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?
If you live or work in the NYC area, chances are you know of Battle Circuit, Next Level Arcade's weekly Wednesday tournament. Starting this Wednesday, October 28th, Guilty Gear Xrd -Sign- will make its debut to the weekly alongside staple Ultra Street Fighter IV! Be sure to come out in force in support of the title, and take full advantage of the amazing competition that the NYC scene has to offer!
Henry Cen, co-owner of Next Level Arcade in Brooklyn, NY, has been garnering community interest in the past month to whether or not to include Guilty Gear Xrd -Sign- in the weekly lineup of Battle Circuit. Luckily, the time has come for GGXrd to make its Battle Circuit debut.
This is not the first time that Anime/Airdash fighters have been featured alongside the staple Ultra Street Fighter IV at the tournament, as titles such as UNIEL, Persona 4 Arena, KOFXIII, Ultimate Marvel vs Capcom 3, MKX, and Killer Instinct have also graced the tourney halls in Sunset Park, Brooklyn.
Expect players such as TSB|mynus, TS|NerdJosh, Lost Soul, Liston the Prince, PsychoDM, Blazeu25, Tinshi, Hard Bread, TS|XAQshinor, and other NYC competitors to make a showing to the kickoff.
Hopefully GGXrd can keep up respectable entry numbers to make it a regular at the weekly tournament moving forward, so be sure to come out and lend your support of Guilty Gear Xrd!
As always, Next Level Battle Circuit is streamed by Team Spooky and/or Arturo Sanchez (TS|Sabin).
Famitsu has posted the results of the color poll for BBCF! For those that don't know, each character in BBCF is getting a handful of colors from past games that were selected by vote. The results are posted on Famitsu.
At Toushinsai 2015, Toshimichi Mori of Arc System Works gave a statement that the arcade version of BlazBlue Central Fiction, the latest title in the BlazBlue series, will be launching within the month of November.
The official website for BlazBlue Central Fiction just had its grand opening a few days ago.
Sorry we're late to the party, Chemical Lovers has recently put out 2 new videos covering more of the core principles of Guilty Gear. These two videos cover Faultless Defense, Running, and Backdashing. Click the article to see both of the new videos, or go to their playlist on Youtube to see them all.
It took a bit of time, but this article will also be about "What I Was Thinking During Toshin Gekitotsu"
Please take a look at the videos below.
(match videos linked)
Today, I'll cover the second match. I already wrote about the first one, so please take a look at that one too.
(blog post linked)
*What I was thinking during the match I'll be using the Youtube video with the key display. The second match starts from around 2:50.
3:02 Blue burst -> Here I bursted against Volcanic Viper. I took damage, but I was being mindful of avoiding getting knocked down, so I used the burst here.
3:10 Drill cancel into drill -> To throw off his antiair timing, I used the drill cancel once here. Kazunoko's 6P ends up whiffing, and the drill hits him.
Faust's ability to throw off antiair timings with moves like drill cancel and air bag throw (j.236P) is quite strong. After showing my opponents all these various air options, I'll even start going for things like jump forward j.P jumpins.
3:15 Dash blitz shield against the jump pad -> You can't throw items while the jump pad is active, so I used a dash blitz shield to get rid of it so I could throw items again.
3:16 Pogo -> It is a mystery...
3:20 Airtech j.K -> It's usually difficult getting return off of this, but you can use it to stop your opponent's dash like I did this time.
3:34 YRC -> Like I wrote in a past article, this was "inputting dead angle with 3 buttons." I ended up getting my turn back using this.
(Link to article)
3:47 IAD j.K against Gunflame -> I feel like there are situations where you can react to Gunflame (not actually sure), but this situation was basically just a read.
Faust can make Bandit Revolver whiff by crawling under it, but I think my reasoning is I felt sure he was going to do Gunflame, so I went for the IAD (not actually sure about this either lol)
Usually I keep the IAD option in mind when my opponent has less than 25% meter, but this time he just barely got 25%. I didn't confirm it at all.
After that, I was aiming for the [j.K > j.S > j.P > j.H > 2H > Pogo ... ] combo, but I was thinking I'd mess up, so I switched to an easier combo instead.
3:57 f.S into buffer YRC -> After I whiffed, I went for a 6P, but Kazunoko backed off. I feel like I overextended here and chased him too far. In the end he backdashed to put some distance between us and KO'd me.
This was the first round.
Overall, things weren't really working out, but I was able to do things that I'm usually able to do (like IADing over Gunflame), so I don't think I felt too nervous after that.
4:16 Burst -> Up until then, I was showing him that I burst after getting hit by certain moves [ed: he's talking about the Volcanic Viper burst point from earlier], so I foresaw that he wouldn't read my burst in that particular situation.
(Link to another article: "Nage's Philosophy on Blue Burst")
4:32 Getting airthrown after airteching -> I knew this was a situation where he could pick me up with 5K after airthrowing me, but unfortunately I was just kinda mashing airtech here.
Basically, since these two rounds weren't going so well and I was already up by a game, I wanted to see if I could challenge him with that airtech. These were a couple of reasons I did it.
In this situation, I wanted to confirm if he could actually do the 5K pickup, but I wasn't looking at his meter, so it was a very "ah crap" moment when he did the RC.
Seeing me suddenly stop spinning the stick around at 4:38 is kinda funny.
The second match happened kinda like this. I got pushed into the corner, and even midscreen, I found myself kinda falling back and giving up my space. Bearing this in mind, I started the third match.
I'll write about the third match onward in the next update. Until next time!
The team over at Chemical Lovers has undertaken a project to help acclimate beginner players to the nuances of Guilty Gear which seem to hold them back from understanding the core principles underneath all of the flash and fast paced action.
Alongside special consultant Ruu - Japanese GG legend and recent ambassador to the US regarding American Guilty Gear exposure in Japan, the series begins by starting at the most basic principle which is consistent across all games in the genre: Space Control.
Also present is more of an interactive approach in which the watcher is encouraged to participate actively in the process by practicing alongside the video immediately after watching, and also to research high-level match videos and look specifically for the concept in which the video described at length.
Reaching beginner and low-intermediate players has been largely relegated to tutorial videos, and/or short overviews, so this fresh approach of interactive research and application could breathe some fresh new life into the strategy of attracting and keeping new players interested, and helping them to bridge the gap as fast as possible without overlooking fundamental concepts and principles which are essential at all levels of gameplay.
Finally, in an effort to reach as many players around the world as possible, the episode has been subtitled in French, as well as Japanese. You can toggle the subtitled transcripts from the YouTube options at the bottom-right of the video.
Check out the first episode of the series below: