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  1. Today
  2. Just out of curiosity, which of CF artworks have templates?
  3. Yesterday
  4. Just re-asking if I could get Ragna's Story art in CF palette 22?
  5. Sure, here it is:
  6. Aquapazza: Aqua+ Dream Match

    Perform a double jump as soon as possible to get that effect.
  7. Last week
  8. [AC+R] Video Posting Thread

    Club Sega Shinjuku Nishiguchi Battle Arena 30.07.2017 - 20170730 クラブセガ新宿西口 GGXXACPR対戦会 Game Daytona Shiki 13.08.2017 - ゲームデイトナ志木 GGXXACPRランキングバトル 2017.8.13 Takadanobaba Mikado 19.08.2017 Slash Series - 高田馬場ミカド 8/19(土) GGXXACPR SlashSeries 10先ガチ -> +R casuals starts from 3:08:50 Guilty Gear XX Accent Core Plus R Stream (8/5/17)
  9. [VS] Video Thread

    Mag Max Kawagoe 03.05.2017 - ヴァンパイアセイヴァー~GW特別企画「電劇」~ A-Cho 15.07.2017 Darkstalkers Duo Festival eve BEGINNER results: tournament: INTERMEDIATE results: tournament: Bset Cset casuals: Bset Cset Dset Eset Fset A-Cho 16.07.2017 Darkstalkers Duo Festival results: tournament: Ablock Bblock Cblock Dblock Eblock Fblock Gblock Hblock FINALS casuals: Bset Cset Dset Eset Playspot Big One 2nd 08.08.2017 - 2017/8/8 ヴァンパイアセイヴァー火曜日定例対戦会 Okayama Fantasista 12.08.2017 - 20170812ヴァンパイアセイヴァー対戦動画(岡山ファンタジスタ) Okayama Fantasista 13.08.2017 - 20170813ヴァンパイアセイヴァー対戦動画 (岡山ファンタジスタ) Takadanobaba Mikado 13.08.2017 - ヴァンパイアセイヴァー ミカド新人大会 2017/8/13 Playspot Big One 2nd 15.08.2017 - 2007/8/15 ヴァンパイアセイヴァー火曜日定例対戦会 Mag Max Kawagoe 16.08.2017 - ヴァンパイアセイヴァー対戦会【川越マグマックス】2017/8/16 Tachikawa Oslo 18.08.2017 - ヴァンパイアセイヴァー 立川オスロー第5店大会 2017/8/18 [Game Realms] Vampire Savior Tournament #28 - May 19th 2017 [Game Realms] Vampire Savior Tournament #29 - June 2nd, 2017 [Game Realms] Vampire Savior King of the Hill #01 - August 4th 2017 Defend The North 2017 Old school Tourney Vampire Savior Vampire Hunter 2 Takadanobaba Mikado 11.08.2017 - 笹塚 vs ビブン with 押切蓮介 対決 第1戦 ヴァンパイアハンター2
  10. Aquapazza: Aqua+ Dream Match

    question regarding manaka. in some match vids, it seems she can do short hops while doing ja. It seems like I can just do one jump level, and there's no short hop in her movelist, unless I"m missing something
  11. Why do you play BlazBlue?

    I started with street fighter 4 arcade edition stuck with it while dabbling in other games, I tried picking up blazblue on a few occasions and never could grasp it, one day I stopped at a friends and started nailing ragna combos and I became hooked, I stopped playing again for a few months and just picked it up and it's now my main game no more sfv until they get some cooler characters, I love the music, the character variety, the combos, how it feels like 1v1 marvel in a sense. Such a fun game
  12. It's quite tight. You have to be quite quick with it.. 6B[m] CH is not so hard to react to , so you can always opt for the 6B>6C Route , if you prefer > it also does more dmg
  13. Would it be possible to request the Phonon template from UNIEL?
  14. [CF] Ragna Combo Thread

