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BlazBlue Central Fiction Arcade Version Confirmed for November Launch

  • 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. 

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    • The Rev 2.10 patch has been out on Steam for a while, and my thoughts on Axl changes  are so far really positive. 2H lost its stagger, but in turn gained special cancel. Normal hit connects to Rensen at all ranges (as long as the second hit connects). On counterhit the the second hit sometimes whiffs (especially on lightweights and jumpers), but that is a small price to pay for a fullscreen low poke that hitconfirms easily into meterless damage + knockdown. And while Rensen is obviously great on hit, it's also good on block, resulting in huge pushback, and the 6H/5D and other special moves can be used for a variety of legit options (as opposed to before where you only had a fifty-fifty between doing nothing for -4 or going for +20F startup overheads) .
      The startup is also now slower, but in ranges where you have to worry about that you should be using 2P in the first place, not to mention it makes frametraps with 3P > 2H and cS > 2H (possibly as late cancel) more effective. There are less gatlings into it than before, but its a fair tradeoff for 2H being so much stronger. 214P now combos on succesful counter, but recovers slightly slower on whiff. Unless you were using this move for taunting to distract the opponent, it's a huge buff, making the reward for a proper reaction or read way better. It's actually really good as an antiair in some situations; it was already good against really strong moves like Chipp jD or Ram sword jH, but now with the combo reward you might want to use it for any kind of antiair situations, though it still requires the opponent to make the first move and good execution to pull the command in time (ie. picking a right antiair for the correct situation is more relevant than before). 2363214H (ie. "Rensen-super") was modified to be punishable more easily (startup of second part was made slower, hitboxes modified) , so using it carelessly is now riskier. The hitbox modifications made it easier to connect more hits in some combos, but on the other hand harder in some combos; in long bomber loops into super finish it was easier to get 1-3 more than before even on light characters, but on Venom the very BnB-ish combo cS > 5H > 2D > 2363214H ´whiffs one hit (ie. the combo has 9 hits instead of the usual 10, though I'm not 100% if that's how it worked on Venom before as well). It might be more useful as a round finisher now, but without heavy labbing it's hard to tell the difference. Overall, these changes made Axl stronger. They weren't anything revolutionary that would turn around bad matchups into good, but were solid buffs for his existing strenghts. Combined with new Rev2 jump normals (which really helped is floaty air game), I think Axl has become much more complete as a character when compared to -Sign- 1.10 and Rev1 times. While there are still characters that you might want to pick for objectively stronger overall properties and toolset while being strong in the long range as well (ie. Johnny), his niche of "strong long range moves + unorthodox complementary tools" feels really fun to use now. Personally, at this point I would rather have fixes for small Axl problems and nerfs for the obvious S-tiers than any new big changes for Axl. The last missing piece that would truly feel great would be the holy Rashousen feint, but honestly the 2H changes were more than enough to satisfy me for now.
    • Yeah, unexpected, but that's how it is, anyways, the game has also now been announced for EU/PAL regions none other by the usual publisher P-Qube. All but beyond a "Summer 2018" release timeframe, however, if its anything like previous ASW releases, probably within the same week as the NA/US version. As UNIEL was released same day for NA/EU. Well, anyways, besides that, not only is BBTAG going to be playable at Anime Ascension in California, 2 other locations across the US will have it on the same weekend (March 31st-April 1st). Anime Boston in Boston, Mass. and Sakura-Con in Seattle, Washington. For the EU crowd, it will be playable at Bavaria Burst in Munich next weekend (March 23rd-25th).
    • I had Carmine being one of the 40, possibly being revealed today on a bet I had w/ a buddy.  I also thought Jubei had a strong chance to be in the 40, but definitely didn't see him getting revealed this early. 

      Aigis?  Wouldn't have guessed at all that she'd be in the 40.  Really surprised a non-Investigation Team character got revealed this early/at all.
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      Winners: Ronitta(Es), Mokemoke(RE), Naoto(RC)
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      Winners    Koike(LI), Makki(RC), Esuke(CA)
      Place / date    Mangasouko Kagoshima 20.01.2018
      Winners    Nakashima(LI), Mekki(CA), Isao(KA)
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      Winners: Souji(AR), Dora(BA), Isa(IN)
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      Winners: Inu(PL), Watagashi(Es), ひゃくはち(KA)
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    • I didn't expect a single one of these in the next pack. Pretty cool choices I think.