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Found 122 results

  1. until
    Hosting an anime tournament a G-Team every other Friday. There is parking lots near the venue along with regular parking a little outside of ChinaTown where you will have to walk a little bit. If you have a setup for games being ran (system only), bringing that would be great! BYOC (Bring Your Own Controller) is highly encouraged. Depending on setups count, there should be casual stations throughout the night. Hope to see you there! VENUE FEE: $5 (If you bring setup for tournament use, fee is waved depending on what's needed. )Guilty Gear XRD: Revelator - $5System: PS4 (stream) and PS3 (OffStream)Start Time: 7:30pmRules:Best of 3 w/ Grand Finals being best of 52 out of 3 rounds99 sec All characters Legal The King of Fighters XIV - $5 System: PS4 Start Time: 7 pm Rules: Best of 3 w/ Grand Finals being best of 5 2 out of 3 rounds 99 sec All characters Legal BBCF - $5 System: PS4 Start Time: 8pm Rules: Best of 3 w/ Grand Finals being best of 5 2 out of 3 rounds 99 sec All characters Legal Pot Split: If over 8 entrants: 70/20/10 If under 8 entrants: Winner takes all Will be streamed at https://www.twitch.tv/token If you have any questions, I can be reached on Twitter or on here via DM: @MastaToken
  2. RurouniLoneWolf

