Act 2 of BlazBlue Central Fiction is scheduled for a January 28th release. As you can see from the updated opening, series antagonist Izanami is hinted to be the new final boss of this arc.
Apart from the additional story content, the Act 2 update also includes numerous additions such as the ability to select a "VS CPU" character in Arcade and Sparring, a brand new game mode called "Speed Star", a new course for Score Attack and a number of added features in Sparring.
BlazBlue Central Fiction's second act is scheduled for a Late January release and with it comes various gameplay additions including the new "Speed Star Mode". It does not include any balance changes.
In Act 2, Nightmare Memory, the characters are gradually becoming aware of the "out of place feeling" of the world. Just what is the source of the unending tragedy's repetition? A shocking truth will become known.
In Speed Star Mode, the player must defeat random enemies within a time limit. The player character is "invincible", they do not take damage when they are hit with attacks, but when the time reaches zero it's game over. Time can be extended by performing various feats such as activating Overdrive, entering Active Flow or doing 3000 damage in a combo. There is a chance for encountering a "bonus character" that will give higher amounts of additional time when performing such actions.
Another new feature is the ability to select a "VS COM" character in Arcade Mode and Sparring Mode. Using this feature, a player could be playing with Nine in Sparring Mode but can fight off against any challengers using Ragna. The VS COM character can be changed on the Arcade Mode Act selection screen or the Sparring Mode selection screen by pressing the Start button. You can not change the "VS Human" character from what was initially selected however.
Score Attack Mode's "Course D" will be unlocked and Sparring Mode is receiving a substantial expansion. Among the additions to Sparring are the ability to show command lists (for both the player and the opponent), a restart button and the ability to change the dummy's posing between standing, crouching and jumping.
Arc System Works is releasing Guilty Gear Xrd -SIGN-, BlazBlue Chrono Phantasma Extend, Under Night In-Birth EXE:Late, and Melty Blood: Actress Again Current Code on Steam in the West! This is a big step for ASW, as they have been reluctant to release games on PC in the past.
First up is Xrd -SIGN-, coming on on December 9 for $30 USD. They're even having a special offer where if you buy the game in the first month, they'll throw in all the DLC (characters, colors, system voices) for free.
Japnese video game news site 4gamer published today and article with a round table discussing fighting games including Mr. Kazuto Sekine aka "Pachi (Blazblue series, Guilty Gear series)," Mr. Ryohei Endo (Guilty Gear 2 Overture, Blazblue Chrono Phantasma), Mysterious Masked Man No.1 (P4U Series), along with Atlas' Masked Man No. 2 (Persona 4 The Ultimax Ultra Suplex Hold), and soft circle French-Bread's Mr. Kamone Serizawa (Under Night In-Birth, Dengeki Bunko: Fighting Climax).
The article is provided in English and Japanese, English link below.
Central Fiction's third new character arrives in an update coming in December. Her name is "Nine the Phantom". Nine is the first character in the series to not have a "Drive" ability; she instead uses magic.
Arc System Works and 4Gamer have published a video where they show off the two new characters Naoto and Hibiki. Even though it's all in Japanese, there's still a lot to be learned about how these characters work.
Spoilers, Overdrive > Exceed Accel sounds very powerful. Click the link for the Evernote, or hit the jump for the full article
DISCLAIMER: All of this was written by Hima (@hima696).
Original link: https://www.evernote.com/shard/s633/sh/58792055-416a-427b-82e8-cafbc8f75d9b/3ce45767492ac3ecff2448f4cfe59554
This time, I'm here to organize and report all the OD-related information I've obtained to prepare for the arcade release of BBCF.
Some people would rather understand the logical parts of a game by playing it themselves, which can be said to be part of the fun. However, there are many people who play fighting games with victory in mind. With that said, this column has been written with those people in mind.
As I kept writting this text, it turned out that I made it too big. Not only that, but since I wrote it on my smartphone, it's probably not very well formatted. I believe that this could be a bit hard to read, but please bear with it for a while.
1. OD or Burst? - The key to this question is Active Flow
In this version, burst is ignoring invulnerability, guard point and armor properties entirely. As result to this, it's even better to stop the opponent's combos. That's even more true considering it also has CP Burst's start-up and untechable time.
