Dantarion (of SFV hitbox, Kenbot and more) has released a tool that takes all the scripts that makes up character data and converts it into hitboxes. Keep in mind that this is directly from the character scripts themselves, so some data may be hard to read, but the data is all there. He also promises similar data for Xrd-R and P4AU in the future!
Dengeki had an event over the weekend where they showed off the console exclusive character Es! From a quick viewing of the video, some of her attacks leave a trail in the air that become attacks after a delay. She also has a way to stock a charge that powers up her specials!
Jourdal was kind enough to record the stream and put it on youtube, so those of us without Nico Premium can see it.
Heading to Evo this year? Aksys is sponsoring 2 players to go to the Toushinasai 2016 in October in Japan. Toushinasai is a spritual successor the SBO arcade tournaments of old and will be run entirely on arcade hardware (sorry pad players). You can find the rules here, but there's two ways to earn a spot:
Be the highest qualifying player in the Evo Main tournament for XRD-R
Win the qualifying tournament Aksys is hosting at Evo. Rules are on Aksys' website here
PQube and Arc System Works are excited to announce that BlazBlue: Central Fiction is coming to Europe for the PS4 and PS3 in Q4 2016. The official press release can be read below clicking on "Read More...".
The console version of BlazBlue Central Fiction has been confirmed for an October 6th 2016 release in Japan. First print copies include a product code for Es. The limited edition will include a soundtrack, Memorial Book and a new Nendoroid Petit of Noel Vermillion. More details on Es's battle style are expected to revealed in Thursday's issue of Famitsu.
VMPNW is growing! I received a recent inquiry as to who the squad is, their characters of choice and overall details. The overwhelming odds of our roster use mixed social media sites. So I see an opportunity to debrief. Here we gooooo~, in order of appearance:
VMPNW is growing! I received a recent inquiry as to who the squad is, their characters of choice and overall details. The overwhelming odds of our roster use mixed social media sites. So I see an opportunity to debrief. Here we gooooo~, in order of appearance.
Jais: Jedah - Jaison started playing VSAV just before DS:R was dropped. He would meet with the usualy OG guilty gear crew and get some matches in each week. Currently, Jais's offense is very strong, his ability to make player reads is "top-player" status. His match-ups strats are minimal, but his ability to adapt helps him overcome. His current focus is expanding match up strats and tightening up his consistency with defensive Tech-Hits & GC's, His blocking and reversals dark forces are very effective.
Keough "9T9": Anakaris - Him and Jais were the two active players prior and immediately after my arrival. His offense is pretty good. His ability to make player reads is strong too. Although Anakaris is "weak" b/c of a lack of defensive options, this flaw only gets exploited at a very high level of play. Currently, Keough performs great against our scene and doesn't get cheesed too often. His attendance has been low in recent months but he does still show up from time to time. Solid-Bro.
KyleW: Morri~ w/ a sub of about 1/2 the roster. @VMP_KyleW When I relocated to Seattle, I brought my VSAV cabinet and started having weekly FGC sessions, hosted by Jais. For ~10 months it was just the three of us, but that grind was very helpful for the progress of Jais/Keough. I'll stop my introduction there b/c I'm active on Facebook/Twitter. Everyone knows me, right?
Tad: Q-Bee - Tennessee native who moved to Seattle in June of 2015. Started playing VSAV as a tangent scene to Cincy back when VMP was building. He's a very close friend of mine, so the timeliness of his involvement with VSAV has mirrored mine. IMO, his Tech-Hits and GC's are the strongest (next to mine) in our scene. His offense is very indirect and generally doesn't generally overwhelm with IAD tacticts. Tad plays a more neutral oriented spacing (Chun-Li) game. Strong Bee. Has a few match-ups to learn and is learning how to transition neutral to overwhelming offense.
Jeff "Zom~B": Q-Bee - @ZOMBMU Atlanta native who moved to Seattle in April(?) of 2015. Very strong FGC anime player. He changed his lifestyle to get a new occupation and buckle down to learn Japanese. He is heavily focused on Dota-2 and now some Overwatch. Doesnt turn up very often. Good guy, just headed in another direction. Lastly, he is an avid HITBOX player. I'm certain that Cabinet Savier is offsetting to him as much as DS:R is offsetting to us. I won't speak to the specifics of his skill level (out of a lack of grinding together), but, he is considered a strong Q-Bee desu!