    [CF] CPEX -> CF Rachel Transition Guide

    Again, Evernote link because for easy access and ease of passing around. https://www.evernote.com/shard/s624/sh/3b480a7e-5d41-4d79-8fe4-7eeebd581fc6/3065a148a58af52cc5ce42cb69aa88df - Introduction Hey Rurouni here, Welcome to the CPEX -> CF Rachel Transition Guide. I got this idea while talking with SoWL in the Bullet forum about whether or not we should include changes to system mechanics to the final changelist I was compiling and decided I would make one for Bullet and Rachel. What's this "transition" guide for? I'm glad you asked! A lot of the other guides I've written (and have yet to finish writing) concerning CF are both designed to be as informative as possible for potential newcomers and to cover only one specific topic. If you've been a long time player of Rachel, I didn't really want you to have to go through these giant walls of text and try to figure out what's new so instead I've written a guide aimed at highlighting the most important changes that you need to be aware of coming from the previous version. At the same time, I wanted to inform people of possible changes to things that didn't really fall into the topics that the guides cover or normally get talked about. Things like changes to the overall gameplan and thought process of the character. This is my first attempt at this sort of thing so I'm sure it'll be a bit rough around the edges. So, uh, please bear with me!!! - Overall Better wind economy In general, the wind situation is much better for Rachel in CF. For the most part, you should always have a good amount of wind at your disposal at all times. A few of the changes that have led to this are: It's unclear whether it's due to a change in gravity or the float properties on some normals but in general in CF, Rachel has to spend less wind to juggle the opponent. As a result, a lot of routes that required 2 wind stocks to stabilize an air to air juggle now only require 1 and a lot of routes that required 1 wind can now be done windless. Lotus oki requires no wind, allowing to you to save a stock of wind you would normally use to wind the pumpkin for a meaty on an opponent's wakeup Tempest Dahlia recovers 2 stocks of wind during the distortion now and is a great way to restock on wind in the late game ASW has given Rachel the ability to recover wind in the air but at a significantly reduced rate. It isn't much but it does help a lot with recovering more wind when you're juggling opponents. Much more deadly corner game Rachel's corner game has changed a bit. In addition to her usual very oppressive corner oki + high/low mixup and pressure, the new corner Ivy Blossom combos can deal a large amount of damage to the opponent if you have the resources to spend. Not only does it speed up how quickly you can die in Rachel's corner game but it also makes it so that even just getting opened up near the corner can be fatal to the opponent. As a result, you'll find that CF Rachel's ability to make comebacks in the late game is quite good. - Neutral No more Pumpkin As you all probably know by now, Rachel's pumpkin has been removed in CF. As what was once Rachel's most powerful tool, you're definitely going to feel the weight of it's absence in CF. However, it's loss is mostly felt more on the how you should approach individual matchups level rather than a universal improvement or decline in Rachel's performance. If you used to play Rachel with a more Pumpkin centric gameplan, then you'll probably feel the difference a lot more than most. Improved Lotus On the bright side of things, the buffs to lotus' start up and recovery have made it much more usable in neutral. Windless lotus in the right formation can control space very well and can be troublesome obstacles to halt an opponent's advance at fullscreen distance. Lotus controlling space to cover a frog summon Example 1 - https://youtu.be/Z0Lyn72-Tlc?t=99 Lotus controlling space to cover a frog summon Example 2 - https://youtu.be/Z0Lyn72-Tlc?t=218 Depending on where the lotus spawn, you can sometimes use them much like you used to use pumpkin by winding them towards the opponent to cover an advance. On hit, you can convert it into a full combo and on block you can start pressure like you used to with pumpkin. Winded Lotus covering an approach -> https://youtu.be/K-s19aXysD4?t=8530 Also similar to pumpkin, you can use winded lotus to save yourself in a jam if you're stuck in the air and need a safe way to get back down. It requires you to know where your poles are beforehand though so that you can wind the lotus in the right direction. Winded Air Lotus help Example -> https://youtu.be/4PQ-h2ercxQ?t=4927 Winded Ground Lotus help Example - > https://youtu.be/Z0Lyn72-Tlc?t=1222 Another more subtle benefit of the improved lotus and its more frequent use in neutral is that your opponent will have a lotus attached to them more often. This will help your neutral game a bit because of 5D gaining homing properties and the extra push wind will give while a lotus is attached. This extra push is especially useful for getting George across the screen with a winded 236A accompanying it. 5D extra push to get George across the screen example - https://youtu.be/Z0Lyn72-Tlc?t=769 When you start playing CF, I recommend experimenting with the new lotus a lot in neutral, both wind and windless to get a good feel for what works and what doesn't. - Mix Up, Pressure and Oki Mixup is pretty much the same. It's oki that's undergone change due to Pumpkin loss, Improved lotus, New Ivy Blossom and no cooldown on George. Most notably are: - You can go for lotus oki midscreen from doing stuff like 6A > 236B > Lotus oki - Pumpkin oki has been pretty much replaced with lotus oki in the corner - Much more rare to see but there are some combos that allow you to end in an Ivy Blossom + Frog oki setup For more information on the specifics of the new Lotus and Ivy Blossom oki, please check out the related sections in CF Rachel Mixup, Pressure and Oki Thread: http://www.dustloop.com/forums/index.php?/forums/topic/12745-cf-rachel-mixup-pressure-and-oki-thread/ - Combos 6A always floats now. Mostly used for midscreen routes In CF, j.C float under the effects of 5D wind has been removed and replaced with 6A giving a low float, even without the use of wind. This has resulted in midscreen combo routes on grounded opponents involving 5CD > 6C > j.C being replaced with 5B > 6A > jc delay j.A > j.B > delay j.C instead. SMP removal = less use of microdash 3C > 214C as a combo part The changes to how SMP works has also made the old CP combo piece of doing 6A > 236A > micro dash 3C > 214C more optional and less used in most situations. A lot of the times you can replace it with another 5B > 6A > 4B instead. 6B's new crumple. More stable confirms into full combos Perhaps one of the most noteworthy changes for long time players of Rachel is that her 6B no longer blowsback full screen on ground CH. Instead, it'll just cause a crumple state. This is a pretty good change because it's more stable to confirm into a full combo anywhere compared to the old IAD route. Typically you'll see CH 6B > microdash 6B > jc j.3DB > j.C > 5B > 6A > jc j.A > j.B > j.C > 6A > 4B > 5CC New ender for corner combos In CF, the corner combo route has changed but it still uses a lot of parts and pieces you've probably gotten familiar with in CP. The most noticeable new parts are * 5CC > 6C > j.C > delay j.236C at the beginning. The j.C > delay j.236C was done in CPEX but the chaining into the route directly from 5CC with 6C is new and * 5CC > 214C > 6A > 236A/B > 3C |> 22A at the end. The removal of SMP opened up an interesting new ender here that allows us to churn out a bit more damage and set up lotus oki Corner Ivy Blossom combos spikes damage output Of all the new combos in CF, these combos are probably the ones that caught your eye the most. A single Ivy Blossom can add up to 600 unscaled damage to a combo so the basic theory of these combos is to get out an Ivy Blossom, keep comboing them while the bats drain life and then throw out another Ivy Blossom before using BBL, which will keep the opponent in hitstun long enough to get the most out of the second Ivy Blossom's damage over time. The exact route can vary based on whether you started in the corner or you started the combo close to the corner and ended up there but in general, the corner route goes 5CC > 214B8D > 6A > 236B9D > 3C > 214B > 3C > 632146C > 8D Change in FC 5C route due to George having less shock. Requires at least 25 meter now for best damage Unfortunately, one of the side effects of george's shock doing less hits in CF is that the old big punish combo from FC 5C doesn't seem to be possible anymore meterless. You'll instead have to spend at least 25 meter on a Crush Trigger where you would've done 2C > (frog activates) FC 5C max damage Example -> https://youtu.be/K-s19aXysD4?t=8601 New midscreen ender from 5CC that uses 2 wind After knocking an opponent away fullscreen, you have the option to stay close at the end of the combo by doing 5CC > 236C > 3D > j.214C > j.5D > land 6A into either 236B > 22A oki or 4B > frog summon. It'll cost you an extra 2 wind to do but in CF's wind economy where many routes require 0-1 wind to do, it's not as steep a price as it might sound at first. The price is also definitely worth it considering the corner carry 5CC will give you just on it's own without factoring in the combo itself. Please see the combo section of the wiki for more details: http://www.dustloop.com/wiki/index.php?title=BBCF/Rachel_Alucard/Combos - Early Match Up Notes for New Characters? To be honest, when I first started writing this guide, I was going to put some tidbits for the matchups vs Naoto, Hibiki, Nine and Izanami here. Long story short, my idea evolved into a full blown CF Rachel Matchup Guide (Still in the works!!!). But I'm thinking it wouldn't be a bad idea to just write a brief paragraph about each MU here later? Not really sure. Feel free to reply and give me your thoughts about it. If I do update this guide with it, I'll be sure to post here that I did and tweet about it.
  3. Viserys