Since you can't react to the burst activation, and since you can't avoid bursts with invulnerability anymore, in order to counteract CF's Burst you need to hard read the burst by blocking it or go for a combo path which leaves you far away enough from the opponent so that the burst will whiff on activation.
With that in mind, we all come to the conclusion that using bursts a lot is valid in this game. HOWEVER, there's a trap in this thought process. And that's AF (Active Flow).
AF has many different effects, but the one that needs a special mention is the increased burst regeneration rate. Once AF is activated, you can get about 40% of it back quickly.
As long as you can activate your AF, getting your burst back in the same round is something that'll happen more often than not. Looking at your burst gauge rapidly recover is something rather moving on its own, so I recommend that everyone go check it out with their own eyes once the game is out.
Once you burst, however, AF automatically ends, and, in the case you haven't activated it yet this round, you won't be able to anymore for the entirety of the round. On the other hand, OD does not have any of those restrictions, and by hitting an EA (Exceed Accel), you automatically enter AF state. Strong!!
Bursts spend all of your burst gauge, while OD spends 70% of it. Amounting that to AF's effects, it's possible to ascertain that there's a huge difference in how fast you get your burst gauge back when comparing the use of Bursts/OD.
Not only the OD mechanic has preserved all of its characteristics, such as its invulnerability, character specific power-ups, and the existence of GCOD (its actual name is Overdrive Raid), but now we also have a universal low risk comeback option called EA.
2. Hitting and getting hit by EA - Knowing the basics
Exceed Accel, a mechanic avaliable as long as your OD is activated. Its characteristics certainly justfity how OD ends after you use it... Actually it's probably way too effective to justify it.
In its nature it's treated as another DD. However, it's a super move that:
- Uses up your OD, but no heat gauge.
- Has no superflash animation.
- It has invulnerability from 1F start-up until the end of its active frames.
- Unpunishable on normal block.
- Activates AF on hit (as long as AF hasn't been activated yet in the round).
If it doesn't quite come right yet, think about Bang's Ashura which doesn't have a superflash and it should become clear to you. While we're at it, EA is an Ashura that normally deals 2000 damage but it goes up to 4000 while you're in AF.
Also, EA has a fast start-up version (hold ABCD during OD activation animation) and a normal version (ABCD in any other situation while in OD). Other than its start-up and invul, they are basically the same move. How players can use their ODs to complicate even further mindgames between them and their opponent is something really amazing about it.
You can't RC it. Once you hit someone with it, you're invulnerable until the move is finished. It's a relief that, at the very least, you can't follow up EA with a combo, but being able to apply that much pressure by just being in OD is incredible.
One of the few flaws that EA has is not having any sort of minimal damage. In other words, in other to make full use of EA you need to use it early in a combo. However, even if you end your combo early to make better use of EA's damage, you should have been able to add more damage by going on with the OD combo, and given how you spent your whole OD and give up on any sort of combo after it, it leaves up thinking if it's really worth to use EA early in combos like that.
In that case, is there any merit to using EA in combos? Yes, there is! As long as you're aiming to activate your Active Flow.
As I've explained earlier when talking about AF's benefits, there's no reason for you to not use this. When it comes to how you're supposed to use it, most characters can cOD into fast EA during combos. As for normal EA in combos, I think only some characters should be able to do it. In any case, EA is probably the only and one way to intentionally activate AF, so researching combo paths that lead to it is never a waste of time.
3. Hit it! Mash it! Can EA-EA become the new gold burst?
Leaving EA's basic characteristics aside, I'd like to talk a bit more about EA as a reversal move.
Let me say this before anything else: If, by release, people find or research new things and whatever is written here becomes invalid, remember that all of this comes from the latest loketest. There's always a possibility that this could be wrong by release, so please bear with it.
A strong point about EA as a reversal would be, certainly, how low-risk it is. You only lose your OD when using it, and you can't be punished if they block it - in other words, it's an extraordinary property of it. Even characters who don't have a DP can properly use a low-risk reversal as long as they have their OD to spend; that's big.