Hilary "Hil~": Q-Bee - @HilaryyyPNW Texas native who has lived in Seattle for many years. Avid Skullgirls players, very patient. Has the skill set of a FGC veteran. We met Hil~ and a few others at a monthly Seattle event. They all were super into Skully~ but eager to have fun in VSAV too. After some time we had their squad over for a BBQ/gaming social. It was good times. Hil's personality and ours was very much in align. He started putting more & more time into VSAV. Training, analyzing, grinding etc. He's a "Pad" player" but fairly confident on stick! After some time, he became roommates w/ Jais & Tad. Those (3) plus the Cabinet has become the "Seattle VSAV House". ^___^ V. Hil is patient and makes very strong player reads, reactions, adaptions. His QB offense is awesome; IAD frustrating the opponent - ensured. Overall, he is working on solidifying the harder inputs on stick and combo'n into ES-C>R more often. Strong Bee.
That's a lot of bees!!!!!
Marshall "Goose": Bulleta - @Chooseagoose Portland native who moved to Seattle in February(?) of 2016. He is a skully~ player from Hil's squad. He started very new to VSAV mechanics and overall inexperienced to fighting game (Capcom) fundamentals. This player gets the "most improved" award because GODDAMN I get excited playing with him. Bulleta is a deep character with loads of options/execution and its engaging to see Marsh~ bringing new facets to his game each week. At this time, I really feel comfortable saying he is a strong Bulleta player. His Tech-Hits are consistent, his offense is mixed-up nicely and his tech-chasing is the strongest in our scene. Currently he is learning match-ups and finding ways to apply dash combos. I just want to be clear, he is not a combo-training-mode oriented Bulleta. This guy has been playing VSAV mechanics with knockdown combos, tech-hits, high/low offense and delay attacks.
Severine "Sev": Aulbath w/ a sub Bishamon (W.I.P.) @____Severine Sev~ moved to Portland in February(?) of 2016. Marshall, Sev, Ada & Thor are all roommates & Skully players. Sev is a very strong Anime player. Her execution, ability to implement strats and make player reads is proof of her "top player" status in Skully~. So yeah, Strong Fish and recently learning Bishamon. Her Aulbath has about maxed out of execution/tactics and now the Bishamon grind has her in her normal execution heavy, stimulated game play.
Thor "Domo": ??? - @DangoPNW Recently started to be more invested in VSAV, still learning mechanics and deciding on a character. Has a play style he wants to focus on and still soul searching for the right way to play how he wants in this new game environment. He has a house full of eager players and a scene full of experience, the potential is there for him to become very competitive. We'll see what becomes in the upcoming months.
Raco "Rocco": Sasquatch - @PITBUSTAR She is a Seattle native who comes to our gatherings, especially weekend events. She's a great artist and always wonderful company. Hopefully I can commission her to creating promotional content for our events. She is just beginning to be exposed to competitive FGC play and Capcom fundamentals. She is currently in that early FGC grind & enjoying the ride.
Ada Stark "Ada" / "Adele": Bell - @AdelheidStark Her VSAV involvement is very very similar to Thor's story, except she has a lot more longevity in the FGC as a whole. Up and comer or sleeper? We will wait and see.
Sean "GBursine" / "G.B.": Aulbath/LeiLei w/ a sub Shadow - @Gbursine GeeBee!!!!! Awesome guy. Great friend of mine. Recently moved to Portland from New Jersey. March(?) 2016. He is the "Uncle Savior" of western VSAV. His efforts for hosting east coast events, information gathering & documentation (@SRK forums prior to the wiki) was instrumental to the growth of western VSAV. He was doing god's-work just because he liked the game! very O.G., well-rounded FGC player who's biggest flaw in competitive VSAV progress is character indecisiveness. I firmly believe if he stuck w/ two heros he could make the "player read" adjustments rather than falling back to the match-up strategy adjustments. although, We have a different philosophy for approaching fighting games.
