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
Community member Baf0 has provided links to all the current character specific Discord servers. For those uninitiated, Discord is the spiritual successor to the archaic but fond-remembered IRC web platform, albeit with a more streamlined and 21st century feel. The app is available on Android and iOS and has been a recent boon within the community of SFV, and also with a General Guilty Gear Xrd -Sign- & Misc. server by way of Mr. Biscuits.
Check below for links to each characters' respective server. Note that there are also links to a Europe FG community server, as well as Xrd predecessor Guilty Gear XX AC +R.
Rice Digital announced today the release of a special edition of Guilty Gear Xrd -REVELATOR- for Europe. The price of this edition called Let's Rock! Edition will be 94.99€ or £69.99 for Playstation 4 and 89.99€ or £64.99 for Playstation 3 and exclusively sold at the Rice Digital Online Store. Guilty Gear Xrd -REVELATOR- will be released on June 10 in the European continent, 3 days after the North American release.
Guilty Gear Xrd -REVELATOR- Let's Rock! Edition with come with the following items:
Limited Edition GUILTY GEAR Double Red Vinyl with Art Sleeves – Guilty Gear Sound live 2014 Archives.
Full official CD Soundtrack
GUILTY GEAR Xrd Visual Book
Bonus Character: Raven DLC code
They are offering free worldwide shipping.
Playstation 4 Preorder.
Playstation 3 Preorder.
A campaign supporting Mikado Game Center, well known for its guilty gear play, has recently appeared on Teespring. The campaign, posted by joniosan, has 7 different colors available until May 12th. The price of each shirt is $24.99 with $3.99 shipping.
The proceeds from the campaign are said to go to bringing more JP footage/players stateside. You can view the different colors and the t-shirt design below.
I was going to do a detailed writeup on the properties of parry, but this post seems to cover most of the general mechanics behind it. There are a few more things though:
On successful parry, Jam can act on frame 7 and the opponent can act on frame 9, meaning she is +2.
Jam's only followups to successful parry are 46P, 236S, 236236H, dash, backdash, YRC, or another parry. While she can technically cancel into successful parry into block, she'll still be in the parry animation until frame 24 and will stay in the parry animation up until the blocked hit connects. If you do nothing for 24 frames she'll recover back into neutral stance where she can do most actions, meaning she can act again on the 25th frame (except I think that there's one more recovery frame where you can't jump). I think it's valuable to highlight here that jumping, crouching, or moving left/right will not cancel the parry animation.
The parry input itself has 11 frames of leniency, meaning if we count the initial 4 input as frame 1, you have until frame 12 to input 6 to get parry to come out. During this time, you're free to input 4/5 and not interrupt the input window.
This has been said everywhere repeatedly but I guess it's worth mentioning here as well. To get 46PK to work in a combo, the 46P can't hit on the first active frame, except on 46P CH. This means that the opponent has to fall into the 46P and land on it on active frames 2-6. Additionally, the preceding combo can't be too long or there won't be enough untech time for 46PK to ever combo.
More Advanced Things:
Parry FD OS:
4 > 6 > 4/1 + P + K/S/H
On successful parry, if Jam FDs with P + another button, she'll get 46P. If the parry is unsuccessful, she will just get FD instead.
Parry YRC OS:
4 > 6 > 4/1 + PK~S
Similar to the FD OS, this one will YRC on successful parry and FD otherwise. Input is slightly less lenient on this one, as the YRC must be kinda plinked from the FD input to ensure YRC doesn't come out on unsuccessful parry.
Using P as one of the FD buttons allows you to OS the OS by getting 46P if you mess up or don't have meter for YRC
You might be able to do a similar OS with the other followups (i.e. 46236236H~4P/K/S for Bao OS) but the inputs are harder are less rewarding. I've never been able to pull this off successfully, however.
Parry Fast Cancel:
For some reason, inputting any non-4/5/6 input (i.e. 1/2/3/7/8/9) within 3 frames of inputting a parry will allow you to cancel the parry stance on the 3rd frame, likely to help against accidental parry inputs. While this limits the parry catch window to 2f instead of 8f, it has the amazing property of not leaving Jam in parry stance on successful parry, allowing Jam to be +2 and able to do any action
The input here is 46 (catch) 36H to grab, although you could really do any move you wanted. Again, this only works if you cancel parry on the 3rd frame or earlier: any later and the parry will behave normally.
Something something trip guard proximity os something something etc.
I'm still not 100% sure why this works, but it's essentially a proximity OS that will parry if the opponent attacks and will throw out a normal if they don't. The normal must be input within 3 frames of landing i.e. within the first 3 frames of the parry. More importantly, I have only been able to do this after landing, either from a jump or a backdash, which prompts me to think it might be related to trip guard stuff. This is of limited practicality, but maybe someone more versed in mechanics could use this information for something useful.
Super Anti-crossup advanced parry tactics
If you press 46 against a crossup one of the following will happen depending on timing:
1) You parry if they hit from the front and you block if they hit from behind.
2) You parry regardless if they hit from the front or from behind
You can combine this with other things as well, such as doing 46PK to OS 46P or FD, etc.
You can OS throw with parry by inputting 4H > 6 quickly to either throw, or cancel the 4H input into parry in its startup frames. In this case the parry will come out at least 1f later than the throw would, and it's the special cancel version of parry meaning the followups aren't great and it takes 24f to recover. Thus, it's not a particularly great option, but I suppose it could be valuable to know.
And I think that's every marginally valuable piece of information I know about parry. I might be forgetting some things because I know a lot of pretty useless information as well, so sorting out my thoughts has been slightly difficult. Useless information includes things like parry interactions when using both the D Pad and Analog Stick on a pad.
Finally, we get to see Mian, and she looks most interesting (a rekka character perhaps? I know the rumors said she used stances but all of her movements looked pretty fluid unless her her moves leave her in certain stances, her mask does switch around a lot but each move seems pretty uniquely associated with an attack outside of an EX attack which has her switch to multiple ones during it, but it looks like too many that would be manageable manually lol, maybe it's just visual aesthetic lol hmmm, no, there is at least once instance where it looks like she manually changes, after doing her CD attack, really wish her movelist was out lol; really like bubble trail as well) man seeing this, no one has been using Sylvie properly yet lol but can't blame them, this is all pre-release. So excited!!
Of course, their theme is really nice; grand without over doing it, truly embodies their performance art theme (wait . . . does Kukri have some sort of hidden talent lol)