You could quickly turn the tables in your favor with the AF that comes from EA, and even if you don't hit it you already have 30% of your burst gauge filled and no meter spent. Many opportunities for a comeback.
New layers of mindgame also rise from this mechanic. After all, it's an unburstable 2000~4000 damage super that activates AF - you can't help but be cautious once you see your opponent's OD superflash animation. Not only that, but since EA doesn't have any sort of superflash, you can't react to it, and, for as long as your opponent is in OD state, they could always activate it when you less expect it. With that in mind, all of you BlazBlue players can imagine how and when this could be used. Make sure to let your opponents feel it themselves.
Now, if you've been playing this game up until now, you've probably been able to relate this mechanic to the now gone "Gold Burst" - a reversal anyone can use; doesn't use up any of your meter; safe on block; low risk and high reward. They're similar in many ways.
Compared to the gold burst, EA is sort of telegraphed by the use of OD beforehand, but being unburstable and having a good reward compensate for that; also, you can't count out GCOD. Huh? Isn't this mechanic a bit too dangerous?
Back then you'd see gold bursts more often than not, and I feel like it'll be the case with EA as well. Keep in mind that AF quickly regenerates your burst gauge, and EA is the trigger for that. You'll probably see EA happening even more than gold burst did back then.
4. Block it! Smash it! EA - Let's do what we can.
EA is certainly strong. But it's a universal mechanic. If you can use it, then your opponent can as well. That can be a problem.
The key for this universal mechanic is imposing your EA's merits while rending your opponent unable to do the same. In other words, finding ways to avoid EA is what we should do.
As we all know, EAs can only be used during OD. Attempting a raw OD by pressing A+B+C+D while holding 4 with your stick can be unexpectedly difficult, given how, unless you press the four buttons at the same time, you'll get Barrier instead (because of how input priority works).
This isn't certain to work because GCOD exists, bur using a meaty overhead on your opponent's wake-up as a way to pop out its burst instead of a OD is one option. However, there's no meaning if your opponent can activate its OD and punish you with EA, so you need to be very careful with that.
Speaking realistically, turning your opponent's OD into a burst is something hard to do - you could yourself lucky for succeeding in that. Using jabs to pressure carefully, and dealing with your opponent's OD as you react to the superflash happens way more often, I'd say. It should work that way in BBCF as well. Let's think about ways to deal with the fast version EA that happens right after OD activation:
1) Making it whiff:
Generally, EA's hitbox isn't big vertically speaking, so jumping over it to make it whiff is a viable and rather reliable option.
2) Reversal into RC:
EA's fast version doesn't have that much invulnerability. A character with a DP could easily use it and RC afterwards.
3) Counteract it with your own OD:
Making your opponent fall into the same mindgame you're being forced into is also an option. It's also good because you can check what your opponent is doing while you're in OD superflash animation. Depending on timing, you could use your own EA against your opponent's EA, bringing the match to a development your opponent wouldn't expect.
Above you can see some simple ways to deal with fast EA. In the case you're dealing with normal EA, it has slower start-up so you (probably) can deal with it easier, but keep in mind that it also has longer invul. Also, remember that, like OD activation, unless you press all four buttons at the same time, you will get a barrier input instead.
Furthermore, I don't recommend intentionally getting hit by EA. By doing that, your opponents enters AF, and each character's EA differ from each other: some of them can switch sides at the end of the animation, leaving your back to the corner, for example. The match could very well end right there after you get hit by their EA.
Something that happened quite often in this loketest was both players with low HP in the last round and then "IB overhead > activate GCOD > make next move whiff with AF+EA" would happen, leading to a full comeback due to AFEA's whole 4000 damage. That's not really something you can always avoid, can you?
And there we have it. That was my explanation and study regarding BBCF's new EA system.
Remember that all of this is my own personal opinion on the matter. Once the game is out, we'll obviously have people who disagree with what's being said here.
The "That thing is strong! This one is weak!" kind of imformation fluttering around on release time can be confusing, but also part of the whole fun when it comes to finding out things about new games. I'm very excited for 11/19, once the game is out.