Hive After Hive: Q-Bee - I can't say much as we met him once for the duration of NWM-2016. He moved from Cali within the last year, he was fairly active on FightCade/GGPO, he seems to know about the mechanics. Personality wise, he's great company and folds well into our mix. As we continue to have weekend events, i suspect we will see him more. Unfortunately, the routine Monday nights does not work well for his attendance.
Finally, regarding the future of our crew; I am happy to say that we are installing additional hardware into the VSAV cabinet this week. (2) agendas:
1.) Undamned USB inputs. This will allow Hil~ to commit to a pad, invite HITBOX-Zom~B to join us more often and overall be accommodating to pad/console players. This will help bridge the hardware gap of VSAV & the PNW-FGC.
2.) JROK Video Encoder - Video Out. We can start recording from the cabinet, archiving matches, analyzing our own previous play and stream events. Once the stream setup is in motion, we can have a weekly tournament and analyze our wins/losses to more widely gauge players skills & match-ups. In contrast, we currently have long casual session with me getting boozy and me bantering at players about what to do.
Forbes has put up a lengthy article/interview with Daisuke Ishiwatari (Guilty Gear creator) and Toshimichi Mori (Blazblue creator) where they cover a wide variety of topics, from their entry point to the video game development industry to their favourite fighting game among other things. You can access the article clicking on the link below.
Mikado is having a double dose of sets to commemorate the console release of Revelator! This weekend's sets will be Civil War: En (Slayer) vs Mocchi (Sol) [Former Tougeki/SBO teammates] face off in a FT7!
After that match, it's Evo 2015 finalist Rion (Ky) face off against Endou (Chipp)! As usual, 2djazz will be commentating the matches (in English!) on Jonio's channel at twitch.tv/joniosan around 5:30 JST on Saturday May 21! Follow jonio on twitter @jonio_mikado, and 2djazz at @2djazz.
Also if you missed last week's exhibition of Machaboo (Sin) vs Nage (Faust) then you can check out the recording on youtube here
Hi everyone, I'll put a guide showing how to solve the common problems using an arcade stick and how to use special techniques...etc
Stick mastery road is endless as the combinations are unlimited and you may look for some examples like Sako or Desk as being true Arcade stick masters. You don't have to be like them, you can have your own way and you can be proficient with what you need only.
Direction and buttons notations:
I'll use numeric for directions and SF normals for buttons
456 lp mp hp
123 lk mk hk
What grip should I use?
Different hand sizes and physics matters, and personal preference plays a role also so there is no certain grip for the stick. If you are comfortable with a grip or if you like a certain grip, choose those (The comfortable one will be easier for you and the one you like will push you to the limit even if its hard). Try going to each direction with your grip and do clockwise/counterclockwise full circles to check your grip. You can use any grip with practice, so if you really like a certain grip but feel its hard, stick with it and keep practicing.
How many fingers should I use?
Actually its depending on the game and if the game is not demanding, one finger actually is more than enough. However, additional fingers will help you. So, again, its all about your preference and the game you are playing. For singular presses, you can use one finger or more to divide the buttons. For multiple presses, you must use multiple fingers.
You can use whatever fingers you want but the most common one for singular presses is the Index, Middle and Ring are for mediums and heavies usually and thumb for lower parts(lk,mk usually). Little finger is not common but can be used if you are ok with it.
Single finger: hitting the six buttons for non-demanding games
Two fingers: To divide the buttons (ex:lights and mediums for index and heavies for the other finger) and for multiple presses (ex:lp+mp)
Three fingers: To divide the buttons (lights,mediums,heavies for seperate fingers) and for multiple presses(ex:lp+mp+lk)
Multiple presses examples:
(lp+mp+lk+mk): make your fingers close to each other and press by the whole fingers not only the tip
How should I press the buttons?
Pressing the buttons should be swift and not hard. Hard pressing will not give you any advantage while swift one will give you more time and you will utilize this time (combos,reactions...etc). Practice hitting the buttons swiftly instead of hitting hard or wasting time on unnecessary delay. You will get faster with time but keep in your mind to be as swift as possible.
This is an example for Sako hands (very advanced but will give you an idea):
Hovering your hand:
Many players put their hand on the empty area of the controller and just move little to press with their fingers. Thats not wrong, but hovering your hands and moving your hand in the air while it seems tiring specially when you are not used to it (Like the way done by Sako in the previous video) will give you more time and that will improve your reactions and make your button presses and sequences faster.