    You know how Ragna can combo into OD D Inferno Divider after OD Carnage Scissors in the corner? I found that you can also use 5A in the same situation in order to continue a combo. It doesn't lead into as much damage as the aforementioned combo route, however the 5A route works off of the minimum overdrive time, meaning that this route doesn't depend on having low HP. The downside is that in order for that 5A to combo into anything else, you must have a lot of remaining hitstun or else the opponent can tech immediately after the 5A. Starting with a fatal counter allows you to use this route later into a combo, allowing for more flexibility. For example: (In corner) : 5B > (2C) > 5C > 6A > OD Cancel > OD Carnage Scissors > 5A > 5B > 6A > sjC > jD > djD > Nightmare Edge > Follow-up. Damage : 4464 (4493) From my testing and comparing to Ragna's frame data, I have found that the only moves the can connect after a cornered OD Carnage Scissors are 5A, 2A, and D Inferno Divider as they have 7 frames of startup, while the closest move in terms of frames, 5B, which has 8 frames of start up, cannot hit the opponent before they hit the ground. If only we got just 1 more frame of air time, then we could use 5B for optimal damage and combo proration... EXCEPT a strange case I came upon during my testing versus Noel. I found that under certain situations, 5B can be used after OD Carnage Scissors. The following combo requires near max overdrive time. Example in question: (In corner) (Max range where this combo connects) : Counter-hit 5C > 6C > OD Cancel > OD Carnage Scissors, when opponent is at max height > 5B > 5C > 5D > Seed of Tartarus. Damage : 5408 Honestly, the only explanation I can give is that, when preformed properly, the hurtboxes of Ragna and Noel bump into each other, resulting in Noel being pushed upwards the tiniest bit, giving us the additional frame of air time that we need to connect 5B. I have been able to replicate this phenomenon against Rachel, but failed to do so against Jin. Perhaps this is character specific?
  15. Site Feedback/Suggestions

    Its not a pressing matter but I have noticed that site is missing subforum dedicated to upcoming Blazblue Tag game. I'm aware that we know nearly nothing about this game and if it were so much needed somebody could just make new topic in Central Fiction section. But I think that BB Tag still deserves its own dedeicated subforum? I'm unsure about us needing it so badly right in this moment but im sure we do need it more than for example section of upcoming underwhelming new MvC. Also DBFZ has its own subforum (although I know that there is much more we know about this game already). Reaction Icons are absurdally big. They should be 1/4 as big. When we are at Icons I must also point out that there are many missing Blazblue characters EmotIcons. I know that it takes artisian to craft them but if it can be done I think it should. Articles section needs some love. There is not even note about Blazblue tag game being in preparation. I have no more objections towards this site. Forums are great, preparing messages is pure pleasure, and sites Wiki is amazing specifically in sections regarding BB GG P4A and few other games where we are getting full or nearly full frame data, descriptions and even pictures showing given move.
  16. Sorry it took a while to get a reply but dash cancelable normals if that's what you are asking. Anything he commits to a dash he will at best be -5, so you got to get the opponent to respect your cancels if they can and will mash out. As for your corner combos while yes it is possible to do decents combos that dont require enhanced your combo gives you 3.2k damage I can add dash 5b rekka into that exact combo i can do 3.4 and doing a full bnb can get you 3.9k. The damage makes up the execution barrier and I do suggest you take the damage to get comfortable with the cancels little by little cause they really become important as you get into higher levels of play.
  17. Not me apparently, and IIRC, that debug stage probably has happened before in a previous BB, but not sure which one. Or was it P4A/U, can't really remember it much, lol.
  18. Anybody else get this level in ranked? It appears to be an easter egg perhaps?
  19. Is there video featuring all of his normals and specials? I searched it on youtube but couldnt find.
  20. Cancelling normals into blitz?