    AniClash 41 - BBCPE (Online)

    AniClash returns this Friday, September 9th with the inaugural event of its evolutionary 5th season! This tournament marks the first of our final 4 BlazBlue: Chronophantasma Extend events before the launch of the upcoming BlazBlue: Central Fiction. The stream will kick off with an hour of friendlies starting off at 7:00 PM EST, with the event itself kicking of at 8:10 PM EST on our twitch channel twitch.tv/anime_Inspirations. Registration is available through our Challonge Page as well through our newly launched Official AniClash Website. While both methods are perfectly acceptable for registration, we highly recommend those interested register on our official website, as doing so yields a number rewards tied to that website that can help to enrich your entire Aniclash experience! We're also holding a raffle for a free copy of BlazBlue: Central Fiction on that same website; don't miss out on your chance to net this upcoming release free of charge! ______ Ruleset - Double Elimination. Bracket Matches are best of 3, Finals best of 5. - Stage Selection is Coliseum SIlent or Old Gate only. If you select the wrong stage, you will be given a warning once, than an automatic loss of one game. - Player DQ/Match loss due to inadequate network connection is up to the discretion of the individual TO on hand. - Only the loser of the previous game in a set is allowed to switch characters before the next game in that set. ___ Additional Information - Bracket is not final until after 8:10 PM EST. - Winner's Bracket will be played out until we're a few rounds deep depending on the size of the tournament, and then we will proceed to the Loser's Bracket. Depending on entrants, all matches in loser's may not be streamed. - Attendance and punctuality is a necessity. You have exactly two minutes to be present for your match, or you will be sent to loser's or DQ'ed, as listed above. - Dualboxing on the same PSN account and PS3/4 is not tolerated. One player per console. DQ will be issued if not adhering to this rule.
  4. Ice Angel