A special technique used to minimize input drops. Start with middle then index in the singular motion (may be tiring at the beginning until you get used to it). For a succesful fastest double tap you get one frame gap only between the two inputs (ex: lp,1 frame gap,lp). Keep practicing to make it faster and this is a video showing how to do it.
I can't double tap lp:
A common problem for double tapping. Know and keep in your mind the location of the lp button, then start at a higher point when starting to press so you don't hit other buttons.
Not used much but still a special technique used previously for minimizing some combo drops or for certain inputs (like SF4 chun-li). You press successive buttons with different fingers just like the piano. It needs long time to master the different combinations and its not used much nowadays so mostly it will be skipped.
Holding a button can be required for some games/characters. Its very easy to do but need practice if you want to use other buttons. Usually Little and Thumb are used to hold while hitting the other buttons with the other three fingers.
Now we will talk about Directions and how they frustrate players, I'll try to cover common problems as much as possible. Note that most of those barriers like "I can't do it" or "I'm not fast" are usually just mental illusions and you just need to practice to do them.
Try to imagine the square-gate or any other type as buttons that you must hit by moving the stick. So if you do 236lp you get a hadouken, you are hitting 2>3>6>lp. Its never a true circle so dont decieve your mind by that. Focus on getting motions right first then speed up little by litte. Don't rush things because the stick (specially square-gate) is sensitive and an error can be very costly. Remember also that you must press buttons after completing the motion.
Moves that require charge are not hard at all in stick but you may get mistimings and not do a complete charge/drop the charge. So focus on the point that you start charging. For fast charging you need to start charging at the moment you start the previous move (jump,attack...etc).
example: 1(charge)>7lk(Flash Kick)>1(immediately after 7lk press). So you go from 7>1 very fast. You may not be very fast at the beginning and drop the charge but do a special practice by going up/down, left/right. Start slowly, then speed up little by little. Also focus to get the full charge because sometimes its only your timing mistake.
I can't do a Hadouken:
Maybe you are very slow or you drop some directions. If you are slow, don't worry, just keep doing it right and it will speed up. But if you drop some directions:
23 instead of 236: You are not going up enough, try doing 2369 to eliminate the error of not getting 6 and fixing it with time
36 instead of 236: You are not starting from the usual starting point, try doing 1236
26 instead of 236:You are moving diagonally without hitting the direction, remember that I said think about them as buttons, Focus on hitting 3
26 and 236 general problem:
In some games like GG, you have do a crouching normal then chaining it with a forward normal. To not get mixed with a hadouken motion, Try doing this 2>5(neutral)>6 instead of going directly.
I can't do a dp:
Same concept as hadouken, but you mostly don't do it as it should be, try doing 623 and holding 3 so it not go anywhere else and mess with your input.
23 instead of 623: Focus on hitting 6 first
63 instead of 623: try doing 6123 to eliminate the error
62 instead of 623: Focus on ending it with 3(your holding point)
I can't do something (supers...etc) on one side but I can do it on the other one:
Doing it on one side is way better than not doing it at all. Try to learn from and imitate your working side. Don't forget that its an illusion saying you can't do, just do it slowly and practice until you speed up. It might be frustrating but be patient and you can overcome it. Mostly you are not doing it in a match because you are not calm and want to do it as fast as possible which is mostly not necessary.
I can't do circular motion (command grab usually):
You are not doing a full circle, you are only hitting 6 or 7 directions (depending on the game). So you start from 6 or 4 and hit the following directions until you reach 7 or 9 for 6 directions and 8 for 7 directions (632147 or 412369). Practice by warming up as mentioned in the beginning by doing full circular motions, this both ensure you are hitting all the possible directions and make you practice the motion itself.
I'm confident with my execution but moves not showing:
Your execution is perfect but the problem is something else (most probably timing)
I can't dash/airdash ..etc but I'm sure of my input:
Directions are like buttons but you must hit and hold in the correct timing to make it come out. Dash(66) is usually fast and Instant airdash for example (96) in games like GG needs specific timing, you hold 9 very shortly then hit and hold 6.