In a recent official stream, Mori announced that BlazBlue Central Fiction would be launching on the 19th on this month.
In addition, they have showed off the opening in this stream and Famitsu has uploaded it for people to see.
A fact that Famitsu has left out but Mori stated on the stream is that this is only the first of three openings total, one for each Act of BBCF's story. What could waiting for us with the other two openings?
In REV2 GG World, all GGX characters bios retain their same origins listed in the GGX manual, except Baiken. Why it wasn’t left as “Japan before the destruction”, why was it changed to Colony?
Baiken’s Arena bio says Japan, but so does May’s. So May is also a hundred? I thought her story was she was found as a little girl in a battle field by Johnny. What is it then?
Sorry but just by definition “During” it’s not the same as “Beginning”. The GG timeline lists the destruction of Japan, the beginning of the Crusades and the formation of the first Sacred Order or Holly Knights happening in 2074. Those are three separated events.
"As for the Japanese, no, they're "not quite" Gears, but they ARE sick because of the DNA taken from Justice. So far the biggest indicators are May and Mizuha with their Gear-like powers."
That's what I’m saying. They're not Gears. They have a mutation in their DNA, they got sick when there is an information Flare around, then they become Gears.
Let's talk about character prediction/speculation and list down your own character wishlist preference and here mine:
I have chosen character that can easily compromised with the game mechanic like homing dash and teleport like mechanic that is supposed to represent instant speed and an obvious complementary to DBZ anime fight scenes. Technically Cell and Goku in DBZF are the only characters that had the instant transmission technique as canon.
Yet I still put a character with unconventional gameplay but in minimum with my wishlist.
Solo Characters 1.) Picolo 2.) Killin 3.) Kid Buu 4.) Pikon 5.) Hit 6.) Broly - legendary 7.) Super Janemba 8.) Gotenks SSJ3 9.) Garlic Jr or Turles 10.) Syn Shenron - can transform to Omega 11.) Caulifa 12.) Kale
UNCONVENTIONAL PLAYSTYLE - from pair, team and giant
13.) Hirudegarn - Not as large in the movie but along the way SNK position the likes Youkai Kusaregedo in Samurai Spirit/Shodown
Pair/Tag Character - Can be either like the implementation of this characters in the named game: Choi with Chang in CVS2, Cait with Sith in Code Chaos and Hisuii with Kohaku in MB. 14.) Android 18 with Andriod 17 15.) Rose with Zamasu 16.) Dr Jero with Andriod 19 17.) Yamcha with Puar 18.) Dabura and Babidi
Team Character - Can be either like the implementation of this characters in the named game: Captain Commando in MVC2, Doronjo in TVC, Tronbone in MVC2 or Ace Attorney in UMVC3.
19.) Tien - Some specials summons Chiaozu and Launch 20.) Ginew Forces - with The Ginew Forces Plays like (Captain Commando in MVC2 or Doronjo in TVC) 21.) Meta Cooler - Plays like Ultron in MVCi 22.) Roshi - Some specials summons Turtle and Oolong 23.) Napa - Summon numerous Saibamen (like Jill or Tronbone in MVC2) 24.) Bojack
Other worldly parallel Alt Form Characters
25.) SSJ4 Goku - Can transform into SSJ4 Gogeta if paired with SSJ4 Vegeta 26.) SSJ4 Vegeta Can transform into SSJ4 Gogeta if paired with SSJ4 Goku 27.) Baby Vegeta - Can transform into Great Ape Baby.
Ginyu would be playing like Captain commando would be cool
Assist in a DBZ Extreme Butoden featuring Ginyu
DBFZ Optimization of power-ups & different form to a meaningful transformation.
Hi, Guys I'm copying and sharing my earlier post from SRK forum about transformation without having the need of multiple character slot and without the absurb broken ideas of buff but still emphasize better a version that will not stack or overide each other. It doesn't need complicated drawbacks and impractical conditions to see it more in play because it depends on proper strategy and management without health condition and life restrictions.
