An “Attack Parry” will occur when avoiding an attack using the invulnerability that is active while charging the move.
• Back + Partner Skill — Increased recovery frame.

Article:https://www.eventhubs.com/news/2019/nov/18/blazblue-cross-tag-battle-version-2-patch-notes/

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About jcphotog

I am a gamer into fighting games perferablly such as King Of Fighters and Street Fighters. Also DMC and Ninja Gaiden as well. In recent years I have become a fan of two shooters. Fear and Resistance."
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