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Found 138 results

  1. 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.
  2. until
    join: http://mechagsplays.challonge.com/eubbcpexbw3 europe only
  3. 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
  4. be sure to subscribe to these channels if you haven't already!
  5. 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
  6. Lelouch84

    Fenway Fight Night IV

    until
    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.
  7. 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.
  8. Lelouch84

    Fenway Fight Night III

    until
    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
  9. Lelouch84

    Fenway Fight Night II

    until
    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
  10. 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
  11. Lelouch84

    Boston Anime FGC Monthly

    until
    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.
  12. 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!
  13. 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
  14. Sorry this is late, I should of made this sooner tbh for you US guys who have it in Arcades. My bad. International Video Posting and Critique Thread (Non-JP) Here we encourage you to share your videos. Any videos pretty much, you can Post videos in regards to your progress and get feedback (analysis/critique) as it's always nice to have fellow players give their views to help you, Match Ups which you feel you can share to some tips on, demonstrations, guides or any creative work you wish to share like a CMV for example. This thread is for you Here is a link to the Previous games version for Video Posting and Critique (BBCPEX): http://www.dustloop.com/forums/index.php?/forums/topic/10656-cpex-rachel-international-videos-critiques/ Rules: (I quote Tari from the previous thread) - All criticism is to be constructive. - If you post a video and ask for criticism, it will be given. Please do not get butthurt. Rachel JP Fan-Art of the Month I like Tari's idea of having a nice piece of Rachel Artwork to see you off. I'll sort something out later but may change it every month or so to keep interest up. [Insert Image here] Artist name / Artist Twitter Want to help out fellow Rachel Players with match videos? NOTE: This is something I've had in mind but wasn't really sure how to go about wording it and what needs to be added and whatnot, may be some set rules? If anything this won't be possible until people can get BBCF on their home consoles anyway. Do you run streams or recorded sessions on PSN/XBL player match rooms or lobby mode? Would you be interested in sharing details of when you generally run these sessions? If so you are more than welcome to put your details here and you could be reaching out to fellow Rachel players in the same region/area who do not have the ability to record matches themselves but could have them recorded through your stream or session. An example (NOT THE REAL THING) would be something like this. (Note: I am hoping to do something like this when I can get BBCF on console depending how life works out for me) [Dustloop Name: Gamester] [Console: PSN] [Region: Europe/UK] [Stream/Recorded Session: (Day + Time + Room Name) Wednesday 8pm (GMT+1) RachelEU] [Additional Notes: Any EU player and especially Rachel players are welcome, happy to provide a service as I too am a Rachel player looking to improve myself. Videos will go up on YouTube and if you don't want your matches recorded, just say so and I won't add.] (Something like the above but tidier, it seems similar to Match Finder but what I would be doing here is offering to reach out to Rachel Players in EU who want to improve but can't find a method to share their match footage for feedback/advise) It's an idea.
  15. DISCLAIMER: All of this was written by Hima (@hima696). Original link: https://www.evernote.com/shard/s633/sh/58792055-416a-427b-82e8-cafbc8f75d9b/3ce45767492ac3ecff2448f4cfe595540. Introduction 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?5. Postscript 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. 11/10, Hima
  16. Keep in mind that Nine releases December 3 in japan, so expect a glut of first day impressions very soon!
  17. Sources: Famitsu, "Summit of ArcNama Final"
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