Feel free to share your thoughts. Thank you
Gogeta and Vegito
Gogeta and Vegito can be a game mechanic like pandora mode in SFXtekken but with condition of having Vegeta and Goku because it can only be access by keeping both Goku and Vegeta alive in the team. Without any damage and speed buff other than changing character models to either Vegito or Gogeta depending who is the active character from the two required in play field then being rewarded by restoring a 100% vitality with 1 level gauge refill to super meter as a trade for sacrificing another reserve character and consuming 3 or 5 level. No expiry and permanent till the match is over.
So if Goku is the active character in the play field he turns into Gogeta with 100% full life meter but sacrifice of the reserve tag out Vegeta in return as a part of the cost then if Vegeta is the active character in the play field instead he turns into Vegito with 100% full life meter but sacrifice of the reserve tag out Goku in return as a part of the cost.
No damage buffs, speed buffs and with special move retained other than an interesting "comeback mechanic" for having both Goku and Vegeta alive and part of your team but it needs to be carefully strategize because of the consequence and trade off. Why? It's like 3-5 level and sacrifice a reserve/tag out character for a 1 level and full health tag in character. The design seems not going to broken at any means.
Zamasu, Black, Rose and Fused Zamasu in a single character
Zamasu with Black in SSJRose that fight as a pair in one character slot is okay since Zamasu isn't better or stronger than Vegeta and Goku. Zamasu without Black Goku is weak because he is just an immortal that's why he has staying power to keep up with Goku and Vegeta.
Pair/ 2 in 1 characters are interesting for the two.
Then had them had a fusion form in level 3 like Freeza having Golden Freeza.
Why should this form not be selectable? because this form didn't even last long because it was replace by the monstrosity form which is another form that didn't stay long also.
But I believe this form should be accessed like Freeza's Golden form and not the monstrosity form.
Black destroying future trunks alternate world was weaker than the current DBS Goku. Zamasu being Black without SSJR was unfamiliar with his capabilities and just starting to learn from every encounter he has with Goku that gradually reveals the potential and abilities in the body(Goku's Body) he had stolen.
Zamasu and Super Saiyan Rose side by side fighting together as a pair was the climax of that saga were they both also shine individually in fighting prowess in fact better than their earlier separate encounter with the Z fighters and future trunks that is more about mystery and holding back. So I don't think Vanilla Black and Zamasu need to be an individual character and Goku Black should be always in SSJR form in the game along with Zamasu as an assist that goes along to blend and empowers SSJR Black's special and super attacks.
Super Saiyan Blue and Kaoiken application to the current Goku and Vegeta
If I want a different character of another version that would be Vegeta in Baby form and Goku in SSJ4.
Used to imagine kaioken when Ryu does Xfactor in UMVC3.. Now with SSJB it's like hado kakusei...
I like what UMVC3 does to Ryu with hadu kakusei that alters his supers to be stronger and better version it can be by range. by height, by wide or by damage.
So SSJB can be something that permanently alters to Goku and Vegeta super moves with better enhanced versions like Hado kakusei does to Ryu in UMVC3 that alters his supers.
SSJB if permanently enhance there super it doesn't need to alter the non-super moves from damage and speed.
Or it could be someting that gives additional super moves
How about Kaoiken? Here during SSJB form Goku's Meteor Smash is altered rather than seeing SSJ3 we see SSJB with Kaioken instead.
I think you're getting confused.
Baiken's GGX Bio states her Birthplace was "Pre-Destruction Japan".
It's in the Manual. https://www.dropbox.com/s/f1sf3grgzs12z99/Guilty_Gear_Manual_Archive.rar?dl=0
GG World Bio says "Colony" while her Arena Bio says "Japan". That's because she moved to the Colony AFTER Japan was destroyed. That should be obvious.
Her PWAB Report states she lost her parents DURING the Crusades. 2074 is still considered the "beginning of the Crusades" according to how GG categorizes its history.
Most older GG Bios don't say where characters are living, only where they were born. As of GG2 they started adding info where characters currently live and groups they're affiliated. Ky Kiske is French, but he's considered Illyrian because he's the High King of Illyria. Political lines were redrawn is all.
As for the Japanese, no, they're "not quite" Gears, but they ARE sick because of the DNA taken from Justice. So far the biggest indicators are May and Mizuha with their Gear-like powers.