    The Common Wealth

    That Game Store Presents The Common Wealth (TCW) Powered by Dave and Buster's DATE: Sept 17th-18th Location: Dave and Buster's 701 Lynnhaven Pkwy, Virginia Beach, VA 23452 (attached to Lynnhaven Mall) Registration is live and only $35 and price will not go any higher till day of event. You can register at http://tgsgaming.com/tcw/ Games ($10 entry) Guilty Gear-Revelator- (PS4) Blazblue Chronophantasma (newest version) (PS3) King Of Fighters XIV (PS4) Street Fighter V (PS4)Mortal KombatXL (PS4)Super Smash Bros Melee (GameCube)Super Smash Bros PM (Wii) Part of the Project M Underground: Project M Championship Circuit 10% of tournament entry will go towards the Circuit FinaleSuper Smash Bros 4 (Wii U)Killer Instinct (Xbox One)Ultimate Marvel Vs Capcom 3 (Xbox 360)Dead Or Alive 5 Last Round (PS4)Skull Girls (PS3)
  5. Jourdal was kind enough to record the stream and put it on youtube, so those of us without Nico Premium can see it.
  6. It's been nearly a month since the community effort to revamp Dustloop started. We have come such a long way in such a short period of time. The new matchup sections allow players from both characters to discuss matchups in the same thread. (Thanks shtkn) . Once again, please continue to use the previous two revamp threads to suggest potential changes to our current front page and matchup threads. The main topic for this week's discussion is.... Character Specific Forums After revisiting the feedback we received initially, we noticed that there was a large amount of comments about the character specific forums. Finding relevant information and videos in these forums is very difficult. How would YOU change them??? Any and all ideas will be considered. (See Revamp #2 Thread) Thank you for supporting Dustloop and believing in our community
  7. until
    AniClash Prime - July 1st - 3rd, 2016 Blazblue Chronophantasma Extend Netplay Major $180+ Prize Pool PSN Network PS3/PS4 #AniclashPrime Register || Schedule || Main Stream || Secondary Stream || Dustloop Thread || FAQs and Ruleset || Prime Updates || Prize Pool and Payout Structure || Questions and Comments || Commentary Lineup (TBA) || NOL vs Sector 7 Crew Battle Signups || Support AniClash Prime || Netplay Tips There is a player cap of 32 for AniClash Prime, so register early! This page will be updated with the participating players. By registering, you confirm your attendance for the main tournament being held July 2nd at 6:30 PM EST, and that if succeeding to the top 8, you can also be present for the TOP 8 on July 3rd at 6:30 PM EST. It is recommended to check out the FAQs beforehand. If the entrants exceeds 32, you will be placed on a waiting list based on active players in attendance on July 2nd, 2016. Depending on popularity, the entrant cap may be exceeded. Deadline to register for the tournament is Saturday, July 2nd at 5:30 PM EST, or one hour before the tournament begins.
  8. Evernote link to make it easy to pass around and easy access for those who prefer evernote and junk. https://www.evernote.com/shard/s624/sh/bf8a398d-8544-42a6-81c1-8886329ab2d2/fddbd5b39bcbfcee80fb987278e18423 - Introduction Hi Hi, Rurouni desu. This time I'm here bringing you a Rachel Mixup, Pressure and Oki guide. I originally started this idea of a mixup, pressure and oki guide back in P4AU after Marie's release. Marie was a character that had a lot of cool tools, similar to Rachel, and it wasn't immediately obvious how to structure your mixup and pressure with her. So I wrote a guide that I hoped would help Marie players understand not just what their options were but what are the potential weaknesses they need to look out for and how different options can compliment other options to improve your mixup and pressure. Since making the Marie Mixup, Pressure and Oki guide, it's been my hope to make this sort of guide a standard here on Dustloop. In secret, I had plans to create a mixup thread for every Persona character when 2.0 released on consoles. Unfortunately, we all know how 2.0 Console release ended ;.; I don't think I'm going to do anything as extreme for BB for the upcoming BBCF release but I will be trying to do it for a good amount of characters or as many as I can with the time I have. I probably won't be able to go into this much detail with everyone though. (P.S: I probably will go back and do those mixup threads for Persona 1.1 instead after I'm done my BBCF work) For Rachel in specific, I also wanted to do this mixup, pressure and oki guide to provide an alternative perspective from Sakaku's Rachel Bible and TD's Mixup thread. I wanted to put more emphasis on how to optimize the structure of your mixup and pressure with this guide. I also wanted to structure the guide in a way so that its easy to see that there are points to vary your pressure at almost every button you press in Rachel mixup and pressure. Instead of thinking in terms of pre-canned blockstrings like most other characters, there's a higher emphasis on dynamically making your blockstring as you go that you should get comfortable with. - Overview Rachel's mixup revolves