I can't do Instant air stuff:
Usually instant air is just adding 9 or 8 after completing the motion. Simple talk but needs practice and don't forget timing is the main problem (button press and jump).
so for example 2369, you can do it correctly but if you hit the attacking button early you will get grounded version 236, if you delayed it slightly, you will get the aerial one. If you delayed it too much, you will get a higher aerial version.
Its all about hitting 9 or 8, if you can't hit those directions, practice hitting all the directions and doing circular motions..etc
My super 236236/214214 is not fast enough and I can't get it by cancelling a normal:
For some demanding games, you must or have option to cancel the normal to a super very fastly. However, you think you are slow while you probably not. Its because of being a tiny area and you are traversing it repeatedly. If you are confident with your speed add some extra input like "2361236". Alternatively, you can physically move your hand and enclose the quarter circle stick area so it be like a little circle "2365", and after that you can do two fast mini-circles and get the super.
So generally directions are simple on paper but just need practice and practice, and don't let your mind fool you by saying you are slow or can't do certain stuff because you actually can overcome those.
To overcome any situation:
1- If you are missing any direction, try hitting one or more adjacent direction to ensure hitting it and eleminating the error eventually.
2- Try to hold the final direction briefly so you don't mess your input.
3- For complicated motions, break them down and practice the parts first. 4123641236 can be acheived more easily if you mastered the single 41236.
4 - Sometimes, you must focus on the direction so you don't miss it instead of adding adjacent inputs.
5 - Sometimes its not your motion problem, timing and button pressing timing ...etc may be the problem
6 - Go for the longer way to ensure the shorter one or even make it faster if you are still slow (example:41236 instead of 236, even some top players do this technique)
7 - Remember that most of the barriers are only illusions that you can get rid of by being patient and practicing.
8 - Practice simple stuff, you may not miss 236 but why not improving it.
9 - Practice different combination of movements even if not practical. It will make your movement more smooth and precise.
10 - No need to be very fast and miss if you have time to do it slower. Try to do things slowly then go faster little by little.
If people are still reading the topic, the only problem I have with Hazama is his lack of midscreen combo options and combos that "bring the enemy back down". If I wanna convert an air combo into a grounded one, most characters have some ways of doing that:
-Ragna's Belial Edge, Jin's freezes, Tager's Grand Punisher (63214A in air, have to use rapid though so quite impractical) and 6A, Bang's j.D web nail combos et cetera...
...But Hazama doesn't, at least in my opnion. The only ones that he has are Houtenjin but it wastes quite a bit of combo time and also is 50 meter (belial, freezes and web nail combos are meterless (albeit nail has costs for Bang)), and the other one is Jakou (Hungry Coils) but it does not work at all heights, again need 50 meter to convert midscreen or have to be in corner, and Ressenga, but because only charged version can be combo'd out of, only out of OD chains will this combo most of the time (although I am ok with using OD, not really a tourney player here).
I also find it hard to do stylish stuff with Hazama. Just as an example, this is the most stylish I've got with him in training mode, let's ignore all conditions and just focus on the combo itself.
OD activate (around 50-30% hp), charged Zaneiga (Devouring Fang), 5D-A > 6D > D > j.2D-D > ground 4D-D > air combo (j.CC > dj.CCCCC > Hiren or raw Hiren)
(inb4 u can't play haz lol : this was only a combo example, and I also know of Jakou into Rekkazan routes, this was just to show I am out of combo ideas for him and even I say that the above example combo should NEVER EVER be used in a real, serious match)
Some advice on how Hazama can "bring the enemy back down" as I said or how to do more stylish stuff would be great! Hiren rapid routes for me also work only rarely.
As a fun fact, Hitstop is not affected by untech prorate. This can lead to stuff like OD charged Falling Fang (don't know the Japanese name), 6D-A > 6D-A(first SMP) > 6D-A (second SMP) > Houtenjin (Supers are also unaffected by untech prorate) into either raw Rekkazan, or 5D rekkazan, or if you are a beast (character specific) then ANOTHER 6D (third SMP) into Rekkazan. Kinda funny to try and if you are playing local, watching your friend try to mash out to no avail lol.
That mean's nothing, their contracts on previous games could've contained specific clauses for these kind of things. Seitz's post on FB was also not endorsing any sort of petition so it's completely fine.