    You can still cancel into a jump and cancel prejump into blitz.
  21. Tension gain modifier Tension pulse < -12500 = 25 Tension pulse >= -12500 = 50 Tension pulse >= -7500 = 75 Tension pulse >= -3750 = 90 Tension pulse >= -1250 = 100 Tension pulse >= 1250 = 125 Tension pulse >= 5000 = 150 100 really means 100 and not 1.0 Truncated after modifiers are applied Having a tension penalty active adds a 20% modifier Penalties are 6 seconds for RC, 1 second for FD, 4 seconds for dead angle, and 10 seconds for negative penalty Penalties do not stack and do nothing if the current penalty timer is longer than the new penalty Being 875,000 Guiltymeters or more away adds an 80% modifier ( Being 1,312,500 Guiltymeters or more away adds a 60% modifier ( For run/forward dash tension: 60% modifier during the first 9 frames 50% modifier during frame 62 onwards Tension pulse Has a minimum of -25000 and a maximum of 25000 Decreases by 1 per frame when 7500 or below Decreases by 3 per frame when above 7500 Decreases by 8 per frame when tension pulse penalty is 360 or greater Still changes during hitstop, but not super freeze While 280,000 Guiltymeters or more away ( Decreases by 6 per frame when moving backwards Decreases by 100 per frame during the first 6 frames of a backdash and by 30 during subsequent frames Decreases by 150 per frame during the first 6 frames of an air backdash and by 45 during subsequent frames Landing an attack will increase it by 5 * damage Having an attack blocked will increase it by 2 * damage Instant blocking increases it by 1000 Walking forward increases it by .07 * tension gain modifier per frame Airdashing forward increases it by .05 * tension gain modifier per frame Running or dashing forward increases it by .12 * tension gain modifier per frame (See the running frame modifiers under the tension gain modifier section) Tension pulse penalty (separate from negative penalty) Has a minimum of 0 and a maximum of 1800 Resets when negative penalty is incurred Always increments by 1 every frame While 280,000 Guiltymeters or more away ( Increases by .2 * tension pulse penalty gain modifier per frame when moving backwards Increases by .5 * tension pulse penalty gain modifier per frame during a backdash or air backdash Landing an attack halves it and subtracts 300 Having an attack blocked decreases it by 60 Decreases by 3 every frame you move forward Tension pulse penalty gain modifier Tension pulse < -17500 = 350 Tension pulse >= -17500 = 250 Tension pulse >= -12500 = 200 Tension pulse >= -7500 = 150 Tension pulse >= -5000 = 125 Tension pulse >= -2500 = 100 Being less than 437,500 Guiltymeters away adds a 50% modifier ( Being 875,000 Guiltymeters or more away adds a 150% modifier ( For some reason all of this resets if both you and your opponent have both AFK'd for 360 frames
  22. [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion

    BTW, do we have ANY info about Jubei's Arcade Mode?
  23. Hey, recently joined the forums and been a BB player for years, but picking up Litchi (really late), and I got the gist of the combos to start. However, I noticed that some combos would whiff on larger hitboxes like Hakumen whereas it would land on an average hitbox like Jin. In particular, this combo: The 236B after the 214B doesn't seem to connect. Is there a quick microdash involved, or is it chara specific, or was the properties changed at one point? Much thanks for the help!
  24. May I please request an Es Official Art recolor with the color palette #10? Including Izanami as well with the color palette of #13? Thank you~
  25. Earlier
  26. I have a question about Naoto in Neutral situations. What combos can he do that can safely transition from "neutral" to "dash cancel"? I know his Phantom "shift" is dash cancellable, as are his D moves on "charge", but what all moves can transition in to a dash (not just as a dash cancel)? By the way, I play Naoto offline in Grimoire of Abyss to practice with him, and he has decent corner combos that don't require dash enhanced moves. (corner) 5B > 5C > 3C > Rekka to C Ender > High jump ,j.B > j.C > JC > j.B > j.C > Inferno Crusader
  27. On the subject of a Fan dub, can we get a Lady with a "Crisp British Accent" to be the BlazBlue system voice (using CT as the base, but using Central Fiction's roster/events as a guide)? I would trade all the dubs for that announcer back.
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