around her instant overhead that she can do by doing a short hop j.A by making use of a 2D wind. This gives Rachel an exceptionally strong high/low mixup game compared to the rest of the cast. But Rachel's mixup and pressure only truly reaches its full pottential when she is in the corner and her oki options become oppressive. There are ways to escape her oki setups midscreen if the opponent is knowledgeable and on guard but a lot of these problems disappear in the corner. In the corner, her oki is not only able to deal with many wakeup options, it's also capable of baiting counter assaults. When you combine this with Rachel's really good high/low mixup, you get a corner mixup and pressure that might very well be the most scariest to deal with in the game. Once Rachel puts an opponent in the corner, they might die in that corner. - Tools IOH j.A Go to Overhead. Even on block, you'll have very good options to go for more mixup or continue pressure. j.B Mainly used as an overhead in the fuzzy guard mixup. It can be used as an IOH overhead in the same manner as j.A. It's slower but it's also a better starter. It's usually better to just go for IOH j.A though. 4B The overhead mixup option you use when your opponent has completely forgotten that this normal can be used as an overhead mixup. Not really recommended to use as a mixup. Not only is it a slower mixup compared to IOH j.A, your options on block are also much more limited in comparison. On the bright side, it is a better starter and doesn't require wind so maybe it wouldn't be too bad to go for when you're low on wind and want to conserve wind 2B Go to low. Much like IOH j.A, you'll still have good options to go for more mixups or continue pressure if your opponent blocks it correctly. 3C An alternate low mixup option. Unlike 2B, it doesn't have any good options to go for more mixups on block and your pressure will probably come to an end here since it's -2. You mostly want to use this option in two situations. On an opponent's wakeup during frog oki. On hit, the shock from George will allow you to pick up the combo without spending a wind or using a pole/lotus for iris. On block, the shock from George will allow you to reset pressure. Winded 3C can be a good complimentary mixup after using j.3DA a few times to try and get yourself back in close to an opponent after being pushed far out in a blockstring Throw The mixup option you'll be luckily to see once in your lifetime. Okay, maybe I'm exaggerating just a bit but it does sum up this mixup very well. Rachel's high/low game is already so good that there isn't really a good reason to try and go for a throw mixup, especially since a throw tech will end your pressure right away. On the other hand, the fact that you have no reason to go for it is the very reason it'll work if you go for it once in a blue moon. Video Example - https://youtu.be/4PQ-h2ercxQ?t=4572 tk 214C (2147C) If you have a lotus attached to the opponent or a lobelia pole on top of them, tk Sword Iris can be a great way to reset pressure because of how + it is on block. - Different types of Oki Lotus Experimentation with lotus oki began in 1.1 when it's attack level got increased to match Pumpkins but ultimately, both pumpkin and frog oki ended up being better and more used. In CF, Lotus oki has become the most used oki in the absence of pumpkin and also thanks to it's improvements in startup and recovery. Lotus oki has many great pros. Lotus only hits once but its active for a long period of time, making it easy to deal with all kinds of wakeup options. Lotus automatically seeks out the opponent, making it unnecessary to spend wind like the former pumpkin oki and making it even easier to conserve wind in CF. Lotus oki means you'll have an attached lotus to work with in your combo later if you need it. Using the attached lotus to extend a combo with sword iris leads to alternative combo routes that will allow to not have to use a stock of wind and keep regenerating wind instead. You can also use the attached lotus to reset pressure with tk Sword Iris. Setting it up Midscreen Midscreen, lotus oki can be set up by doing 6A > 236B |> 22A at the end of the right combos. You can change the timing of the lotus summon as well. If you summon the lotus quickly, it'll force the opponent into blockstun when they air tech low to the ground. If you delay the lotus summon, it'll force the opponent to block the lotus when they've landed. Midscreen lotus oki from midscreen 236B Example - https://youtu.be/Z0Lyn72-Tlc?t=440 Setting it up in the Corner Typically, lotus oki is setup in the corner by ending your combo with 214C |> 6A > 236A/B |> 3C > 22A oki. However, in cases where you started the combo close to the corner and ended up midscreen, it can also be set up by doing 5CC > 236B |> 22A Corner Example - https://youtu.be/AIBItQNlgiA?t=138 Close to Corner Example - https://youtu.be/Z0Lyn72-Tlc?t=517 Close to Corner Example 2 - https://youtu.be/Z0Lyn72-Tlc?t=417 George/Frog Summon George at the end of the right combo to have him activate his shock on the opponent's wakeup and trap them in blockstun for an extended period of time. Mostly used when a combo ends close to the corner. When combined with the right windless or winded lobelia, it'll force them into the blockstun of George's shock, giving you time to run up and start mixup and pressure. It can also be good for midscreen oki in situations where you want to try and keep momentum and your current combo is ending with 6A > 4B > 5CC. In these situations, you can cut the combo short and do 4B > 214A instead. Close to Corner Example - https://youtu.be/AIBItQNlgiA?t=273 Midscreen Example - https://youtu.be/FYarNUEZ168?t=209 However, George oki isn't completely inescapable. It's important to note that George's shock won't immediately hit the opponent if they neutral tech immediately, giving them a chance to jump out of it. It's also possible for the opponent to delay tech through most of George's shock. Doing 2A after summoning George should solve both of these problems though. If they try to jump, they'll get tagged out of their jump startup and get opened up off the bat. If they try and delay tech, 2A will OTG out of the period of time where they can't tech at all after hitting the ground. Once you've done this a few times to show you know how to deal with it, your opponent should start realizing it's too risky to go for these options except very sparingly and you can start doing other stuff on their wakeup instead. Also, you should keep an eye on your opponent's meter. If they have 50 meter, they might try and take advantage of George oki's blockstun to try and counter assault out of your pressure. To discourage this, play around with the timing of when you want to start your pressure from oki. If they try to counter assault right away and you instead choose to wait a bit, you'll block the counter assault and will be able to go for a full punish. If they try to delay their counter assault and you go for a mixup immediately, you might just end up opening them up before they even get a chance to use their counter assault. Additionally, Jin and Hakumen can Yukikaze out of George oki. There's no real danger to you so long as it catches the shocks from the frog but you still need to be ready to hop over the strike and chase after the Jin and Hakumen player. Yukikaze Video Example - https://youtu.be/lg6CF4Iw3xM?t=5336 Ivy Blossom Summon Ivy Blossom at the end of a combo to drain some life from your opponent as you do your followup pressure. Typically, doesn't see any use in matches since it doesn't really offer much in terms of handling wakeup options compared to lotus and frog oki. Combine this with the fact that Ivy Blossom corner combos already do a lot of damage and the minor life drain you'll get from Ivy Blossom oki doesn't really seem worthwhile. If you attempt to go for this oki, I recommend doing it from a combo route that'll allow you to get both frog and ivy blossom oki Example Combo - Corner Ivy Blossom + Frog Setup - https://youtu.be/Lv8ICY-WKp0?t=1433 Instant Overhead (IOH) How to Input it There are two different ways to input it When you do it raw on an opponent's wakeup or another situation, you'll have to input it as 2D > jump forward j.A. Usually you'll want to do this from situations where you can hide that you're holding 2 down for a while so that you can do this input comfortably without getting a super jump. When you cancel into it from a normal, you should input it as X > 9jc j.2AD to make it harder to react to. Getting the most out of IOH j.A IOH j.A may not be reactable on its own but that's still a 50/50 chance of the opponent blocking a mixup. That's a bit too big. We want to turn that 50% chance of blocking the mixup to almost no chance of blocking the mixup so that we can minimize wind used to open up the opponent. The trick to improving your odds of opening up your opponent is straight forward: variation. We're going to vary the points at which we'll throw out the instant overhead, making the opponent not only have to guess whether to block high or low but also when they need to do it. Raw 2D j.A - https://youtu.be/lg6CF4Iw3xM?t=4905 5A(1) > 9jc j.2AD - https://youtu.be/FYarNUEZ168?t=212 5A > 9jc j.2AD - https://youtu.be/FYarNUEZ168?t=169 5B > 9jc j.2AD - https://youtu.be/Vj42DygQ_Uk?t=212 - When to use 2B You can go for a 2B mixup in many places but not all of them are equally as great places if your 2B gets blocked. We need to be careful about controlling our distance from the opponent. We don't want to get pushed out too far if we don't have to or IOH j.A will start whiffing. The best places to go for 2B are: On wakeup -> There's no better way to minimize how much pushback you'll have to deal with on a blocked 2B then to make 2B the first thing you do in your blockstring. After a blocked IOH j.A -> Great place to go for a 2B for similar reasons as doing it on wakeup. A blocked IOH j.A > j.B puts you at a distance comparable to the positioning you would do wakeup 2B. Video Example https://youtu.be/FYarNUEZ168?t=178 This isn't to say that using alternative blockstrings to go for a low are discouraged. Stuff like 5B > 2B is still a very good option to go for a low but requires taking advantage of you training your opponent to block high after 5B first by putting a higher emphasis on doing IOH j.A previously. Long story short: Ultimately, the best way to make sure 2B doesn't result in you getting pushed back too far is to structure your overall mixup and pressure in a way that people blocking 2B is fairly low to begin with. So your IOH j.A got blocked. What now? Congratulate your opponent. He managed to block the first in a series of hard to block mixups. Can his luck hold up though? You have three options at this point: Fuzzy j.B overhead. After chaining into j.B from your blocked IOH j.A, do double jump j.B to go for a second overhead. Video Example - https://youtu.be/4PQ-h2ercxQ?t=4711 Land after chaining into j.B and go for a 2B low to open people up who remain standing to block a fuzzy j.B Video Example - https://youtu.be/FYarNUEZ168?t=178 Land and just reset pressure from here. You can for IOH j.A again either raw or from cancelling 5A (1), 5A, or 5B or do whatever else you want. - You've let yourself get pushed back a bit far back during a blockstring. What now? So, you've let yourself get pushed out far enough that you can't go for the usual IOH j.A or 2B mixup. Maybe you decided to throw caution to the wind and after 5B you went "Screw it, I'm going for 2B now! I've done IOH j.A a bunch after this, there's no way he'll expect it coming!" and the jerk actually decided to keep crouch blocking. It doesn't really matter how you got here. The point is you're here and you need to deal with it. You have four options Wind yourself back in and go for a mixup at the same time by doing 6B > j.3D > delay j.A Video Example - https://youtu.be/K-s19aXysD4?t=8866 Chain into a winded 3C to try and open them up low if they're expecting you to try and wind yourself back in with the above overhead option Video Example - https://youtu.be/lg6CF4Iw3xM?t=5094 If you have a lotus attached to them or a lobelia pole on top of them, take advantage of 5B or 6B being jump cancelable on block to do tk 214C. As mentioned earlier, tk Sword Iris is pretty + on block and will allow you to run up and reset pressure Video Example - https://youtu.be/FYarNUEZ168?t=1334 Retreat. Take advantage of 5B or 6B's to IABD away. Sometimes, it's better not to push your luck, especially if you're running low on wind. Video Example - https://youtu.be/FYarNUEZ168?t=1027 - Overdrive Raid and Exceed Accel In CPEX, Overdrive Raid wasn't too big of a deal as a Rachel player because the way her pressure and mixup is structured made it hard to catch her whiffing something with long enough recovery to punish. Usually, it pretty much required just as much of a guess as blocking her 50/50s and so it wasn't worth wasting your burst on such a high gamble. Unfortunately, the addition of Exceed Accel has changed things. The ability to go straight from Overdrive Raid's invuln straight into Exceed Accel's invuln makes it dangerous to try and continue pressure. There still isn't much risk to Rachel since she can usually react to the Overdrive Raid's super flash in her pressure and retreat but it can be troublesome because this scare tactic can force you to have to stop your scary mixup and pressure game or risk eating 2-4k damage and still losing momentum anyway. There are some things you can do though to try and prevent putting yourself in this sort of situation. The root of this problem is Overdrive Raid. Fortunately, Overdrive Raid works similarly to Counter Assaults, so you should consider taking similar counter measures. Keep an eye on your opponent's burst. When you see they have a burst available, you need to start carefully deciding the structure of your pressure and oki. You might consider shying away from George oki since this is a very easy target for Overdrive Raid and Counter Assaults. You might also consider higher emphasis on opening people up very early with stuff like raw IOH j.A, 5A (1) > IOH j.A and wakeup 2B while putting a lower emphasis on using 5B in your blockstrings which is also an easy target for doing Overdrive Raid.
  9. until
    join: http://mechagsplays.challonge.com/eubbcpexbw3 europe only
  10. also, if you missed last weekend's BB Exhibition, Majinobama has put them up on youtube https://www.youtube.com/watch?v=jw0h8mwSJkE https://www.youtube.com/watch?v=4hJaN3zv7ks
  11. be sure to subscribe to these channels if you haven't already!
  12. BlazBlue Central Fiction's console version has now been confirmed for PlayStation 4 and PlayStation 3. Joining the playable cast from the XBlaze games comes Es. XBlaze Code:Embryo and XBlaze Lost:Memories are visual novels set in the same multiverse as BlazBlue. While largely unconnected, they share a lot of the same lore terminology and the main character from Lost:Memories resembles BlazBlue's Nine to such an extent that many believe they are the same person. More details on new character Es, game modes and an interview with series creator and producer Toshimichi Mori to come in a 10-page feature in this week's Famitsu. Source: Famitsu
  13. Lelouch84

    Fenway Fight Night IV

    The fourth installment of Fenway Fight Night. GGXrdR, BBCPEX, and UNIEL are featured games with the possibility of other games on the side. We're also giving away a copy of BBCPE for PS4. Come to the event or tune into the stream to get in on the giveaway.Venue fee is $5.The event schedule is as follows:BlazBlue CPEX @ ~3PM - $1 entry fee.UNIEL @ ~5PM - $1 entry fee.Guilty Gear Xrd Revelator @ 7PM - $1 entry fee. Side tournament finals whenever UNIEL finishes (side tournaments are free) Twitch stream: twitch.tv/bostonanimefgc Twitter: https://twitter.com/BostonAnimeFGC Discord chat: https://discord.gg/0fWopTJ9d0j5qoWE The parking garage is located at: Renaissance Park Garage, 835 Columbus Ave, Boston, MA 02120. If taking the T, get off the orange line at Ruggles and the venue is right there. If you pay to park, please give Draken DuBose your tickets and he'll reimburse you.
  14. As far as extras, this includes all the dlc from the console release as well as the option to run the game in CP mode, meaning reverting all balance changes back to BBCP 1.1.
  15. Lelouch84

    Fenway Fight Night III

    The third installment of Fenway Fight Night. GGXrd, BBCPEX, and UNIEL are featured games with the possibility of MBAACC, and P4AU on the side. The event is at: International Village, 1155-1175 Tremont St, Boston, MA 02120, Rooms 14-18 The parking garage is located at: Renaissance Park Garage, 835 Columbus Ave, Boston, MA 02120. If taking the T, get off the orange line at Ruggles and the venue is right there. Join us on Facebook: https://www.facebook.com/groups/bostonanimefgc/ On Discord: https://discord.gg/0fWopTJ9d0j5qoWE and on Twitch: twitch.tv/bostonanimefgc
  16. Lelouch84

    Fenway Fight Night II

    The second installment of Fenway Fight Night. GGXrd, BBCPEX, and UNIEL are featured games with the possibility of MBAACC, and P4AU on the side. The event is located at International Village, 1155-1175 Tremont St, Boston, MA 02120, Rooms 14-18. The parking garage is located at: Renaissance Park Garage, 835 Columbus Ave, Boston, MA 02120. Just find one of the TOs and we'll arrange for your reimbursement. If taking the T, get off the orange line at Ruggles and the venue is right there. Alternatively, Northeastern University has a Green Line stop on the E branch. For more info, please check us out on Facebook: https://www.facebook.com/groups/1649613735316961/ (Event page is here: https://www.facebook.com/events/735833886518045/) Twitch stream: http://www.twitch.tv/bostonanimefgc Brackets: http://bostonanimefgc.challonge.com/ Discord chat: https://discord.gg/0fWopTJ9d0j5qoWE Twitter: https://twitter.com/BostonAnimeFGC and YouTube: https://www.youtube.com/channel/UCYw8MvAnw7PH-XaEepHZTjQ
  17. 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. Source: Famitsu
  18. Lelouch84

    Boston Anime FGC Monthly

    The Boston Anime FGC's monthly tournament. Our main games are Guilty Gear Xrd, BlazBlue CPEX, and UNIEL. We may also have side events for Melty Blood and P4AU. If you're a Northeast area player, and want to join the group, go to: https://www.facebook.com/groups/1649613735316961/ and ask to join. You'll be accepted almost instantly.
  19. Afterwards, they'll be releasing BBCPE in February, then UNIEL and MBAACC in "Spring 2016"! ASW haven't mentioned any prices or special extras for these games, but stay tuned!
  20. 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. Source